CRYENGINE 5.5 Preview 6 is live!

#1
CRYENGINE 5.5 Preview 6 is available now through CRYENGINE launcher and GitHub! As you know, work never stops on the development of the engine, and today’s update pushes things forward with 20+ improvements and some important middleware updates. We couldn’t have put this update together without the help of our community, so as ever, we’d like to thank everyone for all your feedback and suggestions. Keep it coming!
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Accessing the 5.5.0 Preview 5 Release
CRYENGINE Preview versions are now available through the CRYENGINE Launcher.
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Having logged into the CRYENGINE Launcher go to LIBRARY -> My Engines where your currently installed and available Engines are listed. From there Engines can be updated (installed).

GitHub

CRYENGINE Previews can still be obtained from GitHub as can full Sandbox Editor source code.

Preview Engine versions are also available from Github, however Sandbox Editor source code is only available via Github.
  1. Go to: https://github.com/CRYTEK/CRYENGINE/rel ... 0_preview6
  2. Download CRYENGINE_preview_5.5.0.327_pc.zip
  3. Unzip it somewhere and open the directory “CRYENGINE_preview_5.5.0.327_pc”
  4. Double click on InstallEngine.bat
For more information on getting started with the CRYENGINE source code from GitHub please visit our technical documentation on Building the Engine from Source Code.

Code Interface Changes

For more information, see the Important CRYENGINE 5.5 Data and Code Changes article.

If you are upgrading from CRYENGINE 5.4, please read this topic: Migrating from CRYENGINE 5.4 to CRYENGINE 5.5.

Known Issues

All Known Issues are Work in Progress. If you encounter those or similar problems please let us know, but be aware that we are already looking into it.

  • RENDERER: Reflections are broken if a material is attached to a object. Can be tweaked with "r_ssreflsamples" and "r_ssrefldistance".
  • CRASH: Vulkan crashes after level load.
  • CRASH: Sandbox Editor crashes if a particle effect is placed in the level and is opened in the Particle Editor.
  • DESIGNER TOOL: (VS2017) Objects may be invisible after levelload/chainload.
    Workaround: Enable, then disable e_permanentRenderObjects 0/1.
  • C#: Using the CRYENGINE C# extension for Visual Studio 2017 to start the GameLauncher, Sandbox Editor or Server can cause an error when used in the latest version of Visual Studio 2017. More information and a fix for this issue can be found here.
  • ENTITY: Light Projector does not cast any shadows.
  • ENTITY: Using an entity/component as movement, rotation pivot/joint in Trackview does not play the animation in-game and or in pure game.
Release Notes

Audio

Middleware Updates
  • Updated to Wwise SDK 2018.1.0 (NOTE: If using CRYENGINE 5.5.0 Preview 6 (and future versions of CRYENGINE), then users MUST update their Wwise version to at least version 2018.1.0 or later. NOTE: Earlier versions of CRYENGINE i.e. up to and including CRYENGINE 5.5.0 Preview 5 MUST use a Wwise version that is prior to Wwise 2018.1.0.
  • Updated to Fmod Studio 1.10.07.
Core/System

Action General
  • Fixed: Container Entities do not output correct data.
Graphics and Rendering

