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    [PREVIEW] Unreal Engine 4.26 Preview

    PREVIEW!

    Preview 1 of the upcoming 4.26 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.

    Please be aware that preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.

    Known & Fixed Issues4.26 Preview Summary

    This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.26 release.

    Animation and Characters Updates:
    • Fullbody IK Node (Experimental). For users who need to procedurally modify character poses at runtime, the Fullbody IK solver has been added. Based on Jacobian Pseduoinverse Damped Least Squares, the Fullbody IK Control Rig node has additional properties for controlling stiffness, bone limits, pole vectors, and other solver parameters.
    • Control Rig Inversion. New options have been added to the Control Rig editor.
      • Forward Solve: Add control manipulations to bones.
      • Backwards Solve: Apply incoming bone animation data.
      • Setup Event: Define and control events.
      • Backwards and Forward Solve: Use a combination of both solving mechanisms, with Backwards Solve calculated first.
    • Control Rig Branching and Looping. Updates include:
      • Added branching and conditional nodes
      • Added support for looping
      • Added support to group items to support looping
    • Chaos Ragdoll/Physical Animation (Beta). By default, PhysX will be deprecated and replaced with Chaos ragdoll physics. Feature updates will include the following.
      • Skeletal Mesh Support. We will implement feature parity with PhysX, providing Sequencer support to include Root Animation, Sequencer PIE support, and Kinematic Character Interaction.
      • Joint Constraint. We will provide Joint Collisions and Collision Manager feature parity with PhysX.
    Audio Updates:
    • Parameter Modulation. A new paradigm in game parameter modulation and mixing in 4.26 expands sound design capacity by providing multiple methods for modulating and controlling any audio parameter. This will eventually replace the existing Sound Class and Sound Mix feature sets.
    • Audio Stream Caching Updates. Updated Audio Stream Caching features that have been on for Fortnite since last summer are moving from Beta to Production for 4.26 release.
    • Dynamic Speaker Map Control for 2D Sounds. With this feature, 2D (non-spatialized) sounds can be controlled from a Blueprint to determine how source channels map to output channels, specifically speaker mapping.
    • Attenuation Distance Scaling with Sound Classes. This feature provides the ability to scale the amount of attenuation based on distance when using Sound Classes.
    • Stereo Delay Effect for Submixes. Provides the same DSP as the stereo delay for source effects but is used for submix effects.
    Cinematic and Virtual Production Updates:
    • Movie Render Queue Improvements (Beta). We’ve continued work on the new Movie Render Queue, giving you new options to control its operation and to customize the images it produces.
      • Render passes. You can now choose to export media using only selected render passes, including ObjectId, Motion Vectors, Z-Depth, World Position, World Normals, Ambient Occlusion, and Reflections. This opens up a wide range of possibilities for compositing images generated by Unreal Engine in external applications.
      • Scripting and interop. We’ve added scripting hooks for Python and Blueprint, which you can use to integrate your rendering with distributed compute systems and render farms such as AWS Thinkbox Deadline.
      • It’s now also possible to use Python scripts to render from the command line without human intervention, allowing you to integrate movie rendering into larger-scale pipelines.
      • Runtime rendering. You can now use the Render Manager to generate still or sequence images at runtime, not just in the Unreal Editor.
      • Pro codecs. The Movie Render Queue now supports pro codecs, including Apple Pro Res and Avid DNxHR.
      • Multi-channel EXRs. You can now export media in multi-channel EXR format, packing multiple channels such as base color, ambient occlusion, and reflections into a single image file.
      • EXR compression. When you export to EXR format, you can now compress the resulting files using your choice of compression formats.
      • Final Cut Pro EDLs. Create Edit Decision Lists (EDLs) in an industry standard format.
    • Sequencer Improvements:
      • Nonlinear Animation. This collection of features improves Sequencer tools to create, modify, join, and blend animation assets in order to quickly author new animation cinematics for virtual productions and games. This will reduce the need to use external tools for animation authoring and blending. These improvements include blending the root motion of skeletal animation sequences; joint matching for better blending and placement; skeleton animation preview for precise placement; and Control Rig FK / IK integration.
      • Quality of Life Improvements. There are many quality of life improvements in Sequencer this release, including UX/UI, pipeline, evaluation, and Take Recorder.
      • Pro codecs. Sequencer can now play back media using pro codecs, including Apple Pro Res and Avid DNxHR.
      • Camera Cuts. Take Recorder can now record camera cuts.
      • Editor scripting. You can now use Blueprint and Python to access and control selections for sections, tracks, folders, and objects.
      • High Quality Media Export (HQME) Workflow Improvements. Several workflow improvements were made to HQME including: support for Final Cut Pro XML ELDs; open Color IO integration; run-time support for implementation into users' projects; and support for the render farm plug-in Deadline on the Epic Marketplace.
    • OCIO support in Editor (Beta). You can now guarantee a consistent color space for all the work you do in Unreal Engine by applying an Open Color IO (OCIO) profile to the Unreal Editor viewport and to the media you export through the new Movie Render Queue.
    • 3D Text Improvements. We’ve improved the Text 3D Actor to offer additional bevel options, a 3D outline mode, and joined cursive letters for Arabic text.
    • DMX Improvements. This release features DMX system quality of life enhancements, including UX/UI updates, performance improvements, and architecture updates for DMX.
      • DMX Monitor. The DMX Monitor update provides a solution for visualizing the incoming universe and the packet data received on that universe.
      • Fixture Type Panel. The Fixture Type Panel update redesigns the UI to break-up the Fixture Type Entities and Functions into separate sections with their specific properties.
      • Fixture Patch Panel. The Fixture Patch Panel update will provide users a visual representation of the patches and their assigned channel ranges and conflicts. Additionally, this improvement allows users to drag and drop functionality to change starting addresses rather than inputting values or dragging sliders.
      • DMX Button. This update will add a DMX Button to the toolbar for displaying a new window with the Monitor and Output Console.
      • DMX Attribute Mapping. Standardized naming convention that globally exposes a set of user defined fixture properties for easy lookup and usage. This system helps to reduce the complexity that comes with seemingly infinite number of externally defined attribute names as seen through imported, externally created, GDTF files.
      • Output Console. This revamp includes UX/UI updates to the Output Console.
      • Controllers Panel. The Controllers Panel will now include other popular communication modes, such as Multicast and Unicast.
      • DMX Matrix Support. This addition will help integrate matrix fixtures.
      • DMX Pixel Mapping. This update enables the ability to translate a pixel buffer (render target) to a DMX stream. Pixel mapping will allow the use of live render target texture data to drive DMX fixtures or low resolution LED panels and devices.
      • DMX Sequencer Integration, Recording, and Playback. Sequencer is a powerful feature that easily enables animation and event triggering. This custom DMX integration into sequencer allows developers to use curves and sub-sequencing to program and control DMX without the need for Blueprints or code. Recording incoming DMX for editing and playback. Allow users to listen for incoming DMX and record the data as new keyframes in a level sequencer. Level sequence can then be replayed, edited, and shared.
      • DMX Enabled Fixtures Blueprints (Beta). This update provides an improved set of DMX based fixtures and VFX Blueprints that users can use within existing projects or use as foundations for creating new ones.
    • Remote Control API (Beta). With the Remote Control API, you can create a web app to control your Unreal scene remotely. In this update, the Remote Control API is a fully compliant REST API with GET, PUT, POST, and DELETE access.
      • WebSocket connections using the API can be persistent in order to receive live data without closing the connection.
      • The web server can now be run in a packaged app.
      • Added the Remote Control Panel to show exposed controls in the scene.
      • Added an API for the Remote Control Panel to improve queries in the scene.
    • Live Link XR Plugin. Using the OpenXR framework, Live Link now has support for XR devices, providing a lightweight and accessible tracking system in Unreal Engine.
    • nDisplay Improvements. Several features have been added to improve the experience of using nDisplay, including:
      • Deterministic rendering for real-time features such as Chaos to improve visual coherency when rendering across cluster render nodes. (Beta)
      • You can now use the JSON file format for the nDisplay configuration file.
      • You can now use the binary format for cluster events to improve data throughput and latency.
      • Improvements to Nvidia’s SwapSync API for synchronization to avoid special cases of tearing.
      • You can now leverage Nvidia’s NVLink for multi-GPU systems to use one GPU to render a viewport and to copy the frame to another GPU to display.
      • When scaling nDisplay to a large LED Volume, performance can be improved by leveraging the multi-GPU system. For Virtual Production and in-camera VFX scenarios, this means the inner frustum can now be rendered on a second GPU. (Beta)
      • Added integration and support for DomeProjection technology in Unreal Engine for projector warping and soft edge blending on large dome surfaces. (Experimental)
