Sure! And they don’t want too. Just the necessary to reproduce (or already ready to notice) the issue
But he want to have nanite enabled in landscape, right? So he shouldn’t disable Nanite globally.
@Amanda.Schade When will we see the next update??
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How to fix this? 5.5 packaged build
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 336]
Tried to get module interface for unloaded module: ‘PCG’
How many days or weeks that 5.5 full release is coming this month in November?. Because I can’t even wait anymore. It just felt like it’s been long enough with the preview version
+1 would love to know with more certainty when a release is coming out - even if it is with some buffer room for unknowns.
You can always build the engine from source, it’s worked on pretty much daily. Just make sure to pick the correct branch because there are a ton like dev-5.5, 5.5, ue5-main, etc.
Unreal now interprets spaces in bone names as underscores instead of dashes? Was this truly necessary to change? It’s been dashes for atleast seven years, so please change it back because I’m surely not the only person who doesn’t want to waste hours of their life going through every single skeletal mesh, animation, animation bp, etc because someone at Epic decided they like underscores more than dashes.
Does the new experimental support for baked lighting in world partition include support of lighting scenarios?
In addition, skeletal mesh importing overall seems to be very broken in the preview version. The same FBX in 5.5 imports varying degrees of broken results with each mesh I’ve tried, while the same FBX will import just fine in 5.4.