Unreal Engine 4.26 Preview

Using 4.26 p1(launcher). Chaos works. Check this video. I will continue to test. Created the anchor and using the fps template to destroy the GC.
The anchors are working.
Better link.

Is it ok that I can’t package a project using in-engine third party module (from the Engine/Source/ThirdParty folder)? It worked in 4.25.

Also, there is a problem with localized delimeters in Margin field in slate editor. It doesn’t accept both . and , - 2020-10-03 13-57-36 GIF by userunknown12 | Gfycat

image sequence failed in 4.26. Was working in 4.25.3.

You guys should let us back port the project back to older versions. Such issues are quite damaging to project timeline.

Movie playback in sequencer are not fps fixed. It has been going for years. Please do something.

Man, it’s a Preview - meant to find and report issues, not to you use in production. You shouldn’t use it in your project yet, so no damage should be done in this phase.

And if you’re not using source control, you should use it now, so you could revert your project to the older version. It’s technically impossible to safely revert the engine with all modified assets in projects to the older version. The older code wouldn’t know what to do with assets modified with unknown code (from the future release) and how to handle mismatch in serialized data.

What didnt work in older version, works in newer version. Guess what a month later and you discovered a critical failure point where you need to backtrack but cant as the engine disallow you to. If only i have a crystal ball. As far as i could remember, all engine versions are beta. Mind you that the feature is not something new. It was broken.

i think its demostrated here…

You should absolutely never upgrade a production project to a preview version of an engine. You are literally told not to do this in the preview notes, for every preview release that has ever been made. It sucks that you’re now in that position, but you have only yourself to blame.

If you have never encountered failure in using non-preview versions of unreal, you are not digging deep enough. I have said before that feature is not new. Now that i am using version 4.25.3, that does mean it would be free from bugs. LOL. All i am saying is we should be given the option to migrate objs back to the older versions.

right, sorry meant ctrl+L.
also, I know how it works, thanks.
BP_SunSky contains directional light/skylight and SkyAtmosphereComponent, and CTRL+L works out of the box in an empty map with just BP_SunSky, in 4.25. however for me at least, in 4.26 even in a new empty level, nothing happens. the gizmo shows up, but the direction indicator just wabbles around similar to what it does when it gets stuck straight up in 4.25, except this time it just stays in whatever position it started.

4.25
[video]https://drive.google.com/file/d/1rPCOvrnQYCv1vu7LjLXYlvDWHlvXH7Pf/view?usp=sharing[/video]
4.26
[video]https://drive.google.com/file/d/1JiAaWUkbbvLsNV8xmdWrt7c-Bq-wkx1p/view?usp=sharing[/video]

I’m afraid, that’s impossible. Specific classes contain special code fixing/updating assets from the previous versions of the engine on asset load. Usually, the engineer did a good job on it, so you don’t notice it. It just works. There are literally checks in code “if Last Saved Asset Version older than Engine Change X –> update asset on load and bump up asset version”.
It’s not possible to do it another way, to add code checking for changes from newer engine version in the older code. Without it your downgraded assets might even not load correctly, crashing due to mismatched data layout.

I guess nobody is happy because of regression happening in the newer version of the software. It’s just there no magical solution for downgrading assets when Unreal Engine changes so much with every release.

Can’t compile last versions. Lots of fatal errors in “SRemoteControlPanel.cpp”

That’s odd! I just recall it from an Epic Livestream that it didn’t work properly in 4.25 and was supposed to work in 4.26… If it was not then you gotta fill up the bug submission form with these two projects showing the issue.

Unfortunately no… official versions are released as production ready despite all the bugs that for many years don’t get fixed. The worst issue with Unreal Engine is the lack of any real LTS version. They really should have a LTS version every year with at least 2-years bugs fixing support meaning all reported bugs would get fixed in a short time. So 1 LTS release per year and 1 not-LTS one. At least that way UE wouldn’t feel as an always beta engine on many things due to some serious bugs everywhere slowing down indie developers production so much.
BUT the previews are clearly previews and you shouldn’t expect whatever software in alpha, beta or preview stage to be really stable on anything. The issue with 4.26 p1 is about Chaos API claimed to be production ready while it still is not and no one knows if it will really become so with the 4.26.0 release at this point.

Life sucks when using unreal. I dont expect old stuffs to break. But then again they seem to have numerous branching system for engine versions. That is totally bad for anyone using the system. Anyways i have completed porting back the assets to 25.3 and completed the short animation clip project. That is of course not without lots of pain.

Chao regardless will change during versions. So sticking with one if you are comfortable, provided other things dont break. LOL.

Yes, life sucks if someone completely ignores warnings they shouldn’t upgrade they project to a non-project ready version of the engine called Preview :wink:

How do you define project-ready engine that breaks? tough luck?

Hi,
seems that the blackmagic media in bundle isn’t working in 4.26. (https://docs.unrealengine.com/en-US/…art/index.html)
The texture in the when applied to the scene is black - or on a very large mesh, is s a small image.
Oddly enough I can see incoming video in the material editor


thanks

You should be using your source control software to do that. ​​​​​Create a branch specifically for the 4.26 changes in your project; merge master changes to 4.26 if you feel the need to. This way you can work on 4.25, test 4.26 as long as you want, and if 4.26 doesn’t pan out, you have lost nothing. This isn’t even particularly complex to do !

Thanks for the tip. It will be on my learning list.

Hey there! Thanks for giving accessibility to the preview. We’re working alot with RVT right now and some issues have been pointed out, any plans to provide further updates over RVT development? There’s been a big bug with the Sampler Parameter that couldn’t get the instanced RVT working + we’re limited to only 42mb of texture pool per RVT, which can be troublesome for certain resolution types. That could be fixed with multiple RVT in instances if the bug was fixed. Thanks alot!