PCG Hits Production Readiness
Unreal Engine 5.7 Preview is now available free via the Epic Games Launcher, GitHub, and Linux.
The headline feature: the Procedural Content Generation Framework (PCG) is now officially marked Production-Ready. Epic reports that GPU and game-thread optimizations have pushed PCG to nearly twice the performance vs UE 5.5. Parameter overrides for GPU nodes allow dynamic tuning; scaling and improvements make the GPU Compute path (including FastGeo use) more viable across platforms.
A new PCG editor mode adds spline drawing, paint, and volume tools. PCG Graphs may now run as standalone flows. Epic emphasises, however, that PCG is still under active development (i.e. not final in every respect).
Procedural Vegetation: Grow Inside the Editor
An Experimental Procedural Vegetation Editor plugin arrives, built on PCG nodes. It lets users grow, sculpt, and vary Nanite-ready foliage in real time inside Unreal, without hopping to external tools. You can adjust tree structure under gravity, scale branches/leaves, swap models, and export as static or skeletal meshes.
Epic plans new Quixel Megaplants assets timed to the full 5.7 launch to support this workflow.

Nanite Foliage: Dense, Animated, and Experimental
Nanite Foliage is shipping as Experimental. It’s composed of three linked systems: Nanite Assemblies (for variation/instancing), Nanite Skinning (for animation like wind), and Nanite Voxel (for preserving detail at all distances).

Epic claims these allow rendering and animating dense foliage at 60 fps on current gen hardware, while managing memory, variation cost, and visual fidelity.
Lighting Revamp via MegaLights
MegaLights advances to Beta. It now supports directional lights, Niagara particle lighting, translucency lighting, and hair grooms.
New controls let devs tune resolution scale and update rates. Noise reduction is improved to reduce visual artifacts while keeping performance manageable.

Substrate Materials Graduate to Production
Substrate materials exit beta and enter full production-readiness. This modular system replaces legacy fixed shading models with layered, flexible materials.
Unreal now supports both Adaptive GBuffer (for complex, per-pixel topology and layered closures) and Blendable GBuffer (for broader platform coverage). Developers can combine layers like metal, cloth, clear coat, and skin with physically accurate blending under the same framework.

Animation & Rigging Enhancements
UE 5.7 continues and extends 5.6’s trajectory. New Selection Sets allow animators to define groups of controls easily and share them across teams—reducing dependence on bespoke GUI Pickers.
The Animation Mode UI has been refactored: tools may be minimized to free up viewport space. The Constraint UX window merges Space, Constraints, and Snapper tools under one symbol for unified access.
On the rigging side (Experimental), Unreal adds sculpting and blend shape editing in-engine. You can create or adjust morph targets, bones, and skin weights without leaving Unreal. Physics World Collisions strengthen real-world interactions, and a new Dependency View visualises how rig data flows, aiding debugging and optimization.

Epic Developer Assistant: UI, But Not Yet Active
The UI for the forthcoming Epic Developer Assistant is included in the preview, but functionality will only activate with the full 5.7 release. The planned assistant aims to deliver context-aware help, code generation (C++) and guidance within the editor.
While it’s not fully in the preview, the tool is operational on the Epic Developer Community for Unreal Engine 5.6 users.

MetaHuman 5.7: Cross-OS, Smarter, Fancier Hair
In 5.7 Preview, MetaHuman gains important upgrades. The MetaHuman Creator plugin now supports Linux and macOS, and almost all editing/assembly operations are exposed via Python and Blueprint APIs.
Body conforming becomes pose-agnostic, using UV-space vertex correspondence for consistent rig deformation. Improvements include better calibration for stereo-camera capture data and more expressive hair control (joint-based deformation, paint-based guide control). Additional mood overrides enhance audio-driven animations.
Epic cautions that some issues remain in Preview — crashes on reassembly, texture blackouts with Substrate, blending errors in body presets, and limitations in UEFN export support. Developers are encouraged to test in separate project copies.
When Will Full 5.7 Arrive?
Epic maintains a public Unreal Engine roadmap via ProductBoard. portal.productboard.com The roadmap includes a “Forward-Looking” section marked for UE 5.7 However, Epic has not publicly committed to a firm release date for 5.7 (or its full stability). The roadmap items transition to concrete features only as the version approaches launch. Until Epic issues a formal release schedule, we only know that 5.7 remains in active development.
Early Access Means Early Risk
Epic reminds users that Preview builds are not fully quality-tested and remain unstable. Projects should be duplicated before testing. Avoid converting production assets or codebases until the final release.
Availability: Unreal Engine 5.7 Preview is free. Download via the Epic Games Launcher, GitHub, or build for Linux.
Reminder: Always validate preview features in controlled tests before integrating into production pipelines.
Unreal Engine Forums – Unreal Engine 5.7 Preview
Unreal Engine Public Roadmap