anyone else having issues with metahumans in 5.4 mine are all coming in bald. either binding assets are broke or groom.
Any news on this? I’m still getting it randomly…
Check my own reply to that post a couple posts up…its at least a fix for now for moving forward using UE5.4.1
I will try this also, but I have the feeling that changing almost anything will fix the problem because it causes the system to reload. But may not be the ‘final’ solution…
Something is wrong with Common UI in 5.4.1. I cannot edit the Visibility property in CommonActionWidget.
I got this issue in the Cropout sample project. It works fine in 5.3.
Hi @Amanda.Schade @Matthew.Ivey ,
Please, make Ray Traced shadows usable (at least, even if not fully compatible) with Nanite. Even if using Nanite Mode 1, shadows will show spot areas/triangles over distance (from 5 or 10 meters in advance). Very similar will also happen when not using Nanite, but when using LODs, in some of the LODs distances. In addition, foliage WPO is not compatible with RT shadows if Nanite is enabled.
And please, improve Virtual ShadowMaps. In many cases, they are less performant than RT shadows and, in addition, they are super noisy in movement (for example, in a dark interior, with a light behind a slow spinning fan -if faster it’s much worse-).
Conclusion: how to use high quality shadows? We can’t use RT shadows unless you don’t use Nanite and force all LODs to Zero… And we can’t use Virtual Shadowmaps as they are not that “high quality” and are super noisy unless your project is totally static and quite light (not dark).
Thanks!
I caught older Oodle making my 2k texture being set as 64x64. So I updated all to 2.9.12 and it fixed it.
Ah… interesting…
I did manage to submit a bug report for this a number of days ago…as this is probably a very minor issue, I still hope Epic see’s the issue and provides a fix for the next update…so those of us experiencing the issue don’t have to scramble to fix it ourselves
I suggest anyone having this issue should submit a bug report to get it on Epic’s radar
I have this every day now…
Yeah it’s already June. It’s time for some fixes and the Motion Matching sample. I left the Unity engine after 10 years because their engine was always adding new features that never worked and almost never got updated. When I left Unity was really unstable. I have no desire to waste another 10 years of my life supporting a broken engine. We really should be seeing Weekly updates for fixes.
For me, problems range from slowness all across the editor. Editing shaders/materials and even material instances has become a major chore. Waiting an extremely long time after clicking the save button on material instances and master materials is a headache.
There are a number of slowdowns in the editor even with a clean or fresh install, new project, etc…
I heard on a livestream that 5.4.2 is in the works, hopefully it addresses the slow downs and endless shader compilation issues, the issues with packaging projects, etc… There also seems to be issues with duplicating materials in the content browser which causes a crash for me every single time I try.
EDIT: Duplicating isn’t the problem, the material itself was the problem. It failed an assertion in the D3D12Util.cpp… I can’t fix the material so now it needs to be rebuilt…
As 5.4 currently stands, the bad outweighs the good. I’ve been able to mitigate some issues by monitoring the UE5 repo and merging certain fixes or making changes myself. That’s far from ideal.
UPDATE!
The 5.4.2 Hotfix is available with dozens of fixes for Unreal Engine 5.4.
