Fixed! UE-88841 Backtrace callstacks in logs are incomplete Fixed! UE-88063 Not Able To Save Packages Larger Than 4GB During Cooking/Packaging Fixed! UE-88122 UHT runs unnecessarily for installed engine builds Fixed! UE-87506 World Memory Leak crash creating new level blueprint after editing sub level blueprint Fixed! UE-88810 Load Stream Level action doesn’t trigger out execution pin if the level is invalid Fixed! UE-85964 Action Rpg Sample Creating a new GameplayCue handler crashes the editor in 4.24 Fixed! UE-85899 UAIPerceptionSystem::Tick() has a chance of not being called after level reloading Fixed! UE-89391 BP instance-specific struct initialization in a native C++ ctor resets values to default in the optimized BP post-construct initialization code path. Fixed! UE-86185 GitHub 6493 : Paper2d bugfixes: UE-85752 Fixed! UE-85752 Paper2D Sprite Vertex Normals changed from 4.23 to 4.24 Fixed! UE-88913 Enums with _MAX value larger than maximum value of storage type can cause memory stomp. Fixed! UE-88894
PIE crash due to non-empty ULevel::DestroyedReplicatedStaticActors array
Fixed! UE-88130 Issue with stateless handshake acks Fixed! UE-87878 Linux server builds of 4.24.0 failing due to Text3D plugin’s dependencies on FreeType2 and HarfBuzz Fixed! UE-87239 Crash in Mac editor with MSAA and forward shading. Fixed! UE-88689 Dynamic skylight affects only movable objects on mobile Fixed! UE-88260 ExtendDefaultLuminanceRange causes black rendering on Mobile renderer Fixed! UE-85334 EditableText cannot correctly compose Chinese text with “Use Integrated keyboard” checked when launching under IOS 13. Fixed! UE-87301 Crash deleting Cloth Data - Referencing meshpassprocessor.inl:106 Fixed! UE-88786
Fixed! UE-89219 Fixed velocity flatten performance regression in 4.24.2 Fixed! UE-77917 Material Nodes WorldPositionOffset example crashes AMD WX5700 XT graphics driver Fixed! UE-85202 Niagara system loses source emitters when moving Engine from 4.22 or earlier to 4.23 or later. Fixed! UE-85863 [CrashReporter] UE4Editor-RenderCore!EmitNullShaderParameterFatalError(FShader const *,FShaderParametersMetadata const *,unsigned short) [ShaderParameterStruct.cpp:422] Fixed! UE-86081 DX12 triangle count not showing in stat RHI Fixed! UE-85312 [CrashReport] UE4Editor-MetalRHI!FMetalCommandEncoder::SetShaderTexture(mtlpp::FunctionType, FMetalTexture const&, unsigned long, mtlpp::ResourceUsage) [MetalCommandEncoder.cpp:1702] Fixed! UE-84531 Meshes flicker when viewing the infiltrator cinematic in Vulkan Fixed! UE-84575 Crash when launching shadermodel package w/d3ddebug on P6000 Windows -dx12 Fixed! UE-88345 Level menu does not appear when Right-Clicking actors that live in Persistent Level Fixed! UE-89037 CAD import using Python: Tessellation settings are not working Fixed! UE-88893 Datasmith CAD importer: Instancing is broken. To much static mesh created. Fixed! UE-88259 HLOD proxy generation invalidates other clusters Fixed! UE-87304 Skeletal mesh editor asset size can be too big when there is a lot of morph target Fixed! UE-88729 Toggle Visibility Level does not propagade to Client in Multi-User Session Fixed! UE-87437 Sound Wave created by recording with Take Recorder is created with 0 channels and no audio is heard Fixed! UE-50831 [CrashReport] UE4Editor_PropertyEditor!FObjectPropertyNode::GetValueBaseAddress() | FSequencerObjectChangeListener::OnObjectPostEditChange Fixed! UE-89076 Hit proxies are not invalidated on sequencer evaluation Fixed! UE-87942 Custom origin doesn’t work for PICP and PICP-MPCDI projection policies Fixed! UE-87936 nDisplay Log on tick Fixed! UE-88928 Text3D plugin failed to load error when opening UE4Editor Fixed! UE-88089 nDisplay fixes Fixed! UE-87512 World Origin Shifting Rendering Desync On Play Fixed! UE-87138 Toggling ‘vr.bEnableStereo’ changes resolution for VR preview on WindowsMixedReality Fixed! UE-86988 Motion Controller Components Don’t Track Motion Controllers Fixed! UE-86761 VR Preview doesn’t render on Windows Mixed Reality HMD after the first session using OpenXR Fixed! UE-86396 Motion Controllers fail to track during Launch On Fixed! UE-88548 GitHub 6680 : SteamVR Input Hotfix 3 Candidate Fixes Fixed! UE-78960 [CrashReport] UE4Editor-OculusAvatar!UOvrAvatarGazeTarget::BeginDestroy() [OvrAvatarGazeTarget.cpp:68] Fixed! UE-80182 HoloLens(1&2) Failure to connect via holographic remoting Fixed! UE-85701 XrSwapchain not recreated after VR Preview restarts Fixed! UE-85847 [CrashReport] UE4Editor-VREditor!UVREditorMode::StartViewport(TSharedPtr<SLevelViewport,0>) [VREditorMode.cpp:1113] Fixed! UE-85917 VR Trackpad Axis Values 0
Hello everyone, no one had problems with FPS when using dynamic lighting in 4.24.2. When using one ordinary dynamic light source, derection light FPS drops terribly in 4.24.2. In 4.21, I did not observe such a problem. Video card 1080 - 8GB, i7 8700k, m2 ssd, 32 gb ddr4
Tested even on a small, almost empty stage with one light tree and landscape without material. FPS fell terribly when using dynamo light. Quality seeds the shadows did not solve the problem. Only a complete shutdown of them was restored by the FPS.
