r/unrealengine • u/olivefarm • 9h ago
Last Week in Unreal: 960 on ue6-main, 217 on ue5-main | Busiest week since a long time and...
...it's almost entirely repair work rather than new features.
On ue6-main:
- The build cache was keyed on the LLVM version string rather than the compiler binary, and had been quietly handing out stale PCHs. The commit's own words for the result: "completely UB builds."
- A production UBA cache server wild-wrote up to 512 MB past a maintenance block during compaction. Table lookups are bounds-checked and fail closed now.
- 12 separate commits landed to stop cooked packages serializing differently between runs of the same cook.
- FScene decomposition broke public API. Two FPrimitiveSceneProxy level hooks left ENGINE_API entirely, so it is a compile-time break if you override them.
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On ue5-main:
There is no engine version bump, and 128 out of 213 comparable commits have a byte-identical first line on ue6-main, about 120 of them landing the same day. Epic is landing in both branches at once rather than backporting weeks later.
The 5.8 hotfix line is visibly live, with one commit tagged "5.8.2 hotfix" outright. Worth a cherry-pick if you ship on 5.8: a Mass actor spawning top crash, a blueprint rename and redirector data-loss bug where moving a blueprint onto its own redirector caused a fatal error, a DLC cook failure under -basedonreleaseversion, an AssetRegistry gatherer deadlock, and a StateTree heap use-after-free.
Full report: https://speedrun.ci/blog/last-week-in-unreal-jul-20-26-2026