Unreal Engine 5.7 Released

Custom depth stencil not working in 5.7, working in 5.6.

https://www.youtube.com/watch?v=jDykD8HULTw

Repro here

5.7

5.6

I’m having the same problem. Background Bur widget component is not showing in packaged build!
Also the TextBlock elements seems to appear with screen-tearing effect when the camera is rotating as if vsync is disabled!

Make sure ā€œCustom Depth-Stencil Passā€ is set to ā€œEnabled with Stencilā€ in the rendering section of the project settings. None of the other options have stencil enabled in them. I tested with 5.7.1:

The project setting did not set it, but it does not work when it is set to stencil. See character is still red, unlike 5.6.

The character stays on top….. The landscape falls below the grid when Displacement is activated, but the character and objects remain in place. What could be the problem? What did I forget to activate? If you remove the ā€œcenterā€ (the landscape returns to its place)… https://www.youtube.com/watch?v=dZ_GMWB5rOk

Can confirm I’ve hit this error too.
I’m also running into it when loading into a World Partition level that uses nanite landscape.

Sometimes the game just hangs, sometimes straight to fatal error.

I’ll try disabling nanite for the landscape as you suggest.

Hopefully a fix will come, otherwise nanite for landscape is dead for now.

Windows 11, Nvidia 40 series.

I should follow up on this and say that I ended up making a new World Partition level and re-used the same landscape material + enabled nanite tessellation and that works.

So it could be that the level that I had the crash on was corrupted or not supported in some way because it had been through several engine updates.

Either way the error was down to an issue with the RVT-based landscape material. Replacing the material on the problem level with a simpler material allowed it to load, but I eventually opted to make a whole fresh level that conformed to the 5.7 WP / RVT features.

Thankfully the crashing level was just a basic test level and not something with months of work on it.

Is that like a command?

I’ve bumped the branch to 5.7.1 and included the SM5 DX11 and DX12 SWRT fallback.

2 Likes

Source 5.7.1

Hey, today after my PC Crash

get an error with the project ,after restarting PC and removing Binaries. Compiling Ends with:

Unreal Zen Storage Server was unable to uninstall a running system service instance. Zen AutoLaunch or ConnectExisting settings may fail to function correctly.

Is there a bug report already on this? Any workarounds?

@asc_arash have you made a bug report on this by any chance? Any workarounds?

Anyway, I could not find a bug report so I made one now, including a test project to show the issue. If anyone wants to have that project let me know :slight_smile:

I experienced this bug only for editable text boxes and I could fix it by calling my own method written in C++ which called UEditableTextBox::SetWidgetStyle internally rather than setting up the style directly in blueprints.

Why is the viewport window pinned to the left? That is such a bad design decision … let us freely move it, like in all previous engine versions!!

UE57_map_window_pinned

Also this new ā€œhomeā€ tab is awful, why are we forced to have it and can’t close it??

2 Likes

Also why can’t we disable telemetry anymore?

:face_with_steam_from_nose:

I have stable Ensure (5.6+) when loading editor (any Map) with enabled Order Independent Transparency (r.OIT.SortedPixels=True):

RendererSettings from DefaultEngine.ini

[/Script/Engine.RendererSettings]
r.AllowGlobalClipPlane=True
r.AllowStaticLighting=False
r.VirtualTextures=True
r.VT.EnableAutoImport=False
r.GenerateMeshDistanceFields=True
r.CustomDepth=3
r.PostProcessing.PropagateAlpha=1
r.OIT.SortedPixels=True
r.Nanite=0
r.Nanite.ProjectEnabled=False
r.ReflectionMethod=1
r.DynamicGlobalIlluminationMethod=1
r.DefaultFeature.MotionBlur=False
r.LightFunctionAtlas.Format=1
r.LightFunctionAtlas.SlotResolution=1024
r.Translucent.UsesLightFunctionAtlas=True
r.SingleLayerWater.UsesLightFunctionAtlas=True

