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 PCGâs 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 Engineâs 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 UEâs 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.
- Weâve 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!
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] |
Fixed in 5.7.2
| UE-351892 | Invalid Landscape Normals at component boundaries and subsections In Packaged Build |
|---|---|
| UE-349197 | Right eye looks worse than left with Deferred |
| UE-354140 | [CrashReport][Crash] ApplicationCore!invocation function for block in FMacWindow::ApplySizeAndModeChanges() [MacWindow.cpp] |
| UE-359466 | Crash Opening a 2nd Viewport and switching to Path Tracing mode In QAVirtualProduction |
| UE-358443 | Assertion failed: Assertion failed: IsValid() pointing to DirectManipulationCombo becoming invalid while working the Control Rig graph |
| UE-358404 | OpenTrackIO implementation is missing the projection offset parameter. |
| UE-358373 | Exposed rig parameters donât work if they themselves expose an inner rigâs parameters |
| UE-358340 | [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,âŠ) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745] |
| UE-358329 | Quick Render - Current Viewport mode modifies level sequence start/end markers |
| UE-358227 | nDisplay: InCamera is not visible on Outers when the Chromakey type âInner Frustumâ is enabled. |
| UE-358204 | Crash on Engine startup when Cinematic Assembly Tools plugin is enabled |
| UE-358175 | Crash when enabling Rendering Debug Options in UEMHC |
| UE-358132 | Automotive Project Templates |
| UE-358124 | Editor crashes after Undo to Text3D style |
| UE-358123 | Update shaders to be more aware of tree properties |
| UE-357995 | Memory corruption issues with BlendPosesTogetherPerBone |
| UE-357933 | Foliage condition system |
| UE-357904 | Platform menu can select a default platform that is not installed |
| UE-357806 | [5.7.1] Infinite loop in Text3D |
| UE-357743 | [CrashReport][Assert] Landscape!static bool ALandscape::PrepareLayersTextureResources::2::::operator() [LandscapeEditLayers.cpp] |
| UE-357703 | Pytorch no longer downloads using internal pip install on Windows |
| UE-357651 | nDisplay: Always render outers on offscreen nodes |
| UE-357634 | Added UV1 and UV2 data into PVE mesh, Added generation data in UV0.X |
| UE-357621 | [PVE] Fix for missing bones |
| UE-357505 | [PCG] UPCGLandscapeData::InitializeTargetMetadata crash |
| UE-357471 | Framerate drops to 10fps on Android 16 devices due to Vulkan not waiting for end-of-frame event |
| UE-357448 | Ensure firing when inspecting global overrides |
| UE-357392 | Fix issue with wrong pcallstacks vs callstacks in Apple Crashreports |
| UE-357349 | [PCG] Potential ensure/crash when inspecting if the garbage collection runs during a generation. |
| UE-357247 | Remote Control Disappearing after Entering and Exiting Play Mode |
| UE-357245 | Text3D RTL and LTR fonts duplicated characters |
| UE-357108 | Crash with Control Rig, garbage collection and Physics Asset |
| UE-357097 | Fix driver cache PSO creation hitches |
| UE-357088 | Some Mali Android 9 devices have rendering artifacts when running Vulkan |
| UE-357073 | [CrashReport][Assert] ControlRig!FModularRigModel::PatchModelsOnLoad() [ModularRigModel.cpp] |
