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 ‘OnItemToString_Debug’ for more detailed diagnostics.
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.
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
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.
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 “most” 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.
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.
Changing “>” to “>=” 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.
If anyone has this problem, it turns out the “Asset Details>Deformer>default mesh deformer” on all skeletal meshes was set to none after upgrading, when it should be “DG_LinearBlendSkin_Morph_Cloth_RecomputeNormals”
Are emissive lights in CPU and GPU Lightmass broken? → It works with substrate and gpulightmass in 5.7.
Edit: you need to enable ‘use emissive for static lighting‘ on the static mesh with the emissive material
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.