Unreal Engine 5.6 Released

Download Unreal Engine 5.6 from the Epic Games launcher, GitHub, or for Linux!

We’re excited to announce that Unreal Engine 5.6 is now available for download. You can check out the release notes here!

With this release, one of our key goals was to empower you to build super-high-fidelity, large-scale open worlds that run smoothly at 60 Hz on current-generation hardware. We’ve also made major strides toward a truly engine-first animation and rigging workflow, reducing the need for DCC round-tripping. Plus, MetaHumans can now be authored directly within the engine, unlocking a more streamlined and efficient creative process.

Beyond that, Unreal Engine 5.6 is packed with enhancements designed to help you work faster and smarter. You’ll find quicker access to essential tools, better asset organization, and significant updates to our procedural and virtual production toolsets—all designed to help you get to production faster.

Let’s dig in!

Rendering

The Hardware Ray Tracing (HWRT) system enhancements deliver even greater performance for Lumen Global Illumination. Eliminate key CPU bottlenecks to author more complex scenes while maintaining 60 Hz frame rates.

There are significant improvements to overall Unreal Engine performance when streaming static content in and out at runtime. With the Fast Geometry Streaming Plugin (Experimental), a greater amount of immutable static geometry will load faster with constant frame rates. There are also further improvements to content streaming such as asynchronous physics state creation and destruction.

Device profiles are now optimized for 60 Hz and tailored for current-generation consoles and desktop platforms, making it easier to meet performance targets, minimize setup, and deliver smoother high-fidelity games to players.

Animation

This release brings the biggest update yet to our in-editor animation toolsets, enabling you to animate with greater speed, precision, and control.

Animations can be edited visually and intuitively with the complete redesign of Motion Trails. Unified for both Actors and Character Controls, the updated feature enables you to adjust arcs and spacing directly in the viewport; choose from styles like Dashed, Time-based, and Heat/Speed mode; and access features that include pinning, offsets, and spaces for even more precision.

With revamped Tween Tools, you can now quickly fine-tune animation on controls or selected keys. New Hotkeys control the sliders indirectly, toggle between different slider types, and switch into Overshoot mode. We’ve also added a new Time Offset slider which allows for greater control when creating and editing.

Sequencer updates include the new ability to navigate complex hierarchies with the Sequencer Navigation Tool, and to sync animation, dialogue, and effects using real-time Audio Scrubbing. Sequencer will scale relatively based on localized audio, enabling sequences to match the timing from different languages.

We’ve also introduced new Experimental solutions to enable more in-editor rigging workflows.

Skeletal Mesh Editor now enables you to create and sculpt morph targets directly in the editor. Leveraging Unreal Engine’s built-in modeling tools, you can edit pre-existing morph targets and sculpt blend shapes during PIE (Play-in-Editor).

Control Rig Physics (Experimental) adds procedural physics motion to character rigs for more dynamic movement. We’ve also added an Experimental new built-in ragdoll physics feature within the rig to create more lifelike responsive animations.

MetaHuman

We’re really excited to announce that MetaHuman is leaving Early Access, with this release bringing new licensing options and integrations that dramatically extend MetaHumans’ reach, as well as major new functionality across the board.

Now embedded in Unreal Engine, updates to MetaHuman Creator include the ability to blend between body shape presets similarly to faces, and a new Unreal Engine Outfit asset that enables you to generate complete outfits for MetaHumans that automatically resize against characters’ body shapes. MetaHuman’s database of real-world scan data has been significantly expanded, enabling the creation of a more varied range of higher-fidelity characters.

MetaHuman Animator now can generate animation in real time from actors’ performances captured on most webcams and many smartphones, as well from audio.

And you can now expect to see MetaHumans in more places, with new licensing options in the Unreal Engine EULA that enable MetaHumans to be used with any engine or creative software; see the MetaHuman licensing page for more details.
To learn more about all of the new enhancements to MetaHumans, check out the MetaHuman website.

UX/UI

We’ve updated the editor to deliver faster workflows, smarter content organization, and quicker access to the tools and settings to stay efficient.

The Content Browser has been redesigned to enhance the organization and viewing of assets, with smoother thumbnail resizing. In addition, it now works seamlessly in both horizontal and vertical orientations.

The redesigned Viewport Toolbar’s Section Menus and Quick Access Controls give faster access to essential tools. The toolbar now resizes dynamically to show relevant tool options, with dedicated controls for Selection and Modeling modes, and a consistent look across Asset Editors.

Developer iteration

You can now accelerate your workflows and deliver content faster across target platforms and devices with developer tools designed for faster iteration.

The redesigned Project Launcher UI (Beta) improves usability and efficiency, making it faster to create and manage device launch profiles. The streamlined interface enables quick selection of the builds, cooking, and device deployment configurations.

