Instant Connection for Pixel Streaming
— New Feature Automated Setup





What’s New in Unreal Engine 5.7: Full Breakdown of New Features and Upgrades
What’s New in Unreal Engine 5.7: Full Breakdown of New Features and Upgrades
What’s New in Unreal Engine 5.7: Full Breakdown of New Features and Upgrades
Published on November 13, 2025
Table of Contents
I wasn’t expecting fireworks when I installed Unreal Engine 5.7. Honestly, after a decade of working with Unreal, you develop a kind of emotional armor. New versions promise the world, then you open your project and spend the next hour wondering why your materials are suddenly pink.
But 5.7?
It hit me in the first 30 seconds.
I loaded a forest test map I’ve used for years, same terrain, same assets, same lighting setup, and switched my old scatter system to the updated PCG graph just to “see what happens.” And boom. The entire scene snapped into place like it had been secretly waiting for this moment. No stutters. No weird LOD jumps. The foliage actually felt… alive. Like someone quietly upgraded the laws of nature behind my back.
That was the instant I knew 5.7 wasn’t another incremental patch.
It felt different. In a way only people who’ve survived multiple Unreal hype cycles will recognize.
Why UE 5.7 Matters
Every Unreal update arrives with a long list of features, but most of them don’t actually change how you work day to day. They promise speed, fidelity, workflow miracles… and then you test them and think, okay, cool, but my project still feels the same.
5.7 isn’t that kind of update.
This version touches the parts of Unreal that actually shape your workflow: world-building, lighting, animation, and how fast you can iterate without your GPU staging a rebellion. It doesn’t just add new buttons, it smooths out the rough edges you’ve been fighting for years.

If you build environments, 5.7 feels like someone finally handed you bigger creative lungs.
If you work on characters, the retargeting changes alone are enough to save hours of cleanup.
And if you’re in cinematics or virtual production, the lighting upgrades give you room to experiment without immediately tanking performance.
The real reason 5.7 matters is simple:
it changes what feels possible inside the editor.
And after working with Unreal long enough to see both its brilliance and its chaos, that’s a big statement.
#1. PCG Is Finally Production-Ready
Procedural Content Generation has hovered in that awkward “almost amazing” stage for a while. You could feel its potential back in 5.2 and 5.3, but the workflows were unstable enough that you always kept one hand on Ctrl+Z.
In 5.7, PCG finally grows up.

The graphs are faster, cleaner, and far more predictable. Scatter rules don’t feel like dice rolls anymore. The new spline-aware behaviors actually respect your terrain instead of fighting it. And the whole system just feels… stable. Confident.
I tested it by rebuilding a coastline scene I’ve iterated on way too many times. What usually took ten minutes of processing snapped into place instantly. No stalls. No “compiling 4,000 shaders.” Just a smooth, believable spread of rocks, plants, debris, the stuff that normally eats hours of your life if you place it by hand.
The biggest difference?
PCG no longer feels like a tech demo. It feels like a tool you can trust in a real production pipeline. Especially if you’re building anything with scale: forests, deserts, cities, multiplayer maps. It cuts out the repetitive labor and lets you focus on actually designing the world instead of babysitting assets.
#2. Nanite Foliage
I’ve never seen foliage behave the way it does in 5.7.
Not in Unreal. Not in any engine, honestly.
Nanite Foliage feels like someone flipped a hidden “no limits” switch. You drop in trees, bushes, ground cover, whatever, and instead of the usual LOD shuffle or shimmering leaf clusters, everything just holds up. In close shots. In wide shots. In motion.

The wild part is how calm your GPU stays while you’re doing it.
I threw a stupid amount of foliage at a test scene just to see where it would break. Normally you hit that point where the editor starts coughing and shadows flicker like a dying light bulb. This time? Nothing. It just kept rendering. Cleanly.
It’s still marked Experimental, and yeah, you can push it too far if you pile on layered materials and heavy wind simulation. But even with that disclaimer, Nanite Foliage already feels like the biggest visual leap since Lumen, especially for open worlds.
The difference is immediate:
Your scenes don’t just look fuller. They feel more grounded. More real.
And for the first time, you can build dense natural environments without mentally calculating how many frames you’re about to lose.
#3. Substrate (Now Fully Ready)
Substrate has been sitting in preview long enough that most people treated it like a science experiment. Interesting, sure, but not something you’d risk in a real project unless you enjoyed chaos.
Unreal Engine 5.7 finally flips the switch.
Substrate is no longer a concept. It’s a usable, stable, production-ready pipeline for building layered materials that actually behave like layered materials.

And the difference hits you fast.
Instead of blending two materials together and hoping the result doesn’t look like smeared noise, Substrate lets you stack surfaces the way they exist in the real world:
metal
clearcoat
dust
scratches
mud
whatever else your scene demands
Each layer keeps its identity. Each layer affects light the way it should. You don’t get that weird “everything is the same roughness” look we’ve all seen too many times.
I tested it on a simple prop, a rain-soaked street bollard. Metal base, wet clearcoat, thin mud layer, chipped paint on top. Usually this would turn into a node spaghetti nightmare. In 5.7, it just… worked. Cleaner network. More control. Better highlights. More believable breakup where layers meet.
Substrate won’t magically fix every bad texture or rushed UV, but if your work depends on convincing surfaces, vehicles, props, characters, cinematics, it’s easily one of the most meaningful upgrades in the entire release.
#4. Lighting Improvements
Lighting in Unreal has always been a balancing act.
You want atmosphere, depth, mood, but every extra light feels like playing Jenga with your frame budget. Add one too many, and suddenly your beautiful scene is running like a powerpoint slideshow.
UE 5.7 loosens that chokehold.
The biggest upgrade is MegaLights, which is still in Beta but already changes the way you think about lighting a space. Instead of carefully rationing dynamic lights like you’re distributing scarce resources, you can actually experiment. You can push a scene harder. You can try ideas that would’ve been a guaranteed performance hit in earlier versions.

