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!

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 shouldn’t 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 “Run Calibration” or “Run Auto Frame Selection” 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 ‘None’
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 “DG_GuidesSolver”
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] “Render CustomDepth Pass” 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 shouldn’t
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 Broadcast’ 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 “Composites with Translucency” 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 don’t work if they themselves expose an inner rig’s parameters
UE-358340 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,
) [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 ‘Inner Frustum’ 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 doesn’t 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 *,
) [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::PostSubmit’::2'::<lambda_1>::operator()'::60’::<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 don’t paint exclusively anymore
UE-354767 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,
) [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 *,
) [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 doesn’t work when the collision profiles don’t 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 ‘None’ 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 ‘Preview via Json
’ 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 doesn’t 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 ‘none’ 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 *,
) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745]
UE-360920 MediaProfile media capture crash on PIE
UE-360873 NDI Media - Timecode synchronization doesn’t 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 don’t 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 “Engine Sync Method” set to “Use Existing”
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]

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

EDIT: All fixed, thanks!

3 Likes

Thank you for letting me know!

2 Likes

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.

5 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

5 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.

5 Likes

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, 


4 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:

1 Like

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.

1 Like

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

: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

8 Likes

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

1 Like

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.

5 Likes

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

Edit : Fixed with driver 26.1.1

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:

5 Likes

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

3 Likes

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.

1 Like

Where is the megalights performance tuning controls located? This was mentioned in the 5.7 preview announcement, “At the same time, you can use the new performance tuning controls to manage resolution scale and update rate and get better out-of-the-box performance with improved noise reduction”. Just curious if this means there’s actual adjustable settings via UI for megalights or simply new cvars?