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    [RELEASE] Unreal Engine 4.24 Released!

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    As you may have heard, with this release, we’re retiring Unreal Studio and folding all of its features into Unreal Engine—for free. Unreal Engine is now your one-stop solution, whether you’re working in game development, architecture, film, television, automotive, training & simulation, or any other industry.

    You can now create even more convincing interior and exterior scenes for games and visualization with new tools for nondestructively creating and editing open-world landscapes that adapt to other scene elements; gorgeous atmospheric skies; and Screen Space Global Illumination that scales across console and desktop platforms.

    For those looking to create more believable characters, creatures, and virtual beings, we’re proud to offer a first look at our new strand-based hair and fur system that enables you to simulate and render hundreds of thousands of photoreal hairs at up to real time speeds.

    The toolkit for converting entire scenes at high fidelity from 3ds Max, SketchUp Pro, Cinema 4D, and a host of CAD and BIM formats, Datasmith, is now available for free as part of 4.24 and all future versions of Unreal Engine going forward. Add to that new Visual Dataprep for easy-to-use, automated data preparation.

    That’s not to mention the first-class USD support that enables modelers and layout artists to work in parallel; enhancements to multi-display rendering that make it much easier to use out of the box, even on existing projects; and a new task-based wizard to give you a better starting point when creating new projects.

    See the full release notes here and drop your feedback below!

    KNOWN ISSUES
    For a complete listing of known issues affecting Unreal Engine 4.24, please see the Unreal Engine Public Issue Tracker.

    Discover new issues with this release, please report them using the guidelines in the link: How to Report a Bug.
    Last edited by Amanda.Schade; 12-09-2019, 10:48 AM.

    #2
    Hype! Keep up the awesome work!

    Comment


      #3
      Can anyone from Epic clarify what's happening to GTAO? It's magically vanished from all release notes and such.
      Technical Artist / Programmer / Level Designer
      Portfolio: https://victorgoossens.artstation.com/

      Comment


        #4
        Ta-da, my Plastic SCM source control provider has been integrated by default in Unreal!

        After the Git plugin, this is my second big plugin

        Edit: although someone from Epic forgot to put my name in the list of community contributors, not sure who to bug for this...
        Last edited by SRombauts; 12-09-2019, 01:07 PM.
        [Gamedev programmer at Darewise (Paris) - We are hiring]
        UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
        UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

        Comment


          #5
          Originally posted by Mr4Goosey View Post
          Can anyone from Epic clarify what's happening to GTAO? It's magically vanished from all release notes and such.
          To my knowledge, it's only available for Console development and included in our Console Release Notes. If you have access to UDN with console development entitlements, you'll be able to check those notes.
          Tim Hobson | Learning Resources | Epic Games
          UE4 Documentation

          Comment


            #6
            Sweet potatoe, what are the recommended nvidia driver for 4.24? i did have a couple crashes with "D3D device lost" using latest github 4.24 .
            Also my editor seems to be locked at 60 despite playing around with t.maxFPS .


             
            Spoiler
            Last edited by MaximeDupart; 12-09-2019, 12:30 PM.
            LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

            Comment


              #7
              Originally posted by Tim Hobson View Post

              To my knowledge, it's only available for Console development and included in our Console Release Notes. If you have access to UDN with console development entitlements, you'll be able to check those notes.
              In 4.23 the new AO method automatically replaced SSAO when enabling SSGI. In 4.24 however, when you enable SSGI all AO is broken which renders SSGI useless until that is fixed. You can still see how AO changes in buffer view but in lit mode, it's not there.
              Artstation
              Join the support channel
              Gumroad Store

              Comment


                #8
                New: Virtual Studio Sample Updates
                Where is this new sample? I can only see the older one in the Learn tab. Or was the new studio in the images just meant as an example?

                Comment


                  #9
                  Originally posted by Tim Hobson View Post

                  To my knowledge, it's only available for Console development and included in our Console Release Notes. If you have access to UDN with console development entitlements, you'll be able to check those notes.
                  On the UE4 roadmap on Trello, it doesn't sound as if GTAO would be primarily aimed at consoles, GTAO there is marked as "Done for 4.24", and it's saying "Intended to reach Windows, Xbox, and PlayStation": https://trello.com/c/21fRBfME/469-gt...es-and-windows
                  Easy to use UMG Mini Map on the UE4 Marketplace.
                  Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                  Comment


                    #10
                    Have 4.24 installed. Tried the chaos plugins they don't appear. Chaos destruction demo installed? Now what? Be explicit. Thanks.
                    Last edited by theProfessor; 12-09-2019, 01:27 PM.

                    Comment


                      #11
                      Before i send a bug report, anyone have this error on create a C++ project?
                      I have VS19 16.4.0 installed.
                      An error occurred while trying to generate project files.

                      Running D:/Gamedev/UE4/Epic Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/Gamedev/UE4/Projects/HexGridsProject/HexGridsProject.uproject" -game -rocket -progress
                      Discovering modules, targets and source code for project...
                      ERROR: Visual Studio 2019 (14.22.27905) must be installed in order to build this target.
                      Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

                      Comment


                        #12
                        Originally posted by theProfessor View Post
                        Have 4.24 installed. Tried the chaos plugins they don't appear. Chaos destruction demo installed? Now what? Be explicit. Thanks.
                        If you want Chaos you must build from source, did you build from source?
                        Able Ability System - A high performance, robust ability system for UE4. Now Available!

                        Comment


                          #13
                          In 4.24 raytracing is supposed to support VR now, but RTAO does not yet work in VR. Will RTAO support for VR be added with a hotfix, or will that be a 4.25 (or later) feature? The issue seems to be tracked as UE-84611, but it's not public on the issue tracker: https://issues.unrealengine.com/issue/UE-84611
                          Last edited by John Alcatraz; 12-09-2019, 02:27 PM.
                          Easy to use UMG Mini Map on the UE4 Marketplace.
                          Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                          Comment


                            #14
                            This question is for Dave Ratti or other GameplayAbilitySystem engineers -

                            4.24 added an undocumented change (https://github.com/EpicGames/UnrealE...2a9d00a58e236f) that basically requires us to call UAbilitySystemGlobals::InitGlobalData() in order to use TargetData. Where do you recommend that we put this function call in our projects? Currently, I added it to a subclassed UEngineSubsystem::Initialize() and this works great, but I just want to make sure that it's the Epic recommended place to put it.

                            Comment


                              #15
                              I am finding the new sky eating up over 40fps, have I overlooked a setting somewhere or is it a heavy feature?

                              Comment

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