World partition is bugged on 5.3 for clients that are running on dedicated servers, collision for landscape cells don’t always get loaded anyone else having this issue? 5.2 didn’t have this issue.
On m1 Macs, VR Template crashes at start up. In Config/DefaultEngine.ini, turn off r.ForwardShading
r.ForwardShading=False
Then UE 5.3.1 VR Template doesn’t crash at start up.
I’ve upgraded my project from 5.1.1 to 5.3.1. When using Android Vulkan Preview Shading, the editor crashes with the following error message:
“failed to find shader type FPopulateCompositeDepthPS in Platform PCD3D_ES31”
I don’t know how to fix this issue as I can’t find anybody experiencing something similar on Google or here. The game I’m making is intended to be a mobile game. I’m on Windows 11. Any help would be very appreciated!
Anyone else here experiencing this issue? Ever since UE5.3 the editor flickers golden in this way. Its made even worse when I hover over the outliner with my mouse.
5.3 is much more performant than previous versions, please add the functionality to take an IK Rig into a Control Rig, or generate Control Rigs from IK Rigs.
Control Rig Full-Body IK in Unreal Engine | Unreal Engine 5.3 Documentation
Control Rig in Unreal Engine | Unreal Engine 5.0 Documentation
docs don’t show conversion of an IK Rig to a Control Rig or using an IK Rig in a Control Rig, using solvers an IK Rig asset uses inside a control rig is not what I’m looking for, the request is to be able to lets say drag and drop an IK Rig into control rig and all the solvers and goals would be generated and from there further customization can be made
We can’t even open a folder with Chaos objects in it because the Editor crashes in 5.3.1 . Always get a Loss of data caused by narrowing conversion Error. @Amanda.Schade
@Amanda.Schade , please, remember the innumerable bugs that still exist in virtual reality (since UE5).
Thank you
hi everbody,
After switching to 5.3.1, I am experiencing huge drops in my fps rates on my map, I dropped from almost 60 fps to 20, plus lumen and virtual shadow are turned off.
Good afternoon.
Your client accidentally does not show a warning
(LogNetPackageMap: Warning: Using None instead of replicated reference to LandscapeHeightfieldCollisionComponent //Maps//Generated/56EBXNPE.map_name:PersistentLevel.LandscapeStreamingProxy_94G6F8OD_126_1_2_0.LandscapeHeightfieldCollisionComponent_35 because the level it’s in has not been made visible )
If so, then I am with you on the same problem.
The problem is not fixed in 5.3.2
In 5.4.0 (build date October 30), the problem was not found, BUT this version cannot be used in production.
I went through almost all the fix options until I ran out of imagination.
I’ll probably write a post about this by the end of the week.
It’s unlikely that they will have time to solve the problem by the release of 5.3.2, but I hope they will help me with a git commit that fixes this problem.
These features introduce new capabilities for volumetric effects such as smoke and fire. SVT allows you to store baked simulation data representing volumetric media, which can be simulated in Niagara or imported from OpenVDB (.vdb) files created in other 3D applications. The Path Tracer provides more complete support for rendering volumes, offering the potential for high-quality volumetric rendering, including global illumination, shadows, and scattering.
Hi all,
Users are reporting problems with GPU Lightmass so take a look at
Announcing Luoshuang’s GPULightmass Patches for Unreal 5.3.1 Binary
When are we going to see another Hot Fix???
**I don’t have any problems
**
Привет, я новенький.
Нужна UE 4 версия.
Где искать? Спасибо
@Lucky-1987 please ask in Russian conference
Latest unreal-engine topics in Pусский (Russian) - Epic Developer Community Forums (unrealengine.com)
UPDATE
The 5.3.2 hotfix is now live—happy developing!
