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 thatās why a lot of stuff doesnāt work in 4.26. Iām praying thatās 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 canāt open it?
Unreal 4.26 Preview 7
After enabling the Lightmass GPU and Ray Tracing op, Unreal crashes and wonāt open again, Iām 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 ![]()
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 Iāve mentioned before. I wish someone from epic would look at these posts and let us know if they are actually ābugsā or limitations of the tech. I am assuming this is 99% of the reason why people donāt fill out bug reports. Someoneās job should solely be to look at these threads and reply to posts letting us know whether or not they are bugs or limitations. Hereās the cloud artifact again. You can see the clouds showing up in front of the wave circled in red. Is this what itās 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.
āCrack Free Displacementā is a bug in UE 4.26 preview 7.
The same issue with 4.26 Preview 7, GPU Lightmass does not look like itās 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 ![]()
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
Thatās expected, the reflection is coming from analytic specular from the directional light, not SSR, and so doesnāt know anything about the clouds in the skybox.
If the clouds are volumetric and not part of skybox, you would need to have them cast shadows to avoid the analytic specular from the directional light.
Preview 7 crashed also my well worked archive. What programmers are you?
