I hope so.
Hey guys does anyone manage to use Rivers with new mesh terrain? Becouse i have hard time figuring out how to use them… if i use river modifier the engine crashes when play "Assertion failed: WaterSplineMetadata [File:D:\build++UE5\Sync\Engine\Plugins\Experimental\MeshPartitionWater\Source\MeshPartitionWater\Private\MeshPartitionRiverModifier.cpp] [Line: 125]
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r.RaytracedTranslucency.downsamplefactor 2 is way too noisy and flickery
And r.RaytracedTranslucency.downsamplefactor 1 is way too expensive.
Pls Epic team enable this cvar option for us like a hybrid checkboard solution in 5.8.1 (*r.RaytracedTranslucency.downsamplecheckerboard) like lumen reflections currently has, i.e r.lumen.reflection.downsamplecheckerboard.
We cannot wait till UE6 launches to get a perfect solution as that is years away at this point.
I have this issue too. Basic mesh terrain with a WaterBodyRiver + RiverModifier component - PIE crashes.
Why was the “Keyboard Shortcuts” section removed from the editor settings?
Could you please replace the node system in the material editor with HLSL code in the later version, UE6? A friend said it’s faster.
Why would it be? Material graphs all get folded down into HLSL anyways. Whether you write it all in an HLSL node or make it with nodes, it’s all HLSL code under the hood.
LLM is faster and nope:
1st:
Using the custom node prevents constant folding and may use significantly more instructions than an equivalent version done with built in nodes!
2nd:
is writing custom HLSL shader using usf files, issue is they are not very well documented and usually requires C++ coding
That’s due to optimizers that fold some things out, but not all things. You can actually compare methods pretty easily by making a node version of a graph and then making the same code in an HLSL node, then compare the output HLSL shader code. For almost all common materials, they’ll be pretty identical. There are some things that might diverge a little as you deviate away from typical materials though. Again, it all boils down into HLSL, they are not separate languages.
So many bugs…
Who said the early versions were stable? That’s not the worst part, the worst part is if 5.8 is the last one, how many patches will it get throughout the year? 4?
First post updated with 5.8.1 info. ![]()
Thank you for this! I am really hoping to see a fix to Metasound I submitted for 5.8. I’m glad to see some bugs cleaned up. When can we expect more updates?
PSA : 5.8.1 Breaks the PCG Framework graphs if nodes share the same input/ouput pin names (which is required for feedback loops)
Workaround : Grab and squash the editor PCG plugin folder from someone who hasn’t updated yet.
Archive shared on UnrealSource Discord for Windows users : Discord
@Flak worth adding a disclaimer in the original post, this can really lock people out of doing daily work.
Procedural Vegetation is buggy and broken.
Everything is fine in Editor
Once u hit play in pie mode or standalone game, USkinnedMeshComponentTick gets overblowed and stat anim shows 6ms in a small forest scene with some trees. Unreal Traces shows the same thing with my trees taking the highest hit.I have reduced bones as much as possible. Its way CPU bound right now. Disabling Tick does nothing in this case, either in blueprint or in level blueprint. Please fix or give us an option to disable tick on these. Like yes the new Foliage is faster with Nanite and Wind but whats the point if its not useable with huge Tick cost. #FIXTHISASAPIN5.8.2
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Thank you very very much for the Lightmass updates although they are no where mentioned.
One last thing regarding the Lightmass update still doesn’t work is the GI of a stationary skylight, should I rather open a bug submission?
Best regards
Updated my unreal engine from 5.6 to 5.8 and I’m suprised that the plugin “Chaos Cloth” for some reason now needs 3 other plugins other that were disabled before - “Water” “Buoyancy” “Landmass”.
Two of them are experimental and one is beta in the last major update of unreal engine 5…
Yes I find it annoying that so many plugins are tied together now, and include BETA or Experimental to go with the one plugin you actually want. Try to go through the entire plugin list and disable like the Control Rig and you find it is tied to 6 or 7 other plugins you will keep saying OK I don’t need that one either until you get toward the end of the list oh I need that one then you all the time you spent thinking about the previous 5 or 6 is wasted because you have to leave them all ON. This pattern is getting worse, I mentioned that they group the plugins or sort them by how they are tied together but nobody ever responded.
I tried to remove all the experimental plugins first, removing plugins also has a direct effect on how big your project is in Shipping form, and how long it takes to compile and do builds. So cleaning up and disabling things you aren’t ever using is the right thing to do.
Famous water plugin from UE4, which is still in experimental state after more than six years…
Epic has obviously learned to not finish its work and leave the beta or experimental label there to avoid responsibility for its state.