Originally posted by decksounds13
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FYI, In UE4.26 Preview 5 source, If you get compile error in HeadlessChaos project, It's a false positive.
Because HeadlessChaos project doesn't check chaos build flag from UE4 project.
The HeadlessChaos project is just an automation test project.Last edited by BoBosan; 10-29-2020, 08:23 PM.
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You guys, it isn't necessary to revert the engine change to bCompileChaos and bUseChaos in order to get Chaos to work again. Although you do need to build from the Github source, as far as I'm aware the following isn't possible with the Epic launcher-distributed binaries.
In your MyGame.Target.cs, make your constructor look something like the following (using the Chaos Destruction Demo as an example):
Code:public ChaosDestructionDemoTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; ExtraModuleNames.AddRange( new string[] { "ChaosDestructionDemo" } ); bCompileChaos = true; bUseChaos = true; }
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I have a problem with water in 4.26 preview 5, worked in Preview 3 but now whenever I move any point in the ocean or river spline it resets everything, ignores all the water body splines.
What am I doing wrong here? Doesn't matter if I have distance field turned on. Landscape, Shallow Water, Water and Volumetrics plugins are on. Halp.
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Originally posted by feldy View PostSo the current compiled 4.26 p5 build does not have chaos enabled even though it shows up in the plugins fine? Currently the fracture mode does not show up and previous working assets no longer function.
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Originally posted by Nerdsbeware View PostSo if Chaos is being walked back for 4.26, does this mean we will be getting a 4.27? Doesn’t seem like something they would add in a hotfix. The reason I ask, is because I know they specifically said they wanted us on Chaos before UE5.Game Programmer at Zen Studios and founder of Rapax Games
LinkedIn, Engine Contributions, Marketplace
Polars (WIP), Game Jam Projects
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Same scene loaded from 4.25 into 4.26: There was an immediate exposure difference in the file, After going through it I discovered that I had to halve the exposure settings in the post process or in general in 4.26 in order to match the 4.25.
Anyone else having this problem?
Edit: There is also a bug in post process "Lens tint" settings don't translate, the checkboxes are always grayed out.
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Originally posted by Bigtyler2010 View Post
did you have to change anything or did you just run it through Visual studio like normal?
https://github.com/EpicGames/UnrealE...43fe168f2dc8ad
https://github.com/EpicGames/UnrealE...26.0-preview-5
VS 2017
It was a little tricky. The compile time was about 30 minutes. I have an i9.Last edited by theProfessor; 10-30-2020, 01:03 PM.
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Originally posted by BakonGuy View PostIt seems all enums on blueprint nodes related to physics constraints got reset to their defaults in these previews. I was testing my assets and thought it was just chaos breaking things, but chaos being disabled in Prev5 and it still being broken caused me to investigate further.CTO | Head of VR Development - Visit us at http://humanxr.com
My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV
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