Renderer General
  • Fixed: GetDebugName platform ifdef - fixed compilation for Durango.
  • Fixed: Scaleform memory leak.
  • Fixed: Pipeline State Object (PSO) pool growing unbounded.
  • Tweaked: Allow recursive release of rendernodes.
Additional Fixes
  • Fixed: (Entity System) Crash after jumping into any level and trying to exit.
  • Fixed: (Entity System) Unremovable entities were not hidden when they were removed.
  • Fixed: (Renderer) Missing information in water volume reflections.
  • Fixed: (Sandbox Editor) Opening a level through the Asset Browser will set the wrong level path. When saving a level, legacy code in mission, terrain, vegetation etc. will fail to resolve the path.
  • Fixed: (CryDefaultEntities) Assertion and crash in the MannequinObject after deletion. The MannequinObject was changed to an IEntityComponent but still behaved like a GameObject on shutdown.
  • Tweaked: (Animation) Vcloth parameter names have been changed in order to clarify that constraints are enforced and propagated locally between nearest neighbors only. NOTE: Users will need to override defaults and set the values for the new Nearest Neighbor Distance Constraints (NNDC) parameters.
  • Tweaked: (Character Tool) Checkbox for NNDC now switches to disabled after re-loading.
  • Tweaked: (Water Volumes) Added more parameters.
  • Tweaked: (Water Volumes) Improved fade-out parameters to suppress glaring step-artifacts between missing and non-missing Screen Space Reflection(s) (SSR) information.
  • Tweaked: (Sandbox) Don't handle mouse events in Level Editor Viewport if no level is loaded.
  • Tweaked: (Renderer) Move GPU particles update into Update() rather than Execute().
Reminder: This is an experimental release and features are subject to changes, bugs, and gremlins, as you’d expect with a beta production. Please back up your projects before working with any of our latest builds to make sure your core project is safe. If you find an issue please reach out to us via the feedback thread or report issues via GitHub Issue Reporter. We hope you enjoy the build and we look forward to seeing what you can do with it.

How to report Crashes: In case of engine crashes, please use the Crash Reporter in the launcher when it pops up and don't forget to attach all reports! We hope you enjoy the build and we look forward to seeing what you can do with it. For guides on how to best submit an issue or if you need to contact customer support, please review the 'How to contact CRYENGINE Official Support Channels' landing thread on the forum.
You can also discuss the news with our devs and your fellow CryENGINEERs on our CRYENGINE Community Discord channel.

- Your CRYENGINE Team

Re: CRYENGINE 5.5 Preview 6 is live!

#3
I found two bugs:
1 - when I use meter unit with big unit in terrain in time that I want make a new level in sandbox, after a few load,terrain hidden!
2 - when I want make a text box for property in properties windows with c++, I see an error , this error related to string data type, but for float data type, I no have problem, I tested for material file name, model filename, etc without problems but I see this error is for only string data type, I do know with the situation , how to make a text box in properties window in sandbox :-(

Please fix this two bugs...
Thank you
C++ Programmer
https://www.youtube.com/AhmadKarami

Re: CRYENGINE 5.5 Preview 6 is live!

#4
01-I found a new bug , I tested hide functions for player in ce 5.5 beta 6, but does not work! But for hide playet in ce 5.4 final, does work! I am sure crytek need to a debugger for add to debugger team like as me

02-I analyzed physics functions with cryphysics library, here is a obstacle and friction issue for mass and rigid type with newton unit for impulse function, I used unity, I don't see this obstacle and friction issue in unity, when enemy shoot bullets to player , bullets come down to the ground with a curve , it is not true! I use this for unity without problem but this problem exist in Cryengine 5.4 and 5.5, also when I use mass=1 or 2-7-8 , bullets fly to sky!!! How are you bullets enemy ? Mass is 1 -2 - to 8 kilo garam (kg or g) , you must fly to down not to fly up to sky!!!
Oh my god, when I want use of ENTITY_EVENT_UPDATE in bullets enemy, bullets will be hide just like ghost!!!

03 - look at simulate , I do but when shoot bullets to player , I see offsets distancd of player related to bullets enemy!!! I used this coded for unity, I used without problem in unity but I have problem in Cryengine, what is happened???

I think , this issued must be solve....

Sincerely

------update
One thing
I used C# in unity
I used C++ in Cryengine
Thanks
C++ Programmer
https://www.youtube.com/AhmadKarami

Re: CRYENGINE 5.5 Preview 6 is live!

#5
It would be great if you can post these bug reports in the issue reporter for GitHub where we can get the reports internally automatically.
https://github.com/crytek/cryengine/issues

Please make sure to provide full reproduction steps if you can, it is hard to discern exactly what you mean and are trying to do.
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