Obsolete UE4 tools code and workflows

Some UE4 systems and tools are becoming entirely obsolete with UE5:
https://docs.unrealengine.com/5.0/en-US/MigrationGuide/NoteworthyChanges/

this page says a lot of UE4 project examples are broken in UE5:
https://docs.unrealengine.com/5.0/en-US/ContentAndSamples/

The following samples are known not to work:

  • Vehicle Game
  • ArchViz Interior
  • In-Camera VFX Example
  • Subway Sequencer
  • Virtual Camera

The page doesn’t explain WHY each of these projects doesn’t work, or how those projects can potentially be fixed to work with UE5, or what the new UE5 workflow is supposed to be to create such a project…

I want to avoid learning obsolete tools and examples, matinee tool is fully obsolete in UE5, but sequencer works in UE5… So why is the subway sequencer project fully obsolete? Why is that Vehicle Game project obsolete?

Why is the blueprint nativization feature being removed in UE5? I thought blueprint is closely related to C++ and was easy to convert into. Very strange that this feature had to be dropped. This will now force people to use C++ who might have been able to get away with using just a blueprint?

Oh, that part is simple. Vehicle Game is PhysX-based, entire setup built around it. There’s a brand new Chaos Vehicles plugin to replace it.

From what I heard making nativization fully work in the project was a huge pain. Also, on the engine side, it required a huge list of “it thing in BP is X, execute that converting code”. It wasn’t ever a “smart compiler thing”, just ugly and difficult to maintain code.

If a given team would handle blueprint nativization, it would also handle a proper training for non-programmers, so the project performance wouldn’t suffer. There are actually only a few big traps to avoid in blueprints, performance-wise. It doesn’t matter much that blueprints are slower on the paper, if scripts are properly done.

If a given team would handle blueprint nativization, it probably already builds a system in C++, so these changes shouldn’t affect blueprint people too much. At least, that’s how I explain myself why nativization has been removed :wink:

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Hi @logic_looper and @MothDoctor,
Well just to check the Documentation I have downloaded the Project ArchViz Interior from Epic Launcher Learn and I have built it using the method in

What are the difference between the 5.0 and ue5-main branches? And which one should I use for development until the full release in 2022? -

I have tested and built this. The original project was 2.96GB and the UE5.0 version is 1.96 GB an amazing saving project in size. Here’s a screenshot running.

My PC is a humble SSD/6 core/ 16GB DDR3 mem and Nvidia GTX 1050 so it took a little while to build the shader. I did not make any changes to the project UE5 handles all the conversions flawlessly.

So once again we find the documentation dragging UE5.0 down.

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I am hearing that there may be a new scripting language for UE5 known as “verse,” Tim Sweeny said it would be similar to the old scripting language from UE3, but he was waffling about whether or not he would actually implement one. Do we know if they are indeed going to make a new language?

@Jimbohalo10 that’s great you got it to build, you did the impossible according to the epic docs!

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Oh so

Documentation says
The following samples are known not to work:

  • Subway Sequencer

Well just to give you a taste “You wanna Play? OK”, It’s the line from the film!

You wanna make it work? Ok. Well, use UE50-VS2022 :rofl::rofl::rofl::heavy_check_mark:

This one won’t work due to missing unconverted plugins from UE4.27 that need to be added and I have no idea where the source is for them as its 4.27 binary has to be used to make this work

UPDATE:- the answer is to convert the 4.27 project to Blueprint c++
using How To Convert a Blueprint Unreal Project to C++ (rhycesmith.com)
Then when its in UE5 delete the bits or convert them back using
How To Convert a Blueprint Unreal Project to C++ (rhycesmith.com)

I just bought ArchViz Interactive UI and Tools again another 4.27, loaded as 4.26, not supposed to work, but it even works with the latest state of the art UE5
jimshalo10/UnrealEngine-5 at ue5-release-engine-test (github.com)