Release date for DLSS Unreal Engine 5.0.0 Engine Plugin

I have been unable to successfully recompile the “20220322-DLSS-UE5Preview2-Plugin” for use in any version of UE5 that I have access to. If you have documentation on how to recompile these plugins or an expected release timing for a tested and working version I would greatly appreciate it.

Thanks,

Daniel

Hi there @motorsarenumber1 and (belated) welcoem to the NVIDIA developer forums!

I guess by now yo have donwloaded the most current release of the DLSS UE5 plugin from our DLSS developer pages?

I hope you are able to use it as expected!

Thanks!

Thanks!

Yes a working build was released on April 26th and I was able to get it to build and run properly in the project on that date. However, I would still appreciate any recompilation documentation (if available) for patching future plugin releases should official updates be delayed.

I have an issue with rebuilding the UE plugin for 5.1. Can you help?

Microsoft Windows [Version 10.0.19044.2006]
(c) Microsoft Corporation. All rights reserved.

C:\Windows\system32>cd C:\Program Files\Epic Games\UE_5.1\Engine\Build\BatchFiles

C:\Program Files\Epic Games\UE_5.1\Engine\Build\BatchFiles>runuat BuildPlugin -plugin=“E:\DLSS\DLSS.uplugin” -package=“E:\DLSS\DLSS510PreBuild”
Running AutomationTool…
Using bundled DotNet SDK
Starting AutomationTool…
Parsing command line: BuildPlugin -plugin=E:\DLSS\DLSS.uplugin -package=E:\DLSS\DLSS510PreBuild
Initializing script modules…
Total script module initialization time: 0.14 s.
Executing commands…
Copying 160 file(s) using max 64 thread(s)
Reading plugin from E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\DLSS.uplugin…
Building plugin for host platforms: Win64
Running: C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” UnrealEditor Win64 Development -Project=E:\DLSS\DLSS510PreBuild\HostProject\HostProject.uproject -plugin=E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\DLSS.uplugin -iwyu -noubtmakefiles -manifest=E:\DLSS\DLSS510PreBuild\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml -nohotreload -log=“C:\Users\aknit\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-UnrealEditor-Win64-Development.txt”
Log file: C:\Users\aknit\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-UnrealEditor-Win64-Development.txt
Parsing headers for UnrealEditor
Running Internal UnrealHeaderTool E:\DLSS\DLSS510PreBuild\HostProject\HostProject.uproject E:\DLSS\DLSS510PreBuild\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors -installed
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\DLSS\Public\DLSSSettings.h(84): Deprecation: Specifier ‘Config’ has a value which is unused, future versions of UnrealHeaderTool will flag this as an error.
Total of 8 written
Reflection code generated for UnrealEditor in 1.4650787 seconds
Writing manifest to E:\DLSS\DLSS510PreBuild\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml
Building UnrealEditor…
Using Visual Studio 2019 14.29.30146 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (18 physical cores, 36 logical cores)
Executing up to 18 processes, one per physical core
Building 41 actions with 18 processes…
[1/41] Resource Default.rc2
[2/41] Resource Default.rc2
[3/41] Resource Default.rc2
[4/41] Resource Default.rc2
[5/41] Resource Default.rc2
[6/41] Resource Default.rc2
[7/41] Resource Default.rc2
[8/41] Resource Default.rc2
[9/41] Resource Default.rc2
[10/41] Compile SharedPCH.UnrealEd.ShadowErrors.cpp
[11/41] Compile SharedPCH.Engine.ShadowErrors.cpp
[12/41] Compile Module.DLSS.cpp
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\DLSS\Public\DLSSSettings.h(16): fatal error C1083: Cannot open include file: ‘CustomStaticScreenPercentage.h’: No such file or directory
[13/41] Link UnrealEditor-DLSS.lib cancelled
[14/41] Compile DLSSLibrary.cpp
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\DLSS\Public\DLSSSettings.h(16): fatal error C1083: Cannot open include file: ‘CustomStaticScreenPercentage.h’: No such file or directory
[15/41] Compile DLSSBlueprint.init.gen.cpp
[16/41] Compile DLSSLibrary.gen.cpp
[17/41] Link UnrealEditor-DLSSBlueprint.lib cancelled
[18/41] Compile NGXRHI.cpp
[19/41] Link UnrealEditor-NGXRHI.lib
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXRHI\UnrealEditor-NGXRHI.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXRHI\UnrealEditor-NGXRHI.exp
[20/41] Link UnrealEditor-DLSSBlueprint.dll cancelled
[21/41] Compile Module.DLSSEditor.cpp
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\DLSS\Public\DLSSSettings.h(16): fatal error C1083: Cannot open include file: ‘CustomStaticScreenPercentage.h’: No such file or directory
[22/41] Link UnrealEditor-DLSSEditor.dll cancelled
[23/41] Link UnrealEditor-DLSSEditor.lib cancelled
[24/41] Link UnrealEditor-NGXRHI.dll
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXRHI\UnrealEditor-NGXRHI.suppressed.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXRHI\UnrealEditor-NGXRHI.suppressed.exp
[25/41] Compile NGXVulkanRHIPreInit.cpp
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHIPreInit\Private\NGXVulkanRHIPreInit.cpp(61): warning C4996: ‘VulkanRHIBridge::AddEnabledInstanceExtensionsAndLayers’: Please use IVulkanDynamicRHI::AddEnabledInstanceExtensionsAndLayers() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHIPreInit\Private\NGXVulkanRHIPreInit.cpp(64): warning C4996: ‘VulkanRHIBridge::AddEnabledDeviceExtensionsAndLayers’: Please use IVulkanDynamicRHI::AddEnabledDeviceExtensionsAndLayers() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
