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    [PREVIEW] Unreal Engine 4.24 Preview

    PREVIEW!

    Preview 2 of the upcoming 4.24 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.

    Please be aware that preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link:
    How to Report a Bug.

    Known & Fixed Issues
    4.24 Preview Summary

    This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.24 release.

    Animation Updates:
    • Inertial Blending (Beta). Creates a natural procedural transition between poses. It is based on bone velocities and momentum from the outgoing pose.
    • Animation Blueprint Linking (Beta). An extension to the sub-instance system allowing for dynamic switching of sub-sections of an animation graph, enabling multi-user collaboration and memory savings for vaulted or unavailable items.
    Audio Updates:
    • Stream Caching (Beta). A feature enabled at cook time that significantly changes the way audio is loaded and released from memory. When enabled, almost all compressed audio data is separated from the USoundWave asset and automatically divided into separate chunks.
    • Audio Synesthesia (Beta). The Audio Analyzer module and Audio Synesthesia plugin expose extracted audio analysis data to be used for gameplay scripting via Blueprint. This enables designers to drive animations, effects and other elements tightly coupled to sounds being played in game.
    • Audio Mixer on by Default. The new audio mixer, as first announced at GDC in 2017, will now be enabled by default in 4.24. The audio mixer in UE4 uses a common software audio renderer across all platforms. This not only provides feature parity across all our platforms, it also extends the audio feature set in a wide number of areas and prepares UE4 for continued audio innovation.
    Editor Updates:
    • Variant Manager Improvements. The Variant Manager allows editing and control of a variant system. It can be used in car configurators or other customizable product experiences. The variant manager also has potential for TV & broadcast applications, where users can switch between created scene setups at runtime.
    • Datasmith for Alias Wire Support Improvements. Alias Studio is a product design software used for surface modeling.
    • Sun and Sky Actor. We modified the existing Sun Positioner plugin to wrap a directional light, a sky light, and the newly introduced Atmospheric Sky created by the rendering team. The goal is to provide a workflow similar to the HDRI Backdrop actor added to 4.23, where users are provided with self contained functionality into a single actor.
    • Extended Editor UI Layouts. You can now create, save, load, export, and import multiple Editor UI layouts—even across different machines or devices. Team members can create specific Editor layouts that improve their workflow, and share these layouts with everyone on the team. .
    • New Project Workflow. The new project creation dialog has been completely redesigned! Instead of the dialog with tabs, there is now a New Project wizard. This simplifies the workflow for creating projects by breaking it up into smaller steps that are easier to understand.
    • New Toolbars for Chaos Fracture Plugin (Experimental). The UI for the Chaos Fracture Plugin has been updated! We have moved the Fracture and Cluster tools from the Modes panel into two toolbar palettes. These two palettes are designed to naturally progress through the phases of creating a destructible mesh.
    • Datasmith Improvements for 3ds Max, SketchUp, CAD, AxF
    Dev Tools
    • AutoSDKs (Beta). The AutoSDK feature enables customers to distribute target platform SDKs while configuring them for the Engine on demand. UnrealBuildTool, AutomationTool and the Unreal Editor are all designed to work seamlessly with AutoSDK — the switching between SDKs is handled by UnrealBuildTool, which is invoked by the other tools.
    • BuildAgent Tool (Beta). BuildAgent is a utility for managing agents on a build farm. It supports fast cleaning of Perforce workspaces using locally stored information about file timestamps, as well as fast switching of workspaces using a local cache of files addressable by MD5 digest. It also includes functionality for parsing errors and warnings from build steps and propagating them to UnrealGameSync to display for users.
    Geometry Updates:
    • Modeling Mode (Experimental). We have implemented a new Editor Mode that allows users to create and edit static mesh assets directly in the main 3D viewport using existing Actors/Components that are placed in the world. This does not replace the Static Mesh Asset Editor, but is a separate set of tools that are focused on interactive 3D modeling.