    • Inter-Process GPU Texture Sharing (Beta). Efficiently send and receive GPU texture data of any kind, resolution, and format between Unreal Engine and other processes while bypassing the CPU. Supports synchronization mechanisms and thread barriers so that coherency is kept between shared applications. This feature is available through nDisplay as well as standalone.
    • In-Camera VFX Improvements. We have made improvements to Color Correction Volumes so that more volumes can be in a scene.
    • Timecode Improvements (Beta). We have added several improvements when using timecode, including:
      • You can now export media with an embedded timecode.
      • When recording timecode, missing frame errors are logged with a timestamp.
      • When evaluating the last frame data of the recording, the engine’s delta times and the action’s delta times are now smoothed to remove jitter.
    Core, Iteration, and Cooking Updates:
    • Memory Insights (Beta). For users wanting an insight into memory usage, we are adding Memory Insights to help developers better understand how their work impacts performance and engine behavior.
    • Garbage Collection. We are improving garbage collector performance by reducing FArchive usage in favor of fast reference collection.
    • Zen Loader (Beta). Next-generation consoles will have improved load times, a new input/output mechanism that offers a low-overhead interface for data access. The APIs will interface with next-generation storage APIs that will enable data to be read directly into target memory with minimal CPU overhead.
    Datasmith and Import Updates:
    • Visual Dataprep. The Visual Dataprep system is now considered production-ready in 4.26. Improvements include the ability to create a Material Substitution table directly from a selection of Assets in the Asset Preview panel, the ability to temporarily bypass individual filters and operators in the Dataprep graph, and several new filter and operator blocks.
    • Datasmith Interop. We’ve made some improvements to our Datasmith import pipeline, and have added support for more third-party design applications. Remember to download and install the new version of the export plugin for your software, if needed.
      • Navisworks. We’ve added support for Autodesk Navisworks!
        Exporting from Navisworks uses a similar workflow as other Autodesk applications. You download and install the Datasmith Export plugin for Navisworks. Once installed, you should see an Unreal Datasmith menu option in your Navisworks UI. Open this ribbon, and use the Datasmith Export button to export your scene to a *.udatasmith file. You can then import this file into the Unreal Editor.
        The export plugin supports Navisworks 2019, 2020, and 2021.
      • Rhino. To continue improving the quality of our data translation process, we’ve created a new export plugin for Rhino. Once you download and install this plugin, you should see a new option in Rhino that you can use to save or export your scene as a *.udatasmith file. You can use any of the File > Save As..., File > Export Selected…, or File > Export With Origin… commands. Once you have your *.udatasmith file, you can import it into the Unreal Editor.
        As part of this change, we can now support importing custom user text that you set on your scene objects in Rhino into Datasmith Metadata.
      • Revit. Added support for Revit 2021.
        (You’ll also notice new options in the Ribbon for connecting and synchronizing with an Unreal Engine instance. This workflow depends on other upcoming developments before it will be beneficial. For now, use the same file-based export process you’re used to from previous releases.)
      • SketchUp. Added support for SketchUp Pro 2020.
      • Multi-file import exposed to Python. You can now batch import multiple CAD files, combining them into a single Datasmith scene. Use the new unreal.DatasmithSceneElement.construct_datasmith_scene_from_cad_files() function.
    • USD Stage improvements (Beta). We’re continuing development on the USD Stage technology that works directly with USD files as live sources for scene data.
      • Blend shapes. Blend shape animations in the USD file are now translated into morph targets in Unreal.
      • Lights. USD lights that are based on the UsdLuxLight schema are now translated into Unreal. We convert UsdLuxDistantLights as Directional Lights, UsdLuxRectLights and UsdLuxDiskLights as Rect Lights, UsdLuxSphereLights as Point Lights, and UsdLuxDomeLights as Sky Lights. USD light intensities are unitless, and are converted as physical light units based on approximation formulas provided by Pixar.
      • New importer. The old USD importer module has been deprecated. We’ve replaced it with a new USDStageImporter module that is based on the logic used by the live USD stage. This allows you to import your USD scene into native Unreal Actors and Assets with equivalent fidelity to the results you see in the live USD stage.
    • Variant Manager Improvements.
      • Variant dependencies. When a Variant is activated, it can now automatically activate other Variants that it depends on. You can specify these dependencies in the Variant Manager UI, using the new Dependencies tab for the selected Variant.
      • Variant Set thumbnails. You can now set and query thumbnails for Variant Sets exactly the same way you can for Variants.
      • Editor scripting. You can now add, remove, and query dependencies and thumbnails (both for Variants and Variant Sets) in your Python and Blueprint scripts.
    • LiDar Plugin Improvements. Updates include:
      • Support has been added for the LAZ and E57 file formats.
      • Added a LidarClippingVolume actor, which works real-time with all LiDAR components in the scene.
      • The plugin now allows the user to calculate the Normal vector for points. This can be done for the whole cloud or for selection only.
      • The RAM requirements to import, process, and export point clouds have been significantly reduced.
      • Invert selection: A toggle has been added to allow switching between all selected and all unselected points.
      • Dynamic Point Budget: There are new systems to control the point budget on screen:
        • r.LidarTargetFPS X - this will continually tweak the point budget to maintain overall FPS of X.
        • r.LidarIncrementalBudget X - if set to true, this will automatically increase point budget to very high values (sub 10 FPS) as long as the viewport remains stationary.
      • Removed the 2 billion points per asset limit.
    Gameplay Updates:
    • Enhanced Input (Experimental). A streamlined but highly configurable input handling system supporting run time input remapping and complex customizable trigger rules.
    Mobile Updates:
    • Desktop Forward and Deferred Renderers for Mobile (Beta for iOS, Experimental for Android). Both the desktop forward and deferred renderers will be available for mobile devices in 4.26, providing an improved rendering feature set. These will be Beta for iOS devices, and Experimental for Android devices using Vulkan.
    • Windows Metal Shader Compiler. Windows users will now be able to compile shaders for iOS projects.
    • iOS/tvOS Gamepad Support. iOS 14 has OS-level support for configuring button layouts for gamepads, as well as handling the icons that display for the gamepad’s buttons. We are integrating this in 4.26 alongside a significant refactor of iOS/tvOS input, and this update will include a Blueprint library for displaying buttons.
    • Mobile rendering improvements. We are providing several new rendering features for Mobile devices. These include:
      • New reflection capture compression options for mobile
      • Distance Fields
      • New compression options for virtual textures for mobile (Beta)
      • Ground-Truth Ambient Occlusion (Experimental)
      • Dynamic spotlight shadows (Experimental)
      • Pixel projected reflections (Experimental)
      • Alpha to coverage (Experimental)
      • Other quality improvements
    Physics Updates:
    • Chaos replaces PhysX by default. The Chaos physics system is now considered production ready, and replaces PhysX as the default system.
    • Chaos RBAN. With the deprecation of PhysX, Chaos Rigids, or RBAN (Rigid Body Animation Nodes), is the replacement light-weight physics simulation solution now utilized in the PhAT editor of UE4. Users should see little change to their workflow because the existing user interface and parameters remain in place.
    • Chaos Cloth. By default, the Chaos Cloth solver will replace PhysX for cloth simulation in use cases ranging from mobile to high-end cinematics.
    • Chaos Vehicle (Experimental). By default, the Chaos Vehicle physics system will replace PhysX for developers who need real-time vehicles with real-world physics simulation.
    Rendering Updates:
    • Volumetric Clouds. The new Volumetric Clouds Actor provides a material-driven real-time cloud rendering system. The component requires a material to work. You can use the default one found in Engine/EngineSky/VolumetricClouds/M_SimpleVolumetricCloud.
    • Sky Atmosphere Improvements. The Sky Atmosphere component introduced in 4.23 continues to see improvement with this release with the following:
      • The sample count used to trace the atmosphere is now scalable and can be controlled using a slider. This is important for generating the LUTs, or simply running per-pixel tracing.
      • Sky can now receive shadows from opaque meshes and volumetric clouds. This is enabled from the Directional light with Cast Shadows on Atmosphere and Cast Cloud Shadows. Distance from which opaque shadowing happens is controlled using the Dynamic Shadow Distance.
      • You can now enable a high quality mode for cinematics. By default, the Sky View and Aerial Perspective LUTs are used to render distant sky and aerial perspective at a lower resolution. You can tweak their visuals using the following commands:
        • r.SkyAtmosphere.FastSkyLUT.Width and r.SkyAtmosphere.FastSkyLUTHeight for the distant sky.
        • r.SkyAtmosphere.AerialPerspectiveLUT.Width for the fog on opaque and transparent surfaces (be cautious with these because they are a 3D texture).
        • You can go full cinematic by disabling the look up tables (LUTs) with:
          • r.SkyAtmosphere.FastSkyLUT 0
          • r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque 0
          • Increase the quality slider on the SkyAtmosphere with more samples per pixel.
          • With Volumetric Clouds, use r.VolumetricCloud.HighQualityAerialPerspective 1 to make sure high quality tracing is also used there instead of the low resolution look up table.
    • Real-time Sky Light Capture. Sky now has a Real Time Capture mode when set to Movable. It improves on, and is faster than, the Sky Recapture Blueprint node by performing all computations on the GPU without any CPU readback.