Issue | Summary |
---|---|
UE-196605 | [CrashReport]UnrealEditor-Engine!FSubsystemCollectionBase::Deinitialize() [SubsystemCollection.cpp:205] |
UE-213543 | Investigate Crash in UPCGComponent::UpdateDynamicTracking |
UE-213979 | [CrashReport] UnrealEditor-AssetRegistry!FPathTree::RemovePath(FName,TFunctionRef) [PathTree.cpp:96] |
UE-213984 | [CrashReport] UnrealEditor-Engine!FSubsystemCollectionBase::Deinitialize() [SubsystemCollection.cpp:200] |
UE-185145 | Stereo output on Oculus Quest is distorted |
UE-213896 | 5.4.2 - Hotfix Candidate - Distance Field Mesh not generated after modeling geometry |
UE-213740 | Editor tries to rebuild hierarchy after saving and closing - 5.4.2 |
UE-210762 | Ensure when opening Cloth Asset |
UE-210469 | Pixel Streaming blueprint components running unnecessarily even when unused in scene |
UE-206996 | Water is not rendering properly on MRQ output |
UE-207611 | Force Deleting a Level Snapshot with Sub-Levels causes an editor crash |
UE-204520 | FBaseAssetToolkit leaks raw pointer resulting in FSubsystemCollectionBase crash |
UE-211765 | Migrating Open World level to another project crashes editor. |
UE-211468 | Mac - Content Example - MetalRHI Mismatched Texture Type Ensure when launching Content Example project |
UE-212099 | Take Recorder - Viewport Freezing and Performance Degradation When Recording Without Subsequences |
UE-212063 | Implement fix and re-enable explicit bounds for hierarchical instance culling |
UE-211801 | [Crash Report] UnrealEditor-Renderer!TShaderRefBase<FHWRasterizeMS,FShaderMapPointerTable>::GetMeshShader() [Shader.h:1091] |
UE-211421 | Disabled particles can take several seconds to disappear in CVD |
UE-213956 | Change GetMaterial to GetMaterial_Concurrent |
UE-213957 | Prevent UObject access in HeterogeneousVolumeComponent’s PrimitiveSceneProxy |
UE-213959 | Heterogeneous Volume shadows flicker with Directional Light |
UE-210908 | GitHub 11693 : Prevent IOpenXRExtensionPlugins from being added multiple times |
UE-213509 | Cloth Asset - BucklingRatio has no effect when changed on the SimulationBendingConfig node when using PBD HingeAngles |
UE-213501 | Cloth Asset - Broken skinning on USD imported render meshes |
UE-213414 | Building UnrealGameSync with Installer/Build.bat fails due to missing UnrealGameSyncLauncher |
UE-213275 | Crash editor when raytracing is enabled and enter kanji characters into TextRenderActor |
UE-213265 | GAS: Local FPredictionKeys can be stomped by a Server Initiated PredictionKey with the same value |
UE-213089 | Crash when you enter a sample range and convert selected asset to BranchIn Notify inside the MM Editor window |
UE-213250 | Switching between play / simulate in vcam can cause editor to crash. |
UE-213350 | Remote Control Property ID not Working with Rundown Tool |
UE-213569 | Crash on running Geometry Script CopyCollisionMeshesFromObject method |
UE-213478 | Subversion (SVN) consistently fails to connect on 5.4 and later |
UE-213564 | Hot fix for Ease curve tool not reading key values on save/load |
UE-214138 | Incorrect Velocity Calcuation for Inertialization AnimNode |
UE-214412 | Control Rig - Connecting a Name array variable to select node crashes the editor |
UE-213571 | Created static particles can take several seconds to appear in CVD |
UE-213635 | Audio fade no longer works |
UE-213625 | Solidworks Datasmith Exporter Installer fails to completes on installation with Solidworks 2024 |
UE-213520 | Spline workflows broken because construction script does not rerun when spline is edited |
UE-213410 | Offset Root Bone doesn’t copy pinned values |
UE-213603 | UE5.4 - Windows - RHI Validation Failed for WaterInfoTexture_8 and 9 |
UE-213346 | PPM Chain Graphs Issue with packaged builds. |
UE-213882 | Texture readback node can trigger loads of RenderDoc captures when running UE with RD attached |
UE-212814 | Layered Control Rigs: Constraining IK hand to a baked cube is not working… |
UE-212941 | Looping subframe sequences don’t loop |
UE-211986 | ToString() from a StringTable entry now returns |
UE-211963 | DMX - Individual search field for patches can’t be reverted and are breaking the UI |
