Unreal Engine 5.6 Released

MacOs and Linux users need a dedicated area for Epic to detail all non-compatible features. Current documentation does not do this sufficiently.

Also, please can Epic start being explicit in the main UE Release notes and Tech presentations when there are new features that are not compatible with macOS / Linux?

We understand that achieving feature parity between Windows and macOS can take time, however more could be done to prevent users losing time from trying to access features that won’t work on their device.

MetaHumans have cross-industry appeal, however Epic failed to mention that the 5.6 “fully embedded” in-engine MetaHuman creation feature was for Windows only, in key communications on the topic. The one-sided marketing around this will only serve to alienate new comers to the engine, who are using an alternative platform and unable to reference once source of truth for non-compatible features.

The Tech talks at Unreal Fest discussed widening access for MetaHumans through other platforms, so it’s ironic that there was no mention of the feature not yet being available on macOS.

If Epic truly wants to embrace cross industry workflows then there needs to be an approach that refers to the engine in context to all its platforms, so users who don’t use Windows aren’t mislead.

MacOs users are asking about MetaHuman integration and Hardware Raytracing Support etc. Please allow us to have one place to see where these things are still classed as in progress for each UE release.

Access to the latest MetaHumans for 5.6 is not possible to macOS users, and the lack of communication from Epic around this feels like another FAB launch gone wrong scenario. Please talk to us, let us know what’s happening.

To other macOS / Linux users please write a comment to Epic to share your experiences.

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