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    Don't waste time on Chaos in 4.24. I have crashes on player movement (player capsule moving over the landscape) and tons of ensure hits.
    Chaos is a mess
    Last edited by Moth Doctor; 12-28-2019, 10:51 AM.

    Comment


      BUG
      just in case it hasn't been reported, using "Force Delete" freezes the engine version 4.24.1 , to layz to try and search this forum tbh
      UT40K:The Chosen - Warhammer 40,000 for UE4
      ut40kgeodav - UE4 Tutorials

      Comment


        Anyone else seeing long delays after pressing Play in selected viewport after updating to 4.24.1 (built from source)?

        I am using dedicated server with 3 players.

        1. Press Play
        2. Wait 3 seconds
        3. Viewport goes black
        4. Wait 10 seconds <--This used to be a hardly any time in 4.22.3
        5. Start to see graphics

        Code:
        [2019.12.28-20.26.14:400][ 37]LogOnline: OSS: Creating online subsystem instance for: :Context_3
        [2019.12.28-20.26.14:402][ 37]LogOnline: OSS: Creating online subsystem instance for: :Context_4
        [2019.12.28-20.26.14:403][ 37]LogOnline: OSS: Creating online subsystem instance for: :Context_5
        [2019.12.28-20.26.14:419][ 38]LogNet: Login request: /Game/XXX/Maps/IslanTime_P?Name=AC-Wizard-7C3E0864446805F9534E5A88E8272075 userId: NULL:AC-Wizard-7C3E0864446805F9534E5A88E8272075 platform: NULL
        [2019.12.28-20.26.14:419][ 38]LogNet: Login request: /Game/XXX/Maps/IslanTime_P?Name=AC-Wizard-D5D453F24CC70284AF036485C335BEE6 userId: NULL:AC-Wizard-D5D453F24CC70284AF036485C335BEE6 platform: NULL
        [2019.12.28-20.26.14:420][ 38]LogNet: Login request: /Game/XXX/Maps/IslanTime_P?Name=AC-Wizard-C8214AF94F7E879F344BB8BBEA344343 userId: NULL:AC-Wizard-C8214AF94F7E879F344BB8BBEA344343 platform: NULL
        [2019.12.28-20.26.14:423][ 38]LogNet: Welcomed by server (Level: /Game/XXX/Maps/UEDPIE_1_IslanTime_P, Game: /Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C)
        [2019.12.28-20.26.14:424][ 38]LogLoad: LoadMap: 127.0.0.1:17777//Game/XXX/Maps/UEDPIE_1_IslanTime_P?game=/Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C
        [2019.12.28-20.26.14:424][ 38]LogWorld: BeginTearingDown for /Temp/Untitled_1
        [2019.12.28-20.26.14:424][ 38]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
        [2019.12.28-20.26.14:424][ 38]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
        [2019.12.28-20.26.14:424][ 38]LogAudioMixer: Display: No commands were queued while flushing the source manager.
        [2019.12.28-20.26.14:462][ 38]LogUObjectHash: Compacting FUObjectHashTables data took   4.62ms
        [2019.12.28-20.26.19:235][ 38]LogAIModule: Creating AISystem for world IslanTime_P
        [2019.12.28-20.26.19:435][ 38]LogWorld: Bringing World /Game/XXX/Maps/UEDPIE_2_IslanTime_P.IslanTime_P up for play (max tick rate 60) at 2019.12.28-15.26.19
        [2019.12.28-20.26.19:436][ 38]LogWorld: Bringing up level for play took: 0.124789
        [2019.12.28-20.26.19:437][ 38]LogLoad: Took 5.013318 seconds to LoadMap(/Game/XXX/Maps/UEDPIE_1_IslanTime_P)
        [2019.12.28-20.26.19:437][ 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 5.01. IpNetDriver_1
        [2019.12.28-20.26.19:437][ 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 5.04. IpNetDriver_2
        [2019.12.28-20.26.19:438][ 38]LogNet: Welcomed by server (Level: /Game/XXX/Maps/UEDPIE_1_IslanTime_P, Game: /Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C)
        [2019.12.28-20.26.19:438][ 38]LogLoad: LoadMap: 127.0.0.1:17777//Game/XXX/Maps/UEDPIE_1_IslanTime_P?game=/Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C
        [2019.12.28-20.26.19:438][ 38]LogWorld: BeginTearingDown for /Temp/Untitled_2
        [2019.12.28-20.26.19:438][ 38]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
        [2019.12.28-20.26.19:438][ 38]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
        [2019.12.28-20.26.19:439][ 38]LogAudioMixer: Display: No commands were queued while flushing the source manager.
        [2019.12.28-20.26.19:479][ 38]LogUObjectHash: Compacting FUObjectHashTables data took   4.58ms
        [2019.12.28-20.26.24:946][ 38]LogAIModule: Creating AISystem for world IslanTime_P
        [2019.12.28-20.26.25:214][ 38]LogWorld: Bringing World /Game/XXX/Maps/UEDPIE_3_IslanTime_P.IslanTime_P up for play (max tick rate 60) at 2019.12.28-15.26.25
        [2019.12.28-20.26.25:215][ 38]LogWorld: Bringing up level for play took: 0.135269
        [2019.12.28-20.26.25:216][ 38]LogLoad: Took 5.777066 seconds to LoadMap(/Game/XXX/Maps/UEDPIE_1_IslanTime_P)
        [2019.12.28-20.26.25:216][ 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 5.78. IpNetDriver_2
        [2019.12.28-20.26.25:216][ 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 10.81. IpNetDriver_3
        [2019.12.28-20.26.25:216][ 38]LogNet: Welcomed by server (Level: /Game/XXX/Maps/UEDPIE_1_IslanTime_P, Game: /Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C)
        [2019.12.28-20.26.25:217][ 38]LogLoad: LoadMap: 127.0.0.1:17777//Game/XXX/Maps/UEDPIE_1_IslanTime_P?game=/Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C
        [2019.12.28-20.26.25:217][ 38]LogWorld: BeginTearingDown for /Temp/Untitled_3
        [2019.12.28-20.26.25:217][ 38]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
        [2019.12.28-20.26.25:217][ 38]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
        [2019.12.28-20.26.25:217][ 38]LogAudioMixer: Display: No commands were queued while flushing the source manager.
        [2019.12.28-20.26.25:261][ 38]LogUObjectHash: Compacting FUObjectHashTables data took   4.67ms
        [2019.12.28-20.26.29:964][ 38]LogAIModule: Creating AISystem for world IslanTime_P
        [2019.12.28-20.26.30:244][ 38]LogWorld: Bringing World /Game/XXX/Maps/UEDPIE_4_IslanTime_P.Isl

