Unreal Engine 5.5 Released

5.5 and 5.5.1 have a critical bug where components on child bps that are placed in a level lose any customized property values in packaged builds. I posted my reply with 100% repro in this thread https://forums.unrealengine.com/t/some-inherited-blueprint-variables-breaks-after-upgrade-to-ue-5-5/2137164/9

Unfortunately this makes 5.5 absolutely unusable for anyone needing to package or ship a game. I’ll try to get a bug report in today but epic needs to fix this ASAP. No legitimate studio can use this version until it’s fixed.

5 Likes

Other weird 5.5.1 bugs involving HISMs:

Hello, I have been trying to install Epic Games for the first time and the installation ends prematurely because of an error. Tech support sent me articles that did not address my problem, my post to different forums have not been published. Any ideas? Windows 11 , 2 terabytes in my C:drive and 4 Terabytes on my D:DRIVE

Thanks

Taking screenshots at runtime (in packaged games) is also broken?

Hahaha, how the hell is 5.5 so broken? Great QA team!!

Has there been any updates on this? It affects Minimap generation, Nav Building & HLOD Generation.

I wrote a bug report weeks ago but nothing…

This is the last time i try a new version of the Unreal Engine… Im waiting a minimum of .2 hotfixes + before we try anything new. This is my fault for trusting these builds were properly QAed since these are issues present even in their sample projects they ship built into the engine…

It’s still broken, we have to wait until the holidays are over. Epic’s offices are closed now…

UE 5.5.1

Bug: (EDIT: not a bug, nanite does not support morphs at the moment)
if nanite is enabled on a skeletal mesh that uses morph targets, the morph targets stop working on game.

Example:
I have a character that blinks and opens mouth when jumping. If i enable nanite with “preserve area” on the skeletal mesh of the character, the character does no longer blink or open mouth when jumping. I tested with other skeletal meshes aswell and nanite broke the morph targets on all tested skeletal meshes.

so, if you use morph targets on a skeletal mesh, you can not use nanite or the morph targets stop working.

This is intended and in their docs its one or the other…

1 Like

thanks for the info, nanite on skeletalmeshes is new so I did not know morph targets are not supported.

Could you post a link to the mentioned doc so I can read about it?

I found this one, but it does not mention morph targets:

EDIT:
I found it, it is on the same document I linked:

Well, I hope this is supported in the future :slight_smile:

3 weeks without changes in 5.5.2 Github. Will you launch this version soon, but still broken? How long are your holidays?

@Amanda.Schade Please, fix the Fullscreen and/or r.SetRes bugs.

Thank you.

2 days now.

We have to keep complaining and reporting bugs, it’s the only thing to do.

Maybe just create a website… named as ‘unrealbugs.com’ lol… there list of the top 20 bugs and links describing the symtom. Make the website as viral as possible. Maybe the bugs will get fixed faster this way… :wink:

You can already report bugs and track them.
Bug status and fixes https://issues.unrealengine.com/

If you want to report bugs check this
https://www.unrealengine.com/en-US/support/report-a-bug

1 Like

Yep, but I was ignoring ultra-mini changes. In the last 3 weeks there have been a couple of them, which make it looks like if it were received changes more recently.

Absolutely

Unfortunately it’s quite useless, as they usually ignore the reports. 90% of my reports never received a reply, and I usually report actual confirmed bugs. Even with repro projects, to make it faster and easier for them. Almost always ignored (thank you, Epic). I got exhausted and I don’t report bugs thorught that annoying form anymore, unless it’s ultra flagrant, like the Fullscreen bug.

6 Likes

What fullscreen bug?

Can someone help me? Unable to install Epic Games, I had done everything they have asked me to do, I run Windows download trouble shooter but it did not find any errors. It says installation ended prematurely because of an error, I even disable antivirus temporally. Nothing works, brand new computer, Windows 11.
Thanks

This one:

Why would you even need to do that though? It’s 2025, not 2005, just set the resolution scale higher, since it’s going to be downsampled to fit your screen anyways… Want 4k on a 1080p monitor? r.screenpercentage 200 and you’re done. Want 720p on a 1080p monitor? r.screenpercentage 66 and so on.

And why not?

I’m sorry, but I’m not a fan of conformist arguments that appeal to us being happy with having one (or many) less option because “it was useless, thank goodness they broke it.”

I’m working on a PC benchmark, so running the benchmark at the desired resolution is important. Even though some people might think Unreal is only meant to create what they have in mind.

Using screen percentage, I doubt that setting “4K” via screen percentage yields the same performance as setting a real 4K resolution. Plus, 200% for a 1080p screen isn’t the same as for a 720p or 1440p screen, not to mention ultrawide displays. Am I supposed to also program an algorithm to calculate the screen percentage equivalence based on screen size? Are you telling me that games offering a dropdown menu with resolution options are doing so through screen percentage? I’m also not sure if screen percentage can go beyond 200%, which would mean a 1080p screen couldn’t run the benchmark at 8K, for example (yes, I can already imagine your perspective: why would you want to run it at 8K if we’re happy with fewer options?).

Sorry if I seem rude, but I’m really tired of Unreal breaking things and users taking a defeatist stance, saying, “it’s better this way, with broken options that limit their use.” Honestly, I can’t make any sense of that attitude.

Anyway, I just tested my packaged benchmark in native UHD and in QHD at 150% (scaled UHD), and, indeed, the performance is not the same, with a difference of about ~5% in this test. Why is this important? Because a user with a 1080p screen who wants to run the benchmark in UHD should get the same performance as when they buy a UHD monitor and run the benchmark at its native resolution. It’s that simple—I want realistic numbers.

I have also tried 1080p fullscreen on my QHD monitor, scaled to 200%, and the quality of the image was much worse and blurry than when running it at UHD directly.

So, honestly, I’d much rather have the option to set the native resolution I want instead of relying on scaling tricks that don’t correspond 1:1 with reality. And not just for the fact of being an accurate benchmark—if it were a regular game, anyone should still prefer it, based on the tests I’ve just done.