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    Originally posted by theProfessor View Post

    Not looking good. I am compiling. Here is a listing of the errors. I did just like 4.23.1. Click image for larger version

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    Could you try it? Any advice?
    Hmm seems bad... Maybe it does not worth the time to mess with Chaos while still on preview..

    Unfortunately I can't invest time into this for now, since I am already in a project delay that I can't afford increase any further. Sorry.
    Nilson Lima
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      Originally posted by theProfessor View Post

      Not looking good. I am compiling. Here is a listing of the errors. I did just like 4.23.1. Click image for larger version

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      Could you try it? Any advice?
      This is the same error that I got yesterday. I tried updating the chaos project, but it doesn't look like any of the source files were updated. I'm trying the build again now anyways.

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        GTAO only renders in the left eye in VR, is that something that will be fixed?
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          Loving the new sun + sky setup and correct lighting levels as it will make it so much easier to light internals.

          Is the lightmass build lighting currently disabled? Just trying a few separate projects, the build lighting doesn't function.

          Edit; Oops. When Raytrace is turned off with the archviz template, it looks like the new template still has "force no computed lighting" on.
          Last edited by KM3d300; 11-14-2019, 12:29 AM.

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            Originally posted by Amanda.Bott View Post
            PREVIEW!

            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.
            Anybody, experts, how to activate this two modes? Plugins enabled but i cant find where is this modes in UE...
            I know, its experimental but how to and where is that?

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              Originally posted by DriftlessAI View Post

              This is the same error that I got yesterday. I tried updating the chaos project, but it doesn't look like any of the source files were updated. I'm trying the build again now anyways.
              Let me know if you get to work. Thanks.

              Comment


                Originally posted by NilsonLima View Post

                Hmm seems bad... Maybe it does not worth the time to mess with Chaos while still on preview..

                Unfortunately I can't invest time into this for now, since I am already in a project delay that I can't afford increase any further. Sorry.
                What I don't understand is that Chaos is working in 4.23.1. How did you break it?

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                  Originally posted by theProfessor View Post

                  What I don't understand is that Chaos is working in 4.23.1. How did you break it?
                  If you are looking for stability, you shouldn't be updating to preview versions. Hell, you might want to skip hotfixes if everything works for you on your current version. Chaos is still in beta as well so expect things to be rocky until it's out of experimental. You're just going to have to be patient.
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                    Originally posted by ExtraLifeMatt View Post

                    If you are looking for stability, you shouldn't be updating to preview versions.
                    Or even better: if you are looking for stability, you shouldn't be using UE.

                    I wish they would stop adding half-baked features and spend full year just fixing and optimizing. Figuring workarounds for UE bugs is sometimes taking half of my work hours...

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                      Originally posted by tmammela View Post

                      Or even better: if you are looking for stability, you shouldn't be using UE.

                      I wish they would stop adding half-baked features and spend full year just fixing and optimizing. Figuring workarounds for UE bugs is sometimes taking half of my work hours...
                      How about just don't use the half-baked features until they're fixed and optimized? By your logic, it's the same as them not being there.

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                        Originally posted by RotemS View Post

                        How about just don't use the half-baked features until they're fixed and optimized? By your logic, it's the same as them not being there.
                        That is not what I was saying: instead of fixing the product to be super reliable, they seem to use the majority of their resources adding features. New features don't come for free, also they might introduce new bugs on seemingly unrelated systems.

                        If they can pull off both (reliability and constant feature updates) at the same time, great! It just doesn't seem to be the case here.

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                          Originally posted by tmammela View Post

                          That is not what I was saying: instead of fixing the product to be super reliable, they seem to use the majority of their resources adding features. New features don't come for free, also they might introduce new bugs on seemingly unrelated systems.

                          If they can pull off both (reliability and constant feature updates) at the same time, great! It just doesn't seem to be the case here.
                          I see, I misunderstood your previous post. However, I'm still in the opinion that UE is still a relatively stable product and that bugs are addressed to a reasonable degree.

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                            Pirate Tony open the Plugins dialog (Edit -> Plugins) and type "modeling tools editor mode" into the search box. Enable that plugin and restart the Editor.

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                              Originally posted by theProfessor View Post

                              Not looking good. I am compiling. Here is a listing of the errors. I did just like 4.23.1.
                              Could you try it? Any advice?
                              Hi. I am having the same issues. All I did was download the zip from the 4.24 GitHub branch. Unblock, Unzip. Setup then generate. Upon compiling, it appears all the datasmith headers are missing or not found.

                              Anyone have a fix?

                              Comment


                                Originally posted by theProfessor View Post

                                Let me know if you get to work. Thanks.
                                I was able to get Chaos demo to compile after updating the project, and the 4.24 engine source off github. However, the project doesn't load. It's creating zombie processes that won't close in Task Manager.

                                I'm not sure what this is error about.
                                LogInit: Display: Running incorrect executable for target. Launching D:/Unreal Projects/4_24/ChaosDestruction424/Binaries/Win64/ChaosDestructionDemoEditor.exe...

                                Click image for larger version

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