# 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:** 57

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [May 16, 2025, 9:42am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377/57 "2025-05-16T09:42:30Z")

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I would not migrate to a new version if there was a properly patched LTS version. Currently [you are forced to upgrade to get fixes](https://forums.unrealengine.com/t/epic-please-stop-breaking-slate-and-umg-in-new-releases/1179127) for base functionality. The engine keeps growing and some projects simply don’t need new features, they need a stable and fixed version.

During project development engine migrations shouldn’t be the standard. Seems to me to be a toxic approach to keep the userbase growing with new engine features while hurting the developers who’ve been with the engine for a longer time. The ratio of experimental (barely beta) material to working base functionality is bad. I’ve reported sooo many bugs over the years that aren’t looked at, check some of my posts.

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