Unreal Engine 5.0 Preview

There doesn’t appear to be any PDB’s with the UE5 builds (specifically the editor). This makes developing against it very difficult.

Debug symbols are an optional element in Launcher’s download option. It’s there, 50 GBs :wink:

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OMG, sorry, yes of course. I’m just so used to having them with the other versions I have installed. Oops.

I can’t download my metahuman in 5.0 preview2,but it can work in 5.0 EA,how about you?

I haven’t compared. I’m using P2 fwiw.

Unfortunately I don’t have the pack.

Is it only rendering out a single weirdish texture? It’s doesn’t seem to be working for me either.

This issue really needs more attention.

I use List View as the default and it’s really difficult to find an asset I want.
I was hoping that UE5 would fix it but it’s still the same.
I dealt with it for years and I can’t stand it anymore.

Can you PLEASE make Asset Type Info smaller and less visible? Or make it an option not to be visible at all. You don’t need to repeat over and over right next to each other.

Thanks.

yes but its support only playrates 0 (Stop) and 1 (Normal speed) … thats not what i need.

Hello, moving from the Alpha 2 to Beta 2 version of Unreal, I’ve noticed that the decal mode for “Stain” is no longer there.

It has been replaced by modulate, which should basically do the same thing as a Photoshop Multiply, but putting a decal in Modulate, simply makes it transclucent.

mult
Here is an example, the green plane has a pink decal (on the Right) in Modulate mode, but it just overrides the color instead of multiplying it. For contrast, I multiplied the color in photoshop on the top left to show the intended behavior.

Is this a known issue? Am I forgetting to check some option somewhere?

Thank you

The modulate does not do in Unreal 5 Preview 2 what is shown in this page:
(Material Blend Modes | Unreal Engine Documentation)

That’s no longer entirely true, actually. I have a github version from a few days ago, and masked materials are (largely) working, even on complex organic foliage. They’re picky about how the masking is set up and how the vertices need to be articulated, but if you look on the lumen feedback thread, I posted a photo of 1.1M+ nanite bushes all running with zero culling, HLOD, or imposters. It averaged 47FPS, so a little room for improvement, but pretty good.

WPO is also (sort of) working, or at least not breaking content anymore. Code exists to support it, and instead of crashing or rendering the default material, it simply won’t animate. Saved a lot of content headaches for me. At this point, I’ve found that generally everything except for translucent materials can be Nanite, with a few exceptions.

Masked grate from the Soul:City demo. It works almost always perfectly on anything non-organic.

I am talking about P2 of course. Most of us here are talking about publicly available prebuilt binaries acquired through the launcher, because we intend to use final 5.0 to do the actual production work.

Talking about unfinished builds is kinda pointless because those features are not yet in stable main branch and therefore won’t be supported by Epic on UDN and such.

Hi @Sukritact @Rawalanche

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.
@Sukritact said
I haven’t compared. I’m using P2 fwiw.
Unfortunately I don’t have the pack.

Can I suggest both of you try to work on the FREE Epic Marketplace project
Project+Nature - UE Marketplace (unrealengine.com)

The other free Project is
interactive Open World Foliage in Props - UE Marketplace (unrealengine.com)

Most of its says UE5.0 compatible. Then both of you can report the problems.
Most of content is Artstation
The project would then be a common reference and its FREE
Thanks

Exactly, it’s only rendering one texture, instead of many textures that we specify.

Very happy to hear it sounds like at least some progress is being made on masked materials, even if it’s not perfect yet. Plus the performance improvements over EA are promising.

If they can get this working well for foliage (or materials with SSS), and if they can get texture-driven displacement (i.e. fill the gap left by deprecating tessellation), UE5 full release will be incredible

That’s valid, and I understand where you’re coming from. I’m not sure I’d agree with you that it’s pointless, because if someone is wondering in advanced what content will be supported in the future, it can inform content and pipeline decisions. I think it’s similar to how Epic originally required simple geometry in support of lumen, which would necessitate granular mesh construction, but now that it can work with more content, it’s no longer quite necessary.

  1. Hi, i’m using UE 5 preview 2 and i have a problem. Axis system is constantly flickering/blinking, while using object other than plane. Do you know how to fix it?

Unreal_Engine_5_2022.03.23_-_15.10.27.01_Trim.mp4

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Quest 2 support of UE5 doesn’t work, not even yesterday’s main branch on Github, as I built the engine and created an APK (UE5 preview was missing files, that’s been fixed), but it doesn’t lunch on the Quest 2 (it just silently exits).

I’m not sure what’s happening with VR development, it is starting to feel like nothing is tested before check-ins are made.