We’re excited to announce that Unreal Engine 5.8 is now available. Download now on the Epic Games Launcher, GitHub, or our Linux page.
UE 5.8 pushes performance and customization further with advanced worldbuilding and terrain creation, real-time vegetation authoring, and streamlined lighting workflows. Build characters and animations faster, easily scale high-fidelity digital humans, and accelerate workflows with the integrated MCP plugin for LLMs.
You can check out the full release notes here, with some highlights picked out below!
Create expansive open worlds
Mesh Terrain is a new 3D mesh-based landscape system that makes it faster and easier to create detailed environments of any scale. Build complex terrain like cliffs, overhangs, caves, and more—without the limitations of traditional heightfields.
Updates to the Procedural Content Generation (PCG) framework give you greater creative control and scalability with nondestructive manual editing, richer procedural environments, and streamlined graph workflows that are easier to build and manage.
The Procedural Vegetation Editor (PVE) enables you to create high-quality, biologically accurate, Nanite-ready vegetation assets that react to wind systems—directly within the Unreal Editor.
Streamline character and animation creation
Character creation and animation are faster and more intuitive in Unreal Engine 5.8, with new tools that reduce reliance on external applications and provide greater creative control directly in the editor.
Expanded Skeletal Editor tools make it easier to sculpt faces, correct poses, and customize MetaHumans directly in Unreal Engine.
Enhanced Control Rig Physics and the new Dynamics solver give animators greater control over dynamic motion, blending physics-based reactions with keyframed animation for more realistic and responsive characters.
Direct Mesh Controls mean animators can interact directly with a character’s mesh, reducing viewport clutter and making facial and performance animation faster and more natural.
Advance real-time rendering
Unreal Engine 5.8 continues to push real-time visual quality while improving performance across platforms.
MegaLights is now Production-Ready, making it possible to add large numbers of dynamic shadowed lights to scenes with less noise, improved image quality, and optimized performance. It’s designed to help teams reach 60 FPS targets on current-generation consoles.
Lumen Lite delivers lighting that is up to twice as fast as Lumen High Quality, helping developers target 60 FPS on handheld devices and lower-end PCs while preserving artistic intent.
The new Toon Shader makes it easier to create stylized visuals inspired by anime, cartoons, and hand-drawn art styles, while Fog Screen Space Scattering enhances fog, smoke, and dust with more realistic lighting and atmosphere.
Scale realistic digital humans
MetaHuman 5.8 expands what’s possible for creating, populating, and animating digital humans at scale.
MetaHuman Collections make it easy to populate real-time worlds with scalable crowds, balancing visual fidelity and performance across mobile, console, and high-end platforms.
Mesh to MetaHuman is more powerful than ever, enabling you to turn almost any human mesh into a fully rigged MetaHuman. Support for arbitrary body and head topology makes it easier to convert scans, existing characters, and assets from external tools into production-ready digital humans.
MetaHuman Animator now supports markerless motion capture, enabling full-body and facial performance capture using something as simple as a single webcam.
Speed up mobile development
Mobile workflows are now faster and easier from setup through deployment.
Automated Android SDK setup simplifies workstation configuration, while faster cook times reduce iteration delays by avoiding unnecessary asset recooking.
With the new Unreal Engine Remote app, you can test mobile input directly from the editor, while improved Platform Preview provides a more accurate representation of how your game will look on target devices. Updated mobile documentation also offers end-to-end guidance for setup, development, debugging, optimization, and shipping.
Accelerate virtual production
Virtual production and cinematic teams can take advantage of more refined and robust rendering tools, improved visual fidelity, and more streamlined performance capture workflows.
Movie Render Graph is now Production-Ready, delivering a flexible, graph-based approach to cinematic rendering with simplified setup, expanded render layers, and advanced post-production controls.
Accumulation Depth of Field delivers more cinematic, film-style focus effects with higher-quality rendering and fewer visual artifacts—without requiring Path Tracing.
Live Link Hub is now Production-Ready, bringing performance capture tools into a single interface with centralized device control, synchronized recording, and live multi-camera monitoring.
