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    Chaos Mode was showing in Modes in 4.24 Preview 1 and 2. Why withdraw it now? Can someone from Epic please chime in ?
    Last edited by msanioura; 11-26-2019, 07:43 PM.

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      4.24p4, Landscape continuous LOD has issues: http://prntscr.com/q2jr6a

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        When using the new hair system to make dynamics, the root will always calculate the dynamics and will not fit the model head. Does anyone encounter this problem?

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          Originally posted by theProfessor View Post
          VictorLerp Still no Chaos editor in P4. What am I missing? Do I need to compile the source?
          So all the fixes didn't help.
          Attached Files

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            DriftlessAI you need to enable "Modeling Tools Editor Mode", that will auto-enable the necessary plugins. You don't need to enable "Mesh Editor", that is an old plugin (sorry for the confusion!)

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              Originally posted by white_Wings View Post
              When using the new hair system to make dynamics, the root will always calculate the dynamics and will not fit the model head. Does anyone encounter this problem?
              Yep, I'm getting the same behavior.
              ArtStation

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                Originally posted by white_Wings View Post
                When using the new hair system to make dynamics, the root will always calculate the dynamics and will not fit the model head. Does anyone encounter this problem?
                Can you select your The Niagara Component that is the child of the Groom Asset and in it's details properties under the Rendering category, uncheck Visible.

                That is a requirement to avoid some issues with "spikey" roots on the sample grooms I've used. Although, mine never slowly slipped off the head like some radiation nightmare, either.
                Tim Hobson | Learning Resources | Epic Games
                UE4 Documentation

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                  Originally posted by Tim Hobson View Post

                  Can you select your The Niagara Component that is the child of the Groom Asset and in it's details properties under the Rendering category, uncheck Visible.

                  That is a requirement to avoid some issues with "spikey" roots on the sample grooms I've used. Although, mine never slowly slipped off the head like some radiation nightmare, either.
                  Thank you for your reply

                  But after I tried to close Niagara, I found it didn't work. Is there something wrong with some parameters or blueprints in Niagara? Here is my Niagara properties video

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                    4.24p4
                    I'm using the Dataprep workflow importing from a glTF .glb file. The import preview works well...

                    Click image for larger version

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                    However, upon executing the script all objects are deleted rather than just deleting actors and assets containing the word 'hole'

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                    Am I doing something silly or is it buggy?
                    Attached Files

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                      Originally posted by roberteker View Post
                      So I loaded the Landscape Mountains by Epic Games into 4.24 and did my standard setup:
                      • Forward rendering, MSAA, stereo instanced, start in VR
                      • Disabled Oculus and SteamVR plugins, enabled WMR plugin.
                      • No SSR, no AO, no lens dirt, no auto exposure.
                      And now in the left eye, the masked foliage flickers and doesn't look good at all.

                      And in the right eye, the foliage AND shadows flicker like crazy.

                      So, severe VR regressions compared to 4.22 (I skipped 4.23 due to other VR/Datasmith issues). Looks like we're staying on 4.22 for now.
                      Tested this again now in 4.24 Preview 4.

                      Trees and tree shadows are still super glitchy and doesn't look good at all.

                      (I forgot that I also disabled static lighting in the above configurations.)

                      Submitted a bug about this now (but forgot to mention MSAA in the report, though unsure it matters).

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                        4.24.p4

                        Vive controllers don't show up when running Vir Prod projects. All Vir Prod plugins loaded. Is this expected on p4?

                        Trello roadmap says Hololens 2 sample content is "done". I can't find it anywhere in p4. Have I missed it?

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                          4.24-p4

                          Changes to the way UBT detects compiler version are going to trip people up. If a specific MSVC compiler version is specified in the BuildConfiguration.xml, UBT will now complain about it being missing unless it matches precisely the version number inside the actual cl.exe file. Previously it was more lenient regarding the build number.

                          As an example, my installation at \VC\Tools\MSVC\14.23.28105\ worked fine with '14.23.28105' specified as the version in 4.23. In 4.24, it fails because the build number inside cl.exe (at the above location) is in fact 28107.

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                            The fact that Datasmith and unreal studio will become standard feature and acquisition of quixel and also being free is a game changer for UE!
                            this is a big step forward.

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                              Originally posted by IslandPlaya View Post
                              4.24p4
                              I'm using the Dataprep workflow importing from a glTF .glb file. The import preview works well...

                              Click image for larger version

Name:	Annotation-20191128-085418.jpg
Views:	1280
Size:	328.2 KB
ID:	1692091

                              However, upon executing the script all objects are deleted rather than just deleting actors and assets containing the word 'hole'

                              Click image for larger version

Name:	Annotation-20191128-085525.jpg
Views:	1212
Size:	257.6 KB
ID:	1692093

                              Am I doing something silly or is it buggy?
                              Hey IslandPlaya !

                              It may look like blueprints, but the Dataprep UI is a bit different with how you use nodes and filters/operations...
                              You are supposed to first use one or more filters (filtering goes from top to bottom of the stack), then one or more operations under your filters.

                              We are looking into improving the UI and UX in the next releases of the tool, so your feedback is appreciated !

                              Hope this helps !

                              Antoine
                              Antoine Guillo

                              Product Specialist AEC, Unreal Engine Enterprise
                              Epic Games - LinkedIn

                              Unreal Studio Documentation
                              Unreal Studio Technical Support
                              Report Unreal Studio Bugs

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                                Thank you very much Antoine!
                                This was the 'secret' knowledge I was looking for. :-)

                                All working as expected now. You rock!

                                Click image for larger version

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