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
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
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.
Enable all gpu lightmass requirements.
Change all lights to static.
Reset world settings - lightmass.
Add some bsp geometry.
Bake cpu lightmass. it’s ok.
Bake gpu lightmass. It’s not ok - bsp geometry doesn’t cast shadows.
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?
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.
“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.
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.