        Comment


          Originally posted by acxsasx View Post
          Code:
          *snip*
          [2019.12.28-20.26.19:479][ 38]LogUObjectHash: Compacting FUObjectHashTables data took 4.58ms
          *snip*
          [2019.12.28-20.26.25:261][ 38]LogUObjectHash: Compacting FUObjectHashTables data took 4.67ms
          Probably it is due to garbage cleanup taking too long to finish.

          You can read GC related hitch here...https://answers.unrealengine.com/que...mark-time.html

          Comment


            Originally posted by MaximeDupart View Post


            Answering partially to what i noticed: there's a new behaviour for Nvidia GPU owners, while previous engine version were not impacted by nvidia control panel settings (i had vsync forced 'on', yet my editor framerate was at 120fps).

            From 4.24 Nvidia control panel settings are effective in editor viewports, as well as PIE.

            I'll see if it fixes my Editor crashes, but it seems i was forcing triple buffering and vsync in editor.
            not sure if this going work here, but worth of give it a try
            thanks for sharing, the editor random crashes was driving me crazy

            Comment


              This fix broke BeginOverlap events not firing at all if objects are initially overlapping on startup. I end up getting issues where OverlapEnd events are called when my character moves out of an Overlap event but the OverlapBegin event was never fired.

              https://github.com/EpicGames/UnrealE...dbc44eade26ba6

              Not sure what the original issue was. World->HasBegunPlay() returns false until all actors have had BeginPlay called. I tried tracking the updates so they are deferred until after level load, but BeginPlay on each component gets fired before that. There would need to be some kind of PostBeginPlay function added to make this properly work.

              Perhaps AreActorsInitialized() is a better check than HasBegunPlay()?
              Last edited by illYay; 12-29-2019, 06:30 PM.

              Comment


                Originally posted by SRombauts View Post
                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...
                WOW loved seeing it in unity, its my choice as well.

                Ty for notify.
                Solo but Seismic - feel free to apply
                https://neighborlee1.wixsite.com/theheartseed

                Comment


                  Originally posted by Doctor Ergot View Post
                  Don't waste time on Chaos in 4.24. I have crashes on player movement (player capsule moving over the landscape) and tons of ensure hits.
                  Chaos is a mess
                  This is about 4.24 so on topic, and in case anyone knows whats up, as I'm stuck due to error on play in certain areas of level where fps go down into 10s:

                  I am getting weird crash output I never had in 4.23, here in 4.24.1;

                  LoginId:0e0016e449121035624867b0f9a65034
                  EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d

                  Assertion failed: TessellationFalloffSettings.UseTessellationComponentScreenSizeFalloff == SceneProxy->UseTessellationComponentScreenSizeFalloff [File:/Build/++UE4/Sync/Engine/Source/Runtime/Landscape/Private/LandscapeRender.cpp] [Line: 671]