I have a lot of suspicions that dynamic lighting caching is broken. But this is my personal argument. Disabling caching did not change the load. Maybe I’m wrong. But I am sure that dynamic lighting does not work correctly.
I doubt it. most patch fixes are huge lists of fixes. look how short this one is.
there is so many issues and most of them say target fix will be 4.25 but even with 4.25 they wont be fixed because unreal
going to keep adding new buggy features instead of fixing the broken ones. this is how they do it. it will always be this way
it is sad tbh.
I don’t like to complain too much, because the engine is essentially free after all.
Buuut, the way that they have to hold things back now until the next point release is causing massive headache’s for me personally. I really hope they re-consider this path because i’m sure it hasn’t had the desired effect (presumably, increase stability)
Almost always, something crucial is broken, and has to get held back. Then once its fixed in the next point release, something else is broken, that will probably get held back as well.
Im not sure i’ve had a solid engine version since before they started the new render pipeline work.
Hey guys, does UE 4.24 break the AutomationDriverTests?
I wrote some tests on 4.23 and they worked fine. I ported my project on 4.24 and now all automation driver tests fail (even the one from the engine!).
This is the issue:
Failed to click element [e:\dev\ue4.24\unrealengine\engine\source\developer\automationdriver\private\automationdriverlogging.cpp(74)]
Element found but not located under the cursor: [By::Path] #KeyE [e:\dev\ue4.24\unrealengine\engine\source\developer\automationdriver\private\automationdriverlogging.cpp(78)]
Failed to click element [e:\dev\ue4.24\unrealengine\engine\source\developer\automationdriver\private\automationdriverlogging.cpp(74)]
Element found but not located under the cursor: [By::Path] #KeyE [e:\dev\ue4.24\unrealengine\engine\source\developer\automationdriver\private\automationdriverlogging.cpp(78)]
Expected 'SuiteViewModel->GetKeySequence()' to be EE, but it was . [e:\dev\ue4.24\unrealengine\engine\source\developer\automationdriver\private\specs\automationdriver.spec.cpp(368)]
I agree with everything said here. I love this engine, it’s an absolute pleasure to work with most of the time, but at this point I really wish Epic would just take one full development cycle off from making new features and fix the thousands of neglected bugs in the engine. Please please please make 4.26 a “stability” release, nothing new, just bug fixes and polishing of unfinished features.
The new features look great, I would love to use them, but every version since 4.21 has had some major show stopping bug for my project. Each time I try the new version, and try my best to work around the bugs, but end up having to go back.
4.14 through 4.21 had their issues as well, but they generally felt solid and reliable, at least to me. The latest three versions feel like a teetering Jenga tower by comparison.
In truth, the latest releases break the engine. We worked on 4.21 there is a problem but they can be solved. In the latest versions, the engine was no longer possible to work, everything breaks. It seems that we act as alpha testers all these releases. They are more like alpha builds.
At the moment working with Unreal has become a game of “pick your poison”, where every version from the last two years has a different bug that will hinder development, and it’s a matter of deciding which one you can deal with the most.
Also since you can’t downgrade it’s always a big gamble to upgrade your project, I’m currently working in 4.23 (and dealing with bugs) but I’m afraid of upgrading to 4.24.3 only to discover a whole new can of worms.
I have been using Luoshuang’s GPU lightmass for light building. I did not know 4.24 is having this huge problem with building light. But I did learn from my students that FPS in packaged games dropped a lot with the new Engine
Do you also have performance issues with FPS? I used dynamic lighting 4.24 and was very surprised at how low the FPS was compared to the previous 4.21 engine. One project is assembled entirely on dynamic lighting. An open world of many objects, but I managed to achieve good performance on versions 4.21. In this version, I was using only one light source and I was horrified. Add a few more small lamps my FPS 18 frames. The scene is not big, it’s a house, but a lot of objects, but I used almost all the optimization tools. The result has not changed much.
Iron 1080, i7 8700k, 32gb ddr4, m2.
Now there is no way out. I will dance with a tambourine near the PC. I’m just curious about the problems with light in 4.24. Will I alone experience performance loss.
chaos is not going to be in the engine that you get in the launcher for a while. you need to download the 4.24 source code and compile it yourself
and setup settings in order to have chaos enabled.