I tested it in a tight sci-fi corridor. Normally, that kind of layout forces you into a strict limit, maybe a dozen dynamic lights before shadows start jittering and the GPU begs for mercy. In 5.7, I cranked the count far past what I’d consider “safe,” and the editor didn’t even flinch. The scene stayed clean. Stable. Believable.
Then there’s the quieter stuff:
Improved shadow stability. Smoother transitions. Better Lumen behavior in tricky spaces. Nothing flashy, but you feel it in the editor. Lights behave more predictably. Fewer weird surprises when you change an angle or adjust intensity.
It doesn’t mean you can stop caring about performance, you still have to profile, still need to be sensible, but for the first time in a long time, lighting in Unreal feels like it’s encouraging you to be creative instead of punishing you for it.
#5. Animation & Rigging Upgrades
Animation in Unreal has always felt powerful but slightly unpredictable, like handling a sports car with loose steering. When it works, it’s incredible. When it doesn’t, you question every career choice that brought you here.
UE 5.7 tightens that steering.
The first thing you notice is retargeting actually behaves.
Foot contact looks right. Arm swings don’t go rogue. Characters don’t suddenly adopt the posture of a possessed mannequin. These aren’t headline features, but they save hours, the kind of hours nobody talks about in release notes.

Then you get Selection Sets in Animation Mode.
If you animate regularly, this is one of those “how did we not have this already?” tools. No more clicking the same controllers over and over. No more scrolling through bones like you’re digging for fossils. You group what you need, call it when you need it, done.
Control Rig also feels better. Not cleaner on the surface, cleaner in how it responds. Debugging is easier. Space switching is less chaotic. The whole system feels like it’s maturing into something you can rely on instead of tolerate.
And for character artists, the ability to sculpt blend shapes inside the editor is a massive quality-of-life win. You no longer have to bounce between Unreal and a DCC app just to fix a tiny deformation. Fix it where you see it. Save yourself the roundtrip.
These upgrades won’t dominate social media conversations, they’re not flashy enough. But if your pipeline touches animation even a little, UE 5.7 quietly improves the parts of the process that eat the most time and patience.
#6. MetaHuman & Virtual Production
MetaHuman has been one of Unreal’s flashiest selling points for a while, but behind the scenes, the real strength of the system is how it plugs into production pipelines. And in 5.7, that pipeline gets noticeably smoother.
The biggest win is how much more control you get inside the engine itself.
Hair behaves better. Rigged components respond more predictably. You can actually tune details, facial adjustments, deformation fixes, movement nuances, without constantly bouncing back to an external tool. It feels like MetaHuman is finally settling into the engine instead of sitting on top of it.

For virtual production teams, the upgrades are subtle but meaningful.
Live Link feels less fragile. Motion capture data comes through with fewer hiccups. Camera tracking and on-set corrections are less jittery. Nothing “cinematic trailer” dramatic, just more stability where it matters.
And that’s the key theme here: stability.
If you’ve worked on a real-time shoot, you know how quickly a session can fall apart because one system decides it’s not cooperating today. UE 5.7 cuts down on those moments. The tools feel like they’re made for live workflows instead of adapted to them.
If you’re not doing character-driven cinematics or virtual production work, you might not feel these changes immediately. But if you are, these refinements can save you literal hours on set, and that’s the kind of upgrade you never forget.
#7. Editor Quality-of-Life Changes
Not every improvement in a big Unreal update needs to be dramatic to matter. Some of the most impactful changes in 5.7 are the quiet ones, the tweaks that don’t show up in trailers but absolutely show up in your workflow.
The Editor AI Assistant is the obvious headliner here. It’s not a replacement for actual knowledge, and it’s definitely not a magic problem-solver, but it is a surprisingly useful shortcut. Ask it for a quick Blueprint example, a missing node, or why your material isn’t behaving, and you get answers fast enough to keep you in flow. It’s basically a built-in “don’t break your momentum” tool.

The UI feels smoother too.
Not dramatically redesigned, just calmer. Panels behave more consistently. Dragging assets feels less sluggish. Searching through the Content Browser isn’t as clunky. You don’t notice these changes individually, but you feel them together. They give the editor a slightly more “finished” texture.
Performance while navigating large maps also feels improved. Camera movement stutters less. Lumen doesn’t spiral into chaos when you rotate quickly. Shader compilation seems a bit less annoying, not gone, obviously, but toned down enough to breathe.
These aren’t features you brag about, but they’re the ones you end up appreciating the most. They make the engine feel more stable. More reliable. Less like it’s fighting you. And when you spend hours a day inside the editor, that’s a real upgrade.
What These Features Mean in Real Production
The release notes tell you what changed.
Using UE 5.7 tells you why it matters.
Once you start actually building scenes, animating characters, or lighting spaces with 5.7, a pattern appears: the engine doesn’t just give you more features, it removes friction. And removing friction is arguably the biggest productivity boost anyone can ask for.
Here’s what that looks like in practice.

