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    Another example of exposure light difference happening in 4.26.

    Here's a default scene created in 4.25 and opened in 4.26. As you can see its a slightly brighter in 4.26.

    Click image for larger version

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    Comment


      Do 4.26 final gets foliage fix out of box that causes foliage animation(ray traced) show black waves with animation? problem is that per mesh it can be fixed with Evaluate World Position Offset but with instanced i have not found how to fix?
      tox.chat - Skype alternative, fast C/C++, no bloat.

      Comment


        I managed to build UE4.26 p5 from source for Windows, but when I try to Launch a game from the Editor, the whole editor freezes, and even after hours nothing happens. I think the Launch functionality is broken.

        Then I tried building a game from VisualStudio instead and cooking resources via Cook Server (cook on the fly) and that results in another issue - the cooking server takes instantly whatever amount of ram I have (around 28 to 32 gigs) and after some time (after swapping to the disk) it either crashes or my PC crashes.

        My project is not that complicated and was working perfectly with UE4.25.

        Does anybody experience the same issues?

        Edit: It turns out I had installed an old version of SN-DBS, that somehow was causing this and other issues, uninstalling SN-DBS it seems to be fixing the issue.

        Click image for larger version  Name:	CookOnTheFlyIssues.PNG Views:	2 Size:	323.8 KB ID:	1828839
        Last edited by NickJ-CL; 11-03-2020, 11:18 AM.

        Comment


          Originally posted by Nicrose37
          Is there a schedule for previews?
          Originally posted by Zinetx View Post
          Did you look at it? That Trello board is more of a source of ridicule than information:

          Upcoming releases for 2020.
          Note: These are estimated time frames and are subject to change.

          4.25: Q1 2020
          4.26+: TBD
          Too bad, though. I hate being kept in the dark even if I fully understand the intent behind it.

          Comment


            Originally posted by b1016103 View Post


            Did you look at it? That Trello board is more of a source of ridicule than information:



            Too bad, though. I hate being kept in the dark even if I fully understand the intent behind it.
            I did look at it, yes, but it didn’t answer my question and I didn’t want to be a nuisance lol but basically preview 5 broke a project I was working on due to a silly bug, nothing even major, and I’m not able to work on the project until the next update and I was hoping to get a time frame of when I will be able to work on it again. OR how to fix a serialization mismatch lol either works for me. It seems like they push previews around noon so I’m assuming it’s not going to happen today but I also don’t see any pattern of release so I’m just left checking the forum all day every day

            Comment


              Originally posted by Nicrose37 View Post

              I did look at it, yes, but it didn’t answer my question and I didn’t want to be a nuisance lol but basically preview 5 broke a project I was working on due to a silly bug, nothing even major, and I’m not able to work on the project until the next update and I was hoping to get a time frame of when I will be able to work on it again.
              You should never use the Preview version for the actual project development. This entire point of Preview, let developers test the engine.
              And Epic does actively work on features during the Preview phase, making breaking changes in code since nobody should use Preview for ongoing development.

              Comment


                Hi,
                I wanted to point out a small artifact problem on the mesh and moving actor when you lower the "Volumetric lightmap detail cell size" parameter to 10 or 20 for example (for archviz).

                An idea ? a parameter to change ?

                PS : no problem with the same parameter if I bake the scene with classic lighting build cpu

                Thank you in advance.

                You can see an example in video: GPU Lightmass vs classic lightmass with the same settings :


                And you can reproduce the problem like this:

                1- Create a new project in 4.26 with raytracing ( 3rd person project for example )
                2- activate plug in gpu-lightmass
                3- enable virtual texture for lightmap.
                3- set parameter "Volumetric lightmap detail cell size" to 10 or 20.
                4- Switch all lighting elements to Static ( Light Source / Sky Light / AtmosphericFog )
                5- Launch a build light with GPU lightmass.
                6- Place near the wall in the shadow, for example, a basic Mesh like a Cube in movable



                Comment


                  Originally posted by Moth Doctor View Post

                  You should never use the Preview version for the actual project development. This entire point of Preview, let developers test the engine.
                  And Epic does actively work on features during the Preview phase, making breaking changes in code since nobody should use Preview for ongoing development.
                  Yes, I am totally aware of this. Unfortunately the plugin I am using (DMX) was totally overhauled in 4.26 so updating from a 4.25 project is not possible. After realizing this I already had scrapped my 4.25 project to take advantage of the new system and performance updates. I'm not really begging or anything, was just looking for any info on a release schedule if there is any so I can keep testing everything out and planning for when the update is out of preview mode. And honestly, I'm struggling to find work right now and feed my family and this was a big idea for me and I'm really hoping I can use this project as a way to make ends meet currently. Thank you for the info though and sorry if my question was a bother.

