Unreal Engine 4.26 Preview

This is true, It will be great when it finally gets here

how can i enable chaos cloth on mobile

Another example of exposure light difference happening in 4.26.

Here’s a default scene created in 4.25 and opened in 4.26. As you can see its a slightly brighter in 4.26.

Do 4.26 final gets foliage fix out of box that causes foliage animation(ray traced) show black waves with animation? problem is that per mesh it can be fixed with Evaluate World Position Offset but with instanced i have not found how to fix?

I managed to build UE4.26 p5 from source for Windows, but when I try to Launch a game from the Editor, the whole editor freezes, and even after hours nothing happens. I think the Launch functionality is broken.

Then I tried building a game from VisualStudio instead and cooking resources via Cook Server (cook on the fly) and that results in another issue - the cooking server takes instantly whatever amount of ram I have (around 28 to 32 gigs) and after some time (after swapping to the disk) it either crashes or my PC crashes.

My project is not that complicated and was working perfectly with UE4.25.

Does anybody experience the same issues?

Edit: It turns out I had installed an old version of SN-DBS, that somehow was causing this and other issues, uninstalling SN-DBS it seems to be fixing the issue.

Did you look at it? :slight_smile: That board is more of a source of ridicule than information:

Too bad, though. I hate being kept in the dark even if I fully understand the intent behind it.

I did look at it, yes, but it didn’t answer my question and I didn’t want to be a nuisance lol but basically preview 5 broke a project I was working on due to a silly bug, nothing even major, and I’m not able to work on the project until the next update and I was hoping to get a time frame of when I will be able to work on it again. OR how to fix a serialization mismatch lol either works for me. It seems like they push previews around noon so I’m assuming it’s not going to happen today but I also don’t see any pattern of release so I’m just left checking the forum all day every day :frowning:

You should never use the Preview version for the actual project development. This entire point of Preview, let developers test the engine.
And Epic does actively work on features during the Preview phase, making breaking changes in code since nobody should use Preview for ongoing development.

Hi,
I wanted to point out a small artifact problem on the mesh and moving actor when you lower the “Volumetric lightmap detail cell size” parameter to 10 or 20 for example (for archviz).

An idea ? a parameter to change ?

PS : no problem with the same parameter if I bake the scene with classic lighting build cpu

Thank you in advance.

You can see an example in video: GPU Lightmass vs classic lightmass with the same settings :

**And you can reproduce the problem like this: **

1- Create a new project in 4.26 with raytracing ( 3rd person project for example )
2- activate plug in gpu-lightmass
3- enable virtual texture for lightmap.
3- set parameter “Volumetric lightmap detail cell size” to 10 or 20.
4- Switch all lighting elements to Static ( Light Source / Sky Light / AtmosphericFog )
5- Launch a build light with GPU lightmass.
6- Place near the wall in the shadow, for example, a basic Mesh like a Cube in movable

https://b3dstudio.fr/media/01.png

https://b3dstudio.fr/media/02.png

Yes, I am totally aware of this. Unfortunately the plugin I am using (DMX) was totally overhauled in 4.26 so updating from a 4.25 project is not possible. After realizing this I already had scrapped my 4.25 project to take advantage of the new system and performance updates. I’m not really begging or anything, was just looking for any info on a release schedule if there is any so I can keep testing everything out and planning for when the update is out of preview mode. And honestly, I’m struggling to find work right now and feed my family and this was a big idea for me and I’m really hoping I can use this project as a way to make ends meet currently. Thank you for the info though and sorry if my question was a bother.

UPDATE!

We have just released Preview 6 for 4.26! Thank you for your continued help in testing the 4.26 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the original post in this thread.

