Unreal Engine 5.5 Released

Avid DNxHR/DnxMXF Media Plugin is throwing a linker error while packaging a build. Reproducable with game template and activating the plugin.

UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol “protected: virtual class TUniquePtr<struct MovieRenderGraph::IVideoCodecWriter,struct TDefaultDelete > __cdecl UMovieGraphAvidDNxHRNode::Initialize_GameThread(struct UMovieGraphVideoOutputNode::FMovieGraphVideoNodeInitializationContext const &)” (?Initialize_GameThread@UMovieGraphAvidDNxHRNode@@MEAA?AV?$TUniquePtr@UIVideoCodecWriter@MovieRenderGraph@@U?$TDefaultDelete@UIVideoCodecWriter@MovieRenderGraph@@@@@@AEBUFMovieGraphVideoNodeInitializationC
ontext@UMovieGraphVideoOutputNode@@@Z)
UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol “protected: virtual bool __cdecl UMovieGraphAvidDNxHRNode::Initialize_EncodeThread(struct MovieRenderGraph::IVideoCodecWriter *)” (?Initialize_EncodeThread@UMovieGraphAvidDNxHRNode@@MEAA_NPEAUIVideoCodecWriter@MovieRenderGraph@@@Z)
UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UMovieGraphAvidDNxHRNode::WriteFrame_EncodeThread(struct MovieRenderGraph::IVideoCodecWriter *,struct FImagePixelData *,class TArray<struct TTuple<struct FMovieGraphRenderDataIdentifier,class TUniquePtr<struct FImagePixelData,struct TDefaultDelete > >,class TSizedDefaultAllocator<32> > &&,struct TObjectPtr,class FString const &)” (?WriteFrame_EncodeThread@UMovieGraphAvidDNxHRNode@@MEAAXPEAUIVideoCodecW
riter@MovieRenderGraph@@PEAUFImagePixelData@@$$QEAV?$TArray@U?$TTuple@UFMovieGraphRenderDataIdentifier@@V?$TUniquePtr@UFImagePixelData@@U?$TDefaultDelete@UFImagePixelData@@@@@@@@V?$TSizedDefaultAllocator@$0CA@@@@@U?$TObjectPtr@VUMovieGraphEvaluatedConfig@@@@AEBVFString@@@Z)
UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UMovieGraphAvidDNxHRNode::BeginFinalize_EncodeThread(struct MovieRenderGraph::IVideoCodecWriter *)” (?BeginFinalize_EncodeThread@UMovieGraphAvidDNxHRNode@@MEAAXPEAUIVideoCodecWriter@MovieRenderGraph@@@Z)
UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UMovieGraphAvidDNxHRNode::Finalize_EncodeThread(struct MovieRenderGraph::IVideoCodecWriter *)” (?Finalize_EncodeThread@UMovieGraphAvidDNxHRNode@@MEAAXPEAUIVideoCodecWriter@MovieRenderGraph@@@Z)
UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol "protected: virtual wchar_t const * __cdecl UMovieGraphAvidDNxHRNode::GetFilenameExtension(void)const " (?GetFilenameExtension@UMovieGraphAvidDNxHRNode@@MEBAPEB_WXZ)
UATHelper: Packaging (Windows): Module.AvidDNxMedia.cpp.obj : error LNK2001: unresolved external symbol "protected: virtual bool __cdecl UMovieGraphAvidDNxHRNode::IsAudioSupported(void)const " (?IsAudioSupported@UMovieGraphAvidDNxHRNode@@MEBA_NXZ)
UATHelper: Packaging (Windows): E:\Unreal\MyProjectAvid\Binaries\Win64\MyProjectAvid.exe : fatal error LNK1120: 7 unresolved externals

Hello,

I’m curious to ask how it behaves on macOS?

Niagara Fluids
Hair export / import from DCC
Water system
Landscape editing is broken or not?
ML deformations?
Lumen MegaLights work ok or not?

Thanks!

Thank you for the info @IronicParadox !

As I already experienced this error in Preview, 45 days ago, I thought this was maybe being an isolated issue (just me), or getting lost and ignored. However I see quite people affected by this, so I don’t understand why they didn’t noticed and fixed this elemental issue before exiting Preview stage. We cannot package even with the most common project settings!

Anyway, there are other related issues in my post, still happening, like the one getting a Fatal Error without no more details, or the one mentioning the audio.

In addition, SetRes cvar seems broken too, not respecting Fullscreen mode.

@Matthew.Ivey , I’m sending you a repro project, so you can easily test.

Thank you so much!

Havent yet. Could be too deep code stuff for me to work around, but will keep you updated if finding something.

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In Ultra Dynamic Sky discord they found this:
"Through some trial and error, figured out that the thing this 5.5 project doesn’t like is any blueprint actor which contains an actor component which references the owner’s class. "

Will need to make sure to replace that kind of connection with interfaces.

