Unreal Engine 5.5 <> DLSS 3.7.20 compilation error

Hi guys

Apologies if there is already a thread or a public announcement, but do we have an ETA for DLSS to support Unreal Engine 5.5?

The download page doesn’t have the 5.5 option. (DLSS - Download and Get Started | NVIDIA Developer)

I tried to continue using the 5.4 version after upgrading our in-house Engine to 5.5, but ran into compilation errors:

Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(234): error C2660: 'ID3D12DynamicRHI::RHIGetGraphicsCommandList': function does not take 1 arguments
Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp(382): error C2660: 'ID3D12DynamicRHI::RHIFinishExternalComputeWork': function does not take 2 arguments
Plugins\Streamline\Source\StreamlineD3D12RHI\Private\StreamlineD3D12RHI.cpp(222): error C2660: 'ID3D12DynamicRHI::RHIGetGraphicsCommandList': function does not take 1 arguments
Plugins\Streamline\Source\StreamlineD3D12RHI\Private\StreamlineD3D12RHI.cpp(369): error C2660: 'ID3D12DynamicRHI::RHIGetGraphicsCommandList': function does not take 1 arguments
Plugins\Streamline\Source\StreamlineD3D12RHI\Private\StreamlineD3D12RHI.cpp(383): error C2660: 'ID3D12DynamicRHI::RHIGetGraphicsCommandList': function does not take 1 arguments

Any guidance or help is appreciated!

Adding more details.

Hardware: Windows Server 2022 VM on Google Cloud. It’s a build machine without a GPU, as we only use it to compile our game and Unreal Editor.

  • Visual Studio 2022 v17.10
  • Windows SDK 10.0.22621.0
  • LLVM clang18.1.0 (for Linux cross-compilation only; unused here)
  • .NET 4.6.2 Targeting Pack
  • .NET 8.0

We’ve been using the same machine to compile UE 5.1 - 5.4 & DLSS.

@MarkusHoHo would you be able to help us?

Hi @macgnw, welcome to the NVIDIA developer forums.

I am afraid I will not be able to help since we have not updated the plugin for UE 5.5 yet.

There is also no ETA yet for a possible release.

Sorry!

No problem, Markus! Thanks for replying.
I will keep an eye on the release channel then (Releases · NVIDIA/DLSS · GitHub)

We can mark this resolved.

Greetings,

While also waiting for the DLSS plugin update, I managed to fix the 3.7.20 compilation errors by passing the “CmdList” variable as the first parameter to all the problematic function calls.

Now, they should look like this:

D3D12RHI->RHIGetGraphicsCommandList(CmdList, D3D12RHI->RHIGetResourceDeviceIndex(Resource.Texture));

I haven’t had time to test it at runtime, but at least you’ll be able to build your project and give it a try.

Best regards,
Dmytro

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Thank you @dmitrybondaruk for chiming in and welcome.

The impression I got from talking to engineers is also that it should not be too complex a fix, but nothing we could just push out there right now, it has to wait for a properly QA’d future release.

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Thank you both!

@dmitrybondaruk you beat us to it :) Our engineers just found that too. But as Markus said, let’s wait for the proper triage and release. No pressure.

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For the impatient people like myself, DLSSUpscaler.cpp also needs to be changed to accommodate the following API change in 5.5:

For external users of "r.PostProcessing.PropagateAlpha", calls to FindTConsoleVariableDataInt(..) will need to be replaced with regular FindConsoleVariable(..), since the former call would silently fail on a (now) boolean console variable.

Seems to work fine so far…
Of course looking forward to the official release, but like previously stated, no pressure. :)

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We are also seeing an occasional pause when loading our level (our level is super heavy). Disabling DLSS seems to fix it… just thought I’d mention

Great information, @coffeecradle !

