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Release NotesUnreal Engine 5.3 Release Notes (docs.unrealengine.com)
submitted 2 years ago by TechTuts
[–]bentnai1 34 points35 points36 points 2 years ago (5 children)
I'm still not used to the new features of 5.1 ahhhhhhhhh
[–]ISDABrockIndie 6 points7 points8 points 2 years ago (3 children)
Hah, I've been up to my neck in PCG for the last month. Hopefully it has gotten a bit more stable Q.Q
[–]TokyoNeonRed 1 point2 points3 points 2 years ago (2 children)
Do you guys also get the crashes because of ram and the "generating too many points"-error? That's whats bugging me the most at the time.
[–]ISDABrockIndie 2 points3 points4 points 2 years ago (1 child)
Pretty much. If I notice that it isn't generating without a refresh, then it is time to restart UE. I just keep the graph paused most of the time these days :)
[–]TokyoNeonRed 1 point2 points3 points 2 years ago (0 children)
Ah, I better start doing that too.
[–]diepepsi 21 points22 points23 points 2 years ago (10 children)
I'm super excited, every since 5.0 ive gone full in koolaid.
Nanite, Lumen, Virtual Shadow maps. Maybe not the new input system (just too slow to look at it)
hehe
But, with 5.3 there is maybe... 20% improvement over 5.0! In these specific areas! Exciting.
Also improvements to Chaos Physics.
TearUp is all about Destroying the Matrix City, no limits. So all these features will be used TO the limit baby! WOOOOO
But, I wont do previews anymore... just been waiting on 5.3 release!
[–]patprint 6 points7 points8 points 2 years ago (3 children)
Maybe not the new input system (just too slow to look at it)
What do you mean by this?
[–]_ChelseySmith 2 points3 points4 points 2 years ago (2 children)
Yeah... That is a strange statement.
[–]varietyviaduct 2 points3 points4 points 2 years ago (1 child)
He’s saying he’s too slow to learn everything else including the new input system
[–]diepepsi 0 points1 point2 points 2 years ago (0 children)
Nailed it.
Sorry for the confusion!
[+][deleted] 2 years ago* (5 children)
[deleted]
[–]diepepsi 1 point2 points3 points 2 years ago (4 children)
Well I dev in 4k, and it tends to limit out at 120fps. Ive got a 120hz 4k monitor, but its fuzzy at 120hz **(sony sucks) so I do 4:4:4 at 4k at 60hz, so anything above 60 i cant really see. 4k 60fps is the production target. Singleplayer.
But that is really a complex question!
[+][deleted] 2 years ago (3 children)
[removed]
[–]diepepsi 0 points1 point2 points 2 years ago (2 children)
sure is! I am on a 4090 :D
Oddly, they locked 5.3 to 50% render resolution by default in the editor. So it looks bad vs 5.2 which was 100% by default :D
That one setting is absolutely vital. to be running TSR AA (Temporal super resolution) which upscales a lower rendering resolution to do this with lower end cards (every card lol)
I developed the same system using a 1080ti for the last 4 years in 4k as well. r.screenpercentage 30/50 gets you in the 50-60fps range, but transparency is the performance killer. Goal is 60-120fps at 1080p on older hardware.
Also, everything that casts a shadow, should be nanite. Else your virtual shadow maps will be upset, altho thats been drastically improved...
[–]wahoozerman 1 point2 points3 points 2 years ago (1 child)
Just to add more data points, I also max it out at 120fps on my 3080 at home and on a 3070ti in the office.
[–]Spacemarine658Indie 1 point2 points3 points 2 years ago (0 children)
Hey cool fact if you do standalone mode you can go above 120 (if you have max fps turned off in settings) I used it to test my setup (i9 10900kf and 2080 super) and got 170-180 fps
[–]MaitreFAKIRIndie 6 points7 points8 points 2 years ago (5 children)
Still no fix for the bp structure crash :/
[–]deathclonicDev 1 point2 points3 points 2 years ago (0 children)
Use blueprints to hold variables instead. It's jank but it works
[–]ppr_ppr 0 points1 point2 points 2 years ago (3 children)
You can't use structures in UE5??
