LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
Since UE5.1 Preview 1 packaged game freezes with these log calls if there are UMetaSoundSources in objects that are inside a Modular Game Feature (from Modular Plugins & Game Features) with default state set to Active.
I have an error âProcedure entry point CreateFile2 not found in KERNEL32.dllâ while engine is starting and loading Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-OpenExrWrapper.dll file.
Iâm working on Windows 7, version 5.0.3 works just perfect here.
Mac OS Ventura
Xcode 14.1
UE 5.1 Latest git source code
Compilation of ShaderCompileWorker > ARM is fine
Compilation of UE5 > ARM - error : âCommand ExternalBuildToolExecution failed with a nonzero exit codeâ > Build failed
maybe it is the other way around. i never got anything for free from apple, epic gave us one of the most professional engines for free to try and learn, not mentioning the monthly free assets and free games and all the free material, quixel and metahuman and a thousand other things like that. you might say that they plan long term profit but hey thats how companies work and i am more than ok with that.
I am not a fanboy of any brand but hey, you ever tried to think that maybe just maybe apple was being greedy.
even if not, from a business perspective obviously mac is not as profitable as windows so its total fine by me if epic didnt care about apple at all. So maybe you might want to switch to windows, its not just unreal engine, i can count a thousand software without any apple support or poor support. Apple do not give you a proper gpu to take full advantage of ue5.1 or even 5.0 anyway, so maybe you can even try staying on a previous version.
Maybe they dont release city sample for mac because City Sample is extremely heavy, macs dont have proper gpus to have a proper performance. I get 45 fps with a 4090 on ue5.0 so what do you think your fps would be on a mac, even if you had the newest pro model.
Btw atm city sample also doesnt work on windows on 5.1 just fyi.
Hello
I am a 3DConnexion SpaceMouse user over here. Anyone having trouble locating the TDxUnrealEditor plugin after upgrading a UE5.0.3 project to UE5.1.0?
Yup the plugin is totally gone! It seems crazy no one updated it back when UE5.1 was in preview.
Well I found a status update on 3DConnexion forums. They claim a new plugin is in the works expected for the end of the month.
I have built the Mac Silicon arm64 version of 5.1 from source and my compile times have more than halved and my in editor frame rate has nearly doubled. Thank you Epic for this Mac Silicon support.
Lumen works for me on my 5.1 Intel Mac. and OH MY GOSH the framerate is sooooooo much faster! Only a few bugs right off the bat:
⢠When I open any project for the first time, it always stops compiling shaders at 35%, saying there are 25 shaders left to compile. After maybe 15 minutes, it resumes.
⢠ACES color mode is broken; everything becomes insanely oversaturated compared to srgb
⢠Saving a file for the first time freezes the editor for 15 seconds or so
Finally, I found a way to compile for those who would have the same problem.
1 - Delete UE5.xcworkspace
2 - On the official release of UE 5.1.0 of the launcher, locate and copie the file âEpicWebHelper.appâ in UE_5.1/Engine/Binaries/Mac/EpicWebHelper.app
3 - Paste the file âEpicWebHelper.appâ in your compile folder directory in UnrealEngine_release/Engine/Binaries/Mac/
4 - Relaunch generateprojectfiles.commande
5 - Relaunch UE5.xcworkspace and relaunch the build