| UE-357042 | Set/GetPointFromRange is ignoring the StartIndexRange |
| UE-357016 | C# tools: Turn off Nuget Audit for all non-analyze targets |
| UE-357003 | PCG Partition actors are not generating on BeginPlay in PIE |
| UE-356989 | Text3D Component nested in a component in a Blueprint causes issues with the Text3D mesh transform |
| UE-356936 | When loading a video into a File Media Source the video is completely corrupted |
| UE-356857 | Local PCG Component doesnât inherit from the component tags of the original |
| UE-356855 | Dirty generated on load partition actors |
| UE-356798 | Crash on 5.7 when running with the Vulkan RHI and async compute |
| UE-356739 | Crash on opening modular rig with physics |
| UE-356518 | GitHub 14110 : Fix an implementation mistake of FRenderCommandFence |
| UE-356487 | [PCG] Ensure in PCGDataCollectionPacking::ComputePackedSizeBytes() |
| UE-356480 | Non-normalized Rotation in IK Chains Op |
| UE-356467 | Integrate Windows touch input changes to UE 5.7.x |
| UE-356436 | Android/iOS memory mapped alignment of 1 byte is too small for animation compressed data |
| UE-356421 | Foliage face orientation is not correct. |
| UE-356411 | Changing the allowed types of both input and output pin at the same time ensure. |
| UE-356381 | Crash - Foliage palette node with an instance set to none crashes UE on export |
| UE-356361 | MRG - MP4 rendering output failing and UE crashes |
| UE-356359 | DoDeferredRender will not UpdateBound correctly when NavigationCachedBoundsUpdated |
| UE-356317 | [CrashReport][Crash] WebBrowser!FMobileJSScripting::ConvertObject() [UnrealType.h] |
| UE-356309 | [CrashReport][Assert] PCG!FPCGSplineIntersectionElement::ExecuteInternal() [PCGSplineIntersection.cpp] |
| UE-356307 | [CrashReport][Crash] PCG!UPCGSubsystem::GetPCGWorldActor() [PCGSubsystem.cpp] |
| UE-356302 | [CrashReport][Assert] MeshModelingToolsExp!USelfUnionMeshesTool::ConvertInputsAndSetPreviewMaterials() [SelfUnionMeshesTool.cpp] |
| UE-356300 | [CrashReport][Crash] MeshConversion!DynamicMeshToMeshDescriptionConversionHelper::SetAttributesFromOverlayUE::Math::TVector2() [DynamicMeshToMeshDescription.cpp] |
| UE-356274 | [CrashReport][Crash] DaySequence!static float () [DaySequenceActor.cpp] |
| UE-356267 | [CrashReport][Assert] RigVMEditor!SRigVMGraphNode::AddPin() [SRigVMGraphNode.cpp] |
| UE-356259 | [CrashReport][Assert] UdpMessaging!DeserializeSafeLookupForFindObject_InThread() [UdpDeserializedMessage.cpp] |
| UE-356251 | [CrashReport][Assert] Landscape!FLandscapeGroup::TickEdgeFixup() [LandscapeGroup.cpp] |
| UE-356250 | [CrashReport][Assert] Landscape!ULandscapeTextureHash::SetHash64() [LandscapeTextureHash.cpp] |
| UE-356219 | [CrashReport][Assert] DataflowEngine!bool ObjectPtr_Private::IsObjectPtrEqualUObject() [ObjectPtr.h] |
| UE-356199 | [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,âŠ) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745] |
| UE-356198 | Instanced HLOD components always have their own HLOD batching policy set to instancing |
| UE-356197 | [CrashReport][Ensure] UnrealEditor-PCGEditor!PCGEditorGraphNodeBase::ShouldDisplayAsActive(UPCGEditorGraphNodeBase const *,IPCGGraphExecutionSource const *,FPCGStack const *) [Engine/Plugins/PCG/Source/PCGEditor/Private/Nodes/PCGE⊠|
| UE-356195 | Composure: Aggregation of issues fixed |
