What is the most stable UE5 version?

Is 5.3.1 more stable than prior versions?

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Stable in terms of what? All released versions are stable. When it’s not stable they won’t risk the big company losing a lot of expenses and work done. The way Epic pronounces it is they will use a ā€œpreviewā€ word as the version which is still in experiment/testing which then afterwards will proceed to the stable released.

The bigger question here is the features each version has to offer and not the stability of the engine. The newer version has more features and improvements but it does not mean the earlier versions do not work. Otherwise, would you think that the big company that has hundreds/tera bites of development data took the risk of using an unstable version? Epic won’t take the risk either.

Greetings @eldany.uy

All versions are stable as long as the computer specifications meet the engine requirements. Generally, I personally recommend using the latest version as it’s the most up to date and includes any/all new features. But, it can be personal preference.

I used UE4 a lot and I feel UE5 versions are more buggy and I mean the Editor. Sometimes the editor insists to save a some non existent level or refuses to saves assets and I have to open the editor again and stuff like that…I think biggest issues are related with file management. For example moving a map to a different folder…I had packaging errors and had to re edit project settings…UE4 was a lot more reliable on that issues.

That’s why I ask about more stable version because I still downloading the new ones the the problems stay there.

What do you mean by:

Project settings are dependable with .ini files. Did you use the proper asset migration pipeline? It’s very crucial to execute this migration process with the right procedure and techniques, otherwise, you will be facing a lot of errors and missing materials.

Also, keep note that some functionalities from UE4 has been deprecated in UE5.

I am not migrating from Ue4…just trying UE5 from scratch and getting some buggy issues like the editor trying to save ā€˜backup’ levels that dont exists and things like that.

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Do the levels that you’re trying to save have a postfix of ā€œ_Auto1ā€? If so, you don’t have to save them. The engine is trying to fix the failed save level and treat it as a new level. If you can save the current level then you can just uncheck those with ā€œ_Autoā€ postfixes when you’re saving.

This is not a bug but rather a way that the Unreal Engine tries to save your data if you can’t save the current level that you are working with. Sometimes a simple reference mistake can cause an error preventing you from saving it.

Yes that is one of the problems in UE5 and not in UE4.

Normally SAVE ALL works but some times UE5 starts with that issue and you can’t SAVE ALL and must unckeck those auto files.

Should not fail to save a level for start.

Also happens that assets suddenly fails to save and you lose it because you must restart the engine to stop it.

I don’t find bugs on runtime or new features. Most problems are file management related.

That is a bit annoying and didn’t happened before and now is normal in all UE5 versions.

Sigh…

this happen to me when i was learning ue4 few years ago, i guess it was just bad reference/coding/assets/compile fail etc…

It never happen to me since ue5 now, you can just disable AutoSave.

i say it a decent amount space (with min installation option) having mostly all version
my ssd nearly full T_T

So many versions? Why do you need so many versions installed? Unless you are a marketplace creator or you have multiple projects in a different version, I don’t think Epic consider this as a common case for the devs.

Also, purchasing a ā€œcheapā€ external drive is very very risky for data corruption. First, because they are slow data handlers considering they are hdd (ssd are expensive). And, if your computer crashes during the development, the i/o connections for the ports will discontinue causing the high possibility of data corruption, and disk fatal.

I would recommend using external drives just to back up your data. For, the development, I would suggest using real-time cloud storage or just buying internal drives. Upgrade it.

Everything that game_maker said and to add some context i lived in Mauritius and we often get maintenance ISP for undersea connection and also maintenance from CloudFlare(we get re routed to EU servers) so any website that using cloudflare either is slow or just doesnt load.

Data centres cloud servers are implemented mostly in well developped countries so am either not eligible(like nvidia cloud, playsation now etc…) or having restricted features because am too far.

For power outages, this happen often as well that why i have 2 UPS, one for pc and one for monitor+modem. :zap:

I used multiple version of UE because i have different project version, especially cpp project where new version sometime affect my code. All my game dev friends also used different version, so when i have to test thier cpp project, i need the same version. :innocent:

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I have no idea why your sentences sound like you are offended. Your replies do seem offensive and sarcastic, even with the emojis I still think you are mad about something. Here’s my response:

In the game development industry when you are working on a project you want to ensure that everyone uses the same version to ensure unified updates, consistency and quality assurance. This is of course totally fine if you have personal preferences to have multiple versions to yourself. No, doubt about that, if you have a huge space of data, then go ahead.

Also, the engine itself is huge in data as it came together with the real-time HQ physic simulations and very important for the market is the rendering feature. The space of data is the price that they are willing to take the risk for the users. If you want good content then you will need a good amount of space too. That’s why they listed the minimum requirements to run/install for just ONE engine and not the minimum requirements to install for multiple engines. Cause it’s a minimum requirement to install one version only.

This is not something that does not exist. It does exist.
You can do real-time development in Unreal in the cloud by using a cloud-based remote desktop service. This allows you to connect to a virtual machine in the cloud that is running Unreal Engine. You can then use the remote desktop service to control the virtual machine and develop it in Unreal Engine as if you were sitting at a local machine.

The huge companies use this pipeline to address some causes including scalability, collaboration and cost. But of course, latency will be the only issue they might be facing sometime. The idea goes the same as cloud gaming.

Hope it clarifies stuff.

If you understand this, then we also should understand that we are merely a consumer/user of this Engine. We are lucky enough to be able to use this hq extremely powerful game engine for FREE. No payment is needed for indie devs. Also, it’s open source so we can edit the code however we like.

Yet, we never be grateful and thankful for this, instead, we keep on complaining and blaming the engine’s devs for the limitation. If it’s just an unsatisfied element that we can fix it with a simple mouse click, then just do it. We don’t have to make such a huge deal out of it. After all again, they gave their hard work, time, sweat and blood to create this engine.

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By stable I mean mainly working. I dont mean runtime crashes.

Its more about the experience of using the engine/editor.

4.26 and 4.27 feels solid for me…didnt had the same experience with any 5
version yet and that is why I was asking about new versions experiences.

Autosave disabling is not a decent solution LOL
I want to keep autosaving ON :slight_smile:

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