Unreal Engine 5.0 Preview

SetResolutionScaleValue blueprint node doesn’t seem to be working with UE5 Preview 1 or 2 (it worked in EA). If I set it to, say, 50, the image quality doesn’t drop and the framerate doesn’t go up.

Another issue that I have, and I don’t know if it’s normal or not: when Lumen is enabled with hardware ray tracing and reflections are set to Lumen, I get blank reflections in my scene that is generated at runtime (with Procedural Meshes). From what I understood, ray traced Lumen doesn’t use mesh distance fields, so I figured reflections with procedural meshes (which don’t have mesh distance fields) would work. Is that a bug ? Is there a fix or a workaround ?

My question is why does TSR at cinematic preset take so much less resources in 5.0 EA2 while actually looking better in EA2.

You might have missed: Unreal Engine 5.0 Preview - #203 by Guillaume.Abadie

Note that cinematic quality settings have no requirements to hit framerate on any existing hardware.

And no, the foliage does not move at all.

I’m interested to know why cinematic scalability would look worst in 5.0 but not in EA for you, as well as the artifact you are experiencing on your foliage. UE5 have this new DumpGPU command dumping all intermediary GPU ressource disk that then can be zipped and shared that have a lot of imformation related to artifacts.

You are probably hitting Editor Preferences → Performance → Override game screen percentage settings with editor settings in PIE

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Is physical constraint broken in preview 2? This pivot door worked in preview 1 set to angular free. Now at some angles it just flips out.

So either something is broken or something works differently now?

setup is very simple just object and physics constraint. Door isn’t colliding with anything, I even moved it out in the open and it breaks if rotates close to or past 90deg. I repeat, this did work fine in preview 1

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Regression: installed builds of 5.0.0-preview-1 and 5.0.0-preview-2 are missing prebuild files for AndroidDeviceDetection module. This can be seen at least on Linux and Mac, including engine from launcher.

5.0.0-early-access-2

$ find . -name \*AndroidDeviceDetection\*
./Engine/Binaries/Linux/Android/libUnrealEditor-AndroidDeviceDetection.so
./Engine/Binaries/Linux/Android/libUnrealEditor-AndroidDeviceDetection.sym
./Engine/Binaries/Linux/Android/libUnrealEditor-AndroidDeviceDetection.debug
./Engine/Source/Developer/Android/AndroidDeviceDetection
./Engine/Source/Developer/Android/AndroidDeviceDetection/AndroidDeviceDetection.Build.cs
./Engine/Source/Developer/Android/AndroidDeviceDetection/Private/AndroidDeviceDetectionModule.cpp
./Engine/Source/Developer/Android/AndroidDeviceDetection/Public/AndroidDeviceDetection.h
./Engine/Source/Developer/Android/AndroidDeviceDetection/Public/Interfaces/IAndroidDeviceDetectionModule.h
./Engine/Source/Developer/Android/AndroidDeviceDetection/Public/Interfaces/IAndroidDeviceDetection.h

5.0.0-preview-1

$ find . -name \*AndroidDeviceDetection\*
./Engine/Source/Developer/Android/AndroidDeviceDetection
./Engine/Source/Developer/Android/AndroidDeviceDetection/AndroidDeviceDetection.Build.cs
./Engine/Source/Developer/Android/AndroidDeviceDetection/Private/AndroidDeviceDetectionModule.cpp
./Engine/Source/Developer/Android/AndroidDeviceDetection/Public/AndroidDeviceDetection.h
./Engine/Source/Developer/Android/AndroidDeviceDetection/Public/Interfaces/IAndroidDeviceDetectionModule.h
./Engine/Source/Developer/Android/AndroidDeviceDetection/Public/Interfaces/IAndroidDeviceDetection.h

I am getting increasingly worried. The amount of rendering issues I am running into in P2 in our cinematic project is extreme. None of them were addressed since P1, and it seems rendering bugfixes locked down already.

I’ve had a lot of trust in Epic past years, but the way UE5 release is handled is very concerning, and not up to the standards I am used to. If UE5 really gets rushed out in this state, it’s certainly going to shake Unreal Engine’s reputation as professional, reliable engine.

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You have ran into the same issue I did:


This right here is completely broken, when set to the default value (Based on display resolution). Either change it to OS DPI scale or Manual.

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I am also struggling with physics constraints in PV2. I believe something has changed since PV2.
pv2_physics_test (1.9 MB)

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I believe it was Enhanced Input not being compatible and a DisableIK node that needed to be bypassed. But I really would not convert anything to Preview other than to “preview” because it has other major issues. It really is only a preview. EA is much more stable.

Totally.
But for other versions…
image

It was kinda PITA reverting it to the desired value every time you installed a new version or updated your current one :slight_smile:

It was a workaround. Now we finally have a solution :slight_smile:

I 'm having issues with making a patch file through Project Launcher tool.
Packaging works great. but executing .exe file after patch gives me crash all the time.
it works fine in 4.27

I am so confused. Did almost no one notice that pretty much any foliage using masked materials straight up disappears in the distance in Preview 2? :face_with_raised_eyebrow:

(No, the foliage material doesn’t have any camera distance fade shader)

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Also, Using object pivot point & rotate about axis in a tree bark shader for wind sway,
While dragging static mesh into the level ( left side) works as expected.
When used as static mesh foliage in the foliage tool(right side) it gets offset, and scaled strangely.
:neutral_face:

i don’t know if you figured it out already, but you can use skew warp , pick bone as target , if you want it to be the root you can leave the bone name empty. and it will work like simple warp used to.
you can now use sockets, other bones as target of the warp so it puts hand in the location you provide for example or foot, etc…

When you put P3 out could you have the fps template have the gun load when the project is started? Thanks.

I have the same issue

Since P1 and P2, if the scene contains a high density of hair, moving the camera significantly will cause the program to crash, which does not happen in EA.
On the bright side, importing abc hair files is indeed much faster and the interface performance is much better.

Our chonky boy is getting extremely bloated. Even if no additional target platforms are installed, the base engine install size is still around 34GB, over 10 out of which is some PythonFoundationPackages experimental plugin:


:face_with_raised_eyebrow:

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