Unreal Engine 4.26 Preview

Release!!!

Congrats on the release! I still have an issue with Volumetric Clouds only rendering in one eye in VR.

Thank you Epic !!!

Congrats on the release! The skylight still seems to be broken with raytracing. At least with my project… Unless there is a new setting im missing. Im just not getting much occlusion/shadows in my scene anymore. Not the same as I was in 4.25.

Interestingly, while the scene is compiling shaders im getting the correct amount of shadows. But once it completes compiling the light goes back to being blown out.

i know its released now but where else can i put this minor grumble…?

nice to have all the sunsky systems in one popup in the Enviro Light Mixer but half of the parameters seemed to be missing from each of the skylight/directional light and SkyAtmosphere?

also each section of the light mixer should have the sunsky systems being named as they should be a.ka. Skylight , Directional Light, SkyAtmosphere…If you try renaming one it renames all…

When I activated the VolumetricCloud in my level it had this odd shearing in the sky and it repeated all over the sky. still experimenting to see if I can get it to fade out near the edged or is this something that getting fixed?

Is there anyway to increase the max amount of lights for gpu lightmass?

When I render Pro Res I just get a black screen render. I can even see my sequence in the window that pops up slowly being rendered. But the file itself is just black when i throw it in premiere.

the release notes mention an opt-in way to get a compiled version of 4.26 with Chaos Physics enabled (instead of PhysX). Can you please share how we can opt-in? Thanks!

I have the same issue - glad its not just me, but as it happens when you just drag in Volumetric Clouds, I assumed it was a setting - having played around for a while with all the settings, I cannot get rid of it. Is this really how it is meant to look? Because it looks pretty terrible, unless you aim the camera in a direction where the seams and tiles are not visible. If anyone knows how to fix (or if it is a bug) it would be good to know.

The final release of 4.26 crashes when everything is setup for GPU lightmap rendering. At the end of the shader compiling I get a crash with two of my projects with this error: ā€œGPU crashed or D3D Device Removedā€. Very strange because I set the TDR settings to values where this could only happen in some really critical situations.

Here is the full log:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] RetCode = Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InitialState, ClearValue, &NewResource, Name, false) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:1380 with error DXGI_ERROR_DEVICE_REMOVED

for some reason, I believe this is just an issue with the ā€˜demo’ textures they include, they just have hard edges and really obvious repeats, you can try editing the textures or playing with the material, but it is very ugly by default for sure

Is anyone having problems with volumetric lightmap samples? Using CPU lightmass, calculates the volumetric lightmap samples in the right places, but GPU lightmass messes things up and makes all the dynamic objects near black in interior scenes.

Using the official plugin.

I’ve tried placing volumetric lightmap density volumes, but those seem to be ignored with GPU lightmass. They do work for CPU on my test scenes.

I’ve never seen it produce black samples but everyone has problems with volumetric lightmaps in GPU Lightmass, it’s been known since the early 4.26 previews. I would not expect it to get fixed soon.

You should file a bug report using official bug report portal.

Anyone have any idea how to improve the quality of volumetric shadows from clouds? I love the realistic feel they provide but they sometimes produce very noticeable blocky banding artifacts when casting long shadows from the sun at steep angles.

Edit: Found the solution immediately -_-; use r.SkyAtmosphere.FastSkyLUT 0

@Arkiras sorry to clarify the samples most likely black because they’re outside of my interior level, as I’m using mostly in room lighting and that’s fine. The problem is that those samples are scattered in all the wrong places and I can’t control that in any way using volumes. That does work with CPU lightmapper.

Update to volume samples: increasing the resolution ā€œVolumetric lightmap detail cell sizeā€ in world settings to 50 seems to make everything work. It breaks again at 70 and ignores volumes, while 50 respects the volumes and the samples are placed in the right locations.

Has anyone found the Movie Render Queue to work as it used to? I have used it so much on 4.25 with great results - but now it crashes out before rendering one frame on large scenes (that previously on 4.25 could render still frames) without even giving an error message. If I choose render remote instead of render local, I can see it now compiles thousands and thousands of shaders in the dialogue box before it can even render one frame (so takes 3 mins or longer for one 4K image). And exposure has been removed from the Camera setting, so I can’t set a manual exposure from there any more. I thought Movie Render Queue was meant to be improved? Has anyone else had these issues?

If you don’t report all this, it’s not going to be fixed, ever…