UE5 Crazy Slow UI. Glitches

Hello!
Compared to UE4, UE5 is crazy slow (mean GUI - buttons, menus, windows…) a lot of glithes…
Simply say - impossible to work…
Anybody knows how is possible to handle with it??
Why did they release the raw product…its a question? or shoud it buy the TOP CPU and RTX3090 (or better?) just for comfort work!!!
ps. I would stay for UE4, EU5 is raw…but i create the vehicles (some for marketplace - as publisher you have to publish project for last engine version), and convertion projects for UE5 doesnt work…need to make them almost from scratch (new vehicle class, new audio - previous sound cue parameters dont work, etc…)

*tested on:

  1. 2x Xeons, 64Ram, GTX 1080
  2. Laptop i7, 32Ram, RTX2060
    Situation the same…Laptop slightly better (tested template projects, empty projects)
    ** “ArchViz guys” - i know all is ok for you) Lumen is ok, Nanite as well. But the other stuff… Would like to see other thoughts)

I ran most of Unreal 5 Preview just fine on an 8-year-old laptop until just recently. It had a GTX960n, i7 (skylake) and 32GB of RAM. It only started to get difficult when attempting to actually run a simulation. I’m not really sure what could be going on for you.

Have you made sure that your computer is using the dedicated graphics card for Unreal? Sometimes when I get new programs, I have to go into my settings and manually assign that program to the dedicated card, instead of the on-board.

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Agree, its weird.
Computer and laptop use the right GPU - no problem there) I do not know what is wrong …
I wouldnt write this if there was nothing to compare with - UE4 and UE5, UE5 sucks …

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I’m having the same issue right clicking in the blueprint node editor for example causes the editor to hang for 2-15 seconds before showing the context menu.

GTX 1080
i7 3.3Ghz
32G Ram

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Guys I solved the problem.
My machine configuration is:
Microsoft Windows 11
CPU = Intel i9-9900x
RAM = 64GB
MB = X299 AORUS MASTER
GPU = RTX 3090 Ti SUPRIM 24GB
That said, after days and days of testing and trying, the system does not present any kind of error or warning, but continues to go extremely slow.
Before losing my mind completely, I decided to go back to version 4.27.2.
Now everything is working perfectly and I can maybe finish my game.
I hope the official UE5 developers make up their minds to make a move on solving the problem.
Good day everyone.

Read my answer at least you solve the problem.

In case this helps - I am using UE5.4 (had same issue in 5.3) with UE5 running so slow it is impossible to work with. This has occurred with 2 different AMD GPUs (RX580 and now an RX6650XT) with the must current AMD driver at the time. I have also had a new mobo and AMD CPU and still same issue, plus several Win 11 updates, including a few big updates. Plus 4K monitor.

So I find the UI gets progressively slower to do anything until unusable, happens within a few seconds of opening. ONLY happens when UE5 fills the screen, if I make even 1 pixel in any direction smaller it stops. So work around for me is to simply ensure the taskbar is not hidden (Right click Taskbar > Taskbar settings > Taskbar behaviours > untick auto hide). This ensures the window is not full screen, and I am then problem free.

Note: I had no issues in 4.27 it was only on updating to UE5 that problem happened.

Maybe try the borderless window option? Not sure if this changes how the editor also works for the project.

I’d also try resetting your graphics drivers setting to default. Usually personal tweaks to options can throw off unreal’s ui as it’s suddenly forced to do extra anti aliasing or other transforms it doesn’t usually do.

Thanks for this - sadly borderless on / off makes no difference. Also have used default / variety of settings for GPU and a number of different drivers to no avail. (Not saying that there isn’t a magic setting in there somewhere which may help as your reasoning is sound).

It was OK for me till about 5.3, but in 5.4 and 5.5 something broke. UI panels/tab take much longer to open, and selecting anything in the level editor flickers the entire properties panel the amount of times equal to the amount of material slots on the static mesh actor.