Will there be a Forward Looking section in the Roadmap again in the future? Or has it been decided not to add to section anymore? Since there were a lot of good things mentioned and no one now knows if they are still a thing or not.
Virtual shadow maps stopped working without Nanite on Vulkan (when disabled via r.Nanite.ProjectEnabled=False or Project settings), regardless of the presence of r.Shadow.Virtual.NonNaniteVSM=1 in the config.
Iām missing them to, no getting started video either, I got a character mad as a test BUT it collapseās when I put it into a character BP
all good! glad to hear itās already fixed for final, thanks!
Not sure if this is by design, but apparently this version isnāt able to package projects. I know we arenāt supposed to ship games made with the preview, but we could test our projectās performance nonetheless. No problem if this is by design but, if it isnāt, I hope it gets fixed for the release version.
Iāve tested the included First Person Template in both blueprint and C++ versions and both canāt package.
Baking lightmaps not working in 5.6 linux
The new version of Unreal Engine 5.6 Preview causes serious dissatisfaction, as they focused on cosmetic changes instead of fixing fundamental problems. The rewritten RHI remains unstable, leading to engine crashes at the most critical stages of use. Similarly, the video memory leak that causes the engine to crash has never been addressed, negatively impacting the reliability of processes.
The situation with D3DBuffer remains unacceptable - even on an empty scene there is excessive consumption of video memory, reaching 26 gigabytes, which is clearly out of bounds. Lumen implementation also leaves much to be desired: the current ācrutch solutionā only additionally loads the system instead of providing stable and efficient work.
The rewriting of the uasset format, which makes it impossible to migrate assets to earlier versions, has led to serious complications in the workflow. Instead of prioritizing these key issues, the release removed the settings button that allows you to change graphics and other settings, creating the illusion of meaningful updates. This strategy of changing the interface feels like an attempt to mask a problem rather than a targeted fix.
I hope that future updates will focus on solving fundamental problems affecting the engineās stability and performance, rather than creating an impression of activity by changing the appearance.
Hi! Thank you for this update. It feels cool to have a toolbar developing but now it seems to basically block the part of the viewport. Now we have this unused bar that makes the viewport space smaller even in the full screen mode. Before that the buttons were not distracting the view and were placed with transparent background. We already have pretty large icons
I think it itās great idea to consider giving more workspace and view space.
Nanite Meshes using WPO that are being placed with the foliage tool arenāt showing up in the HW Lumen scene on 5.6.
Toggling off āevaluate world position offsetā immediately makes them reappear.
Is it worth migrating to 5.6 as a game developer who just started on their indie game and everything is in initial phase. But there are several features implemented and tested in 5.4 & 5.5 but I am not sure whether I should TEST them in 5.6, will it be worth it for my first release. FYI, Its just me working on it.
- Start using 5.6 already
- Stick to what has been tested already
I agree, I would also like the bar to have transparent background
Guys, make MetaHuman Plugin with Animator and Mesh to Metahuman technologies available on MacOS please
The section of the content browser inside the red box is so unnecesary and taked so much space, could you add an option to remove it?
The only button I use is the settings one, but could be placed somewhere else or available when right clicking the content browser.
Also the current path can be seen on the left with the folder tree, and the add, save, fab etc buttons are already in other places of the engine
Lots os shimmering, scintillation and noise compared to 5.5.4, that happened in Lumen, Lumen RT , Detailed, Global and with RT Shadows. Still not able to build Linux PRojects since 5.4.4.
Good question. I recently went through the same evaluation. In short, unless you have a specific feature in 5.6 that is critical for your project, Iād recommend sticking with 5.5 for now. Hereās a quick overview:
UE5.x Stability Timeline:
5.0 - 5.1 ā Highly experimental, not RC.
5.2 ā Technically RC, but only for very robust, AAA-level projects.
5.3 - 5.4 ā PSO cache was broken, not RC.
5.5 ā First solid RC in the UE5 series, with PSO cache fixed and overall better stability.
5.6 ā Focused on SM6, which has significant performance issues on older GPUs. Not expected to be fully stable until late 2025, and many marketplace plugins may lag behind in compatibility.
Performance Impact:
5.6ās shift towards SM6 can significantly reduce performance on older cards, which still make up a large portion of the Steam Hardware Survey. Weāre getting 249 FPS in a large, densely populated voxel world using SM5, without Lumen. That drops to 60-70 FPS on the same hardware with SM6. It also pins the GPU usage at 95%. If youāre primarily targeting PC, this is a critical consideration.
Why We Stopped Upgrading:
Our main reason for moving past 5.4 was to get PSO cache fixes, and with Mutable now stable in 5.5, thereās no compelling reason to upgrade further for our project. Epicās push towards UE6 and the Fab store also suggests a shift in focus away from current-gen development, making stability even more uncertain.
Consider the Long Game:
Remember, ARK was built on UE4.6 and is still going strong. Itās better to pick a stable, reliable version and polish your game rather than constantly chase the latest features at the cost of performance and stability.
Final Advice:
If your project doesnāt absolutely need a specific 5.6 feature, stick with 5.5. Itās the most stable version of UE5 currently available and a solid base for indie projects.
@Teella This is Awesome!!
Thank you so much for your detailed analysis and answer, it really helps me make a decision to sticking and making the MVP game atleast with the current engine version.
All BPs now can be recompilied during PIE and it seems to work with BP, WBP and ABP. Huge thx to people who worked to make it happen.
I can tell when I see someone who breathās unreal engine and also know pain when I see it
great summary and assessment
Canāt we keep using UE 5.6 with older model, SM5?