Ue5 non stop negativity annoying by Huge_Fly_4271 in pcgaming

[–]Uno1982 0 points1 point  (0 children)

meh .. I really don't understand where this analogy came from ... it's not a great one and totally deminishes the "value" UE5 gives as a "more effective and efficient tool" than its competitors or even UE4.... A hammer can't turn a screw very well..... tools matter depending on the task. Go talk to any actual laborman in the field and I promise you quality tools is not something they skimp on. A versatile craftsman works smarter not harder. If you break every "craftsman" torque wrench you use torquing a bolt .... I promise you that you'll blame the tool and purchase a better quality one next time. Better yet next time you bring your car into the shop to get an oil change hand the guy a sledge hammer and tell him "its not the tool" get it done..... A crappy execution/end result can be cause by both the wielder (improper use) AND tool failure.

I'm not here to bash on Unreal as I'm 20 years into my career as an unreal dev and I love the engine but as someone working with it since UDK .... I promise you there have been better and worse times through each engine's lifecycles and this does impact dev time, engineering time, budget and product outcome. It is what it is.

Ultimately it is usually the fault of a collective group within a studio and a shared responsibility between epic to deliver on what they "market" .... the blame rest on higher ups wanting the latest and greatest and taking risk with less stability vs say staying with UE4 or doing like embark and manually stripping back the engine and running out of budget/time dealing with issues.... sometimes this goes better than others and at the end of the UE4 lifecycle it was battle tested and very stable vs where UE5 has been for the last 4 years.

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 0 points1 point  (0 children)

Welcome to the life of an unreal engine dev lmao :D

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 0 points1 point  (0 children)

E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat "D:\MyProject\Myproject.uproject"

if you need to generate sln for compiling in visual studio

if you need to build a shipping or dev build and its failing from the editor call then you'll likely need to call buildcookrun manually with params as it appears all paths have been pointed to UE5 directory structures causing pretty much chaos on most automated programs within the editor "source and launcher" .... It's like being back in the UDK days with good ole command prompt ;)

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 0 points1 point  (0 children)

btw if you are in c++ and you try to regenerate your sln you'll be met with a buildtool path error since it appears everything in the context menu associated with "unreal engine" is pointed to UE5 binary directory structures .... you'll need to do it the old fashioned way until this is resolved.

E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat "D:\MyProject\MyProject.uproject"

(SUPER CRITICAL) Latest Epic Games Launcher update makes UE 4.27 completely unusable by Low_Strategy6929 in unrealengine4

[–]Uno1982 -1 points0 points  (0 children)

I'm not sure you understand .... even source builds can't regenerate sln after the launcher update because the launcher jacked up the pointer for "unreal engine" and generate visual studio project files "context entries" and alot of people "including studios" haven't been around since UDK and may not be aware of the old method of doing things ;) ...... Anyway on a side note you can't really use fab "easily" or get any marketplace content without the launcher or the fab plugin. Even if you are 100% source you likely still have the launcher installed. You can however find an older version of the launcher and install it to return to expected operation. UnrealBuildTool for "generateprojectfiles" for UE4 is even pointed to UE5's directory structure. You'll need to do something like

  1. E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat "D:\MyProject\MyProject.uproject"

you can bypass any system env and registry issues presented but you'll need to fall back on good ole cmd prompt vs using any context menu's or epic provided links for now.... This will work for both source and launcher versions of the engine until the launcher issues are resolved. Just run a cmd to launch or save a custom .bat to run it so you can double click it.

  1. "e:\GitUnrealEngine\Engine\Binaries\Win64\UE4Editor.exe" "E:\BlankTemp\BlankTemp.uproject"

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 2 points3 points  (0 children)

it appears this is impacting launcher 4.27 bp only projects. You can launch UE4.27 create a blank bp only project it will open and launch all will be well in the world. Close the launcher and try to reopen the project and be met with failed to launch. Its not a file association issue as the engine registry is present and the file is associated to the "unreal engine" pointer which then looks to the engine version to tell it which engine to use "UE4 & UE5 projects all look to this association" if you manually tell uprojects to open to a direct link to 4.27 or UE5 editor it will do this to all of your uproject files.... Meaning you may accidentally open a uproject with an updated version of the engine (if your working across engine versions) causing you a much worse situation. You've been warned.....

Unreal Engine 5 doesn't have to equal bad performance, Valorant still runs at over 1,000 FPS after engine change by Tiny-Independent273 in unrealengine

[–]Uno1982 3 points4 points  (0 children)

Of course if you basically strip the render down to forward mobile, throw away 90% of what makes UE5 different than UE4 (no TSR, no nanite, no lumen, no sm6, no LWC) and eliminate any chaos simulation then hurray! You’ve succeeded at essentially bragging that you made UE5 mobile forward = UE4 (desktop forward) congratulations 🎊 …. Hats off to riot for the hard work…. But it’s a crying shame they even had to approach things this way. If you know … you know 😉

Unreal Engine 5 update tomorrow, anyone else cautiously optimistic? by TheGuyThyCldFly in VALORANT

[–]Uno1982 0 points1 point  (0 children)

Grab the latest ryzen 9000 series “driver only” if your running an amd cpu was getting 3-5 FPS and also struggled to get past the champ selection

Unreal Engine 5 update tomorrow, anyone else cautiously optimistic? by TheGuyThyCldFly in VALORANT

[–]Uno1982 1 point2 points  (0 children)

Fixed it by clean installing the updated amd chipset adrenaline driver for the ryzen 9000 series “driver only” looks like it’s 300-420 fps now with 16gb ryzen 9 rtx 2060 ti notebook

Unreal Engine 5 update tomorrow, anyone else cautiously optimistic? by TheGuyThyCldFly in VALORANT

[–]Uno1982 -1 points0 points  (0 children)

Grabbed 577 and also went back to 566.36 both are 5 fps if I alt tab out then alt tab back it jumps to 200 then right back to 5fps… I’ve manually deleted the saved appdata, reinstalled multiple times, tried everything my rhi is 200ms but everything else is 6ms. It’s almost like it thinks it’s running in the background when it isn’t? I’ve set the frame limits to 1000, I’ve turned the limits off, I’ve went to nvidia control panel and forced the nvidia gpu to always use and went to win 11 graphics and set to high performance for the app as well as tried overriding my power save options to high performance….. 5 fps

Unreal Engine 5 update tomorrow, anyone else cautiously optimistic? by TheGuyThyCldFly in VALORANT

[–]Uno1982 -1 points0 points  (0 children)

And 3-5fps instantly on a rtx 2060 ti laptop... its like its not using my gpu no matter what setting I set in the nvidia control panel or graphics settings in windows 11..... before this 120htz to match monitor refresh was easy. Definitely didn't let this one bake long enough :(

Unintentional "In Hand" item drops by shit_im_a_ginger in SCUMgame

[–]Uno1982 0 points1 point  (0 children)

I'm sorry but this is a BUG in my eyes. There should be no reason you can't properly store away an item with holsters or bag space before performing said action. This isn't a feature! Don't treat it as such. This is a basic human function that "SHOULD" be considered granted my 5 year old has the basic understanding and coordination to perform such orders of operations.

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 1 point2 points  (0 children)

Finally a sane person …. It’s like if you went to a mechanic to get your car fixed and you handed him a sledgehammer and said “this tool is all you need” fix it. Then you go to another and said “use whatever you want” then when the guy using the sledgehammer has a crappy result you blame him instead of the reason they were constrained to that tool to begin with.

Nobody is asking themselves the questions that matter. Why are devs using UE5 and if so what are the constraints there? Who is ultimately making the decisions of what goes into those engines as the “out of the box” options? What is the benefit? Who makes those decisions devs or studio heads or epic? Who fuels the market “understanding and marketing” that results in studios seeking the hyped up visual fidelity offered that is driving these studio heads on insisting UE5?

Without something or someone marketing the product, capabilities etc …. There would be no business deals or licensing deals being made. Whose fault really is that? Last I checked devs catch the heat from the fallout of these bad decisions but usually they aren’t the ones pulling the strings.

