Thanks, thought it might help to visualize the changes, given that its the exact same project/game.
Translucency, yes and no - I think some improvements were made, but trees (masked) are still (obviously) broken.
SSS, definitely, which is why the whole scene there has an orange tint, due to me having subsurface “sunshade-things” on the roof-windows.
As I said in earlier posts, Instanced Static Meshes also now work with Lumen, a lot less noise and many smaller improvements.
No, the bushes are from the same origin (creator), but they always behaved differently, probably due to them not being as large as the trees, therefore the engine treating masked as opague not having as much as an effect. (Imagine the trees as large “panels” blocking the light, while the bushes are much smaller “panels” - thats most likely where the difference comes from, and the bushes are closer to white surfaces too.)
Tbh, I think it is partially because this is a brightly lit area (there is a lot more bounce-light now, it seems, in comparison), since in other areas the bushes are dark too:
See the “usual dark bushes” here, also: GI from SSS (the triangular roof panels)
In my github build, Emitter light is flickering though, therefore missing in the screenshot currently, which is why the jump pads there look “weird”.
TL:DR is: Epic improved a LOT, its clearly visible, but there is still things to do, oh, and obviously performance went down a bit too.