You stop fighting your environments
Before 5.7, large natural scenes always felt like a tug-of-war. You wanted dense foliage; Unreal wanted your GPU dead. You wanted variation; the scatter tools wanted repetition. You wanted believable detail; LODs wanted a simpler life.
With PCG maturing and Nanite Foliage stepping in, that tug-of-war eases.
Suddenly you can:
iterate faster
adjust terrain without redoing half your scatter
keep higher detail without performance panic
take risks with density and composition
It shifts your mindset from “what can my system tolerate?” to “what does this environment actually need?” That’s a massive mental upgrade.
Materials finally behave like real surfaces
Substrate doesn’t just make materials prettier, it makes your workflow clearer. Layering becomes logical instead of hacky. You don’t waste time performing shader gymnastics to fake things that should just work.
This matters most when:
you’re doing cinematic shots where surface detail sells the realism
you’re working with hero assets that can’t look “gamey”
you need consistent shading across a huge variety of materials
Your materials feel more predictable. You stop babysitting them.
Lighting becomes a creative tool again
Lighting used to be a budgeting exercise.
“How many dynamic lights can I afford?”
“How much shadow quality can I get away with?”
“How badly will this break Lumen?”
With the lighting improvements in 5.7, including MegaLights, you get something closer to freedom. Not absolute freedom, this isn’t magic, but enough headroom that you can experiment without instantly destroying performance.
And experimentation is where better scenes actually come from.
Animation stops being a minefield
Anyone who’s ever retargeted even a single animation in Unreal knows the pain: feet hovering, knees popping, controllers drifting like ghosts.
5.7 reduces those landmines.
Retargeting feels more stable.
Control Rig behaves more like a finished tool.
Selection Sets save repetitive clicking that slowly drains your soul.
If you’re an animator, this isn’t a quality-of-life improvement, it’s a sanity upgrade.
Virtual production gets something everyone needs: consistency
Real-time shoots don’t collapse because of big bugs.
They collapse because of small, unpredictable ones.
In 5.7, mocap data is cleaner, Live Link feels less fragile, and camera tracking jitters less often. These aren’t “wow factor” features on a marketing slide, they’re the difference between a smooth capture session and an expensive reshoot.
Consistency is the unsung hero of virtual production, and 5.7 delivers more of it.
The engine wastes less of your time
This is the quiet miracle of UE 5.7.
It compiles a little faster.
It stutters a little less.
It crashes a little less.
It responds a little quicker.
None of those things are dramatic individually.
But stack them together and suddenly your sessions feel smoother, your iteration is faster, and you get more work done before burnout kicks in.
That’s the real impact.
Should You Upgrade Now?
Upgrading Unreal isn’t a moral decision. It’s a risk-management one. And 5.7 is no exception.
The short version?
Yes, 5.7 is worth upgrading to, but only if your project and timing make sense.
Let’s break it down like someone who has actually lived through Unreal upgrades (and the disasters that come with them).

If you’re starting a new project → upgrade immediately
There’s no reason to build something new on an older version unless a plugin forces you to.
5.7 gives you:
better tools
better performance
smoother workflows
more predictable shading
richer world-building options
Starting fresh on an older engine is just signing up for avoidable pain later.
If your project is early-stage → upgrade soon
“Early stage” means your core systems aren’t frozen yet.
If you’re still building:
environments
character rigs
lighting setups
world structure
level flow
5.7 will help rather than disrupt. It’s easier to adopt major features before your pipeline hardens.
If your project is mid-production → be cautious
This is where things get tricky.
If you’re in the thick of production, animations are flowing in, lighting passes are underway, design is locking in, upgrading can derail momentum. Not because 5.7 is unstable, but because any major UE upgrade can create unexpected side effects.
If you’re mid-production:
clone your project
test 5.7 in isolation
compare performance
check plugins
only migrate when the trade-off is clearly worth it
Mid-production upgrades can absolutely work, but they require discipline.
If you’re late-production or in polishing → don’t upgrade
If you’re close to shipping, upgrading to 5.7 is almost always a bad idea.
At that stage you want:
stability
predictability
zero surprises
New features aren’t helpful; they’re distractions.
Ship on your current version.
Upgrade on your next project.
Studio teams vs solo devs
Studios
Teams with many moving parts need longer testing, but also benefit more from the workflow improvements. So the payoff is bigger, but so is the risk if timing is wrong.
Solo devs
You can migrate faster because your entire workflow lives in your own hands. Less coordination, fewer dependencies. If you like experimenting, 5.7 will feel energizing.
The real rule is simple: upgrade when it expands what you can build, not when it interrupts what you’re building
If 5.7 gives you clear advantages (PCG, Nanite Foliage, Substrate, better lighting, smoother animation workflows), upgrade.
If you’re doing fine and stability matters more, wait.
There’s no ego here. Upgrading is a tool, not a personality trait.
Practical Upgrade Checklist
Upgrading to a new Unreal version isn’t dangerous if you do it methodically. The problem is most people get excited, click “Open with 5.7,” and then wonder why their entire project is on fire.
Here’s the upgrade process that keeps things calm, predictable, and, most importantly, reversible.