Simplify creative iteration
New tools in Unreal Engine 5.8 help teams iterate faster and take advantage of emerging LLM-powered workflows.
The new MCP plugin connects LLMs directly to Unreal Engine, enabling automated asset creation, testing, optimization, and project interaction across core engine systems.
The new Editor Gizmo System delivers a more consistent and intuitive editing experience with improved precision, clearer visual feedback, customizable controls, and better reliability across the editor.
Iterate physics assets faster
Physics-based content creation is more flexible and efficient..
Dataflow is now Production-Ready, making it easier to create and iterate on physics-based assets with a flexible node-based workflow, enhanced usability, and deeper integration with Cloth and Destruction tools.
Chaos workflows continue to evolve in 5.8. Dataflow now streamlines large-scale destruction with nondestructive Geometry Collection authoring, while the new Production-Ready Chaos Cloth Panel Editor provides a more intuitive, panel-based approach to creating and simulating clothing.
Read more about what’s new in UE 5.8, and make sure you give us some feedback on the update!
UE 5.8.1 Release Notes
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AI/ML
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MCP (Bug Fix)
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Avoid fatal crashes when adding a component to a Blueprint with no SimpleConstructionScript.
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[ModelContextProtocol][HTTPServer] Fix tools/call response framing for both progress and non-progress paths.
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Disable transactions during tool script execution
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Animation
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Animating in Engine (Bug Fix)
- Fixed: [Animator Kit] fix mesh normal flickering artifacts when using Deformer Rigs on certain meshes
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IK & Retargeting (Bug Fix)
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Fixed a critical issue with JSON import not creating RigMapper Definition editor graph.
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Fix for check failure due to non-normalized local space rotations
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Sequencer (New)
- Sequencer: Anim Mixer: Filter bus name suggestions per-character in bus target/section UI
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Sequencer (Bug Fix)
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Sequencer: Fixed undo failing to restore all keys when deleting keys across multiple tracks
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Sequencer: Anim Mixer: Fix ‘Gap Behavior’ not updating after changing it.
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Sequencer: Anim Mixer bone matching: fix the rotation offset for non-root match bones.
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Sequencer: Anim Mixer: fix muting/unmuting a track or spawnable corrupts bone matching
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Sequencer: Anim Mixer: Fix mixer sections collapsing to the reference pose (bone matching also fails) when a second mixer drives the same skeletal mesh.
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Sequencer: Anim Mixer: Fix crash on LOD change while drawing skeletons.
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Sequencer: Fixed a regression that broke editing time warp curves in the Curve Editor
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Sequencer: Anim Mixer - fix duplicated/copied bindings sharing Control Rig child tracks.
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Sequencer: Anim Mixer: Fix crash on LOD change while drawing skeletons.
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Sequencer: Anim Mixer: Fix root motion extracted without root motion settings in Anim Mixer
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Sequencer: Fixed an crash when splitting an animation Mask Section in Sequencer, caused by SplitSection assuming a section’s owner is always a track rather than a section-provider decoration.
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Sequencer: Guard null AddInteraction result in FSequencerEdMode::Enter
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Sequencer: Fix crash reopening a Level Sequence with an Anim Mixer “DefaultTarget” after editor restart
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Sequencer: Fix crash opening a level sequence with a Stitch Section after editor restart
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Sequencer: Fix crash when a Keep State section overlaps a Restore State section
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Skeletal Editing (Bug Fix)
- Fixed [Skeletal Mesh Editor]: fix a crash in Edit Skin Weight tool when committing one bone’s skin weight by clicking on another bone’s slider in the “Mesh” mode when directly editing skin weights of selected mesh elements
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Editor
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Editor (Bug Fix)
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LiveCoding: Fix possible crash on editor shutdown
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Fixed a crash that could happen when typing in the search field of a menu while scrolling with the mouse in a submenu.
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[EditorTRSGizmo] Only send InputWidgetDelta messages when the incoming delta is not (nearly) zero.
