Unreal Engine 5.7 Released

AMD users : Latest AMD driver released today 26.1.1 fixes Lumen HWRT causing crashes in Editor

  • Application crashes when using Unreal Engine 5.6 Editor with Lumen HWRT enabled on Radeon™ RX 5000, Radeon™ RX 6000, Radeon™ RX 7000 and Radeon™ RX 9000 series products.

I have tested it in 5.7.2 with RX 9070 XT and can confirm the driver fixed crashes at editor startup when enabled.

2 Likes

everything nice but i feel i have started experience my 14700kf degradation. It behaves in compile in VS2026.
So everyone get memory adress error while compiling Engine (CL.exe)- it is error that comes from instability of CPU in my case. - It can miss crucial DLL so engine will work partially till something will be needed. Or it behaves some sort of dlls not is licensed for windows sort of when starting.
ive reduced undervolt and get one error but still trying to avoid
So trying to compile without this error and make a backup. Do not trust Intel settings even after BIOS updates. So on my Z790 UD AX voltage offset from -1,2 went to -0,85 and seems like Helped also protect voltage peaks to 1,35 to be sure slowing down computer but wish that CPU not brick . :smiling_face_with_tear: For someone who is solo and wont change to Rider . VS 2026 cool fill and predict code also.

Seems this is not resolved in 5.7.2 :frowning:

2 Likes

Also about some Dirt in WP. I have here clock that synchronize movement of the objects after reaching tile first time everything well. After leaving and going back its not cleared proper so forcing Garbage collecting is required for moving actors between cells. For that 25 FPS target i recommend 0,5 second (5.7.2) project from 5.7 - will try to make fresh project with wp and move code there to see if that is not the case.

EDIT: Fresh Project same so cleaning service must run in loop on the map atm for moving platforms etc.

Nanite + Landscape, RVT + WPO still broken in 5.7.2 : Is Nanite Tessellation broken on terrain in 5.6 ?

1 Like

Text3D got some fixes in 5.7.2 - I had to remove it all from my project because I couldn’t trust it anymore and it was tied to my scoring system. I already wasted enough time trying to make it work but curious if others who were using it before when it was working can test it out. My biggest issue was all the BP controls broke - Also not being able to control the collision on the spawned text had the player bouncing off it every time it spawned. My new system uses the 3dText Plug as a modeling tool to generate static meshes and then I created a system that uses static meshes to spawn the right number for the right scoring value it works fine just a pain in the ■■■ if I want to change a scoring value.

Suggestion: When the editor is running display a notification when a new version goes live.

5.7.2, widget connect to Set Style node will crash.

:frowning:

Until an official fix being provided, this command line fixed the rounded Background Blur not showing in the packaged build problem:

1 Like

Microsoft just flag Source as an risk. Had to disable intelligent app protectiom to run it.

Maybe this is a bug in 5.7.2

After using the Localization Dashboard - Gathering once and or editing text, gathering or compiling seems to always fail with the following message: LogLiveCoding: Display: Waiting for server

And there is a UnrealEngine process running and not always shutting down on its own, and this is why above error is displayed.

Fix: restart the editor and end the running UnrealEngine task. If this doesn’t work restart the OS.

Also that “dirt” in WorldParition causes issues with actors that are placed in the world.
as example overlap function is called twice.

Begin Play
OverlapBox->OnComponentBeginOverlap.AddDynamic(this, &ABoxActor::OnBoxBeginOverlap);

So each instance need to be unique to resolve pretty huge spike (AddUniqueDynamic) or cleaning garbage as often as possible

Upgraded project from 5.6 and something fishy is going on with Retain+Invalidation boxes…I had to add Slate.InvalidationRoot.VerifyCachedElementDataList=1 otherwise crash crash crash.

[2026.02.03-19.28.23:524][617]LogOutputDevice: Error: === Handled ensure: ===
[2026.02.03-19.28.23:524][617]LogOutputDevice: Error:
[2026.02.03-19.28.23:524][617]LogOutputDevice: Error: Ensure condition failed: CachedElementList->OwningWidget != Widget [File:D:\build++UE5\Sync\Engine\Source\Runtime\SlateCore\Private\Rendering\DrawElements.cpp] [Line: 442]
[2026.02.03-19.28.23:524][617]LogOutputDevice: Error:

Hey folks!! Hotfix 5.7.3 is live with 45+ fixes and updates!

Please feel free to share feedback and discuss the current version in the release topic, Unreal Engine 5.7 Released.

If you experience a bug with the 5.7.3 Hotfix, please follow the How to Report a Bug guide to report it on the Bug Submission Form .

Notes to consider: Beginning with UE 5.7, Linux will transition from SDL2 to SDL3. Users with customizations to SDL2 code who are interested in switching to UE 5.7 should be aware that they will need to rework those changes for SDL3.

