Unreal Engine 4.24 Preview

I hope that the introduced update of **Material Layers **will work properly now.
Also, I wonder, should we need to build the engine from sources again if we want to test the Chaos Fracture Plugin.

Really excited for the new stuff in this version! I’ve downloaded the preview and am currently playing with SSGI, and I really hope that what I’m seeing is unintended.

^ This is a test-scene with GTAO enabled.
By comparison, this is how it looks with regular SSAO:

It seems to me as if the blurring pass run on GTAO (I assume there is one) is being run on AO*baseColor, rather than just on the AO.

Aside from that, I’m trying to set up something with the LandscapeBrush system, and while I’m loving all the layer-systems and such so far (thanks so much <3), I really don’t have a clue how the brushes work, nor can I find any documentation or explanation for it anywhere. Is there any chance someone who’s worked with the system could explain a bit how to use it? Maybe send over an example?

That’s not really a great test case. This presentation might provide a better overview of why Inertial Blending is really great, for quality and performance.

Trying 4.24. Chaos is there. Using fps temp. Created a GeoCollection. Put it in the level. Crashes. Put some of the CDD into 4.24. Crashes also. Help. From the launcher. Do I need get source and compile?

First of all for anyone using this, It’s a blueprint that contains a Directional Light and Sky Light actor, so you should delete any others in your scene or start with a blank scene.

Secondly, the Directional Light is set to 150000 lux. This makes the light appear super bright as you’ve noticed. We have a Project Setting that extends the Auto Exposure Luminance (search for Extend default luminance range in Auto Exposure settings) so that lights can use physically accurate values.

With that in mind, you can enable that setting in the project settings and restart the editor OR you can change the directional light’s intensity to be a lower value similar to what it has been in the past; around 5 to 10 lux.

I hope this helps!

[USER=“4894”] Hobson[/USER] :

  1. Trello says Variable Rate Shading got implemented for Oculus Quest. It is not listed here. Is it already in Preview1 or not? If yes, how to enable it.
  2. the new GTAO pass looks quite blurry (although beauty pass looks great). Is there a way to tweak GTAO quality?
  3. Concerning the SunActor: As the engine uses physically accurate values, wouldnt it make sense to have the extended default luminance activated as default?

p.s. Testing the Mesh Editor: Who in the world thought it would be a good idea to usa WSDA keys to change brush settings for sculpting etc. This is at least my main way of moving around in the viewport. I think there should either be a dedicated viewport mode or better shortcuts. Is there some kind of beta to really give feedback on those tools?

As already mentioned, that comparison does not realy make sense. Also check trello roadmap for a gif that shows the difference quite well

1&2 I’m not sure on since those aren’t my area. I’ll ask in our docs groups though.

  1. I agree. My understanding is that it should have been on by default for any newly created projects starting a couple of releases ago. I’m following up to see if that’s no longer the case and possibly why.

[USER=“4894”] Hobson[/USER]
Thank you very much for the answers! Looking forward to answers from the docs groups :slight_smile:
Please one last question as from above: Concerning tools like MeshEditor. Are there specific Beta Groups or Forum areas where to post feedback and bugs?

I found several issues with plugins.
First of all. Many plugins have own groups.
As example: Web browser is in the Widgets group, yet, there’s a **Web **group.
You also may see **the **Undefined group there.

Some plugins now can’t be enabled without Chaos plugin, yet Chaos itself doesn’t work.

Mobile plugins grouping is complete insanity, you can find mobile plugins anywhere. We even have the Android group that has only ONE plugin in it.

The other thing is Dev connector Plugins (Integration).
Why Windows build has an XCode plugin enabled by default?

screenshot.1573144741.png
Magic Leap. Yeah. No clue why it’s everywhere… Yet they have own Lumin group.




I’ve already requested this before.
We need to separate Engine Plugins from Project Plugins.
Every user has own setup. Especially that’s important for projects that are using Source Control.

The Forums UE4 Feedback section is the best place! Our devs check these areas. A couple of things to keep in mind is that we may not always respond to a given thread. Keep in mind the state of the tool that you’re giving feedback on, if it’s experimental, expect it to change and grow as the features are developed over future releases. And constructive feedback is more helpful than simply saying “This is terrible” or “this doesn’t work the way I expect.” Outlining some things that would make it beneficial to you, as a developer, would be helpful to know and gauge other’s impressions as well. Or offer suggestions for our devs to consider while it’s being developed. There are no promises that we’ll add them, but getting community feedback and interest in requests is extremely helpful.

If there is a lot of hostility in a thread, expect fewer replies. That’s not to say we won’t, but no one wants to walk into a room full of pitchforks and fire, you know? :slight_smile:

It seems one error message occured in Epic Games Launcher. Can you fix it,please?

I just want to add as a side note, that usually the source of the hostility is exactly the lack of responses for an important topic, when people are ignored not for days, but for months and years. Although shooting a fire extinguisher at a larger fire is not extremely effective, mildly controlling the flames is still much better than letting it spread everywhere :smiley:

What this error code MA-005 means?

4.24 is looking to like an amazing release! I am running into a crash though when testing the new groom stuff. UE4 crashes as I add the “groom” component to any BP class. Any advice / has anyone be able to get it to work yet?

Epic I can’t get Chaos to work at all with 4.24 P1. I do see the fractureditor and it seems to work. I did a GeoCollection on a cube and fractured it. When I run it the map crashes. I have no trouble with Chaos in 4.23. Has anyone tried 4.24P1? I tried for about 2 hours yesterday. Any reply would be great.

4.24 Preview isn’t an engine version option in the Unreal Engine Bug Submission Form yet.

Upgrading Epic’s Action RPG sample project to 4.24 from 4.23 exhibits a bug in its damage numbers. When the player damages an enemy, the damage numbers either do not show at all or only flash for a few frames instead of fully displaying and animating as they did in previous engine versions.

I would just like to know if anyone has tried Chaos with 4.24P1???

There have already been answers on the rest of the 5 pages. And a lot of people seem to have crashes. This is preview 1. ofc. it could just work, but dont overreact when something does not work. Although, I have to admit that 4.24 not being selectable for Bug Reports is quite unfortunate.