    • Modeling Mode Sculpting Tools (Experimental). Sculpting Tools are a subset of the Modeling Tools Editor Mode. We know that this kind of tool is of particular interest to artists, so we wanted to give you some details! The feature is a simplified version of 3D sculpting found in DCC tools like Mudbox or ZBrush. The basic concept is the same: you click and drag on your mesh to push the vertices around.
    Mobile Updates:
    • Auto-instancing on Mobile (Experimental). We are planning to support the auto-instancing feature of the HLR on mobile devices for improved performance due to reduced draw calls. This functions the same as desktop auto-instancing, but it uses a texture instead of a buffer due to limitations on Mali devices, which can only support a buffer of 64 kb.
    • Android App Bundles. Android App Bundles are a new upload format for the Google Play Store that defers APK generation and signing to Google Play itself. Google’s Dynamic Delivery system then provides an APK optimized for a user’s device configuration automatically. As of 4.24, we will be supporting App Bundle builds through the Unreal Engine.
    Networking Updates:
    • Network Engine Test Suite. In 4.24, we added automated testing features to the EngineTest project for networked features. We added a FunctionalNetTest to this project so we can create tests designed to make sure that different areas of networked games behave properly. With it, developers can test network features such as replication and RPCs between server and clients. This allows for testing with both Listen Servers and Dedicated Servers.
    • DTLS Support (Experimental). The DTLS packet handler component uses OpenSSL to implement a DTLS (https://tools.ietf.org/html/rfc6347) based encryption scheme for network traffic. It provides two different approaches for accomplishing this goal, encryption based on pre-shared key values (similar to the existing AES packet handler), and a system based on exchanging self-signed X509 certificates.
    • Steam Sockets (Experimental). SteamSockets is a networking plugin that takes advantage of the new Steam network protocol layer that was introduced recently into the Steamworks SDK. This plugin empowers a project to take advantage of some of the finer benefits of Valve’s network functionality to provide a smoother (and safer) online experience for players when using Steam.
    Niagara Updates:
    • System Overview (Beta). There is a new tab in the Niagara Emitter and System Editor, which gives a high-level overview of the system or emitter being edited. The System Overview panel combines the pan-and-zoom Graph node view with compact versions of the Emitter Stack. With this new panel you get something which feels similar to the Cascade editor, but matches the form, elements and style of Niagara.
    Online & Media Framework Updates:
    • Pixel Streaming Updates (Beta). PixelStreaming plugin was re-architected to resolve various quality-related issues and for general improvement, plus adding features requested by current customers:
      • Fixed video encoding artifacts.
      • Improved streaming over limited bandwidth network connections like mobile networks.
      • Add “Freeze Frame” feature to Pixel Streaming API - to show a static image (either custom or automatically generated) and pause streaming by user request, e.g. to avoid wasting network traffic on user inactivity.
      • Added encoding support for AMD GPUs.
      • Early implementation, and not completely on par with NvEnc
      • Upgraded WebRTC version to release 70.
      • As an ongoing initiative, integrated PixelStreaming with UE4 Media Framework. This allows basic Pixel Streaming playback inside UE4.
    Open World Updates:
    • Landscape Blueprint Brushes and Landmass Plugin (Beta). Up until now Landscape data could be imported and/or edited from the Landscape Editor Mode only. This new feature opens the Landscape data to Blueprints. It is now possible to assign Blueprint Brushes to the new Landscape Edit Layers. Those Brushes have a Render event that can be implemented in Blueprint that allows the user to inject landscape data (Height data and/or Weightmap data) into the Edit Layer.
    Rendering Updates:
    • Ray Tracing Features Updates (Beta). We have a number of new improvements to highlight - some are:
      • New RTGI method that delivers faster results. (Experimental)
        • Enable it using r.RayTracing.GlobalIllumination.EnableFinalGather 1. It supports a single bounce and samples per pixel should be set to 8.
      • Improved instancing support for Instanced Static Meshes and Hierarchical Instanced Static Meshes with improved efficiency for large worlds.
      • Multi-view support for Virtual Reality devices and split-screen. (Experimental)
