Unreal Engine 5.5 Released

Do you have some samples and repro steps to share with us so we check your issues.
Out of the box Interchange FBX asset import should behave as legacy FBX importer

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I probably can’t get anything to you today because im sick at the moment, but let me know where the best place to contact you and send you an fbx that exhibits the issue and I’ll get that to you when I’m better.

Just DM me, thank you and take care.

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Please vote as it impacts all bp assets in 5.5 and dev-5.5 as of today

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So many issues and bugs when packaging!!

The sub stepping chaos bug is still there so if your getting that just be aware of what it is.

LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000b00000007
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffcca7bfaad ntdll.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffc91516118 UnrealEditor-Engine.dll!FScopedSceneLock_Chaos::LockScene() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\ChaosScopedSceneLock.cpp:156]
LogWindows: Error: [Callstack] 0x00007ffc914ac986 UnrealEditor-Engine.dll!FScopedSceneLock_Chaos::FScopedSceneLock_Chaos() ```

Compilation errors in Ubuntu also no errors or warnings while generating project files sh

Is anyone having extremely long HLOD build times in 5.5? In 5.4 sample projects took 20-30 seconds now they are vastly worse

2 Likes

If async gathering is enabled for navigation mesh. Getting this kind of errors. Is it known bug for hotfix? Also happens in editor when building paths.

 Error: Assertion failed: IsInGameThread() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\AI\Navigation\NavigationElement.h] [Line: 374] 

[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff73ee1f920 WarProject20.exe!FRecastTileGenerator::AddReferencedObjects() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff739d09b98 WarProject20.exe!UGCObjectReferencer::AddReferencedObjects() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff739eed758 WarProject20.exe!UE::GC::TFastReferenceCollector<UE::GC::TReachabilityProcessor<5>,UE::GC::TReachabilityCollector<5> >::ProcessObjectArray() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff739e53fc3 WarProject20.exe!`UE::GC::FRealtimeGC::CollectReferencesForGC<UE::GC::TReachabilityCollector<5>,UE::GC::TReachabilityProcessor<5> >'::`3'::<lambda_1>::<lambda_invoker_cdecl>() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff739eac5b0 WarProject20.exe!UE::Tasks::Private::TExecutableTaskBase<`UE::GC::FRealtimeGC::BeginInitialReferenceCollection'::`5'::<lambda_1>,void,void>::ExecuteTask() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7393fe1c3 WarProject20.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7393d11df WarProject20.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7393dc2ce WarProject20.exe!LowLevelTasks::FTask::ExecuteTask() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7393dc04b WarProject20.exe!LowLevelTasks::FScheduler::ExecuteTask() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff73940177d WarProject20.exe!LowLevelTasks::FScheduler::WorkerLoop() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7393c9ce1 WarProject20.exe!`FScopeCycleCounter::~FScopeCycleCounter'::`2'::<lambda_1>::operator()() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7395c5a53 WarProject20.exe!FThreadImpl::Run() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7399dcdb8 WarProject20.exe!FRunnableThreadWin::Run() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ff7399d441f WarProject20.exe!FRunnableThreadWin::GuardedRun() []
[2024.11.25-19.52.42:704][132]LogWindows: Error: [Callstack] 0x00007ffc57037374 KERNEL32.DLL!UnknownFunction []

My guess is 5.5 release was rushed due the fab.com release, so in my case I will wait a more stable version before moving my project. Current impressions are as others.

4 Likes

It happens to me too, just like merging and simplifying is more expensive to build, it even takes up more RAM.

For some reason, when your project uses vulkan as the current renderer, it can only be opened a few times. In other cases, trying to open the project results in a vulkan out of memory error until I reinstall the driver for the video card.

New bug that only appears on 5.5 :
The first shape in the skeleton tree teleports to 0.0.0 when simulated physics (And so all the skeletal mesh too). This is problematic for many assets, which do not have a shape on the root, or if the root is not located at 0.0.0 (for example ā€œLow Poly Animalsā€, or other animals/monsters from the market).

I never encountered this problem on previous versions of UE, only on the latest 5.5 version.

I was fully prepared to make my usual post about performance and bloat, but I am delighted to confess that this time, my foot went into my own mouth.

5.5 same scene performance is 5-10FPS BETTER on average than an identical project in 5.2.1 which means, for the first time in a year, I will actually be updating and migrating my project to a new version of the engine. Which is very pleasant for me because the automatic PSO caching is another performance enhancement I was eagerly awaiting.

Very nicely done, Epic. Sincerely. I did not expect this result but it’s like Christmas on Thanksgiving day. Thank you.


(If you can’t make it out due to scaling, that screenshot shows 87.91FPS in 5.2.1 and 93.73FPS in 5.5)

This is in a packaged development build, BTW. And it does account for the idiosyncrasies like how 5.5 forcibly defaults to a lower screen percentage (I re-set it to 100% before measuring with statfps). Make sure if you’re comparing your own project’s performance across versions, you do a packaged build when measuring.

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Great test! but still better if you make your own fps counter in a widget and make it packeged as Shipping, as print and other dev symbols will affect performance too, if in Development.

2 Likes

Hi everyone! After migrating to version 5.5, I noticed that performance on mobile dropped very much, the reason is that GPU is not utilizing at 100% / CPU bottlenecking, has anyone encountered this?

I’m encountering this on 10600k and 3060 in the simple example demos.

CPU usage isn’t going beyond 47% usage despite 67% GPU usage.

CPU performance in 5.5 is a mess.

CPU usage may be even almost 0%. It depends on your game logic.

Have you tried the City Sample (it’s CPU intensive) in different versions, to compare? And packaging the project in Shipping mode?

I’m talking about projects with no game logic though.

to compare? And packaging the project in Shipping mode?

No not yet(it’s not my biggest concern atm), but I’m talking about editor performance.

You really need to look at timings and not FPS.

5.3 doubled TSR and Lumen GI cost when reflections were reduced by half.
They make things faster and slower, it’s been a constant equilibrium.

I suggest adding some clouds to your scene in 5.5 and test with other version for instance.