Unreal Engine 4.26 Preview

source radius on spot light doesnt work in gpu light mass.

It would be amazing if they implemented custom gravity, however It most likely will never happen. I have tried to create my own character movement component, so I dug around a bit.
The movement is very complicated behind the scenes, so i think it would take some serious effort to implement custom gravity. Also they would have to rework the whole navigation system for AI too and maintain backwards compatibility with the original gravity system.

Chaos Vehicles don’t seem to be able to properly detect the friction coefficient of the surface they are driving on. No matter what the settings are in the assigned Physics Material, the tires always report the default friction value of 0.7.

anybody having issues with Shift+l not working for the sun sky BP?

It is Ctrl+L to rotate the Directional Light. Also, it will only work if you place a Directional Light + SkyAtmosphere on the scene, and it can’t work with the SunSky BP because the last one changes the light based on several parameters: Latitude, Longitude, TimeZone, Month, day, Solar Time…

You can try this plugin from Elhoussine Mehnik which implements custom gravity for several scenarios. It is free and all the source code is provided. There is a picture at the project’s folder showing the class hierarchy for easy understanding of the implementation he made. Works very well and can be improved at your taste.

Project is Custom Gravity Examples found here: Plugins & Tools - Elhoussine Mehnik

Compare to non-gpu light mass instead to be sure. I think static lights are multiplied in a way by reflection captures (image based lighting), so they may be overly dim or bright or colored wrong with a poor reflection capture.

Can’t get an anchor for GC to work. 4.26 p1. I create it like in 4.25.3. Unreal how about a video. Can it be accomplished? Victor.

Noticed a new Cascade to Niagara plugin. Anybody experienced with it ?

I wish they would fix the ai move to actor.
i have an enemy ai that moves to my player.
When they get to about 3 feet of my player it starts jittering like it can’t figure out how to end the movement. I set the radius to 20 and stop on overlap also. :frowning:

UCameraShake is no longer available. There is a UCameraShakeBase though.
How do we pass a UCameraShakeBase to APlayerController::ClientPlayCameraShake?

Is there another APlayerController call I should use to shake the camera?

PlayerController.h there is ClientStartCameraShake and ClientStopCameraShake.

HELP :frowning:

Getting crash error when using GPU Lightmass -----

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 258] Direct3DDevice->CreateComputeShader((void*)CodePtr, CodeSize, nullptr, Shader->Resource.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Shaders.cpp:286 with error E_INVALIDARG

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_GPULightmass
UE4Editor_GPULightmass
UE4Editor_GPULightmass
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core

ntdll

Inside Project setting - “Default RHI” option is not visible.

Using GTX1060 card

build with static light cpu lighting looks exactly like it does brightness wise when its moveable or stationary. As in correct brightness… gpu static is super dark.

just found out the way to get gpu lightmass point light to work properly with proper intensity. Source radius cannnot be 0… if you set it to anything larger then 0 then it works correctly.

@kurylo3d :slight_smile:

UE4.26.0 Preview 1 crashes when trying to Cook Content for Windows. As such the builds fail too.

It may be worth noting that I can play in the “Selected Viewport”, “New Editor Window (PIE)”, and “Standalone Game” without any problems. As far as I can tell most of the content (assets) are in the different levels.

what is it? How is it different from Microsoft’s storage API.

Are the renderpasses already available in the **Movie Render Queue? **Can’t find them. (I do see some new deferred rendering options)

Is there any way we can get the OpenXRHmd module opened up a bit more?

They did a good job providing accessors to a lot of the private variables in it (System, Instance, Session, ect). However the TArray<FDeviceSpace> DeviceSpaces; array is private and inaccessible with no getter. It would be a ton easier linking on extra OpenXR stuff if that was accessible without trying to iterate around in other ways.

Just a GetDeviceSpaces() function would do.

I wanted to test Volumetric Cloud…


LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineSky/VolumetricClouds/m_SimpleVolumetricCloud.m_SimpleVolumetricCloud for platform PCD3D_SM5, Default Material will be used in game.
LogShaderCompilers: Display: /Engine/Private/VolumetricFogVoxelization.usf(70,21-78): err0r X3004: undeclared identifier 'VertexFactoryGetPrimitiveId'
MaterialEditorStats: Error: [SM5] /Engine/Private/VolumetricFogVoxelization.usf(70,21-78): error X3004: undeclared identifier 'VertexFactoryGetPrimitiveId'