Unreal Engine 5.8 Released

Super stoked for this release, good work Epic and friends!

While many hobbyist, beginners, or those types who’ve been stuck in tutorial-hell for years (creating their first game project as an MMO of course) are doing the typical thing during initial release days and freaking out in general or being actively negative, many others have been shifting gears and putting 5.8 through its paces.

It’s awesome to already see YouTube creators dropping tutorials on the new features, the community sharing tips and such… and just in general, good to see the positive contributions moving things forward.

Alas I need to dial back the rainbows and puppy dogs for a moment… I’ve run into an issue right off the rip: I’m not able to open any 5.7.x projects. Even a basic blank project made in 5.7 won’t open in 5.8. I’ve only just started research into this issue, but wanted to chime in here and share my pom-pom shakes and this bug note. Hopefully it’s derpiness on my end, and not an actual bug - or expected behavior :smiling_face_with_tear:

Keep up the good work, and for all the doomsayers: keep your head up. There are plenty of 5.8.xxx releases yet to land and tonnes of 5.9 stuff over the horizon. UE6 isn’t the end (:musical_notes: of the world as we know it :musical_notes:) and it doesn’t mean the UE5 source will suddenly vanish, taking with it the huge non-Epic community of qualified engineers who can keep the dream alive long after the launch of UE6.

Along with the large user-base of hobbyists using the off-the-shelf installed version of the engine, lone-wolves, small indie studios, and bigger studios using UE… Epic have huge enterprise clients with custom licenses and contractual responsibility. If you aren’t convinced Epic cares about the mere peasants who use the engine without paying a dime and never actually ship anything… you can probably acknowledge Epic isn’t going to ditch the whales. It’s likely they’ll keep supporting 5.x for some time, and have some micro-releases that fix legacy bugs.

Let’s also no forget the biggest good thing: you have access to the source. Do stuff with it. And for Mukhogg’s sake… form your hardened opinions on the state of things from a factual and objective basis. It keeps your logic centers healthy and accurate. :zany_face:

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Hey Epic devs,

Thank you for the release.

This commit is missing from the release build:

[Mesh Partition] Expose nanite ray tracing proxy fallback settings to… · EpicGames/UnrealEngine@6392995

Could you add this to 5.8.1? Thanks.

(post deleted by author)

I don’t think 5.8 is the last version, mainly because 6 version is still a long way off. But if it isn’t, we’re in trouble.

i will stay with 5 - since vibecoding in my native is the my new coding language atm. C++ is a beast and there is huge library of examples. Agents improve , models improve. We are heading towards to the place(matrix) where customers will get out of box products using imagination delivered by corporations subscribtion, last decade for game industry in form we have now. I dont see any point to UE6 being coding engine instead of prompt engine that have code under the hood and if someone wants to edit itself for just tweaking and fun- it willl have an option to do so. I think before UE6 Ai will be writing Engines itself… the scale of improvment of last month is ridicoulus. Iam talking with a machine that give me answer after 10 minutes. AI deliver me working feature circa about 80% next prompt give working exactly how i wanted to be built.

If 5.8 is the last major release it could also mean that they could release more minor versions with more fixes we don’t know yet.

They don’t need a 5.9 to focus on performances and bug fixes.

But they should better communicate on this and clarify this.

I just created a new first person template project with everything default settings (i checked that lumen is properly set) and don’t reproduce the black squares when fast moving the camera on your video when using medium setting for global illumination.

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You can’t just use the basic map, it only occurs in indirect light, that’s why I have the floor duplicated and raised above the arena so that the entire area is in shadow.

It’s also possible that it only affects Vulkan/Linux or some other factor specific to my setup. I don’t know.

i have already done it and it doesn’t change anything to me. some shadows and lighting takes more time to update when fast moving the camera with the added plane (yes indirect lighting is slower to update) but i don’t have black squares like you.

Edit : Yes it could be only using Vulkan/Linux since they are well known not to be on par with DirectX and Windows.

Edit 2 : I have it this time.

Just tested 5.8 in PS5 VR and something its broken here, render its wrong, i use vr template, enabled fire ant plugin, compile and test, and the image in the hmd its like a texture wrong uv mapped tu an uv sphere, i dont know how to explain with words, i test with other projects, old projects working fine in 5.7 and work fine, but all projects i test using 5.8 same problem.

i have closed the project and opened it again and now this time i have the issue. Really weird.

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just compiled it for phenom2 and gtx 560!! just imagine…

I have an “Internal Error” in a material layer instance, which was working fine in previous versions:

The error also appears in the preview window, but when I add the layer to a material it works as expected.

