Unreal Engine 5.7 Released

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

You can check out the release notes here!

Unreal Engine 5.7 delivers new tools to build large, detailed worlds rendered in real time on current-generation hardware.
You can now procedurally generate massive environments, create physically accurate materials, and use more lights with improved performance.
This release also expands animation, MetaHuman, and virtual production workflows, all supported by a new in-editor AI Assistant.


Open world tools

The Procedural Content Generation (PCG) framework is now production-ready, enabling you to quickly populate environments with natural variety.
The new PCG Editor Mode provides a library of customizable tools built on PCG, letting you draw splines, paint points, or create volumes. Each tool is linked to a PCG Graph for real-time control and no-code customization.

Performance has improved with faster GPU compute and parameter overrides for GPU nodes.
A new Polygon2D data type and operators support closed areas, and there are also new operators for working with splines, while the Procedural Vegetation Editor (PVE) showcases PCG’s flexibility.
PVE lets you create and customize vegetation assets inside Unreal Engine, outputting Nanite skeletal assemblies.
The first Experimental release supports new Quixel Megaplants (currently available for free download in Fab) with five species offering size and structure variations, and more coming.


High-fidelity rendering

The new Experimental Nanite Foliage system enables efficient rendering of dense, detailed environments. Using Nanite Voxels, it draws millions of tiny overlapping elements that form solid, high-detail surfaces like canopies or ground clutter without LODs or popping.
It also uses Nanite Assemblies to reduce storage, memory, and rendering costs, and Nanite Skinning for dynamic effects such as wind response. Nanite Foliage supports meshes created with PVE and can import trees from external tools via USD.

Substrate, Unreal Engine’s modular material system, is now production-ready. It supports physically accurate layering of materials such as metal, clear coat, skin, and cloth, enabling realistic effects like multi-layered car paint or oiled leather. Teams can define custom shading logic, and the system is fully integrated into UE’s lighting pipeline for consistent, high-quality results across all platforms, including mobile.

MegaLights advances to Beta, supporting far more dynamic, shadow-casting lights per scene for realistic soft shadows from complex sources like area lights.
This release also improves overall visual fidelity with better support for directional lights, translucency, Niagara particle shadows, and more accurate hair shading. Out-of-the-box performance and noise reduction have also been enhanced, reducing the need for manual light optimization.


MetaHuman integration

The MetaHuman Creator Unreal Engine plugin is now available on both Linux and macOS, enabling users on those platforms to enjoy all the benefits that Unreal Engine integration brings. MetaHuman Animator support for Linux and macOS is planned for a future release.

You can now automate and batch process MetaHuman assets using Python or Blueprint scripting, and conform meshes in varied poses with UV space vertex correspondence for DCC round-tripping via FBX.

Supported through Live Link Face, you can now capture performances in real time from external cameras on iPad or Android devices.

You can now author and control hair guides and strands using joint-based deformation, painting, and mesh-based manipulation in Unreal Engine, blending between simulated hair physics and art-directed animation. The latest MetaHuman for Houdini update now offers a guide-driven workflow for creating hairstyles using pre-authored data. The tool comes with a number of adjustable preset hairstyles for artists to use as starting points.


Animation and rigging

Unreal Engine 5.7 builds on the rigging and animation improvements introduced in 5.6 with a refactored Animation Mode that streamlines workflows and optimizes screen space.
The new Selection Sets feature lets you quickly select multiple rig controls or mirrored counterparts with one click, hide or show sets for focus, and share them across teams.

The IK Retargeter now offers better foot-to-ground contact, supports squash and stretch animations, and uses spatial awareness to prevent self-collision and maintain accurate contact points across characters of different sizes.

The updated Skeletal Editor adds industry-standard sculpting workflows, allowing seamless transitions between bone placement, weight painting, and blend shape sculpting. Instant updates make creating rigs with dozens of blend shapes faster and easier.

New one-way physics world collisions let characters interact naturally with environments, producing more realistic ragdolls and gameplay tests.

A new Dependency View visualizes data flow through Control Rigs in a clear, node-based graph, simplifying debugging and optimization of complex setups.


