Unreal Engine 5.1 Released

hardware ray tracing is disabled since I updated to 5.1 . can’t use GPU lightmass, path-tracing for ground truth testing compared to real-time. is there any way to get it running? this is really urgent to me since my workflow is all around archVis

Are you sure you’ve fully re-enabled support? I haven’t tested GPU lightmass yet but path tracing appeared to be working normally on my end.

Need help with my build!! When I click on new game in the main menu it returns me to the main menu and does not load the main map. I thought it was my project, but no, when I did the build in the template it’s the same error. I tried with version 4.27 and the error does not happen. I mean it works fine, but all my project is in 5.1 and I can’t open it

Looking forward to the native Apple Silicon build!

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hey since you have a gtx card . does it support hardware raytracing in 5.1 ?

I’ve never run a commandlet before, does this look like proper syntax for within a shortcut?
I:\UE_5.1\Engine\Binaries\Win64\UnrealEditor.exe "F:\UE4\Towny 5.1\Towny.uproject" -run=DataLayerToAssetCommandlet OpenWorld -DestinationFolder="\DataLayers\"

Update:
It ran without errors, but didnt do what I needed, found this error in the log:
[2022.11.21-05.18.00:946][ 0]LogInit: Display: LogPackageName: Warning: SearchForPackageOnDisk: Found ambiguous long package name for 'OpenWorld'. Returning '/Engine/Maps/Templates/OpenWorld.umap', but could also be '/Engine/Maps/Templates/Thumbnails/OpenWorld.uasset'.

Update2:
Ran it like this after getting some help from Auning in discord: I:\UE_5.1\Engine\Binaries\Win64\UnrealEditor.exe "F:/UE4/Towny 5.1/Towny.uproject" -run=DataLayerToAssetCommandlet "OpenWorld.umap" -DestinationFolder="F:/UE4/Towny 5.1/Conent/DataLayers/" That got rid of the package error. I dont see the data layers folder anywhere, but after attempting a rename of the map, having everythign corrupted and backing up from a backup, the error is gone. But I lost my data layer and folder data. Also just noticed the spelling error in the Content folder name. oh well. Error is gone, I’m moving on.
And for reference, here’s a pic of the error:
UE51_dataLayers1

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Have you tried going to Project Settings and changing the Editor Default Map to your main map?

Am I the only one with this issue? Ever since updating my project to 5.1 all shaders recompile every time I launch the project.

It goes through the ‘preparing textures’ loading bar when it first launches, and then every level/map I open after that goes through a full recompile. All the meshes show up with the grey world grid texture until that finishes which takes like half an hour.

I haven’t changed anything else besides installing the new version of the engine. I am hoping there is a way to fix this? I imagine it has to do with the way 5.1 has changed how it handles DDC. Anyone have any insight?

Thank you!

Child Actor Components are not updated in the parent (after updating child actor material). This is likely a longstanding issue.

Workaround, removing the child actor, re-adding it.

Migrated my project from 5.0 to 5.1 (no foliage, nearly blank test map with some geometry collections and static meshes), and there is a 30FPS average loss. Not sure why, the only difference is sm6.

When I convert the trees in the Rural Australia set to Nanite. The trees Twitch in the Wind, Not Sway. It seems they are not smoothly animating. Is there a fix for this???

I cant download UE I got always product error e10-0 I have Mac M1 Pro 16.
I try uninstall reinstall but its dosent work I check YouTube and google but I dosent see any thing for Mac some one can help me ?

Print Strings are still visible in a shipped build, this issue was introduced with 5.0.3. This can be fixed by adding the node ExecuteConsoleCommand DisableAllScreenMessages

FixPrintStrings

Hey, I found that after updating to UE 5.1 my emissive materials were not lighting my scene up as well as in previous UE verisons.

Here the emissive materials (particularly animated ones) had an awesome effect on the scene, the blue and purple light above would move and change and affect the world around it.

Now jumping in to 5.1 all of that GI seems to be lost and the only way to replicate something like what it was is to up the emission a load, but this leads to over exposure and is not ideal.

I’m sorry I don’t have a past screenshot to reference this to - but has anyone run in to something similar? using emissives for lighting with Lumen was an awesome workflow for me, but seems a bit less effective in this new update.

But here’s an old example of the GI having an awesome effect on the whole scene in Lumen with 5.0

I was trying to export an animation from 3ds max 2022 to Unreal, with datasmith 5.1, the correct export sequence settings and everything, but when imported into Unreal, the error “Failed to load some animation sequences” appears. I thought it was a bug and reinstalled the plugins, tried several times and nothing. Even a simple animation of moving a cube shows this error. I reinstalled the previous version, Datasmith 5.0 and it worked normally, then I tried 5.1 again and nothing worked, the same error appears. I already cleaned delete all files and reinstalled Unreal, but the same error happens with 5.1, any idea what it could be?

The issue is the folder structure of the -DestinationFolder.
Use this line at the end: -DestinationFolder=“/Game/DataLayers/”

The update log is longer than the Bible, and we love it! Great job on all of the bug-fixes and newly implemented features!

I’ve figured out a proper way to update the code and make Action RPG work in both UE5.0 and UE5.1. I’ve created a community tutorial for this topic.

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Geometry Scripting is beta in 5.1. it’s say unreal engine roadmap but ue5 5.1 plugin window still show experimental.


Screenshot (166)

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Is anyone able to create a new forum discussion or question topic? Seems like it recently broke for me and i cant create a new topic… says something about not having permission to view or somethign when i try.