Yeah I saw… however I’d say this is a bug the LoadLinker should still handle this gracefully. Now its about finding it in the deferred method for LinkerLoad and BlueprintSupport.cpp

I have tried to repo this description the best I could with no luck.

Project continue to load up… I really need a basic small project to repo so I can narrow down the exact cause UDW is just too massive and it takes forever to recurse through the code via breakpoints and look at each class ref. The loadLinker and BlueprintSupport segment deferred method iteration step is huge. It builds a proxy for each reference and holds them until each circular dependency is found and once complete registers the class. This means I gotta watch every class multiple times to try and catch a bad outer or bad component owner. Narrowing this down is essential to solving the issue. We know its not just UDW impacted as many are reporting these overflows but it’s usually around marketplace assets that are substantial in size.

Fatal error here as well in packaged build.

2 Likes

Can confirm that as well.

The Fatal error “LowLevelFatalError/RayTracingDevice/E_INVALIDARG” probably also appears on Vulkan but on Vulkan I just get a Fatal error without any more info. If I switch to DX12, I get this error.

Vulkan: Nvidia 566.03 driver crashes if “Max Reflection Bounces” in PPV is set higher than 1. Driver 560.76 works here.

@Pixel452 - Yes, the issue isn’t just specific to Unreal Engine; it has the same root cause. I’m unsure what the timeline looks like for Fortnite specifically however be patient, it will be addressed :smiley:

@EddieChristian - This will likely be addressed, as it appears to be related to the issue @IronicParadox had mentioned above. I will definitely investigate to be sure!

@Miguel1900 - I will take a look at your previous post and see what investigations I can discover, however be patient as I have limited time to test things :slight_smile:

5 Likes

As a follow up to this I just tested vulkan SM5 and Lumen SWRT does still work in that RHI. The strange thing is that it appears to be frame locked to 60htz no matter what I do. Has anyone else noticed this?

Where is the Mutable Sample Project?

Hi.

I tried 5.5 and found a few issues, I migrated from 5.3.2 vanilla. No blocker, I fixed everything, just an informative.

When I had a skeletal mesh in the scene with an overridden opacity material, after enable Nanite editor crashed, when i tried to open level:

Another crash is after I turned on Nanite on skeletal meshes. When I looked deeper, in the past I reassigned a new skeleton to two skeletal meshes. The original had an extra bone and I probably didn’t save the skeleton. The mesh worked on previous versions of the mesh (apparently the bones didn’t have skinned vertices). The mesh looked ok in the mesh editor, but after inserting it into a scene or opening a level the editor crashed.

  • When I reimported it, it still crashed when was it in scene. But when I imported it as a new asset or disable Nanite, it started working.
  • When I opened the scene with Nanite turned off (r.Nanite 0), it was ok. After turning it on (r.Nanite 1), the editor crashed again.

After I turned on Nanite on skeletal meshes, some models used the last lod in the scene. It looked ok in the mesh editor window (eg: spider is from store from Animalia.). When I deleted lods, it was ok. I tried generating new ones and it behaved ok.:

I also had a problem with dynamically spawned widgets when the font is set in BP. But I didn’t look into this any deeper. The menu is on the original template by LazerTale from the store:

Megalights: very nice technology.From what I understand, it does not support software raytracing, only HW, which is sad. So I can use it, but I can’t take full advantage of it - for example, if the requirements include a 1080gtx or another card without HW raytracing support, adding a lot of lights for RTX cards could cause a pretty big performance problem on cards that don’t support it.

It would also be nice to finally solve the opacite materials for nanite. I tried turning off CPU culling just now and it works quite well.

Overall, thank you for that. I am quite pleased with this version. I am look forward to opening it again and working on it again.

The SunSky(I think it’s new?) blueprint that you can drag and drop into the scene has a really bad default setting for the sky light realtime capture resolution. Normally, sky lights default to 128, but SunSky blueprint is defaulting to 1024. I was wondering why my frametime graph was looking like a sawtooth waveform when realtime captures were enabled…

Hello everyone,
I’m testing my project on the new 5.5 and noticed a new indicator in the stat unit called Input.
In a lighter project this parameter does not exceed 20 ms.
Can anyone tell me what this parameter is?

Thanks

After getting rid of my own circular references, also official actor components fail to preload. Randomly CineCameraComponent and CapsuleCollisionComponent been appearing at least. Not part of that GroupBP_C. I think it starts to preload other game assets there after finishing reference island.

Does upcoming engine hotfix have some fixes for actor components?

Cooked build launching now. Had to set “Use IO Store” to enabled.

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BUG: The Epic Launcher still shows the top banner as 5.4 for the latest release.

You can just deactivate interchange for FBX import with the following CVar
Interchange.FeatureFlags.Import.FBX False
But preferred solution long term is to report issue, friction in UX/UI as interchange will be the way to go.

1 Like