In my experience Lumen was never production ready, at least not without some extreme fine tuning and optimization. In 5.3 was already bad, now it’s just worse.
@MaxWFA, I have the same issue. I found the way that works for me, it is Duplicate your project to the SSD if you have one and start it from the SSD. But it is not a total solution(for example I can’t migrate all my projects to SSD), maybe you guys found smt more universal?
Current solution to UE 5.4.1 freeze lag here: (towards the end of the thread)
yes, Thanks a lot! I also found this solution. We just need to disable this Studio Telemetry plugin, which is enabled as Default.
Disabling the plugin is not necessary, a lot of other plugins use the ‘Telemetry’, so its kind of UE hard asset.
Adding the line to the ini file just stops the Telemetry’s expensive operation, while the plugin still remains active.
Same here. Takes forever to start empty project, with “scalable” setting. And when everything is loaded, it takes 5 seconds to click anything in the editor. Screen updates every 5-10 seconds for one frame. I have started several projects now in 5.3.2 and 5.4 or 5.4.1, and 5.4 is totally unusable. I emphasize that this happens even when opening a simple new blank project, and even after disabling all lumens and nanites from that empty project. Sticking with 5.3.2 until new Unreal Engines are usable.
Did anybody get any fixes?, its been driving me crazy just how it sporadically locks up and makes working with it very hard… For sure it isn’t my machine as the specs are pretty high, I have no problem with 5.3
what line do you mean:)
That user was in the original thread, so I forgot to post the link to the thread, in your project add: DefaultEngine.ini
Windows:
[StudioTelemetry.Log]
FileName=“nul”
Linux:
[StudioTelemetry.Log]
FolderPath=“/dev/null”
You are the man, you saved my day!
man the whole engine is on the brink, go back to 5.0 trust me, on android, 5.3 and 5.4 if you leave the app in background and return it automatically drops from 60 solid fps to below 30fps, even on templates, it also badly optimized meaning its gonna go down to 30 fps anyways, nothing you can do about it. so bad, and i have to pitch this to a publisher
I wonder about this too. Our build on Rog Ally lost 20% performance just from going to 5.4.1 from 5.3.2 . Really frustrating and no idea what is causing it.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
UI/Tools
Summary
more than 100FPS each 3/s lag once
Steps to Reproduce
open UE5.4 must lag
Expected Result
do not lag
Observed Result
open the UE5.4 will show this bug on linux
Platform(s)
Linux
Island Code
5.4.1
Please, format and write your text in an understandable way.
Thank you
What you said solved the editor’s slowness problem, thank you!
Almost the same:
5.3 - 47 fps
5.4 - 49 fps
However, the problem is that Epic was then unable to deliver a polished version and forces you to indirectly switch to new versions. E.g:
5.1 - you have bugs that need to be fixed, so report them. Epic will log them and fix them in a YEAR in version 5.3. It doesn’t fix the previous version, so you have to switch to a new version of the engine if you don’t want to go bankrupt. However, in version 5.2 and 5.3, other bugs will start complicating your development, and you will literally have to wait years for their correction. 5.4, half of life of today’s generation console is gone and engine is not in good condition…
But this is a vicious circle. I recommend picking the most stable version and sticking with it otherwise you’ll be constantly extending development until you end up with a team on the street (i already experience it on UE5).
I tried every solution here…As soon I activate my PCG graphs the performance drops from around 40 to 19 fps… This project is merged from 5.3… And in 5.3 I have around 40 WITH pcg graphs activated… I tried a new 8k landscape also, crashing when adding material to it…
Getting less fps in editor (10-20 fps) and slower load times for instance static meshes compared to 5.3. Also having some issues with nanite with masked materials. Not a fan of this version so far.
Updated post:
Have incredibly worsened Draw thread performance on 5.4 (even with latest 5.4.2 hotfix)
Decline from 30ms to 45ms. But further researched showed that it was foliage visible in raytracing.
UPD: issue is coming form GatherRaytracingWorldInstances, because foliage is visible in RTX.
Non RTX performance seems alright.
UPD2: Sorry, will make this post my own HQ to research my problem. Maybe it is worth another post.
Animation Sample project has this value really low.
In my project “r.Nanite 0” is the only way to fix the performance. With Nanite I get 30fps … without I get 80fps. Even in a map where I don’t use any nanite-meshes. Also the game is running a lot smoother without Nanite. With Nanite movement is micro-stuttering almost each second. I would not use Nanite for now and would even stop buying Nanite meshes from market-place. It is destroying the performance to a pointless state. Also I’m not that happy with the usage if it run smooth (in older versions)… as a close mesh has different collision than the nanite resolution… so it’s doomed to be some background props anyway. And background props does not need that. It seems it’s just for getting more lazy with optimizing. Sounds fine… but not if it’s causing all that troubles.