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[EditorTRSGizmo] Hide the old location for the combined gizmo. Force off the new gizmos when enabling the combined gizmo. Force off the combined gizmo when enabling the new gizmos.
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[EditorTRSGizmo] Add ClampMax values to several user-exposed visual style values.
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[Viewport] Don’t release mouse capture when the middle mouse button is held.
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Interchange (Bug Fix)
- Fix MaterialX primvar baking system producing incorrect results for some specific scenes when importing referenced MaterialX materials via Interchange USD
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UI (Bug Fix)
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Editor: Fixed save-asset dialogs (Duplicate Asset, LiveLink, MRQ, PCG, etc.) ignoring the caller-supplied DefaultPath and always defaulting to /Game, so duplicated assets now save to the intended folder.
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Correction to a hang that may happen in Unreal Editor when the user clicks in the Text Box.
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Framework
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Blueprint Compiler (Bug Fix)
- Fixed one cause of reentrant blueprint compilation
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Level Design and Art Tools
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Geometry Core (Bug Fix)
- Fixed an issue where the UV Packer could crash or ensure if given an invalid texture resolution.
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Landscape (Bug Fix)
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Fixed crash when landscape editor mode is exited after the application is shutdown
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Made landscape editor tools use legacy viewport interactions. This fixes landscape spline tangent manipulation that had regressed in 5.8
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Fixed ensure when creating a template UTexture (this can happen when copy-pasting)
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Modeling Tools (Bug Fix)
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Fixed editor crash that could happen with mesh partition, by more consistently guarding against null MeshComponents entries in ACompiledSection and APreviewSection
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Fixed a crash that could occur with mesh terrain sculpt layer UI in the sculpt tools.
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Fixed modeling mode tools not starting in some cases for static meshes attached under a BP or other separate actor.
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Procedural (Bug Fix)
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[PCG] Fix Max Shader Feature Level Switch not activating SM5 pin when previewing Mac Metal SM5.
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Prevent crashes due to unnormalized rotations, in spawners and combine points nodes.
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[PCG] Fix default point seed value written by Point Generator nodes getting set to 0 instead of 42.
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Fixed indexing error in the Duplicate Point node when more than 64 points were duplicated. Could lead to some crashes in the editor.
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Fixed potential editor crash when double clicking a point in the attribute list view with an invalid rotation.
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Fixed deprecation problem with generation radii and higen grid cell exponential. Radii were not properly multiplied. This was causing an issue in the Cassini Sample project.
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World Building (Bug Fix)
- Limited name length for dynamic pin renaming - i.e. Python Data Processor
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Media
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Media (Bug Fix)
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TMV Pipeline optimizations
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Render thread performance: texture vs struct buffer: Using Struct Buffer with upload heap allows to move the cost of buffer copy from cpu (render thread) to the gpu.
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Memory usage (sparse output and buffer virtualization): reduces overall needed memory for 16K videos, clamping to memory budgets through tile buffer virtualization and sharing.
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Fix Electra H.264/H.265 decoder factories rejecting 4K portrait-orientation video
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Fix a performance regression in game builds caused by media textures walking all material instances on texture resize. This is now disabled in game builds, returning to pre-5.8 functionality. Targeted use case are editor only for now.
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MetaHuman
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MetaHuman (New)
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Gates MetaHumanGenerator toolset registration on optional content availability
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MetaHumanGenerator.h/.cpp: wraps dependency check
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init_unreal.py: extend the existing conditional registration to also require is_optional_content_installed(); otherwise log a warning and skip register_toolset_class.
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Reproduced crash: with the optional folder removed, set_skin_tone calls reliably triggers the assert to crash UE.
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Verified fix: without optional folder now toolset does not register.
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With optional content folder toolset continues to work as intended.
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MetaHuman (Bug Fix)
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Fixed a crash in MetaHuman Creator that can happen when clothing and hair assets have been renamed
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[MetaHuman Manager] The sub-item exclusion UI is now in a scrollable view.
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[MetaHuman Manager] Multi-selection involving MetaHuman Assemblies is not allowed.
