UE 5.4 AXX-relevant Notes (2024)

Unreal 5.4 has come out. I have run a few preliminary tests with noteworthy results.

First and foremost, the Nanite foliage bug noted since 5.1 when foliage was first claimed to be supported actually finally seems to be fixed now. This would be mean I could finally use masked meshes, like trees and grass, in levels. I validated this by setting every Arvatur foliage mesh to Nanite. The skybox flicker bug still remains but that’s a separate issue related to volumetric clouds afaik.

Today, I tested the addition of the “Has Pixel Animation” flag added to materials primarily for use in “Temporal Super Resolution”, an updated TXAA filter primarily geared towards lazy phone game upscaling from 240p for 1080p that sh*tty games like Demon’s Souls use because they perform terribly. Incidentally, you can use TSR as a standard AA filter without any upscaling at all.

Conventionally, upscaling filters like DLSS and FSR have produced unusable, horrendous results. They are terrible. Dragon’s Dogma 2 yields how insane the ghosting, shimmering and general corruption is with this software.

However, TSR is an Epic-developed solution and it represents a significant step up from TXAA in overall functionality, and more importantly a lot of language used in the 5.4 update seems to indicate Epic is aware of, and trying to resolve, the issues temporal filters have with anything that uses motion.

“Has Pixel Animation” is primarily targeted towards WPO animations like those on trees and grass. It’s a flag that basically tells the filter to compensate for pixel velocities it can’t read so it doesn’t ghost them as badly. Basically, it makes foliage usable in TSR whereas prior to 5.4 it simply wasn’t.

UE 5.4 AXX-relevant Notes (1)

I had hoped this setting might have been targeted for flipbook animations, but it’s grayed out on the materials.

You can force it on by the material instance.

UE 5.4 AXX-relevant Notes (2)

All TAA solutions destroy particle effects. UE 5 has been gradually adding settings that compensate ever so slightly for this, but few dedicated to this specific problem. Notably, the extremely severe smearing from 5.3 is subdued in 5.4 and close-up particles look acceptable now. However, they still become very soft at a distance. There is the possibility that slamming out high emissive variance might compensate this somewhat, but that would require a degree of experimentation I don’t feel like doing right now.

UE 5.4 AXX-relevant Notes (3)
UE 5.4 AXX-relevant Notes (4)

There’s another experiment to try.

Since the textures are being mipped the further you go out they are already losing detail and resolution. I noted during messing with Faber’s assets that she was using a mip bias on hair to try to compensate for that (it didn’t help much). This came from the paragon assets she was using for her source materials.

Mip bias effectively forces the engine to push mip levels in a certain direction, whom normally scale down from 0, to, 1, etc. dropping resolution the further you get away. It means it won’t drop mip levels as quickly or will drop them more quickly by starting at a different “level”. It can be added directly to textures to force a lower resolution. It can be added to materials to change how the material accessing the texture handles its lodding. For example, hair loses its detail quite quickly, so setting a mip bias of -1 would keep it sharper even further away.

UE 5.4 AXX-relevant Notes (5)
UE 5.4 AXX-relevant Notes (6)
UE 5.4 AXX-relevant Notes (7)

These findings may make TSR viable for the project, which would help metallic scenes in particular as they are a horrendous mess of bright aliasing. However, proper ingame testing will have to wait.

TSR softens the scene considerably by blurring the image, but its improvements in foliage and metallic areas are substantial. It also cleans up the VSM noise. I feel like we’ll be hard pressed to not use it moving forward if the project survives its current struggles. Configuring all of my particles and vfx materials for it and a proper test will ultimately be necessary for deciding either way.

Along the way I was able to discover the cause of the DragonIK crash and reported it to the author, but it remains to be seen if it’s something that I did wrong and an update brought out the bad data in or if its a legitimate bug.

Unrelated to 5.4, I acquired two retargeting-related plugins. One I haven’t tested yet (the free boner snapper), but the “easy pose” one I briefly tested as HKS begged me to figure out if it was any good or not.

To summarize, EasyPose simplifies the pose-matching aspect of retargeting. It’s basically a bandaid for the 50 cal-induced missing legs that the idiotic and rampant disregard for their own rules has earned Epic on the marketplace in which every Tom and Dick releases models that are “on the mannequin skeleton” but are 1.) differently proportioned 2.) differently posed 3.) can even include additional bones in the limbs. Basically, as detailed all throughout my dev series, retargeting is stupid and Epic has done a big f*cksy wucksy.

One part of the puzzle to obtaining a good retarget is the reference pose. Animations are very precise math. Even the slightest decimal deviation causes enormous problems. Many skeletons may be the same but the actual pose is different because authors don’t make content so they have no idea that f*cking around with it in daz 3d breaks compatibility with Unreal in ways that can take the end-user DAYS to make “ok” compensations for inside the editor. Previously, you had to eyeball poses and this just wasn’t good enough. EasyPose does it through code and precisely as the math allows.

UE 5.4 AXX-relevant Notes (8)UE 5.4 AXX-relevant Notes (9)
UE 5.4 AXX-relevant Notes (10)UE 5.4 AXX-relevant Notes (11)

The results are rather promising. The poses, at first glance, especially for the fox look better than my OG setups. There’s still issues with the legs, but not as severe, and of course two-handed weapons are still right out on anything that touches the hands or arms. However, it cleans up a lot of existing work and hypothetically one-handed animations should be quite viable.

