Announcement

Collapse
No announcement yet.

Unreal Engine 4.24 Released!

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    I haven't seen anyone post about this yet, so I'm not sure if it's just my project. But after the 4.24 update, my sequencer animation tracks are breaking when moving from animation track to the next. When I just change the animation mode on the SK mesh, it fixes it temporarily, then breaks when reading the next track. Anyone run into the same problem after update?

    Comment


      In 4.24 I've had a problem with my VIVE tracking pucks not working, even in very simple cases. ie: create blueprint pawn, add motion controller, add cube under that, set motion controler to special-1, but no data is coming into the motion controler.

      This works with 4.23.1 and prior versions but doesn't work in 4.24, I haven't had the chance to try 4.24.1 yet.

      Is this a bug or did something change in the VIVE setup?

      Comment


        NilsonLima will UnrealEngine-4.24.1-release compile? Don't waste your time. It doesn't compile.
        Last edited by theProfessor; 12-18-2019, 05:26 PM.

        Comment


          I'm getting crashes when creating new levels in world composition. Sent some reports. Very strange in an official release. Even with the update.
          Just enable world composting, origin rebasing, then creating levels as 0x0, 0x1, - 1x0, etc... Then after creating 4 or more Unreal crashes. This does not happen on earlier 4.2x versions that I have. After that crash I cannot use the new map, new sublevels are not appearing in world composition window.

          Is that a known bug or something rare happening just here?

          Comment


            Originally posted by Alan Edwardes View Post
            Hi,

            I upgraded directly from 4.22.3 (I would have upgraded to 4.23.x but it contained a bug that broke my project) - but I think I have found a regression added in either 4.23.x or 4.24.x with regards to FArchive handling.

            The below code worked fine in 4.22.3 to serialise and restore a UObject from a stream of bytes:

            Code:
            struct FEstSaveGameArchive : public FObjectAndNameAsStringProxyArchive
            {
                FEstSaveGameArchive(FArchive& InInnerArchive)
                    : FObjectAndNameAsStringProxyArchive(InInnerArchive, true)
                {
                    ArIsSaveGame = true;
                    ArNoDelta = true;
                }
            };
            
            void UEstSaveStatics::RestoreLowLevel(UObject* Object, TArray<uint8> Bytes)
            {
                FMemoryReader MemoryReader(Bytes, true);
                FEstSaveGameArchive Ar(MemoryReader);
                Object->Serialize(Ar);
            }
            
            void UEstSaveStatics::SerializeLowLevel(UObject* Object, TArray<uint8>& InBytes)
            {
                FMemoryWriter MemoryWriter(InBytes, true);
                FEstSaveGameArchive Ar(MemoryWriter);
                Object->Serialize(Ar);
            }
            Code on GitHub: https://github.com/alanedwardes/Estr....cpp#L450-L462

            This did not work after upgrading to 4.24.0 - specifically the RestoreLowLevel method did not restore all SaveGame UPROPERTY members as expected in Shipping/DebugGame builds (it instead zeroed them - so floats set to zero, bools false etc). It did not happen in the editor builds, the members were restored as expected.

            I found the below workaround to make this work in 4.24.0:

            Code:
            void UEstSaveStatics::RestoreLowLevel(UObject* Object, TArray<uint8> Bytes)
            {
                FMemoryReader MemoryReader(Bytes, true);
                FObjectAndNameAsStringProxyArchive Ar(MemoryReader, true);
                Object->Serialize(Ar);
            }
            
            void UEstSaveStatics::SerializeLowLevel(UObject* Object, TArray<uint8>& InBytes)
            {
                FMemoryWriter MemoryWriter(InBytes, true);
                FObjectAndNameAsStringProxyArchive Ar(MemoryWriter, true);
                Ar.ArIsSaveGame = true;
                Ar.ArNoDelta = true;
                Object->Serialize(Ar);
            }
            Code on GitHub: https://github.com/alanedwardes/Estr....cpp#L440-L454

            The RestoreLowLevel method doesn't work if you set ArIsSaveGame = true or ArNoDelta = true, but only in Shipping/DebugGame builds, in editor builds it restores the UPROPERTY members maked with SaveGame as expected.

            Regardless of whether I should be setting those booleans when restoring or not, the difference in behaviour between shipping / editor builds is a bit worrying!

            Alan

            I am experiencing this same issue and I tried your workaround and it worked. Thanks for posting!

            Comment


              I wonder why 4.24.1 got released that fast? Someone from Epic pressed the wrong button? :P

              Comment


                Originally posted by dyanikoglu View Post
                I wonder why 4.24.1 got released that fast? Someone from Epic pressed the wrong button? :P
                Ehehe

                Comment


                  Originally posted by OverRated_AU View Post
                  Thanks for the update but think ill stick with 4.23 as 4.24 testing in dedicated mode i might as well be setting Net PktLag to 400 because thats how laggy it is!
                  We are facing similar issues. Our movementcomponent is not happy at all.

                  Comment


                    Yesterday i did successful build\packaging for IOS AR in both dev and shipping types. Today morning UE downloaded 24.1 update and now i'm getting

                    "The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?"

                    im pressing yes in this dialog window and going for the main launcher screen. In my UE_24 engine binares folders there are only binares for Win. So IOS, android, etc are missing.
                    I tried to copy there binares from previous version i have on PC (UE22), build started but did stop with another error.