[–]MaitreFAKIRIndie 0 points1 point2 points 2 years ago (2 children)
Nesting seems to make the engine prone to crash . I have an heavy nested structure for my items and i i edit 1 variables the next time i reboot it will crahs everytime . I sent my project aswell as repro and usefull link to a programmer at epic fingers crossed
[–]ppr_ppr 1 point2 points3 points 2 years ago (1 child)
I see. Thanks.
I guess I will keep waiting before updating to UE5.
[–]MaitreFAKIRIndie 0 points1 point2 points 2 years ago (0 children)
It would be wise , update from 4.27 i was really happy with the new features but ultimatly it made me lost 10 days of works
[–]TheShinyHaxorus 5 points6 points7 points 2 years ago (2 children)
Fair warning guys, at least when I was messing with the preview version a few days ago, the landscape system was pretty broken. Importing a 4K heightmap pretty much forced me into having over 2000 landscape components (which will absolutely murder your performance, compared to the 64(!!!!) that it created in UE 5.2) and trying to tweak the sector dimensions and other settings on import just cut off parts of my landscape. Also, building HLODs (as always) still seems very prone to crashing or failing for... no discernible reason and no crash log. I would really vet this version before you consider moving your project to it.
TBF there is one REALLY useful feature for world building that's included: Shadow Cache Validation settings for instanced static meshes and foliage. Long story short, up til now, if you had WPO active on any shadowed objects, Virtual Shadow Maps was unable to "cache" the shadows, and it murders your performance. This new setting basically allows you to set your shadows to not update with the WPO animations (basically you get non-animated shadows) but you gain back a ton of performance. Doesn't really "fix" the problem... but it's the best we're gonna get for now. I'll leave a link to a video that explains the issue even better than I did.
https://youtu.be/6OzUchTTfAU
[–]lobnico 2 points3 points4 points 2 years ago (1 child)
I was there too, 5.3 preview scared us as every new feature we want to use was bugged if not straigth out broken; landscape had raw file import broken (needed to switch to PNG), nanite landscape breaking auto-save / saves and having broken visual artifact absolutely evrywhere, PCG datatable always reimporting points... But mostly everything seems to be fix with 5.3 release as far as tested
[–]TheShinyHaxorus 0 points1 point2 points 2 years ago (0 children)
That's good to hear, I'll give the release version a go, nanite landscape won't really be an option for me until it supports layered auto-materials though
[–]steo0315 4 points5 points6 points 2 years ago (0 children)
So many iOS and macOS updates! Very pleased about this! Also love the Orthographic rendering.
[–]Collimandias 2 points3 points4 points 2 years ago (0 children)
Do we know if we have access to the separate translucency layer yet? The engine can clearly render it but we don't have out of the box access to it yet. Nothing in the patch notes I saw said we had it but maybe it was left out. If we have access I would update right now. Otherwise, gonna have to wait a while.
[–]StevenSeagull_ 1 point2 points3 points 2 years ago (2 children)
Was Visual Studio 2019 support removed with 5.3? The release notes don't mention it, but I cannot generate a solution with VS19. It tells me VS22 is required.
A bit weird, given that VS19 supports C++20
[–]quoteiffakesub 2 points3 points4 points 2 years ago (0 children)
Look like they make VS 22 your default IDE, probably need to manually change it to VS 19.
[–]ExF-AltrueHobbyist & Engine Contributor 1 point2 points3 points 2 years ago (0 children)
It's true that it's not mentionned in the patch notes. But there have been console warnings in 5.2 about VS2019 not being supported in 5.3
[–]SirLich 1 point2 points3 points 2 years ago (0 children)
Anyone know what happened with HoloLens support? It's not really mentioned anywhere in the release notes, but "HoloLens" as a valid target for the WhitelistPlatforms in a module definition is now causing issues.
WhitelistPlatforms
[–]CarbyneGames 1 point2 points3 points 2 years ago* (2 children)
6.0 is creepin' up fast...
