Unreal Engine 5.7 Preview

Seconding this.

A large number of instanced skinned meshes cause PIE performance to drop heavily.

This makes big or dense forests not usable currently.

hey, I have a question. Does anybody know when will the full release of 5.7 is coming?. I’m just curious about it

Mid-end October.

1 Like

Oh okay, good. I think I can maybe patient for that. At least that’s a better month release than to November which is good. Thanks for letting me know bud

I hope this gets a little more testing on Linux, because right now it feels unstable (same for 5.6).

It would be great if this gets as stable as 5.5 was/is. Since Megalights scenes look way more consistent now and there have been a lot of good improvements.

SW Raytracing seems to lead to crashes for some users (HW Raytracing seems to avoid that crash) (In my case i have Megalights enabled, not sure if it’s related)
I don’t get this in every level, same for some other user from UnrealSource:

I’ve been having this issue on new project based on fpp template when opening in editor. No issues on empty project.

[2025.09.29-14.34.41:039][737]LogVulkanRHI: Error: VulkanRHI::vkQueueSubmit(Queue, InSubmitInfos.Num(), InSubmitInfos.GetData(), FenceHandle) failed, VkResult=-4
 at ./Runtime/VulkanRHI/Private/VulkanQueue.cpp:491 
 with error VK_ERROR_DEVICE_LOST
[2025.09.29-14.34.41:049][737]LogVulkanRHI: Error: Shader diagnostic messages and asserts:

    Device: 0, Queue Graphics:
        No shader diagnostics found for this queue.

[2025.09.29-14.34.41:049][737]LogVulkanRHI: Error: 
DEVICE FAULT REPORT:
* Description: 
* Address Info: 
    - VK_DEVICE_FAULT_ADDRESS_TYPE_INSTRUCTION_POINTER_FAULT_EXT : 0x000000DEFFD98560 (range:0x000000DEFFD98560-0x000000DEFFD9856F)
    - VK_DEVICE_FAULT_ADDRESS_TYPE_READ_INVALID_EXT : 0x0000000100005000 (range:0x0000000100005000-0x0000000100005FFF)
* Vendor Info: 
* Vendor Binary Size: 0

[2025.09.29-14.34.41:050][737]LogRHI: Error: Active GPU breadcrumbs:

    Device 0, Pipeline Graphics: (In: 0x802ba835, Out: 0x802ba917)
        (ID: 0x802ba82a) [     Active]    Frame 51736
        (ID: 0x802ba831) [     Active]        SceneRender - ViewFamilies
        (ID: 0x802ba916) [     Active]            RenderGraphExecute - /ViewFamilies
        (ID: 0x802ba917) [     Active]                FRDGBuilder::SubmitBufferUploads
        (ID: 0x802ba833) [     Active]                UpdateAllPrimitiveSceneInfos
        (ID: 0x802ba835) [     Active]                    Shadow.Virtual.ProcessInvalidations
        (ID: 0x802ba836) [Not Started]                    GPUSceneUpdate

and some random crashes in Vulkan which look like this (could be related to thumbnail rendering or something, since it happened early on when switching between content browser / viewport)

Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162 
CommonUnixCrashHandler: Signal=11
[2025.09.30-05.13.51:067][199]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x00007fdb303d71df

