In Preview 2 the number of material instructions with SM6 enabled is crazy, 545 for an empty landscape material (RVT plugin enabled). It appears in red in shader complexity visualizer even when empty And this is not listed in the list of things to fix for the final release!
Hi all,
I am having troubles rendering senquences from command line. When I use the exact same command as in the previous version (5.0.3) I just get a black screen and the game keeps in âNot respondingâ.
Someone with the same problem?
Crash trying open/edit Water Waves BP (5.1 Preview 2)
Assertion failed: LandscapeSubsystem [File:D:\build++UE5\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterSubsystem.cpp] [Line: 298]
UnrealEditor_Water
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r.TSR.History.SeparateTranslucency changed in 5.1. Wondering if that what you are hitting?
Check the product roadmap
In 5.1 they add support for exp fog and sky atmospheric fog. As for volumetric clouds, path tracing will be coming in the future.
Finally figured out how to get rid of the weird VSM shadow problems that I was having where the playerâs shadow would leave weird broken shadow fragments on the ground that would eventually go away.
I had to clear out the C:\Users\USERNAMEHERE\AppData\Local\UnrealEngine\
folder and I think I also cleared the C:\Users\USERNAMEHERE\AppData\Local\NVIDIA\DXCache\
folder just to make sure.
The fragments of shadows would get left behind almost like decals and werenât some kind of temporal issue. If you stood still, you could move the camera all around and theyâd persist. You had to move far enough away to finally get them to go away.
Guess it was some kind of shader or cache issue. Might be helpful to double check the source to make sure itâs invalidating older shaders or something like that.
Disable wind in foliage materials if you can. It happens in some foliage types with World Position Offset not set correct for UE 5.1.
I love this bug lol
In 5.1 preview2
Static mesh with several materials slots do not return the physical material asigned to the material instances assigned to the static mesh.
Could you please confirm if it works on your side? It would be crucial for our project.
Has anyone been able to confirm:
- if iOS forward rendering works in 5.1
- is AR functionality such as image tracking on iOS? - Iâm expecting that this still hasnât been fixed however itâs always worth asking
currently UE5 does not work properly with âLayered Materialsâ. The layered materials required the heightmaps to be stored in the displacement slot inside a âlayer blendâ in order to use nodes like âheightlerpâ. Technically not a bug but rather something that probably got overlooked when they deleted the displacement/tesselation pins on the materialattributes.
UE 5.1.0 Preview 1 + Nanite + VR Oculus = Very Good
UE 5.1.0 Preview 2 + Nanite + VR Oculus = Very Bad (canât use)
In 5.1P2, Package Build of stock Third Person Template very slow (5 fps)
(I enabled SM6 For DX12, as required for VSM support )
Log has endless:
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: Encountered a new compute PSO: 95856658
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: New compute PSO (95856658) Description: 12A8B6058B697BD9808C576763A7B7B412D87B4E
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: Encountered a new graphics PSO: 943418568
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: New Graphics PSO (943418568)
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: A4B0E647434051D509F0E24552BBA4203AEF90D4,DEDE42CD9558BC4B3F65C1E55A0F5D6A6FA3B708,0000000000000000000000000000000000000000,0000000000000000000000000000000000000000,0000000000000000000000000000000000000000,<0 1 0 0 1 0 15 0 1 0 0 1 0 15 0 1 0 0 1 0 15 0 1 0 0 1 0 15 0 1 0 0 1 0 15 0 1 0 0 1 0 15 0 1 0 0 1 0 15 0 1 0 0 1 0 15 1 0>,<0.000000 0.000000 2 1 0 1 0>,<0 3 1 7 0 0 2 0 7 0 0 2 255 244>,1,11,524,1,1,1,1,0,7,10,0,0,0,18,0,0,0,2,0,0,0,2,16,0,0,19,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,15,<0 0 3 0 12 0>,<1 0 5 1 8 0>,<1 4 5 2 8 0>,<2 0 12 5 4 0>,<2 0 12 6 4 0>,<2 0 12 7 4 0>,<2 0 12 8 4 0>,<3 0 8 13 0 0>,<4 0 6 3 16 0>,<4 4 6 14 16 0>,<4 8 7 4 16 0>,<4 12 7 15 16 0>,<5 0 20 16 0 1>,<6 0 3 9 0 0>,<6 0 3 10 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: Encountered a new compute PSO: 962314663
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: New compute PSO (962314663) Description: A7C15B393FC9943C3B7B65FCA38BEFF9620C103C
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: Encountered a new compute PSO: 3584104151
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: New compute PSO (3584104151) Description: D716A1D598702DC988CDEF2D29CED2A5EE081ED8
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: Encountered a new compute PSO: 1772400617
[2022.10.21-13.39.32:875][ 0]LogRHI: Display: New compute PSO (1772400617) Description: E9AFA46907EA2E5312B567A5383C7E05CED787BC
Editor FPS for same scene is fine
[UPDATE - RESOLVED] Deleted package, switched project to VS2022, repackaged - seems fine now ?!?!?
The feature isolating the selected node path in the Material Editor by dimming nodes not on the path can be useful but is impractical as currently implemented in preview 2, the dim factor is too high, hindering readability of other nodes. Please make this configurable.
Probably a stupid question.
Will we have reflections and shadows from Nanite models in the future other than those of his Fallback?
I think no.
Using large amount of spatial samples in movie render queue will eat away all ram and crash gpu.
Same goes for highResShot + screenshotdelay + large amount of spatial samples.
This does not happen in editor viewport though so I guess this isnât normal behavior.
EDIT: In 5.0 the issue doesnât appear, at least not when taking high res screenshot(RAM usage wonât increase a bit). In MRQ renderings it does, large amount of spatial samples will increase RAM(not VRAM) usage a LOT.