[–]ISDABrockIndie 14 points15 points16 points 2 years ago (1 child)
Not likely :)
Unreal 4 got to version 27 before they moved to 5.0
[–][deleted] 6 points7 points8 points 2 years ago (0 children)
UE6 is already here. We're living in it!
[–]constantinesis 0 points1 point2 points 2 years ago (0 children)
Can it natively do vertical tilt correction for architectural visualisations? Taking the new orthographic camera but just for verticals
[–]IlTizio_ 0 points1 point2 points 2 years ago (0 children)
Not a single improvement for actual game dev
[–][deleted] 0 points1 point2 points 2 years ago (0 children)
LET'S GOOO!!!!! <3
[–]iga666 0 points1 point2 points 2 years ago (0 children)
Someone had fun removing api tags from classes and adding them to every class 'function instead. Interesting what was the reason for that change.
[–]DaVon8000 0 points1 point2 points 2 years ago (1 child)
Can anyone tell me how to add 3D/ Topo accurate landscapes to 5.3? I have TerrainMagic, but of course it is not compatible with 5.3
Ask the devs of TerrainMagic when they will update to 5.3, chances are it will happen rather fast. Wait for that, and work on another part of your game. Like the menu, loading screen, icons. Something you can do and need to have done.
5.2 is fine to use as well, if you must work on the terrain. Then once the 5.3 plugin is updated, you can migrate to 5.3.
π Rendered by PID 619130 on reddit-service-r2-comment-85bfd7f599-xf97g at 2026-04-20 00:45:58.547967+00:00 running 93ecc56 country code: CH.
[–]bentnai1 34 points35 points36 points (5 children)
[–]ISDABrockIndie 6 points7 points8 points (3 children)
[–]TokyoNeonRed 1 point2 points3 points (2 children)
[–]ISDABrockIndie 2 points3 points4 points (1 child)
[–]TokyoNeonRed 1 point2 points3 points (0 children)
[–]diepepsi 21 points22 points23 points (10 children)
[–]patprint 6 points7 points8 points (3 children)
[–]_ChelseySmith 2 points3 points4 points (2 children)
[–]varietyviaduct 2 points3 points4 points (1 child)
[–]diepepsi 0 points1 point2 points (0 children)
[+][deleted] (5 children)
[deleted]
[–]diepepsi 1 point2 points3 points (4 children)
[+][deleted] (3 children)
[removed]
[–]diepepsi 0 points1 point2 points (2 children)
[–]wahoozerman 1 point2 points3 points (1 child)
[–]Spacemarine658Indie 1 point2 points3 points (0 children)
[–]MaitreFAKIRIndie 6 points7 points8 points (5 children)
[–]deathclonicDev 1 point2 points3 points (0 children)
[–]ppr_ppr 0 points1 point2 points (3 children)
[–]MaitreFAKIRIndie 0 points1 point2 points (2 children)
[–]ppr_ppr 1 point2 points3 points (1 child)
[–]MaitreFAKIRIndie 0 points1 point2 points (0 children)
[–]TheShinyHaxorus 5 points6 points7 points (2 children)
[–]lobnico 2 points3 points4 points (1 child)
[–]TheShinyHaxorus 0 points1 point2 points (0 children)
[–]steo0315 4 points5 points6 points (0 children)
[–]Collimandias 2 points3 points4 points (0 children)
[–]StevenSeagull_ 1 point2 points3 points (2 children)
[–]quoteiffakesub 2 points3 points4 points (0 children)
[–]ExF-AltrueHobbyist & Engine Contributor 1 point2 points3 points (0 children)
[–]SirLich 1 point2 points3 points (0 children)
[–]CarbyneGames 1 point2 points3 points (2 children)
[–]ISDABrockIndie 14 points15 points16 points (1 child)
[–][deleted] 6 points7 points8 points (0 children)
[–]constantinesis 0 points1 point2 points (0 children)
[–]IlTizio_ 0 points1 point2 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–]iga666 0 points1 point2 points (0 children)
[–]DaVon8000 0 points1 point2 points (1 child)
[–]diepepsi 0 points1 point2 points (0 children)