Unreal Engine 5.5 Preview

happening to me as well in UE5.5 NO PREVIEW!

Did you see my post in release?

DX11 SM5 lumen isn’t available at all anymore which is sad as it was by far the fastest GI rendering pipeline for older hardware and worked flawlessly on lower end hardware.

I dug through every mention of lumen in the release notes here
Unreal Engine 5.5 Release Notes | Unreal Engine 5.5 Documentation | Epic Developer Community | Epic Developer Community

not a single mention of (deprecating lumen support for DX11)

Lumen no longer working in UE5.5 DX11 SM5 - Development / Rendering - Epic Developer Community Forums

Update: They are giving us a flag to toggle SM5 SWRT back on in DX11 :slight_smile:

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Im getting the same issue with an almost blank build using Unreal 5.5 when making a production build

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Epic obviously does not care about issues the community is raising. (184 votes atm)

Ue5’s TAA has MASSIVE ghosting trails compared to the TAA that was in 4.11.

And screen space shadows needlessly abuse TAA when the original implementation epic took from does NOT REQUIRE TAA to remain stable.

Epic has increased the cost of clouds by 350% despite me warning about this in preview phase and still relies on TAA smear to hide jitter.

Lumen’s still doesn’t fix resolve or smearing issues.
They still incorporate ditherAA in several effects like reflections and LOD fade.
They also lack a workflow for high res meshes that promote GOOD perormance.

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I’m also getting this today 24th November 2024, using 5.5 release as source engine. Game won’t load in package just crashes with the same message

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But this is the Preview thread. Better if you post it in the 5.5 Released thread

Linux Source Compilation errors

OS : Ubuntu

Well turns out I like to answer my own questions again… the fix for this is add the below in defaultengine.ini

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioDeviceModuleName=XAudio2

Fix for audio codecs failure is Add this to DefaultEngine.ini

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioDeviceModuleName=XAudio2

how do i get it to open

same here.

How did you fix the "Assertion failed: NumFailedFormats == 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp] [Line: 378]
Failed to find these required AudioFormats: [ ā€˜BINKA’ ā€˜ADPCM’ ā€˜PCM’ ā€˜OPUS’ ā€˜RADA’ ] "
i’m having the same issue with my Build, it cooks and packages fine, and when i launch the EXE i get that error.
here’s what i tried:
Things i’ve tried:
Reinstalling UE
Adding: ā€œ[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioDeviceModuleName=XAudio2ā€ To the end of DefaultEngine.ini
Changing the audio compression setting
Reinstalling the Req’s for UE
Installed new Nvidia Drivers
Deleted the %Appdata/Local/unreal folder and rebuilt the project
Started a fresh project, built it, and it gave me the same error when launching the build game

I couldn’t, unfortunately. It’s just broken.

But don’t use the Project Launcher to package, which is even more broken.

In the ā€œProject Launcherā€ setup try to disable this ā€œMake a binary config fileā€¦ā€ bool under the ā€œPackageā€ category, it looks like this:

image

That immediately fixed our issue with packaged builds.

…or if you don’t use the Project Launcher, try disabling this in the Project Settings:

Tbh, this is a very annoying ā€œFatal Errorā€-like bug in 5.5, we suffered a lot until find out what causing it… I hope it helps!

2 Likes

Thank you for the reply! after a long night i was able to fix it by doing this:
Uninstalling Unreal, VS and everything related. and installing them fresh, i think it might have something to do with VS.
But thank you so much for the reply =)

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How long are we going to have to wait for you guys to fix Hardware Raytracing and Megalights. Such a severe low level crash bug should have been fixed immediately… @Amanda.Schade

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Still no simple way too be working with a smaller team.

I wan’t too have something simple. Multiplayer icon beside settings on the right side. The hosts gives a IPadress permission too get into the ā€œpuplic serverā€ so when the friend/employees are trying too connect the server and the IPadress are a match between the host server and the friends/employees computer they are granted access too the server.

If you ain’t the host then you are given a IPadress by the hosts that’s for the server and a password perhaps.

The hosts could also be having settings like limited it too two people or more. Just for safety reasons. And for making it easier for editing. They can’t click on the same object, but if someone mark a object it will be visible for both of the users.

We don’t need 100 steps too do this.

Sir, I don’t know how you discovered this option, but I really appreciate you for solving the same issue I had. Thank you!

1 Like