■■■■… still no dxr lightmap baking… beginning to think that the video we saw it in was a lie for marketing…
Not a lie. Just not this release.
That’s why in Juan’s talk from GDC, it was listed as a future initiative for Ray Tracing tech in UE4 without a specific targeted release version.
Pretty good pack of rendering features in this version. Me like.
From the issues discovered:
WPO velocity output is not working.
Setting a render target, capable of mip generation, to a size of 1x1 crashes the editor.
I went through all the trouble to build 4.23 and enable all of chaos and mesh editor and I can’t get Chaos to do anything at all. No way to add meshes to geometry collection, no way to fracture meshes. Nothing.
In the modes panel, there is a new icon, it looks like a faceted sphere to the right of Geometry Editing OR just press Shift+7 on your keyboard in the editor. It appears that’s where you will do all your Chaos fracturing and stuff. However – I can’t get ANY of it to work. Literally anything I press under mesh editing aside from dragging verts/faces around crashes the engine. Honestly I’m not entirely certain why they released preview 1 in this state. Usually new features such as this are in at least a semi-working state before a preview is put up. I very much look forward to using this new system for destruction and their future implementation of Chaos for general physics to replace PhysX.
Thanks. Crashing for me too. There must be a method we just don’t know. They could drop a line and tell us.
on twitter victor said turn on Chaos, and turn off physx and “recompile”. I’m gonna try to use a c++ project and see if that works.
Where’s the new animation editor
I’ve managed to get it to work.
You want to add this to UE4Editor.Target.cs:
bCompilePhysX = false;
bCompileChaos = true;
bUseChaos = true;
bEnableMeshEditor = true;
However upon trying to load the FPS Template it crashes at:
Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp line 879: check(Scale[0] == Scale[1] && Scale[1] == Scale[2]);
You can see the picture here of what seems to be the “official” Fracture Editor. And the voronoi volume used to fracture the mesh. I tried using the “Mesh Editor” tab method of fracturing and it crashed with something like “FName == None”, don’t remember.
But fracturing does work with the Fracture Editor, it generates the Geometry Collection with no crashes. Was able to play the level and the pieces fell apart instantly.
hi guys testing rtgi and ssgi too. seems not working?(tried hdri backdrop and result same)
compared 4.22.3
I cant get to the fracture editor. I’m just gonna wait for release. I’ve already wasted way too much time on this. Chunks deuces
I am getting an error for Virtual Camera blueprints in 4.23 Preview 1. Did anyone face this?
RTGI working for me, but light intensity need to be quite high (much over 10lux, mostly 60-150) to make it noticeable.
Please disregard the post that was here previously that reported an issue with Live Link curve synchronization. The “bug” was related to MPlug.name() and MPlug.partialName() with the Maya API. These names output seemingly identical values and looked the same in the curve debug viewer, but became different internally in Live Link. (I assume that the FName got wonky)
My bad.
I have not been able to find the Fracture Editor tab, even though it’s enabled as a plugin. Right now, any time I select a Geometry Collection with the Mesh Editor tab open, I get a crash:
Assertion failed: TransformBuffer.NumTransforms == DynamicData->Transforms.Num() [File: D:/Build/++UE4/Sync/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSceneProxy.cpp] [Line: 465]
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
UE4Editor_GeometryCollectionEngine!FGeometryCollectionSceneProxy::SetDynamicData_RenderThread() [d:\build++ue4\sync\engine\source\runtime\experimental\geometrycollectionengine\private\geometrycollection\geometrycollectionsceneproxy.cpp:465]
UE4Editor_GeometryCollectionEngine!TGraphTask<TEnqueueUniqueRenderCommandType<UGeometryCollectionComponent::CreateRenderState_Concurrent'::
5’::CreateRenderStateName,<lambda_5bea11ca410badf1eb0b14700b14a609> > >::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
Will we ever get polygon modeling with subdivision surfaces? It’s been on the roadmap for ages. Is that feature on the roadmap being replaced with the mesh editor?
Yeah you have to put those field assignments in the UE4Editor.Target.cs and then compile from the 4.23 github source for it to show up. After you do that, I wouldn’t recommend doing any fracturing with the “Mesh Editor” tab and instead stick to the “Fracture Editor” tab.
In case anyone wants to join the VT discussion. Landscape Virtual Texturing (Since UE 4.23) - Rendering - Unreal Engine Forums
Hey all! I wrote up a post on the steps required to enable Chaos in 4.23 Preview. You can find it here.