Issue Summary
UE-337072 [CrashReport][Assert] RenderCore!EmitNullShaderParameterFatalError() [ShaderParameterStruct.cpp]
UE-361799 Chaos Cloth Asset - Wrong vertex colors imported from the StaticMeshImport node.
UE-361711 Visibility and Arrange modifier conflicts
UE-361535 Int Overflow in MRQ with 16k Renders
UE-361497 Performance issue with Pixotope project related to Auto-Size modifier
UE-361420 Crash on engine shutdown when scene state editor opened
UE-361323 Media IO - Media Capture takes multiple frames to start outputting
UE-361229 Rundown refresh assinging ‘none’ values to the remote control entities causing data loss and incorrect visual
UE-361139 Line shaped artifacts when Lumen and/or MegaLights are enabled
UE-361051 Groom - Dwarf Animation hair popping issue
UE-361002 Editor crashes after entering Text value for Level Sequence Event Track payload
UE-360961 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:745]
UE-360920 MediaProfile media capture crash on PIE
UE-360873 NDI Media - Timecode synchronization doesn’t work
UE-360792 Masked Text in 5.7.2 Using Bevel Color After Changing Text RC Value
UE-360708 [CrashReport][Assert] MovieSceneTools!class UObject () [KeyPropertyParams.h]
UE-360641 PathTracer: two-sided foliage transmission is broken when using substrate
UE-360627 Crash when spawning actors in blueprint or scene state and attaching them to an actor with Translucent Priority Modifier
UE-360563 Chaos Cloth - Wrong capsule orientation in collisions with the environment.
UE-360417 [SwitchBoard] Unable to add nDisplayTest device
UE-360053 Remote Controlled Logos and Cloner Materials don’t Consistently Apply Before Rendering to MRQ
UE-359861 Material Designer default constructed materials exceed texture sampler count in Mac, causing material to fail compilation
UE-359856 Text3D Incorrectly Rendering Certain Glyphs
UE-359652 Morph Targets are unable to return to 0.0
UE-359447 NDI - Frame Rate Property Does Not Appear in Media Profile
UE-359321 Vulnerability in Remote Control Plugin - Missing Access Checks
UE-358864 Chaos performance regression in UE5.7 than UE5.6 because the solver iteration count changed to -1
UE-358652 Composure - Resolution Incorrectly Shows 1920x1080 After Clicking Off Layer
UE-358651 Media Profile - Media Source Stops Playing After Exiting PIE
UE-358649 [CrashReport][Assert] PCG!UPCGLandscapeSplineData::GetTransformAtDistance() [PCGLandscapeSplineData.cpp]
UE-358636 [CrashReport][Crash] ControlRigEditor!FControlRigEditorModule::BakeToControlRig() [ControlRigEditorModule.cpp]
UE-358440 Rundown bug where scenes from different channels unexpectedly affect each other
UE-358424 [PCG] Fix crash in VT data interface when initializing RT resources on the game thread
UE-357937 Disabled Skeletal Mesh Sections cause Shadow Ray Tracing Flicker
UE-357764 Quick Render - Incorrect Perspective When Camera is Parented
UE-357747 [CrashReport][Assert] MetalRHI!ConvertSurfaceDataToFColor() [MetalRenderTarget.cpp]
UE-357406 NDI Media - Just in Time Rendering option creates color artifacts when enabled
UE-357261 GitHub 14138 : VulkanRHI Fix R16_SFLOAT color conversion to FLinearColor
UE-356717 Morph target is not applied on the first frame in Level Sequence
UE-355697 Cloth Asset - Invalid LOD0 error when creating a sim only Cloth Asset.
UE-354106 [CrashReport][Crash] Engine!USkeletalMeshComponent::AddClothingBounds() [SkeletalMeshComponentPhysics.cpp]
UE-352950 Animation Constraint Jitter in Sequence when Constraining Layered Control Rig node
UE-350732 Switchboard - syncstatus does not respect “Engine Sync Method” set to “Use Existing”
UE-341569 [CrashReport][Assert] D3D12RHI!FD3D12DynamicRHI::HandleFailedD3D12Result() [D3D12Util.cpp]
UE-313616 [CrashReport][Assert] SkeletalMeshUtilitiesCommon!static void BuildMorphTargetsInternal() [LODUtilities.cpp]
UE-297615 XR - Editor Crashes when beginning a VRPreview with NetMode set to Client
UE-295331 [CrashReport][Crash] RHI!UE::RHI::GPUProfiler::FGPUProfilerSink_StatSystem::FQueueState::EndBreadcrumb() [GPUProfiler.cpp]
2 Likes

I found an in blueprint workaround by using the Set Members In Editable Text Box Style node. It’s stupid but prevents crashes for me. :wink:

Thank you for sharing this. It’s been driving me crazy :slight_smile:

1 Like

Mother of*, hotfix in 3 weeks, wow. Just like 5.6 only get one :sob:

Is anyone else failing to build the latest release from source? It’s failing because it’s got references towards the restricted libraries I think? Time for another hotfix? :wink: Happens when running the development editor in visual studio 2022 community

image

edit - removing the build configuration for the tests works by the way. I’m back up/running after doing so.

I could be wrong but I think you switch it on in settings and it automatically converts. At least it seemed to have better performance when I did

1 Like