Unreal Engine 4.26 Preview

Should be restricted to DXR compatible GPUs, not just those of the RTX name. So a GTX 1060 6GB and newer.

Most likely, there is a contract between nvidia and epicgames under which epic promotes RTX technologies. Otherwise, I can’t explain this solution, because there are other game engines where ray tracing is implemented in a different way. As well as baking light and long shader compilation, this is the “last century”. The core of the engine needs to be completely rewritten so that everything is in real time like Unigine. We may be very surprised in UE 5, but so far we only have what we have.)

Can’t remember where it was posted but it was mentioned that GPULightmass still has to do some of its work on CPU

In my test, you can clearly see it. Screenshot above.

Max Angular Velocity doesn’t seem to do anything.

The next gen cards AMD will announce at October 28th will feature DXR support (real-time Raytracing), so they will also work for GPU Lightmass in UE4.

Anyone else having problems with the right click search in the material editor? In 4.25 searching for “coord” brings up the texture coordinate node, in 4.26p1 it brings up the Panner (???)

Great news, but many indie developers don’t have DXR cards and therefore will have to use the “old” way. When you are a big company or wealthy person, you can afford the most top hardware. In a few years RTX nvidia or other DXR technologies will be in every PC, but now, in my opinion, this technology could be implemented through the GPU without DXR. I think everyone should have a choice, a slower reading of GPU data without DXR or a faster reading of GPU data with DXR. I had a plugin in my memory that allowed older versions of the GPU to do these calculations on the GPU without DXR. So it’s a matter of promoting technology and less of worrying about who will bake the lighting cards ) Again, this is a polemic and personal opinion.

Epic/UE4 has taken a stance to not support vendor specific solutions. DXR is an extension of DirectX, and not an Nvidia exclusive solution. Any Nvidia features like RTX, DLSS, Gameworks, HBAO, etc, have been separate builds of the engine that require you to signup with Nvidia for access.

Realtime everything isn’t ever going to be the best option for every game.

I sort of agree with you, but companies like Epic need to maximize investment when dealing with new features. The whole thing is in development since 2017 and a roadmap was extensively made public around the features they were planning on launch. If there were more voices like yours back there, maybe they would have added the option, but again, a planned feature is supposed to be released and it will probably be used in games in a 1-3 year timeframe of game development, which is how long they will start to see the return of investment, except the fact that Fortnite is already able to run with realtime raytracing which will make that investment come to light early. Lucky us to have a company which have their own games to showcase their tech.

Om my side when I try to run preview GPU lightmass with ToggleLightmapPreview command
I get this error


Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2205] Fatal Error Material not found

Default config + RHI is set on DirectX 12 and Virtual Texture Lightmaps is Enable. I run on a RTX 2070. Windows 10 updated and last Nvidia driver installed

great to know i wasted my time … thanks for letting us know

Ограничение physics при помощи xy plan корректно не работает. Обьект при сталкновении изменяет координату по оси Z.

So, the Virtual Heightfield Mesh plugin is definitely new, it’s not available in 4.25 and can be found as “Done in 4.26” on the roadmap. It seems it can stream the height data for a landscape which is just what I need… does anyone know how to set this up?

PhysX to Chaos engine migration is having me in Vietnam flashbacks. My project is heavy on physics simulation, attachments/constraints, force calculations etc. Some users are reporting broken features. I fear I will have to carry this one out in 4.25 or spend eternity trying to find workarounds for my working systems.

Also having weird fps drops i haven’t noticed in 4.25 and engine crashes when trying to drag atmospheric fog into the map with dynamic lightning.

Unfortunately it seems that Chaos will probably not really be usable until 4.27 or 5.0 … and that would surely be a real issue with PhysX getting disabled and then completely deprecated/removed, unless 4.26 previews will keep going for many months to make everything Chaos physics really production ready.

It’s directly 5.0 after 4.26, no 4.27

rtx2070 previously I was using a build of GPU lightmass that was shared here on forums for 4.25.3

Wrong.
Check the issues database, many bugs are planned to be fixed in 4.27