Unreal Engine 4.26 Preview

If you’re using PhysX Vehicles, that plugin becomes deprecated.
https://github.com/EpicGames/UnrealEngine/commit/8cd4350a309a9d0f08b8ee68d622d3038ee8c5ca

I guess, you will need rework your vehicles into Chaos Vehicles. I expect this is special area that might implemented very differently from the old PhysX version.
https://github.com/EpicGames/UnrealEngine/tree/c20d048e3a7018d4c3e6d89984c257bed9aa3e88/Engine/Plugins/Experimental/ChaosVehiclesPlugin

Oh and in Preview 2 with GPU Building, Emissive on Static Mesh produce light but “Use Emissive for Static Lighting” is unchecked

Can we please have build in 3D navigation system for Flying ?
I’m working on a space game that have aerial combat but the engine only have ground Nav mesh. The only plugin alternative we have is abandoned by the developer.

The Engine need this please!

Even after 2.5 years, poor rect light still doesn’t have it’s own icon.

Rect_Light_Icon.jpg

Sooo… where is the launcher for Linux ?! Unreal Engine is amazing, but what’s the point of releasing it on Linux, if I can’t add any assets to my projects? And all courses and learning materials constatly refer to the Launcher.

Cloth crashes the editor when it collides with the environment if ‘Collide with Environment’ is enabled.

Niagara System crashes when attaching to a skeletal mesh which contains virtual bones.
At file NiagaraDataInterfaceSkeletalMesh.cpp line 298


if (MasterBoneMap.IsValidIndex(BoneIndex))
{
    const int32 MasterIndex = MasterBoneMap[BoneIndex];
    if (MasterIndex != INDEX_NONE && MasterIndex < MasterTransforms.Num())
    {
         CurrTransforms[BoneIndex] = MasterTransforms[MasterIndex];
         CurrBones[BoneIndex] = SkelMesh->RefBasesInvMatrix[BoneIndex] * MasterTransforms[MasterIndex].ToMatrixWithScale();
         bFoundMaster = true;
    }
} 

Waiting

Yeah, they should definitely employ some icon artist :smiley: There are dozens of things without icons while icons would make things much easier from the UX side and are super simple to implement.

Do your cards look like ****? I am not getting a good result at all. I wonder what your guides need to look like in order to get the best result from the auto generated cards.


Any updates on this??

Hi All, I downloaded the source for 4.26 preview 2 but cannot enable the Water features in plugins. Is it shallow water? If so it doesn’t have any content and I am completely confused why this hasn’t been given a solid answer, just a step by step would be huge.

Did you get 4.26 from the launcher or Github? As far as I’m aware, the water plugin is currently only a part of the latter. At least, that’s how it worked out for me.

Water plugin will be available in the next Preview.

It’s your job to make hair look beauty. Hair card is just a flat plane.I means you just apply material for it.
https://docs.unrealengine.com/en-US/…#hairauthoring

Are you suggesting that I create the hair cards myself inside of maya/3dsmax/blender? I could do that but I was hoping that the auto card generation would work well without me having to manually do it.

Out of the box, performances and stability are pretty bad compared to 4.25.3.

My test scene is a grid of 5x5 columns of 15 simulated physics flat cylinders (flat meaning Z scale = 0.1).

In 4.26.0 preview 2 I get 0.7 FPS while in 4.25.3 I get more than 120 FPS

But more importantly with Physx the columns were stable while in the last version the cylinders do not stack stably and the simulation collapses.

Is it due to the preview or maybe Chaos needs to be set up in a particular way?

I have found two bugs in 4.26:

  1. If you make a Photo with “High Resolution Screenshots”: there is no Landscape to see in the photo but there is a Landscape!
  2. If put a physically based flag into the Level an Play this Level: the Flag did not move in the wind. In 4.25 is no problem with this Flag!
    Kind regards,
    halobungie

I’m guessing you need an alpha transparency texture, otherwise it will look like your attached screenshot.

Well it does automatically generate a ‘coverage texture’ along with 3 other textures (see screenshot below), I guess these need to be used inside of a custom material? The option to select a material is greyed out though as you can see in the screenshot. How can I apply a custom material to the cards?

EDIT: Upon close inspection it seems it is applying some default card material to the generated cards, because some of the card geometry is getting masked out, it just looks like garbage. I think the default material that is applied to the card is using the generated textures shown in my screenshot.

Also I am noticing tons of crashes and hangs when trying to generate cards for grooms that have around 100k strands, it just doesn’t work at all most of the time. The small grooms with only a few hundred or thousand strands seem to generate cards somewhat reliably however.