Unreal Engine 5.7 Preview

Download Unreal Engine 5.7 Preview from the Epic Games Launcher, GitHub, or for Linux!

Unreal Engine 5.7 Preview is here and it opens the door to new tools and creative enhancements! From improved workflows to expanded options, this update highlights the continued evolution of UE.

The Procedural Content Generation Framework (PCG) is now Production-Ready and delivers significant extensibility and GPU performance improvements, offering greater ease and flexibility integrating PCG into your workflows.

We’ve continued optimizing GPU generation and game thread performance, and PCG is now almost twice as fast as it was in UE 5.5! The GPU parameter overrides enable you to set different parameter values dynamically when working with GPU nodes, and with the Scaling improvements and performance gains, the GPU Compute path in PCG is now better suited for multiplatforms, including the use of FastGeo. The new PCG-specific editor mode provides customizable tools including draw spline, and paint or create volume; in addition, PCG Graphs can now be executed as standalone graphs. There’s lots to explore in this update!

Even though PCG is now Production-Ready, the framework is still in ongoing development and continues to evolve with even greater stability and usability. Which brings us to the next exciting update:

The Procedural Vegetation Editor! This new Experimental plugin enables you to add assets from Fab and use them as starting points to grow, shape, and customize Nanite-ready foliage directly in the Unreal Editor. You can create and customize vegetation in real time, without having to round-trip with third-party tools and procedurally assemble them into unique tree variations and forests.

Built on a PCG-based node graph, it empowers you to sculpt trees with gravity and scaling, refine leaf and branch layouts, swap models with ease, and export as skeletal or static meshes. With the ability to generate endless variations, you can quickly build a rich library of unique vegetation for your projects. Make sure to also stay tuned for the new Quixel Megaplants assets on Fab coming with the full 5.7 release to start your workflows!

Speaking of vegetation… Nanite Foliage is shipping as Experimental, delivering an industry-leading rendering path built on three powerful systems that enable you to render and animate dense, high-detail foliage smoothly at 60 fps on current-gen hardware. Nanite Assemblies provide building blocks to efficiently manage asset variations, reducing storage, memory, and rendering cost, while Nanite Skinning drives dynamic motion with systems like wind. Nanite Voxel preserves incredible detail, animation, and material characteristics at any distance, all at a fraction of the cost.

MegaLights is now in Beta with support for directional lights, Niagara particle lights, translucency lighting, and hair grooms. At the same time, you can use the new performance tuning controls to manage resolution scale and update rate and get better out-of-the-box performance with improved noise reduction.

Substrate materials move into full production-readiness! Built for expressive control and long-term flexibility, Substrate replaces fixed shading models with a modular system that balances scalability and performance, offering both the Adaptive GBuffer for advanced effects like per-pixel topology and layered closures, and the Blendable GBuffer for broad platform compatibility. You can now combine multiple material layers such as metal, clear coat, skin, and cloth—with true high-quality physical accuracy.

In UE 5.6, we made MetaHuman directly accessible in the engine, and we have some new updates. The MetaHuman Creator plugin is now available for Linux and macOS, and the MetaHuman Creator Python and Blueprint API enable you to script nearly all editing and assembly operations for a MetaHuman Character asset using Python or Blueprint. We have improved body-pose-agnostic conform support, and UV-space vertex correspondence between conform template and model meshes. In the full 5.7 release, you will also be able to generate animation in real time from an external camera using Live Link Face on an iPad or Android device. You can read the in-depth announcement here.

Building upon our major updates to Animation in UE 5.6, this release continues the work and delivers new Experimental improvements that provide faster, more native functionality. Selection Sets streamline animation workflows by giving you quicker access to multiple controls within rigs, with the ability to share these sets with teams for consistency. Previously, animators would rely on custom tools such as GUI Pickers for this, but Selection Sets provide a more in-house option. Animation mode refactor improvements streamline your workflows—tools can now be minimized into a slimmer panel, giving you more space in the direct viewport. And the updated Constraint UX window combines Space, Constraints, and the Snapper into a single interface, accessible through one icon.

We’ve also made some Experimental improvements to our Rigging tools. Blend shapes and Sculpting bring the flexibility of industry-standard sculpting workflows into Unreal Engine. An update to the Skeletal Editor tools now offers the ability to create and edit morph shapes, bones, and skin weights seamlessly. Physics World Collisions make characters interact realistically with their environments, and Dependency View enables you to see how data flows through your rigs for faster debugging and optimization.

Lastly, we know many of you are excited about the upcoming Epic Developer Assistant coming to Unreal Engine, and so are we! You may notice the UI is available for this tool during preview, however, please note: the Epic Developer Assistant will launch with the full release of 5.7.0 and will not be included in the 5.7 Preview. This new tool brings instant answers, guidance, and C++ code generation right into Unreal Engine through a dedicated in-Editor panel, helping you stay in flow without ever switching to a browser.

