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.
It seems all enums on blueprint nodes related to physics constraints got reset to their defaults in these previews. I was testing my assets and thought it was just chaos breaking things, but chaos being disabled in Prev5 and it still being broken caused me to investigate further.
You may need to delete those nodes and the references to the old enums, then recreate them. They are probably still referencing the Chaos ones which are no longer there.
Change landscape’s material to another material causes crash, anyone got this too?
Assertion failed: CurrentOwnerMaterial == OwnerMaterial || CurrentOwnerMaterial == nullptr :/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/Material.cpp] [Line: 878] expected FMaterialResource with material WorldGridMaterial, got LandM(which is my current land material)
Seems to actually be a problem updating a project from pre4.26, going from 4.25 to Preview 5 causes all physics related enums to break. Not a huge issue now that I know what the problem is, but caused a lot of headache until I realized what was going on.
Asset Editor Open Crash:
Does anyone have a problem with opening Asset Editor for any static mesh?
Since 4.26P3 everytime when I try to Edit static mesh I have a crash.
LogAssetEditorSubsystem: Opening Asset editor for StaticMesh
and CRASH…
They did the right thing to once again remove Chaos from official build and let only source code builders to test Chaos. Rock solid Chaos is better than half working & crashing Chaos.
It’s changed from 4.25 - instead of inconsistent rendering left/right eye it is now consistently only visible in one eye. Here’s hoping it can finally get fixed so we can move to the new system and abandon Cascade.
Good thing that chaos will be skipped for this release, testet it in my VR project and it runs really bad. 3 times slower on average while being super unstable. And that was after I reset my physics configuration. With higher iteration counts it becomes a slideshow. I really hope they can fix it. Physical animation also behaves totally different with chaos, and again also is very unstable. I hope they keep physx in the engine for a while because if chaos will not get to at least the quality level of it, I cant use it for my game.