Unreal Engine 5.8 Released

Blueprints were really something awesome for me. As a partially dysgraphic and dyslexic person, they were great tool. Maths is always excellent for me and as Art / tech art I have practice in UE since ue3… and you want to leave that in UE6? :worried: So the horror with UEScript continues… Ehm… sorry, verse…

Well. Even if I don’t know any professional developers who would find this vital, except maybe a programmer, I still hope you’ll at least somehow finalize UE 5.8 (last version), please… :confused:

Just updated from 5.7.4, and I noticed that nav meshes from streamed-in levels are no longer streamed in alongside the level, at least not for packaged builds. Until 5.7.4, what worked for me was setting Runtime Generation in the Navigation Mesh section of Project Settings to Dynamic. However, it seems like this no longer does the trick.

Could somebody from Epic confirm if this is intended? Perhaps there’s a new setting that impacts this specific behavior?

The “Landscape Layer Blend” material expression seems to be busted in 5.8. Due to this commit. Even if you pipe-in a single MaterialAttributes, the output will differ from the input.

https://github.com/EpicGames/UnrealEngine/commit/5fb68c7cd7df1fcfeee60b27ea35b9962509da57

Thankfully it’s a virtual function. So you can workaround by subclassing UMaterialExpressionLandscapeLayerBlend and overriding Compile to revert this change. Of course, you need to update all your materials usages to call your new custom implementation.

请问找到解决办法了吗

Hey, Crosscompile tool for 5.8 any soon ;)? From Like 5.7 Launcher & Library is broken totally , errors with instalaltion of tools to the engine is painfull wish that will be fixed any soon. I did fresh Install of Windows and Newest Installer of EpicLauncher - adding content to the Engine is tricky no matter it comes from Library or Fab average 2 errors per tool before being able to install something:(

Duplicating while using the rotate gizmo is broken in 5.8 with the new gizmo. Its an essential feature that has regressed.

I’ve just installed 5.8. Two things that caught my attention and I need help with:

  1. [Fixed!] The EngineAssociation of the .uproject file is not 5.8, similar to previous versions where it was 5.7, 5.6, etc. Is it because I installed 5.8 bad this time? Does it lead to bad things? If this is the case, let me know to re-install this version again.

  2. When generating visual studio project files, it seems like we now get a new Automation_[ProjectName].sln file. I think this is Epic moving the previously “Programs” and “Rules” stuff that was around (since 5.2 or maybe 5.3) into its own solution file (see image bellow). We also get some .slnx stuff. Is there a way to disable Unreal from generating these files? Maybe from .target.cs files or something? I really don’t want my project folder to be populated with extra stuff…

BTW, I am using latest version of Visual Studio 2022 in case that is related.

PS: No idea how, but EngineAssociation is now 5.8 when creating a new project.

Pressing the ‘Home’ key to frame the timeline in sequencer is not working anymore.

The shortcut has been changed to ‘A’ to match the Curve Editor. You can change it back to ‘Home’ in user preferences if you wish.

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Only issue is that my converted project in the Epic Launcher is showing Other as the engine version, not 5.8. I was expecting this to go away with updates to the launcher but it hasn’t changed so far.

--FIXED by editing the Project File in a text edit replacing a long code with 5.8 at the top of the file.

Haha good catch! I didn’t make that connection until now. Let’s hope it doesn’t go full MCP on us :joy:

Also published this in a dedicated post, but after upgrading from UE 5.7.4 to 5.8.0, I’m experiencing what seems to me like a bug where level sequences sporadically freeze for a few seconds (from ~2 seconds to 10+ seconds) before actually playing. So, the sequence freezes at frame 0, then plays as expected. I’m seeing this in packaged builds (at the very least, DebugGame, Development and Test, but I think Shipping too). It’s really difficult to track, as it only happens once every 10 or more play sessions, and only after a certain point through the game that seems random. However, once it happens for the first time, it happens every time. I’ve been trying to debug this for days now, but I cannot find a consistent pattern that triggers it.

My sequences were playing (and still play) fine in 5.7.4, so this seems to be caused by changing to 5.8.0. Of course, this may not be a bug, but just a change in how sequences behave in 5.8.0. However, I wasn’t able to find anything that could explain this.

Any ideas about what could be causing this or potential fixes? Is anybody else seeing something like this?

(post deleted by author)

I didn’t reply to you so this is moved to a reply and deleted.

I saw your post on reddit and replied this is also a good place to check. What I said on reddit is that you might be over running the default cache size and if the assets are streamed they might be reloading over and over again. if it was me debugging a sequencer I would mute each item until located the exact part that is causing the issue. Then work on solution from that point.

-V

Hi Vexar,

First of all, thanks a lot for helping out with this. I replied to you over on reddit too. In a nutshell, I don’t think it has to do with streaming, as there are no spawnables in some of the sequences that freeze, and no actual hitches (it’s just the actors being controlled by the sequence simply getting stuck in their initial state). Also, it’s not some sequences, but all of the sequences freeze, and they do so even when the same sequence is played repeatedly several times in a row.

Could you confirm if your sequences are working fine on 5.8.0? Because, if they are, then I guess that some custom logic of mine could be getting in the way of some change performed between 5.7.4 and 5.8.0. I haven’t been able to find anything until now, but if it works fine for others, then it has to be something I’m doing wrong.

Thanks a lot for taking the time to advice me on this.

Hey man I know we already talked on Reddit but just if others are looking at this that might have the same issue > yes all my sequence including the more complex sequences all work in 5.8. The only things broken for me was the Visual Studio plugin which I enabled and then disabled from VS. I know that plugin needs to be recompiled and it is low priority.

I am not seeing the 25% benefit from switch from 5.7 to 5.8 for me 5.7 is still faster. I am working in 5.7 still and just conducting tests with 5.8 on features I might want to use at some point but right not one thing in 5.8 benefits my current project.

All the new rendering features would cut my FPS down by 50% Lumen, MegaLights, Etc.

Project settings for IMG Media caching reset to default values every time the editor is closed.

The Maya MLDeformer plugin is missing the content and resources folders.

When can we get a Point Release to get rid of some of these bugs???

When Epic changes its mindset.