Build A Rocket Boy has released the fourth major title update for MindsEye and shared its full patch notes. According to the devs, this patch introduces a range of UX improvements, numerous performance enhancements, and bug fixes. So, let’s take a closer look at it.
Patch 4 brings general performance improvements to shaders, assets, and collisions. Moreover, the devs have made several improvements to architecture and assets to help improve Memory, CPU and GPU performance. As such, the game should run better than before. For what it’s worth, the team has not upgrade the game to UE 5.6 like it has promised.
This update also brings some PC-only changes and fixes. A new “Player Content” section has been added to the MindsEye Play Menu. Here, you can quickly find and play content made by other players. Any player-made content will now show up right away in this new section. The patch also changes how content is checked. Instead of being reviewed before it goes live, it will now be checked after it’s published.
And that’s not all. NPCs that are aiming and in cover will now look more natural. Conditional dialogue will now trigger with more natural pacing. Moreover, the update optimizes the ambient and civilian animations.
The devs turned off Nanite compute materials because they made the game run slower on GPUs, especially on older NVIDIA cards. They also fixed a problem where the Nanite system was always using the Hardware Rasterizer, instead of splitting the work correctly between Hardware and Software Rasterizers.
Update 4 is around 15GB in size on Steam. In total, we’re looking at over 90 fixes, tweaks, and improvements.
Finally, the devs are now working on Update 5. Although there is no ETA on when it will come out, it promises to bring a major performance. The devs also plan to implement numerous combat and Enemy AI system improvements.
Like always, Steam and EGS will download this update the next time you launch their clients. Below, you can also find its complete changelog.
MindsEye Patch 4 Release Notes
IMPROVEMENTS
Environment
- Trailer Tanks in Free Roam now explode when shot at
- Several improvements have been made to architecture and assets to help with performance
- Improved weather change when player leaves the Factory at the start of Robin Hood Mission
- Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
Visual Effects
- Cutscene VFX performance improvements
- Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
- Disabled ambient rubbish to improve performance
NPC
- Small performance improvement on Robots
- NPCs that are aiming and in-cover now look more natural
Art
- General performance improvements: shaders, assets, collisions
UI
- Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
- Added the ability to skip cinematics
Audio
- Audio Optimisation regarding Mass Vehicles
- Music adjustments throughout MindsEye missions
- Added Destruction SFX on Glass Bottle Props
Missions
- Conditional dialogue now triggers with more natural pacing
- The companion drone torch is now automatically enabled when entering or starting in dark areas
Animation
- Optimised the ambient and civilian animations
- Exit/entry animations no longer play for driverless vehicles
Gameplay
- Aim assist will focus on enemies in vehicle turrets over the driver
BUG FIXES
- Various Mission flow bug fixes
- Fixed pixelated reflection in Rocket Transporter window
- Fixed Industrial vent asset to help with performance
- Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
- Fixed ambient animation glitches in Welcome to Redrock City
- Fixed an issue where camera rotation was lost after cutscenes
- Several lighting LOD pop issues fixed in cutscenes
- Fixed a bug where burning vehicles wouldn’t transition to destroyed state
- Fixed several traversal issues in world where the player may get stuck
- Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
- Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
- Fixed collision on glass roof of Silva Factory
- Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
- Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
- NPCs no longer freeze when interacting with certain objects
- Weapon Wheel hover SFX is now triggered correctly, without delays
PC only
- The character Red Sand Male 25 is now available for use in Build.MindsEye
- Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
- Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
- Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
- Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
- Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
- Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
- [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
- [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer
Console only – PlayStation and Xbox
- Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox
BUILD.MINDSEYE PATCH NOTES – PC ONLY
IMPROVEMENTS
Publishing UGC Content
- Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content
Logic Nodes
- Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
- Timer Logic Nodes now support decimal places up to .000
- Custom UI Nodes updated to always be set to “Node Active” = True, by default
Attributes Menu, Catalogue & Versioning
- Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
- Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
- Updated the search functionality in Assets Catalogue to take into account both object name and the tags
- Added a warning when the player reaches the maximum number of allowed versions when creating new versions
- Added missing hotkeys to the Controls Panel for Inserting Path Points
Featured Stamps Updates
- Multiple fixes and QoL improvements to existing set of Featured Stamps
- Added more Stamps to the Featured Stamps tile
BUG FIXES
- Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
- Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
- New Performance Score applied to AI Spawners as follows:
AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100- Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
- Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
- Fixed an issue with erratic camera behaviour when using the Group Macro Node
- Fixed an issue where players were unable to like Stamps with long names
- Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
- Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
- Grid snapping is now enabled on the XY Plane by default
- Fixed an issue with Destructible Assets not being selectable
- Fixed issues with Filtering in the Assets Catalogue
- Fixed various issues with the Vehicle Selection UI Node
- Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
- Stamp Attributes now display the correct Thumbnail based on the current Version selected
- Fixed various issues with spawn-points and spawning in Build.MindsEye
- Fixed various issues with the Physics Force Node causing objects to disappear
- Fixed an issue where Foliage Assets were not searchable in the Catalogue
- Fixed a crash caused when attempting to ungroup a group within a group
- Fixed a crash caused by undoing creation and deletion of large Stamps
- Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
- Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
- Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
Contact: Email
I forgot this game existed.
claps * best comment so far
I guess it's cool they didnt totally abandon it but Im not sure what would salvage this game for most people.
Good to know they at least added this feature in the game, "Added the ability to skip cinematics".
A lot of games don't have this feature and sometimes it becomes kind of frustrating if you can't skip any cutscene/cinematic if you have already watched it before, and/or you are just getting impatient.
…
did the performance improve?
Good to know they at least added this feature in the game, "Added the ability to skip cinematics".
A lot of games don't have this feature and sometimes it becomes kind of frustrating if you can't skip any cutscene/cinematic if you have already watched it before, and/or you are just getting impatient.
…
The mordor games are like this. You have to sit through every orc and their little monologue scene. It turns me off from replay the damn game
Well at least they are fixing the game, still a better situation than Nier Automata where developers patched that locked 1600p resolution issue on PC after nearly 4 years