| UE-356030 | [CrashReport][Ensure] UnrealEditor-PCG!FPCGRuntimeGenScheduler::TickQueueComponentsForGeneration(FPCGRuntimeGenScheduler::FTickQueueComponentsForGenerationInputs const &,TMap<FPCGRuntimeGenScheduler::FGridGenerationKey,double,FDef⊠|
| UE-356029 | [CrashReport][Ensure] UnrealEditor-PCG!static void ``FPCGInstanceDataProviderProxy::PostSubmitâ::2'::<lambda_1>::operator()'::60â::<lambda_1>::operator()(class FRDGBuilder & const, const struct FGPUSceneWriteDelegateParams & con⊠|
| UE-355942 | Crash when using Spawn Actor task with Blueprint Actors |
| UE-355641 | Motion Design - The Editor crashes to Fatal error when creating a new level after previewing a Data Link Graph |
| UE-355639 | The bake_transform_with_settings method works in 5.6 but not 5.7 |
| UE-355621 | HLOD generation can run out of space in the FName table |
| UE-355578 | Crash when moving downloaded Megaplants Fab asset to another folder |
| UE-355527 | Crash when running TG in a BP node for Export without providing a TextureGraph asset |
| UE-355492 | Preview output is flickering in nDisplay configurator |
| UE-355446 | [PCG] Operations on polygons after a point transform are sometime stale |
| UE-355178 | IPhonePackager Codesign not working on MacOS 26 |
| UE-355174 | Crash occurs when opening a new Content Browser 1 after resetting to default layout |
| UE-355048 | GitHub 14064 : Renderer: Export FViewInfo::GetPrimaryView to fix linker errors |
| UE-355024 | Opening in existing browser session error after trying to open two instances of the same .uproject on Linux |
| UE-354923 | Collapse node loses its tags |
| UE-354812 | Blueprint nodes can hit an ensure when no pins are connected |
| UE-354778 | Landscape weight-blended layers donât paint exclusively anymore |
| UE-354767 | [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,âŠ) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745] |
| UE-354761 | [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,âŠ) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745] |
| UE-354759 | [CrashReport][Ensure] UnrealEditor-PCG!FPCGGetBoundsElement::ExecuteInternal(FPCGContext *) [Engine/Plugins/PCG/Source/PCG/Private/Elements/PCGGetBounds.cpp:76] |
| UE-354622 | [CrashReport][Assert] PCG!UPCGDifferenceData::VisitDataNetwork() [PCGDifferenceData.cpp] |
| UE-354618 | [CrashReport][Crash] PCGEditor!FPCGEditorInspectionDataManager::GetInspectionData_Internal() [PCGEditorInspectionDataManager.cpp] |
| UE-354615 | [CrashReport][Crash] Landscape!FModulateAlpha::Modulate() [LandscapeSplineRaster.cpp] |
| UE-354613 | [CrashReport][Assert] SkeletalMeshModelingTools!USkeletalMeshBackedDynamicMeshComponentToolTarget::GetComponent() [SKMBackedDynaMeshComponentToolTarget.cpp] |
| UE-354498 | Disable raw input thread for mice by default |
| UE-354366 | Ensures get triggered during Undo/Redo in the PCG Draw Spline Tool |
| UE-354342 | Fix crash during GC in FPCGGraphTask::LoadCookedData() |
| UE-354310 | Lumen Excessive Noise On Clean Surfaces |
| UE-354301 | Interchange Modules will crash when registering pipeline to missing stack |
| UE-354225 | [CrashReport][Assert] Landscape!FLandscapeGrassMapsBuilder::BuildGrassMapsNowForComponents() [LandscapeGrassMapsBuilder.cpp] |
| UE-354186 | [CrashReport][Crash] RHI!decltype() [GenericPlatformMemory.h] |
| UE-354141 | [CrashReport][Assert] WebBrowser!SAppleWebBrowserWidget::Construct() [ApplePlatformWebBrowser.cpp] |
| UE-354126 | [CrashReport][Crash] Engine!AActor::GetWorld() [Actor.cpp] |