[2025.09.30-05.13.51:067][199]LogCore: 0x00007fdca823ca9f libUnrealEditor-Core.so!mi_heap_malloc_zero_aligned_at [/mnt/evo/UnrealEngine/5.7/Engine/Source/ThirdParty/mimalloc/2.0.0/include/mimalloc-internal.h:561]
0x00007fdca7a91d6e libUnrealEditor-Core.so!FMallocMimalloc::Malloc(unsigned long, unsigned int) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/HAL/MallocMimalloc.cpp:73]
0x0000000000236f76 UnrealEditor-Linux-DebugGame!operator new(unsigned long) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/HAL/FMemory.inl:36]
0x00007fdc8d146d13 libUnrealEditor-Renderer.so!UE::Tasks::Private::FTaskHandle FRDGBuilder::AddSetupTask<FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> > >(FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15&&, UE::Tasks::FPipe*, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> >&&, LowLevelTasks::ETaskPriority, bool, ERDGSetupTaskWaitPoint)::'lambda'()::operator()() [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Renderer/Private/RendererScene.cpp:6508]
0x00007fdc8d146fb3 libUnrealEditor-Renderer.so!UE::Tasks::Private::TExecutableTaskBase<UE::Tasks::Private::FTaskHandle FRDGBuilder::AddSetupTask<FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> > >(FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15&&, UE::Tasks::FPipe*, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> >&&, LowLevelTasks::ETaskPriority, bool, ERDGSetupTaskWaitPoint)::'lambda'(), void, void>::ExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Invoke.h:47]
0x00007fdc8c32cef7 libUnrealEditor-Renderer.so!UE::Tasks::Private::FTaskBase::TryExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:518]
0x00007fdc8c33a876 libUnrealEditor-Renderer.so!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::EExtendedTaskPriority, UE::Tasks::ETaskFlags)::'lambda'()>(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::Private::FTaskBase::Init(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::EExtendedTaskPriority, UE::Tasks::ETaskFlags)::'lambda'()&&, LowLevelTasks::ETaskFlags)::'lambda'(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>&, void*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:180]
0x00007fdca7820816 libUnrealEditor-Core.so!LowLevelTasks::FTask::ExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:309]
0x00007fdca7816140 libUnrealEditor-Core.so!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:397]
0x00007fdca77d974b libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerLoop(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:698]
0x00007fdca77da18b libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:816]
0x00007fdca7ad77ef libUnrealEditor-Core.so!FThreadImpl::Run() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
0x00007fdca7a94386 libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x00007fdca79f7948 libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
0x00007fdc9b4aa4d1 libc.so.6!UnknownFunction(0x8a4d0)
0x00007fdc9b527e38 libc.so.6!UnknownFunction(0x107e37)

[2025.09.30-05.13.51:079][199]LogExit: Executing StaticShutdownAfterError
Additional Crash Context (Key="Breadcrumbs_Parallel_0", Value="Breadcrumbs 'Parallel'
 - SceneRender - ViewFamilies
 - Frame 35199
")[2025.09.30-05.13.51:137][199]LogRHI: Error: Breadcrumbs 'Parallel'
 - SceneRender - ViewFamilies
 - Frame 35199

Malloc Size=1048576 LargeMemoryPoolOffset=1310768

all my stacktraces are on NVidia driver 580.82.09, running X and NOT Wayland.

Random crash from CEF while working on a level (not doing anything involving CEF):

CommonUnixCrashHandler: Signal=4
[2025.10.01-05.12.29:375][375]LogCore: === Critical error: ===Unhandled Exception: SIGILL: illegal instruction
[2025.10.01-05.12.29:375][375]LogCore: 0x00007f2aa3c11225 libcef.so!UnknownFunction(0x6c11225)

edit: after writing the post and switching back to UE another one hit me:

Malloc Size=262146 LargeMemoryPoolOffset=262162 
CommonUnixCrashHandler: Signal=11
[2025.10.01-05.23.55:759][462]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x00007f96eceebc98

