Unreal Engine 4.26 Preview

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

I fairly tried to reproduce this tutorial **(4.26 Water And Volumetrics Preview **| Inside Unreal by Ryan) step-by-step but on the 6 minute of this video I found that it behaves not exactly the same as in it. I know that’s only Preview and Experimental but it’s a little bit sad.

And I don’t know why I have water inside my landscape. I thought it should be done with lake tool.

Too bad the new real time capture skylight feature doesn’t support ray tracing (GI,RT skylight shadows).

UE4.26 P3 - Content Editor causes a crash when trying to edit object.( Material editor works well. )

Stack:
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Assertion failed: IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 824]

UE4Editor_Core
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ntdll

I had the same problem with p1 and p2. My ‘solution’ was to disconnect the usb cable of the Rift when I want to play with UE in 4.26

GPU Lightmass crashes Unreal P3 every time I try it with a complex map. I’ll file a detailed report with the call stack.

How is the water supposed to function with World Composition? Should the BrushManager/Brush be in the persistent level?..Or what level? How do you get the oceanwater (and/or) landmass brushes to function properly with World Composition?

This bug is back and its worse in preview 3… now not even changing the source radius fixes it. static baked point lights are way darker in gpu lightmap baker reguardless of point light radius. Way darker then stationary gpu/ moveable… and way darker then cpu version static.

Is anyone else having issues with OSC not working in 4.26? Using the “standard” sample binding an event to an OSC message

https://docs.unrealengine.com/Images/Engine/Audio/OSC/BindingToAnyMessage.webp

Hm, preview 3 seems to work for me. Occasionally crashed unreal on exiting from VR prewiew and there was one gpu/driver crash that froze the system, but it’s a progress :smiley:

One issue I have submitted for 4.25 was reproduced by the one checking the report and now it seems fixed at 4.26 p3, so it was a collateral effect? Now the issue is marked as “cannot reproduce”… Unreal Engine Issues and Bug Tracker (UE-97218)

The point is that this issue already appeared before and was supposed to be fixed, appeared again and now it is fixed accidentally… so I guess it will be a matter of time to see it back in the near future.

Replying to a few comments. Yes Water in 4.26 preview 3 is a bit rough, we are working on it!

>>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?

This bug is due to accidentally using a node from the “Volumetrics” plugin. It will be fixed (replaced with similar “Get Actor of Class”). You can either enable Volumetrics plugin or replace that node for now.

>>Generate Spectrum function is missing from GerstnerWaveController_BP, along with the blueprint trying to use nonexistent connections.

We no longer need the GerstnerWaveController_BP. Its is not used for anything and is in the middle of being removed. We now generate wave using the Gerstner Wave Generator class which can be applied directly on waterbodies.

>>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

That is because for the stream, I switched the Ocean material to be Masked. That caused the selection outline to get a more accurate shape. That said, masked is an expensive solution and we have a better solution that only clips the selection outline shader itself.

For anyone else who was baffled by how to do the initial setup of the water:

When you go to create a new landscape make sure you turn “Edit Layers” on in the creation panel. If you already have a landscape made then you can enable it from the details panel.

Now you can start adding water bodies and they will properly alter the terrain. The terrain deformation looks like it will go in whatever layer has the WaterBrushManager added to it.

The buoyancy component seems to cause a crash if you don’t replace the DefaultSceneRoot of an actor BP with something else. Maybe that was just me being stupid, but for instance, it can happen fairly easily if you create a new BP and then add something like a sphere/static mesh without manually setting it to be the scene root. This happens specifically in BuoyancyComponent.cpp line 48 (Begin Play):



35 void UBuoyancyComponent::BeginPlay()
      .
      .
47    SimulatingComponent = Cast<UPrimitiveComponent>(Owner->GetRootComponent());
48    check(SimulatingComponent);


Also, I’ve been running into some problems with waves been attenuated when I don’t want them to be (basically the attenuation depth setting not working as I expect/assume it to), and I’m wondering if I’m just being dumb and missing something or if it’s the water material. The biggest issue I am running into is that waves get attenuated unless I raise the water body thousands of units above the terrain, which is most apparent when using a heightmap or heavily sculpting the landscape. Besides waves, this also causes the blend materials to break down, and the rivers to not render speed/flow at all.

I’ve been digging through things like the WaterBodyData function a bit and have tried debugging the values for things like Water Z Height, Water Depth, and Terrain Z Height in hopes of getting a better understanding of the attenuation factor. I feel like I’m getting some strange values for some of those, like extremely large negative values for the Water Z Height (-10000 to -12000 usually), while the Terrain Z Height is correct (although sometimes also not). I know WaterBodyData uses Black_1x1_EXT_Texture as an input, filters it through HighQualityTextureFiltering, and then isolates the blue channel for the Water Z Height. Not sure if there’s something I’m missing there with that. If I just change the Water Z Height to be the blue channel of absolute world position, I get what I would expect to be the right value.

I assume what’s happening is with however I have it set up, it thinks my water body is way below the landscape and so it’s basically just maxing out the attenuation factor no matter what I set the attenuation depth value to.

Additionally, if I set up just a basic flat landscape and lake at z = 0, everything seems to work fine. Then, if I start moving the lake down, the waves start to get attenuated as I approach the default attenuation depth of 2048, with max attenuation happening at that value. But the tooltip for that Wave Attenuation Water Depth is “The depth at which waves start being attenuated.” Which to me means the waves will only begin to start being attenuated at that value, but it seems instead to be gradually attenuating the waves up to that value. The other problem I’m running into is the attenuation depth value working the opposite of how I would expect it to. For instance, if I bring the landscape and water body both back to z = 0, increasing the attenuation depth value will start attenuating waves until full attenuation at the max value of 10000. Whereas if I decrease it to zero, the waves start getting larger.

Sorry if any of that is confusing or worded poorly. I know this is all still being worked on too, but thought it might be worth sharing.

I don’t know if I’m missing something, but I cannot seem to raise or lower the height of the lake water. I have a previously built terrain I’m placing a lake into and no matter where I move the height of the water lake object it stays at the same height, with the only exception being when I change the material of the lake, then the surface appears where I want it.

Chaos’ simulation seems a lot more stable now and objects are actually going to sleep. I still can’t get a large amount of objects to go to sleep though if any of them are stacking up. They will just constantly push each other around.

The UKismetProceduralMeshLibrary seems to still have trouble creating new collision once sliced.

Morph target animation isn’t playing in sequencer even after rendering video… use custom animation always active when scrubbing in sequencer instead of the use animation asset option

Couldn’t find any code for this:

  • Support for voice communication in collaborative sessions

Is this actually implemented and if so where?