Emissive surfaces work perfectly fine on movable objects but lights do not.
Changing emissive inside Material Instances do no refresh GPU Bake and it could be nice to have an option to disable emissive GPU baking per object as well (it wasn’t working on CPU, having the option to disable it or not could be a good idea).
Could you guys maybe make next preview version slightly more stable? Getting constant crashes when recompiling character blueprint with animation graph open. So far my experience with 4.26 is mostly finding new unexpected ways to get a crash.
The typical workflow described here requires that the user import every interpolated hair as a nurb curve and then some number of them are automatically considered guide curves. I was wondering if there is a way to only import guide curves and then get unreal to do the interpolation of the hairs itself? The xgen groom I am working with has literally millions of strands and trying to generate nurbs curves in maya for every strand crashes my computer since it eats over 60GB of ram/virtual memory. It would be easier for me if I could just import the guides and have unreal engine do the hair strand interpolation instead. Otherwise I will probably try to break the groom up into smaller chunks and import it that way.
What’s stopping you from using the feature even if it is experimental? I guess there is the potential for bugs/issues but as long as you test it thoroughly it should be fine to ship a game with right?
Maybe that mesh was generated when he selected ‘Procedural’ from the dropdown menu? Have you tried it?
Are physics asset setups built in previous versions of Unreal Engine expected to just work with Chaos now that PhysX is deprecated?
All of my vehicle setups are broken in 4.26. I even pulled down some assets from the marketplace that were broken, and the vehicle sample project is broken. I cannot seem to get vehicles to function.
how to switch mobile preview. click ( Setting -> Preview Rendering Level -> Android ES 3.1 ) there is no any response. Someone has the same problem as me
Volumetric Clouds. The new Volumetric Clouds Actor provides a material-driven real-time cloud rendering system. The component requires a material to work. You can use the default one found in Engine/EngineSky/VolumetricClouds/M_SimpleVolumetricCloud.
But there is no folder called EngineSky in my Unreal 4.26 installation folder?
stupid me. It’s in the standard engine content that you can enable inside each project.
In Preview 2 when I try to play in VR Engine crash.
Assertion failed: !bIsLoadActionInvalid [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderGraphValidation.cpp] [Line: 421] Pass 'Tonemap %dx%d (PS GammaOnly=%d)' attempted to bind texture 'Tonemap' as a render target with the 'Load' action specified, but the texture has not been produced yet. The render target must use either 'Clear' or 'NoAction' action instead.
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
ntdll