Its a bug with LODs that are generated within UnrealEngine in 4.24.X. This has been confirmed so vote here to get the priority to fix it a bit higher. Unreal Engine Issues and Bug Tracker (UE-86009)
As a temporary workaround you can; import those objects that need a LOD into 4.23 instead, create the LODs in 4.23 and migrate them to 4.24.
So I found a repro for my issue. Only an issue since upgrading to 4.24. In sequencer, put 2 animation clips near each other, change the first animation clip to “when finished: keep state”, then keep scrubbing through the timeline, and the animations stop playing. This is breaking consistently. Can anyone tell me if I’m doing something wrong? Or if this is a new 4.24 bug. I can’t find it in the issue tracker, and haven’t seen any other complaints just yet.
So I have been playing around a bit with the new hair component. When following the documentation and parenting the groom component to a bone and also enabling “Bind Groom to Skeletal Mesh” I get double animation. So when the head rotates 25 degrees the hair will then rotate 50 degrees. I found that just selecting the “none” option when parenting solves the problem. And everything seems to work just fine when parenting to “none” and enabling “Bind Groom to Skeletal Mesh”.
Is this intended behaviour? Since it goes against the documentation to work properly?
Is it just me or is in Destructible Mesh when you click Fracture Mesh the object disappears?
and no matter what object you “Create destructible” mesh on it always displays a cube.
Would be awesome. One of the most advertised systems of this year doesn’t even compile. Disappointing.
I can’t add FREE Content from the Marketplace to 4.21
Project files don’t seem to be supported.
Is there anything I need to do?
Am I missing something?
:rolleyes:
I think i found another issue. But i am not sure, if i do something wrong.
Take for example a model for a Fan.
Try to rotate the fan within a blueprint. Just use add relative Rotation and a value for the Speed. Connect to Event Tick (i tried both: without and with a Scale Rotator.
It’s Pretty simple, BUT: The Fan rotates like i want, but after a few seconds it stops. Is this a bug too? Or changed Epic something? In a Project with 4.15 this was working.
So 4.24.1 won’t restore the blueprints that were open when it was closed, like previous versions, there is no popup question in the lower right corner on starting the editor. The editor settings for startup restore is ticked, but it’s just not working.
[quote=“Beregron, post:180, topic:134698”]
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Anyone else getting this landscapeContinousLODParameter -error in 4.24 (didnt appear in 4.23)? Happens with DX11 and DX12. Sent reports.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Commands.cpp] [Line: 1500] Shader expected a uniform buffer of struct type LandscapeContinuousLODParameters at slot 3 but got null instead. Rendering code needs to set a valid uniform buffer for this slot.
Now getting PSO-crash with DX12 in editor. Is there some settings to affect this? Have sent reports.
[2019.12.21-18.59.09:355][135]LogD3D12RHI: Error: Failed to create PipelineState with hash ADAGJPNALIKLEEJC
[2019.12.21-18.59.09:355][135]LogWindows: Windows GetLastError: Toiminto suoritettiin. (0)
[2019.12.21-18.59.09:374][135]LogD3D12RHI: Creating RTPSO with 250 shaders (92 cached, 158 new) took 113.42 ms. Compile time 98.50 ms, link time 14.47 ms.
[2019.12.21-18.59.10:572][135]LogThreadingWindows: Error: Runnable thread TaskGraphThreadHP 42 crashed.
[2019.12.21-18.59.10:572][135]LogWindows: Error: === Critical error: ===
[2019.12.21-18.59.10:572][135]LogWindows: Error:
[2019.12.21-18.59.10:572][135]LogWindows: Error: Assertion failed: PSO [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12PipelineState.cpp] [Line: 644]
are landscape physx materials broken in 4.24? they just return default now.
AO is not working with SSGI!
LoginId:f3fbdd07467c9dcb4b6aa79bac5f5f6e
EpicAccountId:560b394fd14b4d5da29a8b9216d50257
4.24.1 every time crash when we use niagra groom asset
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000098
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
ntdll
SSGI not supposed to be fixed for 4.24?
I’m Getting a lot of crashes in blueprints when trying to connect nodes up, especially with structures, I tried to connect a linear colour node to a linear colour node and get
assertion failed: owningNode
edgraphPin.h lline:474
had it in a few blueprints now, i got around it on one node by breaking the struct then using a make node then connecting.
ok, here’s the steps to recreate
1.create a structure with a linear color node inside it
2.inside a blueprint create a new variable, set it to type map and set the values to be your custom struct
-
get the variable and add an ADD node
-
split the custom struct
-
try and add any node to the linear color node and it will crash
if you don’t split the struct pin the crash wont occur
EDIT: Unreal Engine Issues and Bug Tracker (UE-85698)
Issue Fixed
Also, removing the ability to have arrays inside of maps was really annoying. i had to go build structures for everything that was done so simply before. and now those seem to crash
I have a “generic type” which I use to insert and replicate arrays inside of arrays/maps/sets…
Maybe I should convert it to a plugin (extract from project sources) and upload to GitHub, I always forget to do that *been busy
Ah that’s nice
seems like my issue has been fixed for the next increment for anyone stumbling across this
Download and run the installer for 4.24 on my Catalina Mac doesn’t update UE? Stuck at 4.21. Tried a few times now but no go.