If I am not mistaken, it was renamed GeometryCore. At least it fixed my compiler error to replace it.
Yes, I checked the engine source code at the time, the plugin location was moved to the engine, and they were added to the namespace, some of the structs seem to conflict with the new version, it seems that it will be deprecated soon
I really like what was done with the user interface in Unreal Engine Preview in terms of making it more cleaner and less cluttered (for example the details panel). One thing that pushes me more to use Unity is the cleaner interface it offers. Hope future UE updates carry on this direction to make the UI less cluttered.
Thanks
I have some problems with TSR AA and preview 2.
While it was working fine on early access version, the foliage of the same project are now blurry when moving by the wind, like if velocity output doesnât work anymore.
I noticed that thereâs a setting âvelocity passâ but I donât know if itâs related to this problem and which setting should I use. During depth pass? During base pass? After base pass? Why do we need those settings?
@Guillaume.Abadie
When using landscape foliage, from my understanding foliage will lose motion vectors. Is there a workaround for this, in particular when using TSR?
Genuinely looking forward to TSR, it feels like next-gen TAA.
I have the same problem but with the multiply node. I have to convert the multiply node input pin to float double for it to work. Annoying.
Yeah, the same. But this is not normal.
Exactly. I tryied every âvelocity passâ settings and both âwrite during depth passâ and âwrite after base passâ does nothing, every moving foliage has ghosting.
Only âwrite during base passâ works for foliage hand painted with the foliage tool, no more ghosting for them, but then every mesh spawned with the landscape grass node has a lot of aliasing and flickering
Maybe youâve figured it out by now, but you donât have Nanite enabled on the mesh do you? It looks like Nanite is obliterating the leaves. I have masked material foliage in a project Iâm working on and itâs functioning just fine.
UMG binding vars seem to all be missing project converted from 4.27.2 looked into for an hour trying to different var settings to make them appear in the UE5 UMG but nothing seems to work. I am getting and setting reference from the Game State where I am storing all these vars.
If course I donât. Nanite works only on opaque materials.
Good point, I forgot about that, apologies.
Maybe itâs a mipmap issue then?
Iâve spent like couple of days trying to figure it out. Disabling mip mapping, disabling mipmap filtering, using different mipmap filters, etc⌠If it was trivial to solve, I would have already solved it.
I am pretty sure if you find a piece of masked foliage that has very thin features, you will encounter that problem too
Among other types of foliage, Iâve been making Whisk Ferns which are rather thin, and I havenât been running into the problem. They all nicely turn into a green blob at a distance.
Have you compared how they look between EA2 and P2? Do they look identical in the same level at the same distance?
@Sukritact
Meadow - Environment Set in Environments - UE Marketplace Do you have this pack? It was free at some point. If so, you could try to reproduce it, because itâs the foliage from this one I am having the most problems with.
The âRender to Textureâ blueprint in UE5 Preview 2 seems to be NOT working. Anyone experiencing the same?
There doesnât appear to be any PDBâs with the UE5 builds (specifically the editor). This makes developing against it very difficult.