                  Comment


                    UPDATE!

                    We have just released Preview 6 for 4.26! Thank you for your continued help in testing the 4.26 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for active development of your project.

                    For a list of known issues affecting this latest preview, please follow the links provided on the original post in this thread.

                    REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

                    Fixed in Preview 6
                    Fixed! UE-94709 [CrashReport]UE4Editor-Engine!FPerTrackCompressor::InnerCompressRotation<FQuatFloat96NoW>(FRotationTrack const &) [AnimCompress_PerTrackCompression.cpp:340]
                    Fixed! UE-102165 ispc::LerpBoneTransforms causes heap corruption
                    Fixed! UE-98115 Camera cut track blending incorrectly against camera cut track in a sub sequence
                    Fixed! UE-102285 Rigid Body chain doesn't animate in packaged TM-Sequencer-SkeletalMesh
                    Fixed! UE-102282 X axis is rotated to -90 degrees for Skeletal Mesh that uses Post Process in packaged map TM-Sequencer-SkeletalMesh
                    Fixed! UE-101845 Unlocking Sequencer Camera teleports camera to where it used to be
                    Fixed! UE-101855 Sequencer: NLA Yaw doesn't always match up
                    Fixed! UE-101846 Camera cut doesn't activate on first try when entering PIE
                    Fixed! UE-101892 [CrashReport] UE4Editor-MovieScene!FMovieSceneLatentActionManager::RunLatentActions(FMovieSceneEntitySystemRunner &) [MovieSceneSequenceTickManager.cpp:151]
                    Fixed! UE-102115 Crash when Capturing MasterSequence with Use Burn In ticked and Warm Up Frame Count = 30
                    Fixed! UE-101462 MoviePipeline: Screen Percentage + Temporal Samples + PP Mats Crashes
                    Fixed! UE-102043 Sequencer: NLA: Add option to blend child instead of root.
                    Fixed! UE-101844 MoviePipeline: Temporal Samples /w Camera Cut for Warmup shifts rendered output
                    Fixed! UE-102005 RecordTake console commands record actors not in default place.
                    Fixed! UE-101976 Level Sequence Playback speed is not respecting playback rate after render.
                    Fixed! UE-101941 Movie render queue sequencer renders take excess time per frame when evaluating camera cut warmup frames
                    Fixed! UE-96793 Sequencer: Frame Rate Drops when drawing many keys.
                    Fixed! UE-102184 Filmback preset applied to a Cine Camera in blueprint is not applied to Cine Camera actor in the Level
                    Fixed! UE-102182 Filmback settings for Cine Camera that is a part of the blueprint appear editable when, in fact, they are not.
                    Fixed! UE-102135 Adding an additive animation adds an unwanted transform
                    Fixed! UE-102139 AudioQA StopFarthestThenOldest Rule Saw Tone doesn't cease playing
                    Fixed! UE-101612 AudioQA Fails to package in 4.26 with Synth Component Object Reference is not compatible with Object Reference
                    Fixed! UE-102066 changing samplerate quality level on a sound wave doesn't cause a recook
                    Fixed! UE-102158 Reported security vulnerability in libsamplerate
                    Fixed! UE-101815 Editor crash when ticking then unticking "Toggle Visualization" in a Google Resonance Spatialization Settings window
                    Fixed! UE-95208 GitHub 7134 : Fix rare crash in audiodevice
                    Fixed! UE-96804 Get Cooked Envelope Data returns false despite SoundWave settings
                    Fixed! UE-101905 [Crash Report] UMaterialInstanceDynamic::Create(UMaterialInterface *,UObject *,FName) [MaterialInstanceDynamic.cpp:73]
                    Fixed! UE-101981 Can not assign texture in directory with Chinese characters to material instances.
                    Fixed! UE-102025 Core has an implicit dependency on the PakFIle module
                    Fixed! UE-101724 Win64 symbol storing is broken.
                    Fixed! UE-101715 Collaborative Viewer - Orbit Mode middle mouse pan Does not working
                    Fixed! UE-101721 Collaborative Viewer - First Spawn Pawn Rotation Doesn't reflect the player start On Client
                    Fixed! UE-101716 Collaborative Viewer - Flickering when Middle mouse teleport on Orbit Mode
                    Fixed! UE-102112 Collaborative Viewer - Photo Frame VR visible on Desktop
                    Fixed! UE-102050 Collaborative Viewer - Orbit Mode middle mouse pan have a bad behavior when cursor off screen.
                    Fixed! UE-97048 [CrashReport] UE4Editor-UnrealEd!FBlueprintEditorUtils::FindBlueprintForNodeChecked(UEdGraphNode const *) [BlueprintEditorUtils.cpp:2091]
                    Fixed! UE-88426 Compiling a grandchild Blueprint via automated test can lead to crash
                    Fixed! UE-102216 Convert to function to event incorrectly shows up when editing BP Interface Blueprints
                    Fixed! UE-101351 [CrashReport] UE4Editor-Engine!UActorComponent::PreEditChange(FProperty *) [ActorComponent.cpp:752]
                    Fixed! UE-102222 Enhanced Input: Crash when adding a Context with an Input Action with a User-Defined Curve modifier and a curve is empty
                    Fixed! UE-101080 Crash when attempting to display debug info of Mapping Context with empty Input Action
                    Fixed! UE-101086 Crash when attempting to display debug info of Input Action with MappingContext override Trigger of (None)
                    Fixed! UE-49607 Attempted to use an out of date NetDriver when connecting to local host with different port
                    Fixed! UE-79415 BeaconHost Refuses Connection from BeaconClient Command
                    Fixed! UE-92802 IOS Online subsystem deprecation warnings when targeting IOS 13
                    Fixed! UE-101816 4.26 Physics - Cloth does not spawn in PIE
                    Fixed! UE-99601 Crash when exiting the blue grid holding an orange cube in TM-Gameplay
                    Fixed! UE-101961 Crash when opening PhysicalMaterials map in EngineTest
                    Fixed! UE-96243 Chaos Parent component loses collision when setting scale or rotation on a child component
                    Fixed! UE-86455 Owen's cloth is deforming as player moves with Chaos enabled
                    Fixed! UE-101533 Content Examples: Physics Broken In PhysicalAnimation
                    Fixed! UE-90015 ContentExamples physical animation behaving erratically
                    Fixed! UE-94934 Animation breaks after triggering the button in QAGame
                    Fixed! UE-101144 unable to use fur dynamics (or particles) with temporal samples in Movie Render Queue
                    Fixed! UE-100068 Physics Constraint Actor does not hold physics objects without a second constraint actor.
                    Fixed! UE-87636 Chaos Cloth - Collision requires more iterations to work correctly
                    Fixed! UE-86453 ContentExamples Performance very slow when setting test assets to use ChaosClothingSimulationFactory
                    Fixed! UE-102241 Chaos - Brick fracture causes crash on Linux
                    Fixed! UE-102156 Linux fails to package QAEnterprise project referencing libopenvr_api.so
                    Fixed! UE-102301 Option to build for Apple Silicon Mac's does not exist
                    Fixed! UE-101982 Mac projects open with MetalBundle AMDMTLBronzeDriver error
                    Fixed! UE-92068 Separate Translucency occurs later on mobile
                    Fixed! UE-101733 Mobile renderer crash when sky cubemap resolution < 64
                    Fixed! UE-101440 Device Profile Support for new iPhones
                    Fixed! UE-96186 Mobile Preview ES3.1 is broken on D3D Mobile Multi-View
                    Fixed! UE-101091 Exiting the SceneDepth volume in TM-ShaderModels causes a large visual artifact
                    Fixed! UE-101053 TM-UMG: Background Is Completely Black
                    Fixed! UE-101841 GitHub 7442 : Volumetric clouds fixes: description updates, typo fixes, console variable updates
                    Fixed! UE-101708 Groom doesn't stick to Skeletal Mesh during Movie Pipeline Spatial Samples
                    Fixed! UE-96597 Compsure crashes when reordering transform passes
                    Fixed! UE-95218 Applying Filmback preset for Cine Camera Actor that is a root object of a blueprint causes Ensure
                    Fixed! UE-101833 parameters in the material layers gui don't retain value when disabled
                    Fixed! UE-95525 Crash occurs when opening some Particle Systems when bringing the data created in 4.24 to 4.25
                    Fixed! UE-89923 Particles are only activated when the camera moves back
                    Fixed! UE-101632 Crash occurs in Hierarchical Instanced Static Mesh of Mesh with MinLOD set to 1 or higher
                    Fixed! UE-102030 Get X by Index on attribute reader only works up to the group thread size on GPU emitters
                    Fixed! UE-101303 Disabling a Sim stage no longer functions
                    Fixed! UE-100495 Changing a static switch causes the inputs behind it to lose their previously entered value
                    Fixed! UE-89603 Emitter determinism doesn't work correctly when looping in the editor and when looping in the level sequence editor.
                    Fixed! UE-99324 Parameter default values are used when a Niagara Parameter Collection parameter is linked to an input on a GPU Emitter
                    Fixed! UE-96884 Crash accessing USplineComponent from Niagara while it is being updated on game thread
                    Fixed! UE-101192 Niagara Skeletal Meshes don't warn about CPU access flag when used by GPU emitters
