Unreal Engine 5.4 Preview

Not sure if this is the right place to report bugs? Unable to import custom Metahuman v5.3, in UE 5.4. “My Metahumans” does not appear when using Quixel Bridge in UE5.4.

UEFN Metahumans need to be put into the Standard Unreal Editor Pipeline A.S.A.P… And to be quite frank, They should have been put there first for Devs like myself that make networked games.

Try these:

  1. Make sure you enable it in the project settings; Rendering > Heterogeneous Volumes > Shadow Casting.

  2. Turn off ray traced shadows on the light source.

  3. Use this CVAR to improve shadow quality - ‘r.HeterogeneousVolumes.Shadows.ShadowRate 0’

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After enabling hardware-accelerated ray tracing, ARM64 Android apps that have been packaged and installed with UE5.4 experience crashes, despite functioning smoothly in UE5.3. When the ‘Support Vulkan Desktop [Experimental]’ setting is set to ‘False’, no crash issues occur; however, the application will crash if this setting is switched to ‘True’.

LogAndroid: Error: [Callstack] 0x000000743C8DC4A8 libc.so(0x00000000000A64A8)Unknown

LogAndroid: Error: [Callstack] 0x000000743C942BDC libc.so(0x000000000010CBDC)Unknown

LogAndroid: Error: [Callstack] 0x00000070E54E39EC libUnreal.so(0x00000000098BC9EC)!FRunnableThreadPThread::_ThreadProc(void*)

LogAndroid: Error: [Callstack] 0x00000070E56E6E24 libUnreal.so(0x0000000009ABFE24)!FRunnableThreadPThread::Run()

LogAndroid: Error: [Callstack] 0x00000070E74AB344 libUnreal.so(0x000000000B884344)!FRenderingThread::Run()

LogAndroid: Error: [Callstack] 0x00000070E745C034 libUnreal.so(0x000000000B835034)!RenderingThreadMain(FEvent*)

LogAndroid: Error: [Callstack] 0x00000070E54EB810 libUnreal.so(0x00000000098C4810)!FNamedTaskThread::ProcessTasksUntilQuit(int)

LogAndroid: Error: [Callstack] 0x00000070E54ED358 libUnreal.so(0x00000000098C6358)!FNamedTaskThread::ProcessTasksNamedThread(int, bool)

LogAndroid: Error: [Callstack] 0x00000070E74CFC44 libUnreal.so(0x000000000B8A8C44)!TGraphTask<TFunctionGraphTaskImpl<void (), (ESubsequentsMode::Type)1> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool)

LogAndroid: Error: [Callstack] 0x00000070E74D0498 libUnreal.so(0x000000000B8A9498)Unknown

LogAndroid: Error: [Callstack] 0x00000070E9776728 libUnreal.so(0x000000000DB4F728)Unknown

LogAndroid: Error: [Callstack] 0x00000070E89768EC libUnreal.so(0x000000000CD4F8EC)!FDeferredShadingSceneRenderer::Render(FRDGBuilder&)

LogAndroid: Error: [Callstack] 0x00000070E8D679E4 libUnreal.so(0x000000000D1409E4)!FDeferredShadingSceneRenderer::RenderLights(FRDGBuilder&, FMinimalSceneTextures&, FTranslucencyLightingVolumeTextures const&, FRDGTexture*, FSortedLightSetSceneInfo&)

LogAndroid: Error: [Callstack] 0x00000070E95594CC libUnreal.so(0x000000000D9324CC)!FDeferredShadingSceneRenderer::RenderRayTracingShadows(FRDGBuilder&, FSceneTextureParameters const&, FViewInfo const&, FLightSceneInfo const&, IScreenSpaceDenoiser::FShadowRayTracingConfig const&, IScreenSpaceDenoiser::EShadowRequirements, FRDGTexture*, FRDGTextureUAV*, FRDGTextureUAV*, FRDGTextureUAV*)

LogAndroid: Error: [Callstack] 0x00000070E971D74C libUnreal.so(0x000000000DAF674C)!FViewInfo::GetRayTracingSceneLayerViewChecked(ERayTracingSceneLayer) const

LogAndroid: Error: [Callstack] 0x00000070E95205E0 libUnreal.so(0x000000000D8F95E0)!FRayTracingScene::GetLayerView(ERayTracingSceneLayer) const

LogAndroid: Error: Array index out of bounds: 0 from an array of size 0

LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public/Containers/Array.h] [Line: 758]

LogAndroid: Error:

LogAndroid: Error: === Critical error: ===

Actor Alignment Tools and Renaming tool, was about time but thanks <3
Now we might get that other common and useful tool used in most 3d softs for the last 25years… : Freeze/unfreeze (all/selected/unselected) in the viewport and in the Outliner? Please.

2 Likes

How to turn on new experimental vulkan ray tracing on Linux?

1 Like

Where did you find this checkbox? There is nothing in the detail material panel!

How can we use the new Slate PostBuffer (Experimental)?

Scene color node is still not accesible in UI materials.

Yes, ray traced GI and Reflections were already marked deprecated in 5.3 and won’t be back in 5.4.

I am not seeing a way to get the preview in my epic launcher at all

Project Settings → search for RHI. I suppose something here

Hmm so I guess they just forgot to remove all the light settings then? Cuz rtgi and rt reflection switches are still available in lights. Didnt think they would fully remove their only other realtime lighting type even after it was announced deprecated, now im stuck with lumen…

Yes, it’s working here

Displace ON

Displace OFF

4 Likes

Here:

I said the option was named Displacement, but it’s Tesselation actually, sorry!

Also make sure the Nanite Displace Mesh plugin is enabled

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It’s supported on m2 chips and above :+1:t3:

what about this parallel rendering thing, out of the box, the engine seems to be performing worse than 5.3. is there a setting to be turned on or something ?

3 Likes

Still no support for HWRT on apple m3? Or am I missing some settings?

enable it in the mastermaterial…this will open the displacement slot. on landscape make sure you have the nanite landscape build. a fresh ue5.4 install does not need to have any special settings enabled

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I made a top-down project, and it would not work. Had to go into the engine.ini and add the r.Nanite.AllowTessellation=1 and only after then did it work, so some projects it isn’t automatically setup correctly.

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Sorry to say but i’ve read somewhere that unreal engine 5.4 metahumans are different and cannot be count with 5.3 metahumans thats why you are not able to see them

1 Like