Unreal Engine 5.1 Released

I give up… I will rollback my project to 4.27… sucks that I cant use UE5 for AR/VR

With 5.1.1 my editor randomly freezes with the last log entry always being:

Wed Feb 08 22:13:59 CET 2023  Log          LogSlate                  Window 'Delete Assets' being destroyed

Is anyone else having this issue?

350 Bux Fixes let’s go! Testing the thresholds of VR in 5.1 so this is delightful. Hopefully undo in BPs doesn’t lag out anymore as well?

No, I still did not fix it :frowning:
As far as I know, this is because there is no such function like CreateFile2 in the Windows 7 Kernel, it exists only on Windows 10 and newer kernels. So I have two ways, one is update my system to Windows 10 (it is not possible in my case) or wait till Epic will fix this in the next version of UE.
So I waited and then 5.1.1 have been released and the problem still occurs :frowning:

My UE5.1 project crashes in UE 5.1.1, when I open the editor or launch the game. I get the following errors.

[2023.02.11-22.33.00:929][  0]LogWindows: Error: appError called: Assertion failed: Pair != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 643] 


[2023.02.11-22.33.00:929][  0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2023.02.11-22.33.02:528][  0]LogWindows: Error: === Critical error: ===
[2023.02.11-22.33.02:528][  0]LogWindows: Error: 
[2023.02.11-22.33.02:528][  0]LogWindows: Error: Assertion failed: Pair != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 643] 
[2023.02.11-22.33.02:528][  0]LogWindows: Error: 
[2023.02.11-22.33.02:528][  0]LogWindows: Error: 
[2023.02.11-22.33.02:528][  0]LogWindows: Error: 
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ffcd881f2c8 UnrealEditor-RenderCore.dll!GenerateReferencedUniformBuffers() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1513]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ffcd87b26db UnrealEditor-RenderCore.dll!FShaderType::Initialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\Shader.cpp:399]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ffcd8828c79 UnrealEditor-RenderCore.dll!InitializeShaderTypes() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1435]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ff7f0010d26 UnrealEditor.exe!FEngineLoop::PreInitPreStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:2915]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ff7f0002662 UnrealEditor.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:154]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ff7f000296a UnrealEditor.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ff7f0005680 UnrealEditor.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ff7f00171b4 UnrealEditor.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ff7f001a516 UnrealEditor.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ffd046d7614 KERNEL32.DLL!UnknownFunction []
[2023.02.11-22.33.02:528][  0]LogWindows: Error: [Callstack] 0x00007ffd04d426a1 ntdll.dll!UnknownFunction []
[2023.02.11-22.33.02:528][  0]LogWindows: Error: 
[2023.02.11-22.33.02:567][  0]LogExit: Executing StaticShutdownAfterError
[2023.02.11-22.33.02:567][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2023.02.11-22.33.02:567][  0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
[2023.02.11-22.33.02:567][  0]LogCore: Engine exit requested (reason: Win RequestExit)
[2023.02.11-23.09.02:532][792]LogWindows: Error: appError called: Assertion failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 382] 
Unable to queue the extraction of the resource TSR.History.ColorArray because it has not been produced by any pass.

[2023.02.11-23.09.02:532][792]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2023.02.11-23.09.25:539][792]LogAudioMixer: Warning: AudioMixerPlatformInterface Timeout [11472ms] waiting for h/w. InstanceID=1
[2023.02.11-23.09.25:539][792]LogWindows: Error: === Critical error: ===
[2023.02.11-23.09.25:539][792]LogWindows: Error: 
[2023.02.11-23.09.25:539][792]LogWindows: Error: Assertion failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 382] 
[2023.02.11-23.09.25:539][792]LogWindows: Error: Unable to queue the extraction of the resource TSR.History.ColorArray because it has not been produced by any pass.
[2023.02.11-23.09.25:539][792]LogWindows: Error: 
[2023.02.11-23.09.25:539][792]LogWindows: Error: 
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcc0b3a56d UnrealEditor-RenderCore.dll!FRDGUserValidation::ValidateExtractTexture() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:366]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcc0a6187e UnrealEditor-RenderCore.dll!FRDGBuilder::QueueTextureExtraction() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:351]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc918c86be UnrealEditor-Renderer.dll!AddTemporalSuperResolutionPasses() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\TemporalSuperResolution.cpp:1847]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc918bec6f UnrealEditor-Renderer.dll!FDefaultTemporalUpscaler::AddPasses() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\TemporalAA.cpp:957]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc91789e5d UnrealEditor-Renderer.dll!AddPostProcessingPasses() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessing.cpp:645]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc90fc6655 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3889]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc91b02d04 UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4390]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc91acf967 UnrealEditor-Renderer.dll!<lambda_d825e7d5a738e0bb6b7e834ee381bd9e>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4668]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc91ae7ff1 UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,<lambda_d825e7d5a738e0bb6b7e834ee381bd9e> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffc91aefe18 UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,<lambda_d825e7d5a738e0bb6b7e834ee381bd9e> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcba3d2fdd UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcba3d352e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcc0b1f804 UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:415]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcc0b23b54 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:541]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcbaaf5342 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffcbaaed230 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffd046d7614 KERNEL32.DLL!UnknownFunction []
[2023.02.11-23.09.25:539][792]LogWindows: Error: [Callstack] 0x00007ffd04d426a1 ntdll.dll!UnknownFunction []
1 Like