Zen Streaming is now Beta; the feature enhances productivity by eliminating the time-consuming steps of full packaged builds and copy/install deployments, streamlining content iteration and testing on your target platform.

And you can speed up cooking times with Incremental Cook (Experimental), which analyzes asset changes and cooks only updates, helping iterate faster on target devices.

PCG framework

The PCG framework has been enhanced to help you create worlds and manage complex scenes more efficiently with better GPU-driven performance.

The Node Graph UX has been updated to support inline constant, making it easier to create, drag and drop, and manipulate elements. The new 3D viewport allows for previewing points, textures, and meshes directly in the viewport, and customizable graph templates with node filtering help streamline workflows with faster in-context iteration.

Major improvements to GPU performance boost stability, particularly in managing instances within dense, complex scenes. By reducing CPU overhead, the system now enables smoother and more efficient GPU-based spawning at runtime, giving greater flexibility and precision when working with instancing.

The overall PCG performance has also been improved with multithreading support, enabling the system to distribute workloads more efficiently across multiple cores for faster processing, smoother interactions, and a more responsive experience, especially in complex or large-scale environments.

Finally, creating and updating Biomes is now faster and more intuitive with the PCG Biome Core v2 plugin, where new features like per-biome blending and biome layering support give greater control to build rich, organic environments more efficiently.

Cinematic captures

A suite of new integrated tools offers better control of production pipelines, including streamlined performance capture and cinematic rendering.

Mocap Manager (Experimental) is a new end-to-end solution for visualizing, recording, and managing performance capture, all within the Unreal Editor. It speeds up creation by walking through asset management, mocap stage setup, performer/character configurations, Live Link data previewing, and more.

Capture Manager (Experimental) is now integrated with Live Link Hub, offering precise control over ingesting and processing MetaHuman Animator takes from mobile devices, video files, and stereo head mounted cameras (HMCs). This facilitates the management and distribution of multiple facial performances with third-party facial capture systems across the Unreal Engine and MetaHuman ecosystem.

The new pipeline-friendly Cinematic Assembly Toolset (CAT) (Experimental) works alongside integrated tools like Take Recorder and Movie Render Queue to assist with swappable project configurations, customizable naming tokens, and reusable cinematic templates.

The new Quick Render (Beta) feature accelerates rendering workflows by rendering stills and sequences from viewport and selected cameras to disk with a single click, using the settings defined in Movie Render Graph.

New templates

There’s been a major update to the templates in Unreal Engine 5.6, designed to help you hit the ground running. Templates have been significantly reduced in size, helping decrease engine download times while also increasing the number of features in each template. A brand-new option, Variants, extends templates for specific types of gameplay. Whether you’re prototyping a sidescrolling platformer, building an open world racing game, or crafting a top-down strategy title, Variants offer a more specific tailored starting point to help bring your vision to life.

As always, if you encounter any bugs please report them and let us know about them!

Fixed in 5.6.1

Future notes to consider: Beginning with UE 5.7, Linux will transition from SDL2 to SDL3. Users with customizations to SDL2 code who are interested in switching to UE 5.7 should be aware that they will need to rework those changes for SDL3.