      The real time mode can capture:
      • Sky Atmosphere component
      • Volumetric Cloud
      • Exponential Height Fog
      • Any Meshes with a Material that has the IsSky flag enabled
    It does not capture Volumetric Fog.

    The existing SunSky Plugin Actor has also been updated to benefit from these changes; see below.
    • Sun Sky Plugin Performance Improvements. The plugin now takes advantage of the latest improvements to sky light with real-time capture. Previously, the sky environment maps could only be captured and convolved in editor with interpolation happening at runtime. This would result in visual discrepancies between the visual sky and diffuse and specular lighting on meshes. Real time capture improves performance and visuals by capturing SkyAtmosphere, Volumetric Cloud, and SkyDome meshes with a material that is tagged as IsSky.
    • Environment Light Mixer. The new Environment Light Mixer contains a level’s active Sky Light, Directional Lights, Sky Atmosphere, and Volumetric Cloud components in a single panel for ease of editing.It can be used to display a minimal or entire set of properties for each component. It can also be used to spawn a component into the level.
    • The Environment Light Mixer can be opened from the main menu under the Window dropdown.
    • GPU Lightmass. Lightmass is getting an upgrade using a progressive lightmapper that works on the GPU. It supports full material representation, taking into account some things ignored by Lightmass, such as Vertex Colors. GPU Lightmass is based on ray tracing technology, which currently requires Windows and a DXR capable card supported by NVIDIA. As other vendors support ray tracing, UE4 will not be tied to a specific operating system or graphics card.
    • To enable GPU Lightmass:
      • Enable Ray Tracing and set the Default RHI to DX12 in the Project Settings. (Requires a DXR capable graphics card with Windows 10 build 1809 or later.)
      • Enable Virtual Texture Lightmaps project setting for real-time preview in the editor.
      • Enable the GPU Lightmass plugin.
    • GPU Lightmass is now available through the Build menu.
    Additional Notes:
    • You can also use the r.GPULightmass.* console commands to adjust GPULightmass settings and ToggleLightmapPreview command to start GPU Lightmass in the editor.
    • GPULightmass throttles itself when Realtime is enabled in the Level Editor viewport.
    • Recommended to set r.RayTracing.ForceAllRayTracingEffects 0 in the editor to disable all ray tracing effects. This helps give more resources to GPULightmass and avoids some confusion between features, such as ray tracing soft shadows rendering on top of lightmaps.
    Water System (Experimental). The water system from Fortnite has been brought over to Unreal Engine. It can be used to create oceans, rivers, and lakes that seamless blend between one another and the landscape terrain. It uses an editable spline system to generate water tiles that work with landscape terrain.