Virtual production

This version also introduces new features that expand possibilities for virtual production and motion capture workflows.

The new Dynamic Constraint Component for Props automatically attaches props to hand positions, smoothly interpolating motion for natural results even during complex actions like juggling. An example implementation is included in the Mocap Manager, and the system can be customized in Blueprint to define unique constraint behaviors.

The Live Link Broadcast Component lets Unreal Engine act as a source of animation data across a network. This enables multi-machine virtual production setups, such as offloading retargeting to another Editor session and streaming Transform, Camera, or Animation data back into the main scene.

The updated Composure real-time compositing tool is now more accessible and capable. It supports live video input and file-based media plates with real-time playback at 24 fps. Enhancements include integrated shadow and reflection rendering for seamless blending of live-action and CG elements, along with an improved keyer for higher-quality results.


In-editor AI Assistant & new Home Panel

A new AI Assistant that provides real-time guidance is now directly available in the Editor. It can answer questions, generate C++ code, and offer step-by-step help all from a dedicated slide-out panel so you can stay focused on your work.

You can open the AI Assistant just like a tooltip by hovering over any interface element and pressing F1, which starts a contextual conversation about that feature.

The new Home Panel also centralizes access to tutorials, documentation, news, forums, and recent projects. New users can explore an interactive Getting Started sample that launches directly in the Editor.


Additional notes:

  • As always, if you encounter any bugs please report them and let us know about them!
  • Beginning with UE 5.7, Linux will transition from SDL2 to SDL3. Users with customizations to SDL2 code who are interested in switching to UE 5.7 should be aware that they will need to rework those changes for SDL3.
  • We’ve introduced Experimental Windows arm64 and arm64ec support. Arm64ec functions in full source builds but not in the Launcher editor. Arm64 packaging via the Launcher is highly experimental.
  • Find the current known issues here!

@Tina_Wisdom A bunch of the image links in the release notes are broken

EDIT: All fixed, thanks!

1 Like

Thank you for letting me know!

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

Known Issue:

Creating Third Person projects with the Side Scroller variant causes the Side Scroller map to show up as empty on Linux.

Workaround:

Before you’ve created a project:

  • Navigate to engine_install_path/Templates/TemplateResources/Standard/Variant_SideScroller/FeaturePack/

  • Edit the manifest.json file in that location

  • Fix the capitalization on lines 44 and 45, so that Variant_Sidescroller is updated to Variant_SideScroller

If you’ve already created the project:

  • Navigate to engine_install_path/Templates/TemplateResources/Standard/Variant_SideScroller/

  • Copy the content of _ExternalActors_ into project_dir/Content/_ExternalActors_/Variant_SideScroller/

  • Copy the content of _ExternalObjects_ into project_dir/Content/_ExternalObjects_/Variant_SideScroller/

  • If done correctly, the Lvl_SideScrolling folders should be within the corresponding folders on your project.

A fix is planned for 5.7.1.

Known Issue:

When running XR apps with Mobile Multi-View on the Mobile Deferred Renderer, lighting will fail to properly render in the right eye.

Workaround:

Set r.Mobile.AllowFramebufferFetch=1 in your project’s DefaultEngine.ini or AndroidEngine.ini.

4 Likes

ALT-LMB slicing Blueprint connections is a really nice addition! Overall strong changeset.

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.

2 Likes

Trying to run lumen in DX11 or DX12 SM5 results in the following compilation errors.

r.Lumen.Supported.SM5=1

Was working fine in 5.6

2 Likes

Pretty much unusable on Linux under Wayland (running Nobara).

Editor crashes constantly, menus appear in the middle of the screen, buttons in dialogs are unclickable, and single clicking doesn’t work (everything requires a double-click instead of single clicks, and things that would previously work on double-click now require quadruple clicking)

Setting the environment variable SDL_VIDEODRIVER=x11 resolves the menu positioning and makes buttons in dialogs clickable but the other problems remain.

Guess I’m stuck on 5.6 for the forseeable future.

