I did put those field assignments in and then compiled successfully from source. Still no Fracture Editor tab.
I took the opportunity to clean up the changes I made to the Maya Live Link plugin, with a pull-request created here on Github. I am hoping that this merge can make it into 4.23 before it is out of preview as it adds support for streaming curves from custom attributes. Once you start using custom curves it is kinda hard to be without them in production. Live Link gets so much better once one has access to streaming them.
I have a thread with my changes to the plugin here.
https://github.com/EpicGames/UnrealEngine/commit/179bdd4e6eb0630674c004ecaa595feb3e2e31b7
Streamable animations are postponed to 4.24
I don’t actually have a lot of tesselation on in my scenes that crash
but they were scenes ported from 4.20
so maybe something went buggy? I get the crashes in fresh 4.22 as well, had to lock the fps to 24, and turn on or off vsync as well
I tried to use RTX in conjunction with VR. But I get always crashes when I start the VR preview with my Samsung Odyssey 2. Multiview is enabled…
Trying to follow the video Order from Chaos Destruction in UE4 GDC 2019 Unreal Engine Cleaned Audio - YouTube When I click on the GeometyCollection I get a crash. Using 4.23.1. I got it from the launcher. I have chaos, mesh editor, planar cut, editable mesh, geometry plugins installed.
I have the same issue, VirtualCameraPlayerController seems to be broken in this version and can not be used as the Player Controller Class in Game Mode override.
So… this is more of a question. I’m an artist trying to develop for the Oculus Go and Quest, and after getting this preview version, the included/compiled Oculus plugin is still an old version that
doesn’t expose some important options to the editor. About two months ago I did my own compile from Github, to see if I was doing something wrong, and that version did include the up to date plugin. (What of course makes sense because I just compiled it).
So my question : How long does it usually take for the latest binary release to get up to date? Or was this an oversight and will the latest version be included in the proper 4.23 release?
Thank you sooo much for the SSGI! Looking sooo gooood! It’s something I wanted soo badly after volumetric GI was removed.
Vulkan seems to run Incredibly slow in 4.23 preview - Just updating my Vulkan SDK to see if that makes a difference.
I was pushing this ever since i was working at Epic. Love to see it finally come to fruition. Wohoo!
For some reason I can’t submit a bug for preview versions, but it’s pretty simple:
RenderTarget crash with “Auto Generate Mips” in DirectX 12:
- Start a new project (i used first person blueprint)
- Once open, in Project Settings->Platform->Windows, switch the default RHI to DirectX 12. Restart the editor.
- Create a new RenderTarget, open the asset and check “Auto Generate Mips”. This crashes the editor. If you repeat the steps with DirectX 11 as the RHI it will not crash.
I compiled Github source code but I can’t find Chaos Editor in Mod panel.
Does anyone have the same issues?
Will SSGI be included in the final release? If not, can anyone please make a plugin from the available code…
SSGI is in the 4.23 release, however, it can only be enabled via console variable at this time. It’s not a final, production-ready feature and we are not calling it out in the release notes or marketing it in any way for this release. There is still some work to do with it and it should be ready for 4.24 with more information and accompanying documentation. Until then, it’s there in the builds if you want to try it out but it’s hidden.
As for SSGI, I tested SSGI in Dev_Rendern before and found that SSGI can be combined with RTAO normally, but in the latest 4.23 Preview 1, opening SSGI will cause RTAO to fail completely.
Moreover, if you want to use RTGI, you must adjust the strength of RTAO to 0.
Another problem is that RT translucency seems to have failed and cannot be turned on properly.
In fact, prior to this, the 4.22 version of RayTrace had Bugs that could not be displayed at the same time as LPV. When I turned on RT Shadow, the effect of LPV completely disappeared, which meant that I could not find any GI in real time. In order to have real-time GI effect, I had to turn off RT Shadow, or no LPV effect.
There are too many problems with RayTrace effect in 4.22. For example, there are many material modes that do not support it. TwoSideFoliage mode is supported in the introduction of documents. But when I turn on RT GI, the material of TwoSideFoliage mode becomes very strange.
I don’t know how many improvements can be seen in 4.23 RayTrace. At least for now, it seems that only Foliage and Landscepe, ISM support can be seen. (Also, ISM and HISM, Foliage don’t seem to perform well?)
That’s great news thank you. I’ll wait for the .23 final to test it out.
The new ssgi is very cool as addition!
But i am sad we only got a small slider for shadows The shadows could really need a proper upgrade, something like smoothing without loosing resolution… Maybe screen sampled shadows.
is there a place where we can provide some feature requests?. i really want landscape editing in runtime without messing with the unreal code since i think we cant release games with unreal edited code. i am really okay with the feature being only provided to c++ but i just really want it so that we can easily edit on runtime and even get stuff like heightmap exported with code on runtime.
Of course, you can release game developed on the modified engine.
The only issue is you’d have modified it for yourself. There’s no need to request that feature - it has been mentioned many times.