Can we expect the DQS shading model to be included in the official 5.4 or 5.5?
The design of the over complicated UE5 manny is to mitigate the engine limitation that it can’t support DQS, with the twist bones and extra bones and mesh curves that require teams to work on, when the better solution is to add DQS support and simplify the content pipelines
It’s frustrating to watch the distorted areas when the characters perform some actions e.g the pelvic area distorted when crouching
I need AI tools that help find me find bugs in blueprint faster. “Unreal GPT, My character is falling through the floor, scan my code and settings, then give me a list of possibilities as to why this is happening”. <-----A capability like this is more important than EVERYTHING. In my humble opinion of course.
hi @Allenheathx
Try this post Just goes someway
gpTIM : your VERSE CoPilot ! - Development / Programming & Scripting - Epic Developer Community Forums (unrealengine.com)
Bug reported Case # 11696936 with Electra Player when playing some MP4 files - at least through *.MDN files.
Without being into the Engine code, you usually get more problems with increased complexity. And for a human complexity can start just by introducing something new. One approach to counter this would be to make Unreal Engine more modular.
Lag issue with Unreal Engine and AMD GPUs.
UPDATE!
The 5.4.3 Hotfix is now available with some fixes for Unreal Engine!
Issue | Summary |
---|---|
UE-214640 | XR - ISR - Moveable objects shadows such as the cube and gun appear in incorrect locations in VRPie and Windows Packages |
UE-214649 | [CrashReport][Assert] UnrealEditor-RenderCore!FShaderDiagnosticRemapper::GetRemapData(int) [Engine/Source/Runtime/RenderCore/Private/ShaderPreprocessTypes.cpp:133] |
UE-214486 | [CrashReport] UnrealEditor-Engine!FWorldPartitionReferenceImpl::DecRefCount(FWorldPartitionActorDescInstance *) [Engine/Source/Runtime/Engine/Private/WorldPartition/WorldPartitionHandle.cpp:290] |
UE-213979 | [CrashReport] UnrealEditor-AssetRegistry!FPathTree::RemovePath(FName,TFunctionRef) [PathTree.cpp:96] |
UE-213989 | [Mac] Assorted GPU crashes |
UE-212778 | Wires to PCG nodes with translated properties are cut |
UE-211803 | Uncontrolled CL : default uncontrolled cl does not appear |
UE-214509 | MPCook: Log messages from cookworkers are not sent to stdout and are not recorded in the list of errors and warnings at the end of the cook |
UE-214541 | Migrating Open World level to another project results in World Partition crash. |
UE-214822 | [PCG] PCG Volume not working when brush set to no collision |
UE-214396 | [PCG] Can’t derive from UPCGLevelToAssetExporter in BP |
UE-212448 | Windows are all under a log section in asset editors |
UE-216735 | LoadingScreen by MoviePlayer doesn’t support Material in UE5.4 |
UE-216306 | Android Vulkan debug markers broken in development builds |
UE-216233 | Switch and Multi-Select nodes with Enums are breaking connections when language changes |
UE-216274 | [PCG] PCGActorHelper delete actor issues |
UE-216234 | [PCG] Incorrect warning on ‘Get Spline Data’ node when creating PCGLandscapeSplineData |
UE-215119 | Incorrect landscape bounds computation can lead to severe performance issues / flicker |
UE-215048 | Crash when locate_bound_objects is called |
UE-215113 | Fatal Error Encountered when Packaging Mac for Distribution |
UE-215591 | RayTracingGeometry.UpdateRHI(); crashes at checkf BuildParams.IsEmpty() |
UE-215479 | Failure to compile Material /Composure/Materials/Output/M_SrgbToLinear.M_SrgbToLinear in UE 5.4.x |
UE-215210 | Crash when opening a sequence in Take Recorder |
UE-215014 | Cached camera component on LevelSequencePlayer is null |
