Sadly, it is impossible to develop anything for VR in Unreal Enigne 5 (any version) in combination with OS Windows 11.
There is fatal issue since first UE5 version:
Combination of Win 11 + VR + dx12 + UE5 with ray tracing on through OpenXR
Always, 100% crash when VRAM is filled, which is basically always.
I cannot immagine VR development without OpenXR, with widely spread Win 11. A lot of people is having this issue and it is not adressed since 5.0. It makes totally no sense to do VR developmen in UE5 at all.
I was able to compile some basic VR demos as test using WIN11 + VR + raytracing and unreal 5.1 and 5.2 and with openXR. On 2 different machines actually…
They probably didn’t exceed your VRAM (if it was a basic VR demo). Anything outside of that will cause a crash. Our devs are trying to figure that out, but seems there is no solution. Other teams are having this exact issue too.
Not sure because for example I can run a few projects such as Venice Fast Build which looks relatively good if you ask me or anything that is ADDED to the proyect however the ones with options such as “Create new project” those are the ones I cant look in the VR which tends to be the ones with super op high quality. My Pc can run all of them without issues but the VR option doesnt even show up so I do not know if is a setting I must turn on or something ? I have try with 5.0, 5.1 and 5.2 they all work if I do a VR Project but when I create a new project of this super high quality stuff it doesnt even show up the option so Im thinking probably Im missing some basic set up or missing some stuff you get by default on a VR Template but not on this super op high quality tests, see what I mean ?
Hi, You need to IMPORT not ADD the contents of your created project into the original base project. In all project is a Content folder so even if you download a full project, you need to inport all the Assets and not the project. When you have all the project assests loaded go into the maps then double click the Level you want to open.
You are still VR Template project so you start VR as before and its displayed because the underlying project is VR and the assets are imported
see How To Import .uasset Files Into Unreal Engine 4/5 (Tutorial) - YouTube
Hey there Jimbo I get what you say however how do I import the project though ? It only allows me to create new projects at least of the ones I wanna try with VR.
here you can see: Blue = Create Project, Red = Add to project. Blue ones are the ones that does not let me see on VR but the ones I add to the VR basic template it does allow me to look on VR even if they are new and different Maps. Is clearly because there is a VR Template on the project that helps me or allows me to see on VR what ever I want. How can I achieve that with the ones that only allow me to CREATE but not to ADD into the project ?
Is there any chance for Unreal Engine 5.3 to be the first LTS release or not ?
All UE 5.x versions have some critical bugs and are far from stable and production ready so far.
Epic Games really needs to have at least one LTS version in which all bugs get fixed to become the most usable and stable release.
All UE 5.x versions have some critical bugs and are far from stable and production ready so far.
Yeah. That’s the truth, and more and more people realized it. UE4 was somehow usable for shipping in 4.5. However, there was half a year between UE versions 4.1 - 4.5. The biggest problem is that they are now releasing updates after half a year, and many fixes have been pushed to UE 5.4 or UE 5.5, which is eta 1 - 1.5 years!!! Not to mention, that UE5 was released 2 years ago. During that time, you can run out of money and basically go bankrupt base on they unfulfilled promises (if you are not megacorporate like 2k for example and yu dont have priority over others).
The biggest irony is that one of their most complex features - Nanite, is one of the best and safest features that they have. But fixing less complex features take years and causing problems with performance, which makes me angry And more experimental are on the way
Not to mention, that they stop updating 4.27, which is full of experimental features and you are basically forced to use UE5.
UE5 was officially released April 2022, or 1.3 years ago. Epic has been averaging ~180 days between releases since 4.22 so not much has changed with the major release pacing. If we get 5.3 before the end of September it’ll be the shortest time between releases since 4.24
4.0 - March 19, 2014
4.1 - April 24, 2014
4.2 - June 4, 2014
4.3 - July 16, 2014
4.4 - August 14, 2014
4.22 - April 2, 2019
4.23 - September 4, 2019
4.24 - December 9, 2019
4.25 - May 5, 2020
4.26 - December 3, 2020
“not much has changed with the major release pacing”
yes! That is the truth. And that is the problem. Because engine changed. And its broken more then was first UE4 QA version.
When someone make something for others and he break it, he usually have to find time to fix it. But he definitely don’t make and break new features at the expense of existing features.
Games takes long time to develop, test and then publish… I believe indeed UE5 is not that stable but usable. But somehow, Epic decision to release UE5 earlier is good for all parties because had they put it into beta for long long time, people will not be really using it and hence less testing. So maybe yeah… when it is UE5.5, it will be far more stable.
And companies which start using from UE5.1 will probably complete and ship the games when i UE5.5 or so is released… lol…
Anyway, it is not like Epic likes to ship unfinished product, games engine is extremely complicated, and things need to be tested out far wide in the world before it stabilize…
We just updated our project (from 5.0.3) to the 5.3 preview version.
That means we had to convert our Data Layer structure to the new workflow using the commandlet which ran through without problems (window closed after finishing). The Data Layers are assets now and load/unload properly.
We are developing a local co-op game and now we ran into this weird issue with splitscreen where only the last player is getting a rendered camera?
However, when toggling through the different debug viewmodes you can see that the other cameras are there and are behaving somewhat… weird?
So for any other developers that are trying to implement splitscreen:
It seems this Engine version has a problem with line trace rendering and multiple views
I disabled all line traces in splitscreen mode and now we got our full rendering back