        • NOTE: denoiser support is not yet in Preview 1. It will come later in the preview releases.
      • World Position Offset support for Static Meshes (enabled with per-Actor setting)
      • Improved multi-bounce ray traced reflections with better support for area shadowing in reflections using samples per pixel greater than 1. We’ve also added support for SSR fallback when using the command r.RayTracing.Reflections.Hybrid.
      • Niagara VFX support for Ribbons.
    • Screen Space Global Illumination (SSGI) (Beta). We’ve added beta support for dynamic global illumination as a screen space effect. Currently, it can be enabled using r.SSGI.Quality. Use a value between 1-4 to choose a quality level. It’s intensity and tint color can be adjusted using the Post Process Volume > Rendering Features > Global Illumination category.
    • Material Layers (Beta). Will enable you to combine your Materials in a stack giving you similar functionality to Material Functions except that is supports the creation of child instances. Existing documentation on this feature can be referenced here.
    • New Atmosphere Fog Component. We have a new AtmosphereSky component which adds a physically based Earth-like atmosphere. It can be used to create exotic worlds and provides a ground view with and aerial perspectives, including ground to space views for planetary atmospheres.
    • Burley Subsurface Scattering. We’ve added the Burley algorithm to the SSS Profiles Asset. This method is more physically accurate and aims to improve the quality of skin shading and simplifying setup using physically based material properties. This SSS model targets high-end skin rendering with cleaner, more accurate falloff.
      • Enable it in the SSS Profile Asset.
      • The Editor Preview Level should be set to Cinematic
      • It requires Temporal Anti-Aliasing to be enabled.
      • For existing content using the standard SSS Profiles, it should require minimal changes to your existing content.
    • Hair and Fur Rendering and Simulation (Experimental). We have experimental support for hair rendering and simulation. In 4.24, you’ll be able to import your Alembic (.abc) groom from an external DCC application, create and setup your hair using the Groom component in UE4, Author and Edit your Material in UE4, and use Niagara to set up hair physics with some adjustable settings.
    • Runtime Virtual Texturing Improvements (Beta). We’ve continued to improve process and add useful updates to the RVT workflow for 4.24. These are some of the improvements coming this release:
      • Added settings for more refined control of your RVT through the RVT Asset.
      • Added RVT Material Types. We now have four options compared to the two in the previous release.
      • Added different RVT Base Color and Normal Storage settings for encoding.
      • Added two new RVT Asset actions through the context menu for “Find Material Using This” and “Fix Material Usage” to streamline workflows when creating or fixing RVT Assets and their references.
      • Ability to build a Streaming Virtual Texture from your RVT from its low resolution mips. This makes it more efficient to make use of both Streaming and Runtime Virtual Textures together to save memory.
      • Tied RVT to Scalability options for along with console variables to tune RVT settings per-project and/or per-platform.
    Virtual Production Updates:
    • Pro Media Export (Beta). Currently, the export to disk capabilities from Sequencer is limited and does not address the production needs. We are adding Pro media codec support for Avid DNXHR to sequencer export to better integrate with film pipelines and TV Pipelines.
    • 3D Text (Experimental). As Unreal Engine becomes used in the Broadcast industry there have been a number of requests to support Geometry based 3D Text.
    • nDisplay QoL - Revised Architecture for Pawn, GameMode & Inputs. We have a number of improvements to highlight:
      • Pawn - We were forcing users to use a custom nDisplay Pawn - nDisplay would not properly work with regular Pawns or Character Classes.
      • GameMode - Must be using a Custom nDisplay Game Mode. We’re getting rid of that as well.
      • Consequences - Adding rotations via rotation components vs the controller
    XR Updates:
    • OpenXR (Beta). A new UE4 plugin that utilizes the new OpenXR standard to support a wide range of VR and AR devices through a single plugin.
    • Magic Leap Update. We’ve updated the Magic Leap integration with support for their latest 0.22 SDK. This required updating almost the entire surface area of the plugin and brings us from a relatively old 0.19 integration up to what they are currently publicly shipping.
    Fixed in Preview 2

