Originally posted by motorsep
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Originally posted by moody.by.name View PostHas anyone found the Movie Render Queue to work as it used to? I have used it so much on 4.25 with great results - but now it crashes out before rendering one frame on large scenes (that previously on 4.25 could render still frames) without even giving an error message. If I choose render remote instead of render local, I can see it now compiles thousands and thousands of shaders in the dialogue box before it can even render one frame (so takes 3 mins or longer for one 4K image). And exposure has been removed from the Camera setting, so I can't set a manual exposure from there any more. I thought Movie Render Queue was meant to be improved? Has anyone else had these issues?
also getting this error way too much from simple UI interaction to post trying to render a single frame out of Movie Render Queue.
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Originally posted by DanH71 View Post
yes i have...
also getting this error way too much from simple UI interaction to post trying to render a single frame out of Movie Render Queue.
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Not sure if anyone's reported this yet, but the Substance Plugin seems to be bugged in 4.26
On the marketplace it's says it's supported, but it isn't possible to install it to the engine, and Unreal will just say "You cannot install this plugin as it is already installed on all compatible engines". It doesn't show up if you check the plugins list in the editor either, and doesn't show up in the launcher's list of installed plugins.
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Originally posted by vr_marco View PostVictorLerp the release notes mention an opt-in way to get a compiled version of 4.26 with Chaos Physics enabled (instead of PhysX). Can you please share how we can opt-in? Thanks!
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Originally posted by VictorLerp View Post
It's not available yet - the associated posts will be updated once it is!
https://www.youtube.com/watch?v=gbgBcvHVyq8
CTO | Head of VR Development - Visit us at http://humanxr.com
My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV
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- You can now leverage Nvidia’s NVLink for multi-GPU systems to use one GPU to render a viewport and to copy the frame to another GPU to display.
- When scaling nDisplay to a large LED Volume, performance can be improved by leveraging the multi-GPU system. For Virtual Production and in-camera VFX scenarios, this means the inner frustum can now be rendered on a second GPU. (Beta)
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Locking this thread - please continue the conversation on the 4.26 release thread. Thanks for all of your help getting 4.26 ready for release!
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