Any hero who can compile it for 5.8

Any hero who can compile it for 5.8? I tried, but it’s a bit difficult… Epic changed a lot of things.

TY.

nvidia-ue58-compat.patch.txt (3.8 KB)

nvidia-ue58-V2-compat.patch.txt (12.4 KB)

Here’s a patch file that should fix all compile errors for 5.8. Requires the project to be source controlled with git. Haven’t gotten around to test it, but it compiled at least.

I had to add .txt to the uploaded file because of upload restrictions. You can just remove the .txt ending, copy it into the Plugins folder (or the parent folder where all the Nvidia plugins are located in case you created a custom folder structure for your plugins) where the 5.7 Version of the Plugins is located and then apply the patch with (Terminal / Powershell in Plugins folder):
git apply nvidia-ue58-compat.patch

or (see Any hero who can compile it for 5.8 - #4 by Michael-EG):
git apply nvidia-ue58-V2-compat.patch

If you are running the Epic Games Launcher Version of Unreal you might need to copy it into the plugins folder of an empty 5.8 project first alongside the 5.7 DLSS plugins apply the patch and then build from your IDE. Then you can copy the compiled Plugins to the Engine Plugins Folder. Don’t forget to change the version number in the uplugin files. I missed that one with the patch file.

Let me know in case something doesn’t work, not sure when exactly I’ll get around to test it inside the Engine myself.

In case you aren’t using git, I guess you could open the text file and manually search for the correct files and lines.

It was only 4 files that need to be modified and only about 8-10 changes.

Cheers
Michael

Oh Michael, that’s awesome, thank you. There’s always someone in the world capable of solving anything. I’ll try it and comment here on how well it worked for me.

It worked!! Everything is running normally in my project, there’s nothing visually strange, it’s working perfectly. Thanks, Michae-EGl!

Interesting, cause I tested it earlier and had an Issue with an ensure that got triggered due to a change by epic games regarding EWindowType (EWindowType::GameWindow being deprecated cause internal changes made it identical to EWindowType::Normal). DLSS previously relied on that distinction to only active DLSS in the Game Window instead of Editor Windows. All of this was in StreamlineDLSSG.cpp and prevented me from starting the engine with DLSS Plugins active.

I patched it and it now runs (read as: engine starts), still haven’t done an in-depth test though. Patch file now also includes the version number changes in the uplugin files. (Patching from 5.7 as previously described)

nvidia-ue58-compat.patch.txt (12.4 KB)

Kind Regards
Michael

“How curious — the first patch worked for me without any problems. The engine started normally with the plugin, and I’m not experiencing any visual issues… very curious indeed. Anyway, thank you very much. Maybe someone else might need your second patch, or perhaps it’s due to the plugin version. I used the plugin version (2026.05.21_UE5.7_DLSS4.5Plugin_v8.6.1).”

Hi! Thank you for your patch, I could confirm DLSS working in my project, both in Editor and Packaged game, but sadly no luck with DLSSG, it’s causing insta-crash for me when enabled.

Do you know if on your side is working for DLSSG Framegen?

Thanks again!

Hi Michael, I am trying to apply the version 2 patch without using Github(by manually entering the versions and codes from patch 2), I could not find the code to be replaced in StreamlinViewExtension.cpp and also StreamlineDLSSGCustomPresent.h is missing in the Streamline folder. Please help . I am unable to install this to 5.8

Unreal 5.8 and built games indeed crashes with the custom patched version when FG is enabled.

I haven’t had time to look into it. It was definitely one of the parts I had to update due to how 5.8 provides the Render View. While my solution works at compile time, given how senstive to timing this entire process is, I’m not surprised that it does have issues. At this time it’s fine for me to just have the plugin and being able to code around it even if FG doesn’t work.

So I’m waiting for the official release of the plugin. It was always meant as a temporary fix for updating a project that has dependencies on the streamline/DLSS Plugin. I doubt anyone requires a version for 5.8 for actually shipping a game right now. So it’s best to let the Nvidia Devs figure this one out (except of course if someone wants to take the time to fix it). They’ll probably release it within a week or two anyway now that 5.8 has officially been released.

Thanks for your reply! Yes this always happen when new version of UE released, I always lurk around here to see if anyone from community able to compile the plugin from previous version to see if it’s able to work.

Yes, I think it’s better to wait for official release, especially for DLSSG.

Like you said, the goal is usually only for continue testing/working with the project in new version of UE, while still having DLSS working, so we don’t need to disable DLSS plugin while waiting for official release.

Anyway, I’m happy to see at least DLSS working well, so I could continue testing my project in 5.8 with it, thank you for that! Cheers!

Thanks for the update Michael ! I am just using DLSS in my render settings and just for rendering out exr’s and not for publishing.. Like you said , Guess will wait for final release from Nvidia!

Tutorial for compiling this file ? Thanks

It is a disgrace that a trillion-dollar megacorporation cannot ensure DLSS support upon the release of every new version of UE.

Official 5.8 release is up now. No need for quick patches anymore.