Unreal Engine 4.26 Preview

Just a reminder to all which are testing the preview 7 and are having crashes, there are things to consider when reporting bugs which is state GPU driver version and OS version when Windows, because it will impact how UE4 will behavior and usually the latest engine is tested with latest release of all the related tech including kits for Android, iOS, VR and AR, so mentioned those software stack versions also help identifying bugs or having the environment to replicate them.

This is weird… raytraced shadows seems to disappear on some painted foliage actors when the camera gets close but not on all. Here is an example, the same model viewed from different distances. Notice the instance on the far-right retains it’s shadow up close while the others’ shadows disappear. Very strange… I should note, there are no LOD’s on this model either. Raytraced two-sided shadows are on. Painting more foliage seems to change which instances have shadows and which don’t.

EDIT: NM, this cvar took care of it :r.RayTracing.Geometry.InstancedStaticMeshes.Culling

Geting TCP_wrapper Error on Linux builds.

Hoping to see more linux support

Is it not possible to release your updates automatically with the Epic Game Launcher instead of GitHub Downloads?
Would make it much easier. Especially if it’s just in PREVIEW Mode.

And, it would be also great, if in the Epic Launcher you would have the options to roll-back to older Preview Versions.

Does anyone else get issues with using the material only custom brush and lakes?. When trying to edit the lake all I get is either the noise overtaking my flattening/edit layer or the lake overflowing as if the noise was still there. My storage is also draining from 11gb to a few MB before UE4 crashes completely.

This post has been deleted.

I continued attempting to find a way around the lack of Emissive and Opacity Mask support for Hair strand rendering but no dice.

Even with an extremely simple material, hair strand rendering completely ignores Emissive and Opacity mask inputs as shown in the below image.

](filedata/fetch?id=1833622&d=1605691195)

Since these are two extremely commonly used material inputs in many different use cases, I have to assume this is a bug and I submitted a report for it. If any of you wonderful wizards around here or an engine developer can give some insight on if there is a work around or if this will be fixed, I’d be extremely grateful. Without hair strands supporting these two material inputs, I wont be able to use them in my current project so I would like to know what’s up with their omission.

I figure since Hair strands are intended to be production ready in this version, that this is the best time to bring this limitation/bug up to the engine team. :slight_smile:

Cannot use GPU Lightmass plugin with Preview 7. Crashes on launch. Is there no way to revert to preview 6? I really needed to experiment with this.
Also, the Github tree for UE4 seems… gone?
https://github.com/EpicGames/UnrealEngine/tree/4.26.0-preview-6

This link doesn’t work for me at all.

You need to have your UE4 account linked to a GitHub account in order to see the link (it works fine for me). You do it by creating an user at GitHub and then using that user information and mention at your user profile where it asks to connect to GitHub in this link: Epic Games

Hello
how does Chaos Cloth work ?
does it replace Apex cloth ?
Can chaos cloth collide with the environment ?

Well now I feel silly. Thanks for the help!

Not at all, that is more of a common issue than you think, but remember also that you need to be logged in with GitHub always in order to see the link, otherwise you will receive the same error.

Using Visual Studio to build the preview takes a long time. Anything I am missing to speed up that process?
Took about 3hrs to build.

Except for upgrading hardware? Not much :wink:

Make sure to use an nvme drive if possible. With a 3950X and decent nvme it builds in around 14-15min.

Using preview 7 and enabled dx12 , gpu LIGHTMASS and ray tracing , but on trying to start project I get
LoginId:c3f065d24ed76cada9dca2a911fc515b
EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5232] Failed to compile global shader FStationaryLightShadowTracingRGS . Enable ‘r.ShaderDevelopmentMode’ in ConsoleVariables.ini for retries.

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_D3D12RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor

ntdll

Known issue ?

Hi. Can’t you add a feature such as use LOD 0 of all scene objects when rendering to High Quality Media Export? Just like vray. While I can use multiple LODs while navigating the scene, I want to render only LOD 0 during rendering.

What does, excuse me if that went a little over my head, that have to do with a compiler error ? I’m not expert on anything compilation , but…
Having said that, I did put .ShaderDevelopmentMode’ in ConsoleVariables.ini. I did enable engine to start loading newly copied project, but instead of stopping at 45% it made it to 57%, stil no love LOL :wink:

Anyway…NEW while you should have SAID who you were replying to , LOL .

I reiterate, your repsonse did NOT solve my issue in case anyone thinks it did :slight_smile:

The CVar for ray traced shadow samples has no effect:

Compiled today 4.26 tree from github. GPU lightmass doesn’t support bsp geometry actors. They seem to be ignored by gpu lightmass (don’t cast and don’t receive shadows). Checked on sanctuary map of ShooterGame example. CPU lightmass works just fine.

Reproduced bug on archivis template.

  1. Enable all gpu lightmass requirements.
  2. Change all lights to static.
  3. Reset world settings - lightmass.
  4. Add some bsp geometry.
  5. Bake cpu lightmass. it’s ok.
  6. Bake gpu lightmass. It’s not ok - bsp geometry doesn’t cast shadows.
    ](filedata/fetch?id=1834088&d=1605812893)