Unreal Engine 4.24 Released!

This is about 4.24 so on topic, and in case anyone knows whats up, as I’m stuck due to error on play in certain areas of level where fps go down into 10s:

I am getting weird crash output I never had in 4.23, here in 4.24.1;

LoginId:0e0016e449121035624867b0f9a65034
EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d

Assertion failed: TessellationFalloffSettings.UseTessellationComponentScreenSizeFalloff == SceneProxy->UseTessellationComponentScreenSizeFalloff [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Landscape/Private/LandscapeRender.cpp] [Line: 671]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Landscape
UE4Editor_Landscape
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core

ntdll

TY for any tips!

Help! I can’t install 4.24 because error ‘Epic Launcher currently running’. I’m fairly new to UE and using 4.23 at the moment. I have no other programs running and high spec pc with loads of memory. I have closed the Epic Launcher then shutdown my PC but still the same error. I have Windows 10 Home version 1903. Why can’t I install?

Secondly, will I also have to download and re-install Twinmotion when I get 4.24 sorted?

Thanks in advance

If you’re having issues with landscape physical materials, you could give this ticket an upvote:

The description doesn’t seem to be entirely correct (I’m having the same problem with an upgraded project as well, not just with newly created ones), but it should get the job done.

I’m trying to upgrade to 4.24.1 but coming across two major problems:

  • If I enable a post-process blendable material, I see it only on the right eye, and the left eye is completely black. (tested only on Oculus)
  • I tried to check if I have the same problem on SteamVR, but I can’t even launch a packaged game with SteamVR - I get a crash in FSteamVRHMD::BridgeImpl::Present due to the SwapChains not being initialized.

Both issues don’t happen on 4.23.1

Has anyone been able to use post process materials in VR successfully, and/or launch a packaged SteamVR game in 4.24?

Update: seems the issues only happen when running as a network client. In a standalone game it’s all fine.

Update2: I’ve worked around the SteamVR crashes by disabling stereo rendering before loading a level and reenabling it afterwards. The post-process materials is a known regression bug.

Can I make animal fur use this?

Has anyone been able to get 4.24.1 to compile?

What is happening for you?

Mine froze here (it’s been stuck here for over an hour):
[1050/3618] Module.BlueprintMaterialTextureNodes.gen.cpp
3> [1051/3618] Module.Icmp.cpp
3> [1052/3618] Module.WebBrowserTexture.gen.cpp
3> [1053/3618] Module.WebBrowserTexture.cpp
3> [1054/3618] Module.ConcertSyncServer.cpp
3> [1055/3618] Module.MultiUserClient.cpp
3> [1056/3618] Module.MultiUserClient.gen.cpp
3> [1057/3618] Module.BlueprintMaterialTextureNodes.cpp
3> [1058/3618] ActorLayerUtilities.init.gen.cpp
3> [1059/3618] Module.AnimationSharing.gen.cpp
3> [1060/3618] Module.Synthesis.gen.2_of_4.cpp

Edit: I updated my VS2017 and everything built fine.

I’m reading about a big change in the way paths are handled (bLegacyPublicIncludePaths) with Unreal 4.24. In general I’m experiencing a huge problem when I try to compile a project that compiles without issues with Unreal 4.23.

I’m getting errors that are related to base classes of the engine…
Things like:



Error    C2027    use of undefined type '**USoundCue**'    MyGame E:\MyGameUE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\**UObjectGlobals.h**    1332  

Error    C2672    'StaticClass': no matching overloaded function found    MyGame    E:\MyGame\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h    1332    

Error    C2783    'UClass *StaticClass(void)': could not deduce template argument for 'ClassType'    MyGame   E:\UnrealEngine\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h    1332    

 

With visual studio 2017 I can’t compile because of an issue with the UObjectGlobals header… that can’t find an engine class (USoundCue). Is there anything I can do to fix this issue? or should I start over with a new project and include my files again one by one (I’m gonna puke in case :P)

Yes, I have.

I had to set bLegacyPublicIncludePaths back to the original value to get the source to compile.