[2025.10.01-05.23.55:759][462]LogCore: 0x00007f980ce3878e libUnrealEditor-Core.so!_mi_free_delayed_block [/mnt/evo/UnrealEngine/5.7/Engine/Source/ThirdParty/mimalloc/2.0.0/include/mimalloc-internal.h:637]
0x00007f980ce3946b libUnrealEditor-Core.so!_mi_malloc_generic [/mnt/evo/UnrealEngine/5.7/Engine/Source/ThirdParty/mimalloc/2.0.0/src/page.c:283]
0x00007f980ce3b43c libUnrealEditor-Core.so!_mi_heap_malloc_zero [/mnt/evo/UnrealEngine/5.7/Engine/Source/ThirdParty/mimalloc/2.0.0/src/alloc.c:151]
0x00007f980ce3ca53 libUnrealEditor-Core.so!mi_heap_malloc_zero_aligned_at [/mnt/evo/UnrealEngine/5.7/Engine/Source/ThirdParty/mimalloc/2.0.0/src/alloc-aligned.c:51]
0x00007f980c691d6e libUnrealEditor-Core.so!FMallocMimalloc::Malloc(unsigned long, unsigned int) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/HAL/MallocMimalloc.cpp:73]
0x0000000000236f76 UnrealEditor-Linux-DebugGame!operator new(unsigned long) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/HAL/FMemory.inl:36]
0x00007f96ecbde29f libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::RHIGetCommandContext(ERHIPipeline, FRHIGPUMask) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/VulkanRHI/Private/VulkanCommands.cpp:935]
0x00007f9804d8293d libUnrealEditor-RHI.so!FRHICommandListBase::ActivatePipelines(ERHIPipeline)::$_0::operator()(FRHICommandListBase&) const [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:426]
0x00007f9804d82b46 libUnrealEditor-RHI.so!TRHILambdaCommand<FRHICommandListBase, FRHICommandListBase::ActivatePipelines(ERHIPipeline)::$_0>::ExecuteAndDestruct(FRHICommandListBase&) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/RHI/Public/RHICommandList.h:372]
0x00007f9804d6f659 libUnrealEditor-RHI.so!FRHICommandListBase::Execute() [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:542]
0x00007f9804d71d95 libUnrealEditor-RHI.so!FRHICommandListExecutor::FTranslateState::Translate(FRHICommandListBase*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:1092]
0x00007f9804d82d90 libUnrealEditor-RHI.so!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListExecutor::FSubmitState::Dispatch(FRHICommandListBase*)::$_0, void>::Call(void*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:1043]
0x00007f9804d6fda5 libUnrealEditor-RHI.so!FRHICommandListExecutor::FTaskPipe::Execute(FRHICommandListExecutor::FTaskPipe::FTask*, TRefCountPtr<FBaseGraphTask> const&) const [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
0x00007f980cb64230 libUnrealEditor-Core.so!TGraphTask<TFunctionGraphTaskImpl<void (ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const&), (ESubsequentsMode::Type)0> >::ExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
0x00007f9804d39fe7 libUnrealEditor-RHI.so!UE::Tasks::Private::FTaskBase::TryExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:518]
0x00007f9804d39956 libUnrealEditor-RHI.so!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::EExtendedTaskPriority, UE::Tasks::ETaskFlags)::'lambda'()>(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::Private::FTaskBase::Init(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::EExtendedTaskPriority, UE::Tasks::ETaskFlags)::'lambda'()&&, LowLevelTasks::ETaskFlags)::'lambda'(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>&, void*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:180]
0x00007f980c420816 libUnrealEditor-Core.so!LowLevelTasks::FTask::ExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:309]
0x00007f980c416140 libUnrealEditor-Core.so!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:397]
0x00007f980c3d974b libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerLoop(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:698]
0x00007f980c3da18b libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:816]
0x00007f980c6d77ef libUnrealEditor-Core.so!FThreadImpl::Run() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
0x00007f980c694386 libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x00007f980c5f7948 libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
0x00007f98000aa4d1 libc.so.6!UnknownFunction(0x8a4d0)
0x00007f9800127e38 libc.so.6!UnknownFunction(0x107e37)

[2025.10.01-05.23.55:769][462]LogExit: Executing StaticShutdownAfterError
Additional Crash Context (Key="Breadcrumbs_RHIThread_0", Value="Breadcrumbs 'RHIThread'
 - CullTiles 1 lights
 - DirectLighting
 - LumenSceneLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461
")[2025.10.01-05.23.55:900][462]LogRHI: Error: Breadcrumbs 'RHIThread'
 - CullTiles 1 lights
 - DirectLighting
 - LumenSceneLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461

Additional Crash Context (Key="Breadcrumbs_Parallel_1", Value="Breadcrumbs 'Parallel'
 - DenoiseShadowVisibilityMasks
 - ScreenSpaceDenoiser(Shadow BatchSize=1) 1785x1202
 - ShadowBatch
 - BasicLighting.DirectionalLight
 - UnbatchedLights
 - DirectLighting
 - Lights
 - RenderDeferredLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461
")[2025.10.01-05.23.55:905][462]LogRHI: Error: Breadcrumbs 'Parallel'
 - DenoiseShadowVisibilityMasks
 - ScreenSpaceDenoiser(Shadow BatchSize=1) 1785x1202
 - ShadowBatch
 - BasicLighting.DirectionalLight
 - UnbatchedLights
 - DirectLighting
 - Lights
 - RenderDeferredLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461

Additional Crash Context (Key="Breadcrumbs_Parallel_2", Value="Breadcrumbs 'Parallel'
 - UpdateRadianceCaches
 - LumenScreenProbeGather
 - DiffuseIndirectAndAO
 - RenderDeferredLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461
")[2025.10.01-05.23.55:911][462]LogRHI: Error: Breadcrumbs 'Parallel'
 - UpdateRadianceCaches
 - LumenScreenProbeGather
 - DiffuseIndirectAndAO
 - RenderDeferredLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461

Additional Crash Context (Key="Breadcrumbs_Parallel_3", Value="Breadcrumbs 'Parallel'
 - Radiosity
 - LumenSceneLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461
")[2025.10.01-05.23.55:917][462]LogRHI: Error: Breadcrumbs 'Parallel'
 - Radiosity
 - LumenSceneLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461