#1. Duplicate your project
Make a dedicated 5.7 test copy.
Not a migration.
Not an overwrite.
Example naming:
ProjectName_UE57_Test
This isolates the chaos where it belongs.
#2. Update (or disable) your plugins before opening anything
Most upgrade failures start with plugins.
Before launching the 5.7 version:
Update Marketplace plugins
Check GitHub repos for 5.7-ready branches
Disable anything you don’t absolutely need
Flag plugins with no 5.7 support yet
This step alone prevents half the possible disasters.
#3. Open your heaviest level first
Not the main menu.
Not a small test scene.
Your worst, most complex, most demanding map.
Do a quick check:
Fly through the scene
Toggle lighting modes
Try PIE
Look for shader errors
Watch for crashes or weird behavior
If this level survives, the rest usually will too.
#4. Adopt one new feature at a time
Don’t touch PCG, Nanite Foliage, Substrate, MegaLights, Control Rig changes, and animation tweaks all at once.
Pick ONE:
PCG if you’re an environment artist
Substrate if you do materials
Animation upgrades if you handle characters
Lighting improvements if you do cinematics
Test. Validate. Move on.
Upgrading is a staircase, not a jump.
#5. Run quick before/after performance checks
Your eyes aren’t enough. Use real tools:
stat gpu
stat unit
profilegpu
shader complexity
Lumen debug views
Check if:
frame times improved
shadows behave correctly
materials look the same
VRAM usage changed
viewport performance changed
UE 5.7 can boost performance in some areas and increase cost in others, know which applies to your project.
#6. Make a list of what breaks
Something always does.
Common culprits:
Deprecated Blueprint nodes
Material functions behaving differently
Retargeting offsets
Lighting changes
Plugins refusing to load
Write it down.
Fix inside the test project.
Don’t touch your real project yet.
#7. Decide when (or if) to migrate
After testing, you should be able to answer:
“Does 5.7 make my project better?”
“Does it introduce new risks?”
“Is the timing right?”
If the upgrade saves time and improves results → migrate.
If it complicates things right before a milestone → wait.
Upgrading isn’t a race. It’s a choice.
Sharing Your UE 5.7 Work With Others
One thing you immediately feel when working with UE 5.7 is that everything you build gets heavier. Bigger PCG setups, dense Nanite foliage, Substrate materials stacked like a club sandwich… it all looks incredible, but sharing it with another person becomes the usual Unreal headache. Sending a packaged build takes ages, half the people you send it to can’t run it properly, and the rest send screenshots asking, “Is it supposed to look like this?”
This is the exact scenario where Vagon Streams makes sense. Instead of packaging, uploading, and hoping the other person has a good enough machine, you just run the project on the cloud and share it as a browser link. They see your scene exactly the way you see it, same lighting, same foliage density, same materials, without installing Unreal or owning a powerful GPU. It turns all the heavy 5.7 stuff into something you can show instantly, like sending a YouTube link instead of a 40-GB project.
It’s not something you need for every tiny update, but when you want someone to experience your UE 5.7 work the way it actually looks and plays, streaming it is simply the fastest, cleanest way to do it.
Final Thoughts
Unreal Engine 5.7 isn’t loud about its improvements, but it doesn’t need to be. You feel the difference as soon as you start building something real. Worlds fill in faster. Lighting behaves more predictably. Characters move the way you intended. Materials finally look like actual layered surfaces instead of a compromise. It’s the kind of update that quietly changes your expectations of what working in Unreal should feel like.
If you’ve been using the engine for years, you’ll recognize the shift immediately. There’s less friction. Less babysitting. Less of those odd, “Why is this happening?” moments that break your flow. It’s not perfect, Unreal never is, but it’s a version that pushes you to experiment again instead of tiptoeing around limitations.
Whether you upgrade now or wait for the right moment, UE 5.7 is a step toward a smoother, more expressive workflow. The tools feel more grown up. The results feel more consistent. And honestly, it’s exciting to see Unreal moving in a direction where your focus stays on creating, not troubleshooting.
If you’ve been waiting for a version that truly feels like the next step, this is the one.
FAQs
1. Does UE 5.7 actually feel different from 5.6?
Yes. The difference comes from how all the features fit together. PCG feels stable, Nanite Foliage changes how dense your environments can be, Substrate materials behave more predictably, and the animation tools waste less time. It’s not one dramatic feature, it’s the overall smoothness.
2. Is Nanite Foliage reliable enough to use in a real project?
In most cases, yes. It’s still labeled Experimental, but it behaves better than many features that have shipped in the past. As long as you profile your scene and avoid pushing extreme wind or multi-layered materials too far, it performs impressively well.
3. Do I need to convert everything to Substrate now?
No. Substrate is powerful, but it’s not mandatory. You can keep your old materials where they make sense and use Substrate only for the surfaces that really benefit from complex layering. The two systems work side by side without issues.
4. Will my lighting change after upgrading?
Usually not. Most scenes either look the same or slightly cleaner. If your project uses unusual lighting tricks or heavy custom shaders, you might see minor differences, but straightforward Lumen setups tend to behave more consistently in 5.7.
5. Are the animation improvements significant?
If you retarget or clean mocap data regularly, they’re a big deal. Retargeting behaves more predictably, Control Rig is easier to manage, and Selection Sets save a surprising amount of time. If your project rarely touches animation, you’ll simply notice the editor feels steadier.
6. Is 5.7 a good choice for open-world or large-environment projects?
Definitely. The combination of production-ready PCG and Nanite Foliage makes building large areas much faster and far less painful. You can create dense, believable worlds without constantly worrying about performance collapses.
7. Are there good reasons to avoid upgrading?
Only if your project is close to release or depends on plugins that don’t support 5.7 yet. Outside of those cases, it’s one of the most reliable upgrades Unreal has shipped recently.
8. Is the Editor AI Assistant useful or just a gimmick?
It’s helpful for small things, like remembering node names or fixing simple Blueprint logic. It won’t make architectural decisions for you, but it does remove some of the friction that slows you down during long sessions.
9. Do I need to adjust my workflow to use 5.7?
Not really. Everything is an evolution of what you already know. You don’t have to relearn systems, they just behave better and break less often.
I wasn’t expecting fireworks when I installed Unreal Engine 5.7. Honestly, after a decade of working with Unreal, you develop a kind of emotional armor. New versions promise the world, then you open your project and spend the next hour wondering why your materials are suddenly pink.
But 5.7?
It hit me in the first 30 seconds.
I loaded a forest test map I’ve used for years, same terrain, same assets, same lighting setup, and switched my old scatter system to the updated PCG graph just to “see what happens.” And boom. The entire scene snapped into place like it had been secretly waiting for this moment. No stutters. No weird LOD jumps. The foliage actually felt… alive. Like someone quietly upgraded the laws of nature behind my back.
That was the instant I knew 5.7 wasn’t another incremental patch.
It felt different. In a way only people who’ve survived multiple Unreal hype cycles will recognize.
Why UE 5.7 Matters
Every Unreal update arrives with a long list of features, but most of them don’t actually change how you work day to day. They promise speed, fidelity, workflow miracles… and then you test them and think, okay, cool, but my project still feels the same.
5.7 isn’t that kind of update.
This version touches the parts of Unreal that actually shape your workflow: world-building, lighting, animation, and how fast you can iterate without your GPU staging a rebellion. It doesn’t just add new buttons, it smooths out the rough edges you’ve been fighting for years.

