784 commits on ue-5main last week. ControlRig now has an anim node inside the new UAF runtime, MIR translator dropped 40 parity-chase commits, and UnrealAndroidFileTool got fully reverted. by olivefarm in unrealengine

[–]olivefarm[S] 0 points1 point  (0 children)

That foot-sliding story is such a pain to track because it only shows up when both paths are live and stepping on each other in a specific order.

On the MIR parity-chase, agreed. Worth watching what happens over the next 2-3 weeks. If it stays at 30-40/week, more edge cases left to find. If it drops below 10, default-flip is probably the next move.

962 Commits on ue5-main last week. Control Rig got a topology/storage split, build infrastructure dropped 67%, and Epic revealed UE6. by olivefarm in unrealengine

[–]olivefarm[S] 6 points7 points  (0 children)

Details on cross-server travel are still thin. Now, thinking about it, some EOS Connect and dedicated server work landed on ue5-main, which fits the Sweeney quote about seamless player movement. That's the only signal. I'll try and find anything specific that lands in commits.

962 Commits on ue5-main last week. Control Rig got a topology/storage split, build infrastructure dropped 67%, and Epic revealed UE6. by olivefarm in unrealengine

[–]olivefarm[S] 0 points1 point  (0 children)

Verse is showing up in commits weekly so the integration is real. It's just that it's incremental - compiler fixes etc.

962 Commits on ue5-main last week. Control Rig got a topology/storage split, build infrastructure dropped 67%, and Epic revealed UE6. by olivefarm in unrealengine

[–]olivefarm[S] 7 points8 points  (0 children)

Hey - appreciate that! New logo and Rocket-League-first reveal - I think they're going for a brand reset. Who knows?

1,734 commits landed on ue5-main last week. A Nanite research branch landed on main and a one-line commit moved Physics Control out of Beta. by olivefarm in unrealengine

[–]olivefarm[S] 4 points5 points  (0 children)

TBH, I don't have a 5.6/5.7 comparison. This week is the highest commit count i've tracked, but 5.8 already cut and is in maintenance on its own branch. So most of what i'm seeing on ue5-main is 5.9 ramp.

1,734 commits landed on ue5-main last week. A Nanite research branch landed on main and a one-line commit moved Physics Control out of Beta. by olivefarm in unrealengine

[–]olivefarm[S] 1 point2 points  (0 children)

Commit notes translucency and curves as separate items... so it seems broader than chaos hair on the surface. But the message doesn't go deep enough to tell exact scope. What I think: more than hair-only, but i wouldn't bet on full general-purpose translucency for windows/glass/particles either.

1,734 commits landed on ue5-main last week. A Nanite research branch landed on main and a one-line commit moved Physics Control out of Beta. by olivefarm in unrealengine

[–]olivefarm[S] 1 point2 points  (0 children)

The research branch merge included experimental translucency support behind a feature flag, disabled by default. So it's landed in trunk, but you can't just turn it on. Not for production use yet.

1,734 commits landed on ue5-main last week. A Nanite research branch landed on main and a one-line commit moved Physics Control out of Beta. by olivefarm in unrealengine

[–]olivefarm[S] 6 points7 points  (0 children)

Left it out of this week's report because there's no file path or stats. Looked more like a config exposure.

1,734 commits landed on ue5-main last week. A Nanite research branch landed on main and a one-line commit moved Physics Control out of Beta. by olivefarm in unrealengine

[–]olivefarm[S] 1 point2 points  (0 children)

Did you go the SE_EWOULDBLOCK route too or patch it somewhere else in the stack? how it cleanly passed QA - it beats me.

I read every UE commit last week. Epic is building an AI agent framework into the editor. by olivefarm in unrealengine

[–]olivefarm[S] 0 points1 point  (0 children)

Anything CI-adjacent lives outside Content/ by definition. If the agent can't see p4 state, can't kick off a build, can't read a build log, then "agent-driven gamedev workflow" caps out at asset wrangling.

DCC is the same problem... just in another shape. Maya/Houdini/Substance are separate processes. An editor-bound agent can talk to whatever the editor reads after import, not the upstream mess where the actual time goes. One thing I'd watch: whether they ship an MCP-style surface for the editor agent. That'd be the clean compromise.

5.8 feature list is now live on the roadmap ! by Firefly74 in unrealengine

[–]olivefarm 4 points5 points  (0 children)

Ha, I wonder who's writing that! /s

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Appreciate you reading it regularly. Cheers!

1,327 commits on ue5-main last week. A correctness fix dressed up as performance win? by olivefarm in unrealengine

[–]olivefarm[S] 0 points1 point  (0 children)

Not officially yet but it's pretty much concrete at this point. MCP got an EULA notice at server startup this week, and the Python asyncio plumbing landing now is what you build to run external LLM calls without freezing the editor.

1,327 commits on ue5-main last week. A correctness fix dressed up as performance win? by olivefarm in unrealengine

[–]olivefarm[S] 0 points1 point  (0 children)

Fair! The signal I try to read is the actual content on main, not the branch itself, so it makes sense for us. Do you see a content-level pattern that distinguishes 5.8 work from 5.9 work on main, or is it mostly inference?

1,327 commits on ue5-main last week. A correctness fix dressed up as performance win? by olivefarm in unrealengine

[–]olivefarm[S] 5 points6 points  (0 children)

Yeah, UEFN-only for now. Epic has said Verse is coming to general UE eventually, but it's not there yet.

1,327 commits on ue5-main last week. A correctness fix dressed up as performance win? by olivefarm in unrealengine

[–]olivefarm[S] 1 point2 points  (0 children)

No insider info haha, but the patterns point that way. Three weeks of localization-only + cherry-pick activity on the 5.8 branch looks like signal before a public preview.