StreamlineDLSSG Plugin Initialization Timing Issue

The LoadingPhase of the StreamlineDLSSGBlueprint module in the StreamlineDLSSG plugin is set to PostEngineInit.

When using functions from StreamlineDLSSGBlueprint in a GameInstance blueprint, there are no issues in the editor or packaged builds.

However, in launch game, the GameInstance blueprint compiles before the StreamlineDLSSGBlueprint module is loaded, resulting in an compile error and causing the GameInstance to malfunction.

In use pin DLSSGMode no longer exists on node SetDLSSGMode . Please refresh node or break links to remove pin.

Looking at the DLSSBlueprint module of the DLSS plugin, its LoadingPhase is set to PostConfigInit.

It would be good if the StreamlineDLSSGBlueprint module’s LoadingPhase could also be set to PostConfigInit in the next release.

Oh wow that actually fixes dlss blueprints breaking after saving a project.

Thanks @jof4002

I had to fix it in StreamlineDLSSG.uplugin and StreamlineReflex.uplugin

It fixed all the error blueprints while restarting the engine, but for some reason all the nodes related to “Is Supported feature” like Is NVIDIA DLSS-FG Supported is still not working. Any hint on how to fix that?

@spycodex I’ve fixed the loading phase for all three Blueprint modules:

  • StreamlineCore - StreamlineBlueprint
  • StreamlineDLSSG - StreamlineDLSSGBlueprint
  • StreamlineReflex - StreamlineReflexBlueprint

The “feature supported” functions are located in the StreamlineCore plugin. Please take a look.

Here’s my StreamlineCore uplugin, still not working the feature supported blueprints. None of them.

{
“FileVersion”: 3,
“Version”: 115,
“VersionName”: “4.0.0-SL2.7.3”,
“FriendlyName”: “NVIDIA Streamline Core (hidden, implementation detail)”,
“Description”: “Please use the specific NVIDIA Streamline feature plugins for DLSS-FG etc”,
“Category”: “Rendering”,
“CreatedBy”: “NVIDIA”,
“CreatedByURL”: “Streamline | NVIDIA Developer”,
“DocsURL”: “”,
“MarketplaceURL”: “https://www.unrealengine.com/marketplace/en-US/product/nvidia-dlss”,
“SupportURL”: “mailto:DLSS-Support@nvidia.com”,
“EngineVersion”: “5.5.0”,
“CanContainContent”: false,
“Installed”: true,
“Modules”: [
{
“Name”: “StreamlineShaders”,
“Type”: “Runtime”,
“LoadingPhase”: “PostConfigInit”,
“PlatformAllowList”: [
“Win64”
]
},
{
“Name”: “StreamlineCore”,
“Type”: “Runtime”,
“LoadingPhase”: “PostEngineInit”,
“PlatformAllowList”: [
“Win64”
]
},
{
“Name”: “StreamlineBlueprint”,
“Type”: “Runtime”,
“LoadingPhase”: “PostConfigInit”
},
{
“Name”: “StreamlineRHI”,
“Type”: “Runtime”,
“LoadingPhase”: “PostSplashScreen”,
“PlatformAllowList”: [
“Win64”
]
},
{
“Name”: “StreamlineD3D11RHI”,
“Type”: “Runtime”,
“LoadingPhase”: “None”,
“PlatformAllowList”: [
“Win64”
]
},
{
“Name”: “StreamlineD3D12RHI”,
“Type”: “Runtime”,
“LoadingPhase”: “None”,
“PlatformAllowList”: [
“Win64”
]
}
]
}

EDIT: I solved the problem by creating a new plugin myself that retrieves the GPU brand and name, and then I created a macro library to get the same results. It’s working now. But it’s very frustrating that they gave us such a poorly structured and broken plugin.

this made me loose my mind LOL but ty for the fix