5.8.2 Hotfix Released

Hotfix 5.8.2 is live!

Please feel free to share feedback and discuss the current version in the release topic, Unreal Engine 5.8 Released.

If you experience a bug with the 5.8.2 Hotfix, please follow the How to Report a Bug guide to report it on the Bug Submission Form.

UE 5.8.2 Release Notes

  • Animation

    • Animation (Bug Fix)

      • Animation: Fixed an issue in the Animation Sequence and Animation Montage editors where clicking in the timeline did not scrub to the clicked frame.
    • Control Rig (Bug Fix)

      • Fix a crash in GetUserData rig unit due to user defined structs not being retrieved correctly from the rigvm registry. Also fixes an issue where the bFound output pin could be set to true when no matching property was found.
    • Gameplay (Bug Fix)

      • Fix for array out of bound crash in FAnimNode_BlendStack_Standalone::UpdateSample

      • Added fault tolerance in FComponentSpacePoseProvider::CalculateComponentSpaceTransform and FAIPComponentSpacePoseProvider::CalculateComponentSpaceTransform

      • Added fault tolerance to UE::PoseSearch::GetWorld

    • Sequencer (Bug Fix)

      • Sequencer: Fix crash on shutdown due to ~FScopedTransaction dereferencing GEditor.

      • Sequencer: Fixed a crash caused by Sequencer resolving actor reference track bindings off the game thread

      • Sequencer: Anim Mixer: honor Force Root Lock suppression in cooked builds

      • Sequencer: Fixed copying a section with a custom time-warp curve into another sequence producing an asset that fails to load, by duplicating the curve into the destination sequence instead of referencing the source

      • Sequencer: Fixed an editor crash when a Universal Object Locator property widget remained displayed after the object owning the property was destroyed

      • Sequencer: Fixed a crash when synchronizing the Level Editor selection with the Sequencer selection while a bound object that does not belong to a level, such as a spawnable template actor, was selected

      • Sequencer: Fixed a crash when opening a sequence containing a track with no matching track editor, such as one added through scripting; the track now displays in the outliner with generic controls instead

      • Sequencer: Fixed an editor crash when converting a Sequencer binding for a grouped actor into a Spawnable Actor

      • Sequence: Fix editor crash when an animation has no skeleton.

      • Sequencer: Fixed an editor crash that could occur when recompiling a Blueprint while Sequencer was tracking property changes on one of its instances.

      • Sequencer: Anim Mixer: Fix the world-space offset gizmo dragging in the wrong direction for skeletal meshes offset from the actor root.

      • Sequencer: Anim Mixer: Proper fix for Gap Behavior Reset leaving the root stuck at the last evaluated transform.

      • Sequencer: Anim Mixer: Fix the root offset gizmo in world space, including for meshes offset from the actor root.

      • Sequencer: Anim Mixer: Fix root motion reverting actor position after a gizmo edit

      • Sequencer: Anim Mixer: Fix bus section showing bind pose after runtime bus topology changes

      • Sequencer: Sections in the pinned track area can now be dragged to a row above; the drag readout no longer appears twice, and

      • Sequencer: Anim Mixer: Refresh Anim Mixer layer when a Control Rig child track’s row count changes.

      • Sequencer: Anim Mixer: Fix non-normalized root rotation crash in AnimMixer.

      • Sequencer: Anim Mixer: Fix the Add Track > Bus Target menu - list the character’s existing buses, and stop the co-hosted anim asset picker from stealing keyboard focus so a new bus name can be typed.

      • Sequencer: Anim Mixer: Fix first-layer mask and weight dropped when a mixer targets a bus

      • Sequencer: Anim Mixer: Re-center Root Transform now respects the keyed root offset.

      • Sequencer: Anim Mixer: Fix Gap Behavior Reset not clearing a persisted root transform.

      • Sequencer: Anim Mixer: Fix world-space root motion for skeletal meshes offset from the actor root.

