Unreal Engine 5.1 Released

Amazing!

I was testing to launch a project with

[/Script/Engine.RendererSettings]
r.HeterogeneousVolumes=True

The result

Enabling

r.ForwardShading=True

Results in

Too many overlapping shadowed movable lights

After disabling Nanite in the project settings, this warning shows up

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After creating HLOD and packaging, UE5.1 runs out of memory. Fix = Restarting UE5.1

So putting together the @Interitus384 and @Animacio.org strings you get - thanks all this one was a real bear

I:\UE_5.1\Engine\Binaries\Win64\UnrealEditor.exe “F:/UE4/Towny 5.1/Towny.uproject” -run=DataLayerToAssetCommandlet “OpenWorld.umap” -DestinationFolder=“/Game/DataLayers/

Beautiful release. We already packed our alpha of CRETE in 5.1 and tested it in a open gameplay during the weekend.
I reported one bug happening in 5.1 related to AI teleporting on client when using root motion with allowed rotation AND they are on top of rotated actors with a static mesh component.
However, I would like to add a video as a follow-up. I’ve seen the character movement component has a fair amount of changes related to root motion, however, it could be related to the SM component or/and the sub-object replication system (not using it in the video). Also, the disparity of root motion in the second box looks to match the rotation delta from the first box.

The first box is an actor with an SM (not rotated).
The second box is an actor with an SM (rotated).
Both are replicated actors and they are at the persistent level. AI is using a Game Ability task with a montage and root motion + rotation is allowed.
It is a new behaviour in 5.1

Finally found a solution for this issue:

is there a new city sample for 5.1 or Mass traffic plugin for 5.1? many 5.0.3 plugins are not compatible

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ok

Hello everyone I saw on the unreal site that in version 5.1 the import of the MVR format incorporated in the import of the datasmith format is finally supported, could any of you tell me how it works? How do I import the mvr file including texture fixtures etc ??? Furthermore, to import a stage, how does it work, should the file be exported only to datasmith or should it also be exported in MVR format, can you help me?
I await a precise response from the staff or from you users!
Thank you
Greetings
Matteo.

UE 5.1 Youtube video independant review (Nanite Foilage)
Why Unreal Engine 5.1 is a Huge Deal - YouTube

When no default pawn class is set inside the project Map & Modes settings, and a pawn class is set through the current map GameMode settings - still ignores the set pawn class. Expected behavior if no project setting is set, use the maps GameMode setting.

Are we going to get a Hot Fix Soon for the Bugged Nanite Moving Foliage in wind ???

It is (was?) a known issue: cannot post questions to likely forum categories?!?!?!?
Sounds like it’s been fixed.

So it seems UE5.1’s Re-Targeting is a bit buggy. Sometimes Re-Targeting works sometimes not. Then you have to switch to Replace Skeleton and hope that works.

After changing the skeleton and default mesh, old meshes are still visible while no longer assigned to child meshes.

Fix = Restarting the editor, old meshes can be selected/ removed.

When the node ExecuteConsoleCommand DisableAllScreenMessages is active on project start, removing the node / not loading the node has no effect, screen messages are still suppressed.

With 5.1 AutoRegisterAsSource needs to be enabled on the AIPerceptionStimuliSource component. Previously the related RegisterForSense nodes activated stimuli sources, which seems to be no longer the case.

The Dungeon Architect plug-in was submitted on November 26th and is still not available. Plug-in submissions should be prioritized by sales, to reduce the amount of affected developers, and users.

Hey.
who would like to create a script to allow for a logitech steering wheel to work with UE 5.1? I am assuming the steering wheel script for UE 4 will not work with 5
Thanks!

Did you find a resolution for this? I am experiencing the same FPS loss after migrating from 5.0.3. 10-12FPS in areas that were running 40+ FPS before 5.1.

Pretty disappointed honestly given the performance improvments touted in the roadmap. If it’s an issue with conversion from 5.0.3…well that’s also not ok.

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I also noticed the ACES color mode issues. It is broken at the moment. Do you know if it is reported or pending to be fixed?