Havok for Unreal: Quarterly Highlights (January 2026, Unreal Engine 5.7)
Havok for Unreal brings industry-leading physics, navigation, and cloth simulation to Unreal Engine 5.7 through close, well maintained, integrations. This roundup highlights the standout improvements and features delivered in the latest development period.
Havok for Unreal support for Unreal 5.7.2 was released to customers on the 30th January 2026.
We make regular updates to the Havok for Unreal products bringing new features and improvements across Physics, Navigation and Cloth. Starting in Unreal 5.7.1-R2, the Havok SDK underpinning the products has been upgraded to version 2025.2 which was released to SDK customers towards the end of 2025.
Havok Navigation for Unreal
Improved Generation Pipeline Customizability
The nav mesh and nav volume generation pipelines now offer improved customizability. Users can more easily control how input geometry is gathered, which nav meshes should be connected, and how overlapping nav meshes should be handled. This allows users to more precisely customize the generation pipeline for their needs and workflows.
New Data Layer Workflows
Building on the improved customizability of the generation pipeline, new Data Layer workflows are now possible. Nav mesh and nav volume data could already be included in Data Layers, but generating the navigation data for overlapping Data Layers was difficult. Now, all overlapping Data Layers can be loaded, and their nav data generated, at the same time.
This removes major iteration bottlenecks for teams working with destruction states or layered world-building.
New Voxel-based Nav Mesh Generation
A new codepath in nav mesh generation which uses a voxel-based representation of the level geometry and the character shape is now available in the Havok Navigation for Unreal plugin. This voxel-based codepath offers an alternative to polygon-based generation that can improve build times depending on scene complexity.
These improvements are achieved by using different accuracy, precision, and performance traits than the existing codepath. Depending on the amount and layout of geometry in your world, this new voxel-based codepath can offer improved generation performance.
New Experimental Wall-Climbing Navigation
A new optional experimental wall-climbing plugin, the HavokNavigationWallClimbing plugin, has been added to the Unreal Havok Navigation integration. It is intended for prototyping or custom traversal systems, it is not production ready yet and does not support automatic mesh generation.
This plugin adds partial runtime support for wall-climbing on navigation meshes that are not constrained to a single up vector. This initial implementation provides basic features such as pathfinding and corner-based navigation. It does not include wall-climbing nav mesh generation. Instead, nav meshes can be created from user provided meshes directly.
Nav Generation Rebuild Optimisation
Nav mesh and nav volume generation now track changes in their generation inputs and only rebuild data when that input changes. This improves build times in large worlds where only a subset of the world is changing, in turn dramatically reducing overall iteration times when working on large streaming worlds. Additionally, Global Region Pruning will only dirty assets that have changed since the last pruning.
New Experimental Tiled Nav Mesh Generation
A new experimental nav mesh generation algorithm is available which allows partial rebuilds without compromising global mesh optimisation.
During nav mesh generation, the input geometry is divided into tiles. These tiles are generated independently and then stitched back together. If a tile’s input is unchanged from the previous generation run, a cached tile will be used, greatly improving generation performance. Simplification is still performed across the entire nav mesh giving an optimized mesh (final nav mesh will not have a regular grid of faces).
Havok Cloth for Unreal
Havok Cloth for Unreal continues to evolve with improvements that make your simulations more stable, more customizable, and easier to integrate into real world productions. Over the last releases, we’ve focused on giving teams finer artistic control, higher platform stability, and more predictable visual results, whether you’re authoring complex cinematics or deploying across platforms with different hardware capabilities.
Here are the newest improvements to Havok Cloth for Unreal:
Improved Cloth Stability & Crash Prevention
Cloth components are now much more resilient in complex editor and runtime scenarios. We’ve tightened lifecycle handling across cloth actors, collidable components, and mesh references to ensure all internal resources are initialized and released safely.
This includes fixes for several high impact editor crashes that could occur when:
- Reloading or saving levels containing Cloth Collidables.
- Deleting or force‑removing Skeletal Mesh assets referenced by Cloth Assets.
- Creating or saving Blueprints that contain Havok Cloth Collidable components for the first time.
These changes eliminate rare but disruptive crashes and ensure cloth rendering and simulation are safely disabled when required assets become unavailable, preventing invalid rendering paths and stray references from persisting in the scene.
Smoother More Accurate GPU Deformation
GPU driven cloth deformation is now better synchronized with character animation and rendering. An issue where GPU‑deformed cloth appeared one frame behind character motion has been resolved, ensuring visual output matches the intended simulation frame.
We’ve also improved robustness when changing cloth materials during a frame. Material updates are now correctly synchronized with the rendering thread, preventing visual corruption and ensuring the final material choice is consistently reflected in the rendered output even when materials are changed multiple times per frame.
These updates deliver cleaner, more predictable cloth behavior, particularly in fast‑moving gameplay and cinematic scenarios.
Better Visual Quality on Nintendo Switch 2
Several platform specific stability and rendering issues on Nintendo Switch 2 have been addressed. Cloth scenes now behave reliably under demanding rendering passes such as motion blur, and internal buffer handling has been tightened to prevent instability caused by loose or transient parameters.
