Unreal Engine 5.7 Released

Unreal 5.7.3 crash when opening a project with FSR 4.0.3 plugin.

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 823]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000033b

0x00007ff915fddaa9 UnrealEditor-FFXFSRTemporalUpscaling.dll!FFXFSRViewExtension::PreRenderView_RenderThread() [E:\Temp\isvgit\unrealengine5_7\FSR-570\FSR\HostProject\Plugins\FSR\Source\FFXFSRTemporalUpscaling\Private\FFXFSRViewExtension.cpp:415]

Crash on level load
After restarting the editor the level loads

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000114

[2026.02.12-13.25.06:707][223]LogMaterial: Warning: MM_Cliffs_and_Rocks: Requesting an invalid TextureIndex! (11 / 12)
[2026.02.12-13.25.06:707][223]LogMaterial: Warning: MM_Cliffs_and_Rocks: Requesting an invalid TextureIndex! (11 / 12)

The material RVT node has no texture assigned

Notice: I tried to submit a bug report but because there is no crash dumb and the form prevents submission without attachment, and also prevents me from submitting replacements I post this here.

Persistent structure error, and still appears in 5.7.3 first reported here Unreal Engine 5.6 Released - #119 by unit23

Steps to reproduce: Use the build-in BuildTool, which pops up when i.e. adding an outdated plugin to the plugin folder - used Strider which was maintained until 5.4, and since has been removed from FAB. Building manual (explained here Compiling a plugin for a new engine version | Community tutorial) fails. However, the auto BuildTool popup which appears on editor launch successfully builds the plugin.

Subsequently, building the project with Strider code fails with unknown structure error. Removing the plugin and related code still results in the unknown structure error. Same after deleting intermediate, Save and DerivedDataCache. But, can be resolved by selecting related blueprint content such as the AnimGraph and using the refresh feature.

The current auto build tool is successfully building plugins even with errors.

Even opening standard UI (this is niagara asset) is affected

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: (WidgetPtr->GetProxyHandle().IsValid(WidgetPtr)) [File:D:\build++UE5\Sync\Engine\Source\Runtime\SlateCore\Private\FastUpdate\SlateInvalidationRoot.cpp] [Line: 2018]
LogOutputDevice: Error: The widget ‘SImage [SNiagaraOverviewStackNode.cpp(1000)]’ proxy is invalid and should not be cached.

(post deleted by author)

Missing mesh causes infinite HLOD creation loop.

When generating HLODs and the world contains meshes without actual mesh assets assigned the process runs forever.

Create a HLOD world with spatially loaded meshes, see setting screenshot which may or may not be related. Delete saved, derived data and intermediate folder, which may affect HLOD creation. Delete existing HLOD prior to creation, if HLOD exist prior.

  • Add perhaps 100 meshes in different clusters.
  • Create grouped meshes
  • Close the project and delete a certain mesh which is deployed in the world, this may be required, perhaps enough to remove the mesh (set to None) of the mesh group actor.
  • Create fresh HLOD

The creation may run into a loop, when accessing the mesh group or single mesh with the missing mesh.

The HLOD process should post a warning of missing mesh and proceed with the process.

We are also experiencing this exact crash after upgrading our project to 5.7.1 (and subsequently 5.7.2).

While we rarely see it in general playtests (only caught twice via Sentry), we found a consistent local reproduction in our Automated Performance Tests, where the crash rate is around 70%.

Our Observation:
The crash seems to be triggered by rapid camera transitions or teleports.

In our specific test case:

  1. We load a World Partition map.

  2. We wait for 5 seconds.

  3. We trigger a Level Sequence to start the test.

  4. The logs show the fatal error occurs exactly at the 5-second mark, precisely when the Sequence begins.

Since our Sequence starts with a camera cut, we suspect the issue is linked to how the engine handles World Partition unloading during these sudden camera jumps.

Hope this information helps narrow down the cause

for some reason packaging on 5.7 randomly hangs on that tasks. Even it was fully packaged happens often when trying package second time in same session.

FTSRRejectShadingCS
FReflectionEnvironmentSkyLightingPS

ToolMenusViewportToolbars cvar doesn’t work in 5.7…

Getting this landscape streaming issue in UE5.7.3 which seems to crash cooked build. Is the fix (mentioned in linked thread) planned for UE5.7 hotfix?

UWorld::DestroyActor: World has no context! World: Romania_Root_WP, Actor: /Memory/UEDPIE_0_Romania_Root_WP_8ZQ8PEVIKW4BHBT5EQ120EXXW.Romania_Root_WP:PersistentLevel.DESTROYED_LocBP_C_CHILDACTOR_0

Streaming Manager Update Crash on Landscape Proxy following code change in 5.7 (CL 42967251) - Development / Platform & Builds - Epic Developer Community Forums

Hey everyone! 5.7.4 has just released - check it out & give us your feedback! This hotfix includes 40+ new updates.

