Unreal Engine 5.7 Preview

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;

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Check ur antivirus, probably some file is blocked.

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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.

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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)

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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.

Dude…learn to spell or don´t type on your phone. This kind of post makes you not sound very competent to give feedback of any sorts…

Seems like the perfect opportunity to relaunch Unreal Tournament - Same game, new graphics. Just saying…

Hey everyone,

After installing Unreal Engine 5.7, I’ve noticed a significant drop in the overall responsiveness and smoothness of the editor interface. The UI feels noticeably sluggish — switching between Blueprint tabs, changing parameters, or even panning around the Blueprint graph view now causes visible stuttering and lag.

This wasn’t an issue in previous versions (5.6 and earlier worked fine on the same setup). It seems like the UI performance has taken a hit specifically in 5.7.

For context, I’m running it on a MacBook Pro M2, and other applications perform normally, so it doesn’t look like a general system issue.

Has anyone else experienced similar slowdowns in the editor UI on macOS with 5.7? Any tips or settings that might help improve performance would be greatly appreciated.

Thanks!

With all the recent changes made to the development branch since the release of the preview version 5.7, all the annoying bugs mentioned in the quoted message are still present, making UE 5.7 unusable on Linux.

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It would totally help to have some documentation showing how to create the JSON files and using custom presets

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I’m using a translation app, so the following might seem a bit strange:
I increased the vehicle’s mass to about three times its original value, lowered the suspension spring rate to 5, the spring sag to 1, and the spring damping to 0.1.
Finally, I could see the suspension bouncing. It felt like the engine’s default suspension spring settings had been made much stiffer.:face_with_raised_eyebrow:

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We are seeing a crash when re-saving some of our old animations that were taken from the animation sample for Motion Matching.

Crash occurs because of the interchange system, we currently have it off, but it seems like some of this old data have some interchange data in them and this function tries to update it.

void UInterchangeAssetImportData::Serialize(FArchive& Ar)

when
Interchange.FeatureFlags.Import.Enable = 0

but when the interchange is not active the code path generates unguarded nullptrs.

Workaround for now is to enable interchange.