Epic I think you should forget about 4.24.1 use 4.23 with Chaos. I create simulation software(for education, business, etc) when I do an upgrade that is really messed up I go back to the prior version and start over. My 2 cents.
It also depends on what you need. For instance to me the last useful improvement Epic made was encoding in 4.19. I am currently working with 4.22 because I need the physical landscape materials which are broken, not to mention all the other big problems here.
Epic’s focus I believe is on esoteric renderfeatures, the kind where you need a before and after picture to see the difference and when you’re honest you don’t see a difference in most cases anyway.
I know this sounds frustrated and it does so because I am. Currently I seem to be doing fine and I don’t intend to upgrade anymore unless I see that these bugs are fixed. Besides, once you release your game you have to stick with the current version anyway because you can’t change the engine version every time you release a little update to your game.
That’s my view. Currently I’m fine, but only because I learned the hard way i the past not to jump on every new release because despite the “beta test” all new releases are buggy
agreed… i’m mostly in cinematics and do lots of landscapes and anim manipulations… until those things are stable i just build my models and wait in 4.23… i think there is a transition going on now and soon (4.25-4.30) i will have the increment i can settle on… the dwnld sizes are doubling as well as the crossed wires… if i move to belize the internet might be 365kbps, just can’t see dwnlding 10gb for something that doesn’t work for me… control rig, landscape, fur/hair, and something is all wonky with blender28 and skeletal mesh physics for clothing… but i’m fine here, plenty of work to do…
till then…
Re running multiple 4.24 editor instances at the same time:
With 4.24, I’m only able to practically have 1 Editor instance open per time with different projects. With prior versions, with these same computers, I might have 2 or even 3 copies of UE4 Editor, plus Maya, Photoshop, Chrome, etc, on the same PC with only rare perf issues. That’s not worked with 4.24, ie the 2nd instance always hangs on load at some point, usually at “Initializing… ___%”. CPU and memory usage is below 50%.
This happens with both my production project and 2 blank test projects I just created.This happens on two computers, both i7 with SSDs, 64Gb or 32Gb RAM, RTX2080 or 2080Ti, respectively. As soon as I close 1 instance, the other instance resumes loading immediately/normally/quickly.
The last part implies there might be some shared library or other shared resource contention, rather than just “get a faster computer”.
Anyone else having this issue?
Thanks
I don’t know when its happened, but I guess its with 4.24.1.
Problem is when I wanted open new project from templates. But opened my last project. How to create new???
I know I can archive and delete folders. But its not a solution.
Hello guys
I tried to upgrade my project to 4.24. It went well.
But then i recognized that my triggers won’t work any more correctly. If you enter a trigger for the first time, the Begin-Overlap and End-Overlap Events are firing at the same time. This was working fine in 4.22.
Is this a bug?
Cheers, Lukas
Shouldn’t the bool OnActorEndOverlap set to be True? If you enter the TriggerBox, do you get Open Close per on Print? If True, is the TriggerBox perhaps to small?
OMG I am going to upgrade to 4.24.1 soon, hopefully I do not run into all these issues XD
Upgraded to 4.24.1 and project building went successful. During the built there were a lot of PhysX related warnings. Still testing..
I reported Force Delete issues for 4.23, but the staff could not reproduce the issue. After upgrading to 4.24.1 I indeed had a freeze on force delete, subsequently I nuked the UE process after a couple of minutes. However, you can still force delete content in 4.24.1., even though the task manager shows the crash reporter process and the UE process as not responding. Memory went over 19GB…
Yet, still the entire process of deleting content usually takes minutes, and yes it freezes. So if the process is not progressing after maybe 10 minutes you likely have to nuke the entire process.
No problems here, perhaps related to a material function or just freezes to compile shaders?
Hi, I wrote to the section with help in this log on version 4.23.1. I decided to download another version 4.24.1, and check whether there will be a crash or not, as it turned out the crash is taking place. Because of what will he tell someone?
P.S. I just rotate the camera, or fly through the level and crash.
