Unreal Engine 5.6 Preview

That’s incorrect and speculative.

3 Likes

I wish we could see an actual comparison.

The engine now hides the information about the enabled RT, previously it was possible to check if the RT is enabled through the option to preview various lighting elements, now it only remains to check the project settings.

I’m just surprised people stick with blueprints for so long if they are serious about programming and performance. I’m fine with people scripting some animations etc on UMG through blueprints if they are designers, but 24/7 programmers should move on to c++ right away. Blueprints has so little access to engine code. They are a curse in a professional environment. The file bloat and corruption, binary files in source control, the struct redirectors that don’t work, no overloads or templates. list is long. It would probably effective if those “others” you speak of were c++ devs themselves lol. If you can do c++ you can do blueprints…

I don’t measure “performance” as just the end result (a running game) but also as the process developers go through. If that process is optimal they simply get more time to develop and with that time to optimize their project. I can do a “find and replace”, regex, multi line editing on my code in VS or Notepad++, but not in blueprints. What takes 2 seconds in a text file can take an hour in blueprints. dragging pin to pin in blueprint nodes, or having to click a button to add 1 line to a TMap of 100 lines and having to scroll 99 lines back up to edit it is like… who the duck made that interface AND calls it developer friendly? With VS you can literally type on any amount of lines at once… TF does any programmer need an editor panel of a UAsset for :slightly_smiling_face: ?

Good for you :slight_smile: It doesn’t stop devs making games with BPs that perform well.

4 Likes

Actually I see blueprint as artist friendly. Programmer meanwhile see blueprint and use it as well. But I agree a programmer should be able to use C++ too at least whenever issues like this arise (access to engine code or performance). Using just blueprint for the entire software and call it slow is a bit lazy - sorry no other words can convey this. However, I suspect the ‘slow’ blueprint can be optimized too. Slow can also mean the author uses deferred rendering (vr is better off with forward rendering). It means arts are also not optimized too.

Try lowering max fps to track down the issue.
This problem can be occlusion lag (try r.AllowOcclusionQueries 0)
Read more here in Hardware Occlusion Queries section Visibility and Occlusion Culling in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

1 Like

Settings menu is missing in 5.6.

EDIT: I see. These are found under the performance button now. :eyes:

@Matthew.Ivey Hello,
Do you happen to know any info about this issue?

In UE4, there was Blueprint nativization, and it worked — it gave a significant performance boost. But in UE5, they just removed it, which was really stupid… (

Epic Games — PLEASE BRING BACK BLUEPRINT NATIVIZATION IN UE5!!!

1 Like

Do sparse volume lighting samples count in as well? They are broken in large world/ streaming worlds with world composition. I wanted to test volumetric light maps but they already have problems in non streaming small levels.
Problem is a lot of wrongly lit samples, either they are not shadowing correctly movable objects (like pawns) or they are randomly pitch black.

Also the debug view only shows pitch black spheres for both lighting methods.

Epic Games — PLEASE BRING BACK BLUEPRINT NATIVIZATION IN UE5!!!

We shouldn’t need it, they need to make the BP closer to a visual converter of C++, right now it’s just a C++ reinvention of C++. It should not have such a major performance gap from native C++ code.

1 Like

I doubt that they will do that with having Verse in mind.

First of all, you can change the new UI to the old UI just applying one command. Secondly, nobody is forcing to update to 5.6; you can just stick to 5.5.

I hope we’ll get a WebBrowser Plugin Chromium update as well.

Guys should I update my plugin to support 5.6 (AssetOptics-Plugin) ?

Many thanks, I’ll try something with that, at worst I’d turn it off and solve it differently. :wink: But without bugs it’s great. :slightly_smiling_face: When I look around, it works just fine. Only instant turn.

eg: I didn’t know about Round Robin Occlusion until now. At least I know where to start. I’ll read it all over again. :wink:

I’m thinking about CPU and GPU optimization. But I still have to finish early access first, so for now I’ll just play with it for fun and fool around just for fun :smiley: I mostly had problems with Ai, the character movement component and animation BP and many AI on scene on cpu side. But I kind of take it for granted.

the people who are screaming bps are running drastically slower than C++ are not genuine. No practical examples just usual generalized out of context statements and flawed comparisons that are aimed at scaring people.

I have zero issues with my blueprint only project. Even complex systems (such as a inventory system) barely take up any performance compared to a similiar c++ system.

Maybe start being mindful of using the right nodes in the right places and maybe idk design your systems cleverly so it isnt referencing everything all at once. :slight_smile: This “lets blame our own inability” on the engine is getting old real fast.

5 Likes

Since Lumen still can’t provide instant artifact free image without input overhead for FPS games, I really hope SSGI will get improvements someday…

ssgi