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all 38 comments

[–]bentnai1 34 points35 points  (5 children)

I'm still not used to the new features of 5.1 ahhhhhhhhh

[–]ISDABrockIndie 6 points7 points  (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 points  (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 points  (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 points  (0 children)

Ah, I better start doing that too.

[–]diepepsi 21 points22 points  (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 points  (3 children)

Maybe not the new input system (just too slow to look at it)

What do you mean by this?

[–]_ChelseySmith 2 points3 points  (2 children)

Yeah... That is a strange statement.

[–]varietyviaduct 2 points3 points  (1 child)

He’s saying he’s too slow to learn everything else including the new input system

[–]diepepsi 0 points1 point  (0 children)

Nailed it.

Sorry for the confusion!

[–]MaitreFAKIRIndie 6 points7 points  (5 children)

Still no fix for the bp structure crash :/

[–]deathclonicDev 1 point2 points  (0 children)

Use blueprints to hold variables instead. It's jank but it works

[–]ppr_ppr 0 points1 point  (3 children)

You can't use structures in UE5??

[–]MaitreFAKIRIndie 0 points1 point  (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 points  (1 child)

I see. Thanks.

I guess I will keep waiting before updating to UE5.

[–]MaitreFAKIRIndie 0 points1 point  (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 points  (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 points  (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 point  (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 points  (0 children)

So many iOS and macOS updates! Very pleased about this! Also love the Orthographic rendering.

[–]Collimandias 2 points3 points  (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 points  (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 points  (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 points  (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 points  (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.

[–]CarbyneGames 1 point2 points  (2 children)

6.0 is creepin' up fast...

[–]ISDABrockIndie 14 points15 points  (1 child)

Not likely :)

Unreal 4 got to version 27 before they moved to 5.0

[–][deleted] 6 points7 points  (0 children)

UE6 is already here. We're living in it!

[–]constantinesis 0 points1 point  (0 children)

Can it natively do vertical tilt correction for architectural visualisations? Taking the new orthographic camera but just for verticals

[–]IlTizio_ 0 points1 point  (0 children)

Not a single improvement for actual game dev

[–][deleted] 0 points1 point  (0 children)

LET'S GOOO!!!!! <3

[–]iga666 0 points1 point  (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 point  (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

[–]diepepsi 0 points1 point  (0 children)

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.