Unreal Engine 5.7 Released

I am getting a fatal error when saving/loading my World Partition map. The issue seems to stem from the Landscape. I have attached the error from the log file below.

I didn’t have this issue in version 5.6.1. I upgraded directly from 5.6.1 to 5.7.1. The problem only occurs in the packaged build; there are no issues in the Editor, and the map loads correctly there.

When I disabled Nanite for the Landscape, the map started loading successfully on the initial open. However, I still get a fatal error during save/load operations. The strange part is that I don’t get a fatal error when transitioning to this map from a different one. Visually, there are no issues with the Landscape.

I tried changing the material, but that didn’t resolve the issue. It seems like the fatal error occurs completely randomly. It doesn’t happen on every save/load—sometimes it happens, sometimes it doesn’t.

I deleted everything in the map except for the Landscape, but the issue persisted. I tried rebuilding the Landscape and also deleting the map build data to rebuild it entirely, but I couldn’t completely resolve the problem. I have no issues with my other maps.

How can I fix this without recreating the Landscape from scratch?

[2025.12.08-18.16.51:329][849]LogD3D12RHI: Waited for PSO creation for 100.000000ms
[2025.12.08-18.16.51:389][849]LogRHI: Display: Encountered a new graphics PSO: 3913776968
[2025.12.08-18.16.51:389][849]LogRHI: Display: Encountered a new graphics PSO: 2307681455
[2025.12.08-18.16.51:389][849]LogRHI: Display: Encountered a new graphics PSO: 3290636653
[2025.12.08-18.16.51:389][849]LogRHI: Display: Encountered a new graphics PSO: 664005693
[2025.12.08-18.16.51:392][849]LogRHI: Display: Encountered a new graphics PSO: 2584529181
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 2503731142
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 3054368905
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 1263020514
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 2796605990
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 2312647931
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 1824244044
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 1738079782
[2025.12.08-18.16.51:480][849]LogRHI: Display: Encountered a new graphics PSO: 260895930
[2025.12.08-18.16.51:495][850]LogRHI: Display: Encountered a new graphics PSO: 502992617
[2025.12.08-18.16.51:499][850]LogRHI: Display: Encountered a new graphics PSO: 2626078731
[2025.12.08-18.16.51:500][850]LogRHI: Display: Encountered a new graphics PSO: 2844825731
[2025.12.08-18.16.51:500][850]LogRHI: Display: Encountered a new graphics PSO: 1905976774
[2025.12.08-18.16.51:500][850]LogRHI: Display: Encountered a new graphics PSO: 3550455365
[2025.12.08-18.16.51:501][850]LogPSOHitching: Encountered 100 PSO creation hitches so far (22 graphics, 78 compute). 80 of them were precached.
[2025.12.08-18.16.51:532][850]LogRHI: Display: Encountered a new graphics PSO: 3111349305
[2025.12.08-18.16.51:532][850]LogRHI: Display: Encountered a new graphics PSO: 2200118831
[2025.12.08-18.16.51:532][850]LogRHI: Display: Encountered a new graphics PSO: 2247647907
[2025.12.08-18.16.51:604][852]LogRHI: Display: Encountered a new graphics PSO: 4136106144
[2025.12.08-18.17.02:927][867]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe
[2025.12.08-18.17.02:927][867]LogMemory: Platform Memory Stats for Windows
[2025.12.08-18.17.02:927][867]LogMemory: Process Physical Memory: 6001.99 MB used, 6138.14 MB peak
[2025.12.08-18.17.02:927][867]LogMemory: Process Virtual Memory: 11556.94 MB used, 11913.59 MB peak
[2025.12.08-18.17.02:927][867]LogMemory: Physical Memory: 13375.61 MB used,  19302.95 MB free, 32678.56 MB total
[2025.12.08-18.17.02:927][867]LogMemory: Virtual Memory: 25125.68 MB used,  56704.88 MB free, 81830.56 MB total
[2025.12.08-18.17.02:927][867]Message dialog closed, result: Ok, title: UE-Valenium Game kilitlendi ve kapanacak, text: Fatal error!

[2025.12.08-18.17.02:927][867]LogWindows: Error: === Critical error: ===
[2025.12.08-18.17.02:927][867]LogWindows: Error:
[2025.12.08-18.17.02:927][867]LogWindows: Error: Fatal error!
[2025.12.08-18.17.02:927][867]LogWindows: Error:
[2025.12.08-18.17.02:927][867]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000188
[2025.12.08-18.17.02:927][867]LogWindows: Error:
[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff763b7dbf1 Valenium.exe!ULandscapeComponent::GetCurrentRuntimeMaterialInstanceCount() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff763c03c2e Valenium.exe!ULandscapeComponent::GetStreamingRenderAssetInfo() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff765547622 Valenium.exe!UPrimitiveComponent::GetStreamingRenderAssetInfoWithNULLRemoval() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff76647fdeb Valenium.exe!FRenderAssetInstanceState::AddComponentInternal() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff76647f4f1 Valenium.exe!FRenderAssetInstanceState::AddComponent() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff766413457 Valenium.exe!FLevelRenderAssetManager::IncrementalBuild() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff76641414b Valenium.exe!FLevelRenderAssetManager::IncrementalUpdate() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff7664146d7 Valenium.exe!FRenderAssetStreamingManager::IncrementalUpdate() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff7664372df Valenium.exe!FRenderAssetStreamingManager::UpdateResourceStreaming() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff76565ccae Valenium.exe!FStreamingManagerCollection::UpdateResourceStreaming() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff76565847d Valenium.exe!FStreamingManagerCollection::Tick() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff765871d6a Valenium.exe!UGameEngine::Tick() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff7669f7fad Valenium.exe!FEngineLoop::Tick() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff766a05dcd Valenium.exe!GuardedMain() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff766a05eba Valenium.exe!GuardedMainWrapper() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff766a08aca Valenium.exe!LaunchWindowsStartup() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff766a148d4 Valenium.exe!WinMain() 

[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ff76c2ec94a Valenium.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2025.12.08-18.17.02:927][867]LogWindows: Error: [Callstack] 0x00007ffe984b7374 KERNEL32.DLL!UnknownFunction 

[2025.12.08-18.17.02:927][867]LogWindows: Error:
[2025.12.08-18.17.02:934][867]LogExit: Executing StaticShutdownAfterError
[2025.12.08-18.17.02:936][867]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
[2025.12.08-18.17.02:936][867]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
[2025.12.08-18.17.02:936][867]LogCore: Engine exit requested (reason: Win RequestExit)
1 Like

@Tina_Wisdom Widgets’ Background Blur components are still broken (not rendered) in packaged builds when they have corner radius greater than 0.

Come on guys… you can.

seems like that was not the issue of custom image and backup tool or VS2026.

Fresh OS Build 26200.7462

Defender flags as Bad Image error still (Source) - Sent Opinion to Microsoft.

https://aka.ms/AAz15vf

@Tina_Wisdom Hi,

Id like to report a bug where if:

r.OIT.SortedPixels=True
(Order independent translucency is enabled)

Shaders cant be compiled for SM6

 C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory: /Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier 'AdjustedDualBlendAdd' AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w); ^

[SM6] C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory: /Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier 'AdjustedDualBlendMul' AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);

Thease seem to be the main problem:

undeclared identifier ‘AdjustedDualBlendAdd’
undeclared identifier ‘AdjustedDualBlendMul’

This crashes the editor when a translucent material is in scene.

Edit:
Found out that when upgrading older UE project to 5.7 this line in DefaultEngine.ini:
r.Substrate.ProjectGBufferFormat=0

wont get automatically added and it seems that the default is something different from 0 - this causes all kinds of problems with shader compilation. New projects have this line in the .ini by default.

Edit2:
The above solves the compilation errors but the engine still crashes when a translucent objects comes in view.

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 “Custom Depth-Stencil Pass” is set to “Enabled with Stencil” 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 “center” (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.

Hey,

some Lumen+Skylight(Realtime)+HWRT+To much data in World Partition = Crash:

Newest Studio Drivers 591.44 for RTX 4070 Ti Super , just happened today , yesterday zero issues had drivers from 3-4 days
(Error Happens when too many static meshes loaded in WP mostly not using Landscape)
Also today get blocked (Bad Image) and that start to happen

ImageWriteQueue.dll

_______________________

Fatal error: [File:C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1030]
Adapter->CreateCommittedResource( InDesc, GetGPUMask(), HeapProps, InInitialD3D12Access, InResourceStateMode, DefaultAccess, InClearValue, &NewResource, InName, false) failed
at C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:524
with error E_INVALIDARG