[26/41] Link UnrealEditor-NGXVulkanRHIPreInit.lib
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXVulkanRHIPreInit\UnrealEditor-NGXVulkanRHIPreInit.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXVulkanRHIPreInit\UnrealEditor-NGXVulkanRHIPreInit.exp
[27/41] Compile NGXD3D11RHI.cpp
[28/41] Link UnrealEditor-NGXD3D11RHI.lib
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXD3D11RHI\UnrealEditor-NGXD3D11RHI.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXD3D11RHI\UnrealEditor-NGXD3D11RHI.exp
[29/41] Compile NGXD3D12RHI.cpp
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(213): error C2039: ‘GetCommandContext’: is not a member of ‘FD3D12Device’
C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Device.h(258): note: see declaration of ‘FD3D12Device’
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(264): error C2039: ‘GetCommandContext’: is not a member of ‘FD3D12Device’
C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Device.h(258): note: see declaration of ‘FD3D12Device’
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(314): error C2039: ‘GetCommandContext’: is not a member of ‘FD3D12Device’
C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Device.h(258): note: see declaration of ‘FD3D12Device’
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(315): error C2039: ‘GetCommandContext’: is not a member of ‘FD3D12Device’
C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Device.h(258): note: see declaration of ‘FD3D12Device’
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(315): error C2039: ‘GetCommandContext’: is not a member of ‘FD3D12Device’
C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Device.h(258): note: see declaration of ‘FD3D12Device’
[30/41] Link UnrealEditor-NGXD3D12RHI.dll cancelled
[31/41] Link UnrealEditor-NGXD3D12RHI.lib cancelled
[32/41] Compile NGXVulkanRHI.cpp
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(110): warning C4996: ‘VulkanRHIBridge::GetDevice’: Use IVulkanDynamicRHI instead of FVulkanDevice directly. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(120): warning C4996: ‘VulkanRHIBridge::GetInstance’: Please use IVulkanDynamicRHI::RHIGetVkInstance() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(121): warning C4996: ‘VulkanRHIBridge::GetPhysicalDevice’: Please use IVulkanDynamicRHI::RHIGetVkPhysicalDevice() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(122): warning C4996: ‘VulkanRHIBridge::GetLogicalDevice’: Please use IVulkanDynamicRHI::RHIGetVkDevice() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(254): error C2065: ‘FVulkanTextureBase’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(254): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(254): error C2061: syntax error: identifier ‘FVulkanTextureBase’
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(262): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(262): error C2672: ‘EnumHasAnyFlags’: no matching overloaded function found
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(264): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(265): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(266): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(268): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(269): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(270): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(272): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(274): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(275): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(278): error C2065: ‘VulkanTexture’: undeclared identifier
E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\NGXVulkanRHI\Private\NGXVulkanRHI.cpp(279): error C2065: ‘VulkanTexture’: undeclared identifier
[33/41] Link UnrealEditor-NGXVulkanRHI.dll cancelled
[34/41] Link UnrealEditor-NGXVulkanRHI.lib cancelled
[35/41] Compile Module.DLSSUtility.cpp
[36/41] Link UnrealEditor-DLSSUtility.lib
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\DLSSUtility\UnrealEditor-DLSSUtility.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\DLSSUtility\UnrealEditor-DLSSUtility.exp
[37/41] Link UnrealEditor-DLSS.dll cancelled
[38/41] Link UnrealEditor-NGXVulkanRHIPreInit.dll
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXVulkanRHIPreInit\UnrealEditor-NGXVulkanRHIPreInit.suppressed.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXVulkanRHIPreInit\UnrealEditor-NGXVulkanRHIPreInit.suppressed.exp
[39/41] Link UnrealEditor-NGXD3D11RHI.dll
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXD3D11RHI\UnrealEditor-NGXD3D11RHI.suppressed.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\NGXD3D11RHI\UnrealEditor-NGXD3D11RHI.suppressed.exp
[40/41] Link UnrealEditor-DLSSUtility.dll
Creating library E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\DLSSUtility\UnrealEditor-DLSSUtility.suppressed.lib and object E:\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Intermediate\Build\Win64\UnrealEditor\Development\DLSSUtility\UnrealEditor-DLSSUtility.suppressed.exp
[41/41] WriteMetadata UnrealEditor.target cancelled
Took 110.21459399999999s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\aknit\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-UnrealEditor-Win64-Development.txt)
AutomationTool executed for 0h 2m 7s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED

C:\Program Files\Epic Games\UE_5.1\Engine\Build\BatchFiles>