Unreal Engine 5.8 Preview

UE 5.8 Preview looks packed with useful upgrades, especially Mesh Terrain, improved PCG workflows, and the MetaHuman Crowd tools. MegaLights finally being production-ready is also a big win for larger scenes and console performance. Just make sure to test on a copy of your project since Preview builds can still break plugins or existing setups pretty easily.

Not even in a blank project can I package it. Has anyone managed to package successfully?

Yeah I’m in windows 11 and I have done shipping build several times.

When I hold Alt and right mouse click and move the mouse in the viewport. There is 50% chnace that the asset will get selected in the viewport and the menu will pop up.

It’s really a frustrating issue. I can’t work properly because of this stupid feature. Please either disable the right-click selection when holding the Alt key. Right now, it doesn’t matter how long I keep holding Alt-click. If I just press right click while holding the Alt key, it will select any mesh behind the cursor.

Working on preview version..?

Crash on Linux with preview and latest 5.8 branch

Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
Alignment > 16 is not supported
CommonUnixCrashHandler: Signal=11
Malloc Size=262146 LargeMemoryPoolOffset=524338
[2026.05.29-09.36.52:300][  2]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x00007f9fb8083fd8

[2026.05.29-09.36.52:300][  2]LogCore: Fatal error!
Additional Crash Context (Key=“Breadcrumbs_Parallel_0”, Value="Breadcrumbs ‘Parallel’

Radiosity

LumenSceneLighting

Scene

RenderGraphExecute - /ViewFamilies

SceneRender - ViewFamilies

Frame 2
")[2026.05.29-09.36.52:315][  2]LogRHI: Error: Breadcrumbs ‘Parallel’

Radiosity

LumenSceneLighting

Scene

RenderGraphExecute - /ViewFamilies

SceneRender - ViewFamilies

Frame 2

Additional Crash Context (Key=“Breadcrumbs_Parallel_1”, Value="Breadcrumbs ‘Parallel’

FXAA

PostProcessing

Scene

RenderGraphExecute - /ViewFamilies

SceneRender - ViewFamilies

Frame 2
")[2026.05.29-09.36.52:317][  2]LogRHI: Error: Breadcrumbs ‘Parallel’

FXAA

PostProcessing

Scene

RenderGraphExecute - /ViewFamilies

SceneRender - ViewFamilies

Frame 2

Additional Crash Context (Key=“VKhashes”, Value=“Vertex=D600737B1B121E7E, Pixel=25A40D72244320A0 (tid:559645, pt 0)”)[2026.05.29-09.36.52:318][  2]LogVulkanRHI: CreatePipeline: Vertex=D600737B1B121E7E, Pixel=25A40D72244320A0 (tid:559645, pt 0)

LogInit: Running DelayedAutoRegister Phase IniSystemReady
LogInit: Running DelayedAutoRegister Phase EarliestPossiblePluginsLoaded
LogInit: ExecutableName: CrashReportClientEditor
LogInit: Build: UE5-CL-0
LogInit: Platform=Linux
LogInit: MachineId=a6d5304c4eab4c14a98f8c97a3c9f883-000003e8
LogInit: DeviceId=
LogInit: Engine Version: 5.8.0-0+UE5
LogInit: Compatible Engine Version: 5.8.0-0+UE5
LogInit: Net CL: 0
LogInit: OS: Fedora Linux 43 (Workstation Edition) (7.0.9-105.fc43.x86_64), CPU: Intel(R) Core™ i9-14900KS, GPU: UnknownVendor
LogInit: CPU Model ID: 6b71, microcode revision: 133
LogInit: Compiled (64-bit): May 29 2026 11:00:17
LogInit: Architecture: x64

GPU says unknown vendor but it’s

AMD Radeon™ RX 7900 XT

Mesa version: Mesa 25.3.6

While your fixing things, please look into your Advanced Water plugin. Because none of it’s shallow water simulations actually work in Builds.

Why does 5.8 Mess up imported Foliages from Megascans ? It seems to be the Billboard messing up.

Hello! I would be happy to know can i stick with MegaLights feature for my future projects, so no worrying it will get deleted, because its only thing that makes my game run 70 fps with 1000 lights.