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Restore legacy UEMHC compatibility of DNA state when MetaHuman assets are reloaded
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Fix crash in MetaHuman Animator which occurs if Unreal Engine is installed to path containing non ASCII characters.
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[MHCrowd] Overrides teleport handling for MetaHuman Crowd actors so the Mover plugin’s authoritative simulation state is updated alongside the actor transform. This prevents pooled actors reused for new entities from snapping back to the previous occupant’s stale position when driven in Walking mode.
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Fix generating SkeletalMeshes from DNA assets that went through a round-trip through external tools
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Fix DNA asset reimport not marking the package as dirty
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Force conversion to the canonical UEMHC source coordinate system on all entry points where DNAs are fed into UEMHC
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Fixed an issue where promoted frames displayed tracking markers misaligned with the face when using footage with a higher-rate image sequence (for example, 60fps) paired with a lower-rate depth sequence (for example, 30fps). Frames past the halfway point of the clip were affected.
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Fix DNA twist axis remapping for a subset of possible to/from coordinate spaces during coordinate system conversion
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Force all DNA exports from UEMHC into the canonical source coordinate system, while normal right click → Export DNA option will honor the current coordinate system always
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Add import dialog during DNA drag and drop into content browser to choose target coordinate system (UE Default / MetaHuman compatible options)
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[UEMHC] Always export eyelashes mask in DCC export, even when selection is None
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Changed GetEyelashesMask to take EMetaHumanCharacterEyelashesType instead of FMetaHumanCharacterEyelashesProperties
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In ExportUnmodifiedTextures, fall back to ShortSparse when eyelashes type is None so an eyelashes mask is always exported
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Added precondition checks in ExportCharacterForDCC to fail early if the character is not rigged or lacks high resolution textures
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Added character object token to all error message logs in ExportCharacterForDCC
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Added MetaHumanCharacterDCCExportTests.cpp with unit tests for GetEyelashesMask and integration tests for the DCC export pipeline
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Move MakeTDSScopedExchangeCodeHandler into a shared UE::MetaHuman::TestUtils namespace
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Also fix Export preconditions to ensure error messages are captured in the test
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Fix Editor crash if a user upgrades an old asset to the new DNA by reimporting DNA through SkeletalMesh, and then tries setting the Legacy DNA back as asset user data on the SkeletalMesh
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Mobile Rendering
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Mobile Lighting (Bug Fix)
- Fix mobile bloom pyramid step factor independently from the quality factor
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Movie Render Pipeline
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Movie Render Pipeline (Bug Fix)
- Fixed an issue in MRG that caused the Accumulation DOF effect to appear broken if “Enable Motion Blur” was enabled on the Accumulation DOF component.
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Platform
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All Apple (Bug Fix)
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Fix crashes in breadcrumb Begin/End on Metal.
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Fix bug with MSC entrypoints being renamed when compiling libs, this caused the runtime name to differ from the name in the metallib.
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Fixed bug with DXC reflection returning incorrect size for float4x4 and hitting ensure in MeshDrawShaderBindings.
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Windows (New)
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Add support for NVidia ARM64 libraries for when they are released:
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Engine/Source/ThirdParty/NVIDIA/nvapi/aarch64/nvapia64.lib
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Engine/Source/ThirdParty/NVIDIA/NVaftermath/lib/arm64/GFSDK_Aftermath_Lib.arm64.lib
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Engine/Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/GFSDK_Aftermath_Lib.arm64.dll
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Platform Mobile
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iOS, tvOS, and iPadOS (Bug Fix)
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Fix libogg path for visionOS
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[PLCrashReporter]
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[Ogg]
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Add missing go-ios app for launching iOS Remote Mac builds under Windows
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Rendering
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Lighting (Bug Fix)
- [VSM] Fixed issue where primitives with forced static invalidation behavior are still put in the dynamic shadow map slice if World Position Offset is enabled.
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Materials and Shaders (Bug Fix)
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Crash Fix:
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Fixed a 1-byte null terminator stomp in shader preprocessor copy loops; removed the padding hack that was added to work around a 100% crash on Mac platforms that was caused by this stomp. Note that this was also causing rare crashes on shader preprocessing on Windows but much more rarely due to differences in allocator behaviour.
