I am getting tired of Epic not really caring enough for VR
Yop me too! I canot open projects with version 6… i seems that new gpu lightmass give this problem!
same reason, I’m crashing.
So Chaos API won’t be production ready for 4.26 anymore and that will either happen with 4.27 or 5.0 ?
Which bugs have you already reported? So, We can avoid reporting duplicate bug.
Epic need new method to track the bugs.
Case # 00262139 and Case # 00262916 reporting gap is only 2 days but the case number is increased by 700.
This look like that the bug just floods their new bug report system.
There is no way to update the reported bug.
There is no way to search for reported bug which is not accepted as issue by Epic.
Also some issues cannot be viewed on issues.unrealengine.com such as
It’s probably because of NDA that this is not viewable.
I am still on 4.25.3, Oculus fork. I haven’t really had any issues with Quest. However, I’ve heard from several people that PC VR + DX12 are not stable (I am waiting for my new GPU to arrive to start messing with PC VR and RTX). I am pretty sure it’s been reported since support for DX12 been there since 4.24 or even earlier.
When will the 4.26 release version be officially released !!!
Yes. In preview 6 it was, but in preview 7 tool “Fracture” disappeared. All plugins avalible and checked
Does anyone know how to get rid of these strange artifacts at the shoreline where the WaterOceanBody meets the lanscape? I don’t remember this in preview 5. Also, the artifacts where the VolumetricCloud meets the water, landscape, and foliage still persist.
there is only 1 guy working in the xr/vr department. apply for a job. i’m sure could use help.
Hi, I updated to 4.26 preview 7 today on a project with a complex modular code architecture and I received a bunch of circular dependencies compile errors. From what I read, it seems like Unreal is treating private module dependencies as public ones, so that a private dependency from module A to module B when a public dependency from B to A alredy exists is not allowed anymore. Is this normal from UE4.26? Am I missing something? I hope I will not have to rethink the entire code architecture from scratch!
If Raytrace is set to true UE4.26 p7 crashes every time. It’s really a Raytrace problem or it’s something else?
I am facing the same issue. I believe this is a bug which will get fixed on 4.26 release.
Hi, Loving the way Volumetric Clouds are shaping up.
Is there a way to render in vr on a HMD for both eyes?
On 4.26 preview 7 with a vive pro it wil render the clouds only on the left eye.
Getting crashes when rebuilding nav mesh. Pretty weird.
try disabling instanced stereo in project settings
I have the same issue and enabling or disabling instanced stereo does not change anything, unfortunately. A whole suite of things only render on the left eye for me, using an Oculus Quest 1 via Link. Things like SSGI, some post process effects, etc. See Lighting in right eye has no indirect lighting or GI - XR Development - Epic Developer Community Forums
Also raytracing just starts going crazy in VR with colors drifting in right eye and ghosting in the left eye. Would love to know where to even start with fixing this!
If that’s true, shame on Epic (not their XR guy) - with all that money they could hire more hands, but they just don’t care and that’s why there is only 1 guy in the XR department. Also, unstable DX12 with VR is not XR’s department fault. It’s most likely rendering department’s task to tackle and they are all about PS5/XBSX and pancake PC, but not VR.
Yes, I have done that. I am using 4.26p5 source.