Unreal Engine 5.6 Preview

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

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Hi,

I’m 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:
Animation

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.

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I hate the absolutely unnecessay new UI. what a nonsense change. when you feel ultra familiar, they change they UI … it’s getting annoying, is there a way to spam them with negative comments about it?

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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

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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.

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The documentation for 5.5 is still incomplete. Do you have some roadplan to make sure this version will be be properly documented?

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Agreed!

Agreed!

Yes, you can. SM5 is not being deprecated and won’t 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 I’m using different features, such as SM5 and DX11. I’ve found each version gets more stable and I suspect 5.6 will be too, just from the list of fixes alone. I’d switch to 5.6 as it will be the most stable version of UE5 once released.

I’m 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?

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I succed to build my project with ue5.5.4 in linux native os

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It’s not showing up in the launcher for me for some reason?

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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: Let’s 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.

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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 don’t need new features, they need a stable and fixed version.

During project development engine migrations shouldn’t be the standard. Seems to me to be a toxic approach to keep the userbase growing with new engine features while hurting the developers who’ve been with the engine for a longer time. The ratio of experimental (barely beta) material to working base functionality is bad. I’ve reported sooo many bugs over the years that aren’t looked at, check some of my posts.

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@Tina_Wisdom There is no mention of Mac rendering status update :backhand_index_pointing_up: on the UE 5.6 Public Roadmap subtopic “Platforms”. Could you please shed some light on the current state of this topic?

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@Tina_Wisdom ,

Is Static lighting totally abandoned now?

You have broken it a little more, specially regarding foliage (GPULM):

v5.5 (fine):

v5.6 (WTH?):

Thank you

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Another thing: packaging from the Launcher is STILL broken, since the beginning of 5.5. Do you have any intention to fix it? Just out of curiosity:

With the usual Package button I was able to do it, however, but it did it as Development (showing debug symbols) even if Shipping was selected.

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Is that with CPULM or GPULM ?
I wouldn’t hold my breath for GPULM. I stopped using it since 5.3.

GPUL, sorry.

I usually don’t use it, but it still is VERY useful and a must have, isn’t it?

Yes, if it was working :smiling_face_with_tear:

It’s not even on par with CPULM when features go. CPULM is much slower, but I like its artistic results much better.

Ah, yes! That’s the quid. I meant if it were working, or course, haha.

I am using Luoshuang’s GPULM on 5.3, which gives the style of the CPU one, working infinitely better than Epic’s one.

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Has anyone else had issues with the metahuman editor not applying hair or clothes properly? The clothes don’t fit and most of the hair selections don’t render at all

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I found out why the clothes weren’t fitting. IF you change the height parameter, the clothes break. No clue why the hair doesn’t render though