Unreal Engine 4.22 Released!

Thanks Tim! As I’m already spending half (or more) of my frame time in VR with shadows (both CSM and DF Shadows), I am definitely looking forward a lot to see how raytraced shadows perform in comparison.

I understand you don’t want to over-promise too much, but do you maybe have a list of priority regarding the order in which the currently unsupported engine features will get support for raytracing? Is VR relatively high up on that list, or not? It would just be nice to have a rough order to know what to expect, and what might make sense to add support for myself in the engine. I’m always reading through all commits in dev-rendering anyways, and I might just switch to dev-rendering or try to cherry pick it from there once the things I need are supported for raytracing in there, so which UE4 version it ends up in isn’t really that relevant to me.