Issue Summary
MH-15569 Its possible to use skeletal mesh clothing and grooms that are not MetaHuman Compatible
MH-15576 Grooms not in the MHC plugin fail validation when exported to UEFN
MH-15577 MH outfit materials are not exported correctly to UEFN for outfit assets outside the plugin content
MH-15580 Assembled quality level is not written to the metadata for the BP_[MHcharacter_name] leading to downstream failures with Fab variants
MH-15581 Importing over existing MetaHumans with assembled mhpkg files leads to missing skeleton errors and broken MetaHuman BPs for the newly added MetaHumans
MH-15598 Individual wardrobe items are still referenced in the MHC asset data
MH-15603 Animated color maps are reddish when exported for DCC
MH-15609 All MetaHumans will import to the Optimized path if that has been configured in the project settings.
MH-15616 API change resulting in breakage of create_identity_for_performance.py script
MH-15630 Severe editor slowdown after ingesting converted HMC data using the old capture manager in live 5.6
MH-15645 DNA interchange OOM crash [CrashReport][OOM]
MH-15649 Crash after failing to load archetype skeletal mesh [CrashReport][Assert]
MH-15650 Crash on face sculpting [CrashReport][Assert]
MH-15654 Crash on retrieving thumbnail for MHC asset [CrashReport][Crash]
MH-15660 Crash when opening a MHC asset [CrashReport][Assert]
MH-15679 MH Component removed after re exporting a MH from MHC
MH-15694 Unable to package project that has MetaHuman Plugins enabled
MH-15708 DataFlow does not update assets properly
MH-15709 DataFlow chooses the wrong body to resize garments
MH-15718 Downloading Texures in UEMHC while logged out causes a crash
MH-15722 MetaHuman Character - GEditor warning in the build log
MH-15739 Techwear appear to have broken UVs for bodyShapeH (feminine bodies) when the WI is applied to a MetaHuman Character
UE-210136 GitHub 11643 : [:steaming_bowl::cat_face:] Allow Mutable CustomizableObjects to be compiled in -game mode
UE-229144 Add support for Alias 2026
UE-230090 AFS - libunreal.so sometimes truncated
UE-256817 Slate Crash - [CrashReport][Crash] CoreFoundation!199a1f000 + 1e9b98
UE-274151 Duplicate and deleting a camera actor causes a crash on Mac
UE-278432 Issue with the custom resolution while working the 2110 4 node config
UE-282213 Editor crash when using PCG self pruning and complex collision
UE-282512 Morph will not work when changing the editor language
UE-282587 Swap Module doesn’t maintain the Settings anymore
UE-282911 [CrashReport][Assert] UnrealEditor-MetaHumanCharacterEditor!FMetaHumanCharacterTextureSynthesis::UpdateTexture(TArrayView<unsigned char const ,int>,TNotNull<UTexture2D *>) [Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Privat
UE-282917 [CrashReport][Assert] UnrealEditor-UnrealEd!FEditorModeTools::GetToolkitHost() [Engine/Source/Editor/UnrealEd/Private/EditorModeManager.cpp:173]
UE-282921 [CrashReport][Assert] UnrealEditor-HairStrandsCore!static bool AddHairStrandUpdateMeshTrianglesPass(class FRDGBuilder & const, class FGlobalShaderMap *, const unsigned int, const unsigned int, const struct FCachedGeometry & const, class FRDGBufferSRV *, c
UE-282935 [CrashReport][Assert] UnrealEditor-RHICore!UE::RHICore::ValidateStaticUniformBuffer(FRHIUniformBuffer *,unsigned char,unsigned int) [Engine/Source/Runtime/RHICore/Private/RHICoreShader.cpp:32]
UE-284851 Chains bouncing off of Spherical Collisions
UE-284909 [Datasmith] ArchiCAD Plugin fails to load on ArchiCAD27 on Mac
UE-285330 An Ensure occurs when Deleting a Parameter interface from the Graph in the Camera Rig
UE-287600 Motion Design - Changing default translucent property for 2D and 3D Motion Design Primitives
UE-288004 Arena Shooter - Ammunition bar UI not disappearing after being respawned and persists in the same state
UE-288105 Missing Texture Selection Option in Required Texture Resolution Viewmode
UE-289268 [StateTree] Delegate binds to the wrong task
UE-289388 Interchange - reset an imported level working badly with Instance and packed import hierarchy
UE-289447 Vehicle TimeTrial - The vehicle becomes squished after being respawned by Kill Z
UE-289474 [CrashReport][Assert] UnrealEditor-MetaHumanPerformance!UMetaHumanPerformance::StartPipeline(bool) [Engine/Plugins/MetaHuman/MetaHumanAnimator/Source/MetaHumanPerformance/Private/MetaHumanPerformance.cpp:542]