                    Fixed! UE-99622 New data interfaces from inputs are always invalid, and also don't cause a compile error
                    Fixed! UE-99874 Variables hidden behind a static switch can't be initialized
                    Fixed! UE-101696 GPU System will kill existing particles if activate is called after it has be deactivated
                    Fixed! UE-100615 Building Geometry in a level disables all Niagara and Cascade systems unless in PIE/Simulate
                    Fixed! UE-102051 ensure when ctrl-c on "select vector from array" in the stack
                    Fixed! UE-101081 Niagara Mesh Renderer's shadow flickers periodically
                    Fixed! UE-101459 GPU sims end before they should (possibly due to inaccurate particle counts)
                    Fixed! UE-99955 Binding a Renderer property to a User Parameter does not set the property's value while Source Mode is set to Emitter.
                    Fixed! UE-100051 Binding a renderer property to a parameter output by a Set Parameter module's StackContext parameter does not work
                    Fixed! UE-101292 Undo/Redo after changing user variable texture to a material binding doesn't update texture on preview
                    Fixed! UE-100055 Undoing removing an parameter input that is set to a local/constant value from the Set Parameters module doesn't restore the previous value
                    Fixed! UE-95360 [CrashReport] UE4Editor-D3D12RHI!static void SetRayTracingHitGroup(class FD3D12CommandContext & const, class FD3D12RayTracingShaderTable *,
                    Fixed! UE-102076 Crash when opening QAGAME a second time after building on Linux
                    Fixed! UE-102052 InfiltratorDemo crash when opening editor
                    Fixed! UE-100585 Particles Don't Build Up Over Time In TM-VolumeMaterials-Stationary/Movable
                    Fixed! UE-101609 Content Examples: Effects level renders several particle effects incorrectly on -vulkan
                    Fixed! UE-101701 Crash occurs when opening TM-Shadermodels from console DX11
                    Fixed! UE-94533 [Shading models] ThinTranslucent crashing on Mac
                    Fixed! UE-98211 LODs not loading properly causing textures to appear grey and/or missing
                    Fixed! UE-101290 Tooltip is locked to first click location after using 'Alt + A' to evoke selector tool
                    Fixed! UE-101460 Crash when Clicking Select Spline Points in Details panel of a Spline Actor
                    Fixed! UE-98126 Clear option doesn't reset a value for the Streaming Volumes array in the Level Details
                    Fixed! UE-101814 Rhino exporter doesn't work on MAC with 4.26 Preview 4
                    Fixed! UE-100626 DatasmithRhino - Switching the active document in Rhino worksessions gives inconsistent reimport
                    Fixed! UE-102171 DirectLink Revit Plugin - Revit crash on new connection
                    Fixed! UE-101935 DatasmithRhinoExporter Mac - Closing Rhino causes application crash
                    Fixed! UE-102107 DatasmithSDK: cannot include DirectLink headers from a deployed SDK
                    Fixed! UE-102063 DatasmithSDK: crash when RunGarbageCollection() is called from a thread != game thread.
                    Fixed! UE-102160 RHINO exporter: Texture export/import create bad name in UE
                    Fixed! UE-100807 Crash on editor restart after enabling datasmith plugin in QAGame on linux
                    Fixed! UE-101835 Collaborative Viewer - Color of Avatar become black after 11 Clients connected on the same server
                    Fixed! UE-97634 Side-by-Side installation for offline/standalone installer
                    Fixed! UE-100899 Datasmith Import - Reimporting a scene after changing the hierarchy produces incorrect result
                    Fixed! UE-93652 Standalone Installer does not add file extension association for .uproject
                    Fixed! UE-85725 Update the fbx sdk to 2020
                    Fixed! UE-84979 OBJ import - Auto Triangulation - Error: No polygon were found on mesh ''
                    Fixed! UE-101971 LidarPointCloud - crash importing e57 file
                    Fixed! UE-102029 Crash during import of FBX file if user selects specific Search locations for materials
                    Fixed! UE-102083 There is no texture created after glb_GLTF.glb, gltf_seperate_GLTF.gltf , gltf_embeded_GLTF.gltf were imported
                    Fixed! UE-102145 Editor Crash when changing settings after force-deleting an input to Mesh Boolean tool
                    Fixed! UE-101731 The Duplicate tool has "Combine Meshes Tool" Title in Modes Panel
                    Fixed! UE-101727 [Crash] The editor crashes after applying combine tool if one of the combined assets was deleted from content browser
                    Fixed! UE-100993 Sequences opened with MultiUser in nDisplay nodes are not ticking.