But how can I Just use the Raytracing Feature at the Widget(User Interface )? Because only Nvidia Console Commands Works. To Turn IT of and on.Thats why I used the DLSS whole Plugin and Project File

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Hello MarkusHoho, I am eagerly waiting for DLSS for Unreal engine 5.5 as now it is production-ready.
We have an amazing project and the updates that 5.5 brings are very interesting for what we are willing to achieve.
I really can use the updated dlss. please let us all know any ETA. Thank you so much

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It would be great to have an ETA right now but even just a “notification” right when the update (and future updates) will be available.

I’d subscribe to that “newsletter”, does it exists?

I think you are talking about Blueprints. To achieve the activation/deactivation of DLSS you can add the instructions via blueprint (that under the hood generally triggers console commands).

You can also try this gem from a my friend : GitHub - Adriwin06/Ultimate-CommonUI-Menu-System: This project provide the Ultimate Modular Menu System for Unreal Engine 5 using Common UI where everything is easy to reuse/build on. For the options menu, there is everything you need from basic scalability settings to DLSS/FSR/XeSS/NIS/TSR settings but also Post Process or Lumen settings and NvRTX settings like RTXDI or SER. (currently works on 5.4 for example)

I tried quite a bit getting DLSS to work on 5.5 but it’s just not happening. It compiled fine and loads up but DLSS just does not activate. Works in 5.4 though (obviously).