    Fixed! UE-83264 Crash when opening the tab of an Animation who's Anim Notify State has been Force Deleted
    Fixed! UE-83165 Disabling Animation Output/Input does not mark the Control Rig as dirty
    Fixed! UE-83178 Details Panel does not populate when selecting a Control Rig variable rig unit after selecting an existing non-variable rig unit
    Fixed! UE-83174 Crash when compiling an AnimBP containing a Control Rig node that is passing a constant value
    Fixed! UE-82817 Hard crash on double click of new control rig asset
    Fixed! UE-82746 Disabling Execution of a Control Rig does not reset the skeleton/mesh to the unedited state
    Fixed! UE-79707 Crash: Audio: Crash on launch when Stream Cache Size is set to low or negative values
    Fixed! UE-55138 Inconsistent Behavior across platforms for StartTime values larger than the sound's duration in PlaySound2D
    Fixed! UE-67736 Audio: Streaming: Streaming audio is replaying segments at the end of oneshots
    Fixed! UE-82896 LFO controlBus modulator is not applying dynamically in PIE session on re trigger
    Fixed! UE-82888 HighPass modulated via control bus in LFO modulation settings default does not enable HighPass
    Fixed! UE-82862 GitHub 6322 : Added check if AudioComponent is allready beeing destroyed by owning ?
    Fixed! UE-82897 Removing and then re adding LFO control bus will encounter a failed assertion
    Fixed! UE-82909 Envelope Followers fail to read and send data through a Submix Follower to a Listener
    Fixed! UE-4531 Deprecated properties get written to ini file
    Fixed! UE-82997 UE4 crashed after checking LODs in static mesh window
    Fixed! UE-82864 Datasmith import of 3dm file produces bad geometry
    Fixed! UE-83356 RHINO: Some static meshes (Cones) not imported anymore.
    Fixed! UE-83313 DataPrep - Not all assets are imported when changing the output directory
    Fixed! UE-83311 Dataprep - recursive Folder inputs : Assets not loaded in expected hierarchy
    Fixed! UE-83306 DataPrep - Crash deleting commited assets (UE4Editor-Core.dll!rml::internal::internalPoolMalloc(rml::internal::MemoryPool * memPool, unsigned __int64 size) Line 2535)
    Fixed! UE-83190 Cannot save a DatasmithScene created by a Datarep asset
    Fixed! UE-83295 Crash importing solidworks file in dataprep
    Fixed! UE-83110 Unwanted dialog popup when importing file with datasmith after dataprep
    Fixed! UE-83085 Wrong default asset preview tab position in Dataprep
    Fixed! UE-83348 FCoreTechFileParser errors when compiling Github builds
    Fixed! UE-83157 Wrong shader setup for datasmith CAD materials
    Fixed! UE-83156 Datasmith CAD importer fails importing solidworks files
    Fixed! UE-83155 Multiple duplicate master materials after Datasmith CAD import
    Fixed! UE-83007 MDL Importer .uplugin supported platforms lists only Win64
    Fixed! UE-82397 Debug and Test Build Configurations are exposed in Installed Builds
    Fixed! UE-83297 Adding code to a content project with intermediate target can fail
    Fixed! UE-83245 Visual Studio 2017 install from the UE4Editor install button fails subsequent compiles with "Visual Studio 2017 requires the Universal CRT to be installed"
    Fixed! UE-83244 Adding a C++ Class to a Blueprint project puts the project in a state where the "Generate Project Files" menu items doesn't change
    Fixed! UE-81677 UnrealMathTest fails when compiled with VS2019
    Fixed! UE-80362 GitHub 6215 : Work to get clang-cl / lld-link working nicely on windows.
    Fixed! UE-80562 Default Values missing from Local Variables in Blueprint Actor Construction Script
    Fixed! UE-79672 Composite curve table cycles crash the editor
    Fixed! UE-80976 Engine crashes when trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph
    Fixed! UE-78251 Crash attempting to undo adding a Composite Data Table to its own Parent Table
    Fixed! UE-83176 Crash attempting to view TSubclassOf property in Sparse Class Data struct after setting property to a blueprint, and then reloading blueprint
    Fixed! UE-83175 Crash saving blueprint with a Sparse Class Data Struct containing a TSubClassOf property, after reloading a blueprint assigned to that property
    Fixed! UE-83260 Expose FMatrix functionality to Blueprints