Both CPU and GPU deformed cloth now remain stable across demo maps and real gameplay content, ensuring consistent behavior on Nintendo’s next generation hardware without requiring asset changes.
Cleaner Actor Setup & Easier Integration
We’ve simplified how Havok Cloth actors and collidable components behave in the engine, reducing unnecessary component churn and improving performance and reliability.
Cloth Collidable components no longer aggressively unregister and re‑register on every transform update. Instead, shapes are now updated in place and only when required (for example, when the shape type or scale changes). This significantly reduces overhead in complex scenes and avoids costly component lifecycle operations during gameplay or editing.
When you assign a Havok Cloth Asset to an actor, the system continues to create the correct component setup automatically, resulting in cleaner scene hierarchies, fewer unused fields, and a more intuitive authoring experience in both Blueprints and C++.
More Control Over LOD Behavior
You can now completely disable automatic cloth LOD transitions. This is especially useful for projects that manage display mesh LODs independently and want to prevent cloth from falling back to a skin only mode.
By staying in full control of when and how cloth LOD transitions occur, teams can achieve more predictable behavior across gameplay, cinematics, and stylized projects.
Improved Import Flexibility & Pipeline Tools
The cloth import pipeline has been expanded to better support modern production workflows:
- A new vertex-based mesh matching mode allows assets to be imported without pre-triangulation, simplifying DCC workflows.
- A dedicated CVar for mesh matching enables easier A/B testing when evaluating pipeline changes or working with multi-studio asset sources.
- Full support for the Interchange FBX importer ensures Havok Cloth assets import cleanly in Unreal Engine 5.7, without relying on legacy import paths.
These improvements make it easier to maintain consistency and predictability when integrating cloth assets from multiple teams and tools.
More Robust Simulation During Complex Updates
Havok Cloth now safely supports modifying cloth components during physics stepping. Internal state is preserved correctly when components are dynamically created, removed, or updated mid‑frame, removing previous risks of invalid simulation state.
This makes cloth simulation more resilient in complex gameplay systems where characters are spawned, assembled, or modified dynamically during runtime.
Documentation & Workflow Improvements
Our documentation has been refreshed to better reflect current cloth behavior and recommended workflows. Outdated guidance has been removed, and “Getting Started” sections have been updated based on direct partner feedback, particularly around scene setup, placement, and collidable component authoring.
These updates provide smoother onboarding for new users and faster iteration for experienced teams working in production.
Havok Physics for Unreal
Auto LOD Meshes
Havok Physics for Unreal now supports Auto LOD meshes, completing our suite of custom runtime collision LOD features.
Large or fast-moving objects are expensive to collide with detailed geometry, but they need less detail than small or slow objects to look correct. To take advantage of this, we automatically generate multiple collision LODs, then choose the best one to use at runtime. Havok Auto LOD implementations function across static meshes and dynamic compound bodies to deliver better performance without sacrificing fidelity or increasing content creation time.
Collision Proxy cooking
Unreal games often use hundreds of thousands of primitive components at a time, which comes with high memory and streaming costs. Havok Collision Proxies improve both by combining collision from many components into a single FHavokCompoundBodySetup. This significantly reduces memory and streaming overhead in large-scale environments.
We have continued to improve by extending supported component types, precomputing proxy shape bounding volumes during cooking, and supporting asynchronous physics state creation, minimizing game thread overhead when streaming in large amounts of collision data.
Visual Debugger for Unreal
Beta VDB Support
This Havok for Unreal release supports the 2025.2 Beta version of the rewritten Visual Debugger (VDB), with improved stability and scalability, and key enhancements such as support for multiple worlds and updated stepping workflows.
Both the legacy VDB and new Beta VDB can be loaded side‑by‑side, allowing teams to compare behavior during the transition period. The feature sets are different and though the Beta VDB is missing some features of the legacy VDB, it is already better for some tasks. Please see the readme in the new VDB home screen and the feature walkthroughs for further information.
Demos
Havok Balloons Tech Showcase on Steam
The Havok Balloons Tech Showcase was released on Steam towards the end of 2025.
This free demo highlights the Havok Physics Particles feature integration into the Niagara system. Havok Physics Particles are lightweight rigid bodies that simulate and interact with a low performance cost, allowing developers to create large numbers of small solid objects with similar properties to create various game effects.
To get an idea of how Havok Physics Particles function in Unreal, check out our tutorial post or our video tutorial.
To check out the demo, find it on Steam.
Find out more
Whether you’re switching to Unreal or looking to super-power your game, Havok for Unreal offers production ready, robust, high-performance simulation.
Reach out to us today to learn about how Havok for Unreal can empower you to push the boundaries of what your game can achieve.
Havok Physics for Unreal
Fully supported, battle-tested, and flexible to any game, Havok Physics for Unreal is the gold-standard for video game developers when it comes real-time collision detection and dynamic simulation.

Havok Cloth for Unreal
Ultimate control, fully multithreaded, and professionally supported, Havok Cloth for Unreal enables creators to add physically based motion to garments, hair, banners, foliage and other soft bodies.

Havok Navigation for Unreal
High speed and robust, with deep Unreal character integration, Havok Navigation for Unreal offers navigation mesh generation, pathfinding, and steering—enabling characters to intelligently understand and react to dynamic worlds.







