Unreal Engine 4.26 Preview

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)

You should probably report this using official bug report form.

When ist Twinmotion import to Unreal coming?

Most likely this is because GPU lightmass uses raytracing and BSP geometry is not supported by raytracing

As far as I know (from old bsp workflow egnines), brushes should be compiled into final geometry before the start of light baking, maybe GPU lightmass perparation skips it, so there is no final bsp geometry to process? Anyway, I reported this bug to the tracker.

Trying to compile in Unreal Engine 4.26 and having a lot of unresolved externals with classes inheriting from UDeveloperSettings, though its module is “Engine” and that’s already in the dependencies… any idea of which new dependency is required?

There’s now a separated module called “DeveloperSettings” :wink:

preview 7
enabled dx12
gpu LIGHTMASS
ray tracing on
on trying to start project I get crash

Fatal error: [File:/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

SAME thing here.
I enabled the r. part , and it did get a little further, froim 46 to 57% but still failed same as your error.

“D3D12RHI” is the Unreal devil, it’s everywhere crashing to everyone since a few versions ago.
Happens to Fortnite players too, some times it stops for a while but usually comes back when the engine is loading lazy fonts.

Interesting about when Unreal starts to fully support Vulkan ray tracing & all other features?

Can anyone tell me how to enable occlusion using depth in AR kit on iphone 12?

Turning off Render After DOF on a translucent material (Surface ForwardShading) crashes the editor when saving or clicking “apply”.

In fact, checking or unchecking any of the boxes on the material node and then saving the material crashes the editor.

Update: It’s another tessellation-related bug. See reply below.

I think I have this bug isolated. World space coordinates plugged into a normal map crash the editor if the material has Render after DOF enabled on a translucent material. If I use regular Texture Coordinates it will compile in preview 7. I already submitted a bug report but I can be much more specific about how to reproduce it so maybe I’ll submit a new one.

Update: It compiles if tessellation is turned off on the material. Just another bug related to the broken tessellation.

I just checked the issues page, no one has submitted any bugs related to preview 7’s tessellation problems… am I the only one that’s having these problems or are people just not submitting bug reports? Does Epic know this is an issue?

Well, how should i put it: It´s one thing, writing those bug reports, and another, getting them accepted/registered by the devs… (and a third one, getting those reports/bugs actually solved).

The issues tracker seems to be pretty much useless for the public. Go to the original post and scroll down to all the bug fixes, copy one of the tracker ID’s and look it up on the issue tracker. Practically all of them are private.

Literally all you can do is just submit it and hope it gets fixed some day.

Gotcha, I had no clue. I had one bug submitted a few years ago but didn’t know that’s how it was.