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Crash Fix:
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Hooked up shader preprocessor asserts to engine check mechanism; these were previously being compiled out and so ignored. Added new asserts to harden against null/short source buffers reaching copy_to_action_point.
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Nanite (Bug Fix)
- Fix GPU crash in Nanite Voxel rasterizer.
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Postprocessing (Bug Fix)
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[TSR] Enable TSR 16bit VALU for Nvidia driver newer than 610.00 by default as a compiler bug has been fixed and it has better performance.
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[GTAO] Fix crash due to Scene Velocity not generated with a safe produced guard.
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[TSR] Fix incorrect TSR Thin geometry relaxation weight when has pixel animation bit is set for edge detection.
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RHI (Bug Fix)
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Fix deadlocks and crashes when RHI parallel translation is turned off.
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D3D12 residency: gate CREATE_NOT_RESIDENT on ID3D12Device8 (Win10 20H1+)
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Simulation
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Cloth (New)
- Chaos Cloth - Cached the p.ClothPhysics.UseEndTickWait CVar pointer to avoid a per-tick FindConsoleObject lookup.
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Cloth (Bug Fix)
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Chaos Cloth - Fixed constraint space rotations that got broken in 5.8.0.
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[Chaos Cloth] Apply skeleton root bone scale to simulation colliders.
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[Chaos Cloth Asset] Fixed crash when reloading a USD sim mesh that defines fabrics
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Chaos Cloth Asset - Restored the bSimulateInEditor PostEditChangeProperty branch.
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Chaos Cloth - Fixed DrawLocalSpace, DrawVelocityScale and DrawPointNormals debug visualizations.
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Chaos Cloth/Outfit Asset - Fixed old cloth and outfit asset rendering being culled by stale serialised bounds.
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Chaos SKM Cloth Asset - Fixed collision bone orientations when using the SKM Clothing Data integration.
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Core Physics (Bug Fix)
- Chaos: Fix NaN/Inf in USkeletalMeshComponent::UpdateRigidBodyScaling when scaling to zero and back
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Dataflow (Bug Fix)
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Fixed crash on fractures with small collision sample spacing
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Dataflow : Fixed “Select By Primitive” node not working properly when outputting face selection type
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Dataflow Editor : Fixed Geometry Collection and Cloth Collection renderable types not properly rendering color attributes
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Dataflow Editor : Fixed Weight-map Tool to properly hide rendered component after a Cancel or Accept event so that the painted mesh is no longer hidden under it
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Dataflow Editor : Fixed issues related to embedding a Dataflow graph into an asset
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Dataflow : Made logic more robust when deciding to transfer existing painted maps onto input collections with a different topology
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General Physics (Bug Fix)
- Fixed crashes happening when using Cluster Merge on a Geometry collection with a single bone
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UI
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Slate (Bug Fix)
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Fix to a crash in Slate MultiBox when using Toolbars in Unreal Editor
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Fixed crash in Slate when instanced stereo or VR was enabled with kawase blur.
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Fixed issue with FTextInputMethodContext where the Korean IME (and potentially others) would be unable to insert characters after a line break
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Virtual Production
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Virtual Production (Bug Fix)
- Fixed issue where attempting to capture a media texture using a file media output with ‘Invert Alpha’ unchecked would result in blank images.
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Performance Capture (Bug Fix)
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[Performance Capture Workflow] - Fix crash on hot reload entering and exiting a sandbox session with a PCap UMG viewport tab open. Fix is introduced by using the spawn tab by class, rather than by object.
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OBS LiveLink Device: Fixed overwriting OBS Studio side FilenameFormatting profile setting
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Tools (Bug Fix)
- Fixed issue where baking animation from a sub-sequence would incorrectly fail when initiated from a sequence opened with the Take Recorders “Review Last Recording” button.
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AI/ML
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MCP (Upgrade Notes)
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Fixed a crash that could occur when having the Assistant edit certain kinds of Blueprints.