                  UE4Editor_Core
                  UE4Editor_Core
                  UE4Editor_Landscape
                  UE4Editor_Landscape
                  UE4Editor_Renderer
                  UE4Editor_Renderer
                  UE4Editor_Core
                  UE4Editor_Core
                  UE4Editor_RenderCore
                  UE4Editor_RenderCore
                  UE4Editor_Core
                  UE4Editor_Core
                  kernel32
                  ntdll

                  TY for any tips!
                  Solo but Seismic - feel free to apply
                  https://neighborlee1.wixsite.com/theheartseed

                  Comment



                    Help! I can't install 4.24 because error 'Epic Launcher currently running'. I'm fairly new to UE and using 4.23 at the moment. I have no other programs running and high spec pc with loads of memory. I have closed the Epic Launcher then shutdown my PC but still the same error. I have Windows 10 Home version 1903. Why can't I install?

                    Secondly, will I also have to download and re-install Twinmotion when I get 4.24 sorted?

                    Thanks in advance

                    Comment


                    • Stephen Ellis commented
                      Editing a comment
                      That error message is unusual, and doesn't seem like it should occur if you follow the normal install process. Run the Launcher, go to Unreal Engine > Library, add a new engine slot by clicking the [+] button, and then choose 4.24 to install.

                      To your question about Twinmotion: No. Twinmotion is a separate installation and unrelated to any engine installs.

                    Originally posted by Wallenstein View Post
                    Is there a bug report for the broken landscape / physicsmaterial problem? I mean nevermind the crashes that 4.24 apparently shows but without that fixed I am stuck with 4.22
                    If you're having issues with landscape physical materials, you could give this ticket an upvote:

                    https://issues.unrealengine.com/issue/UE-86165

                    The description doesn't seem to be entirely correct (I'm having the same problem with an upgraded project as well, not just with newly created ones), but it should get the job done.

                    Comment


                      I'm trying to upgrade to 4.24.1 but coming across two major problems:

                      - If I enable a post-process blendable material, I see it only on the right eye, and the left eye is completely black. (tested only on Oculus)
                      - I tried to check if I have the same problem on SteamVR, but I can't even launch a packaged game with SteamVR - I get a crash in FSteamVRHMD::BridgeImpl::Present due to the SwapChains not being initialized.

                      Both issues don't happen on 4.23.1

                      Has anyone been able to use post process materials in VR successfully, and/or launch a packaged SteamVR game in 4.24?

                      Update: seems the issues only happen when running as a network client. In a standalone game it's all fine.

                      Update2: I've worked around the SteamVR crashes by disabling stereo rendering before loading a level and reenabling it afterwards. The post-process materials is a known regression bug.
                      Last edited by RotemS; 01-02-2020, 01:29 PM.

                      Comment


                        Can I make animal fur use this?

                        Comment


                          Has anyone been able to get 4.24.1 to compile?

                          Comment


                            Originally posted by theProfessor View Post
                            Has anyone been able to get 4.24.1 to compile?
                            What is happening for you?

                            Mine froze here (it's been stuck here for over an hour):
                            [1050/3618] Module.BlueprintMaterialTextureNodes.gen.cpp
                            3> [1051/3618] Module.Icmp.cpp
                            3> [1052/3618] Module.WebBrowserTexture.gen.cpp
                            3> [1053/3618] Module.WebBrowserTexture.cpp
                            3> [1054/3618] Module.ConcertSyncServer.cpp
                            3> [1055/3618] Module.MultiUserClient.cpp
                            3> [1056/3618] Module.MultiUserClient.gen.cpp
                            3> [1057/3618] Module.BlueprintMaterialTextureNodes.cpp
                            3> [1058/3618] ActorLayerUtilities.init.gen.cpp
                            3> [1059/3618] Module.AnimationSharing.gen.cpp
                            3> [1060/3618] Module.Synthesis.gen.2_of_4.cpp

                            Edit: I updated my VS2017 and everything built fine.
                            Last edited by BlueFortyTwo; 01-03-2020, 03:49 AM.

                            Comment


                              I'm reading about a big change in the way paths are handled (bLegacyPublicIncludePaths) with Unreal 4.24. In general I'm experiencing a huge problem when I try to compile a project that compiles without issues with Unreal 4.23.

                              I'm getting errors that are related to base classes of the engine...
                              Things like:

                              Code:
                              Error    C2027    use of undefined type 'USoundCue'    MyGame E:\MyGameUE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h    1332  
                              
                              Error    C2672    'StaticClass': no matching overloaded function found    MyGame    E:\MyGame\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h    1332    
                              
                              Error    C2783    'UClass *StaticClass(void)': could not deduce template argument for 'ClassType'    MyGame   E:\UnrealEngine\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h    1332
                              With visual studio 2017 I can't compile because of an issue with the UObjectGlobals header... that can't find an engine class (USoundCue). Is there anything I can do to fix this issue? or should I start over with a new project and include my files again one by one (I'm gonna puke in case :P)

                              Comment

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