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.
In version 5.5.3, the console command âHighResShotâ does not work in the shipping build. (((
Testing in Collaborative Viewer demo project
Fix handling of non-ascii path segments in IterateAncestors and add tests for such⌠¡EpicGames/UnrealEngine@b6fd165](https://github.com/EpicGames/UnrealEngine/commit/b6fd16577908b049571a184f6036a7ac6e0f7e55#diff-9c12ce77ca93c7bd417383a719b72c82076ccb6e930851f44cc7f648d2688cb4R253)
This issue still exists in 5.53. Can you provide an update to solve it?
Is it possible to add axis constraints to perspective mode of the scenecapture2d?
Hey everyone, latest hotfix has now gone live! Hereâs what you can find in 5.5.4 -
Issue | Summary |
---|---|
UE-238765 | Fixed crash on deletion of invalid reroute node. Fixed discarding of compiled data when running project in Standalone mode. |
UE-237160 | [Mutable] Crash when generating meshes with clothing or real-time morphs at runtime. |
UE-237600 | Fix crash in FRecastTileGenerator::AddReferencedObjects by removing invalid check in FNavigationElement::GetWeakUObject |
UE-237602 | Fix regression when creating area modifiers |
UE-242423 | [CrashReport][Crash] UnrealEditor-MetalRHI!FMetalRHICommandContext::RHICopyToStagingBuffer |
UE-230203 | [Mac] Deadlock in PerformBlockOnThread |
UE-239344 | GPU Crash from invalid SRV in CreateShaderResourceView due to integer underflow |
UE-252285 | Add iPhone16e to device profile |
UE-248098 | Crash when changing groom asset and groom asset is used in a scene |
UE-243605 | Ensure will fire when adjusting Grid Size node while attached to Static Mesh To Dynamic Mesh Element and Dynamic Mesh Transform nodes |
UE-244422 | UE 5.5.4 -Editor crashes when playing a Preset during Autosave |
UE-243799 | Playing a Haptic Soundwave will crash the editor (port to hotfix) |
UE-247828 | Bundled compute PSO compilation stalling tender thread |
UE-192854 | memory leak on iOS avfmediaplayer |
UE-229744 | Mesh Sampler doesnât support dynamic tracking |
UE-229697 | EOS: Integrate 1.17.0 binaries to 5.5.x |
UE-226924 | [CrashReport][Crash] libvulkan_intel!7fb5ae400000 + ba805 |
UE-226913 | Make sure dynamic computed offset for index and vertex buffers are 16 byte aligned |
UE-224423 | Water Flickering in Viewport |
UE-230844 | Launch on to an iOS device looks in the wrong .app file during the Run command with a Blueprint Project |
UE-231703 | Remote Control External Texture Controllers donât work with Material Designer |
UE-231593 | Stealing is allowed across grids level and loops |
UE-232178 | UE 5.5: When loading a World Partition world from 5.4.x in the Editor, crash happens under UWorldPartition::Initialize() when any ULevelSequence::PostLoad() triggers FMovieSceneToolsModule::FixupDynamicBindingsEvent() |
UE-232225 | [PCG] Zero-element data items do not have their attributes initialized on readback from GPU |
UE-228436 | [CrashReport][Assert] UnrealEditor-D3D12RHI!FD3D12ResourceLocation::ReleaseResource() [Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:1392] |
UE-232227 | [PCG] Fix GPU attributes receiving non-unique IDs when computing data descriptions |
UE-232141 | Remote Control - Editor-Only warning is broken for packaged game restricted access |
UE-231745 | Changing a data asset structure reset the graph parameter |
UE-239074 | MacOS: Crash when changing focus from Editor to other apps and back. |
UE-239037 | Crash occurs when testing inheritance of editor created c++ class derived from parent in QAGame |
UE-238938 | [PCG] Crash Invalid usage of UActorEditorContextSubsystem in -game |
UE-238934 | PCGGraphExecutor is calling the GC in a World tick, which is asserting |
UE-237625 | GitHub 12738 : Fix openxr audio output to properly redirect to headset on PC |
UE-237603 | Crash in FNavigationDataHandler::UpdateNavOctreeParentChain due to FNavigationElement being released before reused |
UE-237349 | An Assert occurs when promoting a State Tree task Event Dispatcher to a parameter in a state tree |
UE-239079 | GPU Crash from invalid SRV in CreateShaderResourceView due to integer underflow |
