Unreal Engine 5.7 Released

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:

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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

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 ā€˜OnItemToString_Debug’ for more detailed diagnostics.

No longer able to switch back to the original Toolbar using:

ToolMenusViewportToolbars 0 or ToolMenusViewportToolbars=0

1 Like

I’ve 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 I’m simply trying to return that feature to a working state with 5.7 with a proper fallback.

https://github.com/EpicGames/UnrealEngine/compare/release...uno1982:UnrealEngine:5.7-Lumen-D3D-SM5-Fix

Currently it doesn’t crash but as you’ll 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 :wink:

4 Likes

All my ā€œDevelopment Buildā€ 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)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BAE34F98 libUnreal.so(0x000000000B7A0F98)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BADD90F8 libUnreal.so(0x000000000B7450F8)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BADDA4D8 libUnreal.so(0x000000000B7464D8)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076BADDBCB8 libUnreal.so(0x000000000B747CB8)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF50C4 libUnreal.so(0x00000000048610C4)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF4BCC libUnreal.so(0x0000000004860BCC)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF570C libUnreal.so(0x000000000486170C)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B3EF3548 libUnreal.so(0x000000000485F548)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B278511C libUnreal.so(0x00000000030F111C)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B27863DC libUnreal.so(0x00000000030F23DC)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B2813EF8 libUnreal.so(0x000000000317FEF8)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B280C34C libUnreal.so(0x000000000317834C)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x00000076B25E8994 libUnreal.so(0x0000000002F54994)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x0000007ABE0BE13C libc.so(0x000000000007013C)Unknown
[2025.11.14-10.08.47:355][ 0]LogAndroid: Error: [Callstack] 0x0000007ABE0AF4D4 libc.so(0x00000000000614D4)Unknown

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.

(post deleted by author)

Just out of interest, why not use DX12 SM6?

Thank you!

Their Linux dev page still hasn’t been updated with this.
Confusing that it’s 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 don’t have PSO issues that have plagued 5.3-5.5 using dx11. SM5 shader model is lighter in ā€œmostā€ cases for any hardware that doesn’t 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!

There’s an undocumented change to the behaviour of GameplayCues associated with stacking GameplayEffects.

https://github.com/EpicGames/UnrealEngine/commit/49d221ee82c90066211950719803ec7f2a17e480

Changing ā€œ>ā€ to ā€œ>=ā€ 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 doesn’t work anymore.
Anyone else notice this?

If anyone has this problem, it turns out the ā€œAsset Details>Deformer>default mesh deformerā€ on all skeletal meshes was set to none after upgrading, when it should be ā€œDG_LinearBlendSkin_Morph_Cloth_RecomputeNormalsā€

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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.

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