Unreal Engine 5.8 Preview

Not yet, I went through the audio files and settings, but I couldn’t figure out what was causing it. I just toggle off the audio in the weather blueprint for now.

Hi @Dan_Hutnik ,

ToolMenusViewportToolbars 0

is still not working since 5.7. Thanks.

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Where are the details on specific performance improvements? Can’t seem to find it on the roadmap.

Can anyone confirm the bug related to Wayland Linux of tooltip eating click and having to use X11 flag to run the prebuilt binary fixed yet? Also Metahuman on Linux crashing at downloading Texture and Assemble one

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我要在十年以后发布一款高度复杂的兼容第一人称和第三人称的高机动动作射击游戏,我应该开始学习mover之类的最新功能吗?

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-–Selecting the semi-transparent mode: One out of two ray tracing options is selected; however, many semi-transparent materials with masks or overlays also experience a major bug where they disappear completely…In UE5, the Niagara particle effect suffers from a long-standing and severe incompatibility bug with PostProcessVolume: enabling Translucency (ray tracing mode) causes the Niagara particle effect to malfunction and become undetectable. When will this major bug be fixed…?I’ve already tested the Substrate version (5.6-5.7). As soon as I enable two ray tracing settings in semi-transparent mode, the Niagara effect immediately becomes bugged and malfunctions, disappearing completely…

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Lovely to see the new gizmos in. Killer feature for designers.

THANK YOU DEVS!!

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anyone getting a memory leak when opening a Mutable Customizable Object? I am! The way i recreat it is opening up a CO object and watch my memory get sucked into a black hole.

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When playing in standalone on multi monitor setup (5) i notice that cursor shows up on edges of other monitors and can actually be clicked and lose focus from fullscreen. Works fine in 5.7. Also editor seems to blink grey alot, being sensitivities to where i hover cursor etc.

Actually I just checked packaged build. When editor is open the cursor showing up on other monitors happens even there when fullscreen packaged IF the editor is also open in the background. Closing editor fortunatelly allows at least packaged to work correctly.

Megalights rendering is buggy also. More in the feedback thread.

Also is it me or the entire viewport rendering is sharper?

Win11+rtx4070

What happened to MCP support? I don’t see any instructions or mention of it in this post.

Should people continue to use free community driven MCP tools like VibeUE?

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Hey guys, any documentation available regarding how to use the Metahuman Crowd plugin ?

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Getting some flickering black squares with Lumen’s new Irradiance Field Gather method on Linux (Nobara/Wayland/Nvidia)

Here’s video on how to test the 5-8 Preview MCP Functionality with Claude or the free Kilo.

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While in the editor, I noticed that the global distance field doesn’t seem to refresh or flush out deleted assets. You have to move the camera far away and then back, to get it to finally purge them. I didn’t fully test to see if this actually broke anything or not, but I guess you could use a distance to nearest surface material setup on something and then add/delete intersecting geometry to see. Oh and the deleted assets didn’t appear in the nearest portions of the global distance field view, they were kind of in the middle to far end of it, like in the lower resolution clips still.

UPDATE: I actually can’t seem to reproduce this issue. Maybe it came from switching scalability settings around, while testing out the Lumen medium stuff. If I ever see it happen again or figure out how I triggered it, I’ll update this post again.

Unreal Engine roadmap is gone. Please let me know if it will be up again? If yes, then when can I expect it?

**Turn Any Mesh into a MetaHuman Character
**

I tried converting a random character with FAB to Metahuman, but I got this result. It was AutoSolve. **
**

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Forward shading is completely broken (Linux/Vulkan/Nvidia). Interestingly after enabling forward shading, you don’t need to restart the editor to fix it, it instantly resolves itself when you uncheck the box…

Nobara Linux 43
KDE Plasma Version: 6.6.4
KDE Frameworks Version: 6.25.0
Qt Version: 6.10.3
Kernel Version: 7.0.5-200.nobara.fc43.x86_64 (64-bit)
Graphics Platform: Wayland
Graphics Processor: NVIDIA GeForce RTX 4070 SUPER

NVIDIA-SMI 595.58.03
Driver Version: 595.58.03
CUDA Version: 13.2

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@Jake_pub we have improved this area since the preview version was cut. However, if you are willing to share your mesh with us, we can take a further look.

It is also worth noting, we support humanoids characters close to our metahuman database, however it can fit more complex characters with help of key points that you should add.

Cheers
James

Is the Linux version finally working well on Wayland now?

Edit: Nope. It crashes as soon as I click “My Projects” with the following…

wp_linux_drm_syncobj_surface_v1#117: error 4: explicit sync is used, but no acquire point is set[2026.05.15-20.07.34:341][619]LogSDL3: Wayland display connection closed by server (fatal)[2026.05.15-20.07.34:341][619]LogLinuxWindow: Warning: Received SDL_EVENT_QUIT, requesting engine exit.[2026.05.15-20.07.34:341][619]LogCore: FUnixPlatformMisc::RequestExit(bForce=true, ReturnCode=0, CallSite=)[2026.05.15-20.07.34:341][619]LogCore: FUnixPlatformMisc::RequestExit(1, )

This looks like a genuine bug in UE’s SDL3 implementation. Relevant documentation: