Is there a way to increase the granularity of the voxels for the new clouds? At realistic earth scale it's probably fine, but I am using a thin cloud layer on a very small radius planet and the definition I can achieve seems to be limited by the size a kind of voxel grid or something. I can't find how to change it's scale
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Unreal Engine 4.26 released!
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Has there been anyone with game startup crashes after packaging since 4.26? Can't find all that much on this particular assertion (works fine in editor):
Assertion failed: UniformExpressionCache.bUpToDate [File:4_26_0/Engine/Source/Runtime/Renderer/Private/ShaderBaseClasses.cpp] [Line: 350] UniformExpressionCache should be up to date, RenderProxy=MaterialInstanceDynamic_2 Material=Volumetric_Clouds FeatureLevel=3Last edited by Mavmat; 12-14-2020, 11:36 AM.
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Originally posted by Shivmoo View PostIs the new "Remote control web interface" plugin missing from this release? I have just updated, following the tutorial here ->
https://docs.unrealengine.com/en-US/...ion/index.html
and the plugin is not visible to me.
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It's not in the changelog, but they've finally added a standard female mannquin for characters:
Code:./TemplateResources/High/Mannequin/Content/Character/Mesh/SK_Mannequin_Female.uasset
Since it isn't linked anywhere and isn't included in any of the default example projects it may still be work-in-progress, so I wouldn't do anything relying too strongly on the exact proportions and hierarchy yet (though hopefully the hierarchy would match the current default male mannequin).Last edited by muchcharles; 12-14-2020, 09:49 PM.
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The release notes link (https://docs.unrealengine.com/en-US/..._26/index.html) is broken at the moment (it opens a page title "Sky Light - An overview of using Sky Lights with environment and scene lighting." with many broken images). Other working links to the release notes?
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Originally posted by Kafumanto View PostThe release notes link (https://docs.unrealengine.com/en-US/..._26/index.html) is broken at the moment (it opens a page title "Sky Light - An overview of using Sky Lights with environment and scene lighting." with many broken images). Other working links to the release notes?Tim Hobson | Learning Resources | Epic Games
UE4 Documentation
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I have some feedback that I'm looking for others with the same issues regarding;
1. I have a C++/BP project that was originally created in 4.24
2. This project was converted to 4.26 using the launcher rebuild process
3. I have many water bodies in my existing build, which have been removed and replaced with the new "experimental" water in 4.26
My issues are many
1. Water bodies have a set z-axis unless edited in their material instance
2. Rivers act strangely (step down like stairs instead of being a sloped river from lake height to ocean height)
3. River does not blend into ocean
4. River has no flow direction even though first spline point is at lake height, and last is at ocean height.
Does anyone else have experience rebuilding an older project to 4.26 and using the new experimental water in it successfully? I don't seem to have these issues when starting an empty project. Should I start over new to take advantage of these new features?
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Originally posted by tensioncore View PostI have some feedback that I'm looking for others with the same issues regarding;
1. Water bodies have a set z-axis unless edited in their material instance
Does anyone else have experience rebuilding an older project to 4.26 and using the new experimental water in it successfully? I don't seem to have these issues when starting an empty project. Should I start over new to take advantage of these new features?
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Could you please, in the next update, remove the hardcoded limit in the sky-atmosphere for the spherical fog? It has been reduced to 0.1 but we still can't go lower than that, so we still have an arbitrary limit to how small we can make the planets with the sky-atmosphere.
Please remove the hardcoded limit and let us have creative freedom with it, we can handle it if we break it or get weird visual results because of that.
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FK Control Rig in sequencer disables Morph targets
When I try to add an FK Conrol Rig in sequencer on top of my animated head with Morph Targets, putting it in additive mode keeps only bones animation and morphs stop working, tweaking the value doesn't do a thing. If I put to absolete mode, then I can change values and they work. Is it a bug or something else needs to be done?
*I don't want to bake the animation to the Control Rig since it's around 4000 frames, and I just want to add few head rotations.
Thanks
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Widget reflector is broken. If you scroll the panel, the list view just shows blank entries.Last edited by TheJamsh; 12-17-2020, 07:04 AM.Everything @ Stormtide Games - Snr Programmer @ Black Matter Pty.
Twitter - YouTube - Tutorials and Resources: jambax.co.uk
Games: Satellite Command - Hell Let Loose - Project Orion - Eclipse
Marketplace: Sparse Grid Plugin - Export PNG
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For the agents of Chaos in here, test out Chaos without compiling from source!
If you’ve been itching to give the Chaos Physics and Destruction System a try, without needing to compile source, now you can—head to the Epic Games launcher and install Unreal Engine 4.26-Chaos Preview from the list of available versions in the install dropdown. In this binary build, Chaos replaces PhysX for all physics simulations, including cloth, vehicles, and destruction.
Note: 4.26-Chaos can be found at the bottom of the dropdown.
If you give a shot, please help us make the system the best it can be by filing bugs and sharing your feedback. Thanks all!
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Originally posted by Mavmat View PostHas there been anyone with game startup crashes after packaging since 4.26? Can't find all that much on this particular assertion (works fine in editor):
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