Request for LTS versions of UE and marketplace assets.

Something that bothered me and plenty of others is that there is no LTS version of the engine. With an engine evolving so rapidly, we see a bunch of new features and twice the amount of new bugs with each release, with old bugs remaining unfixed and ignored. This is a major problem for anyone working on serious projects. UE4.27 died with the release of the “new” UE5 which again was just UE4 with new features, bugs, but also bug fixes. Bug fixes UE4.27 never received. Ok, fine, we all moved to UE5. But UE5 continues on the same path through all its sub versions, so nothing really changed.

I would rather stick with an LTS version of UE5, receiving bug fixes but no new features. I am sure others will share this opinion. Because every release of UE breaks something which makes a serious project unfit for release.

On the marketplace we also see problems because of a missing LTS version. Written in the terms and conditions for sellers is that sellers should support 3 latest major engine versions. “Major” seems to be a sub version as in 5.0, 5.1, 5.2. This is in my opinion a bad decision. For example, I have a plugin depending on NVIDIA DLSS. DLSS has still not been released for UE5.2 and by the time it does we might be at UE5.3 or 5.4 already.

If you are not yet convinced there is a great need for LTS versions, I welcome you to my list of bug reports (see my topics). I imagine that if you are not a solo dev, but a team of 50+ people you might run into 50 times the amount of bugs.

Here’s a list on UI in UE5 alone.

EPIC, please stop breaking Slate and UMG in new releases.

Notice that they are FULLY ignored by staff, even after tagging staff.

Meanwhile we are forced to go with the “latest 3 major versions” and dragged into experimental plugins which are already molten into UE5 as defaults now (yes you Enhanced Input, you too CommonUI) which is incredibly unprofessional.

[UE5.2] Axis and Action mappings are now deprecated... Please use Enhanced Input....

Please add an LTS branch. The “shiny new stuff” gets old after seeing it break twice a minute.

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:vulcan_salute:

just a bump. :ghost:

In my opinion 5.2 is very stable :sweat_smile:

Never going to get LTS in the games industry with how rapidly things change and how WIP major features like Lumen and Nanite still are.

Very simple, make them experimental optional addons and keep them experimental optional addons for as long as required. Plenty of game industry related tools literally have LTS.

No one desires rapid change on the engine once a project is being developed, you don’t remove the bricks you built your roof on halfway the project. Once you start on a project that takes months or years to complete you pick your tools and stick with specific versions, from the OS, to VS, the engine all the way down to the tools. There is a reason LTS exists.

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Other 3D Engines already had or are now adding LTS versions indeed, including Unity:

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wait 2 more yrs

Was something officially announced?

:recycle:

I agree we need LTS version. Currently downloaded fresh UE5.3.2 and it has issues. Can’t see my c++ classes. it’s a new cpp project can’t see the classes, the content drawer minimizes even when it’s locked. yeah try clicking on show engine content and uncheck it, the content drawer will keep going down.

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EPIC, what versions are VR developers supposed to use, when the new systems don’t work together?

Lumen for Forward Rendering? - #12 by Roy_Wierer.Seda145

[UE5.2, Bug Report] MSAA glitches on Groom hair.

Isn’t it the idea that smaller devs act as beta testers for the game-breaking new features so then bigger AAA studios can use more polished versions of the engine?

ouch

They can do it for Fortnite apparently

this is actually a very interesting proposition.
i think it’s a great idea.
otherwise they should have a process for testing the engine thoroughly on each release which i don’t think is humanly possible. and would prevent those beta/experimental feats to be developed fast.

There’s a lack of automated code testing which could filter out many of the problems before release, bugs which instead have been with the engine for 10 years now. They’re part of the literal million reports that just sit there post the bug reporter process.

Modularity of the engine could also be improved. Many new features are created as plugins (good!!!) but are pushed to developers as replacements for the “old” systems (common UI, Enhanced Input vs Slate), deprecating “old” features with alpha / beta ones. The developers turn into beta testers and newcomers to the engine don’t realize that they’re still working with the “old” system in new clothes. that is toxic to devs who have been with the engine for a long time and looks more like a marketing move. At the same time, the old systems (character movement component, Slate and others) can be a tangled mess which should be refactored. Possibly as plugins as well.

With a high level of modularity LTS doesn’t need to stall development of new features. Unfixed engine bugs are what takes up so much time in every new version. New features can all be made truly optional. Meaning: if it’s not “checked” on the “plugin list”, their files don’t even have to be on your PC. Currently it’s such a mess. All that experimental data you don’t use most of even after 10 years of being a dev on it. Developers can create plugins at high speed especially if they don’t have to deal with engine dependencies and engine bugs. And if they are truly optional, no one on the LTS version will be bothered with the alpha / beta stuff. On the EPIC launcher you’d get a UE5 LTS (minor versions are just fixes), and an additional list of experimental addons branching off to whatever they got in mind.

1 Like

i can’t state whether there’s a lack or not, since i don’t work at epic. but i came to the same feeling as you a few weeks ago.
i’m personally not a proponent of automated testing on games, but i do think they help in a framework/engine, specially the size of ue.
i do agree that in this case it’d seem that automated testing would really help.
but i don’t think that autotest by itself will fix the root issue. and i think it will hinder if used on new features. it will certainly require effort and will certainly slow down new features and innovation.

it confuses me though, since i know that, in the codebase, there is some auto-testing. but as usual, it does not cover everything.
i still think their qa process could/should be improved too.

i think that’s a different issue than LTS, a bit tangential. you could target a LTS without refactoring the engine. lts is mostly a change in process, not work itself.
but i do agree. specially when building the engine. UnrealEditor target is 4000+ actions on my pc. and takes very long. and i’m pretty sure a ton of that could be moved to plugins. making it much faster to work with, and safer to modify and test.

