I installed 5.1 and moved my 5.0.3 project. The list of issues is getting longer with every hour I try to use it.
Is Quixel Bridge not available in 5.1?? It’s nowhere to be found.
Quixel assets I had perfectly working in 5.0.3 are missing texture/shader assignments and are erroring out. Seems the conversion process screwed something up. The materials are missing all material functions which apparently did not translate from 5.0.3 to 5.1
Bloom/flare fx are out of control. I adjusted them to be the same as I had them in 5.0.3, but the second I enable real-time the rubber tire shines like a lantern. Nothing I do fixes it.
When I rotate the camera in the viewport towards the back of the car I get these weird black lines exactly from where the materials are blasting the bloo/flares.
I think the most helpful thing is to look at your scene in the Lumen overview mode.
It should look like the actual scene, roughly.
If it doesn’t, then you have a place to start ( the meshes will be highlighted ).
Lumen has had a lot of tweaking, which by default, will make things a lot slower.
I had a problem with the new surface cache. Lumen had decided to include the leaves on some hedges in its calculations. Once I unset ‘can affect distance field lighting’ the problem pretty much went away.
I did not want the leaves incorporated in the calculation
I managed to solve the Quixel bridge issue. Seems that the missing textures on the Bridge assets reappear after reinstalling the Quixel Bridge plugin. Odd.
The issue of the materials projecting black blobs when I rotate the scene is still there. I tried going over every parameter in the PostProcessVolume but to no avail. Any ideas? The scene looks perfect in 5.0.3.
I’ve recently updated a 5.0A project to 5.1 and noticed some additional problems.
1: Changing the world scale does no longer seem to work.
2: Shading issues with concave faces. Concave surfaces look like they have ‘hard normal edges’ when viewed from a bit further away (like 4m).
There are multiple large concave surfaces in my level, making this one very obvious.
It’s a VR Project, so both Lumen and Nanite are not being used. (GI and Reflections are set to None, GPU Lightmass has been baked with Iradiance Caching on as it’s an interior scene.)