I get an error when I enable GPU lightmass from the plugging window using 4.26 prev 7
It happens on any projects, even a blank new one
Here is the log :
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5232]
Failed to compile global shader FVolumetricLightmapPathTracingRGS . Enable ‘r.ShaderDevelopmentMode’ in ConsoleVariables.ini for retries.
No need to post things like this.
Although they are 100x better programmers than me, you, or anyone else here… no programmer is perfect and nobody knows everything that is going on within Unreal Engine on a single frame.
This engine is a monster, really huge (maybe only Lumberyard is becoming larger) code base and making new isolated systems work well together with all the already existing systems running, it takes time, patience and a big effort.
Just… be reasonable I guess. Eventually they figure it out.
playing with 4.26 p 7. My lakes is always placed at the grid z=0. I can move the lake on x/y axis but I can’t move it along the Z axis. I’m fairly new with unreal 4. Thanks.
For some reason in this version when I go to Help>Console Variables it says that it is going to create an html file in the Saved folder but there’s nothing there. I really want to know what a few of the newer entries mean but I can’t figure it out. Is there an updated resource online somewhere?
Something is going on with tessellation where even though the tessellation factor is high enough, the Lit display of the result looks like it’s hardly tessellated at all. If you look in the circled area, you can clearly see a big triangle in the mesh. Btw, this isn’t the 4.26 ocean but a third-party asset.
Edit: I imported this asset and although displacement “kind of” works with the anomalies I just mentioned, applying displacement to anything new within preview 7 seems to be impossible so I think it must be broken entirely.
I keep having an issue with Runtime Virtual Textures when I switch to 4K. I get mips level flickering along the bottom edge of the screen like the tiles aren’t sure what to display. Sometimes I also get an error about fail VT page allocation but I’ve tried increasing the VT page sizes and reduced the VT total memory size. The allocation error is gone but the flicker still happens.
I’ve turned on Adaptive Paging, tried Continuous update On or Off but i’m still getting the issue.
But this is only in 4K. We started seeing this once we switched to 4.26.
So the preview 7 won’t start a project with gpulightmass for me either. No big deal I guess this gets fixed later…
However I noticed in preview 6 (might be present in previous ones too) that disabling corner rejection on GPUlightmass (setting it to 0) will double the performance for me. Is the feature really so taxing?
This particular issue is driving me crazy. I’m trying to parent a static mesh to another object. In this case a simple camera I will be applying random motion to.
I right click the static mesh (Police_Car in attached) in my World Outliner and select ‘Assign To’ choosing the parent object. Works correctly and I can play back my animation in the viewport.
However every time I do a Save Current or File - Save All this parent -child relation ship is lost and I have to re-assign and reset my Transform values.
What is happening? The attached should make this clear.
Using 4.26 Preview 7.
The issue with projects that use GPU Lightmass crashing has been resolved already in the source. I built 4.26 from Github, three days ago, and GPU Lightmass works again.
I just wanted to let you know how much we all appreciate you giving us access to the preview of Unreal 4.26 and how much we look forward to using it in our projects.
We understand that giving access to Beta software to a large group of users is a very tricky situation for any software and it’s particularly delicate for something as complex as Unreal and we are very, very grateful that we can look at the new features and familiarize with them beforehand.
We understand that Beta/preview software is not to be used in production and that it can corrupt existing projects. That is the norm with every beta software and we will use these previews only on copies of projects that can be lost without affecting our schedule and work.
These are exciting times for visual creatives around the world. I’m still in disbelief that we have free access to something like Unreal. I really feel that this is the golden age for visual artists.
Thank you from the bottom of my heart for making Unreal and for letting us play with it.
4.26 (binary launcher version) is now back at using PhysX while Chaos has been delayed until early next year. Therefore the Fracture mode is gone for now
Same here: INSTANT CRASHINGS… can’t even launch an empty new project from scratch with PREVIEW 7.
Un-installed, re-installed, verified. Nothing that would change the crashes.
Some bad code must have been integrated into PREVIEW 7.
Thanks for all your hard work on updating and fixing!
appreciate it and keep rocking!
cheers