    Fixed! UE-82104 [CrashReport] UE4Editor-Kismet!TSet<TSharedPtr<FSCSEditorTreeNode,0>,DefaultKeyFuncs<TSharedPtr<FSCSEditorTreeNode,0>,0>,FDefaultSetAllocator>::Emplace<TSharedPtr<FSCSEditorTreeNode,0> const &> [Set.h:502]
    Fixed! UE-81310 Sparse Data Class properties in blueprints do not update after hot reload
    Fixed! UE-83241 Crash running Garbage Collection during Async Loading
    Fixed! UE-82440 HDR enabled EXR files render black when capturing a movie in Sequencer
    Fixed! UE-77999 The socketbuilders do not properly join multicast groups on iOS
    Fixed! UE-82442 Clients cannot connect to Dedicated Servers using SteamSockets
    Fixed! UE-83321 [CrashReport] UE4Editor-HairStrandsCore!FMulticastDelegateBase<FWeakObjectPtr>::CompactInvocationList(bool) [MulticastDelegateBase.h:171]
    Fixed! UE-82368 ensure on running fracture tool on large scale meshes
    Fixed! UE-66732 Warnings when building with -std=c++17
    Fixed! UE-83153 Crash when pasting text into CrashReportClient on Linux
    Fixed! UE-81604 Two-sided shading models are appearing very dark
    Fixed! UE-83096 HTML5 Preview Mode warnings are displayed when starting the Editor
    Fixed! UE-82614 Indirect lighting missing on mobile platforms
    Fixed! UE-82591 Strange Lighting Emits in QA-Effects on Android Device
    Fixed! UE-83347 Match3 exception during make APK on second package -- The file main.obb.png already exists
    Fixed! UE-82141 HTML5 preview hotkey exists in Level Editor Keyboard Shortcuts without platform
    Fixed! UE-83319 [CrashReport] UE4Editor-Core!FRefCountedObject::Release() [RefCounting.h:84]
    Fixed! UE-83086 Crash occurs when right clicking in System Overview graph of a Niagara System
    Fixed! UE-83077 Dragging Emitter modules from designated sub-section causes the Editor to crash
    Fixed! UE-83068 No tool tip appears when trying to move emitter modules in selection tab
    Fixed! UE-83183 Check on dragging a module from Particle Spawn to Particle Update in Same Emitter and then toggling the Module's enable/disable state
    Fixed! UE-83166 System Scalability module being added to template Niagara systems and erroring
    Fixed! UE-83167 Emitter is incorrectly deleted when modifying the timeline.
    Fixed! UE-72557 Add multiview support for ray tracing
    Fixed! UE-68185 Texture LOD support for ray tracing
    Fixed! UE-82995 Driver crash when opening new material with Ray Tracing
    Fixed! UE-82694 Strange flashes of color switching views in Ray Tracing
    Fixed! UE-83394 Path tracing issues with NEE and uninitialized memory
    Fixed! UE-83322 [CrashReport] UE4Editor-Engine!ProcessCompiledGlobalShaders(TArray<FShaderCommonCompileJob *,TSizedDefaultAllocator<32> > const &) [ShaderCompiler.cpp:4637]
    Fixed! UE-83258 ProceduralMeshComponent shadows can't be turned off when ray tracing.
    Fixed! UE-83235 Ray tracing does too much work when all the effects are disabled.
    Fixed! UE-79753 SkyLight contribution does not respect the "Affect Reflection" or "Affect Global Illumination" boolean
    Fixed! UE-81022 Fix bool SetShaderValue
    Fixed! UE-83064 DXC multi line error messages truncated to only the first line
    Fixed! UE-82887 Unhandled Exception selecting Engine Content Static Meshes with Static Mesh Content Browser Filter active
    Fixed! UE-82880 Stroke around selected object does not disappear when toggling off "Selection"
    Fixed! UE-81459 Ability to retrieve the bound object from python scripting
    Fixed! UE-82842 Selection End and Playback Range End appear to be on subframes
    Fixed! UE-83418 Quick Binding filter is too aggressive
    Fixed! UE-83310 Crash selecting ActorSequence component in the world
    Fixed! UE-83257 Two BP nodes named FindBindingByTag
    Fixed! UE-80569 Display Modal Slate Dialog When Saving Custom Editor Layouts
    Fixed! UE-80577 Display Editor Toast When Saving Custom Editor Layouts
    Fixed! UE-80575 Prevent OS Save Dialog When Saving Custom Editor Layouts
    Fixed! UE-82424 Unclear resize UI for Structure variables
    Fixed! UE-82006 Sun gizmo in TimeOfDay template sometimes does not appear when holding CMD + L
    Fixed! UE-81865 Enabling and Disabling Content Only plugins in Blueprint Projects results in target being updated in Build Step, change from previous behavior
