Unreal Engine 5.6 CC4 plugin updates

Hi Team, we urgently need update for Unreal Engine 5.6 CC4 plugins. Currently characters rigged in Unreal 5.5 with CC4 dont work properly in Unreal 5.6. The rigs are messed up. Please let us know when we will get an update for Unreal engine 5.6.

Thanks

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@Pete_RL are you able to provide any input on when we can expect the UE plugins update?

Unfortunately I can’t give a precise release date for the 5.6 update. Work is underway on the update and hopefully it won’t be too long before we can bring this to you. If I find out any further information about a release I’ll update again.

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Thanks Pete, thats all I can ask for. Appreciate the open communication.

it’s ok…it gives us more time to convert to free Metahumans :wink:

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Team, this is a real need. The other plugin developers that our company rely on have already given updates last week for their plugins. They were on top of things as soon as unreal 5.6 was in preview. This is only plugin that we are waiting for. Can someone from reallusion atleast give an estimate for when this will be delivered?

Thanks

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Hoping we will hear something about this this week. This is a necessity with my team as well as we are trying to update our project to the latest engine version and being held up by these plugins.

I understand there’s probably a lot that goes into making the plugins compatible with UE so everything works as it should, however we’ve also invested a lot of money into the reallusion pipeline (CC and Iclone), so an ETA would be nice at the very least. I’m using around 9 plugins in my UE project and the RL ones are the only ones we are waiting for.

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I’m really surprised there hasn’t been any news on this all week. This topic is obviously drawing a lot of attention from people who haven’t even made a reply here, just by looking at the view counter:

No news, no ETA from the team, nothing. There are multiple teams being held up by these updates just from the comments in this thread and this software suite is in the thousands of dollars when it comes to costs. You charge $700+ dollars for the plugin alone (to non-indie teams) and can’t even get a timely update out for it?

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I gave props to Pete for replying, however it’s been almost two weeks now. This is getting out of hand. I was hoping for more.

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If you check past releases you’ll notice it often took 4-8 weeks until the plugin was updated after a new Unreal release.

Until then, stay on Unreal 5.5

One could also wonder, as I have in the past, why EVERY update of UE makes previous versions of plugins inoperable.

It should at least be the same within a major version (i.e., UE 5). I think it just dubious software development.

If you check past releases you’ll notice it often took 4-8 weeks until the plugin was updated after a new Unreal release.

Until then, stay on Unreal 5.5

It’s a good thing we’re coming up on 4 weeks now and would be great if the dev team could give us some communication.

It’s only major version updates that invalidate the plugins. An update from 5.5 to 5.6 are different versions of the engine and plugins need to update. This is because certain features or code can be deprecated for new coding standards or other various/fundamental changes to the engine have occurred. This is pretty typical software development. Plugins being developed by 3rd parties need to update to these new standards or features within UE to stay relevant and be compatible with the newer engine versions.

A regular update within the same version (i.e. from 5.6.0 to 5.6.1) would not invalidate plugins.

Because Epic ,Maxon, Autodesk ,the Blender foundation et al, are not responsible for maintaining compatibility with third party plugins/ addons they do not own.
This burden falls upon the third parties
(Reallusion in this case).

Yeah, the spine of every character in the cutscenes are crushed. Also, the official plugins can’t be compiled, so we’re completely blocked.

It looks like the precompiled version and the C++ sources don’t match, which makes recompilation impossible.

We started using CC4 sometime last year, and it’s a useful software that helps us with rigging characters for animation in Unreal Engine. However, our biggest issue has been the delayed updates. We waited quite a while for the Unreal 5.5 update, and now the same delay is occurring for 5.6. The 2-month update cycle is problematic because Unreal sometimes releases critical updates, like 5.6, that include key features impacting our project. Waiting two months for an update from Realusion is impractical, and as a result, we will not continue using this software vendor for future projects. Currently, the rigs that work with 5.5 are not compatible with 5.6, preventing us from transitioning to 5.6, which contains essential updates for our project. Since the character rigs are such a crucial part of our project, we cannot depend on a developer who is consistently late and fails to communicate properly. Every other Unreal 3rd party plugin developer that we are using has posted their updates within a week or two of Unreal 5.6 dropping. They were also prompt with communication throughout the whole process. There is no excuse for this lack of communication.

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They are quick on prompt replying when it comes to selling thousands of dollar worth of their softwares but ignores or failed to give us any ETA on this auto plugin releases. Very classy Reallusion.

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Complaints, complaints, complaints…

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Yes. When a company charges a lot of money for expensive software and is not keeping up to date on a key feature/plugin that they also charge for (in some cases more expensive than the software itself), which can hold up a good portion of studio production. Especially when you consider UE 5.6 has been out for almost 2 months including the preview period. It’s just not a good look for what is supposed to be a premium software.

You are correct, and this lays bare the inherent risks of “juicing up” your core softwares features with external dependencies (ie “we have exporters to these other high end apps”)

Eventually those connections get broken.
I remember when Daz kept updating Genesis and breaking the import profile for 3DX import into iclone.

That is at least part of the reason why Character creator was developed I am certain.

You guys have allowed one plugin ,for a third party application, to become the single point of failure in your entire pipeline subject to the capricious whims of Epic games.

That is something you need to think about going forward.

Trust me ,I have been there with various Poser to C4D & Poser to lightwave3D plugins in the past that disappeared over night or a poser
update broke the bloody thing and it is frustrating.

Although the same can happen to me with mission critical, third party Blender addons
at least the risk is some what mitigated by us being able to acquire and easily run unlimited previous Blender builds to keep functionality with ZERO conflicts.

In software development, you usually select a LTS version of a software package and stay on that for your project and don’t upgrade mid-project, only if this is absolutely necessary, for example for security reasons or because the LTS version reaches end-of-life.

These are basically self-inflicted problems by updating to Unreal 5.6 while not all dependencies are compatible.

I think some people here know how horrible the development of Duke Nukem Forever went because the director demanded technology changes every two years. That’s a cautions tale.

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I didn’t say it’s halting our entire production, in our case it’s an annoyance more than anything. We use iclone on all of our in-game cinematics. Now obviously we can work around this by staying with unreal 5.5 for the time being since you can’t even compile 5.6 with these plugins. There are a great many reasons to upgrade to the new version from a game development perspective though, which I’m sure many studios are doing.

I’m well aware of the way software development works and I’m not solely reliant on these or any 3rd party plugins. What it is holding up is our upgrade process, not our production. The lack of communication from the developers of this premium priced software is what I’m frustrated with. I have repeated this many times in this thread. There are others here who’ve expressed their frustrations as well.