# Morpheus Platform Release v39.1

See [this guide](/platform-documentation/creation/unreal-development/tutorials/upgrade-the-editor.md) on how to update your existing project to a new editor release.

***

**Version released:** 21/10/2025

{% hint style="info" %}
Please note v39.1.0 removes support for any build on v35.0.1 on Pixel Streaming
{% endhint %}

## Release notes

This release includes a number of bug fixes to release v39, alongside core bug fixes/functionality required to enable iOS support. (Further documentation can be found here: [Native iOS](/platform-documentation/creation/running-events/player-entry/native-ios.md))

If you are looking to enable iOS on your project, please reach out to support.

An outline of the changes:

* iOS-specific changes:
  * Voice chat support
  * Carnival support
  * iOS 26 support
  * Add a "min spec" warning when using below 6GB RAM devices
  * Fix `M2_FileMediaSource` cook failures
  * Improve mobile boot flow & sign-in
* Apply workarounds for Nanite GPU crashes in-editor
* Fix carnival characters occasionally using an incorrect skeleton, or mounting multiple avatars.

## Known Issues

### Spurious nanite-related linter warnings

Due to the workarounds for the GPU crashes discussed in the release notes, we temporarily disable some features during map startup, and re-enable them later, following the advice in: <https://dev.epicgames.com/community/learning/knowledge-base/j2yV/unreal-engine-ue-5-5-x-most-common-rendering-issues>

This can cause warnings along the lines of:

`InstancedFoliageActor_0 Static mesh '[X]' uses Nanite but Virtual Shadow Maps are not enabled in the project settings. Nanite geometry does not support stationary light shadows, and may yield poor visual quality and reduced performance. Nanite geometry works best with virtual shadow maps enabled. See release notes.`

to be logged if a "map check" is run too soon after loading the map in editor. These warnings can be ignored, since the virtual shadow maps are re-enabled automatically, and so there will be no issues when in-game, or in-editor.

These warnings have been noticed so far only when attempting to run the Linter on maps with nanite enabled meshes, and not through normal editor use.

This issue is being tracked, and will be fixed in an upcoming release.


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