UE-236665 | [CrashReport][Assert] UnrealEditor-Landscape!ULandscapeComponent::GetCombinationMaterial(FMaterialUpdateContext *,TArray<FWeightmapLayerAllocationInfo,TSizedDefaultAllocator<32> > const &,signed char,bool) [Engine/Source/Runtime/L⌠|
UE-236702 | Crash in packaged game when using Get Property Reference in StateTree |
UE-250408 | Server Build Target doesnât compile if Remote Control Plugin is included |
UE-234777 | [PCG] GenerateOnLoad PartitionActors with unloaded Original volume failed ensure |
UE-233997 | Datasmith CAD - Linux - CAD files format import is broken |
UE-235284 | Translucency Volume are not correctly shadowed in 5.5 without Virtual Shadow Maps and are not light correctly by some lights |
UE-234980 | [CrashReport][Assert] UnrealEditor-RHI!FRHIResource::MarkForDelete() [Engine/Source/Runtime/RHI/Private/RHIResources.cpp:49] |
UE-235102 | Android Vulkan SM5 Lumen ray tracing does not function as expected |
UE-235097 | Update RADV version check in 5.5 release |
UE-234058 | Cannot open a folder named with non-ASCII characters in the content browser |
UE-234037 | White dotted lines in render do to sharpening only visible on mac |
UE-234045 | Keying Level Sequence Crashes Engine |
UE-234641 | Localized text for overridable functions missing in blueprint editor |
UE-239315 | MVVM - Circularly referenced Widget Blueprints via CreateWidget node with MVVM bindings will crash when loading |
UE-239325 | UdpMessaging on iOS is spamming the log |
UE-239184 | Android Keyboard is not working on Meta Quest |
UE-239489 | The module missing dialogue, the âYesâ option never work |
UE-239793 | Foot module unresolves leg connector regardless of running events |
UE-239472 | Wrong packed instance data in static mesh sampler with material override |
UE-239647 | [Interchange][FBX] Issue with asset name clashes after auto import |
UE-241486 | Building Geometry Stops UTickableWorldSubsystem Ticking |
UE-239621 | MRQ - Command Line render crashes with -RenderOffScreen and certain exec commands |
UE-239292 | OutdatedKnownStaticMeshDetected ensure with OnRep and NavigationSystem |
UE-238896 | FK/IK switch for arms and legs on the Epic-supported rig modules switches both arms/legs on a modular rig instead of just one |
UE-238865 | [PCG] CopyPoints produces different rotations in CPU and GPU mode |
UE-238842 | Crash when connecting Static Mesh Import in Cloth Dataflow Graph with certain Static Meshes |
UE-238820 | Regression - Nav mesh is not generated on BSP brushes after loading a map |
UE-237568 | Fix ZenLoader regression that now performs file existence check on disk for loose cooked files even in packaged builds |
UE-237454 | Fix PSO precaching misses |
UE-238930 | Expose RayTracing ShaderBindingLayout creation function for plugins |
UE-238817 | Extrude and Bevel materials applied to the Text actor are being reset after restarting the Engine - UE 5.5.3 |
UE-238822 | Navigation: Exiting game while async nav building tasks are running can cause null pointer access of OctreeController.NavOctree from worker thread |
UE-232328 | [Holdout] Doesnât work on Mac anymore |
UE-233850 | Invalid Output Target in metadata operation is crashing |
UE-233853 | Integer attributes are crashing in Write To Niagara Data Channel node |
UE-233889 | File Media Source generates 404 error on opening video using Electra player on Unix filesystems |
UE-248173 | Memory corruption report on 5.5.3 |
UE-247785 | Android Device Profiles missing entries for latest mobile GPUs |
UE-247508 | HoldoutComposite subsystem crash |
UE-247337 | Crash when changing collision preset to custom in PCG Graph |
UE-241049 | UE -5.5.3 - Motion Design - A shape with Mask(Target) alters the appearance of actor with Mask(Source) even after it is removed |
UE-241351 | Crash encountered at launch: Audio::FMixerSubmix::UpdateModulationSettings. |
UE-241058 | UE 5.5.4 - [MetaSounds] - Able to continue to preview SoundWaves after deleting the Audio Out node it was connected to |
UE-220073 | VR Preview window resolution doesnât change when window is resized |
Hello!