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 651] 
LogOutputDevice: Error: Pass Translucency::OITCombine(SeparateTransluency) has a read dependency on OIT.SampleData, but it was never written to.
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ffcd1a1f911 UnrealEditor-RenderCore.dll!``FRDGUserValidation::ValidateAddPass'::`2'::<lambda_2>::operator()'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:651]
LogOutputDevice: Error: [Callstack] 0x00007ffcd184bc21 UnrealEditor-RenderCore.dll!`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_2>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:654]
LogOutputDevice: Error: [Callstack] 0x00007ffcd184e0a5 UnrealEditor-RenderCore.dll!`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_8>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:747]
LogOutputDevice: Error: [Callstack] 0x00007ffcd1832d4e UnrealEditor-RenderCore.dll!FRDGParameterStruct::Enumerate<`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_8> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:15]
LogOutputDevice: Error: [Callstack] 0x00007ffcd1891199 UnrealEditor-RenderCore.dll!FRDGUserValidation::ValidateAddPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:809]
LogOutputDevice: Error: [Callstack] 0x00007ffcd1889c7f UnrealEditor-RenderCore.dll!FRDGBuilder::SetupParameterPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2627]
LogOutputDevice: Error: [Callstack] 0x00007ffcaa59a8f1 UnrealEditor-Renderer.dll!FComputeShaderUtils::AddPass<FOITPixelCombineCS>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphUtils.h:575]
LogOutputDevice: Error: [Callstack] 0x00007ffcaa5c9063 UnrealEditor-Renderer.dll!AddInternalOITComposePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\OIT\OIT.cpp:249]
LogOutputDevice: Error: [Callstack] 0x00007ffcaa5c90fb UnrealEditor-Renderer.dll!OIT::AddOITComposePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\OIT\OIT.cpp:1032]
LogOutputDevice: Error: [Callstack] 0x00007ffcaad7a345 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucencyInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1608]
LogOutputDevice: Error: [Callstack] 0x00007ffcaad78ca1 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1926]
LogOutputDevice: Error: [Callstack] 0x00007ffca9cd64b3 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3595]
LogOutputDevice: Error: [Callstack] 0x00007ffcaaad0f14 UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4912]
LogOutputDevice: Error: [Callstack] 0x00007ffcaaa918b0 UnrealEditor-Renderer.dll!`FRendererModule::BeginRenderingViewFamilies'::`116'::<lambda_4>::<lambda_invoker_cdecl>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5209]
LogOutputDevice: Error: [Callstack] 0x00007ffcaaa524d1 UnrealEditor-Renderer.dll!`FSceneRenderProcessor::Execute'::`30'::<lambda_4>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRenderBuilder.cpp:894]
LogOutputDevice: Error: [Callstack] 0x00007ffcd18cee78 UnrealEditor-RenderCore.dll!ExecuteCommand() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1540]
LogOutputDevice: Error: [Callstack] 0x00007ffcd189afc8 UnrealEditor-RenderCore.dll!UE::RenderCommandPipe::FCommandList::ConsumeCommands<`FRenderThreadCommandPipe::ExecuteCommands'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:431]
LogOutputDevice: Error: [Callstack] 0x00007ffcd18b6961 UnrealEditor-RenderCore.dll!`FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1924]
LogOutputDevice: Error: [Callstack] 0x00007ffcd18cf6b3 UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
LogOutputDevice: Error: [Callstack] 0x00007ffcc11b538d UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
LogOutputDevice: Error: [Callstack] 0x00007ffcc11a971f UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:791]
LogOutputDevice: Error: [Callstack] 0x00007ffcc11a9a3e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:680]
LogOutputDevice: Error: [Callstack] 0x00007ffcd18ef1f9 UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:260]
LogOutputDevice: Error: [Callstack] 0x00007ffcd18efad4 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:393]
LogOutputDevice: Error: [Callstack] 0x00007ffcc18766a8 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
LogOutputDevice: Error: [Callstack] 0x00007ffcc186f4bf UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
LogOutputDevice: Error: [Callstack] 0x00007ffd131a7374 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffd14c1cc91 ntdll.dll!UnknownFunction []

What do you mean? Editor preferences->Privacy

Why won’t metahumans compile at all in this version??? It throws this error:

UATHelper: Error: Packaging (Windows): LogAssetReferenceRestrictions: Error: Asset domain ConcertSyncClient was referenced by [LiveLink] but wasn’t found (perhaps it is a plugin that was disabled?)

Asking for a plugin that doesn’t exist in 5.7.1…

yeah they are moving toward including the launcher inside the editor, I think it is only going to get worse. The fact that you can’t hide it or remove it from showing up is a nightmare.

2 Likes