                    Fixed! UE-100882 Crash when performing several clicks on visibility drop down property
                    Fixed! UE-102056 Dropdown list displays after switch to another tab
                    Fixed! UE-102074 GitHub 7457 : Add bMatchSize comments for SetBrushFrom...() functions
                    Fixed! UE-101990 Crash when setting frame rate of 0 during timecode synchronization
                    Fixed! UE-94414 AJA IO 4K frame rate issues
                    Fixed! UE-102239 kona hdmi rgb input not working
                    Fixed! UE-101576 VRScouting - Gaffer Light Level is not propagated to Multi-User Clients
                    Fixed! UE-102274 Stage monitor missing UI qol
                    Fixed! UE-102307 DMX - DMX timing data is bad & take recorder doesn't work if 'start at current frame' is unchecked
                    Fixed! UE-101098 DMX Fixture - Cannot change Matrix Color drop downs in Details Panel
                    Fixed! UE-101100 DMX Patch - Deleting attributes causes other attributes to lose their order?
                    Fixed! UE-101977 DMX matrix fixtures aren't properly initialized at begin play
                    Fixed! UE-102075 DMX - Crash when Pixel Mapping is destroyed
                    Fixed! UE-102055 DMX Fixture - GPU Performance Overdraw Fix
                    Fixed! UE-102049 DMX - Pause DMX receive with sequence playback doesn't work as intended
                    Fixed! UE-101633 DMX Fixture Patch show only single active mode, but fixture type has more then one
                    Fixed! UE-102273 nDisplay - Finish up InCameraVFXTemplate
                    Fixed! UE-101399 nDisplay - Crash when sync policy 2 is used with DX12
                    Fixed! UE-101963 Remote Control API - GetPreset returns and old format instead of returning groups
                    Fixed! UE-102208 Remote Control API - Thumbnails request return bad color
                    Fixed! UE-102238 Remote Control Api - Reset to default does not work correctly
                    Fixed! UE-102272 Remote Control API - Web UI Changes (followup on 10/27 meeting)
                    Fixed! UE-101578 VCamCore plugin should be moved into VirtualCamera plugin
                    Fixed! UE-101967 VCamCore output providers don't enable/disable properly when outer component is enabled/disabled
                    Fixed! UE-99343 VCam2UI gets corrupted with multiple editor viewports active at once
                    Fixed! UE-102269 Vcam Operator Panel follow cam events need repair after reconstruction
                    Fixed! UE-99603 Playback misaligns viewport.
                    Fixed! UE-102296 VirtualCamera names need cleanup
                    Fixed! UE-102246 Replace Asset Reference operation appears in wrong list
                    Fixed! UE-102281 Crash when executing Dataprep recipe
                    Fixed! UE-101605 Linker errors placing Water Body assets - missing VT_Voronoi texture
                    Fixed! UE-93439 Mobile Multi-view has Black Screen on Android
                    Fixed! UE-102254 HandheldAR Capture feed is inverted on the device
                    Fixed! UE-101718 OpenXR - Editor Crash on second VR Preview
                    Fixed! UE-92928 [CrashReport] UE4Editor-Slate!FSlateApplication::OnControllerButtonPressed(FName,int,bool) [SlateApplication.cpp:5610]
                    Fixed! UE-101866 Steam VR controllers are not tracked in VR Template when Launch On
                    Fixed! UE-100077 Crash attempting to use VR Mode World Navigation in QAGame
                    Fixed! UE-102234 VR Template - Warnings for invalid action inputs
                    Fixed! UE-102120 Crash in VR Preview with Oculus Rift and OpenXR Enabled
                    Fixed! UE-102233 OpenXR - Warnings for unavailable plugins for OpenXRExtensionsPlugin
                    Fixed! UE-101820 Translucent materials render incorrectly in the right eye on OpenXR
                    Fixed! UE-90945 Disabling HMD causes long editor hitch ~ 15s : HMD enable/Disable
                    Fixed! UE-101688 XRLoadingScreenFunctionLibrary's SetLoadingScreen blueprint node defaults to a scale of 0, which is invisible
                    Fixed! UE-101843 GitHub 7443 : Wait for outstanding frame operations to finish before ending the session
                    Fixed! UE-97754 Hidden Area Mask incorrectly crops rendering on both Oculus and SteamVR with OpenXR
                    Fixed! UE-102137 OpenXR: DX12 HoloLens package discarding frames while app is running
                    Fixed! UE-102068 GitHub 7456 : Fix DX12 linker error when packaging for HoloLens from an installed e?
                    Fixed! UE-101331 Third Person Character Package imports with linker errors
                    Fixed! UE-102268 Remote Control API - TPS
                    Fixed! UE-102289 GitHub 7470 : fix of OpenXRMsftHandInteraction