UE-213640 | Datasmith exporter 5.4 can crash Archicad 26 and 27 |
UE-214236 | [PCG] Fix issues with caching in partitions with the spline and volume sampler (5.4) |
UE-199677 | Datasmith Export error Archicad 27 |
UE-215085 | RigVM: ignore block from block combination hash |
UE-214907 | Crash when lowering the number of LODs |
UE-215411 | Delete Graph crashes the Engine |
UE-216749 | Crash when using vertex painting |
UE-215525 | GitHub 11914 : [MultiPlayerTesting][VRPreview]: All windows should have border |
UE-218037 | Crash with Open In Take Recorder 5.4.3 |
UE-215359 | The limits on rotators are being applied correctly |
UE-214884 | Assertion failed: InDecoder != nullptr [File:D:\build++UE5\Sync\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSourceBuffer.cpp] |
UE-217483 | 5.4.3: Bump the version number for DS exporters and UE standalone installer |
UE-215556 | XR -ARKit - Tracked Planes are not attached to the real world objects when moving the camera around |
UE-217572 | Crash on SActorPaletteViewportToolbar::GenerateShowMenu |
UE-212373 | Dynamic Possession doesn’t seem to work in UE 5.4 in UMG |
UE-215198 | Fixes crash in intel arc GPU with vulkan |
UE-215865 | Disable Metal Heaps |
UE-214612 | Groom not rendering with binding asset error |
UE-211801 | [Crash Report] UnrealEditor-Renderer!TShaderRefBase<FHWRasterizeMS,FShaderMapPointerTable>::GetMeshShader() [Shader.h:1091] |
UE-214827 | PackedLevelActors are not updated when changing some properties |
UE-215092 | MemoryWriter.h File causes build errors |
UE-218296 | Fixing dedicated server crash on startup related to setting - gc.UseDisregardForGCOnDedicatedServers |
UE-216063 | Visual Studio .uproject support does not quote build commands when generated by UBT |
UE-215131 | UE freezes indefinitely when trying to flatten a Landscape on a Silicon Mac |
UE-216285 | High Perf Cost for Sky/Cloud/Fog with Alpha Enabled but Holdout Disabled |
UE-216043 | Add new 2024 iPad devices to the BaseDeviceProfiles ini |
UE-215554 | With AFS plugin enabled the application does not start during the Quick Launch process on Android 8 device |
UE-218196 | [PCG] Runtime generation on game server can crash |
UE-216557 | RigVM: Reentry evaluation causes compiler failure |
UE-218265 | PCG Runtime Cleanup in Standalone Game |
UE-216692 | Editor crash when r.Shaders.Optimize=0 |
UE-210825 | Content Examples - Crash when opening Niagara_Fluids level |
UE-215114 | Rendering artifacts on skeletal meshes while r.SkinCache.RecomputeTangentsParallelDispatch is enabled |
UE-214928 | DMX - Crash when adding certain MVR files a 2nd time to the project |
UE-215833 | DMX - GDTFs imported via MVR don’t show in the content browser |
UE-215283 | Get ExtractRootTransformFromAnimationAsset() into 5.4.x release |
UE-214740 | Can’t change the Wildcard Value of a Set Animation Attribute node to a Float from dropdown menu |
UE-214990 | [Gauntlet] TargetDeviceAndroid.IsActivityRunning() is searching for ‘mResumedActivity’ when determining if the app is running in the foreground |
UE-216620 | The user experienced a crash opening a project using Nanite |
UE-209584 | Quick Launch of BluePrint projects fails on Mac |
UE-218069 | Textures With Missing Mips Not Rebuilding Correctly In Editor |
Wasn’t this always the case? I thought media textures always needed to be set to external.
Hi
The latest patch has introduced an issue for me.
I am loading a custom sound wav from http. It was working perfectly. Now it starts and stops instantly. I assume because of the change in AudioMixerSourceBuffer.cpp
I just have no idea how to change my code now to make this work.
I’d really appreciate some help as I’m on a deadline and this has really thrown a spanner.
