There have been several hotfixes and new functions implemented in UE, while the problem with this very essential feature has still not yet been resolved.
@Amanda.SchadeEpic please fix this problem: Constant and Step interpolation are no longer working properly as of 5.4 and NOW 5.5. Here I make a direct comparison to 5.2 so that it is easier to distinguish and see exactly how this has become broken.
Here is the more recent clip which goes a bit more in depth about the problem, and hopefully this gets resolved because it’s really inconvenient at this point.
Thank you for the update! Knowing that the fix is in the works is plenty enough me. I just wanted to make sure to raise awareness for it, in case it wasn’t a reported issue already.
In your linked post, the E_INVALIDARG crash on D3D12RayTracing is the one I brought up a couple posts up, with some details on the problem, and Matthew Ivey said they are working on a hotfix. It’s tied to HWRT and the PSO .upipelinecache file that gets formed in your %localappdata%/GAMENAME/SAVED folder.
This is also happening when attempting to change skeletal meshes via the Construction Script. Here is a video comparing a simple setup in 5.4 with the same setup in 5.5.
As reported in the preview forum … ue5.5 release is still experiencing call stack overflow fatal errors on projects that run fine in standalone and package fine.
Someone else with FAsyncLoadingThread crash when trying to load staged or packed build? Getting no errors when cooking and playing works in editor, but when game tries to load it Fatal Crashes. In Unreal Insight FLinkerLoad::Preload fails to load certain blueprints (shows infinite symbol). When removing those there is always new BP with same never ending load before crash issue. Maybe related to actor components, but cant find clear cause. Had no issues with earlier UE5 versions.
Tried to toggle async loading thread off and generate optimized blueprint component data but no help. How to turn the async loading off. E.g. for wanted blueprints. Very odd issue. :S
I figured I’d put this here as I’m not seeing any specific release notes that make note of it or mention the loss of lumen in 5.5 dx11.
5.5 no longer supports lumen in DX11 with SM5 which is a huge loss in my honest opinion because it was by far the most performant GI supported pipeline with traditional LODs vs nanite and a lighter weight shader cost and shadow casting (CSM). In order to have Lumen GI (as of 5.5 release) now you have to enable SM6 and DX12.
Update:
After some digging it appears the 5.5 docs still mention DX11 and SM5 however in the feedback thread below an epic staff member said it was deprecated?
Has the possibility of integrating RenderTarget2D as an input into the DeformerGraph been considered?
If that’s not possible, could an interface be provided in Niagara to notify DeformerGraph? This would allow the GPU to be used for creating interesting physical properties.
It seems that the official groom system has implemented some of these features, but it could be more customizable. Perhaps this is not a simple task?
Wanted to mention that it appears pak chunking and asset label behavior has stopped working correctly in ue5.5 release. Was working in 5.4 without issue. Wanted to give everyone here the heads up.
I hunted this down and posted findings in UE Source discord. There appears to be something going on with TMaps and GC dealing with index counting and changes. This appears to lead to recursion for things that lean on them “Like Ultra dynamic Sky” which uses maps for the weather component. After talking with my community and doing reproductions of each report the first common factor was alot of these people used UDS. The second was alot of them used some other plugin or module consisting of Tmaps. SImpleUGC and pack chunking with asset labels and parent label behavior has also been impacted.
[2024.11.17-04.25.42:694][ 0]LogConfig: VeryVerbose: (ActorComponent) 'Default__Random_Weather_Variation_C' loading configuration from Engine
[2024.11.17-04.25.42:694][ 0]LogConfig: VeryVerbose: Loading value for bReplicateUsingRegisteredSubObjectList from [/Script/Engine.ActorComponent]
[2024.11.17-04.25.42:694][ 0]LogConfig: VeryVerbose: Loading value for bCanEverAffectNavigation from [/Script/Engine.ActorComponent]
[2024.11.17-04.25.42:694][ 0]LogConfig: VeryVerbose: (Random_Weather_Variation_C) 'Default__Random_Weather_Variation_C' loading configuration from Engine
[2024.11.17-04.25.42:694][ 0]LogConfig: VeryVerbose: Loading value for bReplicateUsingRegisteredSubObjectList from [/Game/UltraDynamicSky/Blueprints/Weather_Effects/System/Random_Weather_Variation.Random_Weather_Variation_C]
[2024.11.17-04.25.42:695][ 0]LogConfig: VeryVerbose: Loading value for bCanEverAffectNavigation from [/Game/UltraDynamicSky/Blueprints/Weather_Effects/System/Random_Weather_Variation.Random_Weather_Variation_C]
Exception thrown at 0x00007FF6C6CD0BF6 in STVisualizer-Win64-DebugGame.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x0000007507E83F28).
Unhandled exception at 0x00007FF6C6CD0BF6 in STVisualizer-Win64-DebugGame.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x0000007507E83F28).
UE5.5 is also ALOT more sensitive to circular dependencies it seems as someone above has mentioned that specific functions of the engine are much slower … only utilizing 2/3 cores in some cases like HLOD building. Let’s hope these get addressed in a hotfix.