Unreal Engine 4.26 Preview

It’s there! If you’re looking for inspiration, check out the livestream we did with Ryan Brucks:

Yay. And there was much rejoicing.

Seems like the Fluidsim bp is broken for me. The node for “Get first actor in class” seems to not exist. Do i have something not enabled?

anyone managed to make this water thing to work?

I got about half of it to work. Might make sure the “edit layers” is enabled when creating the landscape, I was stuck on that for a moment tbh

Kind of… I loaded the sample map, the river and lake didn’t show up (only the ocean) and when I grabbed one of the spline points the editor immediately crashed.

I figured out that if I moved the lake actor up a little bit then the river/lake would appear, but the foam material seems to be messed up

Gerstner wave actor also seems really weird, the blueprint graph isn’t plugged in and all the variables are red

The Water System needs to be independent of the terrains, So those of us using Voxel Terrains can still use it.

Some CPU/GPU Lightmass comparisons in 4.26p3, using a stationary skylight, and spotlights with reduced indirect lighting intensity:


I make heavy use of both of these so I’m really hoping these get addressed at some point. Being able to use GPU Lightmass would be a godsend for me.

Also I just noticed; Stationary Skylights now support realtime recapture!! So happy to see this!

Anyone knows how to make the water system compatible with skylight time of day?

I watched the stream 3 weeks ago I don’t remember if they mention any compatibility

EDIT : works fine, just needed to update skylight

I don’t see any reason why time of day wouldn’t work, you just have to make sure you recapture your skylight to keep reflections correct

What about Water system. Did anybody try it? Do you know some simple tutorials?

Documentation at least?

documentation will come with the final 4.26 release as usual

for now there’s the livestream video and the content included in the plugin (there’s a WaterTestMap)

can’t launch project that has raytracing enabled while oculus rift s is plugged in… (preview2 haven’t tried preview1) tried studio and game ready drivers (rtx2070).
Anyone with the same issue, is there a workaround maybe?

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Since the groom plugins are now considered production ready, can you active them by default? Thanks!

I’ve run into some errors, the Generate Spectrum function is missing from GerstnerWaveController_BP, along with the blueprint trying to use nonexistent connections.
Is there any way to fix this, or will the function be added in the next Preview version?

When adjusting post processing settings, either in editor or in game, the new volumetric clouds ‘flicker’ in brightness for a second, is there a way to prevent this?

very specifically, this seems to only happen with exposure settings

Tried to use new Water system. WaterBodyOcean. It behaves a little bit strange with terrain.

But in **4.26 Water And Volumetrics Preview tutorial **we can see there is yellow circle tool too. I don’t have such tool in UE 4.26 Preview 3

Water Plugin content seems to be completely botched in 4.26p3