UE-289477 [CrashReport][Assert] UnrealEditor-MetaHumanCoreTechLib!FMetaHumanTextureSynthesizerModelData::FModelDataContainer::Serialize(FArchive &) [Engine/Plugins/MetaHuman/MetaHumanCoreTechLib/Source/MetaHumanCoreTechLib/Private/MetaHumanTextureSynthesisModelData
UE-289479 [CrashReport][Assert] UnrealEditor-MassEntity!FMassEntityQuery::ForEachEntityChunk(FMassExecutionContext &,TFunction const &) [Engine/Source/Runtime/MassEntity/Private/MassEntityQuery.cpp:236]
UE-289482 [CrashReport][Crash] UnrealEditor-SequencerAnimTools!UE::SequencerAnimTools::FMovieSceneTransformTrail::FMovieSceneTransformTrail(FGuid const &,USceneComponent *,bool,TWeakObjectPtr<UMovieSceneTrack,FWeakObjectPtr>,TSharedPtr<ISequencer,1>) [Engine/Plugin
UE-289495 [CrashReport][Assert] UnrealEditor-TweeningUtilsEditor!TCommandsUE::TweeningUtilsEditor::FTweeningUtilsCommands::Get() [Engine/Source/Runtime/Slate/Public/Framework/Commands/Commands.h:78]
UE-289496 [CrashReport][Crash] UnrealEditor-Engine!FSceneViewport::EnqueueBeginRenderFrame(bool) [Engine/Source/Runtime/Engine/Private/Slate/SceneViewport.cpp:1844]
UE-289497 [CrashReport][Crash] UnrealEditor-Engine!UEngineElementsLibrary::CreateComponentElement(UActorComponent const *) [Engine/Source/Runtime/Engine/Private/Elements/Framework/EngineElementsLibrary.cpp:444]
UE-289509 [CrashReport][Assert] UnrealEditor-Engine!FVTUploadTileAllocator::FStagingBuffer::Init(FRHICommandList &,EVTUploadType,unsigned int,unsigned int) [Engine/Source/Runtime/Engine/Private/VT/VirtualTextureUploadCache.cpp:177]
UE-290398 ViewLocation is not set on FSceneCaptureViewInfo (used by InstancedStaticMesh for culling calculations)
UE-290405 Tangent visibility does not update when using curve cache pool
UE-290599 Crash when Undo and Redo Modular Control Rig Level Sequence after compiling MCR asset
UE-290607 Crash when creating naming tokens blueprint class
UE-290686 MRQ Quick Render - Selected Cameras No Longer Works with Multiple Cameras
UE-290774 UnrealServer -precompile -allmodules warns when compiling with - Definitions.Text3D.h(16,1): warning C4005: ‘WITH_FREETYPE’: macro redefinition
UE-290808 Scene with texture collection crashes when dumping a full memreport
UE-290841 Add support for OFPA on template resource packs
UE-290847 Compiled data retrieved from the DDC can not be used in a Standalone run
UE-290873 Third Person Platforming - In some cases a playable character is unable to perform a double jump
UE-290874 FastGeo - Non-spatially loaded actors assigned to runtime data layers are rejected by the FastGeo transformer
UE-290901 nDisplay: Outer global DLSS quality is overriding icvfx camera quality
UE-290906 [PCG] RuntimeGen broken when PCG Volume assigned to Data Layer
UE-290910 Timer Modes are not updating correctly
UE-290911 Motion Design - Crash occurs when clicking on the rectangle in the viewport of the Media Layer Track level
UE-290931 [CrashReport][Assert] Engine!FTickFunction::RegisterTickFunction() [TickTaskManager.cpp]
UE-290936 [CrashReport][Assert] RigLogicModule!FAnimNode_RigLogic::UpdateDenseDriverJointDrivenControlCurves() [AnimNode_RigLogic.cpp]
UE-290955 [CrashReport][Crash] GameplayCameras!UCameraRigParameterInterop::execSetCameraParameter() [CameraRigParameterInterop.cpp]
UE-290958 [CrashReport][Assert] Renderer!CreateHairStrandsMacroGroups() [HairStrandsMacroGroup.cpp]
UE-290965 [CrashReport][Assert] Engine!static void R L FinalizeWithUpdateTexture FVirtualTextureUploadCache AEAAXAEAVFRDGBuilder Z QEBA UFRDGAsyncTask AEAVFRHICommandList Z() [VirtualTextureUploadCache.cpp]
UE-290973 [CrashReport][Assert] UnrealEditor-Engine!static void ??R<lambda_2>@?CA@??LoadActorsInternal@FWorldPartitionLevelHelper@@CA_N$$QEAUFLoadActorsParams@2@$$QEAUFLoadedPropertyOverrides@2@@Z@QEBA@AEBVFName@@PEAVUPackageP@W4TypeAVUPackage@@W4Type@EAsyncLoadingResult@@@Z(const c
UE-291204 Auto Exposure: Eye Adaptation Shader Crash with Instanced Stereo
UE-291230 Top Down Strategy - NPC lose their path to the selected location
UE-291232 Arena Shooter - AI is flung into space if shot after entering ragdoll state
UE-291233 Vehicle - Wheels do not move while the vehicle is driving
UE-291235 PCG - In the biomeCore sample V1/V2 Distance culling seems broken if you enable End Cull Distance.
UE-291239 Arena Shooter - Death counter in the middle top of the screen is not updated
UE-291248 Vehicle TimeTrial - The speedometer displays its maximum value and remains constant
UE-291257 A Crash occurs when calling SetStateTree on a new StateTreeComponent
UE-291365 Fatal Error crash when opening AQ_Modulation in the AudioQA project