    Fixed! UE-83104 Plugins list not sent in analytics
    Fixed! UE-82962 [CrashReport] UE4Editor-CoreUObject!CastLogError(wchar_t const *,wchar_t const *) [Casts.cpp:11]
    Fixed! UE-82889 Unhandled Exception creating a new Level after opening and closing the Stats window
    Fixed! UE-82762 SkeletalMesh: Delete material slot can alter LOD Material remapping
    Fixed! UE-83317 [CrashReport] UE4Editor-Engine!HHitProxy::IsA(HHitProxyType *) [HitProxies.cpp:113]
    Fixed! UE-83246 Visual Studio install banner overlaps with Project Location/Name fields
    Fixed! UE-83216 Skeletal mesh bake material can have a wrong result
    Fixed! UE-83204 (Crash) Skeletal mesh bake material can crash if there is some material ID manipulation
    Fixed! UE-83202 Convert skeletalmesh to staticmesh can swap material IDs
    Fixed! UE-83179 GridPathAIController says that AIController is experimental
    Fixed! UE-83100 Packaged content-only project is missing UE4Game.exe
    Fixed! UE-83172 Actors with masked material do not retain opacity when merged with material containing opaque material
    Fixed! UE-83144 Certain texture maps generated by merge actors would be red instead of greyscale
    Fixed! UE-83262 Possible to crash when generating normals in a runtime generated static mesh
    Fixed! UE-83213 ImportBufferAsTexture2D crashes when image bit depth is not 8 or 16.
    Fixed! UE-83080 Crash changing editor's Locale settings (...Engine/Source/Runtime/Core/Private/Internationalization/ICUCulture.cpp)
    Fixed! UE-83364 Converting Parameters to Constants does not remove parameters from the Parameter Defaults Panel
    Fixed! UE-82530 Unable to Manually Change Material Layers Values after Initial Toggle to Allow Edit
    Fixed! UE-83367 plane cut tool fails to put normal and UV on partial success
    Fixed! UE-83312 Crash when using the Flatten or Plane brush from DynaSculpt
    Fixed! UE-83186 MeshDescription serialization crash on mesh with vertices but no triangles
    Fixed! UE-83393 Crash using the Normals tool on FireThingMed static mesh asset in QAGame
    Fixed! UE-82851 CollabViewer - VR Clients sees the context menu displayed twice
    Fixed! UE-83286 White text render actors on mostly white backdrop makes reading text harder.
    Fixed! UE-83282 TP_ArchvizBP Should be TP_AEC_ArchvisBP
    Fixed! UE-83284 ArchvisGameMode BP in the root. This should be moved to a "Blueprints" folder.
    Fixed! UE-83283 Archvis Template Levels are in the root. They should be in a "Levels" folder
    Fixed! UE-83149 Handled ensure when running VirtualCameraSample on Windows
    Fixed! UE-82979 LiveLinkRole is selectable in the Evaluate Live Link Frame Role dropdown
    Fixed! UE-82948 LiveLink Window Log Spam with Warning 'Trying to add a frame in which the world time has a value too low compare to the engine's time' when establishing a LiveLink connection between two machines
    Fixed! UE-82928 Live Link Player Controller with Transform Role fails to transmit data with Warning: Can't evaluate frame for 'Root'
    Fixed! UE-83261 Crash on exit from PIE during VCam session - UE4Editor_UnrealEd!UEditorEngine::TeardownPlaySession() [...\engine\source\editor\unrealed\private\playlevel.cpp:816]
    Fixed! UE-81801 Text 3D Actor Culling
    Fixed! UE-83288 nDisplay - Openlevel crash in the cluster
    Fixed! UE-83207 ndisplay-c-functions-are-set-to-final
    Fixed! UE-83142 nDisplay template launched in PIE does not produce game with 6 rectangles.
    Fixed! UE-82669 Virtual Prodution Template - Warning that Project File is out of date
    Fixed! UE-82996 Magic Leap: Editor Crash with ML Audio
    Fixed! UE-82941 Bad Screen Resolution size when Steam VR HMD Connected
    Fixed! UE-83188 SteamVR: Assert after removing HMD while in PIE
    Fixed! UE-83150 Project will not open when Windows Mixed Reality plugin is enabled on a machine that does not meet the minimum requirements
    Fixed! UE-80171 Crash on Editor startup with Instanced Stereo enabled
    Fixed! UE-83173 Enabling instance stereo causes editor to crash on launch upon restarting it
    Fixed! UE-83113 SteamVR Input button is too prominent
    Last edited by Amanda.Bott; 11-12-2019, 12:08 PM.

