New update P2 -great! Too bad the static lighting ‘system’ is still broken.
GPU lightmass results in a bad bake and 'LogTemp: Static lighting system is removed for world '.
And the CPU lightmass even crashes the editor - Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 729]
Hoping this gets fixed in a next upate - for VR people the static lighting lightmap bakes are essential
Unfortunately none of the pressing rendering issues are still addressed in UE5 P2
There’s still brutal amount of flickering and noise around the outlines of opacity mapped foliage
And TSR still takes around 7ms on average compared to 1.5ms in UE5 EA2
Ultimately, UE5 P2 has much worse and much more expensive antialiasing than EA2 or 4.27
I found an issue with this bit of code that doesn’t destroy the component when the key E is released. FYI The audio cue is set to looping.
CTRL + W is now CTRL + D… (CTRL W was hotkey for duplicating nodes)
Now we must make the decision to try and adapt muscle memory to new hotkey, or rebind. (Common Commands → Duplicate)
Some issues that still exist:
- GatherRayTracingWorldInstances and BuildTLASInstanceBuffer (or CPU cost for ray tracing) is about 10x more expensive in latest UE5 vs UE4 (5EA2 was ~3x more than UE4) which makes eg. grass unusable with ray tracing while perf was completely fine in UE4
- Landscape grass with meshes that have WPO enabled have (very) incorrect motion vectors in preview 2
- Nanite meshes in landscape grass do not spawn
- Raytracing instance culling is broken with landscape grass.
- Visible in ray tracing switch is broken for foliage (possibly for HISM in general)
Can’t get Quixel bridge to work with UE5 p2.
There was an update for Bridge to go with it. Check the launcher
Yes saw it and did the update.
One major bug for animators:
If you place audio in sequencer, no matter where the playhead is, it starts the audio from the beginning. This makes it impossible to animate to music.
same issues on preview 1 and 2. Add Mapped skeletal mesh node does not seem to do what it’s supposed to. I figured maybe the workflow was changed but Im starting to wonder if its not working at all yet.
What happened to the world partition grid placement settings? in preview 1 and 2 its gone? needing the always loaded option for landscape and meshes? or is there another option I can use to keep them loaded?
Yeah I’m seeing the same problem, just with the Add and Multiply nodes alone. Trying to drag an axis from the default ‘Mouse Y’ node to an ‘Add’ or ‘Multiply’ node gives “No matching ‘Add’ function for 'Float (Single Precision)”.
This should probably be hot-fixed or something, because this one’s kinda bad .
Update: As a workaround, you simply need to add your operator to the graph, then convert one of the pins to your desired type, THEN connect whatever you’re trying to connect. Seems to work.
Please fix this not being able to create a single float only doubles is just wrong, double use more memory and in a replicated array your wasting space! so your forcing people to bloat there logic in blueprint for no reason let alone when you update your project from 4.27 all single floats are converted to doubles which is a major issue, not even progress bars in UMG support doubles!
The only way I have found to create a single is dragging of a preset one from a node.
By far my favorite change in preview 2, I can finally leave SteamVR installed
Just to let you know, I’ve reported this issue 9 days ago via the bug submission form and attached a simple project that reproduces this. (No response yet)
Reference for the UE team if someone stumbles across this:
Case # 00411166: Control Rig mapping doesn’t work after updating from UE5 EA to UE5 Preview
And TSR still takes around 7ms on average compared to 1.5ms in UE5 EA2
I expect you are probably using cinematic anti-aliasing scalability. Switching to Epic should do. Sharing the log of a ProfileGPU would confirm. If you have a high DPI monitor, you can also disable Editor Preference → Performance → “Displays viewports’ at high DPI” to go back to UE4 behavior of using a spatial upscaler.
There’s still brutal amount of flickering and noise around the outlines of opacity mapped foliage
Let me guess, foliage moves? How are the motion vector looking like? More infos here: Unreal Engine 5.0 Preview - #218 by Guillaume.Abadie
I’m having the same problem.
My question is why does TSR at cinematic preset take so much less resources in 5.0 EA2 while actually looking better in EA2.
Funnily enough, if I disable TSR and switch to TAA, Lumen steps up to take as much resources as it needs to ensure the scene framerate never exceeds ~25 FPS. (Talking about Epic preset, not cinematic, on RTX2080Ti).
The UE5 Preview builds are just extremely weird and janky in terms of both performance as well as visual quality. When I did optimization pass in UE
DPI scaling has no effect, since I am running 100% (default DPI scale).
And no, the foliage does not move at all.
Thank epic
Assertion failed: !IsWide() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 1505]
Wait preview 3 or there is a solution ?
UPDATE!: Credit where credit is due!!! Excellent and diligent work, all. With the release of Preview 2, seeing MASSIVELY improved stability with Direct X 12 and even Path Tracing with fairly gratuitous settings. Can report on Windows 11, reasonably high spec system, Metahumans has been restored to full functionality and seems vastly more stable.
Sill waiting for the other shoe of course, but persistent crash issues seem to have been substantially rectified for previously experimental features.
A testament to responsive community-driven development. Excited to experiment with all the new features. Our thanks to the team. Respect.