Sometimes, priority get misplaced. The clause “use it at your own risk” is such a great relief.. ![]()
Even the engine itself should carry the label “at your own risk”.
such a wonderful release, i love metahuman.. and as you advance to new galaxies, i will be quite happy here with 5.8… but if you decide to do a 5.9, which would be more logical to go from 5.9 to 6.0, i would suggest the foliage to production level and the terrain to production level… at least it will complete the UE5 saga… it’s been a pleasure to observe your progress thru the years… much luck in your continued journey…
I don’t know how they’re going to update the plugins without releasing a new version…
As long as plugins or features are labelled non-production quality, it is literally “use at your own risk”
the release did say they were leaving the option open for a 5.9 release… it’s only 2026, 2028 is 6.0, plenty of time to get one more version with certain priorities such as the plug-ins… large enuf for a separate release… but they should think on what they improve to make it remain an outstanding stand alone… i’m happy with 5.8, but 5.9 might make me take the wife out in celebration of a great moment… ![]()
It would be strange if there wasn’t a new version for so long until version 6, they’ve also removed the “Looking Forward” from roadmap. I don’t know if all features are in 5.8
First post updated with 5.8.2 info. ![]()
Anyone having an issue with Content Browser Thumbnails not updating properly on BP’s? If I mouse over the BP’s it will change to something that is the wrong model if it contains a model. That same model will appear blended with default thumbnails like the Player Start. Doesn’t happen with the same content in 5.7.
Just wondering if it is me or known issue.
Recommend a high-performance web UI solution for UE5: WebNativeBrowser. Based on Chromium kernel, GPU accelerated rendering, supports Windows/Linux/ARM64 three platforms. JS ↔ Blueprint bidirectional message channel, the front-end can directly embed pages generated by Vue, React, or even AI into UE. For digital twin and gaming tool projects, the development efficiency is significantly improved by doing business on the web side and scenario on the UE side. Warehouse: github serch 【starTechnology1994/uewebbrowser】
I wanted to mention this before it was too late, but… I’m noticing a performance regression in the editor caused by temporal upsampling/TRS. If I use FXAA instead, it doesn’t happen and performance returns to normal. 5.7 is fine.
Use medium scalability for TSR so it has about the same performance cost than regular TAA. Never use high or ultra. The visual difference is extremely small while the performance cost is a lot higher. I’m talking strictly about the scalability setting, not screen percentage used.
Have infinite loop when trying to update launcher version of the Engine. After Update it says resume, and stick with 5.8.1 . WIll try full reinstall then
EDIT - was not able even remove completely:(
EDIT2: Windows after few days of fresh install trying to lock access rights and block for user system folders. That their security going mad. It does not happen at first week after fres install then Windows or Defender make mess. There are plenty of issues with the Apps, launcher,library. Still cant find any good workaround on that.
Yes, but I mean the editor’s performance, not the use of upscaling. Performance in viewport is poor when using upscaling in 5.8, but it works correctly in 5.7
PS: I have a 1080ti whose support has ended and I can’t update the drivers ![]()
When installing 5.8.2 and right clic on a .uproject file to switch the unreal version to open it, the popup dialogue detects 5.8 as a Source Binary. You too?
After a couple of quick tests (no not very confirmed), it “read” the compatible projects differently, when direct clickling on the .uproject file, or when opening it when fristly running the Unreal engine itself, to open a project from it’s control panel. Additionally, testing with the ML deformer project (so any c++ project, probably), it opens differently in each of those 2 ways mentioned; one of them will open it inmediately. The other one, will say it has been made with a different version and will force you to build the project from source.
Following crash after upgrading from 5.7.4
LOG
[2026.08.30-19.59.13:504][606]LogWorldPartition: Display: WorldPartition initialize took 4.95 sec
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: GPU crash detected:
- Device 0 Removed: DXGI_ERROR_DEVICE_HUNG
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Shader diagnostic messages and asserts:
Device: 0, Queue 3D:
No shader diagnostics found for this queue.
Device: 0, Queue Copy:
No shader diagnostics found for this queue.
Device: 0, Queue Compute:
No shader diagnostics found for this queue.