| UE-354123 | [CrashReport][Assert] Landscape!static void () [LandscapeEditLayers.cpp] |
| UE-354120 | [CrashReport][Assert] Landscape!ALandscapeProxy::DisplayObsoleteEditLayerMapCheck() [Landscape.cpp] |
| UE-354102 | [CrashReport][Assert] RigVM!FRigVMRegistry_NoLock::FindOrAddType_NoLock() [RigVMRegistry.cpp] |
| UE-354091 | [CrashReport][Assert] Renderer!ISpatialUpscaler::AddDefaultUpscalePass() [PostProcessUpscale.cpp] |
| UE-354088 | [CrashReport][Crash] WebBrowser!FWebBrowserSingleton::Tick() [WebBrowserSingleton.cpp] |
| UE-354086 | [CrashReport][Assert] WebBrowser!FSlateApplication::Get() [SlateApplication.h] |
| UE-354084 | [CrashReport][Crash] BlueprintGraph!UK2Node_FunctionEntry::AddReferencedObjects() [K2Node_FunctionEntry.cpp] |
| UE-354083 | [CrashReport][Crash] DynamicWind!FDynamicWindTransformProvider::ProvideTransforms() [DynamicWindProvider.cpp] |
| UE-354082 | [CrashReport][Crash] WebBrowser!FWebBrowserSingleton::FWebBrowserSingleton() [WebBrowserSingleton.cpp] |
| UE-353642 | CPU skinning Morph is broken |
| UE-353213 | Root motion extraction breaks on retargeted sequences where root bone name varies between source/target skeletons |
| UE-353210 | The editor display of a Gameplay Camera Rig actor can get stuck on the last run debug info |
| UE-353206 | GetActiveCameraRigEvaluationInfo returns the wrong information when camera rigs are blending |
| UE-352947 | RigUnit_Locomotor.h throws an error when opening projects |
| UE-352906 | [PCG] Actors created by the tool mode are not pickable in the editor (in actor properties) |
| UE-352719 | [AI] StateTreePropertyRef does not have option for Promote to Parameter |
| UE-352397 | Default Asset Name is not reset when settings the Active Production to None |
| UE-350532 | [PCG] Editor toolmode drawing doesnât work when the collision profiles donât have the collision flag |
| UE-350319 | No default platform selected in the Platform menu causes Package Project and Cook Content to appear disabled |
| UE-350139 | NDI Media Source - Low quality render when receiving UYVA formatted streams |
| UE-350040 | [PCG] Copying attribute from single-valued point set to data domain logs warning |
| UE-349904 | Wrong Ambient Occlusion on the FBXLegacyPhongSurfaceMaterial |
| UE-349674 | Editor reimports forever when content was imported as a level instance actor |
| UE-349600 | Anim Details: location controls do not filter channel curves correctly |
| UE-349466 | Reimporting of skeletal mesh results in a scrambled skeletal mesh |
| UE-349458 | Meta Mobile with Mobile Deferred Fails to Render Direct Lighting in Right Eye |
| UE-349137 | Color Grading Panel - Naming Cluster Groups not displaying properly |
| UE-348939 | Export Texture Graph crashes the engine |
| UE-348877 | [PCG] When user select âNoneâ in editor toolmode, default to Actor, or do not allow none. |
| UE-348776 | [CrashReport][Assert] D3D12RHI!FD3D12BindlessDescriptorAllocator::ResizeGrowAndAllocate() [D3D12BindlessDescriptors.cpp] |
| UE-348472 | [PCG] GPU Landscape data interface has noticeable edge when using CPU upload path |
| UE-348442 | Virtual Production - In-Camera VFX window not displaying preview with 2110 NDCs |
| UE-348257 | AJA output via a nDisplay media actor will look blurry |
| UE-341565 | [CrashReport][Crash] Engine!FPrimitiveSceneInfoData::SetLastRenderTime() [PrimitiveSceneInfoData.cpp] |