UE-291368 MRQ Quick Render - Play After Render with Custom Viewer Doesn’t Handle Paths with Spaces
UE-291377 [PCG] Volume/Collision wrapper data is sensitive to not running on the GT
UE-291409 Third Person Combat - BP_CombatDummy reacts erratically to users hits
UE-291413 Third Person - Character’s feet clip with ground decoration elements
UE-291414 Top Down None - Character model ‘A-Pose’
UE-291416 Third Person Template - Broken inputs on Android CPP package
UE-291430 Twin Stick - The character movement does not match the direction of stick input
UE-291431 Vehicle Template CPP - Crash on vehicle respawn attempt via Kill Z
UE-291503 Opening a new project on Linux / AMD causes the editor to become unresponsive
UE-291732 Unable to create a Vulkan window with perforce build and .run game Lyra
UE-291759 Renaming a Motion Design Level with Scene State causes issues with Generated Class
UE-291766 Tooltips for PCG actions are being generated from the action description and not the tooltip description.
UE-291767 MRG: Rendering a graph disables r.PostProcessing.PropagateAlpha
UE-291777 Motion Design - The editor crashes when giving a number higher that 10000 to the grid count
UE-293972 Arena Shooter BP - AI enemies do not respond and do not perform any actions
UE-293991 [PCG] GPU: Passing data across higen Change Grid Size node triggers CPU readback
UE-294054 Disabling ShowFlag.HitProxies in the console prevents selection in the viewport
UE-294069 Crash in FShadowSceneRenderer::AddDirectionalLightShadow
UE-294086 [CrashReport][Assert] Engine!UWorldPartitionRuntimeHashSet::GenerateStreaming() [WorldPartitionRuntimeHashSetStreamingGeneration.cpp]
UE-294108 [CrashReport][Crash] ControlRig!URigHierarchy::SetTransform() [RigHierarchy.cpp]
UE-294175 [UDN] Crash in 5.6 preview - deprecated delegate wrappers in GraphEditor.cpp access variable after free
UE-294237 [PCG] Fix editor deadlock when repeatedly refreshing PCG graphs containing GPU nodes
UE-294267 Dynamic mesh converter modifier not removing the added component when getting removed
UE-294272 Missing Text3D geometry for some character in specific fonts
UE-294287 Masking issue with first character of Text3D in particular scene setups
UE-294388 Assert when duplicating a landscape and entering landscape mode
UE-294438 ProfileGPU UI is not shown in the editor
UE-294487 UK2Node_VariableGet::SetPurity incorrectly removed
UE-294493 ndisplay with Matrox 2110 crashes when Custom Size is set for ICVFXCamera
UE-294562 Compile Error with UE 5.6 preview
UE-294577 Arena Shooter CPP - Unable to perform a series of shots with SM_Riffle using the gamepad on any console
UE-294587 Runtime errors and validation failures with RGBA8 bound to U32 type
UE-294590 [PCG] BiomeCore runtime scattering is non-deterministic and has undefined behaviour
UE-294639 [Lumen scene update] High landscape Lumen cards update cost
UE-294667 Scriptable Tools sporadic crash on enter
UE-294670 Possible crash while generating HLODs with the World Partition Spatial Hash
UE-294692 GitHub 13366 : Exposing full FOV information for OpenXR HMDs
UE-294695 GitHub 13369 : Enabling LinuxArm64 support for OpenXR
UE-294758 Twin Stick CPP - Rotating the camera does not automatically fire projectiles
UE-294783 Survival Horror - Jump button is missing on mobile UI
UE-294790 Black Screen When Playing Android Startup Movies
UE-294795 Building Lighting in VR Template results in - Failed to initialize Swarm. Check to make sure you have the right version of Swarm installed. and ensures occur
UE-294860 Ray Tracing on new template projects not enabled by default
UE-294922 Ensure and Crash can occur after converting a Change Grid Size node as data is passing through
UE-294941 FAndroidTargetDevice::PowerOn() will Hang on Unix/Apple Computers
UE-294948 DMX: Crash when adding a DMX patch to a DMX Library track with more than one section
UE-294953 Material nodes don’t work when Substrate is enabled
UE-295003 Texture Graph loses connection from material nodes when changing the editor language
UE-295020 Crash handling in Vulkan is broken
UE-295044 Unable to launch multiple UE editors/clients with WebBrowser plugin due to CEF crash
UE-295085 Crash in garbage collector during cook, due to accessing an FProperty that has been freed
UE-295178 Chaos Outfit Asset: Crash when appending a sim+render mesh cloth asset to a sim only mesh cloth asset.
UE-295181 Missing Snap Layers Menu in Viewport After Enabling 2D Layer Snapping