UE-213413 | [5.4.2] Ensure occurs when changing a State Tree Parameter to type string. |
UE-213406 | Unnecessary warning LogChaosCloth: Warning: Invalid pattern data. Num pattern indices 0 != Num welded indices… for all SKM cloth |
UE-213555 | (5.4.2) Subtrees with Enter Conditions will not execute |
UE-213813 | Pull down lists in Composure fail. Not able to make a comp with any transform passes. |
UE-213668 | [PCG - 5.4.2] The Static Mesh Spawner node does not set the bounds correctly when run in a reuse case |
UE-213689 | Crash processing Assets in UAvaFontManagerSubsystem::OnAssetsAdded |
UE-214147 | Retargeter freezes after editing retarget pose |
UE-214145 | Fix crash when IK Retargeting old animation (prior to 5.0) |
UE-214224 | Disable reporting scope for StallDetector |
UE-214150 | Chaos Cache: playing a destruction cache overrides the kinematic dynamic state set by the cache adapter |
UE-214114 | [PCG] SplitPoints node breaks metadata on application (5.4) |
UE-214094 | Material Designer Crash with Blend Mode Change |
UE-214270 | Editor GPU crashes do not include GPU breadcrumbs in crash report |
UE-214290 | Cloth Asset fails to load correctly in editor |
UE-214837 | Deformer graph anim attribute node does not react to details panel changes, including name change and pin addition |
UE-215583 | [5.4.2] Crash in Edit Materials tool when changing brush size |
UE-215584 | [5.4.2] Paint Maps: Crash trying to change brush radius |
UE-214663 | Render Indirect Capsule Shadows + Lumen HWRT artifact |
UE-214332 | Serialized Blueprints containing MIDs do not load correctly in packages. |
UE-214293 | Cloner updating material property on attached actor should update preview |
UE-214539 | [CrashReport][Crash] UnrealEditor-Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::IsLoaded() [Engine/Source/Runtime/Engine/Private/WorldPartition/WorldPartitionActorLoaderInterface.cpp:98] |
UE-214607 | OnComponentHit events not dispatched on dedicated server with UE 5.4.1 |
UE-214485 | [CrashReport] UnrealEditor-D3D12RHI!FD3D12DynamicRHI::LockBuffer(FRHICommandListBase &,FD3D12Buffer *,unsigned int,EBufferUsageFlags,unsigned int,unsigned int,EResourceLockMode) [Engine/Source/Runtime/D3D12RHI/Private/D3D1… |
UE-214736 | [CrashReport][Crash] UnrealEditor-WorldPartitionEditor!static void GatherLoadedActorsBounds(class TArray<FBoundsWithVolume,TSizedDefaultAllocator<32> > & const, const class FWorldPartitionActorDescInstance *, const class UActorDes… |
UE-214209 | [PCG] Tag parsing in the level to asset export does not work for non-boolean types (5.4) |
UE-213744 | Stabilize Undo in Modular Control Rig - 5.4.2 |
UE-213735 | Renaming modules affects other modules not related - 5.4.2 |
UE-213788 | Static Analysis is incorrectly not run when building for -SingleFile |
UE-213681 | Ensure condition failed: !GIsTransacting ScopedTransaction.cpp ensure when undo/redo of copy/pasting of binding |
UE-213972 | [PCG - 5.4.2] Copy Attribute on Points is not working when copying an attribute into another |
UE-194931 | CitySample - When Crumpling the Hood of a Car the Hood Clips into the Engine Block |
UE-213910 | Cook error (Content is missing from cook) raised when cooking deep blueprint hierarchy |
Glad that the spline fix made it in so fast, thank you.
All I got after the update was this
hi @OGSWG on the download page click options select verify and wait for completing
restart Pc
then click launch from inside launch
Hi @Amanda.Schade,
I submitted a bug report via the form with case number #02205825, I usually get a prompt follow up to these but never got one, could you please poke somebody
Thax for these hotfixes, we expected more hotfixes in previous 5.3 version but did not get them.
All my widgets are broken in runtime hoping the engine just needs to be recompiled again anyone else seen this they load white and green squares.
Appears there is issue with Static Lighting and Forward Rendering in 5.4.2, enabling both results in a crash:
Shader FRenderSkyAtmospherePS, permutation 315 has unbound parameters not represented in the parameter struct: