we are looking for a simple realtime loading screen but not yet… maybe never with unreal
Actually, just found how to find it. Go the launcher’s Library Tab. Then in the top section for Engines, hit the + sign to add a new one. It will default to an old version but if you hover over the new engine instance’s version number a drop down should appear, allowing you to change it to 5.6.
Same issue here. Even tried doing a manual update to the launcher. Still only shows 5.5 as the latest.
The thing I’ve been most looking forward to was the Content Browser update that seemed to be coming. I’ve been trying to figure out why all files end up getting so aggressively truncated and it led me to what in 5.6 is the CVar ContentBrowser.EnableNewStyle
. Except even with the new style, this keeps happening.
I have a 4k screen and use the Small thumbnail size, because Medium is way too big. But these asset names that should definitely fit are just made invisible. This one (from template files) is called MF_logo3layers. There is definitely enough space for that to fit there, if it would just use the second line.
Not sure if this has anything to do with Windows UI scaling, which I have at 125% to use my 4k display more comfortably.
I’d really like to know if this is a known issue or if this is being looked into for 5.6, because it has been making the engine as a whole very annoying to work with.
Nativization Blueprint was removed, since it sometimes didn’t work and.
I agree that removing it was stupid, and not to make it work in UE5.
I also agree that at build time, all Blueprints should be auto-converted to C++ (machine language), not to binary.
I wonder when is next preview coming (unless they will just got for 5.6.0 release).
me2, but still been 20 days since the release, I’d say a month at least, maybe 2 depending on how far-out they planned, or bugs they might run into.
IIRC 5.5 was on prerelease for quite a while no?
Also running a mac. It looksk like the in-engine metahuman creator is also bound into the plugin, so even that isn’t usable on a mac.
Tomorrow?
Right, but next preview or .0 release?
.0 I guess. Not so broken to need a second preview, I think.
With preview people couldn’t build for Android/Quest afaik
Nor for Windows as ‘Shipping’, . But that’s just as broken as usual, but not ‘above it’, IMO
hello, I’m still a student but somthing i have noticed while playing a game called smite is that if you disconnect from the lobby while still loading into the match after character select page the player character will be pitch black with zero shading. i have also noticed many issues with UE games and projects if you alt+tab so maybe the shaders get skipped if you are tabbed off of the engine? after the game is uncaused the shaders fix themselves as well.
hope this helps possibly fix your issue.
I really hope they do publish the full release of 5.6 on Unreal Fest Day. I do not wanna wait anymore for it. Plus it feels like it has been quite long enough ever since they release the preview version from earlier last month. So I’m just really hoping
Here is what I think is wrong with Unreal Engine games:
Lumen: Most gamers have to turn it off even on high-end machines. It’s too demanding for the hardware that most gamers own. Even the RTX 4090 struggles in some games when Lumen is enabled.
Performance: Since our hardware isn’t strong enough, we often have to use DLSS just to get 60+ FPS. That’s not ideal—DLSS should help us reach around 100+ FPS on high-end systems and 30–60 FPS on lower-end ones.
Quality: It feels like Epic Games focuses more on cinematic visuals than actual gameplay. While high-quality graphics are nice, my main issue is that I bought the game to play it, not to watch a movie.
I think Epic should scale back the visual quality a bit and focus on making games run better and faster—at least until hardware catches up.
i don’t have Unreal Engine, it is graet, but most games are hard to run, that is my problem.
i get your point but your argument is a bit flawed, epic is not responsible for what gemes do people make. Its completely up to the game developers what performance they get to squeeze out of their games.
The key part here: If someone’s game runs like a*s then its up to them to optimize their game, not epic.
People are not forced to use any features, they can use much older versions or disable features in specific unreal versions and even modify the source however they see fit.
I couldn’t edit my post, but for posterity, I wanted to say:
This is fixed in 5.6 proper! Hallelujah!
You can “scale back” when you want. Epic only set the “ceil”, not the floor.