[2026.08.30-19.59.13:505][606]LogRHI: Error: Active GPU breadcrumbs:
Device 0, Pipeline Graphics: (In: 0x80013777, Out: 0x80013777)
(ID: 0x8001360b) [ Active] Frame 606
(ID: 0x80013775) [ Finished] EndDrawingViewport
(ID: 0x80013776) [ Finished] BufferPoolCopyOps
(ID: 0x80013777) [ Active] TexturePoolCopyOps
Device 0, Pipeline AsyncCompute: (In: 0x80013777, Out: 0x80013777)
(ID: 0x8001360b) [ Active] Frame 606
(ID: 0x80013773) [ Finished] RenderGraphExecute - Slate
(ID: 0x80013774) [ Finished] FRDGBuilder::SubmitBufferUploads
(ID: 0x80013776) [ Finished] BufferPoolCopyOps
(ID: 0x80013777) [ Active] TexturePoolCopyOps
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: DRED: Last tracked GPU operations:
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: DRED: Commandlist "FD3D12CommandList 17 (GPU 0)" on CommandQueue "3D Queue (GPU 0)", 1 completed of 25
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 0, BeginCommandList - LAST COMPLETED
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 1, ResourceBarrier
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 2, ResourceBarrier
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 3, ResourceBarrier
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 4, ResourceBarrier
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 5, ResourceBarrier
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 6, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 7, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 8, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 9, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 10, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 11, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 12, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 13, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 14, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 15, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 16, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 17, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 18, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 19, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 20, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Op: 21, CopyBufferRegion
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: DRED: PageFault at VA GPUAddress "0x213A80000"
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: DRED: Active objects with VA ranges that match the faulting VA:
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Name: FTextureRenderTargetVolumeResource (Type: Resource)
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Name: FTextureRenderTargetVolumeResource (Type: Heap)
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: DRED: Recent freed objects with VA ranges that match the faulting VA:
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Name: Fast Allocator Page (Type: Resource)
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: PageFault: PageFault at VA GPUAddress "0x213A80000" (GPU 0)
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: PageFault: Last completed frame ID: -1 (cached: 658) - Current frame ID: 660
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: PageFault: Logging all resource enabled: Yes
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: PageFault: Found 2 active tracked resources in 16.00 MB range of page fault address
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: GPU Address: [0x213580000 .. 0x213A90000] - Size: 5308416 bytes, 5.06 MB - Distance to page fault: 0 bytes, 0.00 MB - Transient: 0 - Name: FTextureRenderTargetVolumeResource - Desc: Texture 64x64x64 DXGI_FORMAT_B8G8R8A8_TYPELESS
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: GPU Address: [0x213AC0000 .. 0x213CD0000] - Size: 2162688 bytes, 2.06 MB - Distance to page fault: 262144 bytes, 0.25 MB - Transient: 0 - Name: Weather_Mask_Brush_Target - Desc: Texture 1000x1000x1 DXGI_FORMAT_R8G8_UNORM
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: PageFault: Found 0 active heaps containing page fault address
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: PageFault: Found 0 released resources containing the page fault address during last 100 frames
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Video Memory Stats from frame ID 660:
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Local Budget: 23745.66 MB
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: Local Used: 1269.40 MB
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: System Budget: 47550.46 MB
[2026.08.30-19.59.13:505][606]LogD3D12RHI: Error: System Used: 9.53 MB
[2026.08.30-19.59.17:125][606]LogD3D12RHI: Display: D3D12 CreatePlacedResource failed with params:
Heap Type: 1
Heap Flags: 0
Resource Dimension: 1
Resource Width: 96
Resource Height: 1
Format: 0
Resource Flags: 4
[2026.08.30-19.59.17:125][606]LogD3D12RHI: Error: hr failed
at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:1051
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Wind_Loop.UDS_Wind_Loop' node class 'External_UE.Wave Player.Mono_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Rain_Loop.UDS_Rain_Loop' node class 'External_UE.Wave Player.Mono_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Rain_Loop.UDS_Rain_Loop' node class 'External_UE.Wave Player.Mono_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Rain_Loop.UDS_Rain_Loop' node class 'External_UE.Wave Player.Mono_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Distant_Thunder_Loop.UDS_Distant_Thunder_Loop' node class 'External_UE.Wave Player.Stereo_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Close_Thunder.UDS_Close_Thunder' node class 'External_UE.Wave Player.Stereo_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Global_WeatherSounds.UDS_Global_WeatherSounds' node class 'External_UE.Wave Player.Stereo_1.0': Default minor version update to v1.1
[2026.08.30-19.59.17:125][606]LogMetaSound: Display: Auto-Updating '/Game/UltraDynamicSky/Sound/MetaSounds/UDS_Global_WeatherSounds.UDS_Global_WeatherSounds' node class 'External_UE.Wave Player.Stereo_1.0': Default minor version update to v1.1
FIX
Upgrade to the lastest UDS release.
Removing the UDS folder loads the level. Dropping latest UDS works, but dropping the UDS-Weather extension results in instant crash - will continue later.
UPDATE
After launching a fresh project a small download for a VC C++ Redistributable came up, and then deploying UDS, including the weather extension did not crash the editor, same with the initial project.
TLDR
This crash is related to UDS weather extension and a missing C++ Redistributable (in a non source project) which was fixed by launching a fresh base project, which prompted the missing download. However, it crashed again and required more edits, for now continue UDS without the weather extension.
Hat tip to CMDR Nemysis007 from the UDS Discord who helped me sort this out.
Hi @Flak ,
- Background Blur in widgets is still broken since 5.6, when not using square corners.
- Path Tracing rendering during runtime in a packaged build, is also broken since 5.6.
Thank you
BTW, are you solving this issue someday?
Thank you
First post updated with 5.8.3 release notes. ![]()
Could you make a new thread in the bug report forum so we have your latest info?