UE-295201 Material Designer: Cannot use animators or create keybinds on asset instances on non-motion design actors
UE-295224 [CrashReport][Crash] RenderCore!FRDGBuilder::AddLastTextureTransition() [RenderGraphBuilder.cpp]
UE-295227 [CrashReport][Assert] Fab!bool V::TBaseSPMethodDelegateInstance::HasSameObject() [DelegateInstancesImpl.h]
UE-295228 [CrashReport][Assert] MetaHumanSDKEditor!UE::MetaHuman::Authentication::FClientState::CheckIfLoggedInAsync() [MetaHumanCloudAuthentication.cpp]
UE-295231 [CrashReport][Assert] Renderer!FRayTracingSBTAllocation::GetRecordIndex() [RayTracingShaderBindingTable.cpp]
UE-295235 [CrashReport][Assert] Fab!bool V::TBaseSPMethodDelegateInstance::HasSameObject() [DelegateInstancesImpl.h]
UE-295238 [CrashReport][Assert] UnrealEditor-IKRig!static void ??R<lambda_3>@?1??Evaluate_AnyThread@FAnimNode_Ret@UEAAXAEAUFPoseContextrgetPoseFromMesh@@UEAAXAEAUFPoseContext@@@Z@QEB@V@AEBV?$TArray@U?$TTransform@N@Math@UE@@V?$TSizedDefaultAllocator@$0CA@@@@@@Z(const class TArray<UE::Mat
UE-295248 [CrashReport][Crash] ControlRig!URigHierarchy::SetTransform() [RigHierarchy.cpp]
UE-295254 [CrashReport][Assert] ControlRig!FControlRigPoseAdapter::UpdateInputOutputMappingIfRequired() [ControlRigPoseAdapter.cpp]
UE-295256 [CrashReport][Crash] ControlRig!URigHierarchy::PropagateDirtyFlags() [RigHierarchy.cpp]
UE-295260 [CrashReport][Assert] UnrealEditor-ControlRig!TSparseArray<TSetElement<UControlRig *>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::AllocateIndex(int) [Engine/Source/Runtime/Core/Public/Containers/SparseArray.h:109]
UE-295265 [CrashReport][Crash] UnrealEd!FTransaction::FObjectRecord::SerializeObject() [EditorTransaction.cpp]
UE-295267 [CrashReport][Assert] PixelStreaming2Editor!UE::EditorPixelStreaming2::FPixelStreaming2EditorModule::OnEndPIE() [EditorModule.cpp]
UE-295288 [CrashReport][Assert] Landscape!FHeightmapTextureEdgeSnapshot::CreateEdgeSnapshotFromHeightmapSource() [LandscapeEdgeFixup.cpp]
UE-295293 [CrashReport][Assert] Niagara!FNiagaraStatDatabase::ClearStatCaptures() [NiagaraCommon.cpp]
UE-295295 [CrashReport][Crash] Niagara!UNiagaraScript::InvalidateAndEmptyDefaultDataInterfaces() [NiagaraScript.cpp]
UE-295313 [CrashReport][Assert] UnrealEditor-D3D12RHI!static class std::tuple<FD3D12Resource *,FD3D12Texture *> GetResourceAndTexture(class FD3D12CommandContext & const, const struct FRHITransitionInfo & const) [Engine/Source/Runtime/D3D12RHI/Private/D3D12Commands.
UE-295319 [CrashReport][Crash] ChaosOutfitAssetDataflowNodes!FDataflowInput::GetValueFromAnyType() [DataflowInputOutput.h]
UE-295322 [CrashReport][Assert] InstancedActors!UInstancedActorsData::AddInstance() [InstancedActorsData.cpp]
UE-295323 [CrashReport][Assert] PCG!UPCGUserParameterGetSettings::ApplyPreconfiguredSettings() [PCGUserParameterGet.cpp]
UE-295324 [CrashReport][Assert] InstancedActors!UInstancedActorsData::RemoveInstance() [InstancedActorsData.cpp]
UE-295332 [CrashReport][Assert] MetalRHI!FMetalCounterSampler::SwapOrAllocateBuffer() [MetalCounterSampler.cpp]
UE-295337 [CrashReport][Assert] GeometryCore!UE::Geometry::FPolygonEdgeMeshGenerator::Generate() [PolygonEdgeMeshGenerator.cpp]
UE-295355 Cook fails with SN-DBS on UE 5.6
UE-295360 Fix material pins with localized names
UE-295361 Pre/post roll get evaluated inconsistently
UE-295364 Can’t keyframe Camera Rig parameters on a Camera Rig actor
UE-295365 Framing nodes should look at the player pawn by default (when no targets are specified)
UE-295367 Gameplay tag transition condition logic is incorrect
UE-295417 Survival Horror Template lights are set to Stationary not Movable
UE-295423 Templates - Horror character consumes stamina even when not moving
UE-295430 Live Link Hub - Missing MetaHumanCoreTech content in standalone build
UE-295485 First and Third Person CPP - Error: StructProperty FStateTreeFaceLocationInstanceData::FaceLocation is not initialized properly
UE-295509 Material Designer: When creating a material designer instance from an asset with a media stream, cannot save the level because it links to a private object
UE-295517 UE 5.6.0 doesn’t produce .apk that are compatible with 16kb page devices in some cases
UE-295530 [CrashReport][Assert] MassRepresentation!UMassRepresentationSubsystem::OnProcessingPhaseStarted() [MassRepresentationSubsystem.cpp]
UE-295534 [CrashReport][Assert] Engine!FTickTaskLevel::RemoveTickFunction() [TickTaskManager.cpp]
