Is it confirmed no new water plugin?
Hello, I just tried the Archviz template project in Ue4.26 preview 2 and got a fatal crash. I was playing in the editor with raytracing. Anyone experiencing the same problem? I can run some other Raytracing demos like quake II without problems. But not demos made with Unreal using raytracing (like the starwars demo from nvidia). My gpu is rtx2080ti. See attachment for the error message when the crash occurs.
Got a lof of DX crashes on my side, sometimes not even with raytracing activated, with a 2080 too. Iād recommend reducing screen percentage and disabling RT shadows on some lights, or at least sampling on those. Itās still very easy to tank the GPU.
Has anybody tried to use the new hair/fur/feather tools? If so where can you find them in the UI? I did a quick search but I couldnāt find any reference to them in the UI, has it not been exposed yet or something?
is foliage flickering against the new clouds a known/expected issue? I think any material with opacity seems to react badly against them, and they still render pretty wildly in āunlitā mode or anything that hides the atmosphere
Is support for volumetric shadows with ray-tracing planned for this release?
Enable the Groom and Alembic Groom Importer plugins. Then, import or open an existing Groom Asset from the Content Browser. Youāll get the new Groom Asset Editor that way.
Hey all,
Just an FYI that as of UE 4.26, we will be switching to using Python 3.7.7 by default in the UE4 editor. You can find more information in this thread, and please also keep any discussion about the Python change in that thread.
Thanks,
Jamie.
Hey
Enabling Deep Shadow on a light causes UE to crash. Is anyone else experiencing the same?
Will 4.26 support RT reflections on single layer water?
There is a fix which I think aims to resolve there: https://github.com/EpicGames/UnrealEā¦d8adc4fd7fffe1
I think it might also be fixed in the next preview: https://github.com/EpicGames/UnrealEngine/commit/26df959cfeca0c081fcaec69766bf9006bfef87e
āFound out that hair cards is just an experimental make me a little bit sad. Performance gain a lot with hair cards. This should be the solution for this gen while the regular groom is suitable for the next gen.
Are those cards generated from alembic? How does it work?
Great, but thatās just handle component, no attach/detach actor to actor as far as I can see. But still, Iām happy to see those are fixed ![]()
I think it got generated when I change source type to āproceduralā. To make it visible, I change geometry type to ācardsā in LOD tab and set LOD index to 0.
https://i.imgur.com/MGS11xo.png
I donāt understand, what do you put in āProcedural Meshā field? On the screenshot itās called āCards_Mesh_Groupā I think?
Hi,
The e57 Lidar support seems not in the Preview 2 too. (Extension not recognize)
Philippe
The editor crashes on start if:
- you have the Oculus Rift cv1 attached
- enabled ray tracing
- rhi set to 12
- gpu lightmass plugin enabled
Same in P1 and P2. Detaching a usb cable from the headset and all works fine.
How can I use **Inter-Process GPU Texture Sharing (Beta) **?