[2020.01.20-10.41.05:972][702]LogWindows: Error: === Critical error: ===
[2020.01.20-10.41.05:972][702]LogWindows: Error:
[2020.01.20-10.41.05:972][702]LogWindows: Error: Assertion failed: FVector::Distance(InitOptions.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 464]
[2020.01.20-10.41.05:972][702]LogWindows: Error:
[2020.01.20-10.41.05:972][702]LogWindows: Error:
[2020.01.20-10.41.05:972][702]LogWindows: Error:
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fefd2ca06d KERNELBASE.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fedbb9a9e6 UE4Editor-Core.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fedbb9de88 UE4Editor-Core.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fedb952cbd UE4Editor-Core.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fedb8dfd83 UE4Editor-Core.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fedb8e2100 UE4Editor-Core.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed4f3333f UE4Editor-Engine.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed4f2ffb4 UE4Editor-Engine.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed1fd0329 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed235d047 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed1fd8ce5 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed5246f46 UE4Editor-Engine.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed1f3db22 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed1f3b31f UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000007fed279dd66 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000000013f227f62 UE4Editor.exe!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000000013f23c3ec UE4Editor.exe!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000000013f23c4ca UE4Editor.exe!UnknownFunction ]
[2020.01.20-10.41.05:972][702]LogWindows: Error: [Callstack] 0x000000013f24ceae UE4Editor.exe!UnknownFunction ]
[2020.01.20-10.41.05:973][702]LogWindows: Error: [Callstack] 0x000000013f24fcbe UE4Editor.exe!UnknownFunction ]
[2020.01.20-10.41.05:973][702]LogWindows: Error: [Callstack] 0x00000000772f59cd .dll!UnknownFunction ]
[2020.01.20-10.41.05:973][702]LogWindows: Error: [Callstack] 0x000000007755383d ntdll.dll!UnknownFunction ]
[2020.01.20-10.41.05:973][702]LogWindows: Error:
[2020.01.20-10.41.06:038][702]LogExit: Executing StaticShutdownAfterError
[2020.01.20-10.41.06:045][702]LogWindows: FPlatformMisc::RequestExit(1)
[2020.01.20-10.41.06:045][702]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.01.20-10.41.06:093][702]Log file closed, 01/20/20 15:41:06
Hello, ongoing bug with Raytracing and Opacity based masked translucency - 4.24.1
When in DX12 Raytrace Mode - Translucent materials masked with an opacity map:
(1) Raster mode - mesh is masked by the opacity map correctly, but mesh casts an opaque shadow
(2) Raytrace mode - mesh is not masked by opacity map, renders opaque
When reflected in a mirror, no matter what mode translucency mode is set to (Raster or Raytrace), an opacity-masked mesh will show up in the mirror with the full unwanted opaque shape, as if raytrace translucency.
Thus image I attach is able to show both simultaneously, as character (showing Raster’s problem), is reflected in mirror (showing Raytrace’s problem).
From another angle, you can see opaque shape and shadow more separately
Hello, and how can this be fixed? I just do not use Raytracing, for several reasons:
- I do not have an RTX video card for this.
- I use Windows 7, and as I know there is no support for DX12.
And I may have misunderstood, but from the transparent materials I have Cobweb, it is shown below in the photo.
P.S. because of this error, I can’t work, the engine just crashes in about 30 seconds. If you start the project and leave it open, the engine will not crash. But as soon as you start moving the camera, after about 30 seconds a crash occurs.
Just adding, because I have made some progress by troubleshooting, but results seem very inconsistent!
I have an (a) eyelash for the character and a (b) large primitive sphere using the same opacity-masked translucent purple material.
In a metallic mirror, while in DX12 Raytrace mode, the
(a) lash on the character reflects back with the right color (purple), but the wrong opacity (none/opaque), but the
(b) sphere reflects back with the right opacity, but the wrong color (should be purple, but reflects back black)
Anyone have any idea what in the heck is going on…LOL…
Mesh UV?
Like, why would the same exact material do 2 completely different inverted things in the mirror!..
Does 4.24 have a crazy random-reflection-response mode, or what am I missing here.
I am new to this. but all I have is problem after problem.
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Glow/Bloom does not work
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Starting new project tells me that project is outdated, and needs to be upgraded.
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Unreal sucks up all my memory, so I end up with an MS BSOD. (I have 64 Gb Ram)
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adding an FBX file (300 Mb) ends up as 4 gb, and takes hours to import.
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Adding an Emit-or, and wants to rebuilt lights, gets stuck, and will crash as some point.
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Tons of crashes and submitted
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Message Log keeps showing up in my taskbar, but can’t bring it up, since Unreal is frozen up during lights conversion, and still stuck at 0% at some point.
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Is there somewhere a hidden folder? After doing shaders etc, I lost 200 Gb.
After hours it just closes Unreal again.
I keep getting stuck on this
it converted the lights and see another bar, then there is a 3rd bar, where it gets stuck on.
What kind of nonsense with the engine, yesterday 01/21/2020 at 3 o’clock in the morning, I was able to get rid of the departure in the log that I threw off above. Today, 01/22/2020, at one in the morning, I launch my project and catch the same log again. Although he was not there yesterday, I could work calmly.
Are you suggesting looking for a mistake in a large number of mesh, but this is some kind of nonsense.
P.S. I work on version 4.24.1
wow, for once it finished my project, I added an item just somewhere on the field that was talking about it.
it was stuck for about 20 minutes on 0% and then it finished…