Feature request: Could you add a simple boolean in the post process settings to skip auto exposure interpolation (linear and exponential) and instantly jump to the target auto exposure?
Setting the Speedup/down do ridiculous values is not instant for stronger exposure differences.
The difference between C++ and Blueprint is huge, and in VR it makes an even bigger impact. Creating a game like Half-Life: Alyx using only Blueprints in Unreal Engine would be impossible the performance would be terrible.
It makes me sad that Epic hasnāt been paying much attention to VR in their updates. Weāve seen major updates like MegaLight, but it doesnāt work in VR, and thatās really disappointing.
Iāve already tested one of my projects using both C++ and Blueprints, and thereās no denying that C++ is amazing and has no limits. My Blueprint version was running at 48 FPS, while the exact same project in C++ was running at 84 FPS and I hadnāt even finished optimizing it to hit the target of 90 FPS.
I dream that one day Blueprints will reach that level of performance. I just canāt understand why Epic removed the function to convert Blueprints instead of improving it.
I really hope that UE 5.6 FIXES all the CORRUPTION problems when working with Visual Studio and Live Code. Making ANYTHING with Unreal Engine and Visual Studio open at the same time corrupts the project, and you must waste DAYS fixing things OVER AND OVER AGAIN. Please, donāt forget to Check that terrible CORRUPTION problem when programing C++ on Visual Studio, or creating things as simple as a Music CUE with Visual Studio Open (thatās enought to destroy your proyect).
Ran into issues with VRS and masked materials in 5.3.
I guess this is why it was removed but it should have been accounted for in the shaders/fixed. Intel research solved VRS for alpha testing to avoid edge artifacts.
What happened to the āForward Lookingā section on the public roadmap? Has it been removed entirely, and if so, does that mean all the ideas listed there - such as the UI/UMG improvements - have been scrapped?
I hope that means they will make a more realistic roadmap, making a specific roadmap for each comming version before it releases, instead of a roadmap being actually a changelog for each version, or an āeternal forward lookingā, which didnāt mean anything, specially when not specifying what features were already added or still pending.
I gave up on UE5.x. Itās not a game dev engine anymore (at least not for small-time garage indies), itās a movie production engine. I went back to UE4.27.2
i love the new tooltips. they work much better on linux.
thereās an issue though, if the tooltip is big enough and the item is too close to low/right of the screen. the tooltip will flicker between positions.
Hi, you might already have this issue solved. I figured out the UI will work as long as you add something in the Camera Director Evaluator. Iām using the 5.6.0 preview download from Epic Games Launcher and it works for the version directly built from source code (branch 5.6)
Those changes to the gameplay camera are kinda unexpected to me hhh, still need some time to get used to it.
Another big move from UE, this is like my cat-dog just ate enough chocolate to play the Hershey squirts game until it was deceased, kind of big deal. Taking big swings, leaving big trails.
thanks a lot, ill take a look.
it would be good if ue had an upgrade path, but maybe iāll see if i can create something from that changelog.
thanks again.