If you build environments, 5.7 feels like someone finally handed you bigger creative lungs.
If you work on characters, the retargeting changes alone are enough to save hours of cleanup.
And if you’re in cinematics or virtual production, the lighting upgrades give you room to experiment without immediately tanking performance.
The real reason 5.7 matters is simple:
it changes what feels possible inside the editor.
And after working with Unreal long enough to see both its brilliance and its chaos, that’s a big statement.
#1. PCG Is Finally Production-Ready
Procedural Content Generation has hovered in that awkward “almost amazing” stage for a while. You could feel its potential back in 5.2 and 5.3, but the workflows were unstable enough that you always kept one hand on Ctrl+Z.
In 5.7, PCG finally grows up.

The graphs are faster, cleaner, and far more predictable. Scatter rules don’t feel like dice rolls anymore. The new spline-aware behaviors actually respect your terrain instead of fighting it. And the whole system just feels… stable. Confident.
I tested it by rebuilding a coastline scene I’ve iterated on way too many times. What usually took ten minutes of processing snapped into place instantly. No stalls. No “compiling 4,000 shaders.” Just a smooth, believable spread of rocks, plants, debris, the stuff that normally eats hours of your life if you place it by hand.
The biggest difference?
PCG no longer feels like a tech demo. It feels like a tool you can trust in a real production pipeline. Especially if you’re building anything with scale: forests, deserts, cities, multiplayer maps. It cuts out the repetitive labor and lets you focus on actually designing the world instead of babysitting assets.
#2. Nanite Foliage
I’ve never seen foliage behave the way it does in 5.7.
Not in Unreal. Not in any engine, honestly.
Nanite Foliage feels like someone flipped a hidden “no limits” switch. You drop in trees, bushes, ground cover, whatever, and instead of the usual LOD shuffle or shimmering leaf clusters, everything just holds up. In close shots. In wide shots. In motion.

The wild part is how calm your GPU stays while you’re doing it.
I threw a stupid amount of foliage at a test scene just to see where it would break. Normally you hit that point where the editor starts coughing and shadows flicker like a dying light bulb. This time? Nothing. It just kept rendering. Cleanly.
It’s still marked Experimental, and yeah, you can push it too far if you pile on layered materials and heavy wind simulation. But even with that disclaimer, Nanite Foliage already feels like the biggest visual leap since Lumen, especially for open worlds.
The difference is immediate:
Your scenes don’t just look fuller. They feel more grounded. More real.
And for the first time, you can build dense natural environments without mentally calculating how many frames you’re about to lose.
#3. Substrate (Now Fully Ready)
Substrate has been sitting in preview long enough that most people treated it like a science experiment. Interesting, sure, but not something you’d risk in a real project unless you enjoyed chaos.
Unreal Engine 5.7 finally flips the switch.
Substrate is no longer a concept. It’s a usable, stable, production-ready pipeline for building layered materials that actually behave like layered materials.

And the difference hits you fast.
Instead of blending two materials together and hoping the result doesn’t look like smeared noise, Substrate lets you stack surfaces the way they exist in the real world:
metal
clearcoat
dust
scratches
mud
whatever else your scene demands
Each layer keeps its identity. Each layer affects light the way it should. You don’t get that weird “everything is the same roughness” look we’ve all seen too many times.
I tested it on a simple prop, a rain-soaked street bollard. Metal base, wet clearcoat, thin mud layer, chipped paint on top. Usually this would turn into a node spaghetti nightmare. In 5.7, it just… worked. Cleaner network. More control. Better highlights. More believable breakup where layers meet.
Substrate won’t magically fix every bad texture or rushed UV, but if your work depends on convincing surfaces, vehicles, props, characters, cinematics, it’s easily one of the most meaningful upgrades in the entire release.
#4. Lighting Improvements
Lighting in Unreal has always been a balancing act.
You want atmosphere, depth, mood, but every extra light feels like playing Jenga with your frame budget. Add one too many, and suddenly your beautiful scene is running like a powerpoint slideshow.
UE 5.7 loosens that chokehold.
The biggest upgrade is MegaLights, which is still in Beta but already changes the way you think about lighting a space. Instead of carefully rationing dynamic lights like you’re distributing scarce resources, you can actually experiment. You can push a scene harder. You can try ideas that would’ve been a guaranteed performance hit in earlier versions.

I tested it in a tight sci-fi corridor. Normally, that kind of layout forces you into a strict limit, maybe a dozen dynamic lights before shadows start jittering and the GPU begs for mercy. In 5.7, I cranked the count far past what I’d consider “safe,” and the editor didn’t even flinch. The scene stayed clean. Stable. Believable.
Then there’s the quieter stuff:
Improved shadow stability. Smoother transitions. Better Lumen behavior in tricky spaces. Nothing flashy, but you feel it in the editor. Lights behave more predictably. Fewer weird surprises when you change an angle or adjust intensity.
It doesn’t mean you can stop caring about performance, you still have to profile, still need to be sensible, but for the first time in a long time, lighting in Unreal feels like it’s encouraging you to be creative instead of punishing you for it.
#5. Animation & Rigging Upgrades
Animation in Unreal has always felt powerful but slightly unpredictable, like handling a sports car with loose steering. When it works, it’s incredible. When it doesn’t, you question every career choice that brought you here.
UE 5.7 tightens that steering.
The first thing you notice is retargeting actually behaves.
Foot contact looks right. Arm swings don’t go rogue. Characters don’t suddenly adopt the posture of a possessed mannequin. These aren’t headline features, but they save hours, the kind of hours nobody talks about in release notes.

