{"id":225265,"date":"2025-11-12T20:10:47","date_gmt":"2025-11-12T19:10:47","guid":{"rendered":"https:\/\/digitalproduction.com\/?p=225265"},"modified":"2025-11-12T20:10:53","modified_gmt":"2025-11-12T19:10:53","slug":"unreal-engine-5-7-foliage-pcg-and-in-editor-ai","status":"publish","type":"post","link":"https:\/\/digitalproduction.com\/2025\/11\/12\/unreal-engine-5-7-foliage-pcg-and-in-editor-ai\/","title":{"rendered":"Unreal Engine 5.7: foliage, PCG and in-Editor AI"},"content":{"rendered":"\n<p><a href=\"https:\/\/digitalproduction.com\/tag\/unreal-engine-3\/\" title=\"Unreal Engine\">Epic Games <\/a>has officially released <a href=\"https:\/\/www.unrealengine.com\/en-US\/news\/unreal-engine-5-7-is-now-available\" title=\"\">Unreal Engine 5.7<\/a>. The update expands major systems across rendering, procedural content, materials, animation, and virtual production. It also introduces an in-Editor AI Assistant. Several features, including the Nanite Foliage rendering system, remain Experimental, while others, most notably the PCG framework and Substrate materials, are now designated production-ready. If you think &#8220;Didn&#8217;t you tell me all of this already?&#8221;: We had a Preview-News for the <a href=\"https:\/\/digitalproduction.com\/2025\/10\/17\/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy\/\" title=\"\">Preview <\/a>and <a href=\"https:\/\/digitalproduction.com\/2025\/09\/22\/unreal-engine-5-7-experimental-tech-measured-expectations\/\" title=\"\">Teasers<\/a>. <\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<span class=\"J7hM8CixEv0tlWqRAKgUfeZGL1SYFj7i6Tcow3xB8dazNaSuGPm5qp1NpnOTHgQDfFzQysenOkDbR9cBuE4mWXPyL3l0Y62kr\"><div class=\"lazyload smush-lazyload-video smush-lazyload-youtube\" style=\"--smush-video-aspect-ratio: 1200\/675\" data-bg-image=\"url(https:\/\/digitalproduction.com\/wp-admin\/admin-ajax.php?action=smush_video_thumbnail&#038;url=https%3A%2F%2Fwww.youtube.com%2Fembed%2FTDGujnN_PN0%3Ffeature%3Doembed&#038;video_width=1200&#038;video_height=675)\" ><iframe title=\"Unreal Engine 5.7 Feature Highlights\" width=\"1200\" height=\"675\" data-src=\"https:\/\/www.youtube.com\/embed\/TDGujnN_PN0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\"><\/iframe><span class=\"smush-play-btn\" role=\"button\" aria-label=\"Play video\">\r\n\t\t\t\t<span tabindex=\"0\" class=\"smush-play-btn-inner\">\r\n\t\t\t\t\t<span>Play<\/span>\r\n\t\t\t\t<\/span>\r\n\t\t\t<\/span><\/div><\/span>\n<\/div><\/figure>\n\n\n\n<h3 id=\"procedural-content-generation-pcg-ready-for-production\" class=\"wp-block-heading\">Procedural Content Generation (PCG) ready for production<\/h3>\n\n\n\n<p>Epic now considers the PCG framework suitable for use in final projects. The system allows artists to populate large environments procedurally, introduce variety, and automate level construction. Unreal Engine 5.7 adds a dedicated PCG Editor Mode, performance optimisations for GPU compute tasks, and a Procedural Vegetation Editor (PVE) for foliage placement. While PCG itself is stable, the PVE remains Experimental. Epic recommends verifying runtime performance and scalability before adoption in production environments.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img  decoding=\"async\"  width=\"900\"  height=\"506\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"https:\/\/cms-assets.unrealengine.com\/AiKUh5PQCTaOFnmJDZJBfz\/resize=width:900\/output=format:webp\/cmhf2eu1w153007odc5yzz3md\"  class=\"wp-image-225329 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp\"  data-pk-srcset=\"https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?w=900&amp;quality=72&amp;ssl=1 900w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=760%2C427&amp;quality=72&amp;ssl=1 760w, https:\/\/i0.wp.com\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/cmhf2eu1w153007odc5yzz3md.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w\" ><\/figure>\n\n\n\n<h3 id=\"nanite-foliage-enters-testing\" class=\"wp-block-heading\">Nanite Foliage enters testing<\/h3>\n\n\n\n<p>Nanite Foliage introduces a new geometry rendering pipeline for dense, animated vegetation in open-world environments. It combines Nanite Assemblies, Nanite Skinning, and Nanite Voxels to balance geometric detail with runtime efficiency. Epic lists the entire system as Experimental. Studios considering it for production should expect incomplete support for physics, collisions, and wind animation, and should validate performance on target hardware.