UE-295535 [CrashReport][Crash] UnrealEditor-MovieSceneTracks!static void ??$CachePreAnimatedValue@V<lambda_1>@?4???R1?1??Save@EEAAXAEBUFPreAnimationParametersreAnimatedState@UMovieSceneSlomoSystem@@EEAAXAEBUFPreAnimationParameters@IMovieScenePreAnimatedStateSystemInterface@@@Z@QEBA@PEBUFEntityAll
UE-295546 [CrashReport][Assert] Engine!FReferenceSkeleton::Add() [ReferenceSkeleton.h]
UE-295548 [CrashReport][Crash] PCGGeometryScriptInterop!UPCGDynamicMeshData::Initialize() [PCGDynamicMeshData.cpp]
UE-295581 TemplateDefs.ini missing commented out SharedContentPacks
UE-295603 Crash when compiling a Scene State Blueprint when a Task’s prerequisite is not connected to the state (or to other tasks connected to the state)
UE-295605 Pathtracer - Holdout does not work in Pathtracer in 5.6
UE-295616 Timestamp calibration causes crashes on Adreno
UE-295629 VCam - Alpha channels are reversed in MRQ/MRG renders produced from a Take Recorded VCam camera.
UE-295653 Material Designer: Reloading a level after converting an asset-based material to an instance breaks it.
UE-295664 SavePackage: Spurious ManagementPropagation dependencies are being added to the AssetRegistry dependencies of all packages
UE-295673 Textures of HLODs built with the Simplify or Approximate algorithms do not stream in unless very close to the camera
UE-295694 Fix crash in debug packaged projects using SunMoonDaySequenceActor due to sync load in constructor.
UE-295696 Control Rig: Rotation corruption when updating to 5.6, need to update Rotation order table with new modular rig names
UE-295700 Plugin that configures PrivateIncludePaths causes Game project to fail to find Plugin Header
UE-295702 Sklem Mesh Editor : Transfer weight crashes the Engine
UE-295703 Crash in SerializeUnversionedProperties during cook, more prolific in 5.6
UE-295711 MRQ Graph - OCIO on Movie File Output Looks Incorrect
UE-295752 [CrashReport][Crash] UnrealEditor-VideoLiveLinkDeviceCommon!UE::CaptureManager::FVideoDeviceThumbnailExtractor::ExtractThumbnail(UE::CaptureManager::FMediaTextureSample *) [Engine/Plugins/VirtualProduction/CaptureManager/CaptureMa…
UE-295786 [PCG] False positive error on get landscape data in the GPU code path
UE-295825 PerfTesting doesn’t work properly with offscreen nodes
UE-295834 MRG - Unstable Cryptomattes when rendering in layers
UE-295842 [StateTreeEditor] The completion icon are visible when the schema doesn’t allow the task completion feature.
UE-295865 Engine Freezes after undoing and redoing ST_Delegates State tree changes
UE-295866 Control Rig: Constraint corruption when updating to 5.6, need to update names to new modular names
UE-295928 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:728]
UE-295929 [CrashReport][Ensure] UnrealEditor-ElectraPlayerRuntime!bool ??R<lambda_4>@?L@??AcquireWriteAccess@FMRSWRecursiveAccessDetector@@QEAAXXZ@QEBA@XZ() [Engine/Source/Runtime/Core/Public/Misc/MTAccessDetector.h:605]
UE-295932 [CrashReport][Crash] UnrealEditor-CPSLiveLinkDevice!UE::CaptureManager::FCPSFileStream::ProcessData(FString const &,FString const &,TArrayView<unsigned char const ,int> const &) [Engine/Plugins/VirtualProduction/CaptureManager/Cap…
UE-295935 [CrashReport][Crash] UnrealEditor-CaptureManagerEditor!TSet<TTuple<FGuid,TObjectPtr >,TDefaultMapHashableKeyFuncs<FGuid,TObjectPtr,0>,FDefaultSetAllocator>::FindIndexByHash(unsigned int,FGu…
UE-295938 Fix crashes and ensures when a DDC requests fail.
UE-296015 Cloner effector memory leak with niagara data channels
UE-296031 [MLDeformer] Crash when adding a bone to the input list
UE-296034 Crash when transitioning between camera rigs that have empty transition pins
UE-296048 Editor crash when user inputs a bad Path argument to CreateAssembly() BP Function
UE-296084 Assert when adding an enum data parameter
UE-296090 MRG: Rendering a graph disables r.Nanite.VSMInvalidateOnLODDelta
UE-296127 GitHub 13411 : Bug fix for FOpenXRHMD::GetCurrentInteractionProfile and related methods.
UE-296130 Echo does not cast shadows and is invisible in ray tracing
UE-296131 Hair binding is broken on Echo
UE-296157 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:728]
UE-296196 Cloner preview neighbor grid has collision enabled limiting player navigation
UE-296221 Crash in UMetaHumanCharacterEditorSubsystem::GetBodyState when closing the MetaHuman editor window.
UE-296249 [PCG] Elements subsets & point to attribute conversion can fail
UE-296275 [CrashReport][Crash] UMG!SObjectWidget::OnFinishedPointerInput() [SObjectWidget.cpp]