Then you get Selection Sets in Animation Mode.
If you animate regularly, this is one of those “how did we not have this already?” tools. No more clicking the same controllers over and over. No more scrolling through bones like you’re digging for fossils. You group what you need, call it when you need it, done.
Control Rig also feels better. Not cleaner on the surface, cleaner in how it responds. Debugging is easier. Space switching is less chaotic. The whole system feels like it’s maturing into something you can rely on instead of tolerate.
And for character artists, the ability to sculpt blend shapes inside the editor is a massive quality-of-life win. You no longer have to bounce between Unreal and a DCC app just to fix a tiny deformation. Fix it where you see it. Save yourself the roundtrip.
These upgrades won’t dominate social media conversations, they’re not flashy enough. But if your pipeline touches animation even a little, UE 5.7 quietly improves the parts of the process that eat the most time and patience.
#6. MetaHuman & Virtual Production
MetaHuman has been one of Unreal’s flashiest selling points for a while, but behind the scenes, the real strength of the system is how it plugs into production pipelines. And in 5.7, that pipeline gets noticeably smoother.
The biggest win is how much more control you get inside the engine itself.
Hair behaves better. Rigged components respond more predictably. You can actually tune details, facial adjustments, deformation fixes, movement nuances, without constantly bouncing back to an external tool. It feels like MetaHuman is finally settling into the engine instead of sitting on top of it.

For virtual production teams, the upgrades are subtle but meaningful.
Live Link feels less fragile. Motion capture data comes through with fewer hiccups. Camera tracking and on-set corrections are less jittery. Nothing “cinematic trailer” dramatic, just more stability where it matters.
And that’s the key theme here: stability.
If you’ve worked on a real-time shoot, you know how quickly a session can fall apart because one system decides it’s not cooperating today. UE 5.7 cuts down on those moments. The tools feel like they’re made for live workflows instead of adapted to them.
If you’re not doing character-driven cinematics or virtual production work, you might not feel these changes immediately. But if you are, these refinements can save you literal hours on set, and that’s the kind of upgrade you never forget.
#7. Editor Quality-of-Life Changes
Not every improvement in a big Unreal update needs to be dramatic to matter. Some of the most impactful changes in 5.7 are the quiet ones, the tweaks that don’t show up in trailers but absolutely show up in your workflow.
The Editor AI Assistant is the obvious headliner here. It’s not a replacement for actual knowledge, and it’s definitely not a magic problem-solver, but it is a surprisingly useful shortcut. Ask it for a quick Blueprint example, a missing node, or why your material isn’t behaving, and you get answers fast enough to keep you in flow. It’s basically a built-in “don’t break your momentum” tool.

The UI feels smoother too.
Not dramatically redesigned, just calmer. Panels behave more consistently. Dragging assets feels less sluggish. Searching through the Content Browser isn’t as clunky. You don’t notice these changes individually, but you feel them together. They give the editor a slightly more “finished” texture.
Performance while navigating large maps also feels improved. Camera movement stutters less. Lumen doesn’t spiral into chaos when you rotate quickly. Shader compilation seems a bit less annoying, not gone, obviously, but toned down enough to breathe.
These aren’t features you brag about, but they’re the ones you end up appreciating the most. They make the engine feel more stable. More reliable. Less like it’s fighting you. And when you spend hours a day inside the editor, that’s a real upgrade.
What These Features Mean in Real Production
The release notes tell you what changed.
Using UE 5.7 tells you why it matters.
Once you start actually building scenes, animating characters, or lighting spaces with 5.7, a pattern appears: the engine doesn’t just give you more features, it removes friction. And removing friction is arguably the biggest productivity boost anyone can ask for.
Here’s what that looks like in practice.

You stop fighting your environments
Before 5.7, large natural scenes always felt like a tug-of-war. You wanted dense foliage; Unreal wanted your GPU dead. You wanted variation; the scatter tools wanted repetition. You wanted believable detail; LODs wanted a simpler life.
With PCG maturing and Nanite Foliage stepping in, that tug-of-war eases.
Suddenly you can:
iterate faster
adjust terrain without redoing half your scatter
keep higher detail without performance panic
take risks with density and composition
It shifts your mindset from “what can my system tolerate?” to “what does this environment actually need?” That’s a massive mental upgrade.
Materials finally behave like real surfaces
Substrate doesn’t just make materials prettier, it makes your workflow clearer. Layering becomes logical instead of hacky. You don’t waste time performing shader gymnastics to fake things that should just work.
This matters most when:
you’re doing cinematic shots where surface detail sells the realism
you’re working with hero assets that can’t look “gamey”
you need consistent shading across a huge variety of materials
Your materials feel more predictable. You stop babysitting them.
Lighting becomes a creative tool again
Lighting used to be a budgeting exercise.
“How many dynamic lights can I afford?”
“How much shadow quality can I get away with?”
“How badly will this break Lumen?”
With the lighting improvements in 5.7, including MegaLights, you get something closer to freedom. Not absolute freedom, this isn’t magic, but enough headroom that you can experiment without instantly destroying performance.
And experimentation is where better scenes actually come from.
Animation stops being a minefield
Anyone who’s ever retargeted even a single animation in Unreal knows the pain: feet hovering, knees popping, controllers drifting like ghosts.
5.7 reduces those landmines.
Retargeting feels more stable.
Control Rig behaves more like a finished tool.
Selection Sets save repetitive clicking that slowly drains your soul.
If you’re an animator, this isn’t a quality-of-life improvement, it’s a sanity upgrade.
Virtual production gets something everyone needs: consistency
Real-time shoots don’t collapse because of big bugs.
They collapse because of small, unpredictable ones.
In 5.7, mocap data is cleaner, Live Link feels less fragile, and camera tracking jitters less often. These aren’t “wow factor” features on a marketing slide, they’re the difference between a smooth capture session and an expensive reshoot.
Consistency is the unsung hero of virtual production, and 5.7 delivers more of it.
The engine wastes less of your time
This is the quiet miracle of UE 5.7.
It compiles a little faster.
It stutters a little less.
It crashes a little less.
It responds a little quicker.
None of those things are dramatic individually.
But stack them together and suddenly your sessions feel smoother, your iteration is faster, and you get more work done before burnout kicks in.
That’s the real impact.
Should You Upgrade Now?
Upgrading Unreal isn’t a moral decision. It’s a risk-management one. And 5.7 is no exception.
The short version?
Yes, 5.7 is worth upgrading to, but only if your project and timing make sense.
Let’s break it down like someone who has actually lived through Unreal upgrades (and the disasters that come with them).

