Unreal Engine 4.24 Preview

If you attach your project to the debugger you will see where it crash, for example when you add a Geometry Collection to the map it crash here:



void FPhysScene_Chaos::AddObject(UPrimitiveComponent* Component, FGeometryCollectionPhysicsProxy* InObject)
{

    AddToComponentMaps(Component, InObject);  
    check(false);

#if 0

    Chaos::FPhysicsSolver* Solver = GetSolver();
    Solver->RegisterObject(InObject);  
    AddPhysicsProxy(InObject, Solver, GetDispatcher());

#endif

} 

As you can see check() is always false and here the program stop running, also the Chaos part of the code is surrounded by an #if 0 #endif and mean is disabled/never compiled.

Was this Amsterdam sunset a map made in Unreal Engine 4? If that’s so why I can’t see it closer?

Some great new (and updated) features. Is there already any video presentation online on the landscape new tools, SSGI, GTAO etc?

Hello,

First experimental release is targeted at high end GPUs and cinematic / film use cases.

Hi, , now ray tracing is great, but there are still some defects, and it seems that the official does not have the update expectation of these contents:

  1. About the lighting problem of ray tracing self illumination, when can the emiss material directly cast light from self illumination? This can greatly reduce the cost of arranging night or lighting;

  2. Can you see the reflection of complete DXR effect in real-time DXR? At present, the reflection of DXR effect is only limited to shadow, and some indirect light, without any Ao, GI effect, which will cause some strange light and shadow problems in the dark place;

  3. This may or may not be a bug. When I use sky Sphere, or even HDRI backgrop and other objects for lighting, I find that rtgi completely fails under this lighting. As long as sky ball or HDRI backgrop is used, there will be no GI effect inside, that is to say, we can’t get complete rtgi while using sky Sphere or HDRI lighting? According to the test, only rtgi is affected, rtao, shadow, etc. are not affected.

  4. About DXR lightingmass, does it seem that the function originally expected to appear in 4.24 is not available?

  5. Is there any plan to expand the path tracking renderer into a complete offline renderer?

Thank you for your reply

hi guys,

How can i increase the shadow (or other RT features) distance of tree’s in my level? (raytraced)

https://drive.google.com/open?id=1Fv…k4_BjWW5uo4LAO

is that possible or hardcoded in this preview?

look up the r.raytracing,shadow commands there should be one for max ray distance which is what I think you need :slight_smile:

Is there something you should do to enable ‘Auto-instancing on Mobile (Experimental)’ ?

I just tested a project using MobileMultiview and in Renderdoc all the copies are still individual drawcalls when testing in the Quest…

Also, the splash screen (OculusVR settings) is broken (just like in 4.23)

yes tried that “max ray distance” but seems haven’t for shadow

https://i.ibb.co/j5xh3Db/ssss.jpg

Are there any examples on the hair and fur update? Maybe an alembic groom file that we could play around with? I can’t find anything on the trello roadmap or the documentation pages (Digital Human, Photorealistic Character) that covers this new plugin. The documentation pages only covers the baked hair planes technique, where you author with xgen (or similar) and export poly planes. I assume this plugin is used for rendering result closer to xgen, hairworks or tressfx?

Edit*
I can see that the source for the plugin has HairStrandsCore, HairStrandsEditor and HairStrandsNiagara modules on Github. So that is giving some clues.

How tf did this make it past QA testing? Ugly as hell trails on raytraced shadows makes them unusable with any moving objects :confused:

Why admob doesn’t have any plugins related to rewarded video. There are no documents that we can add ourselves over the internet. While there’s a ton of video on Unity, there’s a plug-in for unreal that only sells money, and it’s a problem in every version.

‘4.24 Preview’ is now an option on the bug submission form. Please report all 4.24 Preview bugs at Unreal Engine Community

Thanks

Did you miss the part where it says ‘preview’? This is the QA testing, or at least part of it.

Thanks for the answer. Epic will this be fixed in 4.24 P2?

Sure but whoever made the shader edits to add this temporal junk clearly didn’t bother to test it, because the results are ugly and nothing like 4.23 :confused:

I’ll have documentation in place for the final release. At the moment, we’re not planning on releasing any assets, test ones or otherwise. We may add some in the future, but that is yet to be determined.

Right now, to get started with Hair, enable two plugins: Groom and Alembic Groom Importer.
Export your Groom from your DCC app and save it as an alembic file (.abc). This will give you a special Alembic Groom Importer window when you attempt to import it.
It’ll create a Groom asset in the Content Browser. You can open that to see some of the available settings.
Drag your Groom into the level and you can start changing some of the other settings like the default hair material.

I know this is very high-level instructions, but at launch, I’ll have an Overview, Quick Start, and Reference material in place to get people started using it!

Does this mean we will finally be able to create tools to edit the landscape at runtime in a packaged game, and have collision still work?

Thank you ! This should be enough to test things out.

Hey guys, encapsulation is great but now it’s impossible to change the replication condition for some Actor properties. We really need a Macro that can handle this!



DOREPLIFETIME_CHANGE_CONDITION(AMyActor, ReplicatedMovement, COND_SimulatedOrPhysicsNoReplay);