I have since updated all my includes to specify the path so I can just use the V2 build settings.

I am using Public/Private directory structure with matching sub directories under each if that matters.

Enabling “Render Custom Depth Pass”, “Render in Depth Pass” and Disabling “Render In Main Pass” produces the incorrect result

instead of being invisible the mesh is pure black.

was ok in 4.23, is broken in 4.24 and 4.25 main

I see the target fix is 4.25
no chance of getting this in an increment?, it’s broken my project and i only noticed it after updating post 4.24.1

This an old issue, maybe you were just luck with your previous installation. try installing in a shorter path, like c:\myue

*** UPDATE - The lines in the view have been resolved. In our Post Process Volume, we changed the Bloom method to Standard from Convolution. The lines immediately went away… ***

We are using Unreal Engine as a visualization engine and save out video files from Level Sequences. My latest project was started with 4.24, and I noticed some strange lines or bands flickering in the viewport. These also are showing up in the saved animations (image attached). Raytracing is enabled for reflections, but not AO or GI.

NVIDIA GeForce RTX 2080 Ti with the latest driver installed.

ok so i have another issue

if i constrain my aspect ratio in a camera AND have a post process material in a post process volume, the image in the viewport is split, part of the image is the correct viewport that updates as normal.
but there is a slice of the screen (size changes depending on aspect ratio crop) that is a frozen image from the viewport

line traces are acting as if this part of the viewport is correct but the image displayed is wrong

this is in the editor and the build

if you resize the window the glitched image amount increase and decreases.

i can’t seem to replicate it in a brand new project so not 100% what’s causing it

ok i can replicate it.

create a new scene
add a camera in and constrain the aspect ratio
add a post process volume
add a post process material to it set to After Tonemapping
play in editor or build etc
adjust the size of the viewport or change the size of the aspect ratio

(standard camera and cine camera)

with the post process material off, there is no error

i must say this is by far the buggiest version of unreal i’ve used, had many problems

and if you turn the post processing off…

After some works with UE4 nvidia drivers crashed (tried new, older). Never before that happened. May possible its from accumulated memory. You should do something with this. I have 16GB RAM. Need more for project like this?

I’m unable to assign paintable terrain layers in 4.24.1, my editor locks up and can’t resolve to crash and give a crash log, though the CrashEditorReport process kicks off and also locks up in task manager. Happens in my main project as well as a blank project in 4.24.1. Anyone else having this issue?

I can confirm this bug in UE 4.24 . It does not properly serialize CPF_SaveGame variables in packaged builds! Everything works fine in the editor.
This behavior did not occur in previous UE4 versions.

Many thanks for the workaround! But it would be nice to get an official fix for this, so it does work as it did in prior versions.

We went from 4.22 to 4.23 fine, than when trying to run the game at Standalone at 4.24 the game crash. We are waiting the fix to update.

No, this is unacceptable crash every time UE4 have little move. Gone to Cryengine or go back to 4.23.

I have to report an strange behavior I’ve been experiencing since I updated to this version.
It’s probably the same thing that happens to the previous user EA_Unreal_77
As soon as I rotate the camera, the engine crashes.
I ported the project from 4.20.1
And that’s the crash I’m getting. I reported it a few times from the crash window adding some info. (The crash message is something about an “array index out of bounds” for rotating the camera in the editor ?: “Assertion failed: (Index >= 0) & (Index < ArrayNum) [File: D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 24 from an array of size 24” The index is always a random one)
Funny thing is that the crash doesn’t happen if I get rid of the BuildData asset, causing the lighting info to reset and ask me to rebuild the lights. But as soon as I rebuild the lights, crash happens again.
Tried creating a new level and pasting the assets in there with the same result.
Tried saving the level as a new one and building the lights in there with… the same result.
Only thing that worked was a new level, with nothing added. There I could build the lights and no crash xD.

And today the thing got worse (how? I don’t know). The moment it ends building the lights it crashes, I can’t even get to move the camera.

EDIT: I forgot to add that it has to do with the lighting in the viewport because changing it to unlit avoid the crash.