Issue Summary
UE-360744 [CrashReport][Crash] Text3D!UText3DDefaultStyleExtension::PreRendererUpdate() [Text3DDefaultStyleExtension.cpp]
UE-367673 Log spam: LogVulkanRHI: Warning: vkGetPhysicalDeviceSurfaceFormatsKHR returned 2 formats, expected 3! in Linux UE
UE-367671 The Bug Submission Form link is broken when click it on the Crash Report Client window
UE-366333 Build game for Designed for iPad fails in Installed Build
UE-366079 GatherText won’t complete successfully if launched from the Localization Dashboard
UE-366044 Assembly Duplication Crashes when Duplicating a Locked Assembly
UE-365830 [CrashReport][Assert] Renderer!Nanite::FMaterialsSceneExtension::FRenderer::UpdateSceneUniformBuffer() [NaniteMaterialsSceneExtension.cpp]
UE-365821 [CrashReport][Assert] PCG!static bool FPCGAttributeFilterElementBase::DoFiltering::25::::operator() [PCGAttributeFilter.cpp]
UE-365209 Update EOSSDK to 1.19.0.3
UE-365108 Make Rotator Attribute doesn’t work with Make Rot from Euler Angle with all inline constants
UE-365051 Nullptr landscape info crash during cook with invalid target layers
UE-364468 PCG Tool Actor sometimes loses its root component on map reload
UE-364161 Iterative Cell in PCG Builder can duplicate resources
UE-363928 Recent change to handle symbolic links in Utils.cs does not handle Windows deduplication
UE-363885 [PCG] Clean spline nodes re-exeute when changing parameters
UE-363684 Text3D spawnable breaks rich text styles
UE-363644 Rendering Wipe_Team_A graphic in MRQ results in a white background instead of the intended team background
UE-363634 Geometry Mask does not work in Rundown Worlds when PIE is active
UE-363349 PCG Builder is crashing when too many actors are processed
UE-363147 [PCG] Graph parameters C++ API for soft object paths/class paths doesn’t work in some instances
UE-363082 NVIDIA async compute driver bug when running with driver 571.23 or newer
UE-363074 Cloth Asset - Crash, DDC corruption, and unrecoverable data when specifying two skeletal meshes with subset skeletons in a Merge or SimAccessoryMesh node.
UE-362609 Crash occurs when the Transfer button is clicked in the WeightMap node details
UE-362381 Cloth Asset - Crash when reloading a cloth asset while it is being simulated.
UE-361984 Min Point Spacing is ignore in Spline mode in PCG Tool mode
UE-359961 Installed Build - Consoles fail with error: [File:D:\Unreal Projects\UE-49431975\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompilerEditor.cpp] [Line: 597]
UE-358545 Unable to interact or collide with geometry collection after Removal on Sleep or Break timer finishes, yet unbroken piece continue to render
UE-356267 [CrashReport][Assert] RigVMEditor!SRigVMGraphNode::AddPin() [SRigVMGraphNode.cpp]
UE-356261 [CrashReport][Crash] Engine!USkeletalMeshComponent::AddClothingBounds() [SkeletalMeshComponentPhysics.cpp]
UE-354493 Packaging Electric Dreams projects results in Unknown Error
UE-295342 [CrashReport][Assert] UnrealEditor-ImageWrapper!bool UE::ImageWrapper::Private::FTiffImageWrapper::UnpackIntoRawBufferImpl<unsigned short, unsigned short, false, UE::ImageWrapper::Private::TiffImageWrapper::TDefaultAdapter<unsigned short, unsigned short>>
UE-295257 [CrashReport][Assert] Locomotor!FLocomotor::UpdateFeetTargets() [LocomotorCore.cpp]
UE-363410 ‘Pure’ blueprint actors with Text3D components sometimes do not show any of its components on load. Just a single scene component at its root
UE-361604 Composure - Copied Layer/Pass Lost After Level Reload
UE-368511 WebBrowser: the webcache folder created by CEF under the project’s folder contains lots of unnecessary data, some of which inappropriate
UE-366338 Fix GPU crash caused by out-of-bounds LDS access
UE-363167 [CrashReport][Crash] Sequencer!UE::Sequencer::SSequencerSection::Tick() [SSequencerSection.cpp]
UE-360705 [CrashReport][Assert] Sequencer!UE::Sequencer::FSequenceModel::GetSequencer() [SequenceModel.cpp]
UE-354181 [CrashReport][Assert] VulkanRHI!FVulkanSwapChain::Create() [VulkanSwapChain.cpp]
UE-354131 [CrashReport][Assert] Engine!FRayTracingGeometryManager::ReleaseRayTracingGeometryHandle() [RayTracingGeometryManager.cpp]
UE-341570 [CrashReport][Assert] Renderer!FPrimitiveSceneInfo::IsCachedRayTracingGeometryValid() [PrimitiveSceneInfo.cpp]
5 Likes

Since the patch have this random crash with spatial settings and block on slow streaming is disabled. And the RVT textures were not updated and height map changed considerably - nav mesh wrong, perhaps it had to do with this exception? But up until 5.7.4 it never produced this crash.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000169000001b0

UnrealEditor_AIModule
UnrealEditor_AIModule
UnrealEditor_NavigationSystem
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd

Yay!

Linux Unreal going SDL 3 is a nice upgrade. Thanks for the stability releases!

Excellent update, thank you. World streaming in packed game seem to work again.:slight_smile: Exit crash is gone and could drive around map again that wasnt possible before in UE5.7.