      • Sequencer: Anim Mixer: muting/unmuting a layer, track, or spawnable corrupts accumulated root motion

      • Sequencer: No longer crashes when a track’s bound object is missing or has been destroyed while properties are being animated

      • Sequencer: No longer crashes on undo when the focused sequence has been destroyed

      • Sequencer: No longer crashes when editing a key’s properties after the owning Sequencer has been closed

      • Sequencer: The Ease Curve Tool no longer crashes when closing the editor or reloading levels

      • Sequencer: No longer crashes when toggling Preview Camera Cuts in Simulate

      • Sequencer: No longer crashes when auto-sizing a Niagara cache section that isn’t part of a sequence

      • Sequencer: No longer crashes when finishing a viewport drag if selection limiting turns on or off mid-drag

  • Editor

    • Editor (Bug Fix)

      • [ITF Viewport Interactions] Fix an issue where controller camera input couldn’t mix with ITF camera movement. Fix an issue where level viewport hover behaviors queried for hit proxies even when the mouse did not move, causing performance issues when flying with a controller.

      • Fixed an editor thumbnail readback race condition between the game thread and render thread that could lead to a crash.

      • Fix startup crash from the diagnostics tab spawning during a Live Coding reload.

    • Interchange (Bug Fix)

      • Fix MaterialX materials being shared across targets on USD Pregen imports
    • Scripting (Bug Fix)

      • Fixed a crash during editor shutdown with Python callbacks being cleaned up while the Python environment was partially shutdown.
    • UI (Bug Fix)

      • Fix Place Actor Panel toolbar clipping issues when all categories did not fit on screen
  • Foundation

    • Build (Bug Fix)

      • UnrealBuildTool: Fix an issue with missing files in the manifest that caused certain generated UHT outputs not to be included in installed builds.
    • Core (Bug Fix)

      • Resolve crash when cooking WP levels with basedonreleaseversion.
  • Framework

    • AI Navigation (Bug Fix)

      • Fix potential crash in UAIBlueprintHelperLibrary::CreateMoveToProxyObject by using safe world context lookup instead of the checked variant and return null early when the world context is invalid instead of asserting.
    • Blueprint (Bug Fix)

      • Fixed a bug that could cause attachment hierarchy to be destroyed when playing or cooking levels with World Partition enabled
    • Mass (Bug Fix)

      • Fixed FMassArchetypeSharedFragmentValues::CreateCombined leaving combined shared values unsorted with a stale hash by dirtying the hash cache and sorted flag after the direct manipulation so Sort() runs as expected.

      • Reuse pruned processor instances across processing graph rebuilds, instead of resetting them every time.

      • MassActors: when assigning a puppet handle to a freshly spawned or pool-retrieved actor, recover gracefully if the actor’s UMassAgentComponent is in an unexpected registration state instead of asserting.

  • Level Design and Art Tools

    • Landscape (Bug Fix)

      • Fix crash that could occur when editing landscape layers in Landscape Mode

      • Fix crash that could occur when loading levels which contain an older format of landscape foliage

    • Modeling Tools (Bug Fix)

      • Fix Mesh Terrain crashing on extreme tessellation. Add a cvar to prevent adding excessive new elements in a single tessellation modifier (default limit of 100 million) and always prevent attempts to create more than MAX_int32 elements. Tessellation modifier will do nothing if it hits these limit cases.

      • Fixed a crash that could occur on rapid changes when the mesh partition outliner was open. The TEDS tree view now automatically fixes some duplicate-widget cases that would cause its SListView to crash.

      • Fixed an issue that prevented tools that were sensitive to selection order from correctly running when the selection contained different types of objects.

      • Fixed a crash that could happen in modeling modes with stylus input handling on mac.

    • Procedural (New)

      • Cancel the active editor mode tool when switching tools, instead of silently committing its in-progress edit.
    • Procedural (Bug Fix)

      • [PCG] Fixed grid linkage race condition broadcasting non-thread-safe delegates off the game thread which could lead to errors or crashes.
    • World Building (Bug Fix)

      • [PCG] Fix BP simple point processor node not working with non-default pins

      • [PCG] Fix race in BP point processor crashing in FlattenPropertyIfNeeded during async processing

      • [PCG] Fix edge cases in Spatial Noise

      • [PCG] Remove over-protective ensure that could arise with old data, like when regenerating Biome Sample for example.

      • [PCG] Remove over-protective ensure in PostProcessGraph, when a graph can be already null because of an undo for example.

