That MegaLights technology is revolutionary. I Just Tested it and works mostly ok even today when we have just a preview. Problems started when I tested a copy of my VR game it looks like Left eye recieve all shaders calculations but right eye have some glitches. When I move my HMD into specific direction and rotation then i was able to see entire scene how it should be by both eyes. I know its to early but I hope Epic Team is cooking something for VR developers as well. That would be awesome! Epic! You Are GREAT!
âStillRenderSetupAutomationâ widget is not working
so we canât batch render still in 5.5
Thanks for an update!
In future release I would love to see better performance on mobile
GPU Visualizer completely broken on Vulkan while using it by shortcut ( Ctrl + Shift + , )
I dont think its working properly right now, you have to disable static lighting to enable it without a crash and the performance is the exact same as just having no LODs with no noticable model changes as you zoom in or out. with no LODs I get 40 fps with 400 mutant skeletal meshes from mixamo and with nanite I get 40fps with the same, so I dont think its actually working properly right now. hopefully its fixed in the release build.
It also doesnt say âNanite trianglesâ or allow you to see a fallback like with nanite static meshes, which further makes me think its bugged in the preview build.
Realy thanks for Megalights! It was huge pain for me with interiors. And when room were close together separated by normal wall.
There is an issue with anisotropic filtering of virtual textures when they are on a ceiling, and the pattern repeats it completely warps. This wasnât present in 5.4.
There is instability in the geometry rendering. I donât know why, but there are black popping artifacts at certain moments depending on how you look at the geometry (Iâm using Nanite).
Does megalights support World Partition? Seems like the DXR acceleration structures are difficult to tile.
Also, not meaning to spoil it for you, guys, but the DXR world sees no skeletal meshes, so those wonât be available for advanced (area-lit) shadow casting.
Epics would need some kind of local shadow mapping technology for characters to cast (any) shadows.
In 5.5, there is clearly a major issue with the display of virtual textures. For example, there is a lot of distortion, and it moves in real-time when the camera is moved.
And here in 5.4, there is no distortion at all; everything is perfect whether the camera is moving or not.
Windows Shipping builds with Hardware Raytracing on, crash when started.
So where is the Mutable Content that was mentioned in the Seattle video?
Iâm wondering if thereâs plans on fixing the right click menu bug on KDE Plasma (At least on Wayland, although I did have some luck replicating this issue on the Steam Deck running X11). I canât type anything into the search bar on the right click menu in either Blueprints or the Material Editor.
How do we enable displacement on nanite skeletal meshes as seen in the presentation? Or is this really just WPO on a very high poly mesh? The presenter called it displacement, I canât seem to enable it for skeletal meshes though it works for static.
Edit - Texture samplers appear to be bugged for it, a noise node works though, even the texture based ones. Very strange.
Btw, thereâs âcustom timestepâ class in Settings, which gives full control over it.
This may not be related, but I run on Arch Linux with Cinnamon Desktop, and I found an issue where sometimes the Ctrl keyâs internal state (but not the key itself) can get âstuckâ and cause me to be unable to type. Tapping the physical key resets the state and all is well. I originally thought this was a UE bug, but I have recently reproduced it in terminal shell and a couple other apps, so I think itâs a Linux HID issue. Hope this helps.
It seems that a Line Trace By Channel Hit is not taken into account by a landscape splineMesh collision anymore.
Bug submission form simply never works
Were do we submit the bug for the bug submission process?
Update:
went through it a second time and finally it went through. CAN WE PLEASE GET SOMEONES EYES ON VR DYNAMIC SHADOW CASTING BEFORE 5.5 RELEASES? ITS BEEN BROKEN SINCE 5.4.0
UE5.4 (and 5.4.1) shadows are broken in VR (VR Template, default settings) - General / Issues and Bug Reporting - Epic Developer Community Forums (unrealengine.com)
Please, make QA tests for VR. I canât understand why itâs a so ignored technology.
Iâm sure you have the money to hire a QA team.
Thank you very much.