0x00007fff1f180f88 UnrealEditor-D3D12RHI.dll!FD3D12DynamicRHI::HandleFailedD3D12Result() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1095]
0x00007fff1f19251f UnrealEditor-D3D12RHI.dll!D3D12RHI::VerifyD3D12Result() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1104]
0x00007fff1f0c3dc8 UnrealEditor-D3D12RHI.dll!FD3D12PoolAllocator::AllocateResource() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:527]
0x00007fff1f0c051d UnrealEditor-D3D12RHI.dll!FD3D12PoolAllocator::AllocDefaultResource() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:334]
0x00007fff1f067172 UnrealEditor-D3D12RHI.dll!FD3D12DefaultBufferAllocator::AllocDefaultResource() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1667]
0x00007fff1f068d29 UnrealEditor-D3D12RHI.dll!FD3D12Adapter::AllocateBuffer() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:228]
0x00007fff1f051be4 UnrealEditor-D3D12RHI.dll!FD3D12LinkedAdapterObject::CreateLinkedObjects<FD3D12Buffer,FD3D12Adapter::CreateRHIBuffer'::2’::<lambda_1>,FD3D12Adapter::CreateLinkedObject<FD3D12Buffer,FD3D12Adapter::CreateRHIBuffer’::2'::<lambda_1> >'::2’::<lambda_1> >() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHICommon.h:207]
0x00007fff1f07376a UnrealEditor-D3D12RHI.dll!FD3D12Adapter::CreateRHIBuffer() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:270]
0x00007fff1f0c87be UnrealEditor-D3D12RHI.dll!FD3D12RayTracingShaderBindingTableInternal::Commit() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:1714]
0x00007fff1f0e6c9c UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHICommitShaderBindingTable() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:4866]
0x00007fff2f89fc24 UnrealEditor-Renderer.dll!FRHICommand<FRHICommandCommitShaderBindingTable,FRHICommandCommitShaderBindingTableString2574>::ExecuteAndDestruct() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1620]
0x00007fff698fbe68 UnrealEditor-RHI.dll!FRHICommandListBase::Execute() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:542]
0x00007fff69924ac1 UnrealEditor-RHI.dll!FRHICommandListExecutor::FTranslateState::Translate() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1096]
0x00007fff698e745e UnrealEditor-RHI.dll!FRHICommandListExecutor::FSubmitState::Dispatch'::10’::<lambda_1>::operator()() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1043]
0x00007fff698fcb61 UnrealEditor-RHI.dll!FRHICommandListExecutor::FTaskPipe::Execute() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:740]
0x00007fff698ff1e2 UnrealEditor-RHI.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &),0> >::ExecuteTask() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
0x00007fff6aa3fabd UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
0x00007fff6aa34278 UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:791]
0x00007fff6aa3461e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:680]
0x00007fff69bb089a UnrealEditor-RenderCore.dll!FRHIThread::Run() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:212]
0x00007fff6b105578 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
0x00007fff6b0fc9bf UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
0x00007fffc137e8d7 KERNEL32.DLL!UnknownFunction

Crash in runnable thread RHIThread

_______________________

Also full list blocked .dll by defender till today (Source)

SlateRHIRenderer.dll

ChaosInsightsAnalysis.dll

PropertyEditor.dll

PlatformCryptoTypes.dll

StylusInput.dll

NamingTokens.dll

ImageWriteQueue.dll

_______________________

Engine Settings

[/Script/Engine.RendererSettings]
r.AllowStaticLighting=False

r.GenerateMeshDistanceFields=True

r.DynamicGlobalIlluminationMethod=1

r.ReflectionMethod=1

r.SkinCache.CompileShaders=True

r.RayTracing=True

r.RayTracing.RayTracingProxies.ProjectEnabled=True

r.Substrate=True

r.Substrate.ProjectGBufferFormat=0
r.Shadow.Virtual.Enable=1

r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True

r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8

r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.VirtualTextures=True
r.Nanite.Foliage=True
r.MegaLights.EnableForProject=True
r.VT.AnisotropicFiltering=True
bEnableVirtualTexturePostProcessing=True
r.Nanite.AllowVoxels=true
r.DefaultFeature.MotionBlur=False
r.Lumen.ScreenProbeGather.SpatialFilterProbes=1
r.Lumen.ScreenProbeGather.SpatialFilterPositionWeightScale=0
r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=180
r.Lumen.ScreenProbeGather.InterpolationDepthWeightForFoliage=0
r.Lumen.CachedLightingPreExposure=20
r.Lumen.HardwareRayTracing.AvoidSelfIntersections=1
r.Lumen.HardwareRayTracing.HitLighting.DirectLighting=1
r.Lumen.ScreenProbeGather.InterpolationDepthWeight=0
r.Lumen.ScreenProbeGather.RadianceCache=1
r.Lumen.ScreenProbeGather.RadianceCache.ClipmapWorldExtent=10000
r.Lumen.ScreenProbeGather.RadianceCache.GridResolution=100
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=0
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=1
r.Lumen.ScreenProbeGather.RadianceCache.ReprojectionRadiusScale=1000000
r.Lumen.ScreenProbeGather.ScreenTraces.MinimumOccupancy=1000
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
r.Lumen.ScreenProbeGather.Temporal.DistanceThresholdForFoliage=100
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=9
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
r.Lumen.ScreenProbeGather.VisualizeTraces=1
r.Lumen.TraceDistanceScale=0.4
r.LumenScene.DirectLighting.HardwareRayTracing.ForceTwoSided=1

Is that like a command?