La mise à jour 5.8.3 est disponible !
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Notes de version UE 5.8.2
Animation
Runtime (Bug Fix)
Hotfix compatible change to prevent invalid reallocation of statestack outside of the scope of the memstack allocator when we attempt to store 5 or more entries. With these changes, any entries after the 4th entry are stored separately to avoid reallocation of the state stack while still retaining functionality for state machines with more than 4 levels of nesting. Also adds a cvar to fallback to the old behaviour for licensees who can make source changes to remove the use of memstack allocator from statestack. Change will be dead-ended in 5.8 and a full fix implemented in Main
Sequencer (Bug Fix)
Sequencer: fix crash resolving sequence bindings after the playback client is destroyed
Sequencer: Fix sub sequence entities not refreshing across a stepped time-warp jump.
Sequencer: Fixed a crash when interacting with or drawing section easing handles in Sequencer after the underlying sections had been removed
Sequencer: Fixed a Linux-only editor crash when opening the Cinematic Viewport
Sequencer: Fixed a crash when creating a camera from Sequencer with no level editor viewport open; the camera is now created at the world origin instead
Editor
Editor (Bug Fix)
CoreUObject: Fix serializing issue when saving assets without FTexts that have localized text
[Viewport Interactions] Fix an issue where the “Flight Camera Control Type” setting was not respected in the new viewport interactions.
[Viewport Interactions] Fix an issue where marquee Shift-dragging did not work correctly.
[EditorTRSGizmo] Fix potential non-finite angle values being fed into GizmoElementCircleBase and GizmoElementArc.
Fix a very rare editor crash when attempting to open code directly in Visual Studio.
UI (Bug Fix)
Fixed settings editor not displaying details view properties when settings tab is already docked on editor startup
Fixed editor stack overflow when closing the color picker on a color property owned by a blueprint instanced subobject
Foundation
Core (Bug Fix)
Fixed unreachable code warnings in CitySample, found when compiling with clang.
Framework
Blueprint (Bug Fix)
Fixed rare crash when looking up node tooltips for the blueprint action database
Prevented placed actor blueprints that are coming out of the error state from losing their transform information
Level Design and Art Tools
Landscape (Bug Fix)
Fixed landscape patches’ reinitialize height/weights functions that didn’t work the first time around
Fixed shader warnings when entering landscape paint mode
Fixed potential crash when right-clicking a landscape streaming proxy actor in the scene outliner
Landscape paint mode : fixed crash when closing the editor
Fixed landscape foliage snapping regression, when using “Snap Under Brush Only”, where foliage instances would not snap when standing outside the landscape component’s bounding box
World Building (Bug Fix)
Prevent the HLOD commandlet from running out of GPU virtual address space.
[FastGeo] Fix concurrent duplicate processing in the PSO recreate batch
Deduplicated the not-yet-processed range of PSORecreateState when components are merged into it, so a component routed by both OnComponentPSOPrecacheCompleted and the OnCreateRenderStateEnd_GameThread safety net can no longer occupy two indices of the same batch.
Two indices holding the same component let two ParallelFor workers run interleaved DestroyRenderState/CreateRenderState pairs on it, tripping the ProxyState assert in FFastGeoPrimitiveComponent::CreateRenderState.
Skipped the deduplication when nothing was merged, since an unchanged pending range was already deduplicated by the call that populated it.
[PCG] Fix integer attribute drift when interpolating metadata (with Spline sampling for example)
[PCG] Fix Polygon Operation losing Data domain attribute value
MetaHuman
MetaHuman (Bug Fix)
Fix applying ML mask weights as true blending weights to RigLogic ML outputs instead of just treating it as an on/off switch
Movie Render Pipeline
Movie Render Pipeline (Bug Fix)
Fixed an issue that caused the graph to not resolve some Naming Tokens correctly (when tokens required the active Cine Assembly as context).
Fixed incorrect alpha when using Accumulation DOF with Spectral Lateral Chromatic Aberration.
Platform
Mac (New)
Respect “Use Less CPU when in Background” setting for Mac webcam capture throttle
Mac (Bug Fix)
Fix Mac only killing direct children of processes to ensure that lingering UAT/UBT instances are killed
This was surfaced as if packaging failed it would not work until the PC was restarted but should fix other edge cases too
XR (Bug Fix)
OpenXR: retry xrCreateSwapchain without XR_SWAPCHAIN_USAGE_TRANSFER_DST_BIT when creation fails with it requested.
Platform Mobile
iOS, tvOS, and iPadOS (Bug Fix)
IPhonePackager: sign the frameworks embedded in the app bundle
Frameworks/*.framework are now signed before the application itself, each with its
Extracted the Mach-O signing loop into SignMachOImage so that the frameworks and
Added -noframeworksigning to fall back to the old behavior
Resolve various .NET 10 publishing issues and update runtime to use bundled .NET to run IPP.
Rendering
Architecture (New)
Fix mismatch between shader Compilation Parameters and Conservative parameters.
A custom expression outputting material attributes.
A LandscapeLayerWeight expression outputting Material Attributes without a “Base”.
Nanite (Bug Fix)
Fixed issue where dynamic resolution or split-screen rendering could incorrectly affect Nanite level-of-detail selection.
Simulation
Dataflow (Bug Fix)
Fixed a data race registering a variable node property change handler during async load.
Virtual Production
Compositing (Bug Fix)
Media IO: Fixed issue where ImgMediaPlayer would trigger an ensure failure on open due to trying to record the source opened event on a thread that is not GameThread.
Fixed legacy Composure keyer material references in cooked games, which we moved into a separate ComposureShared plugin.
Tools (Bug Fix)
Fixed crash when opening a sequence into Take Recorder after having previously cleared the pending take.