Basically, EasyPose takes the tedium, time and guesswork out of pose matching. It doesn’t fix the inherit problems with retargeting. But for something I paid only a couple dollars for it’s nice. Too bad it’s necessary at all, but here we are.

These are the most relevant current developments for the engine and foundations for AXX as of 5.4’s release. I’m doing what I can to research the DragonIK crash and have narrowed it down to a minor setting I can just disable on the units that use it for the time being.

UE 5.4 AXX-relevant Notes (2024)

FAQs

What is so special about Unreal Engine 5? ›

Compared to Unreal Engine 4, Unreal Engine 5 enables developers to more easily create real-time 3D content and experiences. Additionally, UE5 includes updates to the Unreal Editor and enhanced animation and development tools.

Why is 5.3 a big deal? ›

Unreal Engine 5.3 introduces a game-changing improvement for content conversion: Multi-Process Cook. This innovation allows developers to leverage additional CPU and memory resources during the conversion process, drastically reducing the time required to obtain a cooked output.

Is Unreal Engine 5 hard to learn? ›

Unreal Engine 5 is made to be easy for beginners. Its interface is simple and easy to figure out, which is great for people just starting with game development. Learning to make what you want in games might be a bit tricky, but it's not too hard overall.

What are the new features of UE5 4? ›

Among other new features in this release, we've also added Keyframe Scriptability. Motion Matching, an expandable next-gen framework for animation features, is Production-Ready. We've focused on making the toolset robust, performant, and memory-scalable, as well as adding a suite of debugging tools.

Why is Unreal Engine 5 so realistic? ›

Photorealism in computer graphics: One feature in Unreal Engine 5 that boosts the realism of graphics is Nanite — a system that allows games to showcase extremely high-fidelity visuals without suffering performance issues due to high computational costs.

What is Unreal Engine best for? ›

Unreal is a game engine originally created for PC first-person shooters that has become a technological canon for creating AAA games with state-of-the-art graphics. The main feature of Unreal is its support for high-definition graphics, including next-gen physics, lighting, visual effects, and more.

Is the 5.3 being discontinued? ›

Update: A GM spokesperson confirmed to Motor1.com that the V6 and L82 5.3-Liter V8 are officially cut from the 2022 model year lineup. When it comes to engine options, you won't find another automotive segment offering buyers more choices than full-size pickup trucks.

Why is the 5.3 so good? ›

Increased fuel economy

One of the biggest benefits of the 5.3 liter engine is that it can help you save on gas. The engine is designed to be more fuel-efficient than other engines, and it can help you save money over time.

What years of 5.3 are bad? ›

The bad years: 2007-2014

All suffer from the same issues, which can be summed up in two three-letter acronyms: AFM and PCV. AFM is an acronym for "Active Fuel Management," a system that deactivates half the engine's cylinders when not needed.

Can I teach myself Unreal Engine? ›

Self-study

Again, it's possible to create a game on Unreal from scratch using the platform's visual scripting language, so you don't need much experience to use this software. That said, the program is quite comprehensive, and not all free tutorials go deeply into every feature and toolkit.

What should I learn before Unreal Engine 5? ›

The unreal version is macro heavy so it might be best to start with traditional c++ to get the basics down then move to unreal c++. Understand that unreal takes care of somethings for you. There is no difference. But you need to know the basics before you can do all the magic c++ in unreal.

Is Unreal Engine easier than Blender? ›

Ease of Use: Blender has a steep learning curve but has improved over time. Unreal Engine also has a learning curve, especially for traditional developers accustomed to coding, but its Blueprint system eases this somewhat. Community and Support: Both have strong communities.

Who owns Unreal Engine? ›

Answer. Unreal Engine is owned by Epic Games, Inc., an American video game and software development company. Tim Sweeney founded the company in 1991, and it's headquartered in Cary, North Carolina. Epic Games is well-known for creating games like "Fortnite" and the Unreal, Gears of War, and Infinity Blade series.

Why Unreal Engine 4 is better than 5? ›

If you are making a small or medium-sized game, such as a mobile game or a 2D game, then UE4 is a good choice. UE4 is a versatile engine that can be used to create various games. If you are making a large-scale game, such as a AAA game or an open-world game, then UE5 is a better choice.

Why does UE5 use C++? ›

C++ is a powerful programming language that can be used to create high-quality 3D games and applications using the Unreal Engine. A program created using C++ for Unreal Engine will typically be much more complex and detailed than using other languages because it unlocks more minute and specialized development options.

What makes Unreal Engine special? ›

High-Quality Graphics: Unreal Engine is known for its ability to produce photorealistic visuals and detailed environments. Its advanced rendering capabilities, support for dynamic lighting, and physically-based rendering (PBR) help developers create immersive experiences.

Is Unreal Engine 5 worth it? ›

Unreal Engine 5 is a game changer. More than the individual features that have been introduced and the technology that underpins them, there is a sense that many of the future technological developments will be built upon this foundation.

How is Unreal Engine 5 better than 4? ›

The significant difference is the amount of polygons each engine can handle. Polygons are used to create meshes within the game engine, and UE 5 can handle up to 10 billion polygons, while UE 4 can only handle a few million. With UE 5, you can create larger cityscapes and environments than before.

What is Unreal Engine famous for? ›

The Unreal Engine is a powerful game engine that is widely used for developing video games of all sizes and genres. It is known for its high-fidelity graphics and is also used in various industries for real-time 3D visualization, virtual production, and simulation.

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