Unreal Engine 4.26 Preview

Transmission with RT shadows is broken:

Ear_Transmission2.gif

Ray Tracing + Volumetric Fog + Lights with Volumetric Scattering intensity > 0 = Flicker!
Not sure if this is 4.26 specific but definitely a bug.

Have spent days trying to find workarounds using various console commands etc.
Any help or feedback appreciated.
Update - luckily this issue is only apparent in editor, not in rendered movies or PIE mode.

Guys, when the mentioned new iPad Virtual camera app is coming?

Has anyone gotten ā€œBake to control rigā€ to work in sequencer?
edit with FK seems to work but selecting bake to control rig and selecting my blueprint does nothing, no errors or anything.

Is there any ETA on preview 8?

Probably there will be no Preview 8. There are no code changes on GitHub 4.26 branch for a week, only Credits got updated. I’d expect 4.26 release any day now :slight_smile:

Just throwing it out there…last week was a major holiday week in the US, maybe that is a factor for no code changes?

Hello, if anyone experienced the same problem as me, or know what’s going on? i can not see the Fullbody IK control rig node on my side. i am on Unreal4.26 Preview 7. thx :slight_smile:

More previews = more stable release is.

Kind of random, but what the hay…

So I was looking to apply a LUT through Post Process, and I was going to try using .cube files.
So I imported them in, fine. But then they don’t load into the slot because they are not image files (?).
Anyway, so I double clicked on one of the Cube files in the content folder to see if image inspector would even open it up, but when I double clicked on the .cube file it freezes the engine.
It does not crash, just freezes. I was going to close out through task manager, but I thought I should wait.
And then, about 5 minutes later, it became responsive again.
DON’T TRY USING .cube FILES!!!

The binary versions of Unreal Engine that are available through the launcher are always going to be the latest - If you’re looking for a specific version you can always download them from GitHub. You can disable plugins in a project without opening it by opening your .uproject file in a text editor and change the following


{
"Name": "StaticMeshEditorExtension",
"Enabled": true
}

to


{
"Name": "StaticMeshEditorExtension",
"Enabled": false
}

Hi. When i add the new water system to my existing landscape it dont connect/snap to my landscape, is this a bug or do i have to make a new landscape?. I have enabled edit layers on my old landscape

If you are using world composition: it was established earlier in this thread that the water system will not work with world composition. Somebody quoted an UE livestream where they said that.

Just to be sure, did you enable the Landmass plugin? Also, does it work in a fresh level with a brand new landscape? Along those same lines, do you have multiple landscapes within the same level? If so, the WaterBrushManager might be connected to one of your other landscapes and not the old one.

There are also certain settings with the water material and/or the WaterBrushManager that can cause this, but assuming everything is basically set to default it shouldn’t have a problem updating with a landscape already made (as long as like you said you enabled edit layers).

It does work with world comp, it just has some prohibitive issues such as large maps creating huge RTs causing extreme performance loss/crashes when moving water bodies around, or weird landscape deformation patterns emerging, etc. At a basic level though, it does deform and work on world comp landscapes.

Thanks for reporting this issue. We’re looking into it and for tracking purposes, can you take a look here: Unreal Engine Issues and Bug Tracker (UE-103750)

full release when ? i need it

I’d imagine soon they will want to wrap it up before the holidays I think.

But do not rush as maybe GPULightmass is working again and is even better and other issues are more cleared too then with stable Unreal then there will be lot of joy even for basic hobbyists like me who learns. Currently dont know what is this in preview 7? tesselation?

Is there documentation somewhere for using the new water body actors? When I drag the ocean body into the scene and assign a material to it I don’t see anything…

Found this for now - https://www.youtube.com/watch?v=mE9jZbhI3Xg

Sorry, not sure if I’m reading your post wrong, but are you saying it works with the default water material and not a new one you are trying to assign it, or is it that it doesn’t work at all. Because if you drag it straight from the content browser it shouldn’t need a material to be assigned.

Without knowing more about your specific situation, the only other things I can suggest for now are to make sure you also enabled Landmass and your landscape has ā€œEnable Edit Layersā€ checked. Did you happen to place the ocean BP in the scene before the landscape? If that were the case, the WaterBrushManager would not be automatically created and connected to the landscape.

Sorry if this is not much help, let me know if there are any more details about your specific setup and I’ll try to troubleshoot it.