LogDLSSBlueprint: Loaded DLSS-SR plugin version 3.7.3
LogDLSSNGXVulkanRHIPreInit: FNGXVulkanRHIPreInitModule::StartupModule Enter
LogDLSSNGXVulkanRHIPreInit: GetSelectedDynamicRHIModuleName = D3D12RHI
LogDLSSNGXVulkanRHIPreInit: VulkanRHI is not the active DynamicRHI; skipping of pregistering the required NGX DLSS Vulkan device and instance extensions via the VulkanRHIBridge
LogDLSSNGXVulkanRHIPreInit: FNGXVulkanRHIPreInitModule::StartupModule Leave
LogDLSS: FDLSSModule::StartupModule Enter
LogDLSS: PluginBaseDir P:/UnrealEngineProjects/FPEACE/Plugins/Marketplace/DLSS
LogDLSS: NGXBinariesDir P:/UnrealEngineProjects/FPEACE/Plugins/Marketplace/DLSS/Binaries/ThirdParty/Win64/
LogDLSS: GDynamicRHIName NVIDIA D3D12
LogDLSS: Plugin settings: NGXAppId = 0
LogDLSS: NGX Application ID not specified, using the Project ID by default.
LogDLSSNGXRHI: FNGXRHIModule::StartupModule Enter
LogDLSSNGXRHI: FNGXRHIModule::StartupModule Leave
LogDLSSNGXRHI: Searching for custom and generic DLSS binaries
LogDLSSNGXRHI: NVIDIA NGX DLSS binary nvngx_dlss.dll not found in search path P:\UnrealEngineProjects\FPEACE\Binaries\ThirdParty\NVIDIA\NGX\Win64\
LogDLSSNGXRHI: NVIDIA NGX DLSS binary nvngx_dlss.dll not found in search path P:\UnrealEngineProjects\FPEACE\Intermediate\ProjectFiles\Binaries\ThirdParty\NVIDIA\NGX\Win64\
LogDLSSNGXRHI: NVIDIA NGX DLSS binary nvngx_dlss.dll found in search path P:\UnrealEngineProjects\FPEACE\Plugins\Marketplace\DLSS\Binaries\ThirdParty\Win64\
LogDLSSNGXRHI: DLSS model OTA update enabled
LogDLSSNGX: [SDK]: [2024-11-29 06:53:28] [NGXSafeInitializeLog:141] App logging hooks successfully initialized
LogDLSSNGX: [Core]: [2024-11-29 06:53:28] [NGXSafeInitializeLog:133] App logging hooks successfully initialized
LogDLSSNGX: [DLSS]: [2024-11-29 06:53:28] [tid:17588][NGXInitLog:219] App logging hooks successfully initialized
LogDLSSNGX: [DLSS]: [2024-11-29 06:53:28] [tid:17588][NGXInitLog:226] Built with APP_NAME = custom_engine_generic
LogDLSSNGXD3D12RHI: NVSDK_NGX_D3D12_Init_with_ProjectID(ProjectID = E81A9E2843F89D6A998ED08BF1C8A5B3, EngineVersion=5.5, APIVersion = 0x15, Device=000001C461D41440) -> (1 NVSDK_NGX_Result_Success)
LogDLSSNGXD3D12RHI: NVSDK_NGX_D3D12_Init (Log P:/UnrealEngineProjects/FPEACE/Saved/Logs/NGX/NGX_2024.11.29-06.53.28_4D36B33F48C6E454BDBB74BE53DD7647) -> (1 NVSDK_NGX_Result_Success)
LogDLSSNGXD3D12RHI: NVSDK_NGX_D3D12_GetCapabilityParameters -> (1 NVSDK_NGX_Result_Success)
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSampling_NeedsUpdatedDriver -> (1 NVSDK_NGX_Result_Success), bNeedsUpdatedDriver = 0
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSampling_MinDriverVersionMajor -> (1 NVSDK_NGX_Result_Success), MinDriverVersionMajor = 445
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSampling_MinDriverVersionMinor -> (1 NVSDK_NGX_Result_Success), MinDriverVersionMinor = 0
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSamplingDenoising_NeedsUpdatedDriver -> (1 NVSDK_NGX_Result_Success), bNeedsUpdatedDriver = 0
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSamplingDenoising_MinDriverVersionMajor -> (1 NVSDK_NGX_Result_Success), MinDriverVersionMajor = 0
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSamplingDenoising_MinDriverVersionMinor -> (1 NVSDK_NGX_Result_Success), MinDriverVersionMinor = 0
LogDLSSNGXRHI: NVIDIA NGX DLSS is supported by the currently installed driver. Minimum driver version was reported as: 445.0
LogDLSSNGXRHI: NVIDIA NGX DLSS-RR is supported by the currently installed driver. Minimum driver version was reported as: 0.0
LogDLSSNGXRHI: Get NVSDK_NGX_EParameter_SuperSampling_Available -> (1 NVSDK_NGX_Result_Success), DlssAvailable = 1
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSamplingDenoising_Available -> (3134193680 NVSDK_NGX_Result_FAIL_UnsupportedParameter), DlssRRAvailable = 0
LogDLSSNGXRHI: Get NVSDK_NGX_Parameter_SuperSamplingDenoising_FeatureInitResult -> (3134193680 NVSDK_NGX_Result_FAIL_UnsupportedParameter), NVSDK_NGX_Parameter_SuperSamplingDenoising_FeatureInitResult = (3134193664 NVSDK_NGX_Result_Fail)
LogDLSSNGXRHI: NGX_DLSS_GET_OPTIMAL_SETTINGS -> (1 NVSDK_NGX_Result_Success)
LogDLSS: QualityMode -2: bSupported = 1, ResolutionFraction = 0.3330. MinResolutionFraction=0.3330,  MaxResolutionFraction 0.3330
LogDLSSNGXRHI: NGX_DLSS_GET_OPTIMAL_SETTINGS -> (1 NVSDK_NGX_Result_Success)
LogDLSS: QualityMode -1: bSupported = 1, ResolutionFraction = 0.5000. MinResolutionFraction=0.5000,  MaxResolutionFraction 1.0000
LogDLSSNGXRHI: NGX_DLSS_GET_OPTIMAL_SETTINGS -> (1 NVSDK_NGX_Result_Success)
LogDLSS: QualityMode 0: bSupported = 1, ResolutionFraction = 0.5800. MinResolutionFraction=0.5000,  MaxResolutionFraction 1.0000
LogDLSSNGXRHI: NGX_DLSS_GET_OPTIMAL_SETTINGS -> (1 NVSDK_NGX_Result_Success)
LogDLSS: QualityMode 1: bSupported = 1, ResolutionFraction = 0.6670. MinResolutionFraction=0.5000,  MaxResolutionFraction 1.0000
LogDLSSNGXRHI: NGX_DLSS_GET_OPTIMAL_SETTINGS -> (1 NVSDK_NGX_Result_Success)
LogDLSS: QualityMode 2: bSupported = 0, ResolutionFraction = 0.0000. MinResolutionFraction=0.0000,  MaxResolutionFraction 0.0000
LogDLSSNGXRHI: NGX_DLSS_GET_OPTIMAL_SETTINGS -> (1 NVSDK_NGX_Result_Success)
LogDLSS: QualityMode 3: bSupported = 1, ResolutionFraction = 1.0000. MinResolutionFraction=0.9900,  MaxResolutionFraction 1.0000
LogDLSS: NumRuntimeQualityModes=5, MinDynamicResolutionFraction=0.5000,  MaxDynamicResolutionFraction=1.0000
LogDLSS: NVIDIA NGX DLSS supported SR=1 RR=0
LogDLSS: FDLSSDenoiserWrapper(Active) wrapping ScreenSpaceDenoiser
LogDLSS: FDLSSModule::StartupModule Leave
LogDLSSEditor: FDLSSEditorModule::StartupModule Enter
LogDLSSEditor: DLSS module 000004EE0FF6EB20, QueryDLSSSupport = 0 DLSSUpscaler = 000004EE0FDA55D0
LogDLSSEditor: FDLSSEditorModule::StartupModule Leave