      • [PCG] Fix crash that can happen in the Override Settings phase with Soft Object Paths that needs to load into a UObject

  • Media

    • Media (Bug Fix)

      • Fixed a crash when transcoding high-resolution footage with the Tiled Mipmap Video Player’s transcoding tools. Preparing each frame for encoding reserved far more graphics memory than it actually needed — roughly 20 GB for a single 16K frame instead of 1.4 GB — which exhausted the graphics memory budget and could hang the GPU. Transcoding is now also aware of how much memory the machine has free: it measures available memory when a job starts and limits how many frames it works on at once to what will genuinely fit, instead of always using a fixed number, and declines a frame that cannot fit rather than sending work to the GPU that would fail. Large sequences, including 16K, and long batches of jobs now run to completion on workstations that aren’t dedicated to transcoding. Two new settings let you tune the trade-off between memory headroom and throughput: “TmvMedia.Transcode.MediaPlayer.MemoryBudgetFraction” and “TmvMedia.Transcode.FileSequence.MemoryBudgetFraction” — lower them if a transcode starves the rest of the machine, or raise them on a machine dedicated to transcoding.

      • Fixed Blackmagic media source failing to open due to timecode provider LTC/VITC conflicting with Auto timecode format detection on the source.

  • MetaHuman

    • MetaHuman (Bug Fix)

      • [UEMHC] Export to DCC eyelashes map as RGBA with a default dark brown tint to help loading in DCC tools

      • Add test to ensure exported eyelashes map is RGBA

      • Add default dark brown tint to exported eyelashes texture to improve MetaHumans in DCCs

      • Add cvar mh.Character.DCCExport.EyelashesTint to change the tint if needed

      • Fix creation of DNA index mapping even when optimized cooking is used, which prevents body correctives to be applied from RigLogic otherwise

      • Fixed a crash that occurs while building a MetaHuman Collection with a Wardrobe Item that has a runtime pipeline set up but no editor pipeline.

      • Fixed a crash when opening a custom MetaHumanConfig asset created using UE5.4 in a UE5.8 project.

      • Restore legacy UEMHC compatibility of DNA state when SkeletalMesh is right clicked and DNA imported through the MetaHuman DNA import option

      • Fix RigLogic scale inaccuracy caused by coordinate system conversion

  • Motion Design

    • Motion Design (Bug Fix)

      • Motion Design: fix for operator stack crashing on invalid shared pointer in TransformIf

      • Motion Design: Fixed broadcast channel media outputs not importing via JSON as JSON reader now requires object properties to be instanced.

      • Material Designer: Fix material detail customization crash when r.MaterialEditor.UseGroupsCustomUI is true (the default). This is fixed by overriding the material details customization with an empty customization as the customization is not needed when trying to retrieve the property handle. The logic is only concerned with looking up a specific property in the default detail layout.

      • SVG Importer: fixed crash when loading SVG Actors while the Motion Design plugin is disabled. SVG Importer executes USVGEngineSubsystem::OnSVGShapesUpdated (singlecast delegate) without checking if it’s bound. Only the Motion Design plugin is bound to it by default.

      • Remote Control: fix parameterless function calls with no parameter present in the request skipping validation.

      • Motion Design: honor preview channel for remote rundown actions

      • Remote Control: fixed issue where “py” with some other separator like newline/tab

      • Remote Control: added safety guards when passphrase header is not present in the request

      • Removed ensures from the Motion Design outliner tab spawner. These ensures can happen because the Motion Design is deactivated, and resets the underlying Outliner instance. The tab spawners are kept.

  • Movie Render Pipeline

    • Movie Render Pipeline (Bug Fix)

      • Fixed a crash when trying to save a Basic config as a graph, and saving on top of an existing asset with a different type which is already loaded into memory.

      • Fixed a crash that occurred (in both the legacy pipeline and in the graph pipeline) when trying to perform a render when the editor was started with -NullRHI.

  • Platform

    • All Apple (Bug Fix)

      • Fix crash when attempting to bind unused mips in DiaphragmDOF

      • Fix Metal RT bug where Any-Hit and Intersection are specified and IRObjectGetMetalIRShaderStage returns Intersection for fused shader.

      • Bind a depth-stencil sink in DrawTileMesh’s translucent path to fix a MetalRHI assert

      • Fix Mac assert in SetRenderPassDescriptor when the backbuffer drawable texture is unavailable

      • Fix Mac assert creating a zero-sized viewport back buffer

    • Mac (Bug Fix)

      • Cmd+x/cmd+c/cmd+v WebKit/ApplePlatformWebBrowser support
  • Platform Mobile

    • Android (New)

      • Bumped up Target SDK to API 36
    • Android (Bug Fix)

      • Fixed when doing a basic Android deploy with a Main OBB in the assets folder, that it will now be added properly to the APK
  • Rendering

    • Rendering (Bug Fix)

      • Volumetric fog: allocate ConservativeDepthTexture at the max resolution resource grid size to stop per-frame reallocation. Only the view-grid sub-rect is generated and sampled.
    • Architecture (New)

      • Fix invalid parameter properties for overriden parameters.

