Not sure when there will be a hotfix…so is there a way to rollback to preview 6? The crashes relating to gpulightmass and raytracing is a bummer :(.
Instant crashing of editor when i launch my 4.26 preview 6 project into 4.26 preview 7. Has the report message … doesnt make it into the editor
Enable the gpulightmass plugin, it will crash, so please make it possible to download Preview 6 with the launcher.
Does anyone here or from Epic know how to get the Alembic data to stream. They mentioned in the stream that it is in the build and I can turn on the plugin but I only get the import option. I can’t find any other option relating to streaming. Please help me out
still preview? I cannot use Quixel Bridge in preview!
I need UE5 When you will release it, Epic? )
ue4 4.26 preview 7 raytracing DX12 + GPULightmass errar:…
Displacement is completely broken on 4.26 preview 7
It’s quite disappointed to see the stability of UE4 is getting worse every updates or patch since 4.1x
They try to fix bugs in each updates but they also introduce more bugs.
What is happening to the development team and QA team.
Just saying…
Do Preview 7 fix that long standing landscape tessellation weird shadow bug? i have Preview 6 and did not bother to login after i did not pass that horrible captcha menace from launcher that is haunting with every login when launcher forgets login.
Not sure what I am missing but when I add a water body lake or river into the map its having not effect on the terrain at all.
ue4 4.26 preview 7 raytracing DX12 + GPULightmass , error((((
After updating to 4.26 preview 7, from 4.26 preview 6, my widgets just seems to have disappeared. The UMG hierarchy is just empty. There were no errors or anything, and they just vanished.
I’ve attached 2 pics, one before I click the UMG compile button and one after, of a widget in 4.26 preview 7. And all it says is “Removed unused widgets”.
It worked perfectly in preview 6 and I’ve kept a backup of the project as well, and opening the backup gives the same exact result.
Any ideas on what might be causing this or how to fix it?
Click on the landscape and enable edit layers, and then add the water body onto it.
https://cdn.discordapp.com/attachments/496988743748681738/776066189150912532/426editlayerslandscape.jpg
Unless it’s going to be fully functional, stable, production ready and bugs will be fixed quicker than with UE4 there is no need for more features if that means more bugs.
Here the reports of issues with 4.26 are enough already, UE5 is going to add a lot of new APIs to the mix with hundreds of features, new algorithms… but if it is unreliable with stability issues and bugs that don’t get fixed for months, years then there would be no improvement to UE4.
Chaos Editor “Fracture Mode” desappear after update to preview 7
Yes, exactly the same for me. I will file a bug report. Nevermind, it has been fixed in the source: https://github.com/EpicGames/UnrealE…50019d2ef90095 If you apply that small change to the shader file it will fix the problem.
I am using 4.26 p5 compiled. I would like to do caching. Could someone do a video? The last one from Unreal was about a year ago.
Chaos can no longer be used in the Binary builds of the engine - you have to compile it from source and enable Chaos.
Guys, you should update the docs. Even the page you linked still says “Chaos Destruction is enabled by default with Unreal Engine version 4.26 available on the Epic Launcher.”
every time I enable raytracing in my scene and try to render using movie queue I get this
I also don’t know how to disable the vr hands visibility in movie render queue
the viewport looks normal and doesn’t show these weird colors at all, I have no idea what to do and this is happening ever since preview 1 of 4.26
some other problems I noticed
backfaces have weird bending of reflections when using high specular value on translucent materials
translucency enabled causes precission errors on large scale planes even if they don’t use translucency at all (flickering on ground in distance)
raytracing has problems with precission with large objects far away from camera like static mesh mountains few KM away.
GPU lightmass causes artifacting if you enable denoiser and use compression on lightmaps(which is on by default).
GPU lightmass won’t use skylight in sun&sky unless you build reflection captures prior to building lighting every time you open a project.
Volumetric lightmaps are completely broken at least with gpu lightmass, I can’t even describe what’s going on there, but I haven’t had a single instance of good volumetric lightmap.
stationary directional light is disabled every time you bake lightmaps and you have to re-enable the light to see it’s dynamic shadow (like switch the light to movable)
Every time I work with DX12 and VR project I get either gpu crash or some weird slowdowns using unreal editor
Instanced stereo isn’t working (at least not with oculus) - some stuff is only visible in left eye (mainly translucency)