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.
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.
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
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
I still feel like UE is going in the wrong direction. To me, it would make sense to separate the gaming portion of the engine from the non-gaming parts, like movies and such.
maybe a 2d preset in 5.6?
I hope there are major improvements in VR. I wish Epic would give more attention to VR with more features and better performance. It would be great if MegaLights worked in VR too, among other things…
Nah, I actually like that they are doing that - makes complete sense when you really have a think about the comparisons between movies and video games. Us game developers are essentially just virtual movie producers (with godlike powers/abilities) in a virtual world/movie set.
What they really need to do though (and this is only because there are so many active UE projects out there that are still utilizing older versions): is to create a team for each major release version going back up to maybe 4 years ago or so (there obviously needs to be a cutoff at some point for depreciation purposes), and have those teams focused on updating old versions of the engine with the fixes that have been applied to newer versions, in addition to fixing things that only apply to those specific versions.
They should also focus on making their systems/features more modular which could benefit development on both ends of the equation. Then we would have more choice on what specific tech gets implemented into each project we create which could greatly improve the performance of our builds. I think that Epic is large/successful enough to make something like this happen. And if they do wind up going this route: I don’t think any of the other engines out there could even come close to competing with what Unreal has to offer at that point.
Have you looked at the issue with using Visual Studio Code where the assets disappear on reboot of a project?
LTS
Feedback: New button bar blocks a lot of the viewport- especially the 4-way view!
Kindly make the new button bar background transparent or invisible.
Otherwise, lots of nice changes! Thanks Epic.
We want to be able to move a landscape streaming proxy into a level instance, support for the landscape mode while selected on a level instance is supported (for a full ALandscape inside of the level instance) but what about partially splitting up the streaming proxies into their own level instances for a similar workflow to world composition while under world partition worlds? that would be pretty cool but it seems like its not supported yet in 5.6 preview…, i dont see why the streaming proxy cant exist in its own level while being linked to the main levels landscape, totally possibly with a world composition sublevel so it only makes sense it should be possible as a world partition level instance
Can you use the local metahuman creator tool at runtime (or at least some aspects of it like body customisation) or do you have to create a character creation system on top of having the editor for metahumans inside the editor?
any news on that?
Got a crash immediately when enabling CSM caching with Vulkan set as the graphics API.
I’m trying to open a relatively simple UE4 project (before Nanite obliterated optimized LODs on the market). Vulkan keeps crashing when anything needs to be compiled or loaded.
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanUtil.cpp] [Line: 998]
Result failed, VkResult=-4
at D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanSubmission.cpp:599
with error VK_ERROR_DEVICE_LOST
RTX 3060, this happens even when the template scene (forward rendering desktop) first loads up.
Better vulkan support was one of the main points of this release. And it can’t even load a basic project. Even with so-called fixes regarding VK_ERROR_DEVICE_LOST
Great work as always on the updates.
Not a huge fan of the new solid top toolbar. My main concern is we lose a bit of perceived viewport space due to it being solid and populated with more stuff that could be moved to the “Editor Preferences”.
If it has to stay solid, perhaps we can remove the tab in the upper left so we can get that space back?
Vsync is broken in editor. Both commands fail to get it working properly.
r.Raytracing 0 does not removing RT dynamic ray tracing timing in forward rendering.
Rendering velocity “during basepass” in forward rendering still causes velocity render to show as another timing. Either velocities mean non-prepassed objects are forward shaded before prepassed depth with lit info or the GPU is writing to the velocity separately after the basepass.
Shader complexity optimization view is broken in 5.6. I had a test scene where a ground shader came up as red, replaced the material to gain 1ms in the basepass. Now in 5.6, that material is dark green, would have never picked up on optimizing that material if It wasn’t a test scene I optimized already and I still gained a ms. But with 5.6 broken view mode, I would have never gone to check the material out.
I completely agree with that. Personally, I don’t have a problem with performance, it can be saved even with deferred lightning, but I’m talking about glitches in deferred lightning - when the player instantly turns (eg. 90 degrees), a glitch of a few frames follows, something like scattered polygons. I have everything turned off (AA/upscaling, Lumen, Virtual Shadows, etc.) I would understand it, for example, with Nanite, that it doesn’t have time to load clusters. But this looks like glitch in the render sometimes even without Nanite.
Thank you for calling this out! We are aware of a regression with lightmaps/lightmass - I’ve flagged the issue so you can track it publicly here (UE-270560) once the issue is live.
Hello again Miguel The issue that @mirthost is experiencing is actually tied to this issue as well. Feel free to track that link above as well!
VR projects made entirely in Blueprints don’t have good performance. I wish there were better performance improvements for these kinds of projects or at least a way to convert parts of them to C++ with a single click.
It’s kinda embarassing that AAA game engine’s scripting language runs 10 - 20x times slower than roblox lua that 9 years old kiddos make games in.
I’ve checked ue 5.6 and performance of blueprint is pretty much similar, seeing frame time go from 4ms to 0.4 ms after simple rewrite of blueprint to C++ makes me sad.
Wish we could see improvements in this regard. Cause at this point my job at company is pretty much porting blueprint code to C++ for others