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

Fixed in Preview 6
Fixed! UE-94709 [CrashReport]UE4Editor-Engine!FPerTrackCompressor::InnerCompressRotation<FQuatFloat96NoW>(FRotationTrack const &) [AnimCompress_PerTrackCompression.cpp:340]
Fixed! UE-102165 ispc::LerpBoneTransforms causes heap corruption
Fixed! UE-98115 Camera cut track blending incorrectly against camera cut track in a sub sequence
Fixed! UE-102285 Rigid Body chain doesn’t animate in packaged TM-Sequencer-SkeletalMesh
Fixed! UE-102282 X axis is rotated to -90 degrees for Skeletal Mesh that uses Post Process in packaged map TM-Sequencer-SkeletalMesh
Fixed! UE-101845 Unlocking Sequencer Camera teleports camera to where it used to be
Fixed! UE-101855 Sequencer: NLA Yaw doesn’t always match up
Fixed! UE-101846 Camera cut doesn’t activate on first try when entering PIE
Fixed! UE-101892 [CrashReport] UE4Editor-MovieScene!FMovieSceneLatentActionManager::RunLatentActions(FMovieSceneEntitySystemRunner &) [MovieSceneSequenceTickManager.cpp:151]
Fixed! UE-102115 Crash when Capturing MasterSequence with Use Burn In ticked and Warm Up Frame Count = 30
Fixed! UE-101462 MoviePipeline: Screen Percentage + Temporal Samples + PP Mats Crashes
Fixed! UE-102043 Sequencer: NLA: Add option to blend child instead of root.
Fixed! UE-101844 MoviePipeline: Temporal Samples /w Camera Cut for Warmup shifts rendered output
Fixed! UE-102005 RecordTake console commands record actors not in default place.
Fixed! UE-101976 Level Sequence Playback speed is not respecting playback rate after render.
Fixed! UE-101941 Movie render queue sequencer renders take excess time per frame when evaluating camera cut warmup frames
Fixed! UE-96793 Sequencer: Frame Rate Drops when drawing many keys.
Fixed! UE-102184 Filmback preset applied to a Cine Camera in blueprint is not applied to Cine Camera actor in the Level
Fixed! UE-102182 Filmback settings for Cine Camera that is a part of the blueprint appear editable when, in fact, they are not.
Fixed! UE-102135 Adding an additive animation adds an unwanted transform
Fixed! UE-102139 AudioQA StopFarthestThenOldest Rule Saw Tone doesn’t cease playing
Fixed! UE-101612 AudioQA Fails to package in 4.26 with Synth Component Object Reference is not compatible with Object Reference
Fixed! UE-102066 changing samplerate quality level on a sound wave doesn’t cause a recook
Fixed! UE-102158 Reported security vulnerability in libsamplerate
Fixed! UE-101815 Editor crash when ticking then unticking “Toggle Visualization” in a Google Resonance Spatialization Settings window
Fixed! UE-95208 GitHub 7134 : Fix rare crash in audiodevice
Fixed! UE-96804 Get Cooked Envelope Data returns false despite SoundWave settings
Fixed! UE-101905 [Crash Report] UMaterialInstanceDynamic::Create(UMaterialInterface *,UObject *,FName) [MaterialInstanceDynamic.cpp:73]
Fixed! UE-101981 Can not assign texture in directory with Chinese characters to material instances.
Fixed! UE-102025 Core has an implicit dependency on the PakFIle module
Fixed! UE-101724 Win64 symbol storing is broken.
Fixed! UE-101715 Collaborative Viewer - Orbit Mode middle mouse pan Does not working
Fixed! UE-101721 Collaborative Viewer - First Spawn Pawn Rotation Doesn’t reflect the player start On Client
Fixed! UE-101716 Collaborative Viewer - Flickering when Middle mouse teleport on Orbit Mode
Fixed! UE-102112 Collaborative Viewer - Photo Frame VR visible on Desktop
Fixed! UE-102050 Collaborative Viewer - Orbit Mode middle mouse pan have a bad behavior when cursor off screen.
Fixed! UE-97048 [CrashReport] UE4Editor-UnrealEd!FBlueprintEditorUtils::FindBlueprintForNodeChecked(UEdGraphNode const *) [BlueprintEditorUtils.cpp:2091]
Fixed! UE-88426 Compiling a grandchild Blueprint via automated test can lead to crash
Fixed! UE-102216 Convert to function to event incorrectly shows up when editing BP Interface Blueprints
Fixed! UE-101351 [CrashReport] UE4Editor-Engine!UActorComponent::PreEditChange(FProperty *) [ActorComponent.cpp:752]
Fixed! UE-102222 Enhanced Input: Crash when adding a Context with an Input Action with a User-Defined Curve modifier and a curve is empty
Fixed! UE-101080 Crash when attempting to display debug info of Mapping Context with empty Input Action
Fixed! UE-101086 Crash when attempting to display debug info of Input Action with MappingContext override Trigger of (None)
Fixed! UE-49607 Attempted to use an out of date NetDriver when connecting to local host with different port
Fixed! UE-79415 BeaconHost Refuses Connection from BeaconClient Command
Fixed! UE-92802 IOS Online subsystem deprecation warnings when targeting IOS 13
Fixed! UE-101816 4.26 Physics - Cloth does not spawn in PIE
Fixed! UE-99601 Crash when exiting the blue grid holding an orange cube in TM-Gameplay
Fixed! UE-101961 Crash when opening PhysicalMaterials map in EngineTest
Fixed! UE-96243 Chaos Parent component loses collision when setting scale or rotation on a child component
Fixed! UE-86455 Owen’s cloth is deforming as player moves with Chaos enabled
Fixed! UE-101533 Content Examples: Physics Broken In PhysicalAnimation
Fixed! UE-90015 ContentExamples physical animation behaving erratically
Fixed! UE-94934 Animation breaks after triggering the button in QAGame
Fixed! UE-101144 unable to use fur dynamics (or particles) with temporal samples in Movie Render Queue
