Gpu lighmass working like a charm.
But im getting -1.000.000,000 percentage on progress bar when i try “Bake what you see”
Just waiting to see a documentation update
Gpu lighmass working like a charm.
But im getting -1.000.000,000 percentage on progress bar when i try “Bake what you see”
Just waiting to see a documentation update
Realized the 2nd screenshot i sent was just the lumens were off for some reason… set to unitless messed things up, but the other one with the street light… not baking at all… so still issues in that level… level does have sublevels if that matters at all.
Seems like all of my lights were switched to unitless instead of lumens when upgrading my project to 4.26… Problem is instead of 1000 lumens it switches it to 1000 unitless which makes it a very tiny lumen value if i switch to lumen… very annoying.
ive been told that 1) GPU Lightmass shares code with the path tracer, and we’re limited to 128 lights now 2) Due to the same reason, non inversed square falloff lights are not supported
Speaking to Chaos vehicle. Can Epic please give us a demo how to make it work? I guest it’s as simple as enable Chaos vehicle plugin & starting a vehicle template, then PIE, but the vehicle doesn’t move, it just… pinned in air
Bug reporter still down, here’s my bug report on GTAO and Skylights.
Is there happen to be a documentation for the new features anywhere? I’m particularly interested in the runtime rendering with the render manager.
By looking at code, it implements the concept of Input Contexts. We could now define a separate set of input mappings for differents player modes, i.e. UI, human character, vehicle, etc. Currently, in UE4, there’s only one set of input mappings for the entire game.
Hey guys, the new volumetric cloud is not working with raytraced reflections? I only see choppy cubemap updates on reflective materials when using raytraced reflections.
I can disable realtime skylight updates to avoid those choppy reflections as a workaround but for dynamic lighting I need proper raytraced reflections of clouds.
Is this planned or is there some other workaround to get this working?
Couldn’t you essentially do that already with the input stack and/or with a context prefix on each action name?
This isnt my only issue it would seem…
The template might still be using physX idk, but chaos vehicles do work, just make a new one. If your car is hanging in the air, make sure you have the mesh set to simulate physics and your wheel colliders are set to kinematic. (and you have a animBP that is a vehicleAnimInstance and you put a wheel controller node in there)
It looks like there are two movement components, if you make a pawn derived from wheeledVehiclePawn it will use VehicleMovementComponent. But if you just make a new pawn and add chaosWheeledVehicleMovement. Both work and use chaos, and seem to be basically the same but chaosWheeledVehicleMovement has the engine RPM exposed to bp.
If the car doesn’t move, try increasing the Engine Rev Up MOI, my car move reeeeaaallly slow and increasing that fixed it.
It seems that PXVIS no longer works, but I did find typing p.vehicle in the cmd bring up a lot of options to show debug stuff
Chaos is production ready. So does that mean chaos is already implemented with unreal engine?
Yes, it is on by default in 4.26. if you want chaos vehicles, you need to enable that plugin
Yes! Ive been wanting to try chaos for a long time!
thank you epic!
Has anyone been able to get their skeletal meshes to translate and work on 4.26? Our characters are ragdoll based for vr , and most functionality is broken with the physics movement . Constraints need to be reset up I assume? Anyone have any directions?
Chaos Cloth Self-Collision appears to be purposefully disabled, as this is not defined:
#ifdef CHAOS_CLOTH_MUST_IMPROVE_SELF_COLLISION // TODO: Improve self-collision until it can run in engine tests without crashing the simulation.
Removing that and running the Content Example, the mesh instantly explodes. I tweaked a few cloth parameters to try to get it to behave but it’s pretty unstable:
Since Chaos is supposed to be Production Ready, will this be addressed in 4.26 preview?
so… most buggy beta release in all of unreal engine history?
OK didn’t know that, shouldn’t be a problem. Thank you!
Does anyone have any information on how to setup the OpenXR tracker to livelink stuff? I’ve been trying but after enabling all the livelink and openxr plugins, when I add a livelink tracking source from the localhost it just says “no data” I have a full vive pro setup with 4 trackers. Anyone know how to get it going? Do you have to install a runtime?
Been searching and googling for hours now and can’t find a bit of info on it.