Unreal Engine 5.2 is now available! In this update, UE5’s toolset has been equipped with new and innovative features to push the boundaries of what all creators are capable of—as well as adding notable stability improvements.
Download Unreal Engine 5.2 from the Epic Games launcher, GitHub, or for Linux!
New Experimental Features - Procedural Content Generation framework (PCG) & Substrate
In what’s latest and greatest, we have two new experimental features that focus on creating even bigger and better worlds. The in-house Procedural Content Generation framework (PCG) offers the ability to populate large scenes with Unreal Engine assets at your disposal, while including both in-editor tools and a runtime component. This means that the PCG system not only tackles large projects by doling out massive numbers of assets, but can also run in other real-time applications; creating a dynamic world that reacts, changes and truly feels alive.
Substrate is a new way of creating more controlled and customizable high-fidelity materials that can be used in both linear and real-time applications. This feature replaces the current fixed suite of shading models to provide a modular multi-lobe framework that has more parameter space & a better range of surface appearances once enabled in the project settings.
As both of these are Experimental features, we welcome feedback as we continue to refine functionality.
Virtual Production Updates
A new iOS app for ICVFX stage operations (coming soon for iPad via the Apple App Store) will offer a touch-based interface for stage operations! Filmmakers will have direct control over color grading, light card placement and nDisplay management tasks within the LED volume, making it possible to change the look of stages where filming is actively happening.
Unreal Engine’s VCam system also received enhancements, including the ability to operate multiple simultaneous Virtual Cameras off a single editor instance and create different camera moves that feel better layered and intuitive.
SMPTE 2110 builds now have extended nDisplay support. This builds toward the next generation of ICVFX hardware deployment, furthering the groundwork laid in 5.1 for suitable testing.
Apple Silicon Support
The Unreal Editor now has native support for Apple Silicon, which brings improved performance and greater stability to users. You can download the Universal Binary of UE from the Epic Games launcher - which now supports both Apple Silicon and Intel CPUs!
New ML Deformer Sample
A new ML Deformer sample is available that includes an interactive demo, showcasing how machine learning technology can drive realistic muscle movement, as well as folds on clothing with deformation simulations possible on a high-fidelity real-time character. For extra insight, compare the difference between ML Deformers and included Control Rig asset! Download the ML Deformer Sample here.
Known Issues
For a complete listing of known issues affecting Unreal Engine 5.2, please see the Unreal Engine Public Issue Tracker .
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Google has informed developers of a vulnerability in certain versions (earlier than M102) of WebRTC. Impacts, workarounds, and updates can be found here.
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Developers using either PS4 SDK 10.508.001 or PS5 SDK 7.00.00.38 in conjunction with Epic Online Services will be unable to generate final packages for submission to Sony until Epic Online Services SDK v1.16 releases.
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Crash at runtime when generating in PCG
Fixes a crash with the Static Mesh Spawner nodes that have no connected output in non-editor builds, with this callstack:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:...\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 752] Array index out of bounds: -1 from an array of size 0 0x00007ff6e612d778 ...!FPCGStaticMeshSpawnerElement::PrepareDataInternal() [...\Engine\Plugins\Experimental\PCG\Source\PCG\Private\Elements\PCGStaticMeshSpawner.cpp:188]
This can be fixed with a code change and data change:
- Code: UE5/Main - CL 25402678
- To fix the issue in data, it suffices to have the Static Mesh Spawner node output connected to something, even if that does nothing - it could be a disabled Debug node, a Gather node not used anywhere or it can be the Output node (when relevant).
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Light Mixer Tool
The Light Mixer may not initially display the intended property columns and/or any properties at all. You can restore the column defaults by right-clicking on the column header and selecting “Attenuation”, “Intensity”, “Light Color”, and “Light Channels” from the list. You should only need to do this once for it to work across all instances of the engine. -
Switch Mobile Renderer chooses incorrect shading model
An issue can occur when using the (default) Mobile Renderer on the Switch where the wrong shading model (deferred vs. forward) is chosen.
This can be fixed with both a code change and a INI setting change:
- Code: UE5/Main - CL 25418084
- INI: Add the following lines to SwitchEngine.ini to ensure that the forward shading model is chosen:
[/Script/Engine.RendererSettings] r.Mobile.ShadingPath=0
If you discover new issues with this release, please report them using the guidelines in the link: How to Report a Bug .
And we're just getting started!
Check out the complete details in the Unreal Engine documentation—and share your feedback below!