Issue | Summary |
---|---|
UE-199381 | RDGBuilder Destructor Crash |
UE-199125 | GitHub 10785 : Fix instanced stereo rendering bug where only meshes visible in primary views were drawn |
UE-198825 | Tonemapping LUTs not getting invalidated when switching between PS and CS post processing methods |
UE-198625 | Editor iOS rotation specifiers are not followed (especially Portrait) |
UE-198617 | Crash Report doesn’t show up after crash |
UE-198599 | Latency reported by DDC is incorrect |
UE-198530 | UV Editor distortion visualization color shading not appearing |
UE-198494 | Landscape layers ending with _0, _1, etc. don’t work |
UE-198397 | Multi-process cooking does not complete in UE5.3.0 |
UE-198396 | Cannot key font material for UMG Widget animations |
UE-198262 | Actors created with datasmith do not replicate |
UE-198204 | Dataflow - Crash when duplicating a Dataflow node that contains a UObjectPtr |
UE-198112 | Engine NetCL was updated from FN Release process when it should have remained 0 |
UE-198105 | Destroying a kinematic body can leaving physics objects floating in the air |
UE-198052 | ICVFX Template project will not compile with Visual Studio 2022 |
UE-198037 | GPULM does not work when r.ShaderCompiler.JobCache=0 |
UE-197956 | [CrashReport]UnrealEditor-Core!FTextLocalizationManager::DirtyTextRevision() [TextLocalizationManager.cpp:1622] |
UE-197938 | Deadlock in zenloader at runtime on some platforms |
UE-197936 | Editor crashes when using a DDC configuration from before 5.0 |
UE-197733 | GrantedAbilities Array is not copied during FActiveGameplayEffect assignment/copy operations |
UE-197720 | Incorrect motion blur for Nanite objects without WPO when r.Nanite.ParallelBasePassBuild=0 |
UE-197706 | Metahumans fails to package for windows with an assert |
UE-197694 | GameplayEffect GrantedAbilities to GEComponent conversion is not correct |
UE-197669 | Switching graphs with a non-POD parameters crashes |
UE-197640 | Upgrade libcurl to 8.4 |
UE-197594 | Engine crashes when oping Rivermax media source fails |
UE-197586 | Non-Instant Gameplay Cue Notifies Will Get Two OnActive Calls When Applied from Gameplay Effects |
UE-197584 | [MetaSound][ADSR Node] - If Release Time is not triggered on a multiple of 0.1, zeros are added to the envelope before release |
UE-197583 | GAS: GameplayEffects component tag containers don’t inherit properly |
UE-197579 | Blueprint Enhanced Input Nodes are not loaded on C++ projects |
UE-197465 | Fixes for Modern XCode |
UE-196159 | Packaged Lyra crashes while starting up Elimination match |
UE-195485 | Log lines are being duplicated on linux |
UE-195439 | Quixel Bridge opens as a blank window when opening through the UE Main toolbar on Intel Mac |
UE-195220 | Cloth Asset - Crash in FSkeletalMeshRenderData::Cache() (Assertion failed: LODInfo) when reloading or deleting an empty ClothAsset |
UE-193921 | Adding multiple cameras break 2110 streams |
UE-193840 | Virtual Camera Pixel Streaming experiences freezing on WiFi to iPadOS devices |
UE-193835 | Virtual Camera Pixel Streaming Experiences Intermittent Severe Latency |
UE-193435 | Materials in scene change when swapping between skylight mobility |
UE-192822 | Launch on fails with ERROR: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053): An established connection was aborted by the software in your host machine. |
The anim curve of version 5.3 is completely broken, and so far the anim curve is still not working properly.The value of anim curve in the animation blueprint is always 0, no matter whether anim curve is set or not in the animation sequence.
and I found the function “get all curve names” return a empty array.
Finally I solved this “bug”. It’s because the function of the “curve source” animation blueprint node has been modified or fixed by EPIC, which in turn caused the “bug” in my project.
Nice to see 5.3.2 hotfixes out I am stil unfortunately disappointed by the insane flickering seen on some legacy masked foliage assets with Lumen though.
I know the recommendation is to bug report, but this is something I’ve reported more than once since 5.1 including video recordings of exact repro steps on a completely blank project…still never confirmed nor addressed.
Are masked trees (e.g. pine trees) just abandoned then?