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    #31
    Originally posted by CrowPath View Post

    Nothing, unlike when I try the VR template, it just silently stops the process.
    Have you cleared out your DDC, and your intermediate and saved folders?
    If running a source build, start it in debug mode, it will tell you when it stops. If not, check the logs, it should tell you. Normally it ends up being in relation to a certain asset....
    Outer Planet Studios
    http://outerplanet.webflow.io/

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      #32
      Please add side-by-side full speed gifs for Inertial blending comparison to https://docs.unrealengine.com/en-US/...les/index.html

      The example video is terrible (I say this with love)

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        #33
        [BUG report] Copying and pasting nodes from materials to layered materials is not working. Nodes are copied, but connections aren't.

        Edit: Doesn't work if bigger amount of nodes is copied. Have to figure out what exactly is causing it. Maybe can be somehow connected with materials done in previous version of engine.
        Last edited by SmartPolygon; 11-06-2019, 07:57 PM.

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          #34
          Will 4.24 support iOS 13?

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            #35
            Has the turn in place node been added? if so what is it called?

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              #36
              Hi,

              I have a bunch of bugs I'd like to report but there is no option for 4.24 yet on the bug reporter (https://epicsupport.force.com/unrealengine/s/).

              Could you please make it happen so we can provide you with some reports? Or could you advise another way to do it such as falling back on AnswerHub/UDN?

              Maybe you could add an option on the bug reporter to report a bug about the bug reporter itself...
              Last edited by Sly.Sk; 11-06-2019, 10:26 PM.

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                #37
                This update is incredible!!! well done guys! The features are amazing. These two especially caught my eye:

                UE4 4.24 Preview 1
                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.

                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.

                Does anyone know a way to enter the modeling mode in-engine? I'm searching around but haven't stumbled on it yet!

                Cheers!!!
                Brushify is a complete landscape solution and shader infrastructure for Unreal Engine 4.
                Get Brushify on Unreal Marketplace: www.brushify.io

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                  #38
                  Originally posted by brushify.io View Post
                  UE4 4.24 Preview 1
                  [...]
                  Does anyone know a way to enter the modeling mode in-engine? I'm searching around but haven't stumbled on it yet!
                  Look inside the plugin section there two plugins: Mesh Modeling Toolset and Modeling Tools Editor Mode.

                  You need both enabled. If you just have Mesh Modeling Toolset it won't work and if you add the second one it will automatically the other at launch.

                  Once the plugin is enabled and you restarded you'll have access to a new mode inside the Modes window. Enjoy!
                  Last edited by Sly.Sk; 11-06-2019, 10:44 PM.

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                    #39
                    Cant wait to try those new features!

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                      #40
                      The update is incredible but :

                      1- SunActor makes the whole image white when used with the path tracer. ( It works well with lit mode). And i have noticed some strange behaviour when used with baked lighting.

                      2- SunSky actor + HDRI Actor when used together this happen :
                      ​​​​​
                      - you will need to cranck up the intensity of the hdri forba value higher than 10000 whicc will make unlit mode completely white

                      - using both actors introduces 2 skylight components which is not friendly at all.

                      Comment


                        #41
                        Originally posted by brushify.io View Post
                        This update is incredible!!! well done guys! The features are amazing. These two especially caught my eye:

                        UE4 4.24 Preview 1
                        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.

                        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.

                        Does anyone know a way to enter the modeling mode in-engine? I'm searching around but haven't stumbled on it yet!

                        Cheers!!!
                        Hey, Joe you can search for it in the plugins window just write ( modeling ) and you will find the

                        - modeling toolset plugin
                        -modeling toolbar i guess.

                        Cheers

                        Comment


                          #42
                          Not too happy with

                          Code:
                          RelativeLocation
                          RelativeRotation
                          RelativeScale3D
                          Getting marked for deprecation to go private in the next version after 4.24. I have plugins that turn off relative replication on components that move themselves and where I want total control over the replication (motion controllers for example) without turning it off for the entire component. With these going private DISABLE_REPLICATED_PROPERTY no longer is allowed to be used on them and I can't specifically turn off any of these replicated properties on their own anymore......

                          I also had a bReplicateMovement I added to some component classes that used DOREPLIFETIME_ACTIVE_OVERRIDE to take effect and those will no longer function.

                          This will leave people that aren't directly editing source stuck with all scene components forcefully replicating their relative transforms unless replication is turned off entirely on them.


                          Consider supporting me on patreon

                          My Open source tools and plugins
                          Advanced Sessions Plugin
                          VR Expansion Plugin

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                            #43
                            Think we can get support for vrm extension which is for vroid studio. Maybe?

                            Comment


                              #44
                              Did I miss Chaos being fully included/enabled or will that be another special build?

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                                #45
                                Originally posted by mordentral View Post
                                Not too happy with

                                Code:
                                RelativeLocation
                                RelativeRotation
                                RelativeScale3D
                                Getting marked for deprecation to go private in the next version after 4.24. I have plugins that turn off relative replication on components that move themselves and where I want total control over the replication (motion controllers for example) without turning it off for the entire component. With these going private DISABLE_REPLICATED_PROPERTY no longer is allowed to be used on them and I can't specifically turn off any of these replicated properties on their own anymore......

                                I also had a bReplicateMovement I added to some component classes that used DOREPLIFETIME_ACTIVE_OVERRIDE to take effect and those will no longer function.

                                This will leave people that aren't directly editing source stuck with all scene components forcefully replicating their relative transforms unless replication is turned off entirely on them.
                                That is huge. They need to de-deprecate it. Its bad enough they privatize owner so you can't manually re-add it to GetLifetimeReplicatedProps if you don't want to call Super.

                                This is actually basically an emergency at this point. Anyone doing custom replication is getting totally shafted. Do not do this, Epic.

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