Originally posted by StrangerGwenn
View Post
Announcement
Collapse
No announcement yet.
Unreal Engine 4.26 Preview
Collapse
This topic is closed.
X
X
-
Originally posted by Davido01 View Post
It's because it is using the Physx implementation of vehicles still. You need to change it so it is using Chaos Vehicle class instead and Chaos Wheels.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
- 1 like
Comment
-
Is this glass shader going to be part of 4.26?
https://www.youtube.com/watch?v=WTAB...nel=RyanBrucks
Comment
-
"- 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."
really intrigued on how this going to Affect or improve the system for those of use that have created Fullbody IK setups for VR
Comment
-
Originally posted by mordentral View Post
Looks like they just committed a push that switches that example to physx vehicles by default now. I assume until chaos vehicles are out of experimental.
Comment
-
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
Same question for the "Ground-Truth Ambient Occlusion" . (?)
Comment
-
Originally posted by UntamedLoli View PostIt would be great to hear a bit more about what we're supposed to expect from Chaos at this point given it's becoming the default. Simulating objects like my dice were wiggling all over the place initially and rarely ever sleeping on a static surface. That's improved a fair bit now but anything stacking will never sleep still as of Preview 3. I haven't tried Preview 4 yet. Groups of several hundred dice were going to sleep reliably in a few seconds with PhysX before.
Originally posted by VictorLerp View PostPSA: We read the conversations here, but I can't stress enough how important the bug reports are. The best way to make sure that we address the issues you come across, is to fill out a report!Originally posted by StrangerGwenn View PostMy bug report from a month ago has yet to appear on issues.unrealengine.com, or be fixed. Some transparency would be nice if you want people to take the time to write a report.Originally posted by Arkiras View PostAgreed... I never received a ticket or a response for my last 4 bug reports. Can't understand why they even bother to email a case number to us, it's not like we can use it to check the status.Last edited by KristofMorva; 10-22-2020, 11:57 AM.Game Programmer at Zen Studios and founder of Rapax Games
LinkedIn, Engine Contributions, Marketplace
Polars (WIP), Game Jam Projects
- 5 likes
Comment
-
Originally posted by Davido01 View Post
As far as I know, that example has always used Physx by default. Due to the fact that Chaos hasn't existed until now. Remember that the template is intended for general use, and isn't exclusive to 4.26.
I assume this is a stop gap until the chaos vehicles are out of experimental and that project is updated.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
- 1 like
Comment
-
Originally posted by ArtavazdNG256 View PostIn the "4.26.0 Preview 4" the 'VehicleAdvanced' template doesn't work.CTO | Head of VR Development - Visit us at http://humanxr.com
My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV
- 2 likes
Comment
-
Hey guys, is there any official thread for sharing experience with GPU-Lightmass Plugin 4.26 (beta)?
I already tried out some stuff and wanted to let you know: (right now using preview 4)
Had some issues with skylight and realized that it's only calculated when I change some skylight settings while baking (in preview mode; f.ex. lighting intensity +0.1). This even works when I don't activate virtual textures at all.
Which brings me to my second experience: Previewing is nice to have but I can only make sure that I got good FPS and no artifacts when I disable virtual textures (I got a big scene). Maybe you know if there's another solution with better virtual texture settings?
Still I have lots of crashes and errors I don't know a lot about, but I thought it might be useful to kind of share these things with you!
Im using RTX 2080 TI.
Comment
-
Originally posted by mordentral View Post
They took chaos as engine default in 4.26, which switched that template over as well and broke it is what I meant. Just a day or so ago they fixed up some engine issues with running with physx enabled again in 4.26 to allow that project to enable physx again and get running.
Comment
-
Alembic Streaming was mentioned in the highlights video (https://youtu.be/OchRhhRaE5s?t=1333). I've enabled it in the plugins menu, but how do I actually use it? I get the usual import dialogue when I try to import alembic files...
Comment
-
Is anyone else having issue on linux with water plugin? The included water material is not visible. Also volumetric clouds are not working.
On linux volumetrics plugin's sample map has lot of artifacts (had it since the plugin was introduced)Last edited by sam.new; 10-23-2020, 09:27 PM.
Comment
Comment