I did the packaged version of the DLSS 3.7.20 plugin(s) from 5.5 after the fixes.

DISCLAMER 1: i’m not an NVIDIA Developer but for sure i work with Unreal Engine and i like to stay updated with the latest technologies.

DISCLAMER 2: This version i made is not meant to be production-ready but at least you can build and run the game and go on with the development.

Always wait for official stuff ;)

Here’s the Download Link

I tried your build package version of it as well. Similar to mine, it compiles fine but doesn’t run in editor viewport (I’ve enabled it in project settings) or the build. Can’t make a build if I place the plugins in the engine plugins folder. Builds successfully if its in the project plugins.

Windows build error - Missing precompiled manifest for ‘DLSSMoviePipelineSupport’, 'C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\Marketplace\DLSSMoviePipelineSupport\HostProject\Plugins\DLSSMoviePipelineSupport\Intermediate\Build\Win64\UnrealGame\Development\DLSSMPS\DLSSMoviePipelineSupport.precompiled

Android Build error - Missing precompiled manifest for ‘DLSSBlueprint’, 'C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\Marketplace\DLSS\Intermediate\Build\Android\UnrealGame\Development\DLSSBlueprint\DLSSBlueprint.precompiled. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build. This module was most likely not flagged during a release for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in DLSSBlueprint.Build.cs to override. As it is part of the plugin ‘DLSS’, also check if its ‘Type’ is correct.

Did DLSS run in editor or build for you?

in my case yes, it worked in different projects.
must be places in Plugins game folder.

For example upgrade this project (GitHub - Adriwin06/Ultimate-CommonUI-Menu-System: This project provide the Ultimate Modular Menu System for Unreal Engine 5 using Common UI where everything is easy to reuse/build on. For the options menu, there is everything you need from basic scalability settings to DLSS/FSR/XeSS/NIS/TSR settings but also Post Process or Lumen settings and NvRTX settings like RTXDI or SER.) to 5.5, disable unecessary plugins and FSR, replace with my DLSS versions, Package the shipping build and you should be able to test and change the dlss in game.

I did the same fix for Intel XeSS No longer working in Unreal 5.5 · Issue #13 · GameTechDev/XeSSUnrealPlugin · GitHub


The other plugins (NIS, StreamlineDeepDPV) for UE 5.5 are not provided by the unofficial download link you submitted.

yep, my bad! i updated the zip (same link)

i added the NIS packaged plugin that i was able to package from UE 5.5 but i wasn’t 100% able to package StreamlineDeepDVC because it depends on Streamline plugin, i just copy-pasted from my game Plugin’s folder where it compiles this time)

in worst case just disable StreamlineDeepDVC (it’s the vibrance feature)

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I can confirm that it works flawlessly! Thanks.

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