Unreal Engine 4.26 released!

This is the last time I’ve heard of UE 5 specific dates https://youtu.be/pjK6QHlbfKE?t=1183 which was the 2020 year in review stream, it was still early 2021 there. But I don’t know if “early” is a strictly defined term and with the current situation worldwide I wouldn’t be too surprised if things take a bit longer than planned.

It would be useful if they release UE5 as public can help boost bug finding and even fixing bugs if programmers could submit high quality pull requests. Perhaps release same way like Chaos builds where and with heavy warnings so no one wont be tempted to use it on real products until it is stable enough. Maybe sending automated bug report(crash reporter client) should use feature that REQUIRES to write enough text what happened exactly, to prevent overflowing developers with reports that has low info included.

Release too early to mass will just cause headache because there will be to many complaints and the technical feedback would not be high quality.
Release it too selected team who are expert in their domain and are actually using/testing it with real stuff is much better.

In same time that is true too. Anyway lets hope for best outcome for both sides of users vs developers and then something good will come eventually. :wink:

Thanks
I use this setting, I think it come from robot recall

+CVars=r.ScreenPercentage=100
+CVars=r.SSR.Quality=0
+CVars=r.MotionBlurQuality=0
+CVars=r.SceneColorFormat=3
+CVars=r.LensFlareQuality=0
+CVars=r.Tonemapper.Sharpen=0
+CVars=r.HZBOcclusion=0
+CVars=r.Shadow.ForceSingleSampleShadowingFromStationary=1
+CVars=r.AmbientOcclusionLevels=0
+CVars=r.MSAACount=4
+CVars=r.DepthOfFieldQuality=0
+CVars=r.ReflectionEnvironmentBeginMixingRoughness=0.0
+CVars=r.ReflectionEnvironmentEndMixingRoughness=0.0
+CVars=r.Shadow.FadeExponent=5
+CVars=r.Shadow.FadeResolution=128
+CVars=r.Shadow.MaxResolution=256
+CVars=r.ReflectionEnvironmentLightmapMixLargestWeight=1
+CVars=r.RHICmdBypass=0

Quite a few changes and some of world comp has gotten harder to work with. Though overall not too bad. I wont burn any time on the water stuff. Honestly great idea bad implementation VS what is available.

Any news regarding perfomance on next patch?

2 Likes

In general, I’m waiting for a new version of the water plugin where compatibility with World Composition will be fixed :slight_smile: (Now water is not rendered there if it is located at sub level)

Is it just me or foliage tool acts little bit wonky and often do not remove some foliage( yes all are selected). 4.25 managed foliage well.

you and I both. lol. water is dead if you can’t use with world comp. kinda useless for 99.9% of games not germs.

No word on 4.26.2 - 4.26.3 hotfix release?

Please fix this is ■■■■■■ me off, it happens on my 2nd screen on drivers above 460.89 on my RTX 3080.

2 Likes

It’s rare that we announce dates for any of our releases. Delays are not always related to the state of the software, it could be a random issue that would delay the release by a day, but that could be on a company holiday, or a Friday, etc.

That said, we’re currently working on .2 which should go live in the next month :slight_smile:

oh good a birthday gift for me. can you please tell them to fix water for my birthday so it works with world comp? lol

I’ve seen in other threads that UE5 adds a “grid sliced world” option instead of the current World Composition. If that’s the future, perhaps water will work with grids, but not WC, and WC will be relegated to “legacy” status?

1 Like

I wonder if it will be difficult to transfer the world from WC to World Grid?..

Shouldn’t be. Especially if there won’t sublevels in the proper tile-streaming system. Every actor instance will be stored as a separate asset on disk. Basically, our sublevels would be converted to as many files as actor instances.*
At least that how they present the new system in their presentation a long time ago. And how it works in open-world engines I worked with :wink:

  • Unless… Epic would use something like “layers” to group a small number of actors together. It would be useful for scripting, i.e. “load destroyed version of the village in response to the player decision in the story”.

Any chance that VR issues with 4.26 will be fixed ?

Which ones are you specifically referring to?

So everyone, there is no doubt there will be 4.27 ahead: Oodle now free to use in Unreal Engine via GitHub - Unreal Engine