What drivers are you on? The latest drivers are 566.36 and I want to say the whole 56X branch had some workarounds for sync issues with 24H2.
For instance, from the reddit post for the 566.14 drivers:
Windows 11 24H2 requires MPO support enabled to reliably support DXGI window capture, this impacts applications such as Lossless Scaling and Magpie when using DXGI to capture
Windows 11 24H2 ALT-TAB black screen is a Microsoft Issue and fixed in KB5046617 (November 12th) - NOTE: may break hardware composition / hardware flip and still be a gradual feature rollout
Windows 11 24H2 on some systems have crashes when launching games, stutter issues, RTSS related crashes, exclusive fullscreen game ALT-TAB issues and crashes with overlays enabled in games. Other GPU vendors (AMD/INTEL) are also impacted
Windows 11 24H2 WDDM (Windows Display Driver Model) 3.2 and DirectSR (Super Resolution) driver support officially started with the 560 mainline releases
Also, any apps that can do overlays might be causing issues, even if they arenāt enabled. Like for instance, if I accidentally leave RTSS graphs running and open UE, it causes chaos and Iāll have a bunch of graphs popping up all over the place (even the editor loading screen before the editor opens). Check every running app to make sure none of them have overlays enabled.
Looks like Lumen works wrong in some GPUās (like set āMediumā GI Scalability settings, but on āEpicā):
P.S. Looks like problem in Distance Fields Ambient Occlusion in shadowed dark areas when SkyLight is Movable. Lumen just hide this problems. But I donāt understand, why no Lumen on non-RTX GPU now?
Perhaps the Weirdest and Worst Bug yet, You canāt Retarget the main Motion Matching Anim BP in 5.5 for some reason. I had to revert to 5.4 just to do thisā¦
@Amanda.Schade@Matthew.Ivey as I was suspecting 5.5.1 was near to release, I have tried today packaging a project with the 5.5 github branch (AKA 5.5.1) and, when opening the packaged project, it still gives a Fatal Error!
Please!! Iām āseeingā 5.5.1 hotfix is going to be relesed still with this major issue.
PS: using Project Launcher to package.
PS2: UE5 main branch (AKA 5.6) is packaging fine, but not ready for production, of course.
PS3: UE5.3 was packaging finely too. Iām always trying with the same exact project.
Please, I need the coming 5.5.1 being able to packageā¦
EDIT: Ouch! We were writting at the same time, @Amanda.Schade . Iām going to test that Epic Launcher version and confirm if the error persist
Confirmed, the error is still there⦠It even fails during packaging if āDonāt include Editor content is markedā. Ridiculous. This is not 5.5p nor 5.5.0; itās 5.5.1!
Sincerely, I have no enough words, this is a production-ready version, whose main purpose is to be āproduced,ā and it canāt even do that! Seriously, since the 5.5 preview, havenāt you had time to check this and run packaging tests? But even more: even when LOT of users were complaining about it, just here?
I scheduled my game to be released during December and I was hoping to release it based on 5.5. In the first (5.5p) and second (5.5.0) tries you failed, itās ok⦠but with the hotfix again! All I can say is āthank youā.
Sorry if I sound rude, but this is very frustrating. This doesnāt look serious for any business or enterprise, let alone a multi-million-dollar company. I just canāt understand it; itās like a joke.
PS: Now you can keep ignoring again the rest of the messages (like this one) in this thread. Honestly, I donāt see the point of these āfeedbackā threads if theyāre usually ignored (not to mention the bug reports submitted through the official form). Does Epic Games really not have enough resources to hire more people and compile user feedback thoroughly to pass it on to the development teams? Letās keep the joke going.
Perfectly working project in 544 that DID work in 550, albeit with a consistent crash short-time after open (Ultra Dyanamic sky issue/rapid window dragging issue?). Anyways, with the hotfix, this:
No lumen, no megalights, no hardware RT, no nanite. Have NOT tried to play w/TAA settings but will try. Grass is the single length-divided-quad using WPO to bend into shape (Ghost of Tsushima grass), not-nanite, otherwise velocities ARE being put-out & it was working as-is before soā¦:
We highly appreciate the 5.5.1 update! Unfortunately thereās an issue since 5.5 that I havenāt seen any reports on anywhere, which is that HW lumen ignores the Landscape visibility mask. Iāve submitted a bug report upon release, but never actually managed to find it again afterwards.
We use visibility masking to hide the landscape over a bunch of nanite meshes and now get diffuse shadows all over the place, as the masked landscape is still āvisibleā to lumen.
This becomes an even bigger issue with caves, as the landscape would block any diffuse light from falling in. Using Hit Lighting fixes the issue, but the performance cost is too heavy for actual consideration.
Just try to package as Shipping, in any way you want. After packaging, execute the āgameā twice, as the very first time it may open finely, under very specific circumstancies. As a reminder, in 5.6 (main branch) is packaging much better.
PS: I think being able to package is like a maximum-priority thing. Please, could you confirm it is? Just to have any hope.
I can confirm this happens. I build the provided project as Shipping and after opening the game 5 times it started to give this error :
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 991]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663
with error E_INVALIDARG
Crash in runnable thread Background Worker #0
I also tested with my project and it didnāt have any problems, but as soon as I turned the Support Hardware Ray Tracing setting in the project settings it also give me the previous mentioned error
Update : Tested the same build on 2 separate machines one with AMD GPU and one with NVIDIA GPU, same result (if it helps)
Sample project top down example⦠Who is QCing these buildsā¦
Conclusion to any serious Unreal Engine Dev trying to use world partition and HLOD STAY AWAY from 5.5 & 5.5.1 till this is fixed⦠I can only assume they broke something with CPU utilization from looking at the comparison of CPU utilization across cores between versions.
Is Niagara Data Channel system working for someone on packed or cooked build with UE5.5.1? Getting no cook issues with it, but there is fatal crash near instantly when writing to data channel. Insight show that completeing but crashes soon after in same frame. Using the islands + the new UE5.5 module method with surface enum condition. No issues in editor, but insta crash in packed game. Cant find error messages in Unreal Insight, it just freezes. Could it be since using GPU particles.