Fixed! UE-100068 Physics Constraint Actor does not hold physics objects without a second constraint actor.
Fixed! UE-87636 Chaos Cloth - Collision requires more iterations to work correctly
Fixed! UE-86453 ContentExamples Performance very slow when setting test assets to use ChaosClothingSimulationFactory
Fixed! UE-102241 Chaos - Brick fracture causes crash on Linux
Fixed! UE-102156 Linux fails to package QAEnterprise project referencing libopenvr_api.so
Fixed! UE-102301 Option to build for Apple Silicon Mac’s does not exist
Fixed! UE-101982 Mac projects open with MetalBundle AMDMTLBronzeDriver error
Fixed! UE-92068 Separate Translucency occurs later on mobile
Fixed! UE-101733 Mobile renderer crash when sky cubemap resolution < 64
Fixed! UE-101440 Device Profile Support for new iPhones
Fixed! UE-96186 Mobile Preview ES3.1 is broken on D3D Mobile Multi-View
Fixed! UE-101091 Exiting the SceneDepth volume in TM-ShaderModels causes a large visual artifact
Fixed! UE-101053 TM-UMG: Background Is Completely Black
Fixed! UE-101841 GitHub 7442 : Volumetric clouds fixes: description updates, typo fixes, console variable updates
Fixed! UE-101708 Groom doesn’t stick to Skeletal Mesh during Movie Pipeline Spatial Samples
Fixed! UE-96597 Compsure crashes when reordering transform passes
Fixed! UE-95218 Applying Filmback preset for Cine Camera Actor that is a root object of a blueprint causes Ensure
Fixed! UE-101833 parameters in the material layers gui don’t retain value when disabled
Fixed! UE-95525 Crash occurs when opening some Particle Systems when bringing the data created in 4.24 to 4.25
Fixed! UE-89923 Particles are only activated when the camera moves back
Fixed! UE-101632 Crash occurs in Hierarchical Instanced Static Mesh of Mesh with MinLOD set to 1 or higher
Fixed! UE-102030 Get X by Index on attribute reader only works up to the group thread size on GPU emitters
Fixed! UE-101303 Disabling a Sim stage no longer functions
Fixed! UE-100495 Changing a static switch causes the inputs behind it to lose their previously entered value
Fixed! UE-89603 Emitter determinism doesn’t work correctly when looping in the editor and when looping in the level sequence editor.
Fixed! UE-99324 Parameter default values are used when a Niagara Parameter Collection parameter is linked to an input on a GPU Emitter
Fixed! UE-96884 Crash accessing USplineComponent from Niagara while it is being updated on game thread
Fixed! UE-101192 Niagara Skeletal Meshes don’t warn about CPU access flag when used by GPU emitters
Fixed! UE-99622 New data interfaces from inputs are always invalid, and also don’t cause a compile error
Fixed! UE-99874 Variables hidden behind a static switch can’t be initialized
Fixed! UE-101696 GPU System will kill existing particles if activate is called after it has be deactivated
Fixed! UE-100615 Building Geometry in a level disables all Niagara and Cascade systems unless in PIE/Simulate
Fixed! UE-102051 ensure when ctrl-c on “select vector from array” in the stack
Fixed! UE-101081 Niagara Mesh Renderer’s shadow flickers periodically
Fixed! UE-101459 GPU sims end before they should (possibly due to inaccurate particle counts)
Fixed! UE-99955 Binding a Renderer property to a User Parameter does not set the property’s value while Source Mode is set to Emitter.
Fixed! UE-100051 Binding a renderer property to a parameter output by a Set Parameter module’s StackContext parameter does not work
Fixed! UE-101292 Undo/Redo after changing user variable texture to a material binding doesn’t update texture on preview
Fixed! UE-100055 Undoing removing an parameter input that is set to a local/constant value from the Set Parameters module doesn’t restore the previous value
Fixed! UE-95360 [CrashReport] UE4Editor-D3D12RHI!static void SetRayTracingHitGroup(class FD3D12CommandContext & const, class FD3D12RayTracingShaderTable *,
Fixed! UE-102076 Crash when opening QAGAME a second time after building on Linux
Fixed! UE-102052 InfiltratorDemo crash when opening editor
Fixed! UE-100585 Particles Don’t Build Up Over Time In TM-VolumeMaterials-Stationary/Movable
Fixed! UE-101609 Content Examples: Effects level renders several particle effects incorrectly on -vulkan
Fixed! UE-101701 Crash occurs when opening TM-Shadermodels from console DX11
Fixed! UE-94533 [Shading models] ThinTranslucent crashing on Mac
Fixed! UE-98211 LODs not loading properly causing textures to appear grey and/or missing
Fixed! UE-101290 Tooltip is locked to first click location after using ‘Alt + A’ to evoke selector tool
Fixed! UE-101460 Crash when Clicking Select Spline Points in Details panel of a Spline Actor
Fixed! UE-98126 Clear option doesn’t reset a value for the Streaming Volumes array in the Level Details
Fixed! UE-101814 Rhino exporter doesn’t work on MAC with 4.26 Preview 4
Fixed! UE-100626 DatasmithRhino - Switching the active document in Rhino worksessions gives inconsistent reimport
Fixed! UE-102171 DirectLink Revit Plugin - Revit crash on new connection
Fixed! UE-101935 DatasmithRhinoExporter Mac - Closing Rhino causes application crash
Fixed! UE-102107 DatasmithSDK: cannot include DirectLink headers from a deployed SDK
Fixed! UE-102063 DatasmithSDK: crash when RunGarbageCollection() is called from a thread != game thread.