If you’re starting a new project → upgrade immediately
There’s no reason to build something new on an older version unless a plugin forces you to.
5.7 gives you:
better tools
better performance
smoother workflows
more predictable shading
richer world-building options
Starting fresh on an older engine is just signing up for avoidable pain later.
If your project is early-stage → upgrade soon
“Early stage” means your core systems aren’t frozen yet.
If you’re still building:
environments
character rigs
lighting setups
world structure
level flow
5.7 will help rather than disrupt. It’s easier to adopt major features before your pipeline hardens.
If your project is mid-production → be cautious
This is where things get tricky.
If you’re in the thick of production, animations are flowing in, lighting passes are underway, design is locking in, upgrading can derail momentum. Not because 5.7 is unstable, but because any major UE upgrade can create unexpected side effects.
If you’re mid-production:
clone your project
test 5.7 in isolation
compare performance
check plugins
only migrate when the trade-off is clearly worth it
Mid-production upgrades can absolutely work, but they require discipline.
If you’re late-production or in polishing → don’t upgrade
If you’re close to shipping, upgrading to 5.7 is almost always a bad idea.
At that stage you want:
stability
predictability
zero surprises
New features aren’t helpful; they’re distractions.
Ship on your current version.
Upgrade on your next project.
Studio teams vs solo devs
Studios
Teams with many moving parts need longer testing, but also benefit more from the workflow improvements. So the payoff is bigger, but so is the risk if timing is wrong.
Solo devs
You can migrate faster because your entire workflow lives in your own hands. Less coordination, fewer dependencies. If you like experimenting, 5.7 will feel energizing.
The real rule is simple: upgrade when it expands what you can build, not when it interrupts what you’re building
If 5.7 gives you clear advantages (PCG, Nanite Foliage, Substrate, better lighting, smoother animation workflows), upgrade.
If you’re doing fine and stability matters more, wait.
There’s no ego here. Upgrading is a tool, not a personality trait.
Practical Upgrade Checklist
Upgrading to a new Unreal version isn’t dangerous if you do it methodically. The problem is most people get excited, click “Open with 5.7,” and then wonder why their entire project is on fire.
Here’s the upgrade process that keeps things calm, predictable, and, most importantly, reversible.

#1. Duplicate your project
Make a dedicated 5.7 test copy.
Not a migration.
Not an overwrite.
Example naming:
ProjectName_UE57_Test
This isolates the chaos where it belongs.
#2. Update (or disable) your plugins before opening anything
Most upgrade failures start with plugins.
Before launching the 5.7 version:
Update Marketplace plugins
Check GitHub repos for 5.7-ready branches
Disable anything you don’t absolutely need
Flag plugins with no 5.7 support yet
This step alone prevents half the possible disasters.
#3. Open your heaviest level first
Not the main menu.
Not a small test scene.
Your worst, most complex, most demanding map.
Do a quick check:
Fly through the scene
Toggle lighting modes
Try PIE
Look for shader errors
Watch for crashes or weird behavior
If this level survives, the rest usually will too.
#4. Adopt one new feature at a time
Don’t touch PCG, Nanite Foliage, Substrate, MegaLights, Control Rig changes, and animation tweaks all at once.
Pick ONE:
PCG if you’re an environment artist
Substrate if you do materials
Animation upgrades if you handle characters
Lighting improvements if you do cinematics
Test. Validate. Move on.
Upgrading is a staircase, not a jump.
#5. Run quick before/after performance checks
Your eyes aren’t enough. Use real tools:
stat gpu
stat unit
profilegpu
shader complexity
Lumen debug views
Check if:
frame times improved
shadows behave correctly
materials look the same
VRAM usage changed
viewport performance changed
UE 5.7 can boost performance in some areas and increase cost in others, know which applies to your project.
#6. Make a list of what breaks
Something always does.
Common culprits:
Deprecated Blueprint nodes
Material functions behaving differently
Retargeting offsets
Lighting changes
Plugins refusing to load
Write it down.
Fix inside the test project.
Don’t touch your real project yet.
#7. Decide when (or if) to migrate
After testing, you should be able to answer:
“Does 5.7 make my project better?”
“Does it introduce new risks?”
“Is the timing right?”
If the upgrade saves time and improves results → migrate.
If it complicates things right before a milestone → wait.
Upgrading isn’t a race. It’s a choice.
Sharing Your UE 5.7 Work With Others
One thing you immediately feel when working with UE 5.7 is that everything you build gets heavier. Bigger PCG setups, dense Nanite foliage, Substrate materials stacked like a club sandwich… it all looks incredible, but sharing it with another person becomes the usual Unreal headache. Sending a packaged build takes ages, half the people you send it to can’t run it properly, and the rest send screenshots asking, “Is it supposed to look like this?”
This is the exact scenario where Vagon Streams makes sense. Instead of packaging, uploading, and hoping the other person has a good enough machine, you just run the project on the cloud and share it as a browser link. They see your scene exactly the way you see it, same lighting, same foliage density, same materials, without installing Unreal or owning a powerful GPU. It turns all the heavy 5.7 stuff into something you can show instantly, like sending a YouTube link instead of a 40-GB project.
It’s not something you need for every tiny update, but when you want someone to experience your UE 5.7 work the way it actually looks and plays, streaming it is simply the fastest, cleanest way to do it.
Final Thoughts
Unreal Engine 5.7 isn’t loud about its improvements, but it doesn’t need to be. You feel the difference as soon as you start building something real. Worlds fill in faster. Lighting behaves more predictably. Characters move the way you intended. Materials finally look like actual layered surfaces instead of a compromise. It’s the kind of update that quietly changes your expectations of what working in Unreal should feel like.
If you’ve been using the engine for years, you’ll recognize the shift immediately. There’s less friction. Less babysitting. Less of those odd, “Why is this happening?” moments that break your flow. It’s not perfect, Unreal never is, but it’s a version that pushes you to experiment again instead of tiptoeing around limitations.
Whether you upgrade now or wait for the right moment, UE 5.7 is a step toward a smoother, more expressive workflow. The tools feel more grown up. The results feel more consistent. And honestly, it’s exciting to see Unreal moving in a direction where your focus stays on creating, not troubleshooting.
If you’ve been waiting for a version that truly feels like the next step, this is the one.
FAQs
1. Does UE 5.7 actually feel different from 5.6?
Yes. The difference comes from how all the features fit together. PCG feels stable, Nanite Foliage changes how dense your environments can be, Substrate materials behave more predictably, and the animation tools waste less time. It’s not one dramatic feature, it’s the overall smoothness.
2. Is Nanite Foliage reliable enough to use in a real project?
In most cases, yes. It’s still labeled Experimental, but it behaves better than many features that have shipped in the past. As long as you profile your scene and avoid pushing extreme wind or multi-layered materials too far, it performs impressively well.
3. Do I need to convert everything to Substrate now?
No. Substrate is powerful, but it’s not mandatory. You can keep your old materials where they make sense and use Substrate only for the surfaces that really benefit from complex layering. The two systems work side by side without issues.
4. Will my lighting change after upgrading?
Usually not. Most scenes either look the same or slightly cleaner. If your project uses unusual lighting tricks or heavy custom shaders, you might see minor differences, but straightforward Lumen setups tend to behave more consistently in 5.7.
5. Are the animation improvements significant?
If you retarget or clean mocap data regularly, they’re a big deal. Retargeting behaves more predictably, Control Rig is easier to manage, and Selection Sets save a surprising amount of time. If your project rarely touches animation, you’ll simply notice the editor feels steadier.
6. Is 5.7 a good choice for open-world or large-environment projects?
Definitely. The combination of production-ready PCG and Nanite Foliage makes building large areas much faster and far less painful. You can create dense, believable worlds without constantly worrying about performance collapses.
7. Are there good reasons to avoid upgrading?
Only if your project is close to release or depends on plugins that don’t support 5.7 yet. Outside of those cases, it’s one of the most reliable upgrades Unreal has shipped recently.
8. Is the Editor AI Assistant useful or just a gimmick?
It’s helpful for small things, like remembering node names or fixing simple Blueprint logic. It won’t make architectural decisions for you, but it does remove some of the friction that slows you down during long sessions.
9. Do I need to adjust my workflow to use 5.7?
Not really. Everything is an evolution of what you already know. You don’t have to relearn systems, they just behave better and break less often.
Scalable Pixel and Application Streaming
Run your Unity or Unreal Engine application on any device, share with your clients in minutes, with no coding.

