UE5.6.1 Release Engine Source Build Error

The UbaSessionServer.cpp file contains the SessionServer::CreateFile() function, but UbaSessionServer.h does not have a definition for it. Instead, it does have a definition for the CreateFileForRead() function.
A search of the UnrealEngine Git history reveals that the SessionServer::CreateFile() function has been renamed to SessionServer::CreateFileForRead().
However, it appears that the current UE5.6.1 release has a conflict between UbaSessionServer.cpp and UbaSessionServer.h.

	bool SessionServer::CreateFile(CreateFileResponse& out, const CreateFileMessage& msg)
	{
		if (!m_shouldWriteToDisk && ((msg.access & FileAccess_Write) == 0))
		{
			SCOPED_READ_LOCK(m_receivedFilesLock, lock);
			auto findIt = m_receivedFiles.find(msg.fileNameKey);
			if (findIt != m_receivedFiles.end())
			{
				u64 memoryMapAlignment = GetMemoryMapAlignment(msg.fileName);
				if (!memoryMapAlignment)
					memoryMapAlignment = 4096;
				MemoryMap map;
				if (!CreateMemoryMapFromView(map, msg.fileNameKey, msg.fileName.data, findIt->second, memoryMapAlignment))
					return false;
				out.directoryTableSize = GetDirectoryTableSize();
				out.mappedFileTableSize = GetFileMappingSize();
				out.fileName.Append(map.name);
				out.size = map.size;
				return true;
			}
		}
		return Session::CreateFile(out, msg);
	}

		virtual bool PrepareProcess(ProcessImpl& process, bool isChild, StringBufferBase& outRealApplication, const tchar*& outRealWorkingDir) override final;
		virtual bool CreateFileForRead(CreateFileResponse& out, TrackWorkScope& tws, const StringView& fileName, const StringKey& fileNameKey, ProcessImpl& process, const ApplicationRules& rules) override final;
		virtual bool GetOutputFileSizeInternal(u64& outSize, const StringKey& fileNameKey, StringView filePath) override;
		virtual bool GetOutputFileDataInternal(void* outData, const StringKey& fileNameKey, StringView filePath, bool deleteInternalMapping) override;
		virtual bool WriteOutputFileInternal(const StringKey& fileNameKey, StringView filePath, bool deleteInternalMapping) override;
		virtual void FileEntryAdded(StringKey fileNameKey, u64 lastWritten, u64 size) override final;

When you download the Unreal source, Epic provide you with the binaries for UBA you dont have to deal with that. Use the binaries, dont mess with it if you not sure what you doing :wink: