IOnlineSubsystem* OSS = IOnlineSubsystem::Get(); IOnlineFriendsPtr Friends = OSS->GetFriendsInterface(); // Note: 4.26 uses TArray<FOnlineFriend> instead of TFuture. TArray<FOnlineFriend> FriendList; Friends->GetFriendsList(PlayerId, EFriendsLists::Default, FriendList); // ... logic
One of the most touted exclusive features in the 4.26 documentation is the transition of Hair and Fur unreal engine 426 documentation exclusive
While UE5 has a water system, the documentation is an exclusive treasure trove. In 4.26, the WaterMeshActor and BuoyancyComponent reached "Production" status. The exclusive documentation covers: In UE 4
For the first time, developers could author realistic, artist-driven skies that interacted with atmospheric light in real-time. In UE 4.27+
In UE 4.26, (PN Triangles and Phong Tessellation) was still fully supported. In UE 4.27+, Tessellation was marked "deprecated" in favor of Nanite.
: The Chaos physics engine was expanded to handle vehicles, cloth, and ragdolls, providing more robust simulations compared to previous versions. Technical Considerations for Developers
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