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    I wanted to test Volumetric Cloud..

    Code:
    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'
    Last edited by Jony6234; 10-02-2020, 10:02 AM.

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      Orbiting to the click point, orbiting the object, orbiting the bone does not work properly.
      Have the shortcuts been changed?

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        Using 4.26 p1(launcher). Chaos works. Check this video. I will continue to test. Created the anchor and using the fps template to destroy the GC.
        https://www.youtube.com/watch?v=-dFJzZuM3so
        https://www.youtube.com/watch?v=KIyHkwxZmrg
        (latest video) The anchors are working.
        Better link.
        Last edited by theProfessor; 10-05-2020, 02:58 PM.

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          Is it ok that I can't package a project using in-engine third party module (from the Engine/Source/ThirdParty folder)? It worked in 4.25.

          Also, there is a problem with localized delimeters in Margin field in slate editor. It doesn't accept both . and , - https://gfycat.com/vengefulgraycuttlefish
          Last edited by YuriNK; 10-03-2020, 07:07 AM.
          Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
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            image sequence failed in 4.26. Was working in 4.25.3.

            You guys should let us back port the project back to older versions. Such issues are quite damaging to project timeline.

            Movie playback in sequencer are not fps fixed. It has been going for years. Please do something.

            Comment


              Originally posted by pickersZ View Post
              image sequence failed in 4.26. Was working in 4.25.3.

              You guys should let us back port the project back to older versions. Such issues are quite damaging to project timeline.
              Man, it's a Preview - meant to find and report issues, not to you use in production. You shouldn't use it in your project yet, so no damage should be done in this phase.

              And if you're not using source control, you should use it now, so you could revert your project to the older version. It's technically impossible to safely revert the engine with all modified assets in projects to the older version. The older code wouldn't know what to do with assets modified with unknown code (from the future release) and how to handle mismatch in serialized data.

              Comment


                Originally posted by Moth Doctor View Post

                Man, it's a Preview - meant to find and report issues, not to you use in production. You shouldn't use it in your project yet, so no damage should be done in this phase.

                And if you're not using source control, you should use it now, so you could revert your project to the older version. It's technically impossible to safely revert the engine with all modified assets in projects to the older version. The older code wouldn't know what to do with assets modified with unknown code (from the future release) and how to handle mismatch in serialized data.
                What didnt work in older version, works in newer version. Guess what a month later and you discovered a critical failure point where you need to backtrack but cant as the engine disallow you to. If only i have a crystal ball. As far as i could remember, all engine versions are beta. Mind you that the feature is not something new. It was broken.

                Comment


                  Originally posted by Rastar View Post
                  When searching for the new water stuff under "Plugins" I (for the first time) noted the "Virtual Heightfield Mesh" plugin? Is that new? What does it do (couldn't find any documentation)?
                  i think its demostrated here..

                  https://www.youtube.com/watch?v=nraO...ature=emb_logo
                  Gee Tee
                  Interactive Asia
                  http://www.interactive-asia.com/
                  Chiang Mai, Thailand

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                    Originally posted by pickersZ View Post

                    What didnt work in older version, works in newer version. Guess what a month later and you discovered a critical failure point where you need to backtrack but cant as the engine disallow you to. If only i have a crystal ball. As far as i could remember, all engine versions are beta. Mind you that the feature is not something new. It was broken.
                    You should absolutely never upgrade a production project to a preview version of an engine. You are literally told not to do this in the preview notes, for every preview release that has ever been made. It sucks that you're now in that position, but you have only yourself to blame.

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                      Originally posted by Jerome Parent View Post

                      You should absolutely never upgrade a production project to a preview version of an engine. You are literally told not to do this in the preview notes, for every preview release that has ever been made. It sucks that you're now in that position, but you have only yourself to blame.
                      If you have never encountered failure in using non-preview versions of unreal, you are not digging deep enough. I have said before that feature is not new. Now that i am using version 4.25.3, that does mean it would be free from bugs. LOL. All i am saying is we should be given the option to migrate objs back to the older versions.

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                        Originally posted by NilsonLima View Post

                        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...
                        right, sorry meant ctrl+L.
                        also, I know how it works, thanks.
                        BP_SunSky contains directional light/skylight and SkyAtmosphereComponent, and CTRL+L works out of the box in an empty map with just BP_SunSky, in 4.25. however for me at least, in 4.26 even in a new empty level, nothing happens. the gizmo shows up, but the direction indicator just wabbles around similar to what it does when it gets stuck straight up in 4.25, except this time it just stays in whatever position it started.

                        4.25
                        https://drive.google.com/file/d/1rPC...ew?usp=sharing
                        4.26
                        https://drive.google.com/file/d/1JiA...ew?usp=sharing
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                        https://www.artstation.com/ixicalibur

                        Originally posted by ixicalibur
                        Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]

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                          Originally posted by pickersZ View Post
                          All i am saying is we should be given the option to migrate objs back to the older versions.
                          I'm afraid, that's impossible. Specific classes contain special code fixing/updating assets from the previous versions of the engine on asset load. Usually, the engineer did a good job on it, so you don't notice it. It just works. There are literally checks in code "if Last Saved Asset Version older than Engine Change X --> update asset on load and bump up asset version".
                          It's not possible to do it another way, to add code checking for changes from newer engine version in the older code. Without it your downgraded assets might even not load correctly, crashing due to mismatched data layout.

                          I guess nobody is happy because of regression happening in the newer version of the software. It's just there no magical solution for downgrading assets when Unreal Engine changes so much with every release.

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                            Can't compile last versions. Lots of fatal errors in "SRemoteControlPanel.cpp"

                            Comment


                              Originally posted by ixicalibur View Post

                              right, sorry meant ctrl+L.
                              also, I know how it works, thanks.
                              BP_SunSky contains directional light/skylight and SkyAtmosphereComponent, and CTRL+L works out of the box in an empty map with just BP_SunSky, in 4.25. however for me at least, in 4.26 even in a new empty level, nothing happens. the gizmo shows up, but the direction indicator just wabbles around similar to what it does when it gets stuck straight up in 4.25, except this time it just stays in whatever position it started.

                              4.25
                              https://drive.google.com/file/d/1rPC...ew?usp=sharing
                              4.26
                              https://drive.google.com/file/d/1JiA...ew?usp=sharing
                              That's odd! I just recall it from an Epic Livestream that it didn't work properly in 4.25 and was supposed to work in 4.26... If it was not then you gotta fill up the bug submission form with these two projects showing the issue.
                              Nilson Lima
                              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                              Join us at Discord: https://discord.gg/FUwTvzr

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                                Originally posted by pickersZ View Post

                                As far as i could remember, all engine versions are beta.
                                Unfortunately no.. official versions are released as production ready despite all the bugs that for many years don't get fixed. The worst issue with Unreal Engine is the lack of any real LTS version. They really should have a LTS version every year with at least 2-years bugs fixing support meaning all reported bugs would get fixed in a short time. So 1 LTS release per year and 1 not-LTS one. At least that way UE wouldn't feel as an always beta engine on many things due to some serious bugs everywhere slowing down indie developers production so much.
                                BUT the previews are clearly previews and you shouldn't expect whatever software in alpha, beta or preview stage to be really stable on anything. The issue with 4.26 p1 is about Chaos API claimed to be production ready while it still is not and no one knows if it will really become so with the 4.26.0 release at this point.

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