We’re thrilled for you to get your hands on this feature directly in the editor in the future, but in the meantime you can still try the Epic Developer Assistant right here on the Epic Developer Community! Presently it supports questions for Unreal Engine 5.6 - give it a go!

You can always check what else is coming up next on the 5.7 Public Roadmap.

Keep in mind, Preview releases are not fully quality-tested, are still under heavy active development, and should be considered as unstable until the final release. We recommend that you make a copy of your projects for testing these builds, rather than converting your projects.

Known & Fixed Issues:

If you discover any additional issues with this Preview release, please report them using these guidelines: How to Report a Bug.

Fixed in 5.7.1

Issue Summary
UE-193929 Editor becomes unresponsive when moving camera forward if Path Tracing view mode is enabled with mGPU
UE-227868 Cinematic MetaHumans in Level Viewport cause AMD GPU crashes
UE-250430 Skeletal mesh ddc key is always regenerated on load when LOD bones to remove are set
UE-282899 [CrashReport][Assert] UnrealEditor-Engine!ProcessCompiledGlobalShaders(TArray<TRefCountPtr,TSizedDefaultAllocator<32> > const &) [Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompilerEditor.cpp:597]
UE-295331 [CrashReport][Crash] RHI!UE::RHI::GPUProfiler::FGPUProfilerSink_StatSystem::FQueueState::EndBreadcrumb() [GPUProfiler.cpp]
UE-296303 [CrashReport][Assert] PythonScriptPlugin!FPythonScriptPlugin::InitializePython() [PythonScriptPlugin.cpp]
MH-16056 As a clothing creator I want to frictionlessly create and edit maps in the map creation tool in dataflow and also know they will not change on their own
UE-314337 Occasional crash when attempting to right-click in the rig graph on a new control rig editor window
UE-314507 [CrashReport][Crash] ControlRig!FControlRigControlPose::SavePose() [ControlRigPose.cpp]
UE-314837 Editor crashes when changing the environment from standalone to editor in the mass debugger tool
UE-321961 nDisplay - Crash: Media groups create subobjects that lose their outer reference during Sequencer operations
UE-331827 Mac - Aprroaching stands Max Neighbor Per Cell and Color Propagation in ContentExamples causes reflection flickering
UE-333866 Executing Pathtracing testing encounter SIGSEGV: invalid attempt to access memory at address 0x0
UE-337072 [CrashReport][Assert] RenderCore!EmitNullShaderParameterFatalError() [ShaderParameterStruct.cpp]
UE-347106 GitHub 13887 : Free pending-delete Virtual Texture immediately in Loadmap to avoid the fatal assert in FVirtualTextureAllocator::AcquireBlock
UE-348042 [CrashReport][Crash] Landscape!static bool () [LandscapeEditInterface.cpp]
UE-348043 [CrashReport][Crash] Text3D!UText3DDefaultLayoutExtension::PreRendererUpdate() [Text3DDefaultLayoutExtension.cpp]
UE-348441 DoF flicker with nvidia graphics driver 581
UE-348759 [CrashReport][Crash] RigVMDeveloper!URigVMNode::FindPin() [RigVMNode.cpp]
UE-348774 [CrashReport][Assert] Engine!static const wchar_t () [HLSLMaterialDerivativeAutogen.cpp]
MH-16702 Crash on several platforms after MetaHuman Character changes to a higher fidelity LOD
UE-349413 Running InstalledBuilds WithDDC=true fails with Error: !Job.Input.bCompilingForShaderPipeline [File:D:\Unreal Projects\UnrealEngine-5.7\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp] [Line: 1825]
UE-349535 Crash when megalight=1, Substrate=1 and GBufferFormat=1.
UE-349586 Cloth Asset - Crash when importing morph targets into clothing
UE-349638 [PCG] When generating in PIE, both editor and game worlds are rendered, doubling rendering cost
UE-349680 Arc tracker not tracking spawnable objects
UE-349718 Preview platform to Mac Metal SM6 crashes with FRayTracingLightingMS error
UE-349844 Motion Design - Several Material Channels are "Incompatible
UE-349879 Assert/crash after deleting middle landscape spline point and selecting Cancel
UE-349964 MRG - Empty Multilayer EXR Output with 2+ Layers/Multipart/Burnin
UE-350012 Top Down Twin Stick - The dash button does not work on Blueprint
UE-350013 Cloner does not update masked material
UE-350020 Side Scroller template - Moving towards the right side of the screen prevents character from jumping
UE-350057 State Node Event Functions are deprecated and hidden when they shouldn’t be
UE-350131 [Audio][StreamCache] Memory leak due to streaming chunk reference counting
UE-350135 nDisplay node crashes while exiting
UE-350183 Fix potential LogInstanceProxy log spam
UE-350206 Potential crash when exporting geometry cache to USD due to missing velocities
UE-350214 Mover character montage replication desync on sim proxies if starting position is not 0
UE-350230 Crash after switching Platform Preview from Android to iOS
UE-350293 [PCG] Polygon offset can create metadata errors
MH-16763 Calibration Generation - Clicking “Run Calibration” or “Run Auto Frame Selection” crashes the editor to Assertion Failed