    To start using the Water system, enable the Water and Landmass plugins.
    • Hair and Fur Simulation. Hair and fur features within Unreal Engine are now considered production ready. This release sees the following features, improvements, and updates:
      • Fur and Feather
      • Support for LODing of hair.
      • An in-editor cards and mesh generation system for lower end hardware (experimental).
      • Wider feature compatibility, such as DOF, fog, and more.
      • An Asset Groom Editor that enables you to:
        • Make fine adjustments to the groom, such as clipping strands to a certain length, increasing strands/root/tips size, and more.
        • Setting up LODs, physics, and motion interpolation.
        • Generating hair cards and setting up meshes.
        • And managing materials for various representations.
      • Many optimizations to performance.
    • Ray Tracing Improvements. The following ray tracing and path tracing improvements have been made for this release:
      • Ray Tracing Improvements:
        • Extended translucency support
        • Support for Thin Translucency shading model
        • Subsurface improvements
        • Two-sided foliage support in RTGI
      • Path Tracing Improvements
        • Two-sided foliage support
    • Material Layering System. This release sees the system become production-ready and is enabled by default now.
    • Gen 5 Temporal Anti-Aliasing (TAA) (Experimental). The 5th generation of consoles and its GPU performance enable new millisecond budgets for the features of the renderer in frames. One feature that has been heavily constrained by performance on current-gen hardware is Temporal AA and it's Temporal Upsampling capability released with dynamic resolution in Unreal Engine 4.19. We are now actively working on a new Temporal AA algorithm specifically designed for the next generations platforms and PC.
    In order to make it robust for the largest variety of content, you have access to its infancy to better gather feedback before we can make it default in later releases. Enable it on PC and next gen consoles with r.TemporalAA.Algorithm=1 in your project's config files.

    It will work out of the box with responsive AA material option for translucent, as well as Temporal Upsampling (r.TemporalAA.Upsampling=1). If you are doing any World Position Offset animation, you need to enable Output velocities due to vertex deformation project setting to have correct motion vectors. And if animating material parameters, use the PreviousFrameSwitch material node to feed previous frame material parameter value.

    The plan is to keep maintaining our old Temporal AA isolated from active development of Gen5's to avoid any regression on your content for as long as we support these platforms.
    • Niagara Randomness Refactor. Random number dynamic inputs have been renamed Random Range X to match more closely with Blueprint. Using a random number dynamic input now defaults to only calculating the random number once at spawn time, simplifying the use of random numbers in update scripts. However, this can be changed to the previous behavior, if that is preferred. When used in an emitter, or system script, the spawn can be set to recalculate once per loop, for instance, calculating a spawn burst time every loop.

      Arrays are a new feature this release. A new set of random array dynamic inputs is available with Select X From Array. It automatically creates an array of numbers, which are either randomly chosen or can be addressed directly in the stack UI using an array index.
    XR Updates:
    • Collaborative Viewer Template Improvements. We have added features to the Template Project to experiment with CAD/BIM 3D models with multiple users in VR or on the desktop. Improvements include:
      • Support for voice communication in collaborative sessions
      • Performance improvements for snapshots and networking
      • UI improvements including updated menu screens
    • OpenXR Integration and DirectX12 support (Beta). With the OpenXR plugin, users need only add one plugin to their project instead of including a different plugin for each platform. The platform-specific plugins will still be available for 4.26. Users can choose whether to use the OpenXR plugin or the platform-specific plugins.
      • The OpenXR plugin now supports extension plugins from the Marketplace. Functionality can be added to OpenXR without relying on Engine releases.
      • Added support for input such as eye tracking, hand tracking, and grip and aim poses.
      • Added support for the DirectX12 RHI in the OpenXR plugin.
      • Added support for Unreal Engine’s point of interest in the real world, ARPin.
    • Azure Spatial Anchors (Beta). Azure Spatial Anchor support for ARKit and ARCore has been added to Unreal Engine and the C++ API updated. ARKit and ARCore developers can designate points of interest called spatial anchors to persist in real-world space between sessions.
    • AR Unification (Beta). Common functionality was identified for feature sets across AR platforms and consolidated into a general AR tool suite in Unreal Engine.
      • Provides out-of-the-box networking solutions for AR concepts such as Planes and QRCodes.
      • Provides examples for shared space calibration.
    • ARCore SDK Upgraded to 1.18. ARCore 1.18 supports Google’s Depth API so that actors can now appear behind real world objects.
    • ARKit SDK Upgraded to 3.5. With ARKit 3.5 new features include scene geometry, instant AR, and improvements to mocap and occlusion.
    • ARKit SDK Upgraded to 4.0 (Beta). In-progress upgrade to ARKit 4.0, which includes features such as depth API, location anchors, and expanded face tracking. Location anchors are currently supported in San Francisco, Los Angeles, New York, Chicago, and Miami.
    • Magic Leap SDK Upgraded to 0.24. Magic Leap SDK 0.24 includes support for debugging Blueprint-only projects in Visual Studio, general bug fixes, and many other improvements.
    • Deprecated. Oculus Go, Touchpad Input, and 3DOF.
    Platform Updates:
    • Desktop Linux. In this quality of life update, developers can build the Linux "SDK" (cross-toolchain) with the Clang 10.0.1 release.

