Unreal Engine 4.24 Preview

@ Hobson Aha, good to know. Makes sense ;)!

how is the performance on the new hair and fur rendering stuff?

Any one knows how to add a wind to Niagara Groom ??

Hey [USER=“4894”] Hobson[/USER] ,

Any chance this could get sneaked into 4.24?

https://github.com/EpicGames/UnrealEngine/pull/5463

Cos then we could do this kinda crazy stuff:

That is pure awesomeness… however it is also a drawcalls nightmare for games.

i was just wondering if UE has an endgame in mind…

Maybe… Or MAYBE someone could test out a similar idea with Virtual Texturing and 1 draw call, do a perf comparison :smiley:

I successfully tested the hair and found that it still has a lot of limitations

  1. Unable to use wind farm

That is actually not correct. The typical way to utilize decals is to have a decal texture sheet combining all decals and trims in a single atlas texture (or having one sheet for decals and one for trims for example). So in reality you only get one additional material per object and the draw calls according to material complexity. (the linked decalmachine plugin is soon going to be available in version 2.0 which will feature atlas textures btw)

It has been baffling to me that Epic halted work on this feature halfway through and has been neglecting it for years now. Especially since it would open up a world of possibilities in skipping a highpoly/lowpoly baking workflow and instead makes mid-poly modeling and environmental modeling covering large areas that are not feasible to do with unique textures much more viable and versatile.

As our game relies heavily on this workflow and I`m stuck with a half-baked implementation this is very frustrating on a personal level - on the grander scheme of things I can understand why this isn’t used in fortnite or other epic projects and therefore not a priority. but still… :wink:

lol I’m not surprised.
I have PRs accepted, but they were simple BP nodes…
More complex changes submitted by studio team are sitting there since 2016~2017 and some of the authors aren’t even working here anymore :stuck_out_tongue:


In fact most of my “plugins” are now pushed to Marketplace because I got frustrated by PR review delays.

With 2048 set as default in ArchViz projects the editor crashes after migrating and opening an old project with a reasonable amount of reflection captures. If the texture pool is over the limit the editor will crash after building all shaders. If that happens setting the size for reflection captures back to something like 512 in the project settings will let you open the level.

Now that I figured that out I can have a look at the new editor version :slight_smile:

In 4.23, are you using Datasmith to import those animations?

If yes…In 4.24, are you still using Datasmith?

why i cant use pixel streaming ,i cant find WebRTC files.anyone test this ?

Hello, I would like to ask you to change the terrain texture in real time. For example, agricultural machines harvesting fields or road making machines. Thank you

Building for iOS from windows crashes the ShaderCompiler in UE 4.24 P4. Tested with a blank project.
This does not happen in 4.23.

Here is what the log says:



