Unreal Engine 5.1 Preview

Yes, there was a bug w/ path tracing in shipping builds in 5.0 that should be fixed in 5.1. Can you give it a shot?

Nanite works by auto-LoD merging adjacent triangles in runtime.

For foliage, which is considered aggregation geometry, It need to merge leaves which is not adjacent triangles. Nanite currently cannot handle this yet.

Nanite has a new feature in 5.1p called “Preserve Density” in the mesh nanite settings that will resolve this issue. I imagine it comes at a performance cost though.

Hi,

yes I am having the same issues on my M1 Mac Ultra. Not usable for me at this state.

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Path tracing & raytracing seem not work for me too in 5.1 pr1!
How to solve ? (RTX 2080TI) seem turning is disable in this version?

yeah I reverted back to 5.0.3 for now. it was fun to try out the new anamorphic capabilities on the camera though :grin:

Do you have the RenderDoc plugin enabled? That was what was preventing hardware raytracing from functioning in 5.1p for me.

UE5.0 120 fps , UE5 5.1 preview = config … 30 fps ; (

where is the improvement?

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:man_shrugging: There will be hotfixes soon, hopefully.

I got 5.1 and now this pops up whenever my character runs up against anything. Is this a bug or a known issue?

Same here.

Fixed by setting p.CVarGeometryCollectionImpulseWorkAround to false


In the function ApplyImpactPhysicsForces (CharacterMovementComponent.cpp:7019) the movement component is trying to add impulse to all objects the player touch because bGeometryCollectionImpulseWorkAround (CharacterMovementComponent.cpp:284) is true by default and bCanBePushed = false (CharacterMovementComponent.cpp:7065) isn’t being called.

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still now work

You need to DISABLE it, sorry if that wasn’t clear.

Can anyone please check whether this option “Ordered Independent Transparency Enable” is available in Project Settings in UE5.1 Preview build?

It is available if anyone curious.

anyone tested nanite foliage? I have huge drop fps when shadow is on, if turn off shadow fps back to normal, it is normal? I not have RTX GPU

It is not yet well implemented, it should be 5.1 Release.

Hey guys, is there a known issue with datasmith importing .glb/gltf in UE5.1? It doesn’t seem to import instances.

I use blender to export .glb since there is no .blend support in datasmith and it worked fine in 5.0 but now it only imports single meshes and empty actors in place of instances.

Exponential Height Fog in the path tracer seems still not supported in this 5.1 preview isn’it?
Thank you!!

By disabling Reference atmosphere in PostPVolume, you get VolumetricClouds back with path tracing, if you have SkyLight in your scene with Real Time Capture enabled. If you change Cubemap resolution you get nice clouds - so if you want vol Clouds you loose sky atmosphere fog, and vice versa.
Exp Height for it seems not working at all at the moment with path tracing.