Wind from the Procedural Vegetation Editor - work only in prepared example - any idea how to run after new generation?
how can I enter the PCG-specific editor mode? is it included in the UE5.7 preview?
Itās an editor preference, āEnable the PCG Editor Mode Toolkitā.
Be prepared for it to crash frequently.
You are right, it seems to be an experimental feature, get a crash after click āDraw Splineā
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Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 733]
Missing uniform buffer at slot 1, stage SF_Vertex. Please check the high level drawing code. Hashes: Vertex: 15FBF792F84DE5CC59972B485241B7D98345D982, Pipeline: D5ABD36AE137D11E56DAA9017EEA167F8F87AEF3.
UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetRootConstantBuffers() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:733]
UnrealEditor_D3D12RHI!FD3D12StateCache::ApplyState() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:618]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIMultiDrawIndexedPrimitiveIndirect() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1316]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitiveIndirect() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1334]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitiveIndirect,FRHICommandDrawIndexedPrimitiveIndirectString2186>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1620]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:542]
UnrealEditor_RHI!FRHICommandListExecutor::FTranslateState::Translate() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1096]
UnrealEditor_RHI!`FRHICommandListExecutor::FSubmitState::Dispatch'::`10'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1043]
UnrealEditor_RHI!FRHICommandListExecutor::FTaskPipe::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:740]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FBaseGraphTask> const &),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
UnrealEditor_RHI!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:757]
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:220]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
I have this crash in 5.5, 5.6 and now 5.7. Itās easy to replicate. Just add a new project based on the virtaual reality template. Then add a Niagara System with the Confetti Burst emitter. Open that system in the editor and the editor will crash. It does not crash when I add that system to the level. If I disable instanced stereo it will also not crash.
Thank you for letting us know! Weāve noted the problem & will investigate!
Thank you! Iāve passed along both notes to the MetaHuman team!
Thank you for bringing this up! Iāve made a note and will let the team know!
Interesting! Iāll do some testing to see which version this seemed to pop up in and let them know - thank you for pointing it out!
With this release does that mean that 5.6 is getting no more point releases or is that still in the cooker? I was hoping for a bug fix on the the Text3D plugin making it work again.
Usually. When a new āPreviewā is released, the previous version is no longer updated.
The hair issue should be now fixed on latest 5.7. The extreme SSS as well.
Hello Thanks for taking the time to report this issue. I see youāve raised this issue as well in the Lumen GI and Reflections thread. Would you mind creating and passing along a small repro project so I can get our engineers to take a look? Any information would be helpful of course!
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Nanite still broken on terrain since at least 5.5 : Is Nanite Tessellation broken on terrain in 5.6 ? - #3 by HIsevaly
Virtual Textures still flicker since at least 5.4 : Why are Streaming Virtual Textures flickering ?
Hello, I compiled the UE 5.7 preview on Arch Linux with KDE Plasma on Wayland and I noticed that the engine natively uses Wayland now but there are huge issues. If there is any tooltip or submenu on screen then you cannot click anything, for example if you click file then while that menu is up you canāt click anything and will have to use the keyboard. If you go to package your project and that little notification pops up at the bottom right then you have to wait for it to finish because it wonāt let you click anything or use the keyboard. I donāt know if this is only affecting KDE Plasma on Wayland or how widespread this issue is but it is quite severe. For context I am also using an Nvidia GPU.
My Pleasure !
i just sent you a message with project link: https://forums.unrealengine.com/t/test-project-for-ray-traced-refraction-issue/2659612?u=ibtesam_sadiq
Hey, I have a question. Since the preview of 5.7 is out. Is it okay to use substrate on the metahumans?. Because I know that yāall said thatās gonna be more fixed and stable for the full release of 5.7 from the metahuman forum 5.7 preview that I had read. And I really do wanted to tryout the 5.7 preview with that feature. But Iām too scared to use it. And plus I know Iām gonna be having a hard time trying to be patient to wait for the full release of 5.7 in order to do that type of stuff. Iām very curious about it. And just was really excited for that feature thatās finally production ready. Because I havenāt tried using substrate feature before yet. And plus also did was curious about the new nanite foliage voxel that I was excited about it too. But um yeah. Oh and sorry if Iām saying too much. Just been feeling alittle bummed lately. And curious. Thatās all. But still excited for it tho whenever the full release comes
Thanks for pointing this out @Ibtesam_Sadiq. This is indeed a regression and is a bug in 5.6 as well. Iāve filed Unreal Engine Issues and Bug Tracker (UE-334308) which will be publicly viewable soon. Weāll have a fix for it by the time 5.7 releases, but if youāre using the preview at the moment and need a workaround, you can always use the Set Key Time menu item in the right click menu of the key.