And when enabling Nanite on this mesh, it returns to two materials, but for some reason takes the duplicate section instead of the original second section
I haven’t found a way to remove the extra section in the non-nanite mesh yet, but I suppose if there was a way to delete the spare section, it might preserve the original material slot order when turning Nanite on?
Section 0 (the newly added/false section) contains nothing:
So for some reason, an excess Section 0 is being added between 5.5.4 and 5.6, and when Nanite is enabled, that Section 0 is removed (because it has no mesh data assigned to it) but it breaks Section 2’s material slot as a result.
yeah I think I reported the issues a few times because I wanted to invest in using this feature, and did. I hit a wall with this amount of breakge / bugs. Which they warn you about but it still sucks a donkey.
My theory is that they are trying to roll it into the new features of the 2D animation tools, so it can do 2d and 3d since they have some things in common. So it will be broken for at least another year.
I’d have to agree, this is a massive problem when trying to create builds right now. Even worse is that what it’s complaining about doesn’t even show which struct is causing the problem here . What’s even wilder here, is it would package maybe 1 out of 10 times. I don’t understand.
The main issue I’m getting at least with 5.6 is UK2Node_FunctionEntry::Serialize() with blueprints. For the most part, it jumps from different blueprint asset to different blueprint asset that it fails on. It can package maybe 1 out of 10 times though… that being said, it’s issue is always inconsistent UATHelper: Packaging (Windows): LogCore: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported. PackagingResults: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported. UE 5.6.1 is a bit broken at this moment due to this…
Hello, Reporting that Groom Bindings that were working in 5.4.x till 5.5.x are now crashing the editor when loaded.
Tried using old assets and importing new ones as well with the same outcome.
I can Import grooms fine, I can create groom bindings as well on static meshes, but as soon as I apply a groom binding to a animated geometry cache the editor crashes.
I suspect Its got something to do with how the importer got updated with this attribute parametter but I cant find documentation how to properly use this to test if that is the issue.
Thank you for mentioning/reporting that issue. Would it be possible for you to share a repro project for this so that we can investigate the issue? Thank you!
If it would be also possible to provide any info on the new Target binding attribute how is it supposed to be used I would be very gratefull. I tried adding custom attributes to the meshes in DCC before import but the attributes dont seem to show UP in the drop down menu.
Another thing I have found is that the Add Spawnable from Class node is now editor only while in 5.4 it was possible to call it at runtime. Or in the movie pipeline objects.
Have you got PCG GPU Grass (GPU instances, HSLS or grass maps) working in cooked/packaged build? Using the new “generate grass maps”-node in pcg with HSLS connected to 12800 and 25600 grid sized. Grass appearing nice in editor and when playing. But once cooking packaged game, I cant get the grass to appear. Have been trying to change settings in pcg world actor, pcg volume and pcg graph for hours but no help. Player contoller have the PCGGenSource component.
Using these console command that seem to affect if generate grass maps find the grass maps when playing in editor. Especially the UseRuntimeGeneration 1 .
Now all the engine installs are missing from the launcher, despite activating them from the individual folders, then closing them, still missing.
Then there is all my 100+ missing Projects that no longer show up….. I can start them using file explorer and they open in the correct engine version, but none are in the launcher window.
Then there is abysmal FAB tab, that cannot connect and shows a 404…. despite me being logged in to the website on my publisher page.
To get passed this so I could publish the 5.6 updates, I had to use another system, install the new launcher and the 5.6 engine, which picked up the projects on my system (all backups), or when I installed each project from the .zip file backups, upgraded them and then closed the client each time without saving.
All in all, this step into 5.6 has been an absolute disaster. Couple that the the 90% decline in my sales, that are swamped by AI cloning of goods for sale. I will no longer be updating anything until this mess is cleared up.
Hey, would reccomend newest NV Studio driver 581.57 for W11-25H2 26200.6899 . Didnt get crash in same scenarios yet - my hardware is really sensitive. Also using Afterburner and some undervolting on GPU/CPU.
Hey man - I decided to spend the day trying to get this to work using 5.7 Preview - Made some progress.
What I had to do was disconnect all the actors using Text3D which used any of the old nodes before converting the project.
Then convert it.
Once the project was converted I opened my main Text3D actor and removed all the material instance settings on the construction script.
I went into every actor spawning the 3dText actor and removed any Material Instance overrides that I might have used to change the color based on the players actions.
I also had to remove and replace the Set Text Function to use the new node in every BP Actor.
I highly suggest turning off compile on success if you click on the wrong dialog box it will crash the editor and corrupt the BP so your project will never open again.
I had to also change the render mode to Custom. Do NOT change any other rendering settings it will crash the editor, and if for some reason it gets into a recovery state with a temp saved BP it will just keep crashing every time you open the project up.
Once I changed this Render mode I could override the Material using the Set Material Bevel, Front, Extrude, Back the old nodes will not work.
My biggest issue I haven’t resolved is for some “#$(#$()#$)” reason the programmer didn’t expose the collision settings on the updated class, and set it to collide with everything. So now my player is bouncing off scoring system 3D Text. Which you can see I am excited and very emotional about since I spent the last 2 hours trying to fix it. I will cry myself to sleep and go bite my pillow soonish.
Anyway - I am going to keep fixing my other actors, and get it to a state so that when the next version comes out I will hopefully have less work to do.
I can see it is in a giant state of refactoring, and some of the decisions are goofy right now or in progress. For instance every time I make a change it is giving me red errors in the console window, and if I change the renderer from static to dynamic it gives warnings and errors. Every time it spawns 3d Text is spawning a console message for when it is created and destroyed. << I take this to be a programmer keeping it on so he can debug his code.
If you are the programmer reading this please contact me so I can make sure you got all 150 bug reports and if you need more information I am happy to test it and show you how I am using it.
Let me help YOU! Which will help the rest of us.
+ Just another trick - If you set the 3dText Actor to use a single material you only need to set the Front material, you don’t have to set 3 additional materials. This can save some effort if you know you just need a single material.
I figured out a Collision work around - I debugged this placing the 3DText Actor in the level and observed how it was working. If you use Dynamic Text which brings down the draw calls this method seems to fail or be more troublesome or crash more often. So I use the Default Static Rendering Method. Then added the following nodes to the Construction script. In the project files I created a new 3DText Collision Profile and set it to No Collision, and Ignore all. If you had an objective made out of 3D Text of course you could give it layers of collision for that purpose. I don’t need that I just need to stop seeing my player bounce all over the place when I am spawning it.
Epic should close previous engine versions’ threads when a new one is released, as they don’t offer any LTS versions and don’t fix any remaining bugs in them.
Why would they do that people are using these versions of the engines and if they find a work around they can post it, or if they have submitted code that people can grab to fix an issue that can be posted. Doesn’t matter where it is posted but the release threads get the most views.