Unreal Engine 5.7 Preview

follow this tutorial, the dpad issue will be fixed, but i am figuring out how to enable the ps5 controller via bluetooth, if you have any idea tell me

Replying to my earlier post. Yes, the visual differences between the (un)voxelized grass meshes I am using seem night and day. At a certain distance the voxelized versions are just ā€˜not there’ insofar as they impact the color of a given pixel..

I really like the preserve-area effect as it lets me, at least, give the impression of an actual mesh, way out there, with discoloration vs the landscape, background, and actual occlusion of things in the grass. For me, WYSIWYG insofar as seeing through a scope and getting-over-there to see the exact same thing is a cornerstone of my efforts (high-fidelity of the game-model).

THIS however, is….off. Not gonna say it’s broken, it might be doing exactly what you want, but the visual differences are obvious so unsure here..

Preserve-area - you can actually see there is a mesh there even out to 750+m

Voxelized - \~5-10% increase in FPS but not worth it for my tastes, mechanically the grass is just not-there…

As per the above, I am willing to imagine a single scalar-value you could use to scale up the screen-area (preserve-area equivalent) for the generated voxel to replicate the visual impact of the pre-voxel method? eg: scale it to 1.5 times what would be generated to ensure occlusion, etc…

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i found a breaking issue when packaging my game for 5.7

every a few seconds, the game thread get’s stuck really bad. and freezes the whole game for 2 or 4 seconds.

it’s not tied to visuals. i’m not spawning anything dynamically.

here’s a recording (warning, it can make you dizzy, and has some content triggers)

this was working perfectly on 5.6.1 i think it might be the gc.

here are the tweaks i’ve used for gc.


s.AdaptiveAddToWorld.Enabled=1
gc.AllowIncrementalGather=1
gc.AllowIncrementalReachability=1
gc.IncrementalReachabilityTimeLimit=0.002
gc.PerformGCWhileAsyncLoading=1

i tried removing all those flags and still happens.

i tried a develop build and still happens.

also, on ubuntu 24 lts, the menus don’t work very well. the ā€œplatformsā€ menu i have to hold the mouse down to select the items otherwise it freezes and hides.

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In MetaHuman Character,when conform body from template and import will crash when ā€œBody Fit Optionsā€ select ā€œFit from Mesh and Skeletonā€,other two option is ok but not fit my skeleton.
Same mesh and condition test in 5.6 version is good.


Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_MetaHumanCoreTechLib!Eigen::internal::dense_assignment_loop<Eigen::internal::generic_dense_assignment_kernel<Eigen::internal::evaluator<Eigen::Matrix<float,3,-1,0,3,-1> >,Eigen::internal::evaluator<Eigen::CwiseBinaryOp<Eigen::internal::scalar_di() \[D:\\UE_5.7\\Engine\\Source\\ThirdParty\\Eigen\\Eigen\\src\\Core\\AssignEvaluator.h:372\]
UnrealEditor_MetaHumanCoreTechLib!Eigen::internal::call_assignment_no_alias<Eigen::Matrix<float,3,-1,0,3,-1>,Eigen::CwiseBinaryOp<Eigen::internal::scalar_difference_op<float,float>,Eigen::Ref<Eigen::Matrix<float,3,-1,0,3,-1> const ,0,Eigen::OuterStride<-1> >() \[D:\\UE_5.7\\Engine\\Source\\ThirdParty\\Eigen\\Eigen\\src\\Core\\AssignEvaluator.h:891\]
UnrealEditor_MetaHumanCoreTechLib!coretechlib::epic::nls::BodyShapeEditor::SetNeutralJointsTranslations() \[D:\\UE_5.7\\Engine\\Plugins\\MetaHuman\\MetaHumanCoreTechLib\\Source\\MetaHumanCoreTechLib\\Private\\bodyshapeeditor\\src\\BodyShapeEditor.cpp:1309\]
UnrealEditor_MetaHumanCoreTechLib!coretechlib::titan::api::MetaHumanCreatorBodyAPI::FitToTarget() \[D:\\UE_5.7\\Engine\\Plugins\\MetaHuman\\MetaHumanCoreTechLib\\Source\\MetaHumanCoreTechLib\\Private\\api\\MetaHumanCreatorBodyAPI.cpp:615\]
UnrealEditor_MetaHumanCoreTechLib!FMetaHumanCharacterBodyIdentity::FState::FitToTarget() \[D:\\UE_5.7\\Engine\\Plugins\\MetaHuman\\MetaHumanCoreTechLib\\Source\\MetaHumanCoreTechLib\\Private\\MetaHumanCharacterBodyIdentity.cpp:565\]

foliage causing no shadows when WPO is enabled, this is on Vulkan renderer with HW-Raytracing and Megalights in 5.7 preview (build from git @2025-10-18)

it only affects foliage rendering, when dropping the mesh in the level the shadows cast fine with WPO

wpo force enabled with no offset:


wpo disabled:


Screenshot from 2025-10-27 16-17-46

there have been some commits to the instanced static mesh component lately, which reference ray tracing geometry and WPO, i suspect that something of those changes broke this.

not an issue, but i’ll leave it here for others who stumble over it.

another shadow issue when using voxelize as shape preservation is that the shadows cast on a weird fallback geometry, which isn’t really influenced by any of the fallback mesh settings:

it uses the ray tracing proxy settings, while preserve area uses the normal (fallback?) mesh

voxelize:

preserve area:

(that mesh uses cards and isn’t full geometry, but someone on UnrealSource discord mentioned that they had the same issue with full geometry tree’s)

So tomorrow is Tuesday. Are we going to see the Full 5.7 released?

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I really hope so. Is the full release suppose to come during this month?. Because I remember when I had ask that on here. This person named @Miguel1900 said and told me Mid End October. And I don’t know how does he even know that. Or where did he even hear that from. But I hope he’s right. We shall see if today this Tuesday if they do the full release of 5.7

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I’ve not come across documentation yet, but have managed to create some reasonable nanite assembly fruit trees using my own model branches and the Beech tree presets available through the procedural vegetation editor. They work really well with performance and wind effect. Just need to figure out creating JSON presets now!

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Will, looks like the full release 5.7 might not happen today. Plus it’s very too late to release this near end of this month. Looks like we’re gonna have a long another time to possibly like mid November like they did with 5.5 release from last year I guess. Oh well

Will there be any updates made to the common ui plugin?

Yes it’s a bit sad that they just don’t tell us when we will get these updates. Then we will have the delay of waiting for all the plugins we use, to be updated. It makes it very hard to schedule projects.

Its been a really too long month and weeks :confused::face_exhaling:

The worst is 5.6 has only had one hotfix in 3 month.

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will be new terrain tool, actually added to 5.7 ?

2 Likes

I guess, as experimental plugin like all (water plugin cof cof cof).

ā€œYou win again gravity concavity!!ā€

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Common ui plugin:
The Platform Input doesn’t show anything.
Is this a bug? or its changed and we are suppose to set the Input prompts somewhere else?

I’m also curious if a procedural vegetation generator is planned for the public, since only a procedural vegetation editor will be available?
From what I understand so far, based on the json data attached in the procedural vegetation asset, you can only edit the properties of the pre-generated asset, which is quite a shame, when there are only 4 types of trees in the plugin folder and you have new editor and you have a new editor that no one can test much and there is proppably impossible to make palmtree,etc

I’m also curious if it will be possible to edit the trunk manually, or take data from the pcg graph? For example, for a unique tree that grows through some building, etc.

I’m asking mainly because it seems to be exported from an external generator for now and I have no idea whether and how long it will take to create such a tree at all, other than just playing with pre-generated assets.

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