      • Prevent GetOrCreateMaterialFromTexture material from being created inside a transaction, to fix numerous crashes.

    • Materials and Shaders (New)

      • Fixed assert on unconnected nodes for Temporal Responsiveness and Motion Vector World Offset (Per-Pixel) nodes by scanning if CustomOutputNodes actually have connected input before marking them as connected.
    • Materials and Shaders (Bug Fix)

      • Applied further speculative fixes for rare shader preprocessor crashes. Please reach out to the dev team via EPS if you’re encountering any such crashes with a consistent repro.

      • Repair a check when clicking Apply on materials in the RootSet while an undo transaction is also active

    • Nanite (Bug Fix)

      • Fixed issue where Nanite Voxel Foliage wouldn’t render on some platforms.

      • Fixed crashes (assertion failures) during build of Nanite Assemblies that have Keep Triangle Percent < 100 or Trim Relative Error > 0. Also fixed a build non-determinism issue with voxel and curve clusters.

    • Niagara (Bug Fix)

      • Niagara: fix crash when Handle.GetEmitterData() returns null (handle’s emitter mode is stateless) when compilation mode is original
    • Postprocessing (Bug Fix)

      • Fix validation error, and potential PSO compilation stutters for material writing velocity

      • [TSR] Fix PSO precache FTSR* ensure where the precache logic of shader (alpha,16bit=true) is different from the runtime (alpha, 16bit=false).

    • RHI (Bug Fix)

      • Fix a rare issue with motion blur corruption seen on skinned mesh.

      • Defer SetPresentLatencyCallbacks to render thread via RHICmdList.EnqueueLambda

  • Simulation

    • Cloth (Bug Fix)

      • Cloth Dataflow Editor : Fixed preview/simulation viewport to properly reflect the content of a cache simulation

      • Fixed a crash when displaying an outfit whose body sizes have different numbers of LODs

      • [Chaos Cloth Asset] Scaled skinned triangle mesh colliders to match the skeleton.

    • Core Physics (Bug Fix)

      • [IslandManager] Added ability to handle self-referencing constraints in constraint graph.

      • Fix a performance regression when destroying / unregistering a lot of physics objects where .AddUnique consumed too much CPU.

    • Dataflow (Bug Fix)

      • Fixed out-of-bounds crashes from unvalidated transform selections in GeometryCollection Dataflow nodes
    • Networked Physics (Bug Fix)

      • [NetPhysics] Fix issue where TickOffset would not be marshaled to the physics thread if there are no replicated states from the server for physics replicated actors which broke the UE.NetworkPhysicsUtils.GetNetworkPhysicsTickOffset_Internal() API.
  • UI

    • Slate (Bug Fix)

      • SlateIM: Fix crash when a modal dialog appears mid-render (e.g. shader compilation)
    • UMG (Bug Fix)

      • [UMG Toolset] Fixed a crash when renaming widgets in a widget blueprint with a null parent class.
  • Virtual Production

    • Tools (Bug Fix)

      • SwitchboardListener: Fixed a potential stall related to logging.
  • MetaHuman

    • MetaHuman (Upgrade Notes)

      • Legacy MetaHumanConfig assets created in UE5.4 (or later) should now upgrade correctly.
  • Motion Design

    • Motion Design (Upgrade Notes)

      • Any existing parameterless function that is called without Parameters in the request body must be allowed via Remote Control settings.
  • Rendering

    • Rendering (Upgrade Notes)

      • Prevent reallocation of the Volumetric Fog render target avoiding spikes in memory allocation during the frame.
    • RHI (Upgrade Notes)

      • Fix Present wall time reports for some external input latency reducing utility.
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5.8.2 Known Issues

Known Issue:

UE-377426 - Error generated by ‘Module.HTAnimEd.cpp’ trying to compile on Mac with Xcode 26.4 or newer

Workaround:

Use a version of Xcode prior to 26.4. The current recommended version is Xcode 26.1.