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    Originally posted by sukovf View Post

    Sure:
    1) Create a new project (BP or C++ based, it doesn't matter) with ray tracing enabled
    2) Create an AActor-based actor, add an HISM component to it and add a single instance in the Begin Play event
    3) Place an instance of that actor into an empty level
    4) Package the project with the Shipping configuration
    5) Run it in the DX11 mode and there you go - crash

    This happens in the engine built from the source. Maybe the launcher version is OK, didn't test that.
    any luck with this?

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      nDisplay virtual production question:

      • 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)
      Any info from Unreal on multi-GPU vs single GPU capabilities for large volumes with several nDisplay machines? Is the 2nd GPU using NVLink limited to only rendering the inner frustum, or could it double the size of a video wall segment, for example?

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        Hey!
        When i trying to edit a default "BP_Sky_sphere" Blueprint in UE4.26 always crashes.
        Do you have similar problem?

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          Originally posted by b1016103 View Post
          Is it intentional that the Asset Search plugin excludes asset metadata? I hope not, since it seems kind of counterintuitive for its purpose. I tried adding metadata to various Content Browser assets. While the new tags show on Asset Actions->Show Metadata, the plugin's queries don't list any them at all. Tested on 4.26Chaos, adding metadata tags through the Set Metadata Tag blutility function.
          Originally posted by Moth Doctor View Post
          If you're there already... how this plugin is supposed to be used? It's just about adding meta-data and search for it via this "Search" window?
          And how I can add my metadata to the asset? All I see is a greyed out option "Show metadata" in Asset Actions.
          It seems pretty basic so far, to be honest. If you're familiar with Everything (a truly invaluable Windows utility; no affiliation), it's supposed to act somewhat similar to that, but it needs a serious range of filtering options to be really useful. So far I only use it for minor occasional stuff like searching for "TODO" comments in unfinished materials and blueprints, but it could be so much more than that.

          In case the plugin's developer is reading this, it needs at the very least:
          • A counter for search results ("found: 143").
          • A Content Browser-like "View Options" button ("Filtering Options"?) for filtering/expanding searches ("Include Engine Content", "Include Plugin Content" tickmarks, and so on). Right now it doesn't seem to index engine content at all, which is a shortcoming.
          • Some sort of rapid filtering options. I'd personally go with text-based escape sequences like \t, \m, \e, \b, \sm (textures, materials, enums, blueprints, and static meshes correspondingly), so you could type something like "\t gold" to immediately filter for gold textures. Basic boolean NOT ("!" or "-") and OR ("|") operators would be invaluable as well ("\t gold -goldfinch", "\t gold | \t silver").
          Anyway, back to your questions: You open the plugin's search window through Window->Search, and you can setup an asset's metadata through blueprints. Make an Editor Utility Widget/Blueprint and run the SetMetadataTag node for each of the GetSelectedAssets. But again, the plugin doesn't see these tags right now. Hopefully, it'll be addressed in future updates.


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            How the virtual textures work for bigger landscapes. I have baked SVT with 6 streaming levels settings (7 or higher usually run out of memory; having 64Gb RAM). In RVT, using YCoCg with Mask, clear before, packed page, private page, adaptive page, continous page settings enabled (also enabled in landscape material). As actual strange issue, trying to set size of the virtual texture in tiles setting higher (in RVT file), but all values from 8 to 20 gives the same look for landscape as resolution. At one point value 15 still gave higher resolution but no more. What affects that setting to work, is there some poolsize variable that clamp for resolution. Or is SVT causing that. Assuming that SVT is automatically used, while it is selected in RVTVolume and baked (or is there some node to use in landscape material other than RVTSample that reads the RVT file?).

            In project settings, having tile size 128, border size 4, feedback resolution factor 32, and both Zlib and Crunch enabled. Virtual texture support enabled, lightmaps disabled. Is there some better setting for those tile size, feedback resolution to use? Tryed testing with different values but changing those requires to compile all shaders in project again.

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              Its January 18, 2021. Can someone from EG please give some official feedback on the state of GPU Lightmass in 4.26? I am getting LOTs of crashes and when it doesn't crash is much, much longer than regular baking giving unpredictable results.

              Also I can confirm that GPU LM DOES work properly in 4.25 for me.

              Is this possibly a hardware issue? I have a Titan Volta card which definitely supports Ray Tracing even though it's not RTX.
              Last edited by eco_bach2; 01-18-2021, 06:17 PM.

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