Unreal Engine 4.26 Preview

This was mentioned a few posts back and in my reply there I commented that this error has already been fixed. You can actually fix it yourself by just changing two lines in that shader file.

In Engine/Shaders/Private/Tessellation.ush make lines 178 and 179 look like this using a text editor:


Result.Tangent0_U.w = UV.x;
Result.Tangent1_V.w = UV.y;

Save the changes and then just reopen your project and the error should be gone after some shader compiling.

I think when using the RuntimeVirtualTextureVolume:

  • in 4.25 the location of the actor was the center of the volume
  • in 4.26 the location of the actor is a corner of the volume
    So virtual textures render incorrectly.

The composite texture feature doesn’t work with VT UDIMs:

Please report to Epic using bug report form.

I was really hoping the clouds and water would work in VR… as a matter of fact, a lot of things only work in one eye. SSGI is a HUGE one… but hopefully all features in soon-to-be-released (fingers crossed) UE5 will work. Maybe that’s why a lot of stuff doesn’t work in 4.26. I’m praying that’s the case.

Getting the following error and crash after updating 4.26 to Preview 7 when I try and open a project.

Is this a known issue? How can I recover my project if I can’t open it?

Unreal 4.26 Preview 7

After enabling the Lightmass GPU and Ray Tracing op, Unreal crashes and won’t open again, I’m using i7 8 generation, 32 RAM, RTX 2080

So i guess in preview 7 Gpu lightmass is not working,right? Cuz unreal crashing every time when i try to enable. virtual textures. Is there any way to return to preview 6?

Same here, after installing Previw 7 and enabling GPU_Lightmas . UE crashes at restart :frowning:

I use screen space reflections ,The sun covered by cloud,but water still reflect the sun ? please help me how to fix it.

Here is the other artifact I’ve mentioned before. I wish someone from epic would look at these posts and let us know if they are actually ā€œbugsā€ or limitations of the tech. I am assuming this is 99% of the reason why people don’t fill out bug reports. Someone’s job should solely be to look at these threads and reply to posts letting us know whether or not they are bugs or limitations. Here’s the cloud artifact again. You can see the clouds showing up in front of the wave circled in red. Is this what it’s supposed to look like at this point or is it a bug that should be reported?

GPU Lightmass is not compatible with 4.26 Preview 7? Am getting a lot of shader compilation errors on launch pointing to this plugin and crash on startup.
Solution is to disable the plugin in .uproject file.

ā€œCrack Free Displacementā€ is a bug in UE 4.26 preview 7.

Surfaces behind objects with a SingleLayerWater material applied flicker heavily with RTGI enabled:

The same issue with 4.26 Preview 7, GPU Lightmass does not look like it’s working, crashing immediately on launch of the project, with the FStationary error.

Could someone do a short video using 4.26 p5(source) on caching? I think 4.26 p6,p7 would work. Thanks.

Just compiled my mobile project and this is how it looks like when using movable spotlights!

How do we turn on the foam for the wavecaps? I can get the shoreline foam working but not the waves. Thanks!

Yes you can rollback by building from source on their github (you will have to link your github and epicgames accounts to access it),
https://github.com/EpicGames/UnrealEngine/tree/4.26.0-preview-6

There is all the informations in the readme, and you can find some tutorials on youtube if needed :wink:

It worked for me.

try it in D3D11 or default_RHD or whatever its called, the default one, instead of DX12. dx12 seems to give me problems everytime i use it