Thank you
void UMySoundWave::LoadWavData(TArray FileBytes)
{
FWaveModInfo WaveInfo;
WaveInfo.ReadWaveInfo(FileBytes.GetData(), FileBytes.Num());
UE_LOG(LogTemp, Warning, TEXT("Audio length: %d"),FileBytes.Num() );
if (!WaveInfo.pSamplesPerSec) return;
SetSampleRate(*WaveInfo.pSamplesPerSec);
const int32 BytesDataPerSecond = *WaveInfo.pChannels * (*WaveInfo.pBitsPerSample / 8.f) * *WaveInfo.pSamplesPerSec;
Duration = WaveInfo.SampleDataSize / BytesDataPerSecond;
UE_LOG(LogTemp, Warning, TEXT("Duration: %f"), Duration);
RawPCMData = static_cast<uint8*>(FMemory::Malloc(WaveInfo.SampleDataSize));
FMemory::Memcpy(RawPCMData, WaveInfo.SampleDataStart, WaveInfo.SampleDataSize);
NumChannels = 1;
RawPCMDataSize = WaveInfo.SampleDataSize;
SoundGroup = SOUNDGROUP_Default;
bLooping = false;
bProcedural = false;
bDynamicResource = false;
}
Interesting idea, after getting used to using AI in other fields I work in, game development feels soooo ■■■■■■■ primitively slow and fragile. All of the fancy rendering tools don’t matter when half your time is spent stuck in a thicket of snags you don’t want to have to think about. I’d like to see work-flow efficiency as a larger focus. For example:
Blueprint Find tool could be paired with AI that suggested auto-fixes and possible locations that could be causing unintended behavior. Super valuable.
Most Packaging should just WORK. Force the f-ing thing through. AI clean up/check up during or pre-package. Super valuable.
AI generated Auto Settings. Imagine typing in “Unreal GPT, x projectile class isn’t interacting with the character anymore for some reason. Please scan.”. -A list of possible solutions pops up with one button press collision setting update.
It’s not clear Unreal is going to be widely used for linear media when it competes with AI tools like Runway that produce quality content hundreds of times faster than any Unreal/Maya Pipeline can. I know writing the Christmas list is a lot easier than satisfying the Christmas list but it’s imo clearly what this engine needs right now. We are entering the era of rapid updates and volume, while Unreal is built more for tinkering and awe.
There was an error that was never resolved. As soon as hardware ray tracing was turned on, the project would not open.
You could find which material it is in the log. But there is no doubt that it should not crash (max not work)
I have a similar problem. Importing audio from a file at runtime results in the sound stuttering heavily. Was working fine in 5.3.
Yes, they changed something with the audio playback in 5.4. Now it has become a little more difficult, especially if you change track playback positions.
I updated to 5.4.3. Is this issue still on?
Compiling Microsoft platforms with the Visual Studio 2022 “MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.39-17.9)” toolchain with /arch:AVX architectures generates incorrect bytecode and will cause unexpected runtime crashes
In the Visual Studio 2022 installer, install the “MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.38-17.8)” individual component before compiling.
I will put this in here, maybe someone can try to replicate?
Can anyone who’s using r.Velocity.EnableVertexDeformation=1 and 5.4 do me a favor and check if it gets automatically set back to r.Velocity.EnableVertexDeformation=0 on editor window focus loss?
Project setting, DefaultEngine.ini doesn’t matter in my case, it always falls back to disabled when tabbing in/out.
Works fine on 5.3.
/e, fixed:
The problem was a weird workaround the author of UDS did for 5.4, where he disabled it via cvar/BP.
Found the culprit at least.
Targeting Android 14 (SDK 34) causes guaranteed crashes on android devices running Android 14. Android 15 seems to work fine. The issues seems to be from using .aab files which are required if the game’s APK is larger than 200Mbs. Google requires a target of 34+ (Android 14) in the next month or they will not allow release updates / new games to be submitted. .
It’s hilarious how they keep talking about performance improvements on every patch.
They must think you guys are idiots.
Assuming 5.5 is around corner. Anyone knows if it will support HWRT on apple m3 silicon finally?