    #2
    Lots of artist love. Always great to see.
    Able Ability System - A high performance, robust ability system for UE4. Now Available!

    Comment


      #3
      Looks interesting... Can wait to try these out...

      The new interface at the start for making a new project is great..
      Last edited by pbdarcey; 11-06-2019, 01:43 PM.

      Comment


        #4
        In UE4 Roadmap Done For 4.24 list :

        https://trello.com/b/TTAVI7Ny/ue4-roadmap

        Virtual Texturing (coming out of beta)
        So 4.24 release will have production ready Virtual Texturing support ? Just to know if it is better starting painting with UDIMs...
        Last edited by DarkS474; 11-06-2019, 12:56 PM.

        Comment


          #5
          i dont know when epic will add dxr interactive baking tool to ue4
          They promised us
          Last edited by Farshid; 11-06-2019, 01:00 PM.

          Comment


            #6
            When ?????????????
            Attached Files

            Comment


              #7
              Originally posted by Farshid View Post
              When ?????????????
              FOR REAL.. WHEN!??!?!?!?! Are we waiting for rtx 3080 TI before you give us a better way to bake our lightmaps?

              Comment


                #8
                Sound Amazing to me <3

                Comment


                  #9
                  Landscape Blueprint Brushes and Landmass Plugin (Beta)
                  - Finally!

                  Comment


                    #10
                    RayTracing GI: Final Gather looks very promising ("Xmas in November"-level promising). Getting high FPS (65-75 when full screen) with 2080ti. As strange detail, Final Gather takes only 1ms when moving camera, but 3ms if standing Still in first person example.

                    Comment


                      #11
                      It looks like there is still no GPU lightmapper :-(

                      Comment


                        #12
                        Is chaos integrated without building in this version?

                        Comment


                          #13
                          I was looking for a UE4 Steam Socket implementation. Great job!

                          Comment


                            #14
                            Can we still expect a 4.23.2 hotfix?

                            Comment


                              #15
                              Please make better way for baking lightmaps
                              old lightmass has lots of errors and artifacs and dark corners and dark borders ........

                              Comment

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