Unreal Engine 5.5 Preview

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??

(post deleted by author)

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

2 Likes

+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.

1 Like

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.

Will Epic ever give us actual dates on when things are actually going to be released?

1 Like

Probably not at this time right now. I believe for my own opinion that they might probably release 5.5 like next week, or maybe close to like almost near the end of November like after thanksgiving day probably. I mean I know epic games are still busy trying to get things situation, to make sure they got everything good and going as possible as they could. But hey, I don’t blame you. It feels like it’s been long enough with the 5.5 preview. I wanted to use the megalights already on my projects that I’ve been working on. But either tho I can’t seem to get epic launcher working at this time right now. Looks like I got some connection problems to epic launcher and trying to reinstall roblox studio too. It’s been very frustrating, struggling, and stressful lately for me. And I’m still trying to figure it out to fix both of those applications. And I tried everything. And none of them are working at all. I just feel like giving up at this point. Plus epic games support are no help at all to be honest.

1 Like

Hello,

Re: Has Pixel Animation in Materials
image

This property worked fine in 5.4+ but is now broken for 5.5.

The issue is that before I was able to do mesh dither / screendoor smoothly and beautifully in 5.4 but in 5.5 it becomes lumpy and corrupted.

I’m using it to fade masked meshes when the camera gets too close, so it’s a quite common use-case.

Thanks for consideration!

1 Like
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663 
 with error E_INVALIDARG

A similar bug is also present in Fortnite, not sure if it’s the exact same, I had to change a .ini file to disable HWRT, I believe Fortnite is running on 5.4 and it appeared in the OG update, but before with HWRT enabled the game was extremely unstable crashing after a while.

There are some serious issues with HWRT at the moment, sad to see they didn’t fix them also in 5.5

1 Like

Lumen GI is slower in 5.5 preview

I’m talking about .40ms slower at 1080p

I have a set of testing commands for Lumen, it’s basically a modified high version with slow update(best possible performance and TAA independence).

In 5.4, I can get around 2.1ms

In 5.5, I can only get 2.6ms

(EDIT: In 5.3, 1.8ms and 2.6ms if directional light is disabled?)

These are the timings I got after confirming CVARs actually improved performance(for instance async or HW support in different versions does not boost performance).

Almost .50ms on 12 teraflop hardware at only 1080p and you guys no competent temporal reprojection, constant noise from motion or disocclusion.

Hopefully this is just a preview issue. Because 5.4 GI was also much slower than 5.3 and again, same issues are present and it’s issues consumers and developers have been criticizing for seasons now.

1 Like

Doesn’t 5.5 default Lumen+HWRT now though? The setting is in the project settings->rendering->lumen section called “Use hardware raytracing when available” and yes, it’s more expensive but it’s far more accurate and better looking. It also has some of the RT limitations though like if you have isntances counts beyond some large number like 50-100k or something, where it will then get much more expensive.


Okay, I got an connection problem to some of my apps like epic games launcher, GitHub, and roblox studio as well. And I think it has something to do with the dns cache problem. And I tried to fix it be clearing it. But nothing is working at all. So if any of you guys got great ideas. I’m all ears. Because I tried everything. And none of them aren’t working to fix the problem. And I just give up. It’s been like 2 weeks now since from the first day of November when it started happening like this


How is this related to Unreal 5.5 Preview?

Doesn’t 5.5 default Lumen+HWRT now though?

Those two timings compared settings that had settings flipped on/off via manual confirmation of settings that improved performance.
So whether or not it’s hardware/software Lumen, async off/on, doesn’t matter, those are the best possible timings I got when switching them off or on.

(best case scenario for the total version cost for both, since these can help or hurt performance depending on version).

If async helped performance in 5.4, I leave it on for that recorded timing I put down.
If async hurt performance in 5.5, I leave it off for that recorded timing I put down.

Same thing with HW Lumen.