Was really looking forward to 5.6, due to mobile rendering improvements and the expansion of the chaos modular vehicle plugin. Thanks for the work in this direction
Unfortunately, static and skeletal components do not work in chaos modular vehicle
I also tried to enable p.Chaos.EnableOverrideSingleParticleTypeToCluster, but it did not give any results
I really hope that by the release of 5.6 their support will be available
Iâm reporting a bug related to bound grooms on Geometry Caches.
Adding an animated Geometry Cache with a bound groom to the scene works fine initially, but the binding consistently breaks after scrubbing through the Sequencer timeline after a while:
This issue first appeared in Unreal Engine 5.5.0, where all of our previously working characters began to experience this problem.
Is there any chance this could be looked into before the full release?¨
Happy to share a repro project if needed.
I hate the absolutely unnecessay new UI. what a nonsense change. when you feel ultra familiar, they change they UI ⌠itâs getting annoying, is there a way to spam them with negative comments about it?
Just use the console command: ToolMenuViewportToolbars 0 to turn it into the old one. This will remove the additional menu that they introduced in 5.6 @CarlosLogg
The metahuman integration into the engine is a nice addition. Hopefully we can save our metahumans now with optimized textures so they take around 200mbs or even less.
Yes, you can. SM5 is not being deprecated and wonât be for a very long time.
I respect the thoughts and opinions of @Teella, but I suspect they are specific to whichever features they need in UE. I have not encountered the same issues (different ones though) as Iâm using different features, such as SM5 and DX11. Iâve found each version gets more stable and I suspect 5.6 will be too, just from the list of fixes alone. Iâd switch to 5.6 as it will be the most stable version of UE5 once released.
Iâm hoping 5.6 will address this issue though, that has been a problem for the last two versions (5.4 and 5.5). UE 5.4.4 - slow material updates?
Nice summary! However it is unfair to compare the state of a previously released version, with 3 additional patches or more (5.5), and the state of a preview engine version.
Or put it in another way: Letâs wait until 5.6.3 to see how it fares against 5.5.3⌠Which is a good rule of thumb anyway: Until at least 2 or 3 patch releases, I would never consider migrating to a new UE version.
I would not migrate to a new version if there was a properly patched LTS version. Currently you are forced to upgrade to get fixes for base functionality. The engine keeps growing and some projects simply donât need new features, they need a stable and fixed version.
During project development engine migrations shouldnât be the standard. Seems to me to be a toxic approach to keep the userbase growing with new engine features while hurting the developers whoâve been with the engine for a longer time. The ratio of experimental (barely beta) material to working base functionality is bad. Iâve reported sooo many bugs over the years that arenât looked at, check some of my posts.
@Tina_Wisdom There is no mention of Mac rendering status update on the UE 5.6 Public Roadmap subtopic âPlatformsâ. Could you please shed some light on the current state of this topic?
Has anyone else had issues with the metahuman editor not applying hair or clothes properly? The clothes donât fit and most of the hair selections donât render at all