UE5.7.3 and Voxel Pro 1.2

ok after upgrading to UE5.7.3 all my maps using Voxel Pro 1.2 crashes, even on new projects.

I uninstalled 5.7.3 and reinstalled it… still keeps happening.

Has anyone else having this problem?

Hey there @Ogreman! Are you referencing Legacy Voxel Plugin Pro Version 1.2? Does version 1.2 support 5.7.2? It’s also usually not recommended to update projects to newer versions (barring sub versions) especially with third party plugins.

The errors may point to what’s failing, but how to correct it may be difficult.

Normally I generally do not have any problems when upgrading UE versions with Voxel

Yes Legacy Voxel Plugin Pro version 1.2

I even nuked 5.7.3 and re-installed it. then added in Voxel Pro and made a new project and as soon as I add a Voxel landscape the UE5.7.3 editor Crashes.

I was using UE5.7.1 and it was working great. Can’t find a way to reload 5.7.1

Any thoughts?

As soon as I click add it crashes

according to co-pilot Epic Games has stopped supporting Voxel Legacy Pro v1.2. Why would Epic stop supporting the only Voxel System that is functioning? not to mention I paid for the plugin. Voxel 2.0 is available through Git Hub, however, It isn’t fully functional as of 3/11/26. so I can’t incorporate it into my game, furthermore it doesn’t read the Voxel 1.2 data. so, the past 8 months of work currently isn’t accessible to even bring it back to UE 5.6 and UE5.7.1 did use Voxel1.2 but now 5.7.1 seems unavailable from Epic.

as I stated I have been having no issues with UE updates and Voxel legacy pro 1.2. and updating the Engine is necessary to get rid of known bugs in UE. As of UE7.3.1 Vox 1.2 was working. but now UE Editor crashes as of 5.7.3 if you try to open a map with Voxel landscape, or try to add a voxel landscape.

but the needed corrections in the newer version of UE are highly needed to fix other issues within UE.

but why would epic stop supporting Voxel Legacy Pro 1.2 after charging us money to get it. I would switch to Vox 2.0 but unfortunately its not ready for the market. there are many bugs and incomplete work existing cyrrently. So Vox 2.0 isn’t an option.

I have some older files of my development that still works in UE5.6 but the last 8 months of development is pretty much nolonger accessible. I cant even open the 20 maps to move the data back to the earlier version.

and furthermore, EPIC is still providing the sale of Vox 1.2 and states its compatable with UE5.7

I don’t believe Epic maintains Voxel Plugin, I believe the plugin is still managed by Victor and his independent Voxel Plugin team. I this case, I definitely recommend a bug report on their site as they may be able to assist directly there.

However, you can get a previous hotfix of UE 5.7.x by building the engine from source, if the hotfix is at fault that could resolve the issue if data isn’t corrupted. Also if you have a previous save either from Saved/Autosaves of the maps or in a source controlled repo, you may be able to roll them back to a state usable in a version pre-hotfix.

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

I tried building the engine from source also it still crashes. 5.7.1 worked with Vox1.2 but 5.7.3 and 5.7.4 do not. I even built another computer and installed UE and it still crashes when I try to use Vox1.2 the maps load up but when I go to add a voxel landscape Crash, When I have a previous map (all 40 of them) load but when I go to load the voxel landscape and or add a landscape it Crashes.

Why, after reviewing the crash reports it looks like 5.7.x blocks the use of Vox1.2 I jumped back to 5.6 and started to rebuild all my last 8 months of development.

You know at first when I got Vox 1.2 I thought it was well crap, but I had to step back and realized the structuring was well from a different perspective, and I dove in and found a way to make it work and work very well. I’m holding off on buying anything more from epic until i see them getting thing fixed. My next goal is Fluid Flux but that’s like I said is on hold.

btw UE5.6 is working with vox1.2 but 5.7 has a bit of repairs to it bugs that highly improves UE I was looking and thinking of building 5.7.1 from source next.

Ok so far, I have found that if I turn off the Voxel Preview, I can at least get to my maps and some of my work. However, as soon as I run the map using the Voxel Legacy Pro 1.2 the editor crashes to the desktop. in the Crash file it crashes at the rendering of the landscape.

From what I can see UE5.7.4 seems to have integrated the rendering of Voxel 2.0 and the system isn’t set up to handle both 1.2 and 2.0

Nice that Epic is choosing to support the new Voxel 2.0 from Git HUB, however, to stop supporting vox 1.2 when it’s the only fully functioning version out there not to mention the fact that we spent money to purchase this plug-in and Epic says its version 5.7 compatible really kind of… well you get my point.

Vox 2.0 supports the UE’s PCG which btw really isn’t designed for large game development. in order for me to recreate even one of my game maps I had to create a small PCG and then cut and paste it multiple times to cover one Voxel map. this is highly inefficient. it puts the designing of landscapes back to manual painting each and every inch of a map by hand… gruesome tons of development hours

Furthermore, currently Vox 2.0 has no support for in game altering of the Voxel landscape so forget making tools for your characters to use because the support doesn’t exist yet. WHY? would you make a game with a key feature where you can edit the landscape with a system that doesn’t function for that purpose?

So I had to fall back to UE5.6.1 and try to recover the past 8 months of work. so far I been able to recover some of my work and with turning off the Voxel previewer I can now access some of the Landscapes and retrieve a lot more of my work.

BTW I did do a bug report, but I haven’t received even one response at all.

as for UE5.7.1 and Voxel Pro 1.2; 7.1 did support Vox 1.2 and that is what i had moved over to back when it came out, only issue I had found was that the migration of a landscape that contained a Vox1.2 wouldn’t move over correctly but I was able to open both projects and copy the contents of the landscape and paste it into the landscape of the new project. When Epic updated 7.1 to 7.3 it killed using an Vox1.2

Like I stated before it makes no sense for anyone to discontinue support of the only working version of Voxel for a version that is not fully completed. Yes, I get the fact that Epic is opting to use more of the PCG system but face it, it’s a huge dinosaur for the production of a game. It has power but to use it for a small project it works but large projects it well sucks. To use it effectively I had to make it relatively small set it up then copy and paste it some 80 times to cover my landscape. (using the same size landscape of the original size from Vox1.2)

Also, Using the new UE5.7.4 it consumed many more hours to develop one tenth of one of my worlds that I built using 5.6 w/Vox1.2. true 5.7 has more power and corrects many bugs that exists in earlier versions (hence why I had upgraded to it. and even from 5.7.3 to 5.7.4 it repaired over 40 bugs in that upgrade).

The Voxel 1.2 was at first a bear to use but Victor and his crew has made great progress and its fully functioning. so far only one issue I’m not happy with on it, but then again maybe I should have said something about it, and that is with auto landscape material the voxel landscape material collection doesn’t use the Grass Types and cannot differentiate the difference of the different auto layers. yes it does use the different layers but identifies the auto layer as a single material layer so if you use an auto layer (0) with a snow layer (5), a rock layer (3) and a grass layer (1) assigned in your auto layer Vox 1.2 only sees the auto layer as a single layer, can’t tell the snow from the grass unless you paint the layer specifically. One thing I would like to see is a Heat Map function. Using a “Heat Map” I could assign Biomes and elevations to the color to generate a landscape and even blend material layers based on the color.