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Changes made by the Assistant during a script execution are no longer bundled together in a single transaction.
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MetaHuman
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MetaHuman (Upgrade Notes)
- If the main BP for a MHCrowd Actor was copied from the original sample and has a section labeled “Update mover component for new character location”, this section can now be deleted.
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Platform
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Windows (Upgrade Notes)
- When the Windows ARM64 native NVidia libraries for NVAPI and NVAftermath are released, they must be manually copied to the relevant locations.
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Platform Mobile
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iOS, tvOS, and iPadOS (Upgrade Notes)
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Due to a path issue in 5.8.0, you may have to manually change an iOS specific library path if you get a libCrashReporter linker error with a Remote Mac iOS build. Change the installed library path from: “Engine\Source\ThirdParty\PLCrashReporter\lib\lib-Xcode-16.2\IOS\Release” to "Engine\Source\ThirdParty\PLCrashReporter\lib\lib-Xcode-16.2\iOS\Release. Note the change in case of the “ios” path component from “IOS” to “iOS”
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Due to a path issue in 5.8.0, you may have to manually change an iOS specific library path if you get a libogg linker error with a Remote Mac iOS build. Change the installed library path from: “Engine\Source\ThirdParty\Ogg\libogg-1.2.2\lib\IOS” to “Engine\Source\ThirdParty\Ogg\libogg-1.2.2\lib\ios”. Note the change in case of the last path component.
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UE 5.8.2 Release Notes
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Animation
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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.
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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.
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Gameplay (Bug Fix)
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Fix for array out of bound crash in FAnimNode_BlendStack_Standalone::UpdateSample
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Added fault tolerance in FComponentSpacePoseProvider::CalculateComponentSpaceTransform and FAIPComponentSpacePoseProvider::CalculateComponentSpaceTransform
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Added fault tolerance to UE::PoseSearch::GetWorld
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Sequencer (Bug Fix)
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Sequencer: Fix crash on shutdown due to ~FScopedTransaction dereferencing GEditor.
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Sequencer: Fixed a crash caused by Sequencer resolving actor reference track bindings off the game thread
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Sequencer: Anim Mixer: honor Force Root Lock suppression in cooked builds
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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
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Sequencer: Fixed an editor crash when a Universal Object Locator property widget remained displayed after the object owning the property was destroyed
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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
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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
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Sequencer: Fixed an editor crash when converting a Sequencer binding for a grouped actor into a Spawnable Actor
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Sequence: Fix editor crash when an animation has no skeleton.
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Sequencer: Fixed an editor crash that could occur when recompiling a Blueprint while Sequencer was tracking property changes on one of its instances.
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Sequencer: Anim Mixer: Fix the world-space offset gizmo dragging in the wrong direction for skeletal meshes offset from the actor root.
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Sequencer: Anim Mixer: Proper fix for Gap Behavior Reset leaving the root stuck at the last evaluated transform.
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Sequencer: Anim Mixer: Fix the root offset gizmo in world space, including for meshes offset from the actor root.
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Sequencer: Anim Mixer: Fix root motion reverting actor position after a gizmo edit
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Sequencer: Anim Mixer: Fix bus section showing bind pose after runtime bus topology changes
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Sequencer: Sections in the pinned track area can now be dragged to a row above; the drag readout no longer appears twice, and
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Sequencer: Anim Mixer: Refresh Anim Mixer layer when a Control Rig child track’s row count changes.
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Sequencer: Anim Mixer: Fix non-normalized root rotation crash in AnimMixer.
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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.
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Sequencer: Anim Mixer: Fix first-layer mask and weight dropped when a mixer targets a bus
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Sequencer: Anim Mixer: Re-center Root Transform now respects the keyed root offset.
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Sequencer: Anim Mixer: Fix Gap Behavior Reset not clearing a persisted root transform.
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Sequencer: Anim Mixer: Fix world-space root motion for skeletal meshes offset from the actor root.