    Fixed in Preview 2
    Fixed! UE-100161 Cannot watch pins for property access-bound properties
    Fixed! UE-80323 SoundNodeQuality and RandomNodes should be evaluated during cooking
    Fixed! UE-97354 Remove legacy slower reverb effect and only have fast reverb
    Fixed! UE-96023 Creating a new plugin in EngineTest fails to create plugin "Failed to register plugin"
    Fixed! UE-98000 Crash when reverting multiple blueprints
    Fixed! UE-89841 GitHub 6744 : Expose Name property in FCollisionProfileName as BlueprintReadOnly for blueprint access. Add BlueprintAutocast function for converting FCollisionProfileName to FName.
    Fixed! UE-90581 Cloth Simulation with Wind requires high Wind strength and speed
    Fixed! UE-96396 Crash on exit after PIE was started and ended in ChaosDestructionDemo
    Fixed! UE-96529 Crash occurs when selecting PIE for a level with a fractured mesh
    Fixed! UE-100015 CPU crash on RHI thread when launching on with attached project
    Fixed! UE-99789 Screen renders with artifacts when looking towards the back of the TM-VRSmoke level in QAGame
    Fixed! UE-99767 Metal toolchain output log spam on Windows
    Fixed! UE-86692 Remove Mac workaround in SSGI frame reduction
    Fixed! UE-100023 DX12 crash by lost device while building PSO
    Fixed! UE-99208 TM-ShaderModels crashes in MobilePreview and on an Android Device
    Fixed! UE-100085 GitHub 7352 : fix Landscape LOD selection for stereo rendering
    Fixed! UE-99608 Crash when opening the Owen asset
    Fixed! UE-96421 Crash when attempting to get a Physics Asset's info without a default source selected
    Fixed! UE-72533 Use closes point in rect light estimate
    Fixed! UE-97020 Multiplayer viewport size (in pixels) not changing the client window size
    Fixed! UE-100253 PIE unnecessarily tries to save modified assets when use Separate Process is enabled
    Fixed! UE-100333 Socket chooser popup appears in top left corner of screen when OS DPI scaling is enabled
    Fixed! UE-100299 Water spline point is snapped to nearest spline point when moving the camera down
    Fixed! UE-94014 Actor selection isn't cleared (or updated to select simulated actor) when PIE starts
    Fixed! UE-97222 Renaming a Read-only asset in the content browser won't prompt the user to check it out or make it writable
    Fixed! UE-100220 Levels created from Content Browser cannot be opened if Don't Save is selected in Save Content dialog
    Fixed! UE-100029 Revit hidden objects still export with Direct Link
    Fixed! UE-91206 DataPrep - Create Proxy Mesh issue with the preview
    Fixed! UE-92381 Unable to Import Alembic Static Meshes into UE 4.25
    Fixed! UE-100222 Crash after opening Awesome Dataprep Asset more than one time (twice or thrice)
    Fixed! UE-100215 Pipelines are absent for Awesome Dataprep Asset
    Fixed! UE-100048 Crash after clicking Execute button in Dataprep asset instance
    Fixed! UE-56605 Corona Material converts with errors inside Unreal
    Fixed! UE-97816 Entities on layers inside blocks get assigned the wrong layer
    Fixed! UE-92874 SpeedTree assets cannot be imported via Python automated import
    Fixed! UE-100171 USD - mismatch framerate when staging a file with several animated layers
    Fixed! UE-99884 The Content Browser stays in current folder when User creates Weight-Blended Layers from Landscape Paint Layers
    Fixed! UE-100191 Player is falling through landscape if "Simple collision Mip" is set to "3"
    Fixed! UE-91577 GitHub 6834 : Clear landscape cached heightfield when the landscape is changed.
    Fixed! UE-88448 GitHub 6675 : Speed up landscape tessellation PIE load
    Fixed! UE-99848 CutRevolve and PolyRevolve Draw Plane reset to default icon is not hidden when selected
    Fixed! UE-99980 Crash when setting value of Steps in CutRevolve and PolyRevolve to 2147483647
    Fixed! UE-99544 Completing a shape with Polygon tool does not add a transaction to Undo History
    Fixed! UE-97093 Brush Radius field isn't disabled when Specify Radius is disabled
    Fixed! UE-99682 PolyPath setting Ramp Start Ratio is enabled when Output Type is not Ramp
    Fixed! UE-99681 PolyPath settings Height Mode and Height is enabled when Output Type is Ribbon
    Fixed! UE-98041 Shared Gizmo (Local) becomes detached from single object
    Fixed! UE-96983 Vertex Gizmo is focusable while creating new vertices in DrawAndRevolve
    Fixed! UE-100169 Rotation of draw plane in DrawAndRevolve/PolyRevolve is unstable
    Fixed! UE-100347 BP_IncameraStageSettings will always print "Add InCamera [BP name] ZOrder 0"
    Fixed! UE-97198 Unable to Frame in on control always Frames to body/face
    Fixed! UE-97886 [CrashReport] UE4Editor-Sequencer!FSequencerObjectBindingNode::GetClassForObjectBinding() [SequencerObjectBindingNode.cpp:1123]
    Fixed! UE-100142 Control Rig is marked dirty after interacting with the viewport when the controls are displayed
    Fixed! UE-100231 Closing sequence while control is selected breaks the control
    Fixed! UE-99909 Skeletal Mesh with an added animation rotates at the end frame when playback in the sequencer
    Fixed! UE-99787 MoviePipeline motion blur amount doesn't respect post-processing volumes.
    Fixed! UE-99708 Repeated movie renderings do not have consistent frame number timings
    Fixed! UE-100345 Crash rendering several duplicate jobs with Movie Render Queue
    Fixed! UE-93092 Shotgun integration - Crash upon creating a new level and a publish UI is up on a static mesh actor
    Fixed! UE-100149 When RemoteSession is connected, editor UI clicks are offset on pop out windows after moving or resizing the popout window once
    Fixed! UE-100200 Crash after clicking Reset to Default arrow near "Output Providers" section on VCamCoreTest map
    Fixed! UE-100250 VCam 2 UI cant force Draw Debug Focus Plane to true because it is fighting the Lens Modifier
    Fixed! UE-100369 Vcam - Focus reticle strange behavior
    Fixed! UE-99465 Release-4.26 missing updates between copy-up and opening the stream
    Fixed! UE-99348 When a Patch is created from a fixture type with no mode/function, it will still show in unassigned category after creating modes/functions
    Fixed! UE-99865 Matrix Cell order seems incorrect compared to patch.
    Fixed! UE-100153 Saved Composure projects did not load fully
    Fixed! UE-78777 Crash when opening a packaged Simple Composure project
    Fixed! UE-100353 Cannot create packages with DMXFixtures plugin enabled
    Fixed! UE-99896 Remote API - Metadata Range Values
    Fixed! UE-98119 Remote Control API - Scroll Bars
    Fixed! UE-98085 Remote Control API - Rearrange groups
    Fixed! UE-98120 Remote Control API - Actor Selection
    Fixed! UE-100263 Pixel mapping box size is locked to size of name text
    Fixed! UE-100311 Can't expose array elements
    Fixed! UE-97729 Remove black box that shows up when you drag component in pixel mapper
    Fixed! UE-100124 Typo in Output Settings (2 categories vs 1)
    Fixed! UE-99790 DMX - Deleting attribute causes order to re-shuffle?
    Fixed! UE-100260 Need additional attributes for Fixture Templates

