CRYENGINE 5.4 Preview 5

We are very pleased to bring you the 5.4.0 Preview 5 release. This is another “hot-fix” preview release where we have addressed further issues identified by you our community. This post mirrors our full release notes for the 5th preview release.

Pull Requests

As we promised in the 5.4.0 Preview 3 release, more detailed steps on submitting Pull Requests can now be found here. The following links were first published in the Release Notes for the 5.4.0 Preview 3 release.
You can visit the below page for more information on handling pull request in the CRYENGINE:
CRYENGINE GitHub pull requests are go!
For general information provided by GitHub regarding Pull Requests, please refer this page.

Accessing the 5.4.0 Preview 5 Release
Code Interface Changes

For more, see the Important CRYENGINE 5.4 Data and Code Changes article.
If you are upgrading from CRYENGINE 5.3, please read this topic: Migrating from CRYENGINE 5.3 to CRYENGINE 5.4.
Release Notes / Change List:

Known Issues

CRASH: (Schematyc/Particle) If too many or large graphs are opened or created, then the Sandbox Editor runs out of GDI and or USER handles, resulting in a crash.
CRASH: (GameLauncher) Loading a newly generated and exported Woodland map in the GameLauncher will cause a crash on AMD Graphics cards.


Engine General

Fixed: CAdvancedAnimationComponent::SetMotionParameter not respecting motion parameter overrides coming from higher-level systems.
Fixed: Unresponsive fragment transitions when calling CAdvancedAnimationComponent::QueueFragment. Also fixed a related memory leak issue.
Fixed: Inability to disable collisions on physics primitive components.
Fixed: Mesh and primitive components using incorrect entity slot ids.
Fixed: Schematyc objects not triggering start node when spawned dynamically after gameplay has started.
Fixed: Remote console deadlock on shutdown.


Fixed: Releasing render pipeline when the renderer is released.

Action General

Fixed: Persistent debug not working in Sandbox Editor.


Fixed: (Third Person Shooter) Warning spam issue - occurring during camera movement by introducing more inertia when toggling the state of Mannequin tags.
Tweaked: (Third Person Shooter) Introduced a simple mouse input smoothing filter to mitigate jerky motion when turning around.

Graphics and Rendering

Renderer General

Fixed: Nullptr-access when shader-creation fails.
Fixed: Texture-pointer invalidation by inverse weak-pointer pattern.
Fixed: Fatal error when the renderer cannot create its device. Also now shows a proper messsage when a non-vulkan GPU is used in combination with Vulkan renderer.
Fixed: Warning in Notification Center after map is loaded.

3D Engine

Fixed: Crash in LightVolumes caused by light count exceeding local array bounds. Added constant for limit.


Fixed: Serialisation conversion bug.
Fixed: Some example effects in Engine Assets - now work properly.
Fixed: Particle Entity Components now reliably activate and deactivate emitters, without creating duplicates. Emitters no longer spawn particles when inactive.


Editor General

Fixed: Crash where code tried to remove a non existing entity and accessed an invalid pointer.
Fixed: Crash when showing Navigation Area context menu.
Fixed: Navmesh wasn't updated when editing holes in terrain.
Fixed: Navigation areas sligtly offset bellow the terrain after creation.
Fixed: Public Schematyc components not allowing modification of Transform.
As always, thank you for your feedback, please keep it coming through the usual channels; most noteworthy our crash reporter and the dedicated CRYENGINE 5.4 Preview feedback thread on the forums.

If the engine crashes, please consider sending a crash report via the pop-up.

Don't forget to let us know what happened before it crashed in the notes - that helps us identifying issues quicker and addressing them faster; making for a more stable version for everybody in the next release.
Reminder: This is an experimental release; it's not production ready! Features are in beta, most things are subject to change, bugs and crashes _will_happen. We want you to help reporting what's working and what isn't so we can process your feedback and make for a great and stable production ready release, soon. Back up your projects before working with any of the Preview versions to make sure your core project is save.

Cool, with that out of the way, get CRYENGINE 5.4 Preview 5 here and have fun! =)

Re: CRYENGINE 5.4 Preview 5

What are "the usual channels" for reporting bugs? I have reported several bugs by creating github issues. Most notably there are some architectural issues that should be resolved. I have received no response at all when reporting these issues so I am not sure if I am using "the usual channels". Please see:
Hey there. All issues reported through GitHub are directly fed into our issue tracker and JIRA, so that QA can verify them. Unfortunately, as we receive an increasing number of bugs during the Preview period, you won't always receive a reply. But I will follow up with our QA to make sure your reports where received.

Thanks for helping us improving our service & product!
CRYENGINE Community Developer

I'm manning the CRYENGINE stations on Facebook & Twitter as well, so come and say hi!
My personal Twittering may contain nuts.

Get to know me.

Re: CRYENGINE 5.4 Preview 5

Some of the technologies from the game Robinson, migrated in 5.4 (Improved anti-aliasing, Extended Detail Bending) What about Prey 2? RENDER TO TEXTURE will flow in CE5?
Why would technology from Prey 2 make it's way to CRYENGINE 5? Arkane is not required to share the tech you know.

Re: CRYENGINE 5.4 Preview 5

Some of the technologies from the game Robinson, migrated in 5.4 (Improved anti-aliasing, Extended Detail Bending) What about Prey 2? RENDER TO TEXTURE will flow in CE5?
Why would technology from Prey 2 make it's way to CRYENGINE 5? Arkane is not required to share the tech you know.
So there is nothing to share! RENDER TO TEXTURE Is in absolutely any engine, even in games of a decade ago. This technology is not only in Cryengine

Re: CRYENGINE 5.4 Preview 5

What i like the most is that Crytek is MAKING GAMES and SHARING the tools with our community.

I am sure there is more awesome things to come from the HUNT: SHOWDOWN team :)

Meanwhile, the new antialising (TSAA) / terrain blending / substance integration / component system are making me very happy :) Counting the seconds until the official 5.4 release.

A quick doubt about the new antialiasing: why there is no mention to it in the preview´s release notes? But in the docs it´s saying it is in 5.4 release.

Re: CRYENGINE 5.4 Preview 5

Super happy they integrate tech from their games.

Did you notice the particle presets from Hunt in the new Particle Editor? From those assets you can super easily create rain, snow, mist, lightning and explosion particles :)

Rightclick in Effects Windows and check Advanced.

Who is online

Users browsing this forum: No registered users and 1 guest