LogShaderCompilers: Warning: Failed to compile Material /IGToolsPP/Materials/ML_IG_PivotPainter2Anim.ML_IG_PivotPainter2Anim:Material_0 for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: "C:\Users\Stan\Documents\Unreal Projects\MyProject58\Saved\ShaderDebugInfo\PCD3D_SM6\Material_0_9cb28d38e66ef0b7\Default\FLocalVertexFactory\TMaterialCHSFNoLightMapPolicy\0"
C:\Program Files\Epic Games\UE_5.8\Engine\Shaders\Private\MaterialTemplate.ush(4665,45): Shader TMaterialCHSFNoLightMapPolicy, Permutation 0, VF FLocalVertexFactory:
    /Engine/Generated/Material.ush:4665:45: error: use of undeclared identifier 'Local0'
        Parameters.SharedLocalBases.Normals[0] =   Local0 ;
                                                   ^
C:\Program Files\Epic Games\UE_5.8\Engine\Shaders\Private\MaterialTemplate.ush(4679,60): Shader TMaterialCHSFNoLightMapPolicy, Permutation 0, VF FLocalVertexFactory:
    /Engine/Generated/Material.ush:4679:60: error: use of undeclared identifier 'Local0'
        Parameters.SharedLocalBasesFullySimplified.Normals[0] =   Local0 ;
                                                                  ^
Internal Error!
    Material_0_9cb28d38e66ef0b7/Default/FLocalVertexFactory/FLumenCardPS/0:/Engine/Private/Lumen/LumenCardPixelShader.usf|Main VF 'FLocalVertexFactory' Type 'FLumenCardPS' '/Engine/Private/Lumen/LumenCardPixelShader.usf' Entry 'Main' Permutation 0 
Internal Error!
    Material_0_9cb28d38e66ef0b7/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF 'FLocalVertexFactory' Type 'TBasePassPSFNoLightMapPolicy' '/Engine/Private/BasePassPixelShader.usf' Entry 'MainPS' Permutation 0 
LogShaderCompilers: Warning: Failed to compile Material /Engine/Transient.Material_0 for platform PCD3D_SM6, Default Material will be used in game.
Internal Error!
    Material_0_5d6a53a1e006aadd/Default/FLocalVertexFactory/TMaterialCHSFNoLightMapPolicy/0:/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf|closesthit=MaterialCHS VF 'FLocalVertexFactory' Type 'TMaterialCHSFNoLightMapPolicy' '/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf' Entry 'closesthit=MaterialCHS' Permutation 0 
Shader debug info dumped to: "C:\Users\Stan\Documents\Unreal Projects\MyProject58\Saved\ShaderDebugInfo\PCD3D_SM6\Material_0_5d6a53a1e006aadd\Default\FLocalVertexFactory\FLumenCardPS\0"
C:\Program Files\Epic Games\UE_5.8\Engine\Shaders\Private\MaterialTemplate.ush(4665,45): Shader FLumenCardPS, Permutation 0, VF FLocalVertexFactory:
    /Engine/Generated/Material.ush:4665:45: error: use of undeclared identifier 'Local0'
        Parameters.SharedLocalBases.Normals[0] =   Local0 ;
                                                   ^
C:\Program Files\Epic Games\UE_5.8\Engine\Shaders\Private\MaterialTemplate.ush(4679,60): Shader FLumenCardPS, Permutation 0, VF FLocalVertexFactory:
    /Engine/Generated/Material.ush:4679:60: error: use of undeclared identifier 'Local0'
        Parameters.SharedLocalBasesFullySimplified.Normals[0] =   Local0 ;
                                                                  ^

I originally wanted to say that there are a lot of bugs and whats wrong. But with that many bugs and flaws, you should at least pay the person who reports it for those hours.

So good luck in the future. :grinning_face:

We are having problems with the engine association:
It is giving a hash on the assosiation like a custom engine build when trying to upgrade a project

Still no good recording tools (like for Camera or Render Targets), hence RVR is a top notch choice for all developers: Runtime Video Recorder | Fab

I installed Unreal Engine 5.8, and the Fab plugin was installed automatically. However, after restarting, it disappeared and I cannot reinstall it. I have tried clearing the cache, as well as completely uninstalling and reinstalling the engine. The exact same thing happened again: Fab disappeared after the reboot and won’t install.

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Mesh Terrain Normal Recalculation in Play/Simultion mode | Nanite tessellation breaks up the Mesh Terrain with distance
Hello! Mesh terrain is a great new feature, I’m incredibly happy with its appearance, I only encountered problems with this one.

I suspect that the nanites simplify the geometry (or recalculate normals) in a different way, because I didn’t notice this on regular static meshes.

As you get closer, everything becomes normal.

There are also problems with normal recalculation when turning on simulation/game mode. Triplanar auto material display breaks:

Breaking C++ change if you use StaticEnum<EMyType>() or UEnum::GetValueAsString().

Compilation will fail with something like:

Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h(3338,22): error C2280: 'UEnum *StaticEnum<EnumType>(void)': attempting to reference a deleted function

Fix requires adding this to the .h file where your UENUM is declared:

template <> YOUR_API UEnum* StaticEnum<EYourType>();

Reflection captures seemed to have stopped working with level streaming. They won’t show when a level is streamed in. It happens in PIE and packaged. If it matters I’m also using Forward and static lighting is disabled.