Unreal Engine 5.7 Preview

Will MegaLights support shadows on translucent materials? Atm the lights are showing through the wall.

Transl_Shadows

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替换MI_Face_LacrimalFluid材质就好了

That material is already applied here.

Our studio is considering using PCG and this new release for training some AI bots to navigate a big world. Our question is, can we use this tech and some of the assets already included to train AI bots/characters to move through a world?

From the “Standard license” it would seem we can, but we’re not totally sure. Does anyone have any insights?

MegaLight still adds cost per light. I have around 108 rectangular lights in my closed interior scene. And all the lights have “Allow MegaLights“ checked, and “MegaLights Shadow Medhos” is set to default. I am getting around 8 FPS in the editor under the high scalability group, not even epic or cinematic. But when I hide all the lights in the editor from the outliner, I get above 60 fps. seems like an issue because the light cost shouldn’t depend on the number of lights with MegaLights.

How’s the water system? Is it still experimental?

idk… i’m going to go with what i have been reading… a stable engine. the bells and whistles are not necessary for all and, like metahuman, should be an option. like buying a car, windows and tires are optional (i really don’t care if i have shadows thru glass or not). the downloader would be the place for this… just a thought

ISSUE:
My Substrate material is being simplified in 5.7 automatically, and I also can’t increase “Substrate Closure Per Pixel “.

When I change the Closure Per Pixel in project settings and restart the project, and then check it again in project settings, it resets to the default value of 1. And my layered material stays in its simplified form.

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I am trying to render at 4K resolution using RTX 4090 (24 GB VRAM) and Unreal Engine version is 5.7.
Scene is based on a small closed room with only interior lighting.
”r.MegaLight.DownSampleFactor=0” causes vertical line on screen during render. On one side exposure is good but other side is under exposed. I also tried ”r.MegaLight.DownSampleFactor=1” but result is same any value lower than ”r.MegaLight.DownSampleFactor=2” (default) result in same artifact unless I reduce the resolution but My VRAM has some space during render, around 1 to 2 GB VRAM is free during render so i am sure it’s not related to OOM.
I was seeing the same issue in 5.6.

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Seeing the same issue on my end. Makes it impossible to test substrate layers.

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BUG:
I was working in Unreal Engine 5.6 and created camera animations in Sequencer for a cinematic shot. I used Look At Tracking with a Relative Offset. Everything was fine in 5.6, but after upgrading to 5.7 the camera now tilts slightly upward in all shots. I compared keys and values with the 5.6 project — nothing changed — yet the target that was centered in 5.6 is now cut off because the camera looks a bit upward.

I don’t know what is exactly causing this.

you can check the workaround in the substrate thread

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Look im goign to make this real clear for the developpers…

All the obove is meanuingless inless you sort out the only things peoepl really care about and thats the ■■■■■ lack of proper Ctril Z UNdoo with camera moviements, and sequencing.

Look it does nto matter how many luxuary activitiies, super dooper features and fancy pacny grpahics are on a so called luxuruy liner if

there are no lifts, no stairs, and the toilets dont work

The first thing to do with any software is the add a good workign UNDO ctrl Z feautre that totally world on eveythgin one just did including camera movements, miximim animations, sequences changes so anything one does and messes up like deleiting a channel, or camertial movement tack or acctiely moves XY and Z or changed a sequence of animatiosn liek say somone canding their way around a ship when one mioviment switchesaccidently puts the whole thing out of wack so dancign therough the hull and over the water etc.

There ieeds to be liek 50 undoo whihs work stack wise and likely id the auto save is set to do every 5 or 10 mints this should work and cover everything seceucne and cameria movement and mixamo dance animaltion the works>

Its no good have the fanciest of realistim likth effect if the software crashed after 5 hours of painstakign vcamerta movientrs and creativie a chain of movements only for the lot to be lost or more or one slip uyp and the camer views go out of control and cannot be fixed.

Likewise the doenloads frob fab missing the un colourful skins.

How about a discussing on this and similar issues?

Ie sort the basics and equivalent of loos and lifts before addign new features

Likewise if I have 86 version of my level whihs will be acinematic of a beach bar where a cat walks in then a dude starts dancing in the house then out onto the beach bars then a fly aroudn the island trhen dancign and back into house.

then tsurely there should be 86 version of the sequence to go with it I could go back to if there is a screw up or error. Likewise all the auto saves and undoos

Why do I only see one version of th sequence whihc if it goes wrogn Im F(&&^&^^% b!!! d

Aggree . All I care about is the bnloody ctrl Z undoo actually works with all action liek camera sequencing and tryign to do a footloose liek chain of animation dances as well as auto save. the rest can be done after or its like a car withtou wehhls and engine but nice go faseter stripes and pretty lights

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The procedural vegetation editor looks exciting, but it would be useful to know how one can create vegetation presets, and in what format the preset loader expects the JSON file.

I note that the editor’s attributes panel does not show data points when inspecting the various nodes. Is this by design or an oversight?

Also think the editor nodes need to include a degree of randomisation (seeds) to be effective.

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Still fbx export and reimport for metahuman does not work. Same as 5.6.1. Export the body of default or an adjusted metahuman to fbx, import it and then try to adapt the body of a metahuman or default with the exported and imported body (gave different name on export). Will cause error that the mesh doesn’t match the metahuman, without having modified the fbx. So a workflow with blender to adjust the body fails in all cases, as UE can’t even import its own export. Tried different options, none worked so far.

I made a mistake in my earlier post, the difference in output is driven by voxelization of the grass-meshes.

It preserves detail VERY well, even the appropriate height which is great, but coverage lacks as it doesn’t scale to preserve area, which I know to be by-design. Otherwise performance is impacted positively. In my case with just-massive-amounts of grass being drawn, it’s not so much extra frames (a few) but that it doesn’t bottom out nearly as much and never as far-down as with preserve-area, so there, even reliability of performance is improved as well; win-win IMHO.

Question to Epic: is it possible to get the best of both worlds? Each voxel is a pixel in size, is it possible to apply a scaling-factor so they can cover more area-screenwise ala preserve area but still be/benefit-from-being a voxel?

The intent of my use-case was to effectively-occlude the landscape such that things/critters/etc that might be (intentionally) hidden in the grass would/could still be so at a distance; that distance-itself might not be a cheat. Having the preserved-area does well to give the impression for grass as far as the eye can see, and be that when you see THAT blade of particularly-red (for example) blade of grass at a distance, through your spyglass, zoom, etc, it’s there when you ride right up to it from way over-there; there’s that consistency/continuity of arrangement/layout as well of the lack of LODing w/nanite makes for a truely ‘seamless’ world in those logical-respects. As well, covering more of the landscape at a distance sells the idea of density of the grass as well while being able to use a smaller number of meshes (cheaper for the effect overall).

Hi! I noticed that in the foliage mode, when the “shadow cache invalidation behavior” option is enabled on static - the shadows still remain animated.

That’s because VSM receiver masks are enabled by default now, which leads to those parameters not working anymore.
I have reported this before it was made default, but alas….
You could toggle VSM receiver masks off via cvar, the invalidation behavior methods should work again.

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