Additional Crash Context (Key="Breadcrumbs_Parallel_4", Value="Breadcrumbs 'Parallel'
 - LumenScreenProbeGather
 - DiffuseIndirectAndAO
 - RenderDeferredLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461
")[2025.10.01-05.23.55:927][462]LogRHI: Error: Breadcrumbs 'Parallel'
 - LumenScreenProbeGather
 - DiffuseIndirectAndAO
 - RenderDeferredLighting
 - Scene
 - RenderGraphExecute - /ViewFamilies
 - SceneRender - ViewFamilies
 - Frame 1461

Malloc Size=467261 LargeMemoryPoolOffset=729453
1 Like

lights with “MegaLight on” , doesn’t affect light on meshs with substrate materials.
Solved - Replace parent material with new created and copy code.

lumen also doesn’t work in scene with substrate, Hmm….


parent material, just re-connect pins to substrate slab.

I can’t see here but Was looking at characters and switch to use an animation instead of an animation blueprint temporarily. This was fine. When I was ready to use the Animation Blueprint, changing the option in the character crashed the engine. I ended up having to recreate the blueprint which wasn’t a big issue but it is annoying.

I haven’t checked this in 5.6 but given my colleague was using 5.6 at the time was fine, I am assuming this is new. I can’t see it reported here.

I’ve tried to verify if I’m the only one experiencing immediate crash after launching from the launcher’s two buttons {the crash happens after it reaches 100% as soon as it’s supposed to open the Unreal Projects Browser} but not when stating a project from the launcher of from the projects folders. The crash then happens again anytime I try to open a different broject or create a new project s well. I’ve tried to google for the issue but no relevant info could be found. I’ve consulted the communities on Discord but had no feedback about how many are experiencing that so no solution could be found, if there is any.

All the rest seemed perfectly fine to me in terms of performance, at least for my level of usage, and it’s been smooth and flawless as a charm.

The only issue, aside the previously mentioned crashes, is related to the templates and expecially the variants but I believe it’s connected to the problem with the crashes because that’s the only method I know for selecting them so that had to be done copying and pasting the “Content” folder of each variant into the projects directory.

I’m quite confident all these issues will be Preview confined and are gonna get fixed with the official release.

i just tried the build from yesterday on kde ubuntu 24 lts, x11, nvidia 580.65 open .

in my game it seems to work really well. no issues in my project. though it’s just a smoke test. tomorrow i might test deeper.

though there were some changes needed on the target.cs (with the defaultBuildSettings).

there was an ui issue in the launcher where when trying to change the variant of a new project, the pop up of the combo box kept opening and closing causing a flickering and making it impossible to use.

also when trying to open a project it forces me to install vscode, but i don’t want to install it, as i don’t like it and use rider. it’d be amazing to have that as an option.

the ui scaling works a lot better with 4K displays!

thanks for all the work!

It appears that

No longer works,

Getting nasty shadow cut.

I am getting this error when trying to install preview version;

Check ur antivirus, probably some file is blocked.

1 Like

Having strange issues with VDB’s:

Scale at 10 works


Scale at 20 breaks:

Path tracer mode.

Hi Tina! don’t know how to submit bugs, so I post here: Adding 2nd mesh to Nanite Renderer in niagara causes crash with this message.

{450A091B-BBFD-41F7-BB4E-939D4C67D7FD}

The new “Advanced Weight Blending” landscape layer blend method still does not work accurately (meaning written layer data never reaches full weight) when written from a water body, they still need to be Alpha Layers.

I just compiled the blank map, and here’s the result:

Texture issue on the World Partition grid.
The problem was already present in UE5.6 — more info here:
World Partition Landscape Auto Material Issue with 5.6 (Non-Nanite)

I don’t know if this a bug issue on the preview 5.7. But I had discover that when I was increasing the effects up to high on scalability settings. It had started to give a weird mirror reflection on the glass material on my 3d modeled building

КОГДА УЖЕ БУДЕТ ОБНОВА, О ПРЕКРАСНАЯ

 ( . ) ( . ) 

Я устал от этой ошибки kernel32.dll…

More of a feedback than a bug.

Currently, everytime there’s a small change in UnrealEditor target, it recompiles almost everything.

Everytime i pull from github, sometimes 2 files changes, and i have to recompile 5000 actions.

In my computer it takes 2 hours.

I think not all the cpp files need to belong in that UnrealEditor target, if they were moved to another module, then the compilation could be much faster. I’d really love that.

also a small request:

i’d love to be able to export/import palettes from the color picker. supporting standard gimp GPL format (it’s a format not the license) or HEX files. atari 2600 palette NTSC version Palette

i make heavy use of the palettes and it’s unmanageable. also it’s very difficult to share with the team. i tried modifying the ini file, and it’s stored in a very weird format.