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img  decoding=\"async\"  width=\"2560\"  height=\"447\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"https:\/\/img.edc-cdn.net\/imgproxy\/d6TB9j7-AqArbe2YSVbuMchON--Us3uGtotbCEdjCJ0\/filename:substrate-hero.png\/resizing_type:fill\/width:3840\/height:670\/enlarge:true\/aHR0cHM6Ly9kMWl2N2RiNDR5aGd4bi5jbG91ZGZyb250Lm5ldC9kb2N1bWVudGF0aW9uL2ltYWdlcy83YjYzYjlmOC05NzZiLTRiOWQtYWQxNi0wZmZiMmIyMTgyMDMvc3Vic3RyYXRlLWhlcm8ucG5n\"  class=\"wp-image-225330 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/aHR0cHM6Ly9kMWl2N2RiNDR5aGd4bi5jbG91ZGZyb250Lm5ldC9kb2N1bWVudGF0aW9uL2ltYWdlcy83YjYzYjlmOC05NzZiLTRiOWQtYWQxNi0wZmZiMmIyMTgyMDMvc3Vic3RyYXRlLWhlcm8ucG5n.png\" ><\/figure>\n\n\n\n<h3 id=\"substrate-materials-modular-and-physically-accurate\" class=\"wp-block-heading\">Substrate materials: modular and physically accurate<\/h3>\n\n\n\n<p>The Substrate framework for modular material authoring and rendering has graduated to production-ready status. It enables layering of physically accurate material types such as clear coat, metal, cloth, and skin, producing more realistic composite surfaces.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/Virtual-production-Live-Link-Broadcast.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A digital art scene depicting a character in a historical setting, standing on a wooden platform outside a building with a traditional Asian architectural style. The character is dressed in a green outfit, and the environment includes trees and a distant mountain.\"  class=\"wp-image-225288 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/Virtual-production-Live-Link-Broadcast.jpg\" ><\/a><\/figure>\n\n\n\n<p>For material and look-dev teams, Substrate now replaces earlier shading models in complex asset pipelines. Epic recommends migrating projects incrementally and benchmarking shaders to ensure compatibility and consistency across devices.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/Virtual-production-prop-interaction.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A 3D character model with brown hair is posed dynamically on a textured surface, holding a weapon. The user interface of a 3D modeling software is visible on the left and top, displaying various tools and options.\"  class=\"wp-image-225289 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/Virtual-production-prop-interaction.jpg\" ><\/a><\/figure>\n\n\n\n<h3 id=\"animation-and-virtual-production-improvements\" class=\"wp-block-heading\">Animation and virtual-production improvements<\/h3>\n\n\n\n<p>Unreal Engine 5.7 extends its animation toolkit with an overhauled Animation Mode, improved IK Retargeter and Skeletal Editor, and a new Dependency View for visualising control hierarchies.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/Animation_IK_retargeting.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A 3D modeling software interface displaying a pink humanoid figure and a muscular, green-skinned character. The humanoid figure stands with one hand on its head, while the other character, wearing armor, poses with a raised hand. The background features various tools and panels.\"  class=\"wp-image-225290 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/Animation_IK_retargeting.jpg\" ><\/a><\/figure>\n\n\n\n<p>For virtual-production users, the engine adds a Live Link Broadcast Component, allowing Unreal itself to act as a live animation source on-set. Composure, Unreal\u2019s integrated real-time compositor, has been upgraded for improved handling of shadows, reflections, and colour accuracy during LED volume shoots. Incremental Cooking enters Beta, promising faster asset iteration for large virtual-production projects, though Epic cautions against immediate production use.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/AI-Assistant.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A futuristic robotic creature with articulated limbs and a sleek white body stands on rocky terrain amidst a forest. The environment is lush with green trees in the background, and the robot features advanced technology elements.