| UE-326869 | Unpredictable Orthographic Rendering in Viewport |
| UE-316810 | [CrashReport][Crash] KismetCompiler!FKismetCompilerContext::SetCanEverTick() [KismetCompiler.cpp] |
| UE-316569 | [CrashReport][Crash] TurnkeySupport!FTurnkeySupportCallbacks::CookOrPackage() [TurnkeySupportModule.cpp] |
| UE-315322 | A crash may occur when scrubbing through a level sequence |
| UE-314953 | LightCard & Chroma Key Cards- FPS Performance drop when added any type of Lightcards in Small_city_lvl_NoWP |
| UE-313097 | UE on Mac hangs after using âPreview via JsonâŠâ option |
| UE-306434 | [CrashReport][Assert] Engine!AActor::Rename() [Actor.cpp] |
| UE-282926 | [CrashReport][Assert] UnrealEditor-Landscape!UE::Landscape::EditLayers::FMergeContext::FMergeContext(ALandscape *,bool,bool) [Engine/Source/Runtime/Landscape/Private/LandscapeEditLayerMergeContext.cpp:41] |
| UE-265594 | All Nodes Crash when primary node exits even when failover is enabled |
| MH-17145 | OOM crash when setting the calibration board parameters too high |
| MH-17144 | [CrashReport][Crash] MetaHumanCharacterEditor!UMetaHumanCharacterParametricBodyProperties::OnConstraintItemsChanged() [MetaHumanCharacterEditorBodyEditingTools.cpp] |
| MH-17119 | Incorrect data set on ingested assets as a result of partial metadata extraction |
| MH-17084 | [CrashReport][Assert] MetaHumanCharacterEditor!UMetaHumanCharacterEditorSubsystem::ApplyBodyDNA() [MetaHumanCharacterEditorSubsystem.cpp] |
| MH-17083 | [CrashReport][Assert] MetaHumanCoreTechLib!FMetaHumanCharacterBodyIdentity::Init() [MetaHumanCharacterBodyIdentity.cpp] |
| MH-17047 | [CrashReport][Assert] MetaHumanPerformance!UMetaHumanPerformanceExportUtils::ApplyNeutralPoseCalibration() [MetaHumanPerformanceExportUtils.cpp] |
| MH-17000 | Unable to cancel auto frame selection if board settings are wrong for the footage |
| MH-16997 | Fix RigLogic RBF solver initialization to always convert DNA data into UE coordinate system |
| MH-16910 | Reimporting MH assets from Fab plugin fails citing asset loaded in memory, failing to reload, when it doesnât appear to be |
| MH-16829 | Timecode overflow for audio ingested using the Stereo Video Ingest device |
| MH-16395 | During MetaHuman Realtime Animation Groom Simulation resets on LOD change |
| MH-17006 | Grooms of the assembled MH Character are corrupted on 1-3 LOD |
Fixed in 5.7.3
|| Issue | Summary |
|---|---|
| UE-337072 | [CrashReport][Assert] RenderCore!EmitNullShaderParameterFatalError() [ShaderParameterStruct.cpp] |
|---|---|
| UE-361799 | Chaos Cloth Asset - Wrong vertex colors imported from the StaticMeshImport node. |
| UE-361711 | Visibility and Arrange modifier conflicts |
| UE-361535 | Int Overflow in MRQ with 16k Renders |
| UE-361497 | Performance issue with Pixotope project related to Auto-Size modifier |
| UE-361420 | Crash on engine shutdown when scene state editor opened |
| UE-361323 | Media IO - Media Capture takes multiple frames to start outputting |
| UE-361229 | Rundown refresh assinging ânoneâ values to the remote control entities causing data loss and incorrect visual |
| UE-361139 | Line shaped artifacts when Lumen and/or MegaLights are enabled |
| UE-361051 | Groom - Dwarf Animation hair popping issue |
| UE-361002 | Editor crashes after entering Text value for Level Sequence Event Track payload |