Fixed! UE-102160 RHINO exporter: Texture export/import create bad name in UE
Fixed! UE-100807 Crash on editor restart after enabling datasmith plugin in QAGame on linux
Fixed! UE-101835 Collaborative Viewer - Color of Avatar become black after 11 Clients connected on the same server
Fixed! UE-97634 Side-by-Side installation for offline/standalone installer
Fixed! UE-100899 Datasmith Import - Reimporting a scene after changing the hierarchy produces incorrect result
Fixed! UE-93652 Standalone Installer does not add file extension association for .uproject
Fixed! UE-85725 Update the fbx sdk to 2020
Fixed! UE-84979 OBJ import - Auto Triangulation - Error: No polygon were found on mesh ‘’
Fixed! UE-101971 LidarPointCloud - crash importing e57 file
Fixed! UE-102029 Crash during import of FBX file if user selects specific Search locations for materials
Fixed! UE-102083 There is no texture created after glb_GLTF.glb, gltf_seperate_GLTF.gltf , gltf_embeded_GLTF.gltf were imported
Fixed! UE-102145 Editor Crash when changing settings after force-deleting an input to Mesh Boolean tool
Fixed! UE-101731 The Duplicate tool has “Combine Meshes Tool” Title in Modes Panel
Fixed! UE-101727 [Crash] The editor crashes after applying combine tool if one of the combined assets was deleted from content browser
Fixed! UE-100993 Sequences opened with MultiUser in nDisplay nodes are not ticking.
Fixed! UE-100882 Crash when performing several clicks on visibility drop down property
Fixed! UE-102056 Dropdown list displays after switch to another tab
Fixed! UE-102074 GitHub 7457 : Add bMatchSize comments for SetBrushFrom…() functions
Fixed! UE-101990 Crash when setting frame rate of 0 during timecode synchronization
Fixed! UE-94414 AJA IO 4K frame rate issues
Fixed! UE-102239 kona hdmi rgb input not working
Fixed! UE-101576 VRScouting - Gaffer Light Level is not propagated to Multi-User Clients
Fixed! UE-102274 Stage monitor missing UI qol
Fixed! UE-102307 DMX - DMX timing data is bad & take recorder doesn’t work if ‘start at current frame’ is unchecked
Fixed! UE-101098 DMX Fixture - Cannot change Matrix Color drop downs in Details Panel
Fixed! UE-101100 DMX Patch - Deleting attributes causes other attributes to lose their order?
Fixed! UE-101977 DMX matrix fixtures aren’t properly initialized at begin play
Fixed! UE-102075 DMX - Crash when Pixel Mapping is destroyed
Fixed! UE-102055 DMX Fixture - GPU Performance Overdraw Fix
Fixed! UE-102049 DMX - Pause DMX receive with sequence playback doesn’t work as intended
Fixed! UE-101633 DMX Fixture Patch show only single active mode, but fixture type has more then one
Fixed! UE-102273 nDisplay - Finish up InCameraVFXTemplate
Fixed! UE-101399 nDisplay - Crash when sync policy 2 is used with DX12
Fixed! UE-101963 Remote Control API - GetPreset returns and old format instead of returning groups
Fixed! UE-102208 Remote Control API - Thumbnails request return bad color
Fixed! UE-102238 Remote Control Api - Reset to default does not work correctly
Fixed! UE-102272 Remote Control API - Web UI Changes (followup on 10/27 meeting)
Fixed! UE-101578 VCamCore plugin should be moved into VirtualCamera plugin
Fixed! UE-101967 VCamCore output providers don’t enable/disable properly when outer component is enabled/disabled
Fixed! UE-99343 VCam2UI gets corrupted with multiple editor viewports active at once
Fixed! UE-102269 Vcam Operator Panel follow cam events need repair after reconstruction
Fixed! UE-99603 Playback misaligns viewport.
Fixed! UE-102296 VirtualCamera names need cleanup
Fixed! UE-102246 Replace Asset Reference operation appears in wrong list
Fixed! UE-102281 Crash when executing Dataprep recipe
Fixed! UE-101605 Linker errors placing Water Body assets - missing VT_Voronoi texture
Fixed! UE-93439 Mobile Multi-view has Black Screen on Android
Fixed! UE-102254 HandheldAR Capture feed is inverted on the device
Fixed! UE-101718 OpenXR - Editor Crash on second VR Preview
Fixed! UE-92928 [CrashReport] UE4Editor-Slate!FSlateApplication::OnControllerButtonPressed(FName,int,bool) [SlateApplication.cpp:5610]
Fixed! UE-101866 Steam VR controllers are not tracked in VR Template when Launch On
Fixed! UE-100077 Crash attempting to use VR Mode World Navigation in QAGame
Fixed! UE-102234 VR Template - Warnings for invalid action inputs
Fixed! UE-102120 Crash in VR Preview with Oculus Rift and OpenXR Enabled
Fixed! UE-102233 OpenXR - Warnings for unavailable plugins for OpenXRExtensionsPlugin
Fixed! UE-101820 Translucent materials render incorrectly in the right eye on OpenXR
Fixed! UE-90945 Disabling HMD causes long editor hitch ~ 15s : HMD enable/Disable
Fixed! UE-101688 XRLoadingScreenFunctionLibrary’s SetLoadingScreen blueprint node defaults to a scale of 0, which is invisible
Fixed! UE-101843 GitHub 7443 : Wait for outstanding frame operations to finish before ending the session
Fixed! UE-97754 Hidden Area Mask incorrectly crops rendering on both Oculus and SteamVR with OpenXR
Fixed! UE-102137 OpenXR: DX12 HoloLens package discarding frames while app is running
Fixed! UE-102068 GitHub 7456 : Fix DX12 linker error when packaging for HoloLens from an installed e?
Fixed! UE-101331 Third Person Character Package imports with linker errors
Fixed! UE-102268 Remote Control API - TPS
Fixed! UE-102289 GitHub 7470 : fix of OpenXRMsftHandInteraction

