Unreal Engine 5.5 Released

In an unreal 5.5 announce session Light HDR has been announced for devices like Oculus Quest which can’t use mobile hdr due to performance reasons. In the changelog, I can’t see anything related to that.

I want to ask if there is any news about that.

When interchange is enabled the “Default Importer” is disable. Sorry I wasn’t clear.

If you want to use the Importer your used to, you need to disable Interchange.

Just because you haven’t change any settings doesn’t mean that Epic doesn’t change settings between 5.4 and 5.5. Since Fab.com Plugin didn’t exist in 5.4 and is now turn on by default and requires Interchange, your project settings have change.

Any time the minor version number changes this means breaking changes. This mean you need to revisit your projects settings and plugins with each upgrade.

Fix for NuGet issues

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Did you try validating your install? I’m not seeing this issue but it could be because I tried packaging from a VR Template that was migrated from preview.

Update:
I deleted and recreated a VRTemplate project and packaged… are you sure you don’t have plugins installed or a UE5 install inside of a directory that already contained UE5 preview? … your path shows UE5/UE_5.5

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Hello,

Padding with access specifier enabled still seems to be broken.

At the very least I believe eye visiblity toggle widget should be on right side instead of cutting off variable type


( The relevant code seems to be located at BlueprintDetailsCustomization.cpp 4565th line that is inside CustomizeDetails function)

  • Thanks!

Thanks, I verified the installation and created a new project, the error persists unfortunately. Next I’ll try to delete and redownload everything… that will take a while though :slight_smile:

Edit: after deleting and downloading / reinstalling the whole engine the issue resolved itself. Thanks @Uno1982

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When I activate the Metahuman plugin, I get an error:

The following modules are missing or built with a different engine version:
CaptureDataUtils
Engine modules cannot be compiled at runtime. Please build through your IDE.

I have no problem with 5.4.4. Any solution for this?

Editor Primitives and Volumetric Clouds are more expansive than before.

In 5.4 has better performance.

I got the same message for a different plugin but just opening the project again worked without me having to compile anything.

@Amanda.Schade After updating our project we received horrible HLOD build times with world partition. Build times went from a few minutes to 30+ minutes going from 5.4 to 5.5.

We created a new project and tried building HLODS there and it takes 20 minutes where it used to take 20-40 seconds on the sample open world map under “new level”. We checked the task manager and it seems in 5.5 you guys broke the ability of HLOD to use more then 2-3 cores? My CPU in 5.4 used to max out and build them really fast but now it sits around 3-4% and takes forever…

It seems locked to be 2-3 cores at max now regardless if you have more… Making builds take considerably longer on higher spec machines. We threw this on a threadripper with 128 cores and again what used to take 1-2 minutes is still running right now for 44 minutes. It used to take less then a few minutes. The CPU is barely utilizing 3-4% of its cores…

We also noticed it would build faster on a normal I9 12th gen over a threadripper because its “core” clock speed is faster then the threadripper. Something is horribly wrong. The threadripper im running is a pro 3955wx its on the top 10 best processors in the world so its not under spec by any means… We use it for workhorse tasks like HLOD/navigation work… There needs to be a fix for this ASAP!

My performance is greatly affected by the number of tabs, 5 tabs lower the FPS to 50 and this is on a new project from the template. On 5.4, I often had 20-25 tabs open and this had almost no effect on performance. Maybe this is the same problem that you describe, it’s about limiting the number of cores? Previously, there were videos that somewhere there is a setting that allows you to remove this limit…

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The UE5.5 update is very powerful, but I have encountered some limitations that have made certain features unsatisfactory.

The main issue is with the Niagara system or emitter stage, specifically in CPU compilation. Occasionally, I need to write a for loop to batch write data using Custom HLSL. However, the number of iterations in the for loop must be a constant variable. If I use getArrayLength or other non-constant variables as the loop count, the compilation result becomes incorrect.

Additionally, when trying to read dataChannelRead in a GPU for loop, I found that it does not support Custom HLSL. Instead, I am only able to use node-based connections to perform the for loop, which is quite limiting.

This is a stupid way to bypass the hlsl can’t use the Datachannelread limit