Unreal Engine 5.4 Released

Update for you Amanda,

I got bored & reverse engineered all UEFN exclusive MetaHuman optimization. :innocent:

Learning Guide in my profile.

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The release is unusable for us due to this bug not being fixed through multiple hotifxes.

Had to uninstall 5.4.3, otherwise the 5.4.4 version wasn’t showing.

Hi everyone I have a sever failure with packaging from UE 5.4.4 to QUEST 3 After following all the possible instructions and Reinstalling countless times the SDK NDK JDK, Im still not able to successfully package it, I need help from a professional, can anyone help out?

Thanks
Osher@MVArchitects.io

Hello…I’m having problems with iOS provisioning profiles and certificates in UE 5.4.4, using the legacy Xcode workflow (bUseModernXcode=false). This is on an M3 MacBook Pro, in case that’s relevant.

In UE 5.3.2 and in all previous versions back to 4.27, everything worked fine…it would automatically import/load my iOS provisioning profiles and signing certificates on the iOS project settings dialog. In UE 5.4.4, it doesn’t automatically load them anymore, and when I try to manually import them, it doesn’t work.

Is anyone still successfully using the legacy Xcode workflow for iOS development in UE 5.4.4? Or, is it no longer supported?

I actually get some weird DotNET-related error logs in the Output Log window when I try to import a provisioning profile or a signing certificate.

LogTemp: Running Dotnet...
LogTemp: Setting up bundled DotNet SDK
LogTemp: /Users/Shared/Epic Games/UE_5.4/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/6.0.302/mac-arm64
LogTemp: /Users/Shared/Epic Games/UE_5.4/Engine /Users/Shared/Epic Games/UE_5.4
LogTemp: Cannot use file stream for [/Users/Shared/Epic Games/UE_5.4/Engine/Binaries/DotNET/IOS/IPhonePackager.deps.json]: No such file or directory
LogTemp: A fatal error was encountered. The library 'libhostpolicy.dylib' required to execute the application was not found in '/Users/Shared/Epic Games/UE_5.4/Engine/Binaries/DotNET/IOS/'.
LogTemp: Failed to run as a self-contained app.
LogTemp:   - The application was run as a self-contained app because '/Users/Shared/Epic Games/UE_5.4/Engine/Binaries/DotNET/IOS/IPhonePackager.runtimeconfig.json' was not found.
LogTemp:   - If this should be a framework-dependent app, add the '/Users/Shared/Epic Games/UE_5.4/Engine/Binaries/DotNET/IOS/IPhonePackager.runtimeconfig.json' file and specify the appropriate framework.

I tried uninstalling/reinstalling Unreal Engine, updating my OS, restarting the machine, etc.

Any suggestions would be greatly appreciated, as I’m stuck until I can get this fixed. Thanks!

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:grinning: :grinning:

This release was more stable than 5.5 but still has the underlying issue with unreal engine though (the issue bwing that unreal engine does not work).

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Hello Piolols. I have the same problem with ue5 Fgathershadowprimitivesfinalizetask being 47ms in my case. Did you do anything to resolve this issue in your project? I am in need of some help. Do you know what it is or how to get rid of it? Thanks

I gave up on upgrading to 5.4

I have the same problem, with Unreal 5.5.3 on Mac for an IOS APP provision file.
ModernXcode and LegacyXCode both not work.
‘Import Provision’ button don’y work in nonModernXcode either.
ModernXcode Mode doesn’t import Provision files at all.
Xcode itself load the Provision files very well.
It worked in Unreal 5.1 years before.

Did you find a solution?

Hi, question:
I’m running a downloaded unreal engine project on a Mac. An error appears. I use 5.4.4 UE
“could not be compiled try rebuilding from source Mac OS.”
When I create a project in unreal engine myself, there are no errors.
I’ve tried everything. What could be the reason?

This sounds like your downloaded project uses a plug-in which is not built for your UE version. Install the missing plugin or update it to your UE version.

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My version - UE 5.4.4
My OS - Sequoia

And the project which i downloaded is on 5.4.4 version

how do i find out which plugins are missing?

Try the following. Create a new project and copy the content of the /Content folder into it. If that works, go further and look what plug ins the original project uses. If you need further support, create a dedicated topic and try to be as specific as possible.

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Hi unit23!! Thanks for the answer! I created a new project and copied everything from the Content folder there. And the project started!! But the game does not start, just a black screen. There is no shadow rendering, no objects, textures, etc. Where can I see which plugins are missing?

the following problem has not been solved
The library ‘libhostpolicy.dylib’ required to execute the application was not found in ‘/Users/Shared/EpicGames/UE_5.5/Engine/Binaries/DotNET/IOS/’

Unreal5.5.4 doesn’t recognize the Cert and Provision files yet.

But, I made the archive of my project and to upload it to the AppstoreConnect successfully.
I added an empty C++ class to My blueprint project (after this, in Unreal menu you can see, tool > Generate Xcode project / Update Xcode project).
Open the Xcode project > make an archive > upload it to the AppstoteConnect.

for a related reference:

I hope this could be a help!

P.S.:
(1) Xcode didn’t recognized the provisioning files. So to solve this problem, I doublickclicked the Cert files and Provisioning files on Mac after opened the Xcode and the KeychainAccess program on Mac (wierd) in advance.
(2) I disabled the automatically manage Cert in Xcode, and I imported the provisiomning file manually when making archive and validate App and Distrubute App (by custom method)