Unreal Engine 5.5 Released

And why not?

I’m sorry, but I’m not a fan of conformist arguments that appeal to us being happy with having one (or many) less option because “it was useless, thank goodness they broke it.”

I’m working on a PC benchmark, so running the benchmark at the desired resolution is important. Even though some people might think Unreal is only meant to create what they have in mind.

Using screen percentage, I doubt that setting “4K” via screen percentage yields the same performance as setting a real 4K resolution. Plus, 200% for a 1080p screen isn’t the same as for a 720p or 1440p screen, not to mention ultrawide displays. Am I supposed to also program an algorithm to calculate the screen percentage equivalence based on screen size? Are you telling me that games offering a dropdown menu with resolution options are doing so through screen percentage? I’m also not sure if screen percentage can go beyond 200%, which would mean a 1080p screen couldn’t run the benchmark at 8K, for example (yes, I can already imagine your perspective: why would you want to run it at 8K if we’re happy with fewer options?).

Sorry if I seem rude, but I’m really tired of Unreal breaking things and users taking a defeatist stance, saying, “it’s better this way, with broken options that limit their use.” Honestly, I can’t make any sense of that attitude.

Anyway, I just tested my packaged benchmark in native UHD and in QHD at 150% (scaled UHD), and, indeed, the performance is not the same, with a difference of about ~5% in this test. Why is this important? Because a user with a 1080p screen who wants to run the benchmark in UHD should get the same performance as when they buy a UHD monitor and run the benchmark at its native resolution. It’s that simple—I want realistic numbers.

I have also tried 1080p fullscreen on my QHD monitor, scaled to 200%, and the quality of the image was much worse and blurry than when running it at UHD directly.

So, honestly, I’d much rather have the option to set the native resolution I want instead of relying on scaling tricks that don’t correspond 1:1 with reality. And not just for the fact of being an accurate benchmark—if it were a regular game, anyone should still prefer it, based on the tests I’ve just done.

It does within margin of error. Try it with a previous version of UE5 where you can still use setres without it bugging out.

Yeah, you use a simple equation to calculate the % you need. Just get the display resolution and then the equation is: resolutionscale = 100*(target resolution/display resolution). Want to go from 1440p to 1080p? (1080/1440)*100=75. Want 4k on a 1440p? (2160/1440)*100=150 and so on.

Most modern DX12/Vulkan games all do this under the hood, even when they give you resolution options in the settings. Exclusive fullscreen for DX12 really isn’t a thing any more and if you do force it by disabling FSO/MPO and messing with the present methods, it can have some performance drawbacks with modern drivers and builds of Windows. So there’s no need to actually cause the monitor to blank and change to a separate resolution. Some games still give the option, but the DWM still treats it like borderless fullscreen(no screen blanking between alt+tabbing back to desktop) when it composites the frames with MPO. Basically, there’s no advantage to using exclusive fullscreen anymore assuming you’re on a build of Windows from within the past few years.

Plus, straying away from a monitor’s native resolution introduces artifacts on the actual image displayed on the physical screen. They should always be ran at native resolution. You can use filtering options like bilinear/bicubic for down/upscaling an image and it will will result in a better image on the native resolution screen vs manually changing the display resolution to a non-native resolution on the monitor. And by native resolution, I mean at the hardware level, how many pixels are physically built into the display.

And again, it’s 2025… People alt+tab a lot and tons of people use multi-monitor setups. Though I’m sure they will eventually get around to fixing the setres issue in some way, shape or form.

Hi @IronicParadox ,

I thank you because of trying to help and giving advices!

Yes, I tried in 5.3 with setres working as expected.

In my case, I was lucky enough to enforce the custom resolution in forced fullscreen mode (with a black flicker when changing resolutions), and no one observed artifacts or compatibility issues with Windows. It even locked the possibility of resizing the window when switching applications with Alt+Tab, with the benchmark continuing to run at its custom resolution (meaning I was very careful to prevent cheating). I use three screens: two at 1080p and the main one at QHD.

But if this is now—at least for the time being—the only way… Are you saying the GPU internally renders the same number of pixels in the case of, for example, 1080p@200% as it does with native UHD? If so, and to maintain equivalence across different monitors (but with the same PC hardware), should I always use TAA, which should be more consistent across different resolutions, instead of TSR, which I believe would cause more performance variation in the case of running at, for example, 1080p@200% vs. UHD?

By the way, the bilinear filter you mentioned—this isn’t something that can be configured in Unreal, right?

