# Unreal Engine 5.6 Preview

**URL:** <https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377>\
**Category:** Announcements\
**Tags:** unreal-engine, Release\
**Created:** [May 13, 2025, 3:38pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377 "2025-05-13T15:38:35Z")\
**Posts on this page:** 1\
**Showing post:** 47

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**Author:** ![bstpn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@bstpn](https://forums.unrealengine.com/u/bstpn)\
**Post date:** [May 15, 2025, 8:11pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377/47 "2025-05-15T20:11:46Z")

</div>

Hi,

I’m reporting a bug related to bound grooms on Geometry Caches.

Adding an animated Geometry Cache with a bound groom to the scene works fine initially, but the binding consistently breaks after scrubbing through the Sequencer timeline after a while:  
 ![Animation](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/8/8/d880741a2db7df9347ca0401cfb10476adffa60f.gif)

This issue first appeared in **Unreal Engine 5.5.0** , where all of our previously working characters began to experience this problem.

Is there any chance this could be looked into before the full release?¨  
Happy to share a repro project if needed.

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