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Steam News22 November 20257mo ago

MeloDancer Update: UE 5.7 Upgrade, UI Fixes & Polished Gameplay

Devlog Update — Engine Upgrade & Gameplay Improvements I’ve recently upgraded MeloDancer to Unreal Engine 5.7, and the transition is finally complete.

In this update4

Full notes

Full MeloDancer update

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What changed

3 fixes0 additions3 changes1 removal
  • Performance
  • UI and audio
  • Gameplay
  • Compatibility
fixedDevlog Update — Engine Upgrade & Gameplay ImprovementsI’ve recently upgraded MeloDancer to Unreal Engine 5.7 , and the transition is finally complete. Everything that broke during the upgrade has been fixed, and the game is now running smoother than before. I temporarily disabled 3D text rendering, replaced it with a flat version instead.
fixedUI ImprovementsThe UI material changed its blend mode after the engine upgrade — a simple checkbox flipped on its own. While investigating the issue, I also optimized parts of the UI system and fixed a bug where multiple UI layers could stack and remain on screen. This no longer happens, and the interface behaves consistently. In earlier versions, SlatePostBuffer seemed to operate with only a single channel — or I simply wasn’t able to configure it properly. In 5.7, the second channel activated, which immediately revealed some issues — while I was experimenting with the setup earlier, it wasn’t working, and I forgot to remove that test element from the menu. . Now the interface is more stable and visually consistent.
changedUI ImprovementsI also updated all in-game and menu fonts. They now use proper offline (baked) versions, improving clarity and ensuring they render reliably.
fixedBug Fixes & Gameplay ReliabilityA long-standing bug with the dungeon boss sticking to walls is finally resolved. Players no longer need to break tiles around him to free the fight zone.
changedBug Fixes & Gameplay ReliabilityAnother major fix concerns fast input tapping: Previously, rapidly clicking movement could interrupt enemy movement animations, causing them to teleport back to their previous tile instead of completing their move. This was caused by incorrect animation interruption logic — now it behaves exactly as intended, making combat flow much more consistent.
removedHoudini Niagara PluginI also tested the Houdini Niagara plugin. Initially I worried about UE 5.7 compatibility since the plugin is built for 5.6. It compiled and worked for a while, but then started causing shader recompilation loops. So for now, I’ve disabled it to maintain stability.

MeloDancer changes

fixedI’ve recently upgraded MeloDancer to Unreal Engine 5.7 , and the transition is finally complete. Everything that broke during the upgrade has been fixed, and the game is now running smoother than before. I temporarily disabled 3D text rendering, replaced it with a flat version instead.
fixedThe UI material changed its blend mode after the engine upgrade — a simple checkbox flipped on its own. While investigating the issue, I also optimized parts of the UI system and fixed a bug where multiple UI layers could stack and remain on screen. This no longer happens, and the interface behaves consistently. In earlier versions, SlatePostBuffer seemed to operate with only a single channel — or I simply wasn’t able to configure it properly. In 5.7, the second channel activated, which immediately revealed some issues — while I was experimenting with the setup earlier, it wasn’t working, and I forgot to remove that test element from the menu. . Now the interface is more stable and visually consistent.
changedI also updated all in-game and menu fonts. They now use proper offline (baked) versions, improving clarity and ensuring they render reliably.
fixedA long-standing bug with the dungeon boss sticking to walls is finally resolved. Players no longer need to break tiles around him to free the fight zone.
changedAnother major fix concerns fast input tapping: Previously, rapidly clicking movement could interrupt enemy movement animations, causing them to teleport back to their previous tile instead of completing their move. This was caused by incorrect animation interruption logic — now it behaves exactly as intended, making combat flow much more consistent.

Devlog Update — Engine Upgrade & Gameplay Improvements

I’ve recently upgraded MeloDancer to Unreal Engine 5.7, and the transition is finally complete. Everything that broke during the upgrade has been fixed, and the game is now running smoother than before. I temporarily disabled 3D text rendering, replaced it with a flat version instead.

UI Improvements

The UI material changed its blend mode after the engine upgrade — a simple checkbox flipped on its own. While investigating the issue, I also optimized parts of the UI system and fixed a bug where multiple UI layers could stack and remain on screen. This no longer happens, and the interface behaves consistently. In earlier versions, SlatePostBuffer seemed to operate with only a single channel — or I simply wasn’t able to configure it properly. In 5.7, the second channel activated, which immediately revealed some issues — while I was experimenting with the setup earlier, it wasn’t working, and I forgot to remove that test element from the menu. . Now the interface is more stable and visually consistent.

I also updated all in-game and menu fonts. They now use proper offline (baked) versions, improving clarity and ensuring they render reliably.

Bug Fixes & Gameplay Reliability

A long-standing bug with the dungeon boss sticking to walls is finally resolved. Players no longer need to break tiles around him to free the fight zone.

Another major fix concerns fast input tapping: Previously, rapidly clicking movement could interrupt enemy movement animations, causing them to teleport back to their previous tile instead of completing their move. This was caused by incorrect animation interruption logic — now it behaves exactly as intended, making combat flow much more consistent.

Houdini Niagara Plugin

I also tested the Houdini Niagara plugin. Initially I worried about UE 5.7 compatibility since the plugin is built for 5.6. It compiled and worked for a while, but then started causing shader recompilation loops. So for now, I’ve disabled it to maintain stability.

Overall, the game now runs more reliably: ✔ smoother UI ✔ sharper fonts ✔ no stuck bosses ✔ consistent enemy movement

Source

Steam News / 22 November 2025

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