Funny, just 2 weeks prior to this release I was talking with someone about the orthographic camera not allowing axis constraints and now you added it. Will test it soon.
I have another question. Async physics is currently not usable with any type of chase camera, not even the matrix vehicle demo works because of the synchronization of physics- and gamethread. Will this be worked on in the future (jitter)? Just a yes or no would be enough to us.
Have someone got the new niagara data channel working in cooked build? Still getting instant crash in 5.5.2 while no issues in non-cooked build (playing in editor).
Cant find anything in unreal insight. It just freeze/crash.
Would be extreme cool way to spawn effects with lower cost. Cant wait to have it working someday
1+ its still fatally broken. We had to revert back to 5.4.4 just to continue development on our open world RTS⌠This is quite bad such a foundational feature of the engine is broken.
Wrote a bug report 2 months still not approved⌠#Ghosted⌠lol
Hotfix 5.5.3 is now available and resolves the critical bug where Blueprint-added Skeletal Mesh Components on Actors in the world could lose overridden Skeletal Mesh Asset property values when updating from 5.5.2.
What changed
The issue was caused by invalid serialized data in 5.5.0 and 5.5.1 which was exposed due to a subsequent change in 5.5.2. The change in 5.5.3 attempts to fix up any affected Skeletal Mesh Components so that the overridden properties will be serialized and displayed correctly after the upgrade.
Impact to files
If youâre installing from Epic Games launcher, please note that only assets saved in 5.5.0 or 5.5.1 are affected by this issue.
For those of you building from source, some assets marked as 5.6.0 may be affected. This would happen if an integration was made directly from UE5-Main after the Release-5.5 branch was created. If this is the case, the range of assets that are fixed up by the 5.5.3 code can be extended by enabling the a.ExtendSkeletalMeshDataCleanupRange cvar.
Hey, DLSS Plugin⌠for 5.4 it took 4 months? UE5.5 is out like the same already - Most important tech for Game Industry.That really improve quality and performance - kinda locked for indies.
maybe complain to nvidia who are developing the tool and subsequently the integration plugin for unreal. this is not up to epic as far as i can tell.
but hey FSR released a few days ago maybe give that one a shot if youâre desperate.
Is 5.5.3 just a hotfix for that single bug? I was specifically wondering if it also includes a fix for UE-223981 (no passthrough camera on Android ARCore Handheld). The bug tracker said this was scheduled for 5.5.3, but given whatâs been posted here it sounds as if 5.5.3âs fast tracking for the skeletal mesh bug may have shifted the plans for other things.
If not, thatâs okay. I just wanted to know if itâs worth updating my AR project to 5.5.3 or just leave it alone and wait for the next release to drop. Thanks!
I complain in each place AAA UE titles get much earlier and support,also there is Fortnite⌠And working tech inside. So that should be easy to simplify process and build plugin for Indies. Indie cant afford to have that exclusive that is the problem here.
We encountered the bug that users @/brainfart82 and @/invulse reported in this thread that caused overriden skeletal meshes in child blueprints to be reset to the default value of the parent blueprint in packaged builds.
We waited for the 5.5.3 Hotfix as advised in this post, and after updating we have found that:
-The original bug seems fixed: child blueprints maintain their assigned skeletal meshes in packaged builds.
-However, for actors of the parent class that were placed on a level and whose default skeletal meshes had been replaced directly in the level, their skeletal meshes have reverted to the default asset. This means that these actors of the parent class are all using the same default mesh instead of the particular mesh we had assigned to each of them in the level. They do keep their assigned materials and animation assets / blueprints.
Is this issue known? It seems very similar to the 5.5.2 bug. We will report it just in case, but itâd be nice to know if there are plans to fix it before we invest time in restoring all the skeletal meshes manually.
You will be ignored here. Tou should try to report it through the bug submission form, where you will be even more ignored, but itâs the official way.
With a little luck they will notice it by themselves and fix for UE5.7
So there was a bug of random flashing of brightness in nighttime scenes in UE 5.51. This was fixed in UE 5.52. But now itâs back again in UE 5.53. This error was tested and we know itâs tied to Lumen. I donât know why itâs back, But please fix it and then leave it alone. Also Hardware Raytracing still crashes on PC builds unless you add this:
The modular control rig totally messes the character up or doesnât recognize the skeletal hierarchy for Bipeds. for Animals, mojority of the time it just doesnât recognize any new character. Please fix this. Its a game changer in animating in UE and adds value to linear content. Especially visual artists who donât understand blueprinting to be onboarded quivkly.
I noticed last week, after reading this thread, that the option to update the engine from 5.5.1 to either of these hotfix versions (5.5.2 and 5.5.3) is no longer available in the launcher. Have the updates been pulled entirely?
I have gotten some issue with UE5.5.3 about mt.exe while just buiding the C++ project even rawly with UE Editor, and then failed to build the project.
Key error Info:
LINK : fatal error LNK1327: Error during running mt.exe
9>EXEC : error : Process did not start properly. GetExitCodeProcess returned 0x540 (C:\Program Files (x86)\Windows Kits\10\bin\10.0.22621.0\x64\mt.exe Size: 1980000, CasKey: 05dc3b306da41f31073391c9c5ca4823798db600)
There is another post about exactly the same issue, but no more reply to solve About UE5.5 version VS compilation errorďź[fatal error LNK1327: Error during running mt.exe]
Does anyone have some idea about that? Looking forward to any reply.
I wish navigation (mesh) would get some check up. Async gathering is broken (5.5.2) and often when changing values (cell size) the mesh refuse to build, instead new recast nav mesh is made and it might not show as drawed in editor. And when loading different map the navigation crashed editor.