Updated on 30th Oct 2022

State of Unreal Engine 5

As of April 5th 2022, Unreal Engine 5.0 has officially released. Of course, the first thing that happens to tool and asset creators is that everyone comes in with the same question: "When will you update to UE5?"

First of, the final release of UE 5.0 is a lot more stable than the shared preview versions before. However, it still introduces a ton of changes and problems that directly affect the amount of work needed to be able to update a project to it.

When will Divivor's Assets get updated to Unreal Engine 5.0?

As soon as possible, but it's not as easy as it sounds at first. I am working on updating all of my existing Asset Packs to UE 5.0, but I am unable to give you a time frame when this may happen at the moment. This includes:

  • Simple Light Painter
  • First Person Puzzle Template
  • Simple Mesh Fractals
  • Simple Orbit Manager
  • Advanced Asteroid System

Updates to UE5 are not guaranteed. Also see End of Sales on same Assets

๐Ÿ”ฝ For information regarding the ๐Ÿ‘“ VRGK - Virtual Reality Game Kit, please see the FAQ below. ๐Ÿ”ฝ

When will VRGK update to Unreal Engine 5.0?

I do not know and it is impossible for me at the current time to give you a possible time frame. Just know that I am working on it.

Why can't VRGK be used in Unreal Engine 5.0?

You may be able to get it running without any crashes or errors, but you will not get it to work how it used to be in Unreal Engine 4.25 to 4.27. At the moment there are 2 big reasons for this.

  • VR/XR Runtimes have changed and behave differently than before. OpenXR is now the default in UE5, with SteamVR and OculusVR support being slowly deprecated.
  • The new Chaos Physics System does not behave like PhysX used to. Important parts of VRGK will not work like before.

Of course, there is a lot more problems, but this is just to point out the biggest issues. This may not sound very problematic at first, but it is a lot worse once you start to work with it.
You could actually go ahead and try to port a fresh 4.27 VRGK project to UE 5.0. It should become obvious fast that the most important functionalities are not behaving and reacting the same way like before.

What is the plan with VRGK going forward?

As you can see, the release of Unreal Engine 5 is causing a lot more issues than expected at first. This makes me a bit unsure on how to continue with VRGK in general. Ideally it will be possible to use it in UE5 before the end of the year.
In any case, and this has been clear since the preview releases of UE5, I will have to restructure a lot of important parts inside VRGK. This directly means that there will not be an Upgrade path from VRGK 2.X to 3.X. I am aware that this situation is not ideal for all of us, but it is how it is.

VRGK 3.0 will not be compatible with earlier Versions of VRGK! You will not be able to Upgrade your existing projects.

So what are the next steps for the Virtual Reality Game Kit?
Please not that I am unable to give you time frames for the following steps. It is easily possible that there won't be any new information for multiple months.

  1. Fully update VRGK to Unreal Engine 4.27, including OpenXR and other features.
  2. (4.27) Updating the VRGK Project Structure.
    This includes cleanup of unused functionality, better optimizing and naming of existing variables, functions, folders etc.
  3. (4.27) Remaking existing functionality that breaks in UE5, in hopes to get it both working on 4.27 and 5.X (Not guaranteed)
  4. (4.27) Development of VRGK 3.0 Features and Content.
  5. Porting of VRGK 3.0 to Unreal Engine 5.X.
    After this, the future development of VRGK will be done on UE 5.X only.

So, first of you may be wondering why I don't try to go straight to UE5 Development and continue to work on UE4. The easy answer to this is, that UE4 is heavily used and tested. It is as stable as it gets at the moment and there still are and will be projects that will use UE4 instead of UE5.

From my current usage of UE 5.0, it looks not stable at all in a lot of important areas related to my work specifically. This is also why I write 5.X instead of 5.0 above, because at the moment I am actually more aiming towards getting VRGK updated for 5.1 or newer. There is a chance that some of the biggest issues just disappear and get fixed by then.

In any case, doing it this way ensures that VRGK still gets new features and optimizations on its own, without getting stopped by endlessly trying to update it to the new Unreal Engine 5.0 release.
So even in the case that the UE5 Update is still not easily possible by the end of the VRGK 3.0 development, you will still get access to all of the 3.0 Features with Unreal Engine 4.27 and can make games with it.

Again, this situation is not ideal for all of us and I am fully aware of that.
I'm just a single developer on this giant project and my time, knowledge and skills are limited as such.