                    So please can someone there give me binares folder for UE24 engine or mb some advice to fix that.


                    Well, all my attempts to fix binares folder itself went wrong so i'll try to reinstall whole UE.

                    ANYWAY, Epic, please, let us launch engine without updating or let choose subversions (24.0, or 24.1).


                    For people who will google The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them?

                    Remove whole engine folder and try to reinstall

                    Helped me on 24.0-24.1 update.
                    Last edited by Mark OWin; 12-19-2019, 08:39 AM.

                    Comment


                      I am getting the same compilation error as linked below from both unreal editor 4.24 and 4.24.1 with chaos enabled. Chaos destruction demo editor buiding works perfectly but it doesn't work with any non chaos as well as 4.23's chaos projects.

                      Error:

                      \Runtime\PhysicsSQ\Public\SQVerifier.h(286): error C2664: 'uint32 FindFaceIndex(const FHitLocation &,const FVector &)': cannot convert argument 1 from 'ChaosInterface::FSweepHit' to 'const FHitLocation &' reason: cannot convert from 'ChaosInterface::FSweepHit' to 'const FHitLocation' \Runtime\PhysicsSQ\Public\SQVerifier.h(286): note: No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called \Engine\Source\Runtime\PhysicsCore\Public\PhysicsInterfaceUtilsCore.h(170): note: see declaration of 'FindFaceIndex' \Engine\Source\Runtime\PhysicsSQ\Public\SQVerifier.h(286): error C2789: 'FaceIdx': an object of const-qualified type must be initialized \Engine\Source\Runtime\PhysicsSQ\Public\SQVerifier.h(286): note: see declaration of 'FaceIdx' Module.GeometryCollectionEngine.cpp (14:23.42 at +0:00) /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1948): error C2440: 'initializing': cannot convert from 'FPhysScene *' to 'Chaos::FPhysScene_ChaosInterface *' /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1948): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1949): error C2027: use of undefined type 'Chaos::FPhysScene_ChaosInterface' \Engine\Source\Runtime\Experimental\ChaosSolvers\Public\PBDRigidsSolver.h(64): note: see declaration of 'Chaos::FPhysScene_ChaosInterface' /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1952): error C2039: 'GetScene': is not a member of 'FPhysScene_PhysX' \Engine\Source\Runtime\Engine\Public\Physics/PhysicsInterfaceUtils.h(11): note: see declaration of 'FPhysScene_PhysX'
                      Error thread https://forums.unrealengine.com/deve...-chaos-enabled

                      Comment


                        Lightmaps not working on some objects. In 4.23 everything worked just fine. Now in 4.24 with the same Setup, the same procedure (Import, create LODS and Lightmaps ….) for some objects don't work anymore.

                        I get just : "...object have wrapping uv's".

                        BUT: There is a lightmap. But after creating lods i can't Change the Index to 1. If i try, the engine crashes.

                        So i think this is a bug.
                        01010100 01101000 01100101 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101001 01110011 00100000 01101111 01110101 01110100 00100000 01110100 01101000 01100101 01110010 01100101 00101110 00100000 01010100 01110010 01110101 01110011 01110100 00100000 01101110 01101111 00110001 00100001 00100000

                        Comment


                          Originally posted by Beregron View Post
                          Lightmaps not working on some objects. In 4.23 everything worked just fine. Now in 4.24 with the same Setup, the same procedure (Import, create LODS and Lightmaps ….) for some objects don't work anymore.

                          I get just : "...object have wrapping uv's".

                          BUT: There is a lightmap. But after creating lods i can't Change the Index to 1. If i try, the engine crashes.
                          Its a bug with LODs that are generated within UnrealEngine in 4.24.X. This has been confirmed so vote here to get the priority to fix it a bit higher. https://issues.unrealengine.com/issue/UE-86009
                          As a temporary workaround you can; import those objects that need a LOD into 4.23 instead, create the LODs in 4.23 and migrate them to 4.24.

                          Comment


                            Originally posted by jamdat View Post
                            I haven't seen anyone post about this yet, so I'm not sure if it's just my project. But after the 4.24 update, my sequencer animation tracks are breaking when moving from animation track to the next. When I just change the animation mode on the SK mesh, it fixes it temporarily, then breaks when reading the next track. Anyone run into the same problem after update?
                            So I found a repro for my issue. Only an issue since upgrading to 4.24. In sequencer, put 2 animation clips near each other, change the first animation clip to "when finished: keep state", then keep scrubbing through the timeline, and the animations stop playing. This is breaking consistently. Can anyone tell me if I'm doing something wrong? Or if this is a new 4.24 bug. I can't find it in the issue tracker, and haven't seen any other complaints just yet.

                            Comment


                              So I have been playing around a bit with the new hair component. When following the documentation and parenting the groom component to a bone and also enabling "Bind Groom to Skeletal Mesh" I get double animation. So when the head rotates 25 degrees the hair will then rotate 50 degrees. I found that just selecting the "none" option when parenting solves the problem. And everything seems to work just fine when parenting to "none" and enabling "Bind Groom to Skeletal Mesh".
                              Is this intended behaviour? Since it goes against the documentation to work properly?

                              Comment


                                Is it just me or is in Destructible Mesh when you click Fracture Mesh the object disappears?
                                and no matter what object you "Create destructible" mesh on it always displays a cube.
                                Last edited by QBert; 12-19-2019, 07:39 PM.

                                Comment

                                Working...
                                X