Unreal Engine 4.26 Preview

Hi, I’ve encountered a few serious issues (confirmed/tested on two different machines):

  1. cvar “stat none” causes an instant crash (whether called in BP or via console entry).

  2. Raytraced Skylight Shadows is completely broken (Skylight > Cast Ray Tracing Shadows).

Hybrid vs PathTracer:

Chaos is not production ready. It is very buggy and badly performing. Please do the sensible thing and revert the premature decision to make it the default.

Hmmm maybe you are right then, but before this, 4.26 release was planned to be the last one before UE5

They might have changed their mind because 5.0 release is far away… maybe 4.27 will be the last one or they will even make a 4.28 who knows?
For now 4.27 is listed as a Target Fix for a lot of bugs.
And the bugs are the main issue. Now with Chaos that should be production ready but users are experiencing otherwise…
I wonder if there at Epic Games the marketing department forces programmers and engineers to release unfinished code or what? Because I really see no reason to rush products that aren’t stable. What is the purpose? Then Fortnite and AAA games using UE4 and next UE5 won’t really have all the bugs affecting small indie developers… So an obvious question becomes if the public releases are not the same as the ones used internally and for big software houses paying an expensive license premium?

I see a lot of speculation.

  1. Everybody is using the same engine.
  2. Chaos used in fortnite is the same as you got now.

Chaos works for what it is needed in Fortnite. Fast scene queries, vehicles. The rest was not a focus, since it is not used in game.

Chaos should be pushed now to public and be enabled by default. If you don’t like it you are welcome to stay at 4.25 or download sources and compile with PhysX. Releasing it now, help uncover issues and fix them.

Most games won’t have any issues with Chaos. Simply, most games do not use physics for anything beyond scene queries.

Next version is 5.0. Version numbers really doesn’t mean much.

Crashes every time I open a project. :frowning:
I get:

Assertion failed: HorizonNext->Vertex == HorizonEdges(HorizonIdx + 1) % HorizonEdges.Num()]->Vertex [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\CollisionConvexMesh.h] [Line: 854]

Also Raytraced translucency is not working with Splines!

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In GPU lightmass, i did a full build over night… and i just realized… most of the static spot lights in my scene emit no light even though they are high intensity. Any idea why this would be? They emit light when the lightmap is not baked. 60,000 lumens for example. Attached screenshot is build that is darkness, and unbuilt lighting super bright

may have you turn it moveable?

It seems like I hit a nerve or something?

Everybody using the same engine only Epic Games and big software houses know that, surely not poor indie developers. And anyway due to NDA no one would disclose any difference.

No one is using physics is a silly statement, sorry but while you can tell that very few games use destructibles… many games make use of physics. Otherwise there would be no cars in any game either if there was no use of physics…

Unstable Chaos API pushed to the public now would just backfire leading to many complaints. Then if Epic Games doesn’t care at all it’s another matter, surely they can do whatever they want to despite indie developers complaining for unstable releases and bugs that don’t get fixed.

Anyway next version is 4.27 unless they change plans again and get rid of it, the Issues database page shows 4.27 as the Target Fix for a lot of bugs.

That doesn’t make sense… im making lightmaps… lightmaps are for static lights… not moveable ones.

it doesnt even work with a brand new default spot light dropped into the scene.

it doesnt work for any static light.

Its possible that the static lights get baked way way darker then a stationary light. See screenshot comparison … same light… just staic vs stationary.

Have anybody encounted errors within the new niagara plugin - niagara simulation stages.It’s like :
I opened a niagara sys then it crashed whithout any omen.Then I got it opened and crashed again.

Finally I figured it out it happened bacause some module script is missing but it’s used in so many emitters in the plugin and some other ones.

Error is “Assigned module Set Location From Emitter’s script asset is missing”.So the missing one is “Set Location From Emitter” But I can’t find it in everywhere.

Maybe I got a wrong installation or Maybe there actually missed a “Set Location From Emitter” Module.

The current edition of Chaos seems to have a few issues. I have a dice system that spits out the result once everything that spawns goes to sleep. This worked 100% of the time consistently even with hundreds of dice stuffed into a box, it usually didn’t take any longer than 3-5 seconds. In 4.26 the dice are just constantly wiggling, with higher restitution they act really strangely. I can’t ever get just a dozen dice to be asleep at the same time now.

I’m using the current 4.26 branch as of the 25th. From what I’ve seen of videos it’s not all that different from how the launcher build is acting.

Seems also like i can switch 1 light to static… doesnt work… then the light next to it i switch to staitionary and back to static… that light stops working, but hte first light all of a sudden starts baking as static… something very wrong here… current gpu lightmass is very broken and unuseable unfortunately.

Where can i report this bug?

I have two GPUs, is it possible to select which one to use for GPU Lightmass baking so it doesn’t take over my main display GPU?

To add to the Chaos pile. Right now, Chaos cannot handle stacked cubes (with simple box collision). It is simply too noisy and falls apart almost immediately. It is a really simple use case. Adjusting threading model from the taskgraph to single-threaded improves it a little, but things still fly apart.

And if you replace that stack of cubes with a large pile of cubes, it will provide worse sim result while running orders of magnitude slower than physx.

Here’s the list of all the new plugins for anyone interested. Has anyone figured out what the ‘EnhancedInput’ one is yet?



~$ find /mnt/{c,c,d}/git/UnrealEngine/Engine/Plugins/ -type d -name 'Source' | grep -v ThirdParty | awk -F/ '{print $(NF-1)}' | sort | uniq -u
ARUtilities
ActorPalette
AssetSearch
AzureSpatialAnchorsForARCore
AzureSpatialAnchorsForARKit
CascadeToNiagaraConverter
ChaosCaching
ChaosVehiclesPlugin
ChunkDownloader
ColorCorrectRegions
ContentBrowserAssetDataSource
ContentBrowserClassDataSource
ContentBrowserFileDataSource
CustomizableSequencerTracks
DMXFixtures
DMXPixelMapping
DataprepGeometryOperations
DatasmithRuntime
EnhancedInput
EnvironmentQueryEditor
ExampleAssetEditor
FullBodyIK
GPULightmass
GizmoEdMode
GizmoFramework
HLMedia
LiveLinkXR
LuminPlatformFeatures
MagicLeapBLE
MotionTrailEditorMode
MoviePipelineMaskRenderPass
MultiUserTakes
NetworkPredictionInsights
OSCModulationMixing
OnlineSubsystemApple
OpenXREyeTracker
OpenXRHandTracking
OpenXRMsftHandInteraction
PluginUtils
PropertyAccess
PropertyAccessNode
RHITests
RigLogic
SlateInsights
StageMonitoring
Switchboard
TextureShare
UE4ML
VCamCore
VirtualHeightfieldMesh
WinDualShock
XRVisualization


Regarding PhysX and Chaos changes, how does this effect the physics of actors and capsules, notable the character actor and capsule component? Are the capsule physics also replaced with chaos under the hood now? or where they never using PhysX in the first place but something unrelated entirely?