Reported this during preview and it’s still an issue:
The command “r.HairStrands.SkyLighting.ScreenTraceOcclusion 1” stopped working in 5.7

Reported this during preview and it’s still an issue:
The command “r.HairStrands.SkyLighting.ScreenTraceOcclusion 1” stopped working in 5.7

Reported this during preview and it’s still an issue:
New translucency mode is breaking Metahuman eye shading

if you get vulkan crashes, you can reduce the amount of them by switching to hardware raytracing (at least with nvidia card).
But overall i wouldn’t consider it as stable either as you will still get Vulkan crashes.
What helps with the crashes is to not touch the editor while it is compiling shaders/preparing textures/rendering previews… there seems to be some kind of race condition or missing lock ![]()
@Tina_Wisdom In the full release notes, the header “Audio” is duplicated (once as an “h2” node aka a big title, and once as an “h4” aka a tiny title), so when you’re using the right side list to navigate, when clicking on “audio” inside release notes > framework, it will pull you back waaaay up!
Not the end of the world but I felt obligated to mention it ![]()
On the right side bar, change the link that is inside relase notes > framework > audio, remplace the end : “…release-notes#audio” by “…release-notes#audio-2” and it will work ![]()
Hi, any eta for Crosscompile tool for 5.7;)?
UBUBTU: Unreal Editor’s user interface do not register all clicks. Dock bar constantly steals mouse clicks.
Unreal Engine 5.7
Ubuntu 24.04.3
Ryzen 7700 x16
16 RAM
Radeon RX 6600
Problem:
If you have your Ubuntu dock bar configured to auto hide, normal behaviour is to remain hidden when your main program is running in full screen.
So when I use Unreal Editor, no matter which move I do with the mouse cursor, the dock bar is constantly hiding and showing. It does it constantly. It doesn’t cease.
Also: one of every 2 or 3 button clicks you do in Unreal Editor seems to be ignored. You need to be constantly clicking several times in an UI element in order to actually click it. I would also say that the lost click is like it being kidnapped by the dock bar, as the Unreal Editor icon there seems to react in some way. In my case this icon is a gear, and it shows a rotating animation on every click that is not registered by Unreal Editor. So it is almost constantly doing the rotating animation.
Also: If you set the dashboard to not to hide, but to stay shown, the problem with the clicking in UI elements remains the same, and the icon animation acts likewise.
Also: In Unreal Editor 5.6 none of this happens.
Steps to reproduce:
Go to Ubuntu desktop main settings>Ubuntu Desktop>Dock>AutoHide Dock> Set to on. Then open Unreal Editor and move the mouse cursor around any element, and try to click it. The dock bar will be constantly hiding and showing.
Use the editor as usual in Ubuntu, and click on UI elements, to see that 1 of every 2 or 3 clicks in the interface gets ignored, but the dock bar gets excited in some way. It seems that the dock bar is on a layer over the editor, and it’s capturing the mouse click on its own.
Current status of the engine: Unusable.
@Tina_Wisdom what datasets is the new AI assistant trained on?
Performance Delivered - Even without Fast Geo it’s just Insane
Love to the Team! All The best
300k Instances of Nanite trees
40k Visibility Partition - Runtime Streaming:
And full Area loaded
Release notes say “Cross-Compile Toolchain: v26 clang-20.1.8-based”
So I gave it a shot and manually entered the new version into the URL bar and indeed there’s the toolchain:
https://cdn.unrealengine.com/CrossToolchain_Linux/v26_clang-20.1.8-rockylinux8.exe
The next cvars are not working anymore:
ToolMenusViewportToolbars 0 - Old Version
ToolMenusViewportToolbars 1 - Both Versions
ToolMenusViewportToolbars 2 - New Version
I can’t seem to find any documentation on how to set up and import nanite foliage.
It’s not mentioned here in the docs page.
Is it worth running it on Debian/Linux? In regard to and/or versus Windows or MacOS when it comes to resource intensive, bloating, etc.?
hey i use crosscompile tool only to package Linux Server - nothing else;)
Engine Version: 5.7
Linux Kernel: 6.11.0-17-generic
OS: Kubuntu 24.04 LTS
CPU: Intel Core i7-9700F
RAM: 64GB
GPU: AMD Radeon RX 6600
DE: KDE Plasma 5.27.12
Display Server: X11
It seems the UI here is generally unusable here, even by the simple of act of clicking or moving the cursor, causing the engine to freeze for prolonged periods of time until it becomes responsive once more.
However, the viewport itself seems usable enough if you arent clicking anything in the editor. Otherwise it is a total mess.
I assume this is due to some wackiness going on here with SDL3 and SDL2 interacting or something of the sort? I am not sure. It crashed two times on startup, this was the third attempt.