    Fixed in Preview 3
    Fixed! UE-99260 Crash editing Transition Logic after deleting State and Transition in State Machine
    Fixed! UE-97460 ControlRig : cooked/package issue with FullBodyIK node
    Fixed! UE-100320 Debug Drawing no longer working in Control Rig
    Fixed! UE-99416 Control Rig Picket Widget needs to be removed
    Fixed! UE-97865 Passing in wrong cpp type for creating a RigVMSelectNode still creates a RigVMSelectNode
    Fixed! UE-100236 Reparenting higher RigBone to lower RigBone causes crash
    Fixed! UE-97748 Crash when Item Chain, Item At index, and Items are linked together into a For Each Item
    Fixed! UE-100349 Unparent hotkey and right click command does not work on created RigBones under Imported Skeleton
    Fixed! UE-99448 Can't connect input pin with node when connecting to a execute node prior
    Fixed! UE-100348 Creating and Deleting RigBones that are parented in Bone Hierarchy causes bone drawing issues
    Fixed! UE-100351 Deleting created RigBone causes weird selection highlighting
    Fixed! UE-97979 RigControlValue objects cannot be created with a custom value
    Fixed! UE-100340 Control Bone Transform no longer an option for RigSpace or RigBone Manipulation
    Fixed! UE-99354 Blend(Transform) not working with any Targets
    Fixed! UE-100909 Quaternion Axis node only works with X axis
    Fixed! UE-99261 IKRig Plugin preventing packaging and cooking for Pretzel project
    Fixed! UE-100595 Sequencer: Control Rig: Need to select control twice to select it in Sequencer
    Fixed! UE-100702 animation is different when the level sequence is played from a shot track
    Fixed! UE-100245 Controls from Bake to Control Rig move to the origin when scrubbing outside of the Sequence's playback range
    Fixed! UE-100583 Remove check for LevelSequence in selection synchronization
    Fixed! UE-100911 Sequencer: Skeletal Animation Section Skeleton no longer shows up after loading.
    Fixed! UE-100819 using the function set_tick_resolution in python change the length of the animation
    Fixed! UE-100963 MoviePipeline: FCPXML files get written even without the setting added
    Fixed! UE-100976 Sequence is not evaluating Control Rig after Bake To Control Rig
    Fixed! UE-100564 Preroll doesnt seem to work correctly
    Fixed! UE-100468 Pushing Add new key button for Brush.Brush Material Color reset all Color values for selected frame to zero(0.0)
    Fixed! UE-100117 console variable not process properly in movie render queue
    Fixed! UE-100150 Not all exr metadata is written
    Fixed! UE-99872 bFatalError in MoviePipelineFinished callback is false when it fails to write out images
    Fixed! UE-101068 Property stats are tracked incorrectly
    Fixed! UE-100498 Crash when referencing Null Control Bus in Set Control Bus Mix API
    Fixed! UE-100513 Modulation Mix Stages Missing Array Manipulators
    Fixed! UE-100496 source effect chains don't work with looping node sound cues
    Fixed! UE-100588 Modulation Envelope Follower Not Responding to Input AudioBus Waveform
    Fixed! UE-85534 Turning off an audio volume will keep reverb on, it should fall back to world settings.
    Fixed! UE-100492 au.debug.soundmodulators cmd Doesn't Support Generators Properly
    Fixed! UE-100880 Displayed Unit value in ControlBusMix stage is wrong when referencing Bus Param Updated
    Fixed! UE-99979 Concurrency does not stop lowest priority or quietest audio in a concurrency group
    Fixed! UE-99850 Crashing when Google Resonance is used with Soundfield Submix
    Fixed! UE-100010 Resolution Rule - Stop Quietest does not stop the quietest sound in AudioQA map
    Fixed! UE-92181 AudioQA fails to package | Numerous errors from assets in Developer folders
    Fixed! UE-60647 SoundClass SoundNode Assignments Overridden by SoundCue SoundClass
    Fixed! UE-100218 Linux - QAGame failing to package | Failed to compile module
    Fixed! UE-100411 GitHub 7377 : Fix of an error when calling Add() in TDiscardableKeyValueCache would cause an inifinite recursion
    Fixed! UE-92982 UDelegateProperty define missing in DefineUPropertyMacros.h
    Fixed! UE-71682 GitHub 5631 : Introduced additional UE_LOG statements in SavePackage.cpp to explici?
    Fixed! UE-100761 Cooking content on Linux results in Assertion failed: Name.Len() > 0
    Fixed! UE-97018 Trace.start when using Unreal Insights in Editor fails to start with: LogCore: Warning: Unable to trace to file
    Fixed! UE-95807 Actor Pallette not flagged as Experimental/Beta
    Fixed! UE-100428 Blueprint nativization fails using a map type argument as Expose on Spawn
    Fixed! UE-99591 Packaging failed when create packaged project for Inclusive Nativization
    Fixed! UE-100960 Match 3 Gems & Bombs do not appear in PIE & Package
    Fixed! UE-99606 Crash renaming nested struct member while the pin is split on a node
    Fixed! UE-100951 Blueprint debugger: Step over does not switch focus if parent graph is opened in different window
    Fixed! UE-100949 Blueprint debugger: external Blueprint function calls can be stepped into only once
    Fixed! UE-100787 Promoting an Array Pin to a Variable (ref to self) in the BP editor results in a compatibility error
    Fixed! UE-100762 Variable default value is not preserved when moved to parent class
    Fixed! UE-100372 Blueprint node tooltips show parameters instead of the function description
    Fixed! UE-100829 The orphan Sub Inst Not Default pin is not removed from the node when set not default values
    Fixed! UE-100602 Cannot use Assign node with a Wildcard Container parameters
    Fixed! UE-100748 "Default Value" contains zeros after compiling the blueprint with non-zeros values
    Fixed! UE-96261 Reimporting sprite sheets does not work correctly if the editor has ever been closed and reopened since initial import
    Fixed! UE-88628 Sprite fails to edit based on UV Source Texture Region, when attempting to bulk edit via Bulk Edit Property Matrix.
    Fixed! UE-100815 Python - Crash using Actor attach_to_actor method
    Fixed! UE-97017 Crash on Mac on exit.
    Fixed! UE-99418 EngineTest listen server tests are failling
    Fixed! UE-100799 Network profiler doesnt load the captures properly
    Fixed! UE-97125 Nullptr dereference in iOS IOnlineSession::DestroySession
    Fixed! UE-100458 Editor crashes in Chaos when using Retopologize tool
    Fixed! UE-96255 Physics simulation is not resumed when an actor's collision is disabled causing it to fall through objects
    Fixed! UE-100914 Contact graph generation very slow in Chaos
    Fixed! UE-88367 GitHub 6670 : Fix complex collision display not updating accordingly in StaticMeshEditor
    Fixed! UE-100432 Skeletal mesh deforms after un-doing removal of clothing data
    Fixed! UE-98103 UE5 TM-AnimPhys - Cloth is not working
    Fixed! UE-99639 Ensure when setting restitution of physical material
    Fixed! UE-100434 Editor crashes if user Plays in Editor level with Geometry Collection and landscape
    Fixed! UE-97318 "CPU not permitted for usage is specified by the affinity mask" error on PSVR
    Fixed! UE-100910 RHICopyTexture in GnmRHI is broken for PF_FloatRGB
    Fixed! UE-92125 Expanding a Context Menu the second time would close the menu on Linux
    Fixed! UE-100731 Linux: Packaging QAEnterprise fails with Lumin.Automation.dll: An item with the same key has already been added
    Fixed! UE-100878 Linux: Changing Level Visibility Track to hidden does not function in a Animation Level Sequence.
    Fixed! UE-99971 Error pops up when launching editor in 4.26 on Mac with error "Could not access directory required for debugging optimized Metal shaders"
    Fixed! UE-100517 Mac - Xcode fails to build C++ project with a Shell Script Invocation Error
    Fixed! UE-97293 GitHub 7277 : Use built-in sed
    Fixed! UE-90571 GitHub 6780 : Track OpenGL resources in ELLTracker::Platform
    Fixed! UE-100921 Indirect lighting cache does not work correctly on mobile with a multiple lighting scenarios
    Fixed! UE-96710 App crashes when executing 'Export to Disk' node on Android
    Fixed! UE-100640 Unreliable Player Index control on MFI controllers
    Fixed! UE-96462 Windows showing error when Generating SSH Key: "Error: bUseLocalMetalToolchain"
    Fixed! UE-100088 IOS 12 should be the default min supported version
    Fixed! UE-100435 GitHub 7385 : ue-4.26 fixes
    Fixed! UE-99998 Groom assets don't render Custom Stencil
    Fixed! UE-100805 Boundary Bleed Color does not affect the boundaries of intersecting subsurface materials
    Fixed! UE-100806 Boundaries of intersecting Meshes with the same subsurface materials do not blend automatically
    Fixed! UE-88969 Adding an LOD to cascade with PIE running is insta crash
    Fixed! UE-86798 When using the mesh particle space to world space transform on static meshes the local to world transform matrix should be used
    Fixed! UE-99799 Remove shipping only #ifdef in FInstancedStaticMeshSceneProxy::GetDynamicMeshElements
    Fixed! UE-85229 FFT Bloom does not properly take exposure into account
    Fixed! UE-98238 Hide the appended numbers after dynamic inputs to reduce stack visual noise
    Fixed! UE-95610 Editor crashes when dragging Cooked Niagara Emitter to the Level Viewport
