Learning UE from a book detailing older version where are various features in 5.6?

I’m reading Unreal engine projects for non coders by Myron Mortakis and it has various beginner projects in it. I’m only at the start of the book but it looks like the book is based on an older version of UE 5.5.1 it looks like whilst I am playing around in the current 5.6 version.

The book is just going over the UI and settings and currently we’re looking at a settings tab that used to live in the top right corner (that isn’t there for version 5.6) with settings such as world settings, project settings, plugins, snapping settings and importantly engine scalability settings. I can’t find these in 5.6 at all and it seems quite important to be able to adjust the resolution and quality of things like view distance, global illumination and reflections etc so to improve performance or visual quality. Do these settings exist in 5.6? If so where do I find them?

Hello,

That UI just changed recently in 5.6.

You’ll now find the scalability settings under the ‘Gauge’ icon:

Let us know if you have trouble finding any other menus.

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Perfect thankyou astrotonic.

Bonus question for anyone:

I typed in stat FPS in the console command prompt at the bottom as was suggested in book intructions and it brings up the framerate in the viewport, fine, but now I would like to get rid of this if possible please any idea how?

Hi @wildthyme25,

To answer that latter question of yours, you can either type in stat FPS again, or stat none. Both should do the trick.

Thanks,

Hayden

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Is the starter content available as an option to select when selecting project templates and settings at start up in previous versions of UE still available anywhere in ver 5.6? Looks like i need it.

Add: no worries I’ve found it

I’m getting these errors when I load up my project. The project in the book was to make a small building with a point light in it controlled by pressing the F key, the light in the building uses a post processing volume to stop the auto exposure of UE when going into dark places. After doing the project I created a larger building in the same level with two more point lights and I simply copied the blue print for the original point light but assigned point light 2 and 3 in the new building to different keyboard keys. So I assume the error has been copied but what have done that is so wrong?

Blueprint which I copied twice for each point light.

Its worth noting I set the point lights to movable as per instructions which apparently requires considerably more performance as it allows real time shadow casting? Could this be the issue?

Hi Wildthyme,

These errors you are seeing are not related to the original question asked in this thread, so it would be more appropriate to create a new thread about those errors.

Those errors involve the World Partition system, assuming those lights are spatially loaded (as in they are loaded and unloaded with World Partition system depending on how close you are to them) - The errors are saying “Hey, if you press R to try and toggle the intensity of these, they might not be loaded”

So, the first thing I would try would be disabling ‘Is Spatially Loaded’ on those point lights.

Thanks astrotonic that did the trick I think, the error messages don’t seem to come up anymore.

Regarding multiple questions being posted here I did wonder about that, but also wasn’t sure if you wanted lots of basic newbie question posts polluting up the board, but I guess I didn’t need to worry, I shall create new threads in future.

One final question here before I go though that is somewhat relevant to the thread title is there a content pack that has a greek god statue in it with accompanying textures and resources the next chapter of the book I am following requires it. I don’t have it. I had already downloaded and installed UE before buying this book so I didn’t download it how the book required maybe or the content pack was only available at download with the previous version of the engine perhaps? I’ve searched in fab and quixel bridge but cannot find it. Book says: ‘specifically browse to the drive you saved and extracted the file and then navigate to \unreal projects and source files\ project1_GreekGodStatue and select all the files in there to import them into the Unreal engine.’ Without these files I cannot continue learning with this book I don’t think which would be a shame as I’m learning quite well with it.

Just get the engine version of the book - it probably works way better than whatever the 5.x branch is up too…

Assets however aren’t likely to be avaliable since Epic kicked everyone off their platform and forced them to move to that sh*t show which is Fab. For instance I never even bothered updating the version number of any of my stuff since it’s really just pointless.

Historically, the edjits behind the marketplace would never allow things needed by a book to be released on the marketplace anyway. So the book itself should come with a download - which you need a matched engine version to import.

You’re welcome -

The only thing I can think of would be an angel statue in content examples also available in Sun Temple

It sounds like that might have been assets that were distributed with the book…

There are also many free statues on Fab - If you learn about how UV mapping works, I think any model would be interchangeable. (Some of these photogrammetry-based statues might have crazy UV maps, so just watch out for that, learn UV mapping in the context of a cube if overwhelmed)