Unreal Engine 5.3 Preview

Jut saying {images are better than words}


Edit: Well… running the launcher as Administrator solved the problem… but I had the launcher already set to get launched as Administrator. A restart probably remains the solution for that. Anyway… engine launched, everything is super quick from launching to all the rest and I’m just… hyped!!! :star_struck:

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I’ve been at it all day I can’t figure it out for the life of me :rofl:

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Importing weight maps from file to landscape layers seems to be broken.

Also there’s a lot of artifacts with card like Nanite meshes.
Mesh strips like blades of grass especially show that problem…
Turning on ‘explicit tangents’ helps a little, but still shows artifacting that wasn’t there on 5.2

yes it does. check out this video i go over it

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For anyone that wants to mess with Nanite Spline Meshes.

You need “r.Nanite.AllowSplineMeshes 1” in Config/DefaultEngine.ini
“r.SplineMesh.RenderNanite” 1 or 0 turns it on and off within the editor

You may need to you need to reimport any meshes using nanite spline meshes after enabling “r.Nanite.AllowSplineMeshes” I was getting weird shading and hard edges before reimporting the mesh.

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Yeah, I have 4 SSD ready for them.

Is it me or does every time the engine boasts IMPROVEMENTS, I need a new Graphics card or memory or a new Rig to run it…lol. Just got everything running in 5.2.1. , just to have 5.3 slapped in my face… Hopefully we will one day have one solid engine version with seamless updates. Now that would be an accomplishment!

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No thanks, I’m not gonna use some odd number version? what am I, heathen?

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i cannot use sm6 in unreal 5.3 but it works in 5.2 and pls add support for intel arc a 770 and 750 (dedicated)

Great 5.3.0p1 has been released! Looking forward to testing all the new features.

I did do one test just now; IES lights when using GPUlightmass are still broken. They were fixed in 5.1 but broken in 5.2 and 5.3/5.4 (github-main). Reported this a few weeks ago but in the bugtracker its still noted as fixed.
Hoping this can be fixed because for archviz it really makes a big difference in visuals. See Unreal Engine Issues and Bug Tracker (UE-156122)

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you’re so 2022 :smile: me too haha

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How to use sparse volume texture ?

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:scream:

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I hope we get an experimental version of Project Avalanche.

Is PCG still marked experimental? Couldn’t find anything (one way or the other) on the roadmap…

I’m surprised 5.3 is releasing so soon. I’ve just only got comfortable with 5.2.(1). :slight_smile:

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I would like to try Unreal engine 5.3

Seeing an odd performance drop during Play in editor - about %30 lower fps.
The mega strange thing is that this only happens when I control a player pawn (tested two different pawns one was a barebones free camera). I can Simulate the level and have all the actors and events run at the same performance as 5.2 but as soon as I control a pawn it goes down hill.
The mega weird thing is that even during Play with a controlled pawn if I were to press F8 with the project still Playing… I get good performance again XD
Seems that controlling a pawn for some reason is eating up quite a bit of performance.

For the people wondering how to use VDBs in this version.
Use the Heterogeneous Volume Actor as described in the roadmap. Then make a Volume material for that actor and use the Sparse Volume Texture Object to reference the imported Sparse Volume texture. Plug this node into a Sparse Volume texture sample or a sparse volume texture param. (Or just add the SVT into those nodes right away)
You also have to define the UV for this node which you can do by taking the Localposition and subtracting the Localbounds. (there’s a bit more to this step to get it working correctly)

If you have a VDB that has both fog and fire you’ll need to pay attention into what channels you loaded them into. You can seperate the R/G/B and plug the volume into the Extinction and the fire into the emission. Ofcourse you can make the setup more complicated for it to look better, but this is the start.
And also plug something into the albedo, can be a white color or something else.

And that should roughly be it, I hope this gives a base for the people that haven’t figured it out yet to start with.

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Pity that ray-traced shadows still don’t work with volumetric fog. It’s been years at this point.