    Fixed! UE-100596 [CrashReporter] UE4Editor-Niagara!FNiagaraDataInterfaceProxyTexture::PreStage(FRHICommandList &,FNiagaraDataInterfaceStageArgs const &) [NiagaraDataInterfaceTexture.cpp:38]
    Fixed! UE-96886 Crash duplicating an Emitter with Interpolated Spawning disabled and Requires Persistent IDs enabled
    Fixed! UE-89020 Re-Enable Niagara DataInterfaceInstancedPassThrough autotest for Mac
    Fixed! UE-100329 Ensure when entering a name for a Scratchpad Dynamic Input script used in the stack
    Fixed! UE-97246 Assertion Failure while building package when setting Cook everything in the project content directory (ignore list of maps below) = true
    Fixed! UE-56143 Niagara: support custom depth for masked and opaque particles
    Fixed! UE-100098 Ray traced shadow sample settings greater than 1 cause shadow artifacts
    Fixed! UE-100870 Spotlight raytrace GI broken when outer angle is tweaked
    Fixed! UE-94638 FRegisterComponentContext does not correctly allow render state to initialize.
    Fixed! UE-73358 Using Forward Shading and MSAA Renders Out Entirely Black
    Fixed! UE-96207 [Materials] Change of behaviour of "Pow" node
    Fixed! UE-100591 [CrashReport] UE4Editor-D3D12RHI!FD3D12ResourceLocation::ReleaseResource() [D3D12Resources.cpp:644]
    Fixed! UE-100766 Can't PIE if a transaction didn't get closed
    Fixed! UE-85878 Engine is not compatible with C++17 (USD)
    Fixed! UE-100358 When reimporting ExtraField_JSON_Reimport..json a "Cannot find Property for column 'Extra_Properties' in struct 'Struct_DataTable_Basic'." message does not appear
    Fixed! UE-100381 DataTable contains incorrect values when importing a CSV file with an Import Key Field value
    Fixed! UE-100359 Cannot find Property message appears when importing a CSV file with Ignore Extra Fields set to True
    Fixed! UE-100362 Row is missing entry for column message appears when importing a JSON file with Ignore Missing Fields set to True
    Fixed! UE-100635 Crash - console command stat none
    Fixed! UE-100791 Crash on checking source control history on QA_WidgetDiffTest2
    Fixed! UE-92223 Paper2D tile maps cannot be edited via the modes toolbar in viewport, after they are placed in a level and promoted to an instance
    Fixed! UE-100382 Incorrect name rows are used when importing a JSON file with an Import Key Field value
    Fixed! UE-100364 Incorrect message appears message appears when importing a JSON file with an invalid Import Key Field value
    Fixed! UE-100361 Expected column not found in input message appears when importing a CSV file with Ignore Missing Fields set to True
    Fixed! UE-97407 Camera speed needs to remember what you set it to
    Fixed! UE-100011 Warning message "MapCheck: Repairing painted vertex colors" appears after open TM-MergeActor
    Fixed! UE-100507 Mac - Unable to Package MediaFramewrok in Binary 4.26
    Fixed! UE-100524 Crash on commandlet shutdown: GEngine is null in ~FGerstnerWaterWaveViewExtension
    Fixed! UE-99984 Unable to slide the Number of Players slider
    Fixed! UE-100490 Clicking the "X" in a search field closes the window
    Fixed! UE-100038 Linked Revit projects are ignored and not synced with DirectLink
    Fixed! UE-90434 Structural Steel Connection Pivots are default
    Fixed! UE-100373 DataPrep - Extension filter is ignored on import
    Fixed! UE-99271 Texture importer - We can't import a texture bigger than 8k.
    Fixed! UE-100027 Adding two identical Direct Link sources makes the engine crash
    Fixed! UE-100704 Reimport datasmith scene from Cinema4D file doesn't update IES Texture
    Fixed! UE-99607 Reset Override function not working on material changes
    Fixed! UE-100162 Exported .TXT LiDAR asset opens without 'texture'
    Fixed! UE-64274 Defeaturing - Values from option fields are not map to corresponding options leading to incorrect behavior
    Fixed! UE-100483 StaticMeshActor's material doesn't update material to None after reimport to updated material
    Fixed! UE-100437 Missing CustomDepthStencilWriteMask in Foliage setup
    Fixed! UE-85037 Compiling the Editor with CPP Standard of C++17 Fails Due to Errors from USDImporter
    Fixed! UE-100728 Crash When You Add Get Landscape Material Node
    Fixed! UE-81772 QOL: Using "make selected actors level current" should scroll level browser to that level
    Fixed! UE-100537 Crash while adding section using Landscape Tool
    Fixed! UE-100833 Crash opening QA-Promotion while in PIE
    Fixed! UE-100771 Crash when cancelling Gather Text in Localization Dashboard
    Fixed! UE-99849 Material selection is not shared between modeling tools
    Fixed! UE-100740 Modeling Tool Interactions based on raycasts into scene hit hidden objects
    Fixed! UE-100885 Mesh Selection Tool does not select full brush area on scaled meshes
    Fixed! UE-97346 Unable to select Paper2D Actors with Translucent Material in Viewport
    Fixed! UE-100888 Cannot place primitive with Add Primitive Tool if no object is hit
    Fixed! UE-100919 Repeatedly duplicating mesh with Duplicate Tool in Modeling Mode produces increasingly long names
    Fixed! UE-99788 PolyCut tool doesn't correctly handle cutting out a topological hole
    Fixed! UE-100736 Modeling Mode asset settings are not restored on editor restart if changed using quick-access bar
    Fixed! UE-100738 PolyEdit Action Buttons are visible during interactive operations but have no effect
    Fixed! UE-100607 Join/Browse button does not change to Leave button once in a session with compressed toolbar
    Fixed! UE-87589 Upgrade to Python 3.7.7
    Fixed! UE-101012 Errors when compiling code project - Python3.Build.cs(8,24) : error CS0246: The type or namespace name 'Python' could not be found
    Fixed! UE-99615 Slate Debugging Tools should use the unique WidgetID
    Fixed! UE-100365 Widgets stick out from letterboxed player screen on 4.25
    Fixed! UE-94506 Duplicating a Widget Blueprint containing an Event Dispatcher does not update argument references
    Fixed! UE-78845 Undoing Spline actor end point selects base actor instead of last appended anchor point
    Fixed! UE-99555 Patch default value, Pixel Mapping trouble
    Fixed! UE-100525 Can't expose arrays / arry element to remote control preset
    Fixed! UE-100453 GitHub 7392 : Fixed compilation errors using MSBuild from the master
    Fixed! UE-97384 Remote Control API - Can't use request body with batch request
    Fixed! UE-97160 Stage monitor doesn't notify of missing timecode provider
    Fixed! UE-97491 Provider status doesn't show idle time or a notion of free time
    Fixed! UE-97490 StageMon hitch detector spams log
    Fixed! UE-97474 Stage Monitor - Event List can not be repopulated if cleared in Review Mode
    Fixed! UE-78777 Crash when opening a packaged Simple Composure project
    Fixed! UE-96358 Crash when using DMX pixel mapper
    Fixed! UE-100501 Crash - Playing Pixel Mapping and then Play in Viewport
    Fixed! UE-95869 Adding fixtures to fixture group doesn't assign attributes correctly.
    Fixed! UE-97728 Matrix pixel and fixture pixel position should be relative to their containsrs instead of relative to the texture
    Fixed! UE-100111 SwitchBoard - No Detection that UE was launched from previous Switchboad instance (Controls shows Start Unreal)
    Fixed! UE-99881 DMX Library isnt marked unsaved after "Undo" operation
    Fixed! UE-100393 DMX - Warnings when packaging
    Fixed! UE-100623 MF - Strobe Fixture Feedback
    Fixed! UE-100634 DMX - Resetting values on begin play is causing problems, interpolation?
    Fixed! UE-100622 MF - Fixture Beem Clipping
    Fixed! UE-100733 DMX fixture volumetric beam does not match projected gobo
    Fixed! UE-100723 Loopback logic is missing for monitor & pixel mapping
    Fixed! UE-100742 no warning when fixture matrix has no cell attributes set
    Fixed! UE-100727 DMX - Get All Fixtures in Library is not sorted the same as patch.
    Fixed! UE-100711 MF - Suggestion for Fixture Patching
    Fixed! UE-100531 Remote Control API - Web UI Fixes
    Fixed! UE-100535 Remote Control API - Web UI Style
    Fixed! UE-98188 Web App VP - Sliders
    Fixed! UE-99893 Web App VP - Web Socket Transforms
    Fixed! UE-98206 Web App VP - Rotation Order
    Fixed! UE-100418 Undo doesn't work in Interact tool
    Fixed! UE-100151 In Virtual Camera, when you use ComposureOutputProvider routed to a RemoteSesstionOutputProvider, the iPad taps register in the space of the entire editor window and not the viewport
    Fixed! UE-99879 VR Mode radial menu sub options appearing on incorrect menus
    Fixed! UE-97792 Editor crashes when pressing F9 while PIE in VR Preview on Hololens 1
    Fixed! UE-93801 GitHub 6997 : Fix reversed left/right eyes in emulatestereo and support WorldToMeters
    Fixed! UE-93787 GitHub 6984 : Allow hmd tracked query to ignore extra PIE worlds
    Fixed! UE-100343 Hololens 1 needs deprecation for 4.26 forward
    Fixed! UE-91798 Motion controller button presses fail to register on Launch On
    Fixed! UE-100760 Warnings while packaging for Oculus device with Oculus Avatar plugin enabled: Content has been saved with empty engine version
    Fixed! UE-96118 ASA Anchors are not loaded properly from the ASA Store
    Fixed! UE-98212 D3D12RHI crashes when attempting to alias a Texture2DArray
    Last edited by VictorLerp; 10-14-2020, 04:18 PM.