                    Comment


                      Originally posted by Moth Doctor View Post

                      You should never use the Preview version for the actual project development. This entire point of Preview, let developers test the engine.
                      And Epic does actively work on features during the Preview phase, making breaking changes in code since nobody should use Preview for ongoing development.
                      This makes no sense. Every version is a preview of future versions and experimental features. And they are all full of bugs waiting to be fixed in next versions
                      I've never seen a fully UE stable version and I don't expect one.
                      Non preview versions can break any project like any preview version, that's why you need to backup your work, not waiting for a stable version that will never come.

                      Comment


                        Originally posted by Haoris View Post

                        This makes no sense. Every version is a preview of future versions and experimental features. And they are all full of bugs waiting to be fixed in next versions
                        I've never seen a fully UE stable version and I don't expect one.
                        Non preview versions can break any project like any preview version, that's why you need to backup your work, not waiting for a stable version that will never come.
                        If you want to go that way, consider then stable versions (without preview label) as "versions with official support" and preview versions (with preview label) as "versions without official support meant only to gather feedback". Using a preview version of UE in production is "use at your own risk, we don't give you guarantees about anything".

                        Comment


                          hope gpu lightmass will be useable by the time its released. Right now the point light gput bake intensity is so dim compared the cpu bake and realtime versions. Plus that 128 light limit is lame...
                          Last edited by kurylo3d; 11-03-2020, 09:53 PM.

                          Comment


                            Does anyone know how to stream Alembic ?

                            Comment


                              Originally posted by Haoris View Post
                              This makes no sense. Every version is a preview of future versions and experimental features. And they are all full of bugs waiting to be fixed in next versions
                              I've never seen a fully UE stable version and I don't expect one.
                              Non preview versions can break any project like any preview version, that's why you need to backup your work, not waiting for a stable version that will never come.
                              Originally posted by _brunocoimbra View Post
                              If you want to go that way, consider then stable versions (without preview label) as "versions with official support" and preview versions (with preview label) as "versions without official support meant only to gather feedback". Using a preview version of UE in production is "use at your own risk, we don't give you guarantees about anything".
                              Well, preview versions usually have a lot more issues and bugs, so naturally it's great that they exist. Of course, we know that UE doesn't really have "stable versions", as every version breaks something that worked before, but probably it's not the concept they should change, but instead, they should only release a new version, when it has no known regressions compared to the previous version (and all regressions discovered in the release should be fixed in a patch).
                              Game Programmer at Zen Studios and founder of Rapax Games
                              LinkedIn, Engine Contributions, Marketplace
                              Polars (WIP), Game Jam Projects

                              Comment


                                Originally posted by _brunocoimbra View Post

                                If you want to go that way, consider then stable versions (without preview label) as "versions with official support" and preview versions (with preview label) as "versions without official support meant only to gather feedback". Using a preview version of UE in production is "use at your own risk, we don't give you guarantees about anything".
                                Using a non preview version doesnt guarantee anything either.

                                Comment

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