There is a drop down menu to select the nearest available engine version. You just select the latest in this case whatever it’s 5.0 or 5.6. it allows to add anything to your 5.7 project and you don’t need to install any other engine version to do so.
I’m using the launcher version of the engine and don’t have any issue to use assets made with older engine versions…
It’s clearly not apparent if I had a freakout and couldn’t figure it out for a few days. It does not tell you that clearly from within the launcher and the instructions make it sound like it requires the outdated version to install plugins.
Tutorials from Epic regarding foliage and procedural content generation for 5.7 have outdated assets within the Fab store. Their example files have a character pawn that uses a much older method of movement not compatible with 5.7 You would think that Epic could at least update some of the assets to showcase their updated pcg and foliage. The updated pcg was one of the biggest selling points of 5.7 and I couldn’t wait to finally use it since most of my project is about the foliage.
Then there’s the number of people who literally cannot add some of their plugins to the newest version of the engine due to some unknown incompatibility. Stuff that should port over and work no problem from 5.6 to 5.7
I don’t have an answer to those issues or know enough details of the requirement changes between versions. I was looking at the character movement comparison between 5.6 and 5.7 and Epic still uses the exact same code. So why is code from 5.6 not working in 5.7?
These are not my questions but I have seen them quite a bit with the release of 5.7
Packaging with Linux fails (i.e. TP_BlankBP template):
[2025.11.20-23.01.40:987][645]UATHelper: Error: Packaging (Linux): Assertion failed: !!(TaggedNames & TagDynamic) [File:Runtime/CoreUObject/Public/UObject/Class.h] [Line: 3482]
[2025.11.20-23.01.40:987][645]UATHelper: Packaging (Linux): This function should only be used after compiled-in enums have copied their static string names into FNames
[2025.11.20-23.01.40:998][645]UATHelper: Packaging (Linux): Signal 11 caught.
[2025.11.20-23.01.40:998][645]UATHelper: Error: Packaging (Linux): LogCore: Error: appError called: Assertion failed: !!(TaggedNames & TagDynamic) [File:Runtime/CoreUObject/Public/UObject/Class.h] [Line: 3482]
[2025.11.20-23.01.40:998][645]UATHelper: Packaging (Linux): This function should only be used after compiled-in enums have copied their static string names into FNames
I can get a build out following this video’s instructions. But even then it won’t archive the build to the selected folder on Windows 11. I have to find the build in the Project’s folders. https://youtu.be/AWzhZnSq9u0
Hey, select also platform so there must be two of choices selected then Package project option should appear . If You crash Maybe missing SDK or something wrong happen? Do You Use Source or from Launcher?
if does not help follow guide for source (its made on fresh copy of W11 2025H2) but without Linux Stuff if you dont need. Starts about 5:40 Get VS2022 at begining to create project files - 5.7 also requires that (now ive switched to VS2026 -its just solves code things as Rider and its more performant than 2022 if You have a good rig)
Hi in my project updated from 5.6 to 5.7 some audio clips aren’t playing for some reason. Sometimes if I restart the game the same clip starts playing without any issue. This issue seems completely random and seems like it’s a new bug introduced with 5.7.
This behavior is present in both packaged game and editor.
Seems like FOnlineServicesEOSGS::GetResolvedConnectString has now changed and it no longer works with PlayerController→ClientTravel.
After a lot of debugging it seems the underlying system is refactored to work with the new connect string, however execution never reaches that point as the URL is deemed invalid when traveling and parsing it in FURL::FURL( FURL* Base, const TCHAR* TextURL, ETravelType Type )
after 5.6.1 - 5.7 project migration, i have this message at start
starter content assets sill in the project (btw, kinda strange, there’s no option to add starter content anymore)
so, how to fix this?
Thanks, for that Site. ;D Installer just for 2022 worked! Btw
Also build tools in account provide option to generate:)
going to install fresh W11 - since none reported - and will try to compile with VS2022
EDIT:
Everything good.
I dont reccomend:
-Using custom Windows Image and resolving backup from it to older revision - propably some Microsoft service causing detection and maybe some issues with reading licence - which provide to this weird blocking problem. It might be the same with local account. For now stick Online.
-VS2026 at first run:D