Unreal Engine 4.26 Preview

You would need to revert this change.

ies lights don’t appear to work with GPU Lightmass

Fix lock rotation in components please!!!

The issue with the clouds seems to be related to r.VolumetricCloud.OpaqueIntersectionMode. The artifacts where the volumetric clouds meet anything that occludes them are really bad.

EDIT: It improved when I changed the Tracing Start Max Distance but it still shows up in some scenarios.

Can’t open up my preview 5 DMX project. It crashes before startup and I get this error:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4123] BodySetup /DMXFixtures/LightFixtures/Meshes/SM_Wash_LP_Base.SM_Wash_LP_Base:BodySetup_0: Serial size mismatch: Got 1726, Expected 1730

EDIT: Turns out if you open a new project and right click the WashLED Blueprint, the engine crashes and throws the same error. I reported it through the bug report system.

I downloaded the source for 4.26 p5 from github. I run genProjfiles.bat I ā€œsource files missingā€¦ā€. I have had this before but I don’t remember how to fix it. Has anyone been able to get this source file to compile?

Preview 5 still runs blank map at ~40fps in editor (instead of ~150fps in 4.25) for me.

I posted here (not to bug report) because not understand is it bugs or " features ".

First - strange clouds tiling. I still have no time to dig inside material myself so can’t tell any thoughts about what can go wrong. But something goes wrong …

Second - clouds disapire when intencity of direct light which set to be " Atmosphere Sun Light " become = 0. Not expected result. Only way to work adound - change not intencity but color… So if I want to make full day/night cycle system with those clouds now I have to work with light color (not with intencity)? Can’t get is it bug or such " feature ". Any ideas guys? Do I have to go and fill some bug report form?

Not sure if the good person to ask, but… , how to get this shameless and vain ā€œEngine Contributorā€ badge? As few of my pull requests got merged into 4.26? :wink:

I’ve been trying to use the fluidsim BP like you did in the UE presentation in September but it seems to be broken, I am not programmer so any ideas?

I am trying to build 4.26 Preview 5 from source with Chaos enabled using Visual Studio 2017. However, I am getting CMake errors while compiling. CMake errors include complaints about missing Fortran compiler, missing GLEW extension, missing zlib library, etc. Note: It builds fine with Chaos disabled.

How can I get 4.26 Preview 5 to build with Chaos (i.e. fix the CMake errors)?
Has anyone else got this to compile?

Thank you.

UPDATE:

So, although I had 77 CMake errors and the build process froze, I started the build process back up again and it completed successfully even with the 77 CMake errors still present. So the CMake errors somehow don’t affect the build process, its success, or even the built engine.

Hi all,

Someone can tell me why landscape disappears when the command line ā€œr.ForceLOD0ā€ is enabled?

Thank you

Hello again, and i have to ask you again, why do your people not create some bug reports? Because, after i wrote here about raytraced subsurface scattering errors in subsurface materials and twosided foliages, and you stressing people to write a report… i wrote one, including links to this forum with screenshot, and video, including two projects for your devs to check, just to get NO bug report tracking number, aka, bug semingly not acknowledged. Pretty discouraging, if you basically force people through that time consuming thing, that is your bug report site, just to throw it out of the window.

It“s even more discouraging, because just from skimming through the threads here, that i am not the only one, who write reports, just to get it not accepted. Not to mention, the plenty of older bugs, that are acknowledged, but still not solved.
Worst thing is, i would have to write several other bug reports about the mess, that is raytraced translucency and its reflection (just check the rendering forum and what happened to automotive glass from your very own automotive pack).

Have a nice day, i guess :frowning:

Emissive and Masking in hair materials aren’t displayed on groom objects. I’m not sure if this is a limitation of groom rendering or a bug but it seems like something that should be possible. In the attached image the only difference between each top and bottom material pair is the groom is using the root UV from the hair attributes node and the plane above is using the standard UV coordinate from the mesh.

If this can be done, I would love to see Emissive and masking implemented into the groom rendering as without them I can’t use grooms in my project without significantly limiting the visuals and modular setup of many intended creatures. I already asked about this on the answer hub but figured since it has to do with an incoming feature it might be better to bring it up here.

I’m not sure about the second problem but if you swap out the texture in the cloud material (circled in blue) with a tiling texture it should get rid of the seams in the sky.

You need to enable the volumetrics plugin to get rid of the errors. I had the same issue, we all did. Ryan mentioned something five or six pages back.

4.26 PW 5

Volumetric Clouds reflections lags (Sky Light Real Time Capure actived).

I spent the past two days trying to get the virtual heightfield to work but I think Virtual Texturing is broken, based on all of the tutorials. It seems that without the Material Domain option of ā€œVirtual Textureā€, it’s impossible to write to the SVT properly. Then again, maybe something changed in the workflow. I wish I knew… I guess I’ll leave that alone until I find out if it’s broken or hear what the new procedure looks like.

Is there anyway to put 4.26 P4(launcher) back? I can’t get 4.26 P5 source to compile.

Did you try to compile the p4 ? They won’t put the p4 back to launcher, they never did.