Unreal Engine 5.0 Preview

Yes its working in DX11 but i need DX12 support.
WebM has only playrates 0 or 1 i need a full dynamic playrate … so far no workaround with this problem.
Ive submitted an Bug Report for this now.

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If I am not mistaken, it was renamed GeometryCore. At least it fixed my compiler error to replace it.

Electra Player work perfect with any MP4 and much more.

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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

Yes here is the list from the Visual Studio source, it is the same as the binary version

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 doesn’t work anymore.
I noticed that there’s a setting “velocity pass” but I don’t know if it’s 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 “velocity pass” settings and both “write during depth pass” and “write after base pass” does nothing, every moving foliage has ghosting.
Only “write during base pass” 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 you’ve figured it out by now, but you don’t have Nanite enabled on the mesh do you? It looks like Nanite is obliterating the leaves. I have masked material foliage in a project I’m working on and it’s 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 don’t. Nanite works only on opaque materials.

Good point, I forgot about that, apologies.

Maybe it’s a mipmap issue then?

I’ve spent like couple of days trying to figure it out. Disabling mip mapping, disabling mipmap filtering, using different mipmap filters, etc… :slight_smile: 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 :slight_smile:

Among other types of foliage, I’ve been making Whisk Ferns which are rather thin, and I haven’t 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 it’s the foliage from this one I am having the most problems with.

The “Render to Texture” blueprint in UE5 Preview 2 seems to be NOT working. Anyone experiencing the same?