Unreal Engine 4.26 Preview

I didn’t try, my machine is currently too busy to compile for now. Later I will give a try.

Did I use the right source?

It seems like you may have not run Setup.exe first :]

Try that and let me know what happens.

Links for source

for 4.26 p5: https://github.com/EpicGames/UnrealEngine/releases/tag/4.26.0-preview-5
for 4.26 p4: https://github.com/EpicGames/UnrealEngine/releases/tag/4.26.0-preview-4

Do I have to modify TargetRules.cs. If so how? It is compiling now.

Anything after Preview 5 currently, yes. You would need to change bCompileChaos and bUseChaos back to true, undoing what was changed here.

I did the change. It is compiling. Will the Chaos fracture appear in the modes?

UntamedLoi it worked. Thanks big time.

So the current compiled 4.26 p5 build does not have chaos enabled even though it shows up in the plugins fine? Currently the fracture mode does not show up and previous working assets no longer function.

They have opted to not include Chaos after feedback, for 4.26 so preview 5 reflects that and is a reversion to Physx. With Chaos coming Q1 2021 it seems, so they can focus on it being more stable.

Thanks, managed to get rid of that error but now I have this

FYI, In UE4.26 Preview 5 source, If you get compile error in HeadlessChaos project, It’s a false positive.
Because HeadlessChaos project doesn’t check chaos build flag from UE4 project.
The HeadlessChaos project is just an automation test project.

You guys, it isn’t necessary to revert the engine change to bCompileChaos and bUseChaos in order to get Chaos to work again. Although you do need to build from the Github source, as far as I’m aware the following isn’t possible with the Epic launcher-distributed binaries.

In your MyGame.Target.cs, make your constructor look something like the following (using the Chaos Destruction Demo as an example):



public ChaosDestructionDemoTarget(TargetInfo Target) : base(Target)
{
    Type = TargetType.Game;

    ExtraModuleNames.AddRange( new string] { "ChaosDestructionDemo" } );

    **bCompileChaos = true;**
    **bUseChaos = true;**
}


In your MyGameEditor.Target.cs, you should make the same change, and additionally add bOverrideBuildEnvironment = true; (otherwise UnrealBuildTool will not accept modifying the UE4Editor target defaults).

Hi,

I have some problems with GPU Lightmass, it calculates the light but the final result is complete black. Does anyone else have this problem?

Thanks:)

I have a problem with water in 4.26 preview 5, worked in Preview 3 but now whenever I move any point in the ocean or river spline it resets everything, ignores all the water body splines.

What am I doing wrong here? Doesn’t matter if I have distance field turned on. Landscape, Shallow Water, Water and Volumetrics plugins are on. Halp.

So if Chaos is being walked back for 4.26, does this mean we will be getting a 4.27? Doesn’t seem like something they would add in a hotfix. The reason I ask, is because I know they specifically said they wanted us on Chaos before UE5.

I just compiled 4.26 p5 source and Chaos is there.

The GitHub master branch is on 4.27, and the issue tracker also have a lot of issues assigned to 4.27, so that’ll definitely be a version.

](filedata/fetch?id=1827618&d=1604071140)

Same scene loaded from 4.25 into 4.26: There was an immediate exposure difference in the file, After going through it I discovered that I had to halve the exposure settings in the post process or in general in 4.26 in order to match the 4.25.

Anyone else having this problem?

Edit: There is also a bug in post process “Lens tint” settings don’t translate, the checkboxes are always grayed out.

did you have to change anything or did you just run it through Visual studio like normal?