[2019.12.05-16.35.05:329] 97]PackagingResults: Warning: SymLoadModuleExW. Error: 6
[2019.12.05-16.35.05:488][116]UATHelper: Packaging (iOS):   LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
[2019.12.05-16.35.05:488][116]UATHelper: Packaging (iOS):   LogCook: Display: Mobile HDR setting 1
[2019.12.05-16.35.05:488][116]UATHelper: Packaging (iOS):   LogCook: Display: Creating asset registry
[2019.12.05-16.35.12:222][924]UATHelper: Packaging (iOS):   LogCook: Display: Discovering localized assets
[2019.12.05-16.35.12:230][925]UATHelper: Packaging (iOS):   LogCook: Display: Cooked content cleared for platform IOS
[2019.12.05-16.35.12:230][925]UATHelper: Packaging (iOS):   LogCook: Display: Unable to read previous cook inisettings for platform IOS invalidating cook
[2019.12.05-16.35.12:323][936]UATHelper: Packaging (iOS):   LogCook: Display: Sandbox cleanup took 0.098 seconds for platforms IOS  iterative false
[2019.12.05-16.35.13:024] 20]UATHelper: Packaging (iOS):   LogOutputDevice: Warning:
[2019.12.05-16.35.13:024] 20]UATHelper: Packaging (iOS):  
[2019.12.05-16.35.13:024] 20]UATHelper: Packaging (iOS):   Script Stack (0 frames):
[2019.12.05-16.35.13:024] 20]UATHelper: Packaging (iOS):  
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: begin: stack for UAT
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: === Critical error: ===
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1041]
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: Shader Compiling thread exception:
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 314]
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: ShaderCompileWorker crashed!
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: Unhandled Exception: 0xe06d7363
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error:     Fatal error!
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:032] 21]UATHelper: Packaging (iOS):   LogWindows: Error: Unhandled Exception: 0xe06d7363
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ffa4c04a839 KERNELBASE.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ffa3be34890 VCRUNTIME140.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c4303d3a ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c4303b8a ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c430477e ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c4308928 ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c5007953 ShaderCompileWorker-MetalShaderFormat.dll!FMetalShaderOutputCooker::Build() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c44b9ff1 ShaderCompileWorker-DerivedDataCache.dll!FDerivedDataCache::FBuildAsyncWorker::DoWork() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c44bf084 ShaderCompileWorker-DerivedDataCache.dll!FDerivedDataCache::GetSynchronous() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff9c501c92f ShaderCompileWorker-MetalShaderFormat.dll!CompileShader_Metal() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a96193 ShaderCompileWorker.exe!ProcessCompilationJob() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a9721f ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a92e97 ShaderCompileWorker.exe!FWorkLoop::Loop() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a91790 ShaderCompileWorker.exe!GuardedMain() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a919af ShaderCompileWorker.exe!GuardedMainWrapper() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a9dea7 ShaderCompileWorker.exe!wmain() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ff7b9a9f2c8 ShaderCompileWorker.exe!__scrt_common_main_seh() ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ffa4dcf7bd4 KERNEL32.DLL!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ffa4e8aced1 ntdll.dll!UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00007ffa4c04a839 UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00000232cdabff70 UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00000232b86ac0f0 UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00000232b86ac0f0 UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x00000000ffffffff UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error: [Callstack] 0x0000000000004000 UnknownFunction ]
[2019.12.05-16.35.13:033] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:034] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:034] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:034] 21]UATHelper: Packaging (iOS):   LogWindows: Error:
[2019.12.05-16.35.13:034] 21]UATHelper: Packaging (iOS):   LogWindows: Error: end: stack for UAT
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: begin: stack for UAT
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: === Critical error: ===
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1041]
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: Shader Compiling thread exception:
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 314]
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: ShaderCompileWorker crashed!
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: Unhandled Exception: 0xe06d7363
[2019.12.05-16.35.13:034] 21]PackagingResults: Error:     Fatal error!
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: Unhandled Exception: 0xe06d7363
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: [Callstack] 0x00007ffa4c04a839 KERNELBASE.dll!UnknownFunction ]
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: [Callstack] 0x00007ffa3be34890 VCRUNTIME140.dll!UnknownFunction ]
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: [Callstack] 0x00007ff9c4303d3a ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: [Callstack] 0x00007ff9c4303b8a ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:034] 21]PackagingResults: Error: [Callstack] 0x00007ff9c430477e ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff9c4308928 ShaderConductor.dll!UnknownFunction ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff9c5007953 ShaderCompileWorker-MetalShaderFormat.dll!FMetalShaderOutputCooker::Build() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff9c44b9ff1 ShaderCompileWorker-DerivedDataCache.dll!FDerivedDataCache::FBuildAsyncWorker::DoWork() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff9c44bf084 ShaderCompileWorker-DerivedDataCache.dll!FDerivedDataCache::GetSynchronous() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff9c501c92f ShaderCompileWorker-MetalShaderFormat.dll!CompileShader_Metal() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a96193 ShaderCompileWorker.exe!ProcessCompilationJob() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a9721f ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a92e97 ShaderCompileWorker.exe!FWorkLoop::Loop() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a91790 ShaderCompileWorker.exe!GuardedMain() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a919af ShaderCompileWorker.exe!GuardedMainWrapper() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a9dea7 ShaderCompileWorker.exe!wmain() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ff7b9a9f2c8 ShaderCompileWorker.exe!__scrt_common_main_seh() ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ffa4dcf7bd4 KERNEL32.DLL!UnknownFunction ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ffa4e8aced1 ntdll.dll!UnknownFunction ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00007ffa4c04a839 UnknownFunction ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00000232cdabff70 UnknownFunction ]
[2019.12.05-16.35.13:035] 21]PackagingResults: Error: [Callstack] 0x00000232b86ac0f0 UnknownFunction ]
[2019.12.05-16.35.13:036] 21]PackagingResults: Error: [Callstack] 0x00000232b86ac0f0 UnknownFunction ]
[2019.12.05-16.35.13:036] 21]PackagingResults: Error: [Callstack] 0x00000000ffffffff UnknownFunction ]
[2019.12.05-16.35.13:036] 21]PackagingResults: Error: [Callstack] 0x0000000000004000 UnknownFunction ]
[2019.12.05-16.35.13:036] 21]PackagingResults: Error: end: stack for UAT


Water rendering was not mentioned anywhere on the change list, yet it is in preview. Will it make it into 4.24 ?

I’m testing the new Landscape landmass Blueprints, Getting some great results but are concerned about getting bottlenecked by VRam if I create multiple landmass Blueprints that effect the landscape. Ideally you would have quite a few to control different mountains ranges, canyons, foot hills etc…

Whenever I create/Duplicate a landmass blueprint I get the warning above. My question is.

Is the landscape system using 1. 4k x 4k render target for all the blueprints that is managed by the “LandmassBrushManager”

or is the system using a unique 4k x4k render target for each landmass blueprint that then feed into the landmassbrushmanager

Thanks.

I get this clipping/culling bug when creating a landscape with ‘Enable Edit Layers’ enabled - using a blank project (4.24 Preview 4) with RayTracing enabled. I don’t get this bug if the project has RayTracing disabled.

In 4.24 the inputs for the OculusGO controller are changed (deprecated).

Pre 4.24 for forward you would use MotionController(R)Thumbstick(Y) and for right you would use MotionController(R)Thumbstick(X).
These don’t work anymore and the only inputs availiable are for Gamepad / MixedReality / OculusTouch and ValveIndex.

OculusGo(R)TrackpadY and OculusGo(R)TrackpadX don’t seem to work as well.

Any suggestions which inputs to use for the GO?

Why is there Mesh Editor plugin if in reality Modeling Tools Editor Mode enables mesh features? is it just deprecated leftover?.
Best regards.

deprecated.jpg