Skip to main content
MaxArch
Inspiring
November 19, 2019

UE 4.24 - whats new / improved / broken

Maybe it could be nice to start a new thread every time a new UE version is launched so its easy to catch up for everyone.

My observations up to 4.24.0 p2;
+ cascaded shadow maps work again when using MobileMultiView (Quest). In 4.23 the shadows were broken with MMV.
+ UE added automatic instancing for mobile. You enable it by adding 'r.Mobile.SupportGPUScene=1' to the 'DefaultEngine.ini' (Quest). When analyzing your app in Renderdoc it will report the instances but in the TextureViewer the instances will be pitch black (reported to UE). Also, I noticed that the algorithm still misses some objects sometimes (I haven't found any logic yet why some are missed - reported to UE).
+ Vulkan is on par with OGL (in 4.23 I noticed a big fps drop) but the purple glitches are still present sometimes.
+ Oculus SDK will be updated to 1.40.0
- the splash screen is broken (Quest - reported and confirmed by UE).

Edit:
- strikethrough: fixed in new nightly build of RenderDoc



    This topic has been closed for replies.

    41 replies

    MaxArch
    MaxArchAuthor
    Inspiring
    January 23, 2020
    UE fixed the problem with the lightmap channel set wrong for auto-generated lods. Will be in the new 4.24.2 update
    Inspiring
    January 23, 2020
    I've been messing with 4.24.1 + 12.0 and Vulkan lately and I can confidently say that mobile GPU instancing bogs performance down badly. That's on top of the fact that Vulkan is still slower and less consistent than ES3.1 :(
    Inspiring
    January 24, 2020
    Here is another what's-wrong-with-4.24 - packaging into shipping build with ES3.1 creates major rendering artifacts. 
    Inspiring
    January 24, 2020
    Here is another problem. Using 4.24.1 + 1.44 and trying to package Dev build (using Vulkan 64-bit) I am getting this error: https://pastebin.com/MnV186SB

    I had no problem packaging Vulkan Shipping build or ES31 both Dev and Shipping builds. 

    UE 4.24.1 is a cursed version :(
    Up and Coming
    January 27, 2020
    oculus touch mappings don't work in 4.24 none of these will fire now. using the 4.23 ones still work
    after updating from 4.23 to 4.24 but 4.24 mappings are broken totally.




    MaxArch
    MaxArchAuthor
    Inspiring
    January 31, 2020
    I can confirm in the latest 4.24.2 update the LOD generation works again with the correct lightmap channel

    MaxArch said:

    UE fixed the problem with the lightmap channel set wrong for auto-generated lods. Will be in the new 4.24.2 update

    Participant
    February 12, 2020

    NoirQ said:

    For the Go, i made some input progress by setting my inputs to be Touch, and sticking:
    [OculusTouch.Settings]
    bGoKeysMappedToTouch=True
    In my defaultengine.ini

    I've not dived too deep on this mind, but it at least let me use the triggers. (I think the config bit is right, but I am not 100%)



    I'm struggling with getting the Go Trigger, too. Can't get it to work, not with your method either. I'm on the Oculus-VR/UnrealEngine 4.24 branch. Anyone knows how to get the Trigger event for the Go there?

    MaxArch
    MaxArchAuthor
    Inspiring
    February 12, 2020
    The GO inputs are broken and still not fixed although the target fix is set to 4.24.3

    Participant
    February 15, 2020
    Thanks for this information. I got this information while I was searching on google.
    Participant
    March 25, 2020
    I'm unable to get the Oculus Go inputs to work either. Has anybody found any solution yet? I'm on UE4.24.3