5.1.1., macOS Ventura

Same Landscape tools issues
Still Intel app of Editor, not Apple architecture M1/M2

I`ve fixed it by SetPositionInViewport after AddToViewport is done, Now it works fine but I still not figured out why SetPositionInViewport in OnConstruct get wrong layout.

This output log error is missing the information about the source of the error.

Ensure that you also installed the PDB (which can be specified in “option” within Epic Installer.
image
For UE4.27, it is listed as ‘editor symbols for debugging’.

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Every time I open the project variables reset in some child blueprints like;

Collision presets changes back to Overlap All Dynamic

Boolean variable becomes false

WIdget class in widget component goes back to None

Really need a fix for this Bug: Unreail Engine 5.1.1 Bug when using blendprofile in Animation Blueprint Template

So it seems that UE 5.1.1 is still far from production ready… I read of so many bugs… I was considering using UE 5.1 but maybe even 5.2 won’t be usable at all. I will have to keep using UE 4.27 until Epic Games makes UE 5 fully usable so it seems.
Unfortunately many marketplace developers are now releasing for and supporting UE 5.x only with no UE 4.27 version. Their code can even be perfectly working but when you add many codes together the bugs would appear in your project sooner or later.
UE 4.27 is far from perfect, it has bugs too but with UE 5.x it seems that there are some major bugs that 4.27 didn’t have which makes it unstable so unusable.
Too many bugs don’t get fixed release after release. They really should make a LTS release … maybe so a UE 5.2.60 or UE 5.2.80 would have all the bugs fixed and be fully usable.

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My apologies in advance, I am new to Unreal Forums, and if this posting does not follow established protocols, I will be happy to post differently in the future.

In the Nov 15 2022 announcement “Unreal Engine 5.1 delivers new features for filmmaking, broadcast, animation, and live events”, the following statement was made in the section discussing the new dedicated In-Camera VFX Editor:

“A corresponding iOS application that mirrors the editor’s functionality, but with a UI adjusted for a touch interaction, is planned for release within the next few weeks.”

Did this iOS application, mentioned in the above quote, and expected to be released a few weeks following the Nov 15 announcement, ever ship? If yes, where can I find it? I have been looking around for any trace of it, and haven’t found any yet. Many thanks in advance for any direction you all can provide on this.

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Where can I get precompiled build of UE 5.1.0?

Hello. Did you ever figure out what’s causing this and/or how to fix it? We’re running into the same exact issue.

How To Use Your iPad as a Virtual Camera in Unreal Engine 4 - YouTube
How To Turn An iPad/iPhone Into A Virtual Production Camera | ActionVFX

In the iPad IOS App store is “Unreal Remote 2”

I don’t have any expertise of this I just Googled
using “unreal in-camera vfx editor ios”

Jimbohalo10: Thanks for your reply. The Nov 15 2022 announcement made it sound like there was a new iOS app expected to come out a few weeks after the 11/15/22 announcement “that mirrors the [In-Camera VFX] editor’s functionality”. I think that that’s a little different functionality than ‘virtual camera’, isn’t it?

thank you Epic for changing everything forever, everything… well i guess it’s time to take my makehuman avatar with a miximo rig, on my CC3 character with a metahuman face rig and get something done… maybe there is still some good left in the world :slightly_smiling_face: :+1:

unfortunately doesn’t work - any clues?

@Amanda.Schade Are we going to get another point release for 5.1 a lot of the same bugs are in 5.1.1 that are in 5.1? 5.2 Isn’t stable enough for production work. It takes teams maybe a month to switch engines and deployment to the entire team as we have to take our engineers from game play related tasks to do this change and test all the code before the rest of the team moves over to it. 5.1.1 has some basic broken things like take a directional light and wrap it in a BP > press build entire level goes black > breaking plugins like Ultra Dynamic Sky > Moving objects in the editor will just have them disappear when copied.

We needed features in 51.1. or we would have stayed on 5.03 but we really could use faster point releases and fixes from Epic.

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