If you use the AI Assistant does that prevent you from putting the game on Steam? Is there a way disable it? I thought if I remember correctly they had a no AI element to the contract. Is there anyway to validate that you never used AI to build your product if this is the case?
Getting this crash when trying to see what map array component is having as values during play (hovering mouse over the blueprint variable). Map array with actor and enum.
Assertion failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h] [Line: 891]
STreeView< FDebugTreeItemPtr > [SKismetDebugTreeView.cpp(3087)] detected a critical error. See diagnostic dump above. Provide a custom âOnItemToString_Debugâ for more detailed diagnostics.
No longer able to switch back to the original Toolbar using:
ToolMenusViewportToolbars 0 or ToolMenusViewportToolbars=0
Iâve started working on a fallback for D3D SM5 Lumen support if anyone is interested.
The cvar Lumen.Supported.SM5=1 is still in the release branch so remember to enable that in your ini to test as Iâm simply trying to return that feature to a working state with 5.7 with a proper fallback.
Currently it doesnât crash but as youâll see in code I had to use a fallback similar to what was present in 5.6 specifically for D3D SM5 and allow SM6 and Vulkan SM5 to traverse through the new optimizations and more complex StochasticLightingTileClassfication method
Feel free to clone and open a PR if you get the temporal smoothing solved before I do ![]()
All my âDevelopment Buildâ packaged Android projects crash after starting the app giving the critical error:
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: === Critical error: ===
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error:
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: Assertion failed: CurrBinding.stride == Element.Stride [File:./Runtime/VulkanRHI/Private/VulkanVertexDeclaration.cpp] [Line: 130]
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error:
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B28FE3F4 libUnreal.so(0x000000000326A3F4)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BAE34F98 libUnreal.so(0x000000000B7A0F98)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BADD90F8 libUnreal.so(0x000000000B7450F8)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BADDA4D8 libUnreal.so(0x000000000B7464D8)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BADDBCB8 libUnreal.so(0x000000000B747CB8)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF50C4 libUnreal.so(0x00000000048610C4)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF4BCC libUnreal.so(0x0000000004860BCC)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF570C libUnreal.so(0x000000000486170C)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF3548 libUnreal.so(0x000000000485F548)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B278511C libUnreal.so(0x00000000030F111C)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B27863DC libUnreal.so(0x00000000030F23DC)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B2813EF8 libUnreal.so(0x000000000317FEF8)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B280C34C libUnreal.so(0x000000000317834C)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B25E8994 libUnreal.so(0x0000000002F54994)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x0000007ABE0BE13C libc.so(0x000000000007013C)![]()
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x0000007ABE0AF4D4 libc.so(0x00000000000614D4)![]()
Shipping Builds are fine and all UE 5.7 versions (release, preview and SourceBuild) are doing same with Development Build. OpenGL ES is not crashing for Development.
Fix: If I delete the line 130 for /Runtime/VulkanRHI/Private/VulkanVertexDeclaration.cpp file and Compile the engine it stops crashing.
Just out of interest, why not use DX12 SM6?
Thank you!
Their Linux dev page still hasnât been updated with this.
Confusing that itâs taking them a while to make that change considering they added a page for the SDL2 to SDL3 changes.
because certain devices run dx11 better than dx12 (steamdeck is one), you donât have PSO issues that have plagued 5.3-5.5 using dx11. SM5 shader model is lighter in âmostâ cases for any hardware that doesnât have DX12 power extensions (20 series cards are technically DX12 ready not full DX12 Ultimate capable) and can see performance improvements upwards of 15-20FPS under heavy rendering request and draws. CPU load and memory footprint is also lighter.
After updating from 5.6 to 5.7, it crashes when opening my Settings menu. Both in packaged game, and PIE.
Cant get PCG Grass to appear in cooked build. No issues in editor play, but after packaging game no grass. Have someone find a way? Basically PCG Runtime want to work for me cooked.
Thank You! Tested and iam able to pack!
Thereâs an undocumented change to the behaviour of GameplayCues associated with stacking GameplayEffects.
https://github.com/EpicGames/UnrealEngine/commit/49d221ee82c90066211950719803ec7f2a17e480
Changing â>â to â>=â means that now if your GameplayEffect is at its stack limit, the GameplayCue will still fire. Whereas before the GameplayCue would only fire if the StackCount increased.
The GPU Skin caching recompute tangents doesnât work anymore.
Anyone else notice this?
If anyone has this problem, it turns out the âAsset Details>Deformer>default mesh deformerâ on all skeletal meshes was set to none after upgrading, when it should be âDG_LinearBlendSkin_Morph_Cloth_RecomputeNormalsâ
LoginId:9e5a6a204ed6e6e0cbdd79986a680cd6
EpicAccountId:b3f4a5b717904592a3c326a5148c88b3
Assertion failed: Handle [File:D:\build++UE5\Sync\Engine\Source\Developer\ShaderCompilerCommon\Private\DXCWrapper.cpp] [Line: 80]
Failed to load module: ../../../Engine/Binaries/ThirdParty/ShaderConductor/Win64/dxcompiler.dll
UnrealEditor_Core
UnrealEditor_ShaderCompilerCommon
UnrealEditor_ShaderCompilerCommon
UnrealEditor_ShaderFormatD3D
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_TargetPlatform
UnrealEditor_TargetPlatform
UnrealEditor_TargetPlatform
UnrealEditor_TargetPlatform
UnrealEditor_TargetPlatform
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Version 5.6.1 runs normally, but version 5.7 crashes upon engine startup.
When I launch 5.7 from EpicLauncher, it crashes directly
System: Window11 25h2
Nvidia 581.80
Does anyone else have similar problems?
This happens if you enable voxelization for the folliage meshes.
Are emissive lights in CPU and GPU Lightmass broken? â It works with substrate and gpulightmass in 5.7.
Edit: you need to enable âuse emissive for static lightingâ on the static mesh with the emissive material
You canât use WPO in materials when using new procedural foliage. (I hope this is a temporal limitation).
Operating System: openSUSE Tumbleweed 20251111
KDE Plasma Version: 6.5.2
KDE Frameworks Version: 6.19.0
Qt Version: 6.10.0
Kernel Version: 6.17.7-1-default (64-bit)
Graphics Platform: X11
Processors: 16 Ă IntelÂŽ XeonÂŽ W-2145 CPU @ 3.70GHz
Memory: 128 GiB of RAM (125.5 GiB usable)
Graphics Processor: NVIDIA GeForce RTX 4070
Manufacturer: Dell Inc.
Product Name: Precision 5820 Tower
works well , there was a couple of minor gui glitchyness with the 5.7 git version pre release (31/10/2025) but this now seems to be resolved , most of that appeared to be a down to the kde gnome application window managment issue from what i can tell , but could also of been a conflict with ue5.7 and google chrome fighting for gpu (not had time to verify what actualy resolved it other than there both gnome apps ) maybe updating to a newer kde plasma version may help
This type of crash usually indicates a shader error, clear out all your caches in your app data directory, and any build, intermediate directories for the project you are trying to load.
I had the same crash even after loading and working on my project, after clearing it all out, and letting the engine rebuild all the shader files, it worked fine.
It only takes one shader that is corrupted to cause this to happen it can be in the content provided by Epic or something related to your project.