\"  class=\"wp-image-225283 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/AI-Assistant.jpg\" ><\/a><\/figure>\n\n\n\n<h3 id=\"ai-assistant-built-into-the-editor\" class=\"wp-block-heading\">AI Assistant built into the Editor<\/h3>\n\n\n\n<p>A new AI Assistant now lives directly within the Unreal Editor. Users can ask technical questions, request code snippets in C++, or receive step-by-step instructions without leaving the viewport. The tool is designed to reduce context switching but is not intended to replace documentation or verified workflows. Its long-term reliability in multi-user pipelines remains untested, and Epic has not disclosed details about data handling or privacy.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/MetaHuman_Live_Link_Face.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A person wearing a headset stands in front of a large digital screen displaying their own face in a 3D model. The background features a grid and interface elements, highlighting a tech setup.\"  class=\"wp-image-225284 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/MetaHuman_Live_Link_Face.jpg\" ><\/a><\/figure>\n\n\n\n<h3 id=\"extended-metahuman-and-cross-platform-updates\" class=\"wp-block-heading\">Extended MetaHuman and cross-platform updates<\/h3>\n\n\n\n<p>The MetaHuman Creator plugin now runs on Linux and macOS, expanding platform support beyond Windows. Additional scripting APIs enhance automation and integration for character pipelines.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/MetaHuman-Houdini-groom.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A digital rendering of a person's head from the back, showcasing a modern hairstyle with short sides and longer, textured hair on top. The interface of a 3D modeling software is visible on the right, displaying settings for hair simulation.\"  class=\"wp-image-225287 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/MetaHuman-Houdini-groom.jpg\" ><\/a><\/figure>\n\n\n\n<p><a href=\"https:\/\/dev.epicgames.com\/documentation\/de-de\/metahuman\/parametric-hairstyle-generator\" title=\"\">Here&#8217;s more about the Hairstyle generator. <\/a><\/p>\n\n\n\n<h3 id=\"rendering-audio-and-mobile-improvements\" class=\"wp-block-heading\">Rendering, audio, and mobile improvements<\/h3>\n\n\n\n<p>Rendering updates include support for Android 15, new \u201cGeometry Inspection\u201d viewport modes for surface analysis, and expanded anti-aliasing and shadowing options. Nanite continues to gain broader coverage across rendering passes. Audio workflows benefit from \u201cAudio Insights\u201d (Beta), enhanced subtitle support, and updates to the waveform editor. These features target real-time review and iteration efficiency rather than final mixdown.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/11\/MetaHuman-Hair-Art-Directability.jpg.webp\"><img  decoding=\"async\"  width=\"1920\"  height=\"1080\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A woman with a braided hairstyle stands in front of a futuristic spaceship, while computer graphics software displays colorful annotations and animations on the screen, indicating a design or animation workflow.\"  class=\"wp-image-225285 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/11\/MetaHuman-Hair-Art-Directability.jpg\" ><\/a><\/figure>\n\n\n\n<h3 id=\"caveats-and-production-considerations\" class=\"wp-block-heading\">Caveats and production considerations<\/h3>\n\n\n\n<p>Despite multiple \u201cproduction-ready\u201d designations, Epic\u2019s documentation lists numerous features as Beta or Experimental. Nanite Foliage, the Procedural Vegetation Editor, and MegaLights are explicitly unfinished. Documentation for several systems remains incomplete, and large projects upgrading from earlier versions will require shader recompilation and plugin verification. Studios are advised to test workflows in parallel, evaluate GPU and CPU loads, and confirm asset compatibility before upgrading live projects.<\/p>\n","protected":false},"excerpt":{"rendered":"Unreal Engine 5.7 adds Nanite Foliage (experimental), production-ready PCG and Substrate, new virtual-production tools, and an AI Assistant. Test first.\n","protected":false},"author":163,"featured_media":225291,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"csco_singular_sidebar":"","csco_page_header_type":"","csco_appearance_grid":"","csco_page_load_nextpost":"","csco_post_video_location":[],"csco_post_video_location_hash":"","csco_post_video_url":"","csco_post_video_bg_start_time":0,"csco_post_video_bg_end_time":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"Unreal Engine 5.7 drops with AI in the Editor, smarter PCG, new materials and Nanite Foliage. Experimental? 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