UE-350354 MRQ - Console Variables Set by is After Render
UE-350449 Error when running OpenWorld with -RHIValidation
UE-350452 GAS Generic Replication: the GameplayTagCountContainer Continually Replicates ‘None’
UE-350508 VP - Multiple LogUdpMessaging: Warning in output.log - Possible for double delivery
UE-350545 GitHub 13964 : Fix aliased textures to use correct views on vulkan
UE-350714 VCam pixel streaming ARKit LiveLink fails reconnect
UE-350810 URollbackBlackboard::BlackboardEntry Crash on Mover Component Initialization
UE-351092 Cloth Asset - Crash in the TransferSkinWeight node when a non-manifold mesh is used with the inpaint method
UE-351162 Crash when saving a Rig Module while having a Connector selected in the Rig Hierarchy
UE-351391 [GroomSolver] Crash occurs upon evaluation of Groom Dataflow in DeformerGroomInterfaceUtils.h:187 w/mesh deformer set to “DG_GuidesSolver”
UE-351395 Ndisplay with Global Latency set to 1 is causing the outer to become corrupt.
UE-351409 Validate SDL Camera plugin on AMD hardware
UE-351643 Deleting layer with scene capture(s) no longer destroys the scene capture component
UE-351685 [PCG] FPCGGraphCompilerGPU::BuildComputeGraphTask not using proper outer causing unwanted object reuse
UE-351770 Sun light direction is wrong in the Celestial Sky Plugin
UE-351868 Quick Launch fails on some Android devices
UE-351872 Convert tool crashes on converting multi-selected dynamic meshes to static mesh
UE-351904 [Sequencer] “Render CustomDepth Pass” is not toggled by Level Sequences.
UE-352089 Crash when adding IK Goal to Full Body IK Solver - 5.7.1 Tracker
UE-352196 VkEvent handle leak when using Split Barriers in Vulkan
UE-352410 Dynamic Mesh Converter creates an incomplete dynamic mesh with no shadows or bounding box causing visual issues
UE-352412 Crash when generating groom cards from previous LODs
UE-352426 EOS: 1.18.1.2 Binary Update
UE-352461 Crash when enabling LocalFixedTime on DaySequenceModifierComponent with null sequence
UE-352528 Editor crash when closing due to SAssetView kept alive too long
UE-352701 Cloth Asset - Crash while merging weight maps using the MergeClothCollections node.
MH-16864 Crash when interacting with SKM exported from MetaHuman Creator
UE-352731 The User cannot set value on Interval inside a UserDefinedStruct/DataTable Editor
UE-352736 Evaluation scope instance data fails if only blueprint node are used.
UE-352758 Comment blocks in blueprints were showing up with the editors preferences but shouldn’t
UE-352959 Iris - ObjectPoller did not force poll object references after GC
UE-352978 Shader might not compile correctly with Substrate
UE-352979 Intro To Unreal - In-Editor Documentation plugin cannot be enabled
UE-353149 [CrashReport][Assert] DerivedDataCache!UE::DerivedData::FTimeAveragedStat::Add() [DerivedDataCacheStats.cpp]
UE-353177 [CrashReport][Ensure] UnrealEditor-PCG!FPCGComputeGraphElement::ExecuteInternal(FPCGContext *) [Engine/Plugins/PCG/Source/PCG/Private/Compute/Elements/PCGComputeGraphElement.cpp:140]
UE-353204 Crash in Engine when loading a level sequence from take recorder with Gameplay Camera set up on player
UE-353208 Opening the Blueprint palette crashes the editor if the Gameplay Cameras plugin is enabled
UE-353209 Some camera rig assets are always dirtied when running PIE, and the editor always asks to re-save them
UE-353222 [PCG] Metadata operations on position & local position on Polygon2D can crash if there is more than 64/256 vertices
UE-353309 [CrashReport][Crash] UnrealEditor-AvalancheOutliner!FAvaOutliner::Refresh() [Engine/Plugins/VirtualProduction/Avalanche/Source/AvalancheOutliner/Private/AvaOutliner.cpp:445]
UE-353363 Clone - IPhonePackager Codesign not working on MacOS 26
UE-353406 UBT will crash when building with -NoEngineChanges and there are some engine changes
UE-353502 Physics Control is not marked as Beta in UE 5.7.0 (still shows Experimental)
UE-353619 Weightmap do not reload properly from existing cloth assets
UE-353701 ShowFlag.VisualizePostProcessStack displays corrupt scene when enabled
UE-353720 Motion Design Template project has default thumbnails instead of the intended one
UE-353722 Broadcast’ template with no content appears in the Project Creation wizard
UE-353734 Home Panel - Roadmap links
UE-353764 Text3D compilation error when building Linux UnrealServer target
UE-353909 M&E Template Projects Should Not Set r.Tonemapper.Sharpen=2
UE-353929 Holes Visible in the Terrain
UE-353990 AIE: Fix Evaluating Constraints when baking, snapper, trails with simulation
UE-354049 Heterogeneous Volumes: Compositing artifacts under play mode when “Composites with Translucency” is enabled
UE-354082 [CrashReport][Crash] WebBrowser!FWebBrowserSingleton::FWebBrowserSingleton() [WebBrowserSingleton.cpp]
UE-354128 [CrashReport][Assert] UnrealEd!FEditorModeTools::FEditorModeTools() [EditorModeManager.cpp]