| UE-360961 | [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,âŠ) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745] |
| UE-360920 | MediaProfile media capture crash on PIE |
| UE-360873 | NDI Media - Timecode synchronization doesnât work |
| UE-360792 | Masked Text in 5.7.2 Using Bevel Color After Changing Text RC Value |
| UE-360708 | [CrashReport][Assert] MovieSceneTools!class UObject () [KeyPropertyParams.h] |
| UE-360641 | PathTracer: two-sided foliage transmission is broken when using substrate |
| UE-360627 | Crash when spawning actors in blueprint or scene state and attaching them to an actor with Translucent Priority Modifier |
| UE-360563 | Chaos Cloth - Wrong capsule orientation in collisions with the environment. |
| UE-360417 | [SwitchBoard] Unable to add nDisplayTest device |
| UE-360053 | Remote Controlled Logos and Cloner Materials donât Consistently Apply Before Rendering to MRQ |
| UE-359861 | Material Designer default constructed materials exceed texture sampler count in Mac, causing material to fail compilation |
| UE-359856 | Text3D Incorrectly Rendering Certain Glyphs |
| UE-359652 | Morph Targets are unable to return to 0.0 |
| UE-359447 | NDI - Frame Rate Property Does Not Appear in Media Profile |
| UE-359321 | Vulnerability in Remote Control Plugin - Missing Access Checks |
| UE-358864 | Chaos performance regression in UE5.7 than UE5.6 because the solver iteration count changed to -1 |
| UE-358652 | Composure - Resolution Incorrectly Shows 1920x1080 After Clicking Off Layer |
| UE-358651 | Media Profile - Media Source Stops Playing After Exiting PIE |
| UE-358649 | [CrashReport][Assert] PCG!UPCGLandscapeSplineData::GetTransformAtDistance() [PCGLandscapeSplineData.cpp] |
| UE-358636 | [CrashReport][Crash] ControlRigEditor!FControlRigEditorModule::BakeToControlRig() [ControlRigEditorModule.cpp] |
| UE-358440 | Rundown bug where scenes from different channels unexpectedly affect each other |
| UE-358424 | [PCG] Fix crash in VT data interface when initializing RT resources on the game thread |
| UE-357937 | Disabled Skeletal Mesh Sections cause Shadow Ray Tracing Flicker |
| UE-357764 | Quick Render - Incorrect Perspective When Camera is Parented |
| UE-357747 | [CrashReport][Assert] MetalRHI!ConvertSurfaceDataToFColor() [MetalRenderTarget.cpp] |
| UE-357406 | NDI Media - Just in Time Rendering option creates color artifacts when enabled |
| UE-357261 | GitHub 14138 : VulkanRHI Fix R16_SFLOAT color conversion to FLinearColor |
| UE-356717 | Morph target is not applied on the first frame in Level Sequence |
| UE-355697 | Cloth Asset - Invalid LOD0 error when creating a sim only Cloth Asset. |
| UE-354106 | [CrashReport][Crash] Engine!USkeletalMeshComponent::AddClothingBounds() [SkeletalMeshComponentPhysics.cpp] |
| UE-352950 | Animation Constraint Jitter in Sequence when Constraining Layered Control Rig node |
| UE-350732 | Switchboard - syncstatus does not respect âEngine Sync Methodâ set to âUse Existingâ |
| UE-341569 | [CrashReport][Assert] D3D12RHI!FD3D12DynamicRHI::HandleFailedD3D12Result() [D3D12Util.cpp] |
| UE-313616 | [CrashReport][Assert] SkeletalMeshUtilitiesCommon!static void BuildMorphTargetsInternal() [LODUtilities.cpp] |
| UE-297615 | XR - Editor Crashes when beginning a VRPreview with NetMode set to Client |
| UE-295331 | [CrashReport][Crash] RHI!UE::RHI::GPUProfiler::FGPUProfilerSink_StatSystem::FQueueState::EndBreadcrumb() [GPUProfiler.cpp] |




