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.
Weâve 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. Thereâs 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 clothâwith 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 workflowsâtools 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.
Weâve 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.
Weâre 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:
- Unresolved issues in 5.7 Preview targeted to be fixed by the 5.7 Release
- Unresolved issues in 5.7 Preview
- Issues fixed in 5.7 (the fix may not be included in the current available Preview)
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 shouldnât 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 âRun Calibrationâ or âRun Auto Frame Selectionâ 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 âNoneâ |
| 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 âDG_GuidesSolverâ |
| 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] âRender CustomDepth Passâ 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 shouldnât |
| 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 | Broadcastâ 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 âComposites with Translucencyâ is enabled |
| UE-354082 | [CrashReport][Crash] WebBrowser!FWebBrowserSingleton::FWebBrowserSingleton() [WebBrowserSingleton.cpp] |
| UE-354128 | [CrashReport][Assert] UnrealEd!FEditorModeTools::FEditorModeTools() [EditorModeManager.cpp] |








