Just want to ask this again here I’m interested to I would like to find out if anyone can shed some light on it:
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?
For those interested, I have published a tutorial on how to set up a Chaos Vehicle. The good old Sedan from the classical Vehicle Template is not suitable for Chaos and will need to be retired/updated. On the other hand the rigged vehicles from the Vehicle Variety Pack recently released as free for the month assets work perfectly.
I spoke about this problem in the first pages … Do you have videos of your games? I’m curious to see your solution. Working myself on an Active Ragdoll VR / SCREEN solution @thelazylion
Motion blur is still being affected by time dilation in 4.26. I’ve submitted a new bug report. Hopefully it’ll be fixed in time for the stable release. It’s very easy to reproduce, and while we’ve shared some workarounds in this thread, it’s far from ideal to have to use them. D:
I got the volumetric clouds working with the included material, however it’s very repetitive and almost looks ‘blocky’, is this normal or might this material see revisions before 4.26 is out? i realise it’s probably just for testing and for an example, but it’d be nice to have a clean copy we could base our own materials off, below are some examples of general weirdness (i’ve tried messing with the params but this happens even on the stock material):
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edit:
also, appears to be some weirdness with the clouds in wireframe views, especially when using the 4 viewports:
This is happening simply because the CloudWeatherTexture they are using doesn’t tile. I don’t know if they’ll fix it but it shouldn’t matter as this won’t affect your own materials so long as you use tiling textures.
Some footage of the active ragdoll work can be found here: 1 2 3
Haven’t been able to fix/set them up for Chaos yet. I’ll hold off until more stability, documentation is out for now. I’ll report on other bugs i experience with the preview though.
found another bug with gpu light mass… Gpu lightmass on alpha geometry casting inverted shadows. As in the transparent parts block light… and the the opaque parts on the texture let light pass through instead of casting shadows.