Can anyone clarify whether they’ve been able to get the Landmass/Water system functioning with world composition?
In my case, it seems to work until you start unloading/loading sections of the landscape, eventually the landmass brush manager breaks and won’t render anything into the heightmap.
“Build Lighting Only” will use CPU lightmass, which is still necessary if you’re using practically any custom indirect lighting settings because none of them seem to work in GPU lightmass.
4.26 preview 4 seems to introduce a new bug, which unless I was hallucinating, wasn’t there in preview 3.
The issue is with indirect distance field shadows from stationary skylights, with realtime capture on they lose all of the directionality that is baked into the volumetric lightmap.
I am Chinese. Use Google Translate hope you can understand
I encountered a Fluidsim bp error, and saw your answer to enable the “Volumetrics” plugin. The previous problem is gone, but a new problem is encountered. The reference files of EdgeMaskMID and ComputeDistanceMID are missing. What caused it?
It would be great to hear a bit more about what we’re supposed to expect from Chaos at this point given it’s becoming the default. Simulating objects like my dice were wiggling all over the place initially and rarely ever sleeping on a static surface. That’s improved a fair bit now but anything stacking will never sleep still as of Preview 3. I haven’t tried Preview 4 yet. Groups of several hundred dice were going to sleep reliably in a few seconds with PhysX before.
Preview 4 still runs empty level at ~40-50 fps for me (instead of usual ~150fps) . Can anyone confirm having the same problem?
Really hope it will be fixed on release
The question is if we will have to skip 4.26 and maybe even next 4.27 and wait a whole year for 5.0 to use anything Chaos API or what?
As it seems I will be forced to stick with 4.25.x for my current projects although there are so many bugs scheduled to be fixed only with 4.27 release… But if Chaos replaced PhysX completely and it’s not really production ready and absolutely stable with no glitches and bugs then at least 4.26 wouldn’t be usable. If it will get fixed and become stable after the .0 release it would still mean having to wait months. And if it will remain unreliable then waiting for 4.27 would mean another 4-5 months delay. So forcing to use 4.25.x regardless to use the old PhysX for everything.
Love the Update so far and all the new Features to try out!
Still can you Update the Oculus VR Integration for the 4.26 Release? It´s still using the 1.51 (19.0) Version of the Oculus Integration, while 1.52.1 (20.1) is already released coming with support for Oculus Quest 2 Development. Would be awesome to have that in the Binary Releases of 4.26. Thanks!
My bug report from a month ago has yet to appear on issues.unrealengine.com, or be fixed. Some transparency would be nice if you want people to take the time to write a report.
Agreed… I never received a ticket or a response for my last 4 bug reports. Can’t understand why they even bother to email a case number to us, it’s not like we can use it to check the status.
It’s because it is using the Physx implementation of vehicles still. You need to change it so it is using Chaos Vehicle class instead and Chaos Wheels.
Looks like they just committed a push that switches that example to physx vehicles by default now. I assume until chaos vehicles are out of experimental.