Attempting to click on anything took several retry attempts for it register anything, additionally, there’s severe lag in general and various redraw attempts.
Compositor was disabled for the duration of this pre-recorded demonstration of the happenings of Unreal Engine for Linux.
i can’t get the IA Assistant Plugin to work, i’m either stuck in an infinite verification that i’m human loop or if it launches i’m getting a message saying : “This feature is currently unavailable because parental controls are in place. Please reach out to a parent or guardian to adjust the settings to gain access.”
My Epic Games account have everything set to authorized in the Parental Controls section.
Hello. When i set console command r.Upscale.Quality 0 in editor, editor chashes.
Hello one of my questions is. does subtrate allow to make stylized games easier like anime/celshading similar to hifi rush. if so how would that look like?
Can anyone confirm or deny that create session with the Steam Online Subsystem works on DEDICATED servers?
edit:
@Tina_Wisdom it’s still not working in 5.7.0, it’s been broken since 5.6, but there’s a fix:
MacOS 26.1: opening 5.6 project causes crash
LoginId:8015ea1f4d474417fa2279a899e7711e
EpicAccountId:3dfc67327ab949b48a56edd5be5c678e
Assertion failed: bSupportsMetal [File:./Runtime/WebBrowser/Private/Apple/ApplePlatformWebBrowser.cpp] [Line: 75]
0x068c4c14 UnrealEditor-Core.dylib!FDebug::CheckVerifyFailedImpl2(char const*, char const*, int, char16_t const*, …) [UnknownFile])
0x2a1f39f0 UnrealEditor-WebBrowser.dylib!SAppleWebBrowserWidget::Construct(SAppleWebBrowserWidget::FArguments const&) [UnknownFile])
0x2a1c2c60 UnrealEditor-WebBrowser.dylib!TSlateDecl<SAppleWebBrowserWidget, RequiredArgs::T0RequiredArgs>::operator<<=(SAppleWebBrowserWidget::FArguments const&) && [UnknownFile])
0x2a1c2910 UnrealEditor-WebBrowser.dylib!FWebBrowserWindow::CreateWidget() [UnknownFile])
0x2a1d86dc UnrealEditor-WebBrowser.dylib!SWebBrowserView::Construct(SWebBrowserView::FArguments const&, TSharedPtr<IWebBrowserWindow, (ESPMode)1> const&) [UnknownFile])
0x2a1d58b0 UnrealEditor-WebBrowser.dylib!TSlateDecl<SWebBrowserView, RequiredArgs::T1RequiredArgs<TSharedPtr<IWebBrowserWindow, (ESPMode)1> const&>>::operator<<=(SWebBrowserView::FArguments const&) && [UnknownFile])
0x2a1d2ec0 UnrealEditor-WebBrowser.dylib!SWebBrowser::Construct(SWebBrowser::FArguments const&, TSharedPtr<IWebBrowserWindow, (ESPMode)1> const&) [UnknownFile])
0x05d36bc8 UnrealEditor-MainFrame.dylib!TSlateDecl<SWebBrowser, RequiredArgs::T1RequiredArgs<TSharedPtr<IWebBrowserWindow, (ESPMode)1>&>>::operator<<=(SWebBrowser::FArguments const&) && [UnknownFile])
0x05d2c094 UnrealEditor-MainFrame.dylib!FMainFrameModule::CreateHomeScreenWidget(TSharedPtr<SDockTab, (ESPMode)1> const&) [UnknownFile])
0x05d35a48 UnrealEditor-MainFrame.dylib!FMainFrameModule::SpawnHomeScreenWindow(FSpawnTabArgs const&) [UnknownFile])
0x038801b8 UnrealEditor-Slate.dylib!FTabManager::SpawnTab(FTabId const&, TSharedPtr<SWindow, (ESPMode)1> const&, bool) [UnknownFile])
0x0388303c UnrealEditor-Slate.dylib!FTabManager::RestoreArea_Helper(TSharedRef<FTabManager::FLayoutNode, (ESPMode)1> const&, TSharedPtr<SWindow, (ESPMode)1> const&, bool, FSidebarTabLists&, EOutputCanBeNullptr, bool) [UnknownFile])
0x03885d2c UnrealEditor-Slate.dylib!FTabManager::CanRestoreSplitterContent(TArray<TSharedRef<SDockingNode, (ESPMode)1>, TSizedDefaultAllocator<32>>&, TSharedRef<FTabManager::FSplitter, (ESPMode)1> const&, TSharedPtr<SWindow, (ESPMode)1> const&, FSidebarTabLists&, EOutputCanBeNullptr) [UnknownFile])
0x03884144 UnrealEditor-Slate.dylib!FTabManager::RestoreArea_Helper(TSharedRef<FTabManager::FLayoutNode, (ESPMode)1> const&, TSharedPtr<SWindow, (ESPMode)1> const&, bool, FSidebarTabLists&, EOutputCanBeNullptr, bool) [UnknownFile])
0x03879e38 UnrealEditor-Slate.dylib!FTabManager::RestoreArea(TSharedRef<FTabManager::FArea, (ESPMode)1> const&, TSharedPtr<SWindow, (ESPMode)1> const&, bool, EOutputCanBeNullptr, bool) [UnknownFile])
0x03878ecc UnrealEditor-Slate.dylib!FTabManager::RestoreFrom(TSharedRef<FTabManager::FLayout, (ESPMode)1> const&, TSharedPtr<SWindow, (ESPMode)1> const&, bool, EOutputCanBeNullptr) [UnknownFile])
0x05d2d818 UnrealEditor-MainFrame.dylib!FMainFrameModule::CreateDefaultMainFrameAuxiliary(bool, bool, bool) [UnknownFile])
0x10a091fc UnrealEditor-UnrealEd.dylib!EditorInit(IEngineLoop&) [UnknownFile])
0x02de9450 UnrealEditor!GuardedMain(char16_t const*) [UnknownFile])
0x02e002cc UnrealEditor!-[UEAppDelegate runGameThread:] [UnknownFile])
0x06878724 UnrealEditor-Core.dylib!-[FCocoaGameThread main] [UnknownFile])
0x878fd7a0 Foundation!NSThread__start() [UnknownFile])
0x8604dc08 libsystem_pthread.dylib!_pthread_start() [UnknownFile])
0x86048ba8 libsystem_pthread.dylib!thread_start() [UnknownFile])
UPD: okay after reading the source amended DefaultEngine.ini like this (kinda strange but okay)
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bSupportsMetal=True