StreamlineDLSSG Plugin Initialization Timing Issue (original) (raw)

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.

jandrawc March 22, 2025, 12:54pm 2

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

spycodex April 23, 2025, 1:07pm 3

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?

jof4002 April 24, 2025, 2:47am 4

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

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

spycodex April 24, 2025, 1:08pm 5

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.