Thanks!

As far as I know, any resolution scaling will automatically use algorithms like those when up/downsampling, usually something like bilinear/bicubic/lanczos. Your monitor doesn’t* though, so if you’re setting a 1080p monitor to run at say 720p, there are still physically 1920x1080 pixels built into the screen. So those 1280x720 pixels that you want to map to your display aren’t going to 1:1 line up with the physical pixels built into the display. This leads to hardware level aliasing issues. So it’s always better to run the display at its native resolution, like 1080p and if you still want 720p quality, you upscale it to 1080p. There will be far less artifacts/less aliasing issues by doing it that way.

*And yes, I’m sure a lot of monitors have their own algorithms for upscaling non-native resolutions to native, like running 720p on a 1080p native, but it would be a blind and raw pixel by pixel upscale with zero access to things like frame buffers

Oh and forgot to mention that resolution scaling also lets you keep things crisp, like UI/text, and scale the 3d content. So your UI could stay at 1080p, but the 3d content would be at 720p if you wanted.

But anyways, this is all derailing the hell out of the thread, so I’ll leave it at that.

2 Likes

@dcy_shadowfall
Hello,

You think you would have time to submit your Camera acceleration change as PR request so that we could have cvar that disables camera acceleration for resolving lag purposes?

It’s still issue with ue 5.5 and ue 5.6 it seems

The aforementioend post:

https://github.com/ShadowfallStudios/UnrealEngine/commit/85798d0f9d7378f7d3d41f9f31cf22340c42abfd

  • Thanks!

I’m testing a handheld AR app (Android ARCore) and am afflicted by bug UE-223981 passthrough camera image missing. As with the OP of that bug report, I find that the camera itself is working and scene geometry is being tracked.

My concern is that the projected fix for this is 5.5.3, which seems quite a stretch for a bug that literally prevents handheld AR from functioning on the Android platform. I’ve upvoted the issue, but I’d like to politely express my concern to the Epic team here as well.

In the meantime, I can continue to develop on 5.4 and will compare the relevant source code and see if I can make a local workaround.

See normally i would agree with you. But i made a bug report 2 months ago and nothing no response anything on fundamental aspects of the engine being broken in sample projects like Navigation Building & HLOD Generation build times. Build times inside these sample projects have ballooned from 5.4 build times being a few minutes to 40 minutes. It was an empty sample “Open world template”…

See my previous post with the Youtube recordings previously in this thread.

This is really annoying since we pay Epic Royalties now too. They have to actually communicate with us and properly QA their releases.

We have since reverted back to 5.4.4 and will not upgrade for a while so we can still work in a “large” world utilizing world partition and CO reliably. We will have to test future release more careful going ahead. As we expect to have to change/alter stuff in our “third party code” but its odd to have such critical issues in the native engine.

2 Likes

Getting this crash with PCG when trying partition by attribute after union-node. Easy to avoid, but constantly facing that error when working with PCG graph.

LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Plugins\PCG\Source\PCG\Public\Data\PCGSpatialData.h] [Line: 91] 
Pure virtual not implemented (UPCGSpatialData::ToPointData)

5.5.2 is now here! Here’s what’s included in the update:

