Unreal Engine 4.26 Preview

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.

And?.. How to use Fullbody IK when it was enabled?

It still uses controlrig too so you need to get that set up. Someone posted some of the nodes to use here:

https://twitter.com/games_inu/status…97001650855936

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:

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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.

Lot of fatal errors while sculpting landscape.

Some footage of the active ragdoll work can be found here:
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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.

I’m having some issues with UKismetProceduralMeshLibrary::SliceProceduralMesh, where the slices tend to freeze in the air most of the time.

I suggest you change the texture.
I have tried a few and I had some issues with textures that were not tileable.

Trying Chaos in 4.26 p1. The GC work OK. Just made an anchor. Can’t seem to make it work. Help. A video would be nice.

Hi ! Any chance for InsideUnreal video on 4.26 mobile rendering improvements?

Does anyone know if Chaos will work in sequencer? Can it be activated in sequencer or does it have to be part of begin play? Thank you guys.

After upgrade project to v4.26 preview1 and running on mobile an error appeared:

signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
Cause: null pointer dereference
x0 00000007f9d55bc0 x1 0000000000000000 x2 00000000000000c8 x3 0000000000000000
x4 0000000000000018 x5 0000000000001000 x6 0000000000000343 x7 0000000000000002
x8 00000073ca797708 x9 0000000000000010 x10 0000000000000008 x11 00000007f9d55bc0
x12 0000000000000001 x13 0000000000000000 x14 0000000000000000 x15 00000000fffffff8
x16 00000073e92c2228 x17 00000073fbca6c88 x18 00000073c2193410 x19 00000073ca361f80
x20 0000000000000000 x21 0000000000000008 x22 00000073cd43278c x23 00000073ca7977a8
x24 00000000000000c8 x25 0000000000000000 x26 0000000000000000 x27 0000000000000030
x28 00000007f9d55bc0 x29 00000073ca981c20 x30 00000073e8e2214c
sp 00000073ca981b70 pc 00000073fbca6e6c pstate 0000000080000000

backtrace:
#00 pc 000000000001de6c /system/lib64/libc.so (memcpy+484)
#01 pc 00000000001b6148 /system/vendor/lib64/egl/libGLESv2_adreno.so (_ZN20EsxVertexArrayObject18UpdateInternalVbosEPK17EsxDrawDescriptorjPK16EsxAttributeDesc+1580)

What could it be?

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.

Another Bug… GPU lightmass point lights are dim compared to stationary or moveable light with same values.

Another bug… backfaces cast shadows in GPU lightmass…

Doesnt look like inner cone angle works in gpu lightmass.