1 Like

Blank Project > Build > Launch EXE
Texture issue (related to the World Partition grid), a problem that’s been around since 5.6, and nothing has been fixed. Makes you wonder if anyone’s actually reading the comments, bug reports, 


3 Likes

Thank you @Tina_Wisdom .

As already reported on 5.7 preview, ‘Background Blur’ widget elements with a Corner Radius higher than 0, won’t be rendered when the game is packaged (visible in Editor, though) :cry:

There seems to be a problem with the new MS trees - the MIs parents are missing so get the grid material and trying to add them to the foliage tool hangs for around 10 mins and then doesn’t add them.

Are emissive lights in CPU and GPU Lightmass broken? I can bake normal lights but not the emissives, anybody else with that issue? - was the first thing i tested after swarm was broken in 5.6.0

edit: Switching from blendable to adaptive Gbuffer or turning substrate off fixed the issue

(post deleted by author)

:wrench: Solution: UE 5.7 Crash on Launch - “Unable to use default cache graph”


Symptoms:

  • Unreal Engine 5.7 crashes on startup

  • Error message: Unable to use default cache graph 'InstalledDerivedDataBackendGraph' because there are no writable nodes available

  • Previous versions (5.6, 5.5) work normally

Root Cause:

The ZenServer (DDC cache server) is corrupted or blocked and cannot start, preventing UE 5.7 from accessing the cache.

Quick Fix:

  1. Close Unreal Engine completely

  2. Delete these 2 folders:

    • C:\Users\[YourName]\AppData\Local\UnrealEngine\Common\Zen

    • C:\Users\[YourName]\AppData\Local\UnrealEngine\DerivedDataCache\Zen

    (If you don’t see AppData, enable “Hidden items” in File Explorer)

  3. Restart UE 5.7 from the Epic Games Launcher

Result:

  • :white_check_mark: ZenServer reinstalls automatically

  • :white_check_mark: First launch: shader recompilation (normal)

  • :white_check_mark: Subsequent launches: everything works perfectly!


Note: This solution works without needing the temporary -DDC-ForceMemoryCache parameter that forced recompilation every time.

Additional troubleshooting (if the above doesn’t work):

  • Check if port 8558 is blocked: netstat -ano | findstr :8558

  • Temporarily disable antivirus

  • Run Unreal Engine as Administrator

Is there a PCG Python documentation? I didn’t find anything.

Seeing a new Warning in Output Log when booting into the editor

LogToolMenus: Warning: Menu section not found: 'Compile' for insert: 'EditorPerf'

Coming from the new “EditorPerformance” plugin that is enabled by default.

1 Like

Setting r.Lumen.HardwareRayTracing.LightingMode to anything other than zero (enable Hit lighting or Hit lighting for reflections only) save and quit cause the Editor to crash at each startup.

I had to open the DefaultEngine config file and set r.Lumen.HardwareRayTracing.LightingMode=0 to get it to open without crashing.

AMD RX 9070 XT, 25.10.2 driver

This will crash the editor on compile and save in 5.7. Any widgets with a TextBox widget and a style set call in Pre-Construct event will now crash the editor on open :frowning:

1 Like

Same issue with CachyOS, 5.7 is not usable in any way.

Getting cook error (also seen inside material editor) if having voxel usage set enabled in material. Is it yet possible to have voxel vegetation/trees in cooked build?

UATHelper: Cooking (Windows): H:\UE_5.7\Engine\Binaries\Win64\BasePassPixelShader.dxil(8100,38): Shader TBasePassCSTDistanceFieldShadowsAndLightMapPolicyHQVoxel, Permutation 0, VF FNaniteVertexFactory:
UATHelper: Error: Cooking (Windows): BasePassPixelShader.dxil:8100:38: error: Instructions must be of an allowed type.
UATHelper: Cooking (Windows): note: at ‘%2336 = insertelement <4 x float> undef, float %1173, i64 0’ in block ‘#58’ of function ‘MainCS’.

EDIT: Seems it only for certain materials. Quixel tree material dosent give the error. Looking into it.