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Sequencer: Anim Mixer: muting/unmuting a layer, track, or spawnable corrupts accumulated root motion
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Sequencer: No longer crashes when a track’s bound object is missing or has been destroyed while properties are being animated
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Sequencer: No longer crashes on undo when the focused sequence has been destroyed
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Sequencer: No longer crashes when editing a key’s properties after the owning Sequencer has been closed
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Sequencer: The Ease Curve Tool no longer crashes when closing the editor or reloading levels
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Sequencer: No longer crashes when toggling Preview Camera Cuts in Simulate
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Sequencer: No longer crashes when auto-sizing a Niagara cache section that isn’t part of a sequence
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Sequencer: No longer crashes when finishing a viewport drag if selection limiting turns on or off mid-drag
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Editor
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Editor (Bug Fix)
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[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.
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Fixed an editor thumbnail readback race condition between the game thread and render thread that could lead to a crash.
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Fix startup crash from the diagnostics tab spawning during a Live Coding reload.
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Interchange (Bug Fix)
- Fix MaterialX materials being shared across targets on USD Pregen imports
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Scripting (Bug Fix)
- Fixed a crash during editor shutdown with Python callbacks being cleaned up while the Python environment was partially shutdown.
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UI (Bug Fix)
- Fix Place Actor Panel toolbar clipping issues when all categories did not fit on screen
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Foundation
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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.
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Core (Bug Fix)
- Resolve crash when cooking WP levels with basedonreleaseversion.
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Framework
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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.
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Blueprint (Bug Fix)
- Fixed a bug that could cause attachment hierarchy to be destroyed when playing or cooking levels with World Partition enabled
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Mass (Bug Fix)
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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.
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Reuse pruned processor instances across processing graph rebuilds, instead of resetting them every time.
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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.
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Level Design and Art Tools
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Landscape (Bug Fix)
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Fix crash that could occur when editing landscape layers in Landscape Mode
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Fix crash that could occur when loading levels which contain an older format of landscape foliage
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Modeling Tools (Bug Fix)
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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.
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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.
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Fixed an issue that prevented tools that were sensitive to selection order from correctly running when the selection contained different types of objects.
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Fixed a crash that could happen in modeling modes with stylus input handling on mac.
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Procedural (New)
- Cancel the active editor mode tool when switching tools, instead of silently committing its in-progress edit.
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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.
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World Building (Bug Fix)
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[PCG] Fix BP simple point processor node not working with non-default pins
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[PCG] Fix race in BP point processor crashing in FlattenPropertyIfNeeded during async processing
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[PCG] Fix edge cases in Spatial Noise
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[PCG] Remove over-protective ensure that could arise with old data, like when regenerating Biome Sample for example.
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[PCG] Remove over-protective ensure in PostProcessGraph, when a graph can be already null because of an undo for example.
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[PCG] Fix crash that can happen in the Override Settings phase with Soft Object Paths that needs to load into a UObject
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Media
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Media (Bug Fix)
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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.
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Fixed Blackmagic media source failing to open due to timecode provider LTC/VITC conflicting with Auto timecode format detection on the source.
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MetaHuman
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MetaHuman (Bug Fix)
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[UEMHC] Export to DCC eyelashes map as RGBA with a default dark brown tint to help loading in DCC tools
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Add test to ensure exported eyelashes map is RGBA
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Add default dark brown tint to exported eyelashes texture to improve MetaHumans in DCCs
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Add cvar mh.Character.DCCExport.EyelashesTint to change the tint if needed
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Fix creation of DNA index mapping even when optimized cooking is used, which prevents body correctives to be applied from RigLogic otherwise
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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.
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Fixed a crash when opening a custom MetaHumanConfig asset created using UE5.4 in a UE5.8 project.
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Restore legacy UEMHC compatibility of DNA state when SkeletalMesh is right clicked and DNA imported through the MetaHuman DNA import option
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Fix RigLogic scale inaccuracy caused by coordinate system conversion
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Motion Design
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Motion Design (Bug Fix)
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Motion Design: fix for operator stack crashing on invalid shared pointer in TransformIf
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Motion Design: Fixed broadcast channel media outputs not importing via JSON as JSON reader now requires object properties to be instanced.