Issue Summary
UE-228848 Crash in FPipelineFileCacheManager::RegisterPSOStats
UE-227647 [CrashReport][Assert] UnrealEditor-ControlRig!static bool ??R<lambda_2>@?L@??Execute_Internal@UFKControlRig@@UEAA_NAEBVFName@@@Z@QEBA_NPEAUFRigCurveElement@@@Z(struct FRigCurveElement *) [Engine/Plugins/Animation/ControlRig/Source…
UE-217931 Add Support for Archicad 28
UE-229154 [PCG] ensure firing with pcg.GraphMultithreading == 1
UE-229030 [PCG] Fix performance hitches in GPU data collection packing/unpacking
UE-228893 Modifiers applied multiple times
UE-228796 Incorrect hair shadow
UE-228822 //UE5/Release-5.5 - Build Engine Localization - LogLocTextHelper: Warning: Source/[…]/LevelEditorViewportToolbarSections.cpp(1561): Text conflict from LOCTEXT macro for namespace LevelEditorViewportToolbar
UE-228757 [PCG] GPU SM Spawner attribute validation is broken
UE-221995 Automation test errors in AvalancheProject Editor Win64 Test=UE.EditorAutomation(RunTest=Group_Avalanche)
UE-210616 Update Techsoft API to 2024.6
UE-201823 When adding the UIRenderer to the Movie Render Queue, the rendering output is a difference in PIE and MRQ.
UE-234115 Opening Landscape mode in a blank template project freezes the Editor
UE-231277 RBAN Debug draw is rendering in viewports where it hasnt before.
UE-231272 Enhanced input enabled with Common UI legacy depreciates all previous input data dables
UE-231285 Crash saving a Motion Design Scene with Mask modifier on an Actor without Mask component
UE-231263 [ASIS] Touch events does not works on full screen
UE-231221 Fix hair light leak due to incorrect voxel traversal
UE-231195 MegaLights doesn’t support lighting channels
UE-231385 World Partition - Missing Assets for Level Instances
UE-231369 //UE5/Main - Build DDC Win64 - File listed as RuntimeDependency in DatasmithCADWorker.target does not exist
UE-231281 Copy over fixes for override instance data duplication to 5.5 hotfix
UE-231295 [Interchange] fbx blender armature bone with transform is not import correctly
UE-231279 Camera transitions aren’t correctly taken into account with composite camera rigs
UE-231282 Interchange - Asset import - Morph and bone transform animation not merged
UE-231271 Plugins marked both experimental and beta will now appear as experimental in the plugin browser, even if they were beta in past releases
UE-231256 //UE5/Release-5.5 - UE.EditorAutomation(RunTest=Audio) Linux_ASan vulkan - AddressSanitizer: heap-use-after-free on address
UE-231771 Interchange - FBX import - Rigid body animation reimport broken
UE-231113 LumenShortRangeAOHardwareRayTracing needs raytracing SBT layout because it can be part of the material RTPSO
UE-231105 Motion Design Rundown Editor Crash when adding a page to a page view
UE-231058 Visualization of non-particle data is hidden randomly if the playback has data recorded after the last solver stage
UE-231024 Curve Editor minor grid lines do not render correctly
UE-231643 [Interchange] Time zero bind pose do not support multiple bind pose for the same bone
UE-231754 [Interchange - FBX] In 5.5 only material are imported
UE-231747 [Interchange] The Source Timeline animation range behavior is not doing the right thing
UE-231203 Inconsistent performance in level when playing out
UE-231756 Skeletal Editor - create new skeleton option fails to create new skeletal asset
UE-216512 Orthographic Cameras don’t support Aspect Ratio Axis Constraint
UE-215794 When closing the Mac Editor during a debugging session on XCode the User will hit a Crash
UE-219244 Motion Design - Restore of RC controlled value to default/template does not change the value in preview
UE-222783 Blueprint Templates on Windows always attempt to connect to the default IP when building Remotely for iOS
UE-225254 Grammar doesn’t properly deal with stochastic choices with repeatable tokens
UE-230183 Motion Design - Cloner grid constraint by texture is not considering Texture compare mode
UE-230180 Cloth Asset - Normal import on skeletal mesh and static mesh nodes are partially broken
UE-230029 Boolean modifier failing with spaced Text3D glyphs
UE-229894 LiveLinkHub users cannot enable Marketplace plugins
UE-229765 Animation loop indicator not drawing in the correct location
UE-230591 Batch Retarget dialog doesn’t show Animation Blueprints that use same skeleton as selected Source Skeletal Mesh
UE-230484 [PCG] Fix GPU CopyPoints overwriting attribute values when Attribute Inheritance is set to SourceFirst or TargetFirst
UE-230485 Sequence does not play back in reverse through the Sequencer Playlist
UE-230435 Sim Cache Writes for NDC Write DI do not work for GPU emitters
UE-230398 Nanite Meshes are broken in BigCity level in CitySample
UE-230629 CPU Lightmass no longer works as expected on Mac
UE-230599 OverrideSettings can still try to load objects on other threads
UE-230494 Interchange: Remove redundant keys option skip the first key.
UE-230469 Translucent sort priority is not incrementing value when in outliner mode
UE-230453 [Path tracer] Reference sky atmosphere has a different look than in 5.4
UE-230419 GitHub 12547 : Added support of the analysis-paths flag in integration with PVS-Studio
UE-230292 NDC Islands do not function correctly with reading systems placed in the level.
UE-229753 [Interchange] Bone name space are replace with underscore, legacy fbx rename with dash
UE-229764 MacOS 15 Sequoia and Xcode 16 Warnings building unreallightmass
UE-229541 Get Actor Data from input is not tracking dynamically if the input is an attribute set
UE-229540 Get PCG Component Data is duplicating data if there are multiple components on the actor
UE-229813 [PCG] GPU SM Spawner - After altering the seed and generating small % of instances are missing when using weighted spawning
UE-229796 SDI Video Input Freezes When Video Timecode Format is set to Auto
UE-229628 DMX - Blueprint Load DMX Librairies Synchronous node does not always return an array of DMX librairies available in the project