    #2
    Sweet! VictorLerp what about 4.25.4 hotfix ?

    Comment


      #3
      Good news! Looking forward to test this soon!
      [LEGENDS of EPICATwitter / FB / YT / Vimeo discord.gg/saG3x4Y]

      Comment


        #4
        VictorLerp This part has been posted twice
        • Enable Ray Tracing and set the Default RHI to DX12 in the Project Settings. (Requires a DXR capable graphics card with Windows 10 build 1809 or later.)
        • Enable Virtual Texture Lightmaps project setting for real-time preview in the editor.
        • Enable the GPU Lightmass plugin.
        • GPU Lightmass is now available through the Build menu.
        Who knows? Where can I find more info on the mentioned Water System?
        [LEGENDS of EPICATwitter / FB / YT / Vimeo discord.gg/saG3x4Y]

        Comment


        #5
        WOW, This is amazing guys, gonna try it now.
        I've been waiting for GPU Lightmass for a long time, finally it's here.

        Comment


          #6
          Shallow water plugin, is an older plugin. Water plugin is being pushed to Preview 2, after they missed the Preview 1 deadline. I asked about the plugins on stream, and I was luckily answered that

          Though Landmass plugin does appear to exist in Preview 1







          Preview 1 is still a pretty early version of .26. Nearly everything is still WIP. Their aware of the bugs, and are actively working on them. No different from before the preview released.
          We have many previews ahead of us.
          Last edited by LethalDumpster; 09-25-2020, 04:58 PM.

          Comment


            #7
            Originally posted by LethalDumpster View Post
            The water plugin doesn't appear to exist?? The Landmass plugin is here though.
            The water Plugin was not pushed into preview one. 4.26 Preview two will include it.

            Comment


              #8
              Wow!!. This is one of the Best Update ever. Very Impressive features coming. Can't wait for the final and full release.

              Comment


                #9
                Originally posted by LethalDumpster View Post
                The water plugin doesn't appear to exist?? The Landmass plugin is here though.
                I think is the "Shallow Water" plugin under physics.
                Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

                Comment


                  #10
                  Don't see the water system, never saw a Water and Landmass plugin, is that in this preview version? or does it need to be installed from somehwere else?
                  Edit: activating the shallow water doesn't seem to add anything or am I missing something?

                  Comment


                    #11
                    Chaos replaces PhysX by default
                    - network replicated?

                    Comment


                      #12
                      Hi VictorLerp ,

                      I'm currently in the process of creating a Planetary system project for Unreal Marketplace.

                      I would kindly ask if you could get some feedback on the following:

                      - From my understanding, Gravity is hardcoded inside UE source code CharacterMovement Component - as of v4.25, I don't have any solution to incorporate Directional Gravity (when Character navigates around a Planet) without using a Plugin or modifying the source code of UE itself, which renders me unable to sell my project because only the Config and Content folders are migrated onto Download Type: Complete Project when selling a product. I could, however, use a Pawn instead of a Character and create my own custom gravity variables while setting Linear Velocity/Add Force/Add Impulse, but using this approach has it's downsides.
                      Sometime ago, on an UE official video, one of the devs showcased the new updated Atmospheric ambient of UE that would be coming to v4.26 (https://www.youtube.com/watch?v=SeNM...l=UnrealEngine)

                      My question is, will Directional Gravity be revamped with v4.26 full release, or will it be re-worked on UE 5?

                      Best regards,
                      Rui

                      Comment


                        #13
                        Awesome update! I have a question for Chaos cache simulation as well as strains and anchors.

                        Am I doing something wrong? Because I cannot find anything to do with caching simulations like 4.23. I also can't find anything to do with strains (like radial strains to cause the destruction) as well as anchors, to keep geometry collections intact at certain points.

                        Can someone please point me in the right direction?

                        Thank you!

                        Comment


                          #14
                          Tried creating a new Vehicle Template project - cant seem to drive :-(
                          https://www.casualdistractiongames.com

                          Comment


                            #15
                            Originally posted by OptimisticMonkey View Post
                            Tried creating a new Vehicle Template project - cant seem to drive :-(
                            I tried it too, it's not even chaos vehicles it's physx. Chaos Vehicles plugin isn't enabled.

                            Comment

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