Seeking Help: Integrating DLSS, FSR, and XeSS in Unreal Engine 5.5.1

Hi everyone,

I’m currently working on a project in Unreal Engine 5.5.1 and looking to integrate DLSS, FSR, and XeSS into my build. However, I’ve noticed that these technologies are officially supported only up to Unreal Engine 5.4.

I’m seeking guidance on the following:

  1. Is there a way to integrate these technologies into Unreal Engine 5.5.1?
  2. If official support is unavailable, can the plugins from version 5.4 be adapted or used in 5.5.1?
  3. Are there any community tools, resources, or workarounds that might help with this integration?

I would greatly appreciate any advice, tips, or documentation that could assist me in getting these features to work in the newer version.

Thank you in advance for your help!

2 Likes

There are unofficial patches for DLSS and XeSS. They work fine on my project

3 Likes

Thanks for the info and the link!

I appreciate the suggestion about unofficial patches. I will definitely check them out and see if they fit my project’s requirements. But I have a few questions:

  1. Are there any specific steps or precautions that you have come across that I should take into consideration when integrating these patches into Unreal Engine 5.5.1?
  2. Have you encountered any stability or compatibility issues with performance while using these patches?
  3. Do you recommend these patches for production builds or should they be used for testing purposes only?

Thanks again for your help! :blush:

Didn’t have enough time for the test, but we plan to use it in production)
I just dropped these fixes to the Plugins folder and rebuilt the project.

i cant seem to build for 5.5.1
the old (edit version.rebuild in vs) .
Plugin ‘FSR3’ failed to load because module ‘FFXFSR3Settings’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

the build.sh reflects the private cpp and public .h files.

how can we get 5.5.1 FSR ? i had it all setup with custom settings for my project now i updated and i had to disable fsr for now. but need it back =(

Thank you for the clarification!

Based on what you’ve described:

  1. FFXFSR3Settings Error: This usually happens when the module isn’t properly linked or the plugin isn’t compatible with the new engine version. Have you tried manually regenerating the Visual Studio project files and rebuilding the solution after adding the plugin? Sometimes this step resolves module-related errors.

  2. Recompiling for 5.5.1: Since the build.sh reflects both private .cpp and public .h files, it might help to verify if the plugin files have the correct directory structure and if the Build.cs file is updated to support UE 5.5.1. Updating the EngineVersion in the .uplugin file to match 5.5.1 might also help.

  3. Getting FSR Back: If you’ve already set up custom settings, you might want to temporarily revert to 5.4 to export the plugin settings, or manually carry over those configurations while troubleshooting compatibility.

Have you checked any unofficial repositories or modded versions of FSR? Sometimes, community-maintained patches keep pace with engine updates. Let me know if you find a solution!

I’m also trying to make DLSS, FSR, and XeSS work smoothly with 5.5.1, so I’ll update.

3 Likes

There’s a great community project here which includes implementation of all three side by side, not yet 5.5 as no official 5.5 versions beyond Xess 1.4.10 but a very useful implementation.

Adriwin06/Ultimate-CommonUI-Menu-System: This project provide the Ultimate Modular Menu System for Unreal Engine 5 using Common UI where everything is easy to reuse/build on. For the options menu, there is everything you need from basic scalability settings to DLSS/FSR/XeSS/NIS/TSR settings but also Post Process or Lumen settings and NvRTX settings like RTXDI or SER.

I couldn’t find a way to fix FSR myself and haven’t found a community place for AMD where I could ask. Grateful if anyone has that information where we can nudge AMD on an update.

2 Likes

Hey I’m also looking for a fix for FSR3. I’ll try fixing it on my own and I’ll post any news here

failed to load because module ‘FFXFSR3Settings’ could not be found

4 Likes

Glad to see my patch is going around the world :heart_eyes:

1 Like

For UNREAL ENGINE 5.5

AMD FidelityFX Super Resolution 3.1.3 Unreal Engine plugin guide - AMD GPUOpen

1 Like

Will it work in editor ? And will it work better than TSR ?
I noticed it can do frame generation as well. With this increase the smoothness in editor navigation ?

cringe its don’t work also tried to install both in engine and in project, regenerated project, cleanuped binaries/intermediate/deriveddatacache/saved and still get

Plugin 'FSR3' failed to load because module 'FFXFSR3Settings' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

It compiles only via rider but don’t want to compile with “bForceCompilationAtStartup”

Lost another hour on this and yes its still reproduces despite several versions/patches with combination - precompiled engine + bForceCompilationAtStartup + install in project Plugins folder, looks like plugin tries to be recompilated due to bForceCompilationAtStartup but don’t know why PrecompileForTargets = PrecompileTargetsType.Any; works like so

[/Script/UnrealEd.EditorLoadingSavingSettings]
bForceCompilationAtStartup=True

So and we end up with error below… I hang up, will use DLSS only, super dissapointed in amd that this issue still reproduces for months and such small task - “integration of FSR3” costs me hours to get nothing, we won’t turn off bForceCompilationAtStartup whole team won’t compile project by hand every day cause one plugin of dozens that were used in several projects don’t compiles we just wont use FSR3 good job amd, keep it up and you’ll “won”

Building TestEditor...
Using Visual Studio 2022 14.38.33145 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (12 physical cores, 24 logical cores)
  Executing up to 12 processes, one per physical core
Using Unreal Build Accelerator local executor to run 2 action(s)
  Storage capacity 40Gb
---- Starting trace: 250401_132908 ----
UbaSessionServer - Disable remote execution (remote sessions will finish current processes)
------ Building 2 action(s) started ------
UbaSessionServer - ERROR opening file E:\godreaper\Plugins\FSR3\FSR3\Binaries\Win64\UnrealEditor-FFXFSR3Settings.dll for write (The process cannot access the file because it is being used by another process. - D:\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealEditor.exe)
Link [x64] UnrealEditor-FFXFSR3Settings.dll: Exited with error code 9001. This action will retry without UBA
[1/2] Link [x64] UnrealEditor-FFXFSR3Settings.dll (UBA disabled)
LINK : fatal error LNK1104: cannot open file 'E:\godreaper\Plugins\FSR3\FSR3\Binaries\Win64\UnrealEditor-FFXFSR3Settings.dll'
Trace file written to C:/Users/Ciber/AppData/Local/UnrealBuildTool/Log.uba with size 3.1kb
Total time in Unreal Build Accelerator local executor: 6.41 seconds
Total execution time: 12.34 seconds
LogCore: Engine exit requested (reason: EngineExit() was called)
LogAudio: Display: Beginning Audio Device Manager Shutdown (Module: )...
LogAudio: Display: Audio Device Manager Shutdown
LogExit: Preparing to exit.
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogXGEController: Cleaning working directory: C:/Users/Ciber/AppData/Local/Temp/UnrealXGEWorkingDir/
LogIris: FNetObjectFactoryRegistry::UnregisterFactory is unregistering factory: None name: NetActorFactory id: 0
LogIris: FNetObjectFactoryRegistry::UnregisterFactory is unregistering factory: None name: NetSubObjectFactory id: 1
LogPakFile: Destroying PakPlatformFile
LogExit: Exiting.
Log file closed, 04/01/25 13:29:18