Scalable Pixel and Application Streaming
Run your Unity or Unreal Engine application on any device, share with your clients in minutes, with no coding.

Scalable Pixel and Application Streaming
Run your Unity or Unreal Engine application on any device, share with your clients in minutes, with no coding.

Scalable Pixel and Application Streaming
Run your Unity or Unreal Engine application on any device, share with your clients in minutes, with no coding.

Scalable Pixel and Application Streaming
Run your Unity or Unreal Engine application on any device, share with your clients in minutes, with no coding.


Ready to focus on your creativity?
Vagon gives you the ability to create & render projects, collaborate, and stream applications with the power of the best hardware.

Vagon Blog
Run heavy applications on any device with
your personal computer on the cloud.
San Francisco, California
Solutions
Vagon Teams
Vagon Streams
Use Cases
Resources
Vagon Blog
What’s New in Unreal Engine 5.7: Full Breakdown of New Features and Upgrades
Best Export Settings for Photoshop
Essential Photoshop Keyboard Shortcuts
Best Premiere Pro Alternatives in 2025
Best Render Settings for SolidWorks
Best GPUs for SolidWorks in 2025
Best PC & Laptop for Adobe Photoshop in 2025
How to Set Up DLSS for Unreal Engine Projects?
How To Run Lumion On macOS
Vagon Blog
Run heavy applications on any device with
your personal computer on the cloud.
San Francisco, California
Solutions
Vagon Teams
Vagon Streams
Use Cases
Resources
Vagon Blog
What’s New in Unreal Engine 5.7: Full Breakdown of New Features and Upgrades
Best Export Settings for Photoshop
Essential Photoshop Keyboard Shortcuts
Best Premiere Pro Alternatives in 2025
Best Render Settings for SolidWorks
Best GPUs for SolidWorks in 2025
Best PC & Laptop for Adobe Photoshop in 2025
How to Set Up DLSS for Unreal Engine Projects?
How To Run Lumion On macOS
Vagon Blog
Run heavy applications on any device with
your personal computer on the cloud.
San Francisco, California
Solutions
Vagon Teams
Vagon Streams
Use Cases
Resources
Vagon Blog
What’s New in Unreal Engine 5.7: Full Breakdown of New Features and Upgrades
Best Export Settings for Photoshop
Essential Photoshop Keyboard Shortcuts
Best Premiere Pro Alternatives in 2025
Best Render Settings for SolidWorks
Best GPUs for SolidWorks in 2025
Best PC & Laptop for Adobe Photoshop in 2025
How to Set Up DLSS for Unreal Engine Projects?
How To Run Lumion On macOS
Vagon Blog
Run heavy applications on any device with
your personal computer on the cloud.
San Francisco, California
Solutions
Vagon Teams
Vagon Streams
Use Cases
Resources
Vagon Blog