UE-229568 EOS: Mac does not support project binary mechanism
UE-229508 [PCG] GPU SM Spawner - some small percentage of instances missing when using weighted spawning
UE-229520 Boolean modifier tools intersection causes unwanted faces on target mesh
UE-229482 OCIO - Missing UE Emulation Option for Tone Curve Without Expand Gamut
UE-229191 [NavMesh] Fix Added an oversized dirty area warnings occuring even if using the disabled threshold value when using invokers.
UE-229189 Only register generated navlink proxies if bGenerateNavLinks is enabled.
UE-229488 Floating Properties: Properties are being displayed at the top-left of the viewport instead of being added to the main property stack
UE-229849 MegaLights alpha masking doesn’t work
UE-228246 [Wire
UE-228165 Remote Control DMX: Masked properties could generate an indistinguishable attribute name when created without signatures
UE-228068 PCG Node Errors not clearing when expected.
UE-228063 Generating PCG Graph with invalid generation task id into level fires ensure
UE-229090 MRG -Using Burn in node fails to output Media and returns Ensure error spam
UE-229028 [PCG] Fix attribute function captures breaking for nested functions
UE-228884 Circularly referenced blueprints cause stack overflow in a package game without IOStore
UE-228844 Interchange - Import - Build scale doubled in some generated LODs when Nanite enabled
UE-229476 Certain Array Constants are created with no pins, and attempting to add a pin causes an ensure
UE-229467 Chaos Visual Debugger shows the incorrect landscape tile if the world is loaded and unloaded rapidly
UE-229321 [PCG] Remove linebreak support from Custom HLSL node attribute function regex
UE-229285 Interchange - FBX import - Rigid body animation not imported with example
UE-229284 Add the new iPadMini7 profile
UE-229319 [PCG] GPU Spawner - some primitive component flags in mesh descriptor don’t work like CastShadow
UE-227638 [CrashReport][Assert] UnrealEditor-HairStrandsCore!ComputeBoneTransform(FNDIHairStrandsData const *) [Engine/Plugins/Runtime/HairStrands/Source/HairStrandsCore/Private/Niagara/NiagaraDataInterfaceHairStrands.cpp:939]
UE-227254 Random children selection ignores last state in the AI StateTree
UE-236964 Collision profiles are reset when blueprint is loaded
UE-239029 Foliage on Static Mesh disappears when added to Level Instance.
UE-230270 LiveLink OpenVR - input mapping set is incomplete
UE-229981 Installed Build command with console support fails with error
UE-229986 Deadlock between FMacApplication & FMacWindow when opening LyraGame
UE-229988 Nullptr exception when selecting a new Default Editor map in Project Settings on Mac
UE-230744 Interchange - FBX - Import - Animation - Animated time not working
UE-230445 Blend Stack: Blend profiles don’t work on bone containers that aren’t identical to the ref skeleton
UE-230404 GeneratePsyms fails with installed builds due to missing dymp_syms tool and incorrect path space handling
UE-230145 Preview Platforms are greyed out when using Vulkan on Windows with a AMD GPU
UE-230763 Modular Control Rig Content Fixes
UE-230734 Can’t compile version 5.5 if root is 49 chars - HierarchyTableBuiltinUncookedOnly
UE-230696 GitHub 12566 : Gpu skinning crash when precaching PSOs
UE-231278 Component Velocity is not reset
UE-230969 MRG subsample accumulation incorrectly frees accumulators before all spatial subsamples have finished
UE-231645 Fix deadlock between sk component and sk build or import
UE-231578 Adding a camera rig to a camera asset crashes if the asset doesn’t have a proxy table
UE-230982 Possible memory corruption in evaluation hook system
UE-230022 Effector linked to cloner are unlinked in rundown when playing level due to not being initialized
UE-230983 Outliner view items always get invalidated
UE-230860 [Interchange] Animation names from FBX files are different between legacy imports and interchange
UE-228717 GitHub 12453 : Fix min desired width getter for spinbox
UE-228515 Set Sekeltal Mesh does not update on Blueprint construction
UE-228301 [PCG] Large hitches trigged by component registration/AddGraph flow in property bag layout code
UE-228539 Subdivide segment seed attribute doesn’t work as expected
UE-228394 Importing groom from alembic doesn’t produce cache files
UE-228022 Merging a mix of additive and override layers yields unexpected results
UE-227911 LiveLinkHub assigns timecode source to a client regardless of if it’s enabled as timecode source
UE-227801 Remote Control DMX: In some cases generated fixture types end up having the same attribute twice
UE-227824 DMX: Fixture patches do not always increment their patch number when added from the add fixture patch menu
UE-229145 Mobile Depth of Field blurry eveywhere
UE-229096 MRQ -OCIO configuration is not applied on 8bit Media formats
UE-228761 [PCG] GPU - attributes with name set to None not supported
UE-228989 Rundown Server: Get Page Details is broken in packaged game
UE-228981 Editor crash occurs due to fatal error: …\VulkanRHI\Private\VulkanMemory.cpp] Unable to find alternate type for index 0, MemSize 1048576, MemPropTypeBits 27, MemPropertyFlags 7
UE-228842 Interchange - LOD import - Only LOD0 gets the import build settings
UE-228738 VR Template
UE-229353 [Mac] Android not being seen as Valid Platform and Will not Package
UE-231892 A crash occurs when a State Tree Parameter is set to a variable type also referenced in a STT
UE-232039 Preview Crashes on Metal when using SM6
UE-228677 Groom cache (guide/strands) don’t work correctly with TriangleStrip
UE-227835 DMX: Take recorder gets stuck in an ensureAlways recursion when starting to record fixture patches with identical names
UE-229701 Display window of EXR files not respecting camera overscan when rendering shot in MRQ
UE-229019 Text3D WrapAndScale not working properly with layout alignments
UE-228892 [For 5.5 Hotfix] Depth of field recombination breaks with certain settings
UE-230355 HLSL Point Processing node not generating expected data
6 Likes

At Last!

Cool to see many PCG fixes. PCG been awesome and only getting better.

Async gathering for navmeshes still sadly crashes in UE5.5.2

Assertion failed: IsInGameThread() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\AI\Navigation\NavigationElement.h] [Line: 374] 
Currenlty not allowing this to be called from non-game thread.

Using New Gameplay Camera System, getting world camera position doesnt reutnr the position of the camera with the actual rig, but the default unactivated one

Is an inconsitency in the engine considerd a bug? Because I want to report some

Old post

TSR regression?
Got some weird lighting cache issue since 5.5.2 with TSR on.
Also megalight has weird GI.

No issue with TSR, was coming from a plugin.

But worse than before? Or just weird?

Anyway MegaLights don’t have nothing to do with GI.

Super!
In 5.5.1 dropping a bluprint with a metahuman actor into another empty bluprint causes a hair glitch (when passing LOD hair). I wonder if this has been fixed hmm.

World Partition HLOD building still doesn’t work :sob:

1 Like
Old post

Not sure of the origin but lights shadow look like compressed, like if it was 4bit.
But MegaLights is experimental so I don’t mind breaking-change.
As for TSR it’s a huge downgrade, with or without ML.
Lot of ghosting and Lumen cache has latency (even if I increase speed).
No issues with other AA.

My bad, no issue with TSR 5.5.2, was coming from a plugin.

5.5.2 fixed this issue. Before, the workaround was to uncheck the “share material shader code” option in the project->packaging settings. I re-enabled it, packaged the project and it doesn’t crash any more.

1 Like

Hey everyone!

Our team is aware of a critical issue impacting existing overrides on Skeletal Mesh Assets when updating a project from 5.5.X to 5.5.2.

Background:
If an Actor within the Level Viewport has a Blueprint-added Skeletal Mesh Component where the Skeletal Mesh Asset has been overridden, the overridden value will be lost after the update. It will appear simply that the mesh on the Actor has changed after the update. This does not affect Actors that have natively added Skeletal Mesh Components, i.e. C++ classes like Character are not affected.

If a project has already been updated, the overridden values cannot be recovered. The overrides will either need to be set manually or fixed via a script or Blueprint Editor Utility.

Next steps:
To quickly address this critical issue, we are backing out code that fixed an issue causing Skeletal Meshes to not update on Blueprint construction. If you’re planning to update your project, we recommend holding off until the 5.5.3 Hotfix. This does not impact new projects created in 5.5.2.

ETA on the Hotfix:
Look for that update in a Hotfix in the coming days—apologies for any disruptions in the meantime.

7 Likes