The following are known issues new to Unreal Engine 5.7 Preview to be aware of:

Known Issue:
Components cannot be duplicated, cut, copied, or pasted in the Components window of a Blueprint editor

Workaround:
There is no known workaround, but this should be resolved in the 5.7.0 release.

Known Issue:
C++ Third Person Template project fails to package for iOS and tvOS

Workaround:
Integrate CL 46016491. To manually fix, add #include “Engine/World.h” into the following source files for the C++ Third Person template: PlatformingCharacter.cpp, SideScrollingNPC.cpp, CombatStateTreeUtility.cpp & CombatEnemySpawner.cpp

Known Issue:
When installing the engine to the default file path C:/Program Files/Epic Games/ an error indicating the file path exceeds the 250 maximum character limit will incorrectly trigger and prevent installation.

Workaround:
Select ‘Browse’ and edit the file path to use a shorter path. This will be fixed in the 5.7.0 release.

13 Likes

Also, in case you get the 250-max-char-path error when trying to install the Preview, click “Browse”, then close the window, click Cancel, and try again so you’ll be able to install it in the standard folder (C:\Program Files\Epic Games) in case you don’t want to change directories.

11 Likes

5.7 runs nicely so far. I plan to update my project the moment this comes out of preview.

I’d love to see ALT-drag duplication finally land for the excellent experimental gizmo- could be a solid quality of life for level design people.

6 Likes

“you can now also generate animation in real time from an external camera using Live Link Face on an iPad or Android device”

Is there a list of supported devices?
I have like 3 android phones here and none of them is able to install Live Link.

3 Likes

Sorry, this will actually be available with the full 5.7 release - I’ve updated the post!

3 Likes

The Whole editor is flickering for me. and then crashes.

I sent the report

Computer specs

5600x
RTX 4080

Latest Game Ready drivers.

1 Like

Figured it out

NVIDIA SMOOTH MOTION was on and causing the editor to flicker and crash.

Take a look and maybe talk to NVIDIA

5 Likes

The enterprise plugin Lidar Point Cloud has been broken since 5.6. Please look into it and fix it.

2 Likes

New translucency mode is still breaking Metahuman eye shading:

Eyes_Comp

5 Likes

i’d personally recommend the studio drivers instead, the game ones tend to create issues.

5 Likes

Texture collections have been broken on 5.7 since relatively early on.
The newly added virtual texture collections “sorta” work, but you can’t set the index correctly, it always picks index 0.

Texture collections error:

F:\UnrealEngine-ue5-main\Engine\Shaders\Generated\UniformBuffers\Material.ush(10,1): Shader FHitProxyPS, Permutation 0, VF FLocalVertexFactory:
/Engine/Generated/UniformBuffers/Material.ush:10:1: error: unknown type name ‘FResourceCollection’
FResourceCollection Material_TextureCollection_0;
^

2 Likes

The command r.HairStrands.SkyLighting.ScreenTraceOcclusion 1 doesn’t work anymore in 5.7:

Sklight_occl

4 Likes

In Sequencer, when I try to edit the key location through key property setting, it doesn’t change the location. The issue is also available in 5.6, but I am unsure about 5.3 and 5.4. However, In Unreal Engine 5.2, it worked fine.

2 Likes

I just tested the ray-traced refractions in Unreal Engine 5.7 preview. And Ray ray-traced refractions are still blocking GI inside glass objects. It was same in 5.6.

2 Likes

Substrate causing extreme SSS.

In the substrate post-process material, the Scene Texture (Base Color) is messed up for the groom.

For whatever reason, landscape-grass seems to be far-sparser in 570p vs 554:

Comparison - look, top-right
554

570p

Wind from the Procedural Vegetation Editor - work only in prepared example - any idea how to run after new generation?

how can I enter the PCG-specific editor mode? is it included in the UE5.7 preview?