Its seems that if you have raytracing shadow enable, an instanceStaticMesh as nanite with worldposition offset enable won’t cast any raytrace shadow anymore.
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.
I did see the Hardware Requirements in the MetaHuman documentation, only after I had tried to install the plugins.
The page isn’t in an ideal location, hence my request for these details to also be put in the main UE Release notes and be acknowledged in marketing communications generally.
Epic move fast, so it’s inevitable some features may only be supported on Windows when they first come out. That said, it was disappointing for them to announce the new updates as being available in Unreal Engine 5.6, as if users of other platforms aren’t part of that equation.
Profiler 2.0 is a complicated mess with very little explanations on the basic stat gpu graph.
A good workflow is important for profiling. I watched all 3 live streams, many people found the way GPU profiler sorted the data easy to fast to use. It’s not our fault Epic has to keep track of their async bs to get anything running for a show. The profiler needs to come back, disable async on capture if needed. This is ridiculous.
If it’s somewhere in the 5.6 docs, then Epic needs to fix the keyword search.
Why do none of the timings transfer from the HW basepass to the Nanite basepass?
Now anyone use 5.6 will have two bloated basepass timings and this was even shown the in Witcher 4 demo.
How to get Niagara Data Channels work in packaged game? Still crashing for me in UE5.6, but no issues when playing in editor. Instant crash when “write to niagara data channel” is used.
Hi, I also got this error when testing migrate from 5.5.4 to 5.6.0
You could try to do Find All node GetEnumeratorNameAsString used in all BP in original project 5.5.4, then remove them temporarily, then recreate the node in 5.6.0
Idk why but it causing that error crash, at least that’s what happen in my project and removing them temporary is fixed the crash.
Other than this error, I got the other one which is from Nanite skeletal mesh, I’m not sure if it’s related or not, but if you’re using Nanite skeletal mesh you could try to disable them.
I think 5.6.0 is missing Nanite skeletal mesh from 5.5.1+, iirc it was causing error in 5.5.0
Nonetheless, for accurate and high-quality performance profiling, Unreal Insight remains the only reliable solution for conducting proper analysis within a fully packaged build.
Nonetheless, for accurate and high-quality performance profiling, Unreal Insight remains the only reliable solution for conducting proper analysis within a fully packaged build.
We already had tools for this. HW API inspectors.
Again, no UE dev is addressing how broken Nanite in 5.6
Has anyone figured out how to retarget characters with version 5.6? Automatic retargeting no longer works (IK Retarget bone chain, Root, was unable to be normalized. Chain too short.) When trying to fix this with the skeleton edit, creating a root is no longer possible either. We can add the bone, but each time we validate, it ignores our changes and parent it in the wrong place.
For now, the only solution I’ve found is to export these assets to Blender and add them manually. You have to add it to position 0 of the viewport on the 3D cursor, then parent the armature to it.
It really bothers me because all the changes made to this version are really exciting.
I encountered a rather annoying issue in 5.6: the ConsoleHelp.html only returns a very limited list of CVars.
It’s quite inconvenient when trying to look up system-specific CVars and their descriptions, as it only displays around a hundred entries and nothing more
GPULM is a broken mess again. VLMs are broken. While baked lighting looks okay’ish (with a ton of artifacts) in the Editor and various preview modes, when building .apk for Meta Quest 3 and running it on the device, level appears pitch black. It’s not the case when using dynamic lighting with “Force No Precomputed Lighting” or when baking lighting with CPULM (yes, I “fixed” it in 5.6.0 thanks to one of the UE devs and his AI buddy ).
HI, I have some idea what was causing it,
It’s about the screen proportion, it becomes visible only on my main screen,
That is 2560x1440;
On 1920x1080 is ok