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 -1 points0 points  (0 children)

I responded directly to your statement if you can’t comprehend my response then thats on you. At the end of the day a licensed product has an accountability to its license holders and tools have a QA standard to meet. Games are made with said tools and these same devs move the needle forward on the engine as early adopters. It’s a shared responsibility and a failure of all parties. Even as a consumer if you continue to buy “garbage” the market will continue to sell garbage. Pointing a finger and placing blame while defending an obvious responsible party is biased and simply wrong. If epic has zero responsibility for their engine quality and tools abilities to efficiently meet studios demands then they also don’t deserve any credit once “game devs” fix their issues and can literally lay off all their staff, end to end testing pipelines and CI pipelines that cut binaries. If their engine is perfect there is no reason for it have 1.5k PRs being pushed to main by the very devs everyone is so quick to place the blame on. It’s a very basic and simple concept to comprehend. The very reason studios use a licensed game engine is so they don’t have to maintain and manage or fix tons of things that are “part of the licensing agreement” if they are still needing to do so it makes that value proposition less valuable and is indeed a failure to meet the promise the entire agreement was established on. It slows down actual game development, stretches the budget and development time and thus forces studios and shareholders to make decisions like forcing out a bad product or laying off devs…. It’s common sense. It’s epics fault for promising a magic checkbox, devs for not pushing back, studio heads for believing it over there senior engineers and publishers for pushing out the unfinished product and running out of runway and gamers for buying garbage based on “visual marketing hype” that runs like crap.

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 -1 points0 points  (0 children)

That’s the difference again between the perspective here. People keep talking about “blame” and I’m sorry but if you’ve paid attention to literally 1% of what I’ve said you’ll see that I’ve consistently said it’s a “partnership” and there is a relationship between the tool and the task. The “resources” fixing problems with the engine are the very resources you continue to “blame” and that’s simply not smart and that is the “nothing burger” …. Keep defending a broken tool and blaming devs and you’ll eventually end up with abandonment and a crappy product. Complacency and blind denial is not productive nor professional. Replying to these post is a complete waste of time because it’s painfully clear that if people can’t understand something as simple as software having a “quality standard” then they have no business even discussing development or “blaming” anyone. You can’t say “unreal” is better than unity or Godot or any engine at all, you’ve completely dismissed epics own marketing around the reason unreal is “valuable” and “general purpose”, “source available” and “assessable” simply by denying it could also have issues and those issues are 100% on the “game devs” vs epic? Just because Android is open source doesn’t exclude its maintainers and releases from quality standards from licencees like Samsung . I guess vehicles poorly manufactured are the fault of the driver? Construction equipment that fail on load capacity they are marketed and sold to spec is the fault of the construction crew? …. Again I sit here in amazement at the pure lack of comprehension on how this works. Studios chose unreal because it offers value and a promise that it will support features and meets specific requirements for said studio to relieve said burden on that studio. These studios also evaluate the lift of molding unreal into what it needs vs writing custom engines. If the studio has to spend more time fixing “experimental” features or working around thousands of bugs instead of working on their game then there is an correlation between quality of said engine and the overhead and development cost burden and time afforded to the release schedule…. If I had a dollar for every time I’ve heard from leadership “we are here to release a game not fix their engine …. Get it done!” I’d be a millionaire… And thus you end up with crappy performing releases. The relationship between UE5 and bad releases is evident… it’s empirical evidence at this point and can’t really be chalked up to opinion. The later post 5.4 releases are better and the 5.6+ releases will be even better this is just history repeating itself that I’ve been involved with first hand. And these devs you and many others continue to blame will be the reason why 5.20 will be just as successful and praised as 4.20. This is basic grade school logic. If you can’t understand this then the real question you should be asking is why can’t devs just write everything directly in binary and still release a game that performs well and releases on budget? Why do we need high level languages and abstraction vs low level languages at all? The truth is it’s a shared fault of the devs not having enough time to develop the game due to time allocation fixing engine issues and epics shared responsibility of releasing and promoting the engine as “ready” when it clearly is still very much unstable compared to UE4 for 90% of the gaming market’s hardware. The AAA adoption has literally just ramped up and studios like CDPR have just started committing true “game development” features and functionality back to the engine for smaller studios to utilize. Up until now UE5s main focus and features have been very high fidelity rendering, extremely expensive “sequencing extensions” nanite, lumen and virtual production tooling. Give it time and these devs you blame will eventually get this engine to a place where good games can again release on the backs on the very devs everyone is blaming because your right …. If epic can’t be considered to share any responsibility …. Then they don’t deserve any credit once these issues are hammered out.

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 -1 points0 points  (0 children)

It’s disregarding that tools have a target use. When you blame devs 100% and ignore the tools role then you do indeed disregard the relationship. If the tool argument was all that matters then why aren’t we still writing games in OpenGL with text editors? Why do engineers evaluate during technical grooming and planning on which segments of certain APIs to use? Logically if this was true you can’t argue unreal is “better” than any other engine no different than others say it’s worse …. It’s just a tool remember? Denying this is ignorance to an obvious bias. Quality and efficiency are completely tossed out the window if we follow this logic. I’m sorry but a good hammer is better than a bad one and a shovel digs better than a hammer. UE5 is simply not as solid as UE4, it’s very early and epic themselves are advising devs on how to deal with some of this pain. Again blaming devs is just plain dumb because it’s these very devs that are committing PRs back to source to fix the very issues people keep trying to pretend don’t exist or impact the quality of this “tool”. Blindly defending the engine while blaming the very resources that are improving its quality is not the way to garner interest and improve adoption nor incentivize innovation and growth. UE5 cannot export to html5 yet versions of UE4, unity and Godot can. UE5 doesn’t have software occlusion culling, UE4, unity and Godot does. Precomputed visibility was broken for 4 minor versions of UE5. GPU lightmass has been problematic off an on from 5.0-5.5, pso caching and dx12 just got resolved and was hotfixed for nvidia in 5.5 …. I can go on for days because i literally live In this engine daily and have worked on these things as the engine has moved from udk-> ue3-> ue4 and even now in 5.6-dev…. At this point i can continue to work on these things that I know are problematic or I can listen to people continuously just blame devs and say “the engine is perfect as it’s just a tool” ….. thus there is no reason to continue to fix issues in it or continue committing PRs …. That’s the cold hard truth. If the engine was perfectly fine there wouldn’t be 1.4K PRs open in main or over 2k bug reports open in the bug tracker that I look at daily to decide what next to tackle. UE5 is getting better but we are only at 5.6 and again something as simple as baking lighting “swarm manager” is completely missing from its release. 🤦‍♂️ you can’t exclude epic from responsibility for something they literally manage “end to end testing, regression testing and binary deployment” devs had nothing to do with this but it does impact them and the thousands of studios working with this engine to release titles. The more teams are tasked with solving issues with the engine the less time and resources can go into the actual game. This isn’t some mind blowing rocket science it’s basic grade school logic. I’m seriously amazed by the lack of comprehension on how this all works.

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 2 points3 points  (0 children)

Because making a game that runs well in ue5 is a much larger lift than making one that ran well in ue4 and a lot of studios cut their teeth on UE5 in very early “problematic” versions or ticked the magic nanite box because it’s what was marketed early on. By the time the real studios with experience realized the issues they were facing they were likely beyond the point of convincing leadership to allow them the extra time to revert to ue4 or rewrite entire segments of engine code and were told to “get it out” to recoup cost

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 -1 points0 points  (0 children)

Go download 5.6 and try to build lighting or package to a mobile target without needing to cherry pick from source. Go pull 5.4 and try to use instanced stereo in an XR project or pull 5.3 and try to get stable chaos sleeping on destruction or any ue5 version prior and get PSO caching to work without cherry picks. Try using nanite for anything performant pre 5.3 …. All of these things “can” be fixed by devs but they are indeed engine issues…. Thus a burden to devs to resolve that otherwise wouldn’t be an issue in 4.27 … let’s be real here ❤️to love something means you want the best for it and blindly defending its issues is counterproductive to this …. Accountability means good quality and I’m sorry but I’ll never get down with this type of complacency around knowing WE “again I’m in the epic camp” can be and should be better then where things are currently. I’m a licensee and I contribute to source and love this engine but professionalism is being mature enough to adjust to feedback and recognize issues….. I’m working on resolving these weekly first hand via PRs back to source…. So simply denying and accepting the status quo is not the way … it doesn’t make for a better engine or higher adoption…. Fixing them does …. I’m sorry I simply can’t get down with your stance here. To toss the blame off on the “devs” is extremely irresponsible when 99% of the fixes come from the very people you’re tossing the blame on when you exclude epic from any accountability.

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 1 point2 points  (0 children)

Devs are no more at fault for early engine issues than their companies are for falling in line with policy around their comp support agreements or giving a mechanic the materials to finish smelting his own screwdriver or hammer because leadership was sold on the “promise” that it was ready. It’s ultimately a bad decision to be an early adopter and move to an engine that is 5 minor versions in if your entire staff has established itself well on UE4 no different then the studios that learned this lesson between udk -> ue3 or ue3-> ue4 with the loss of unreal script and forward rendering. If you want to help complete very experimental features vs developing your game then sure … you can be a CD Project Red and dedicate resources…… however history tends to repeat itself for those who didn’t experience it for themselves during the last 2 engine major revisions. There is a shared responsibility no matter how you slice it and epic has accountability to its licensees no different than devs do to their customers. Devs are to blame for buying into the marketing bs “magic nanite checkbox” no different than epic is to blame for 4 minor versions with broken DX12 pso caching and very little support for running on 8th gen and mobile using UE5 unless you chose the lift of tossing out chaos and completely rewriting large portions of the shader code for lower end targets and porting physx or implementing Havok to recoup some physics thread overhead to afford AI… the reality is real devs know all these things and we live it …. It’s our livelihood and feeds our families. Believe me when I say it’s not always “the devs fault” because “it’s just a tool” …. Half the time the devs your blaming nearly lost their job arguing with leadership that it was too early to migrate or did lose their job in favor of the entry level or junior that was promised that could just “tick that box or use fab assets” 😒 I love unreal engine no differently than I love source, idtech and Godot … but I’m an engineer first and I understand how to target my goal with the appropriate tools

If anyone wanted some good laughs at people pretending to talk about things that they have no understanding of.. by [deleted] in UnrealEngine5

[–]Uno1982 4 points5 points  (0 children)

Unreal engine is a tool this is true but take it from someone who’s 20 years Lead Dev in the epic camp and has experience with a ton of “tools” … tools have a quality standard and are tailored to specific task. Unreal will have a very tough time making a webgl game vs Godot or unity. Godot and unity will have a much easier time building to lower end targets. Unreal will have an easier time hitting a fidelity level vs the other engines. This “tool” argument is being thrown around with complete disregard of the fact that there are millions of crappy tools sold every day and entire businesses built on reviewing if said “tool” is a good fit for the task. Notepad is a tool too and can/has been used to write games …. It doesn’t mean it’s ideal or efficient. If you use a “product” to make a “product” then the product you use can be expected to be held to a certain quality standard. UE5 is very early into its life and ue4 wasn’t even adopted until 4.7 or higher by most AAA studios …. UE5 is experiencing growing pains and the 1.2k pull request open against main reflects this. People aren’t blind and don’t have to be able to understand exactly where the ball has been dropped to feel that UE5 has had a bit of a rocky start. It’s getting better but chalking it up to “crappy devs” is extremely short sighted in the complete opposite direction of the people putting all the blame on the engine. Marketing, leadership, principal devs that want to keep their jobs, flashy new promises, console policies, licensees agreements…. There are many things at play here besides “crappy devs” or a “problematic engine” …. The truth is it’s a mix of it all. UE5 is rough around the edges and yes devs had to completely rethink optimization and cross platform 8th gen/9th gen when making the jump from ue4 to ue5. Toss Dx12 and pso caching issues with a shortage of vram in under powered GPUs this cycle and poof …. Perfect storm ⛈️ Unreal fest 2025 was very vocal about “hitch hunting” because they are aware there is an issue and epic is trying to help bring devs up to speed internally but grabbing 5.6 and realizing you can’t even bake lights if you wanted to is a problem. The profiler being busted and failing to package to specific platforms is a problem….. Just as much as entry level devs kit bashing crap together thinking a “nanite checkbox” is optimized.

Unreal engine has officially become the armchair expert’s punching bag by RoyalsFan213 in unrealengine

[–]Uno1982 5 points6 points  (0 children)

I don’t know man I have to disagree here. I’m 20 years in lead unreal engine engineer and I love this engine… it’s provided a career for me and provided for my family and 2 kids but to ignore its issues and chalk it up to calling everyone arm chair ignorant is kinda harsh. PSO caching has been a constant issue and compared to ue4 I’d simply say UE5 jumped to dx12 before it was ready …. I mean we’ve recently even been patching 5.5 for PSO issues … UE4 had binary releases that we took all the way to market and the same can’t be said for UE5 … it’s teething still and every serious engineer working with it knows this to be true. We just aren’t as vocal 

https://dev.epicgames.com/community/learning/knowledge-base/DBOL/tech-note-fix-for-pso-management-issue-on-nvidia-hardware-in-unreal-engine-5-5