This makes no sense. Every version is a preview of future versions and experimental features. And they are all full of bugs waiting to be fixed in next versions
I’ve never seen a fully UE stable version and I don’t expect one.
Non preview versions can break any project like any preview version, that’s why you need to backup your work, not waiting for a stable version that will never come.

If you want to go that way, consider then stable versions (without preview label) as “versions with official support” and preview versions (with preview label) as “versions without official support meant only to gather feedback”. Using a preview version of UE in production is “use at your own risk, we don’t give you guarantees about anything”.

hope gpu lightmass will be useable by the time its released. Right now the point light gput bake intensity is so dim compared the cpu bake and realtime versions. Plus that 128 light limit is lame…

Does anyone know how to stream Alembic ?

Well, preview versions usually have a lot more issues and bugs, so naturally it’s great that they exist. Of course, we know that UE doesn’t really have “stable versions”, as every version breaks something that worked before, but probably it’s not the concept they should change, but instead, they should only release a new version, when it has no known regressions compared to the previous version (and all regressions discovered in the release should be fixed in a patch).

Using a non preview version doesnt guarantee anything either.

My contribution to improving the widget elements of the Ue 4.26 engine:

  1. Wrap Box now supports checkbox wrapping.
  2. Wrap Box stretches as much as possible in width if it is not limited by the canvas or other elements of the widget. Please add to the new version.

Preview 6, like all other 4.26 previews, still runs blank map at 40fps while 4.25 runs it at +150 fps.
Can people confirm having the same issue or not?

The water system allows to play with wave settings, but it affects all the waves.

Is it possible to do custom settings for each wave?