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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.
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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.
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Remote Control: fix parameterless function calls with no parameter present in the request skipping validation.
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Motion Design: honor preview channel for remote rundown actions
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Remote Control: fixed issue where “py” with some other separator like newline/tab
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Remote Control: added safety guards when passphrase header is not present in the request
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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.
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Movie Render Pipeline
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Movie Render Pipeline (Bug Fix)
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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.
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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.
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Platform
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All Apple (Bug Fix)
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Fix crash when attempting to bind unused mips in DiaphragmDOF
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Fix Metal RT bug where Any-Hit and Intersection are specified and IRObjectGetMetalIRShaderStage returns Intersection for fused shader.
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Bind a depth-stencil sink in DrawTileMesh’s translucent path to fix a MetalRHI assert
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Fix Mac assert in SetRenderPassDescriptor when the backbuffer drawable texture is unavailable
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Fix Mac assert creating a zero-sized viewport back buffer
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Mac (Bug Fix)
- Cmd+x/cmd+c/cmd+v WebKit/ApplePlatformWebBrowser support
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Platform Mobile
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Android (New)
- Bumped up Target SDK to API 36
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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
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Rendering
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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.
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Architecture (New)
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Fix invalid parameter properties for overriden parameters.
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Prevent GetOrCreateMaterialFromTexture material from being created inside a transaction, to fix numerous crashes.
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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.
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Materials and Shaders (Bug Fix)
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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.
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Repair a check when clicking Apply on materials in the RootSet while an undo transaction is also active
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Nanite (Bug Fix)
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Fixed issue where Nanite Voxel Foliage wouldn’t render on some platforms.
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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.
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Niagara (Bug Fix)
- Niagara: fix crash when Handle.GetEmitterData() returns null (handle’s emitter mode is stateless) when compilation mode is original
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Postprocessing (Bug Fix)
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Fix validation error, and potential PSO compilation stutters for material writing velocity
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[TSR] Fix PSO precache FTSR* ensure where the precache logic of shader (alpha,16bit=true) is different from the runtime (alpha, 16bit=false).
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RHI (Bug Fix)
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Fix a rare issue with motion blur corruption seen on skinned mesh.
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Defer SetPresentLatencyCallbacks to render thread via RHICmdList.EnqueueLambda
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Simulation
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Cloth (Bug Fix)
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Cloth Dataflow Editor : Fixed preview/simulation viewport to properly reflect the content of a cache simulation
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Fixed a crash when displaying an outfit whose body sizes have different numbers of LODs
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[Chaos Cloth Asset] Scaled skinned triangle mesh colliders to match the skeleton.
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Core Physics (Bug Fix)
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[IslandManager] Added ability to handle self-referencing constraints in constraint graph.
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Fix a performance regression when destroying / unregistering a lot of physics objects where .AddUnique consumed too much CPU.
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Dataflow (Bug Fix)
- Fixed out-of-bounds crashes from unvalidated transform selections in GeometryCollection Dataflow nodes
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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.
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UI
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Slate (Bug Fix)
- SlateIM: Fix crash when a modal dialog appears mid-render (e.g. shader compilation)
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UMG (Bug Fix)
- [UMG Toolset] Fixed a crash when renaming widgets in a widget blueprint with a null parent class.
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Virtual Production
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Tools (Bug Fix)
- SwitchboardListener: Fixed a potential stall related to logging.
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MetaHuman
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MetaHuman (Upgrade Notes)
- Legacy MetaHumanConfig assets created in UE5.4 (or later) should now upgrade correctly.
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Motion Design
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Motion Design (Upgrade Notes)
- Any existing parameterless function that is called without Parameters in the request body must be allowed via Remote Control settings.
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Rendering
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Rendering (Upgrade Notes)
- Prevent reallocation of the Volumetric Fog render target avoiding spikes in memory allocation during the frame.
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RHI (Upgrade Notes)
- Fix Present wall time reports for some external input latency reducing utility.
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