sorry, maybe i’ve explained myself wrong.
i didn’t meant that LTS would stall development, i meant that a stringent qa would stall it. with forced autotesting, regression testing, and full coverage.
i do think that an LTS is better option than a stringent qa imho, since by contrast, it would not stall new features.

this is tangential to what you just said, but i think you have a good idea. by modularizing the code more, you can skip LTS support for beta/experimental plugins. hence reducing the amount of work on epic side.

i think the requirement for an lts is the willingness to backport fixes, and keep working on a specific version (but only for bugfixes, security issues, and only on non-alpha/beta code).
(potentially) by a dedicated team.
I struggle to believe that epic does not have the resources to have a team to just keep fixing bugs on a specific version, and backport fixes from new versions. but it’s apparent that they don’t do it.
it became apparent to me that epic is more focused on new features than on stability or performance since 5.0.
i could understood that at the time, since lumen and nanite were big jumps in complexity; but i think a lot of time has passed and the stability is not there yet. it feels as if they have taken those qualities for granted and underestimate the importance for users.

though 5.6 has had a ton of work on the bug fixing realm (and also pso). so i’m certain they are aware and are interested.
i do feel something is pushing them to do things (new/shiny) that users are really not finding that valuable, at the expense of a stable/reliable/performant/documented tool. imho.
it gives me the feeling they are spread too thin, even though i find it hard to believe for such a big company.

still i think there’s an issue with their process.
they could put a ton of effort in fixing bugs for ue5.7, but if they don’t figure out another way of working, it’s going to happen again on 5.8. imnsho.

in my work, i’ve had cases where it’s simply a no-win situation.
(this is from memory, i don’t make an effort to remember these things, so i might be mistaken, so take as example not literally)
e.g. in 5.2 umg retainer did not work (at all). in 5.3 it did, but it broke vertex interpolator in some cases. in 5.4 it worked but then something else broke.
so as your project grows, your chances of having a deal breaker bug increases, and your chances of having at least one dealbreaker for several versions increases too. and you end up not being able to use the engine. at all. which is pretty silly. it makes the whole engine useless.

LTS makes sense as well since for a company moving engine versions is really costly, and more risky than people would love to think.
so rarely you’ll upgrade your engine more than once per year.

i’ve used ubuntu/debian for over two decades, so i’m quite comfortable with the LTS cycles.
i truly love it and i’ve even used that in my way of working.
and i think it’d be the best way to have stability/performance, while not blocking innovation/fast iterations/beta adoption.

i really would love if ue could have an lts that’s focused on

  • stability
  • performance
  • security
  • documentation
  • release code (not beta/alpha)
  • that releases no more often than once a year. maybe once every two years.
2 Likes

It was shocking to me that it actually happened. We were only at 4.27, then UE5 hit. UE5 was a chance to turn things around and distribute large changes to the engine code itself. You’d find it advertised as the “game changer” (later sub versions too) just about everywhere. Except… It was just UE4.27 with its bugs and added experiments on top of it. Definitely just marketing. They didn’t refactor the old engine code as far as I noticed. To me this was most noticeable with the Slate / UMG system, I saw your response on that thread. That system was refactored over X sub versions breaking 2 things for every fix. The public response to UE5 of many was that they intended to stick with UE4.27 (even with its bugs) which is worrying. At the rate UE5 develops I’d currently expect a UE6 to launch out of nowhere using the same strategy. UE6 then being the same ape in new clothes. It would be disappointing.

I’m seeing a reduction of EPIC staff involvement over the years. I’ve heard many off the staff were fired but I can’t verify this. On the forums there’s never been that much staff activity compared to community activity but I can tell sh"t has hit the fan. That’s because they launched a bug reporting form on the forums, which only later turned out to only be monitored for Fortnite bugs. I talked to staff about it. The form was altered to a Fortnite bug submission format. There’s also a bot on the forums scanning for such bug reports, again, only Fortnite bugs get scanned (staff confirmed). As far as I know, our feedback on “just unreal engine” is not collected. Either way, the lack of communication between staff and community makes it look so.

Recently the button to report forum posts changed in functionality as well. Previously you could report a post and basically directly contact a mod on the forums. Now you get redirected to an EPIC page where you get to log in again and go through a report form process. Such extra steps are usually implemented to stop people from complaining and further reduce the amount of time staff needs to spend on problems.

In short, everything I’ve seen so far on forum developments points at staff reducing time spent on actual problems, and on collecting feedback. The community feels ignored. Fortnite is called the cash cow.

The UMG / Slate bug post I linked is a good example. Some bugs that were introduced were ridiculous. Like a broken getter function for a slider / editable text box value that would fail 100% of the time in any context. There was no test for it. On EPICs side, that takes 10 minutes to fix. On “our” side, the thousands of UE developers had to look wtf was going on and duckttape to see if there was a workaround to get base functionality on the UI to work. That is a LOT of time wasted and is experienced as insulting to all of us.

When prototyping yes, writing tests takes time and slows down prototyping. Once people work on a project for months and intend to release a large plugin or game, they don’t intend to switch engine versions halfway or use prototypes. The way I see it, prototypes just have no place within engine code. If people prefer rapid development without testing properly it shouldn’t be included with engine code.

Meanwhile EPIC requires that FAB products support the latest major engine version. As I remember from some agreement somewhere (perhaps EPIC Marketplace), they would even have to support the latest 3 major versions in order for the product not to be “possibly” removed from the marketplace. Yet, the latest 3 major engine versions can not be used to release a full game due to engine bugs. :confused: . Even FAB is experienced by many as a partial and bugged implementation of what it could have been. Browse to any page and look for errors on your browser console. Sloppy and lacking in features.

2 Likes