Unreal Engine 5.1 Released

Hey all - thanks for all the great feedback so far!

We’re pulling your notes, but please also use the Bug Submission Form, which helps us capture more details about the issue and track them for the devs. <3

4 Likes

This has been updated! You should be able to pull the City Sample project from the Launcher now. Thanks for the report :slight_smile:

3 Likes

Lumen and Skylight do not seem to work properly on M1 Mac. Lumen seems to only work in the Lumen Scene Preview, not in Lit mode. Emmissive materials do not effect anything. Also the Skylight does not do anything. Neither the real time capture nor lighting with an HDRI seem to make any difference in my scene. I am using the version from the Launcher App (not Apple Silicon) because the build always fails. PLEASE provide us with a simple download or something. Not everyone can build from source.

when I do import with unreal engine 5 rig selected the engine Crash

This only happened with version 5.1

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763]
Array index out of bounds: 111 from an array of size 106

thanks for saving me and everyone else loads of time

2 Likes

Hi all,

I noticed after upgrading an existing project to 5.1 that the editor regularly exceeds my video card physical memory (I have a GTX 1080 8GB).

It looks like each time the editor renders a thumbnail for the content browser, it’s never releasing the render target textures it spawns to process them. This happens if I right click / open any 3d assets.

Here is the editor using nearly 16GB of video memory in a blank scene after viewing a subset of skeletal meshes in our project:

Be warned if you have limited system memory, that you will hit virtual memory limitations very quickly if you regularly open many 3d assets (it took me a while as I have 64GB of system memory). I’ve also experienced a GPU driver crash I think is related to this issue.

2 Likes

I spun the project back up in 5.0.3, to see if this a regression.

The same issue occurs, however the memory usage only increases to 6GB, so there was a similar issue in 5.0.3, but it’s now worse.

5.1 Crash on the phone after opening the camera

[2022.11.18-07.20.14:712][ 19]LogRHI: Display: 9138F9010212C19C0A5157CA526536EA2210940D,DC3964696F760C9DDBF601BAAF34650E11C72093,0000000000000000000000000000000000000000,0000000000000000000000000000000000000000,0000000000000000000000000000000000000000,<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 0 0>,<1 3 1 7 0 0 2 0 7 0 0 0 0 255>,1,11,4620,2,2,0,0,0,2,26,0,0,0,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,10,<0 0 3 0 12 0>,<1 0 5 1 8 0>,<1 4 5 2 8 0>,<2 0 7 3 0 0>,<3 0 13 4 8 0>,<3 0 13 5 8 0>,<3 0 13 6 8 0>,<3 0 13 7 8 0>,<3 4 12 15 8 0>,<4 0 4 14 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>,<0 0 0 0 0 0>
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: === Critical error: ===
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error:
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: Assertion failed: IsInRenderingThread() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/OpenGLDrv/Public/OpenGLDrv.h] [Line: 785]
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error:
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x00000078A63BCEDC libUnreal.so(0x0000000013DB7EDC)!FOpenGLDynamicRHI::RHICreateTexture_RenderThread(FRHICommandListImmediate&, FRHITextureCreateDesc const&) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789D4945B0 libUnreal.so(0x000000000AE8F5B0)Unknown []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789D494C88 libUnreal.so(0x000000000AE8FC88)!FRHICommandUpdateExternalCameraSample::Execute(FRHICommandListBase&) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789D4948A4 libUnreal.so(0x000000000AE8F8A4)!FRHICommand<FRHICommandUpdateExternalCameraSample, FUnnamedRhiCommand>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x00000078A178FF70 libUnreal.so(0x000000000F18AF70)!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x00000078A17F8974 libUnreal.so(0x000000000F1F3974)Unknown []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789D10CB48 libUnreal.so(0x000000000AB07B48)!TGraphTask<TFunctionGraphTaskImpl<void (), (ESubsequentsMode::Type)0> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789FD3D960 libUnreal.so(0x000000000D738960)!FNamedTaskThread::ProcessTasksNamedThread(int, bool) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789FD3BD34 libUnreal.so(0x000000000D736D34)!FNamedTaskThread::ProcessTasksUntilQuit(int) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789FD3AE1C libUnreal.so(0x000000000D735E1C)!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x00000078A193481C libUnreal.so(0x000000000F32F81C)!FRHIThread::Run() []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789FEDF034 libUnreal.so(0x000000000D8DA034)!FRunnableThreadPThread::Run() []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x000000789FD377F8 libUnreal.so(0x000000000D7327F8)!FRunnableThreadPThread::_ThreadProc(void*) []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x00000079C0E667C4 libc.so(0x00000000000CF7C4)Unknown []
[2022.11.18-07.20.15:432][ 20]LogAndroid: Error: [Callstack] 0x00000079C0E091AC libc.so(0x00000000000721AC)Unknown []

Bridge Quixel - Broken
Image Plate - Broken
Dual GPU - Not working…

1 Like

I know that I made this mistake too, but I think the Dev team will appreciate it more if we can report 5.1 bugs on the official bug tracker.

1 Like

Hi. Anyone can help me why applying the same workflow in Datasmith I got this huge different with the new version. I tried changing all I can. I am beginner with UE. Thanks!

Lumen and Skylight Actor are not working properly in 5.1 on Mac. I have the same problem on my MBP M1 Max.

Is there any information about using Iris replication?

Tried enabling it in the released version (binary via Epic Launcher) but did not work. It’s giving linking errors and the IrisCore doesn’t exists inside the Engine’s intermediate folder.

Is working well if compiling the engine from source but I haven’t found a way to use it with the binary released version.

It’s strange because this system was featured in the release notes, but there’s no more information about the usage. :eyes:

1 Like

That’s great to hear. I’m still new to the UE using a Mac, or the whole mac ecosystem in general. How do you go about building UE 5.1 for Mac Silicon Arm64?

I dont think its a process for a beginner unless you are used to xcode and using github and its a huge 168G download. I followed a vid on youtube on installing 5.1 on mac silicon. It might be better to wait till it is officially an option from the launcher.

Good to know that is a general problem for Mac version.


help!

Crazy the number of Mac users here, maybe Epic should work harder for them.

6 Likes

Had some issues with my foliage flickering/disappearing when migrating my 5.0 project to 5.1. Foliage was from the LandscapeProV2 pack. I didnt troubleshoot to find specifically what was wrong, but I switched the foliage meshes to nanite, and now they look great.

Also getting a message Some data within DataLayers is deprecated. Run DataLayerToAssetCommandlet to create DataLayerInstances and DataLayer Assets for this level. in the Data Layers tab. I cant find any proper information on how to even run commandlets, much less confirm if “DataLayerToAssetCommandlet” is the proper name for it.

1 Like

@Interitus384

Found this inside WorldPartitionDataLayerToAssetCommandLet.h:

// COMMANDLET TO CONVERT DATALAYERS TO DATA LAYERS ASSET AND DATA LAYERS INSTANCES WITHIN A GIVEN WORLD.
// 
// All data layers will be converted to data layer instances and data layer assets.The commandlet will create the data layer assets at the specified destination folder.
// All actors will now be referencing data layer assets.
// 
// RUNNNING THE COMMANDLET:
// [Project] -run=DataLayerToAssetCommandlet [LevelName] -DestinationFolder=[Folder]
// 
// -DestinationFolder : Specifies the folder where the Data Layer Assets will be created
// 
// Optional Args :
// 
// -NoSave : Will run the commandlet, report information, but will not save.
// -IgnoreActorLoadingErrors:  Will ignore if an actor failed to load.By default the commandlet will abort upon those errors.
// -Verbose:  Adds extra logging information.
// 
// 
// If the Commandlet fails it will report an error which will need to be addressed.
// Once the commandlet finishes successfully, all data layers will be saved and actors will be updated.
//
// PROJECT SPECIFIC CONVERSION:
// Some projects might have added additional references to data layers. Those projects can subclass UDataLayerToAssetCommandlet and override 2 functions 
// virtual bool PerformAdditionalActorConversions(...) : Called on every actor when they are converted. 
// virtual bool PerformProjectSpecificConversions(...) : Called before wrapping up the commandlet.
//
// Both functions receive the CommandletContext in parameter. 
// UDataLayerConversionInfo* UDataLayerToAssetCommandletContext::GetDataLayerConversionInfo(...) can be used to retrieve the conversion information for a specific data layer.
// the UDataLayerConversionInfo reference the UDeprecatedDataLayerInstance to convert, the newly created UDataLayerAsset and the newly created UDataLayerInstanceWithAsset.
//
1 Like