Unreal Engine 5.7 stuck at 74% loading StylusInput plugin

After installing Unreal Engine 5.7, it always gets stuck at 73–74% on startup with the message:
“Loading PostDefault Modules for Plugin: StylusInput”.

I already tried verifying files, deleting cache folders, reinstalling, and updating drivers, but nothing works. please help mee ;(

Having the same issue. It’s not always “PostDefault Modules for Plugin: StylusInput” but at 73-74% it will get stuck loading something.

5.6 is working normally

Hey I found a solution that worked for me. I have no idea why it worked or what it did or if what I’ve done is safe but here’s how I got it to open up:

I went into the installation folder in Engine\Binaries\Win64 and run UnrealEditor as admin. This worked so I could get into the start up Home Panel.
I created a NewProject and tried launching it. The editor got stuck at 74% again.
I went into the created project file and opened the .uproject with Notepad.
Anything that was under Plugins that was set to true, I set it to false.
After that the Editor and Project launched normally.
I closed the project and went and opened the .uproject again with Notepad and set everything back to true.
It seems to be working fine for now.

Again I have no idea why and I don’t know if it will work for you. If someone can explain why the heck any of this worked I’d be grateful.
In any case, I hope this helps somehow.

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Epic has disable all plugins from previous version when trying to migrate or update to 5.7

Even paid for plugins and Epics own outdated content is unusable and refuses to migrate properly.

The whole release of 5.7 is a huge headache. Especially with plugin migration and backwards compatibility disabled

I did the below and it fixed it for me - I used 5.6 editor to create a Blank project. (i.e. Games/Blank template). I then went to that uproject, and chose open with and selected 5.7 UnrealEditor. The project loaded ok.

I then went to Epic launcher, and started 5.7, and it worked with no issue.

I’ve got no idea where it’s dragging the list of plugins from - StylusInput is where I was hanging, but it’s clearly not in Engines/Plugins, not can I find it anywhere in config. But the above seems to reset it OK.

Uninstall Fab Plugin. Click Remove

I faced the same issue after a fresh installation of epic games & unreal engine 5.7. It automatically installed the fab plugin & Quxel Bridge plugin
what worked for me is uninstalling the Quixel Bridge plugin and then launching again

My graphic card is gtx 1650. So, I stopped wallpaper engine , removed fab plugin and it worked normally.

Did anyone find a solution other that re-installing windows?

Just a guess but did you try loading without a default map?

In /Config/DefaultEngine.ini

Edit this line

GameDefaultMap=

It worked with me with constantly ending the process and re-running. Opens usually at the 10th try

I solved this problem on my PC - it seemed to be driver related.

I was doing an uninstall/reinstall for the 5th time to try and remove this issue.

As I was deleting the empty install folders manually (after uninstalling through Epic launcher), I found in the Windows resource monitor the folder was being held open by a file.

This file was related to a driver install I did ages ago for a drawing tablet (that I don’t use any more).

No idea why it was doing anything with Unreal at all - but thought it might be linked as StylusInput seems a fairly close match.

Anyway, uninstalled it, deleted the Unreal folder, rebooted, reinstalled UE 5.7.1, and it’s been rock solid launching since.

So would recommend uninstalling, then check resource monitor (it’s in task manager → performance → 3 dots top right) to see if anything still running against Unreal folder. (you could obviously do without uninstalling, but suspect there might be more stuff to pick through)

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True that, some time ago, ue5.7.1 started getting stuck at stylusinput on the loading, so after i went and checked the log file it generates, it showed something related to “WinTabAPI” indicating something along the lines of trying to access a connected device for the tablet (but i had no drawing tablets connected at the time)

Anyway, after uninstalling the drawing tablet driver it launched normally