Originally posted by mfletcher89
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Unreal Engine 4.26 Preview
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Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/FUwTvzr
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
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Originally posted by NilsonLima View Post
You need to have your UE4 account linked to a GitHub account in order to see the link (it works fine for me). You do it by creating an user at GitHub and then using that user information and mention at your user profile where it asks to connect to GitHub in this link: https://www.unrealengine.com/account/connections
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Originally posted by Prophecies View Post
Well now I feel silly. Thanks for the help!Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/FUwTvzr
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
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Originally posted by BernhardRieder View PostUsing Visual Studio to build the preview takes a long time. Anything I am missing to speed up that process?
Took about 3hrs to build.
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Using preview 7 and enabled dx12 , gpu LIGHTMASS and ray tracing , but on trying to start project I get
LoginId:c3f065d24ed76cada9dca2a911fc515b
EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d
Fatal error: [File:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5232] Failed to compile global shader FStationaryLightShadowTracingRGS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_D3D12RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Known issue ?Solo but Seismic - feel free to apply
https://neighborlee1.wixsite.com/theheartseed
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What does, excuse me if that went a little over my head, that have to do with a compiler error ? I'm not expert on anything compilation , but....
Having said that, I did put .ShaderDevelopmentMode' in ConsoleVariables.ini. I did enable engine to start loading newly copied project, but instead of stopping at 45% it made it to 57%, stil no love LOL
Anyway...NEW while you should have SAID who you were replying to , LOL .
I reiterate, your repsonse did NOT solve my issue in case anyone thinks it didLast edited by neighborlee; 11-19-2020, 10:37 AM.Solo but Seismic - feel free to apply
https://neighborlee1.wixsite.com/theheartseed
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Compiled today 4.26 tree from github. GPU lightmass doesn't support bsp geometry actors. They seem to be ignored by gpu lightmass (don't cast and don't receive shadows). Checked on sanctuary map of ShooterGame example. CPU lightmass works just fine.
Reproduced bug on archivis template.
1. Enable all gpu lightmass requirements.
2. Change all lights to static.
3. Reset world settings - lightmass.
4. Add some bsp geometry.
5. Bake cpu lightmass. it's ok.
6. Bake gpu lightmass. It's not ok - bsp geometry doesn't cast shadows.
Last edited by Orbis Majora; 11-19-2020, 03:09 PM.
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Originally posted by Orbis Majora View PostCompiled today 4.26 tree from github. GPU lightmass doesn't support bsp geometry actors. They seem to be ignored by gpu lightmass (don't cast and don't receive shadows). Checked on sanctuary map of ShooterGame example. CPU lightmass works just fine.
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