Unreal Engine 5.3 Preview

UE6 being UE4.29 with experimental features :sweat_smile: wish they drop the act and release more subversions focused on fixing instead of pushing out ā€œmajorā€ versions for marketing. They can fool the new devs for a while.

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Just because you migrated a project doesnā€™t mean itā€™s running exactly the same. Profiling is more than looking at one spot in the world and pulling up performance metrics.

So the guy looking over my shoulder was you then? Nice to meet you again! :smile:

Has anybody figured out how to test an Android project on 5.3 yet? Iā€™m having a lot of trouble with two things:

First, it says that it canā€™t get my deviceā€™s sdk from Turnkey.

Second, it throws this error when trying to deploy:

Making .apk with Gradle...
LogPlayLevel: UAT: To honour the JVM settings for this build a single-use Daemon process will be forked. See https://docs.gradle.org/7.5/userguide/gradle_daemon.html#sec:disabling_the_daemon.
LogPlayLevel: UAT: Daemon will be stopped at the end of the build
LogPlayLevel: UAT: 
LogPlayLevel: UAT: FAILURE: Build failed with an exception.
LogPlayLevel: UAT: 
LogPlayLevel: UAT: * Where:
LogPlayLevel: UAT: Build file 'Z:\app\build.gradle' line: 1
LogPlayLevel: UAT: 
LogPlayLevel: UAT: * What went wrong:
LogPlayLevel: UAT: A problem occurred evaluating project ':app'.
LogPlayLevel: UAT: > Failed to apply plugin 'com.android.internal.application'.
LogPlayLevel: UAT:    > Failed to get default debug keystore location.
LogPlayLevel: UAT: 
LogPlayLevel: UAT: * Try:
LogPlayLevel: UAT: > Run with --stacktrace option to get the stack trace.
LogPlayLevel: UAT: > Run with --info or --debug option to get more log output.
LogPlayLevel: UAT: > Run with --scan to get full insights.
LogPlayLevel: UAT: 
LogPlayLevel: UAT: * Get more help at https://help.gradle.org
LogPlayLevel: UAT: 
LogPlayLevel: UAT: BUILD FAILED in 4s
LogPlayLevel: UAT: cmd.exe failed with args /c "F:\UE5Projects\AndroidTest\Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug
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I have the same problem

Any chance we can get updates to our devastated RVT based materials been a major issue since 2020:

I managed to get it to work. In Android Studioā€™s SDK Manager, install the USB driver and all the Google Play stuff, then try to test again.

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The Linux 5.3 Preview 1.zip file is missing the ā€œSetupToolchain.shā€ file ā€“ you can grab it from here: https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Build/BatchFiles/Linux/SetupToolchain.sh and then move it into the /Engine/Build/BatchFiles/Linux forlder and run it. That should fix the issue (at least it did for me).

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Been working in 5.3 for about a week now between working on my project.
Love the lighting !

Iā€™m told it might due to the fact that in Preview 1 the Mac platform has the SM6 shader model enabled by default, but this was rolled back after the preview release was cut as SM6 is not ready to be widely used on Mac. Can you try unchecking SM6 in Project Settings ā†’ Platforms ā†’ Mac?

@jon_eg Hey thanks for writing back! I will test these on the m2 max asap and report back here (tomorrow hopefully). Will disabling SM6 affect the Nanite support on Mac?

Nanite requires SM6, as do VSMs(which I think the engine defaults to if SM6 is active). The drop in the FPS was likely due to both those being enabled now. This is why I asked the person earlier to double check all of the rendering settings.

Thatā€™s odd

I donā€™t seem to be able to get 5.3 on my M1 Mac. I installed 5.2 through the Epic Games Launcher, and there is a news article inviting me to download it on there - but the ā€œbuttonā€ only says 5.2.1. :frowning:

Iā€™ve also tried to install it via compiling Github but thatā€™s not working either.

Anyone have any ideas?!!

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please fix Lag in media sequencer and black screen at starting media.

rest the graphics card in your control panel it is a wonder why this worked for me but ā€¦

I found problems with the landscape in this version of the engine. This video shows how I try to apply a mask to a layer of landscape material, but the mask does not work correctly: https://youtu.be/wLNYi9HjAXM
In this video I am trying to create a landscape with an area of 16x16 km. But video memory is not enough to load landscape material: https://youtu.be/6Zt2ncRyUWQ

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Does anyone have the documentation for the new groom tool in UE 5.3 ?

Mask does not work for me on a simple 1009 landscape either.

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I hope this will be fixed.

It would be very good if the ā€œInstance Start Cull Distanceā€ and ā€œCull Distanceā€ options in ā€œPCGā€ and ā€œStatic Mesh Foliageā€ had the ability to unload Instance near, and load it at a distance on the contrary. Sometimes such a function is very necessary.

Groom Asset Editor User Guide in Unreal Engine | Unreal Engine 5.2 Documentation