The latest Nvidia drivers (Both Game and Studio) Make UE 5.3.2 unstable. The entire computer freezes after a few minutes on PC machines.
Great, but 5.3 doesn’t show up as an available update in my Epic Games Launcher v15.19.1. Is it compatible with M1 Pro, macOS Sonoma 14.2.1?
@Amanda.Schade Please please please fix that, i built the current ue5.4 from the “ue5-main” branch as of today. Before its release and announcement.
Hello, there is a bug with UMG Input Key Selectors which causes instant crash when setting the Input Key Selector Style (‘Set Style’) at runtime or preconstruct.
You can reproduce it in a clean project, the crash appears since 5.1 afaik. I have also submitted a bug report, but without reaction yet.
It’s “Case # 00709849: UMG Input Key Selector causes crash”.
Please, please, with sugar on top, take a look on this issue.
Thank you guys.
I noticed very high GPU usage even on blank projects.
You have not solved the main problem of World Partition when creating large maps and creating HLODs for this map, which, firstly, consumes a huge amount of RAM when building HLODs," and secondly, why not give the developer the opportunity to assemble HLOD one tile at a time selectively, and not immediately for the entire card, which would reduce the amount of RAM consumed and facilitate this resource-intensive process on weak computers. At the moment, Unreal Engine 5 is a bigimot that consumes a huge amount of RAM up to 250Gb, only when creating one empty HLOD card, which is why I had to remove it from my PC and switch to a less voracious Godot. Good luck!
Please fix this bug that makes UE5 crash when using materials / materials instances, I’ve already made a bug report and sent hundreds of logs.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
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hi you may need to add a 64GB pagefile.sys, which I documented in
Install a bigger pagefile.sys
ue 5.3 using much more memory for import/export of static mesh and the error is typically like that for some reason you have only limited information on dump also 5.3 is entirely 64bit .
also I am getting “GPU Crash dump Triggered”
I bought the Program off the market place and I also saw things that were for dir/s * ue4.* the GPU dump is triggered by something sent to GPU not in SM6 shader format. This was a blank project which was converted from 5.2 to 5.3.2 by the convert project and just and get this extract in the SAved\project.log file
[2024.01.21-09.53.01:626][ 0]LogRHI: Error: Present Fail Count 1
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SyncInterval 0
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.Width 742
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.Height 360
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.RefreshRate.Numerator 0
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.RefreshRate.Denominator 0
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.Format 24
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.ScanlineOrdering 0
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferDesc.Scaling 0
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.SampleDesc.Count 1
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.SampleDesc.Quality 0
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferUsage 48
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.BufferCount 2
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.OutputWindow 00000000000308F2
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.Windowed true
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.SwapEffect 4
[2024.01.21-09.53.01:630][ 0]LogRHI: Error: SwapChainDesc.Flags 2050
[2024.01.21-09.53.01:630][ 0]LogD3D11RHI: Error: Result failed with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR
at D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Query.cpp:354
[2024.01.21-09.53.01:630][ 0]LogD3D11RHI: [Aftermath] GDynamicRHI=000006B2A39A8000, GDX11NVAfterMathEnabled=0, Result=0x00000000, bDeviceActive=0
[2024.01.21-09.53.04:350][ 0]LogWindows: FPlatformMisc::RequestExit(0, WindowsPlatformCrashContext.ReportGPUCrash)
[2024.01.21-09.53.04:350][ 0]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0, WindowsPlatformCrashContext.ReportGPUCrash)
[2024.01.21-09.53.04:350][ 0]LogCore: Engine exit requested (reason: Win RequestExit)
[2024.01.21-09.53.04:360][ 0]LogWindows: Error: appError called: Fatal error: ***[File:D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 155]***
[2024.01.21-09.53.04:360][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
You assets may be breaking RHI, probably by sending UE4 stuff to DX11/SM5 DX12/SM6 and the RHI
Cleaned Content directory shader directory and restarted now loading.
Switched off Ray Tracing which makes shader compile again and I can now load the map \Advanced_Master_Material_Props\Map_AMM_Props.umap
Firstly opened 6 materials nothing wrong. Opening another to Material Editors results in a crash dumped.
Add Pagefile as above and could load 14 Material editors.
5.3 added Substrate and there is a Substrate if off box only each Material Instance Editor which eats up memory
Look at the bottom and
Need a Hotfix for this: https://youtu.be/9I5MBIQQVIs @Amanda.Schade
The following physics project settings are unused (mostly leftovers from physx). I searched the entire Unreal Engine 5.3 source code solution
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Disable CCD
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Enable Enhanced Determinism
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Enable 2DPhysics
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Contact Offset Multiplier
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Min Contact Offset Multiplier
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Max Contact Offset Multiplier
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Enable Shape Sharing
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Enable PCM
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Enable Stabilization
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Sync Scene Smoothing Factor
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Initial Average Frame Rate
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Phys XTree Rebuild Rate
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Default Threading Model → Is Always overriden to TaskGraph
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Dedicated Thread Tick Mode
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Dedicated Thread Buffer Mode
Final Fantasy VII Rebirth is powered by the Unreal Engine 4, and the decision to go with the previous version of Epic’s engine was made from the start of development due to a few reasons, including getting the game out sooner.
Speaking in a recent interview with Julien Chièze, as reported by Genki on X/Twitter, Game Director Naoki Hamaguchi commented on the Unreal Engine 4, saying that the decision to use it for the second entry in the trilogy was made at the beginning of development. Unreal Engine 5 was attractive, Hamaguchi-san mentioned, but some parts of the engine are still being developed, so instead of waiting for them to be ready, the developers decided to develop these functions themselves and use the previous version of the engine to get the game out sooner.
So it seems that even some AAA Studios are not happy with the serious bugs affecting UE 5.x releases.
When is Epic Games going to make a UE 5.x LTS (Long Term Support) release ?
Is it going to be UE 5.4 ? 5.5 ? 5.6 ? 5.7 ? Or still never ?
UE4 wasn’t really widely used until much later in its life. Pulling numbers out of the air, but I want to say that it wasn’t until around 4.16 or later, before studios started transitioning over to it from UE3.
Also, FF is a game and they will likely do a remaster/upgrade some day where they use UE5. Like whenever the PS6 comes out.
Hi!
Problem with the water plug-in!
Everything is correct in the editor, but when building the game (dev and shipping), artifacts with water are observed there!
I need to prepare the game for release, and here it’s such a horror.
Unreal 5.3.2.
I checked the Win 10 and mac 14.1.1 package.
I hope 5.4 will be stable. Big maps with 5.3 falling from engine errors.