What was the memory corruption about here :
UE-248173 Memory corruption report on 5.5.3
It seems that I donât have access to his issue?
Thanks
4 hotfixes and HLODs World Partition and Minimap build still not working, thanks Epic, I appreciate itâŚ
@Jinkel
What are your issues with HLODs and minimap?
Is it since 5.5.3 or even before?
Experiencing following serious issues with both 5.5.3 and 5.5.4 : 1) If your Mobile project uses Deferred rendering, iOS Metal Preview (Generic iOS Device) on MacOS (sequoia, MacBook pro m4 max) simply does not work. It crashes Unreal editor within seconds of switching. In versions from 5.3.2 the scene was just super dark. Android Preview on Windows has always worked well.
Switching to Forward rendering makes the preview work but things like Niagara Particle Light renderer do not make any visible impact, even though it was claimed to work from 5.5.
-
(Windows and Mac Editors) All properties on Components in Child Blueprints revert to their defaults instead of their inherited values as set in the Base/Parent Blueprint. eg: Parent class has Audio Component with AutoActivate set to false and Audio Component in the Child blueprint also has it as false in 5.3.2 but after upgrading it reverts to True in the child blueprints. This applies to all other components like Static Mesh component (collision profiles that were properly getting inherited from the parent no longer do so). Making manual changes to all Child blueprints and saving it to disk, do not persist, they again revert to defaults when editor is closed and reopened.
-
Glass like surfaces with Translucency and refraction (deferred rendering) always render in front of all other objects despite being obscured by another opaque object. This issue has been since 5.3.2. Bug report was submitted last year, and no action has been taken till now.
It gets stuck during build and doesnât progress.
Check your task manager and look at your memory and disk usage. You probably donât have enough RAM to handle it, so itâs using the page file on your drive. If that drive is a mechanical hard drive, then itâs going to be extremely slow.
Depending on the scene, building HLODs for big worlds can require 64-128 gb RAM and usually you still want to have at least a hundred gigabytes of page file just in case.
In 5.4 it works but 5.5 doesnât. I have 32gb RAM + 32gb virtual page on nvme SDD.
32gb ram is still barely enough in most cases, especially if nanite is involved.
Well then Iâd suggest you start checking very carefully for any setting defaults and console variables that might have changed between the two versions, or try migrating a level into a completely new project where the settings and defaults are fresh and specific to 5.5.
Iâve encountered the same issue with building HLODs. I donât think itâs related to hardware resources because even with a default project created from the UE5.5 open-world template, without any modifications, you canât successfully build HLODs. According to the log, it seems to involve shader compilation problems, with the log indicating that the compilation has failed.
As of 5.5.4 hotfix lumen still isnât working for directx with shader model sm5. Only sm6 however it still works in sm5 for metal and vulkan. Iâve opened a PR pointed toward release and main to resolve.
Do you have any idea @Tina_Wisdom about the memory corruption fix?
I donât know why it works fine in 5.4
Hi @Tina_Wisdom ,
I have made 2 very different and totally independent projects, one with Lumen and latest techs. One with classical-basic tech, as baked lighting, etc.
BOTH projects are prompting âFatal Error!â message windows to some AMD users (Nvidia ones seems to not suffer them). In one of the projects, it happens just when opening it. Project packaged as Shipping. Happening since any 5.5 version.
Please, take a look into it or inform AMD, if it might be related to Drivers.
Thank you.
And a new kind of error:
LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArray.cpp] [Line: 612]
Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
0x00007ff6e1f2240a GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f22fe3 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f21b7b GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f3a8c0 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f3ad39 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1e325f3 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1e371ef GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1eedf4a GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1e06471 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f2f045 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f31916 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f1ff2c GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f3aeb5 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d3eac5 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d42534 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d422d7 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d41882 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d3b3a4 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d3bcb5 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e3d576a5 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1e06529 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f23b35 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f31b4d GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f42b67 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f32798 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f1ca18 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f431fc GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f32798 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f326a1 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1e06529 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e1f3253b GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e44eaa9a GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e44e20fc GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e451365f GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e436302c GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e4b20aec GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e4b25c5c GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e4b25cda GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e4b26bad GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e4b2e724 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ff6e7823fa2 GTB-Win64-Shipping.exe!UnknownFunction []
0x00007ffa6ba2259d KERNEL32.DLL!UnknownFunction []
In version 5.5.4 console command âHighResShotâ it still doesnât workâŚ