UE-296286 [CrashReport][Crash] GeometryCore!UE::Geometry::TDynamicMeshOverlay::GetElementIDAtVertex() [DynamicMeshOverlay.cpp]
UE-296319 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:728]
UE-296455 Dataflow Editor - Crash when generating the Evaluation Options Menu after closing a Dataflow Editor window.
UE-296496 When using FVector2D size delegate in graph editor nodes, it is incorrectly applied to the offset on the node instead
UE-296511 Templates - Adding C++ code to some templates causes BP assets with invalid parents
UE-296526 [UE Tracking] [CrashReport][Crash] UnrealEditor-AssetManagerEditor!FAssetSourceControlContextMenuState::FillDiffAgainstSubMenu(UToolMenu *) [Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/AssetSourceControlContextMenu.cpp:679]
UE-296535 [AI] Area Class to Replace does not work on SplineNavModifierComponent
UE-296543 r.ViewDistanceScale set to 2.2 in the base XSS (Lockhart) device profile
UE-296559 Scene queries in multi-source mode are still visualized after the first frame they appeared
UE-296589 New Templates - Localization and UPack update
UE-296594 PCG Graph Parameters inline value does not match actual internal value
UE-296628 MRQ Graph - Impossible to Delete Comment
UE-296651 Fix AMD Lumen visual artifects with inline raytracing
UE-296677 [StateTree] Trigger OnCompleted will not trigger if it’s the only transition on the state.
UE-296678 [PCG] FPCGCreateSplineElement crash while Garbage collecting
UE-296679 [StateTree] Only the first state is display in the state path.
UE-296690 AvaText3DComponent migrates properly but text does not render on load
UE-296697 Eye Tracking function Library is missing
UE-296742 UBA Binaries Rebuild
UE-296766 Crash on dataflow Plane, Slice, Brick and Mesh fracture when # transforms > # geometries
UE-296822 UMG: fixes for more solid handling of re-entrancy
UE-296825 Incorrect geometry with Inter font, glyph is incorrect
UE-296901 [PCG] GPU - string/SOP attribute values get lost when passing between compute graphs
UE-297000 [FastGeo] Non-primitive components are ignored from the transformation process and can be lost if all actor’s primitive component are transformable.
UE-297023 Modular Rig: Constraint corruption when updating to 5.6
UE-297041 [FastGeo] Partially transformed actors with a transformed RootComponent end up with an invalid RootComponent and remaining components are not at the right location.
UE-297051 Editor creates an Assert when trying to create a New Landscape Level Instance
UE-297117 Crash in Visualize Attribute caused by domain specific metadata
UE-297245 Getting ensure in FScene::LumenAddPrimitive when starting CitySample.
UE-297273 [Clone for 5.6.1] PlayerCameraManager->OnBlendComplete() delegate not getting called
UE-297288 Static Analysis Warning Fix from Hotfix CL 43647825
UE-297301 Crash when using Match and Set Attributes with Data domains
UE-297508 Arena Shooter CPP - AI enemies do not have running animation in PIE/Quick Launch and Packaged game
UE-297525 Arena Shooter CPP - Crash shortly after getting eliminated
UE-297595 Crash when redoing the deletion of a water zone actor
UE-297655 [CrashReport][Crash] UnrealEditor-Engine!int TSet<TTuple<TObjectPtr,TObjectPtr >,TDefaultMapHashableKeyFuncs<TObjectPtr,TObjectPtr,0>,FDefaultSetAllocator>::FindIndexByHash(unsigned int, c
UE-297664 [CrashReport][Crash] UnrealEditor-Engine!int TSet<TTuple<TObjectPtr,TObjectPtr >,TDefaultMapHashableKeyFuncs<TObjectPtr,TObjectPtr,0>,FDefaultSetAllocator>::FindIndexByHash(unsigned int, c
UE-297867 [PCG] Graphs with GPU nodes crash the build when launching standalone from editor
UE-297983 OutStreamingRenderAssets.FindByPredicate Assert happens when adding Heightmap Landscape Materials to a Landscape
UE-299741 ContentExample failed to build for release
UE-302027 The DistanceCurveModifier generates Distance Curves with zero values for Root Motion animations
UE-302294 Editor crash when adding mesh renderer elements in Niagara
UE-303057 [ProjectLauncher2] Build fails when using Pak Files unless you deploy to a device
UE-304385 The first scene queries of every frame are dropped and not visualized until a query with a hit is loaded
UE-304611 MPCDI library needs to be rebuilt with a newer libPNG
UE-305548 UnrealAndroidFileTool write failures with small files due to file sharing problem
UE-305618 Assign Actor Missing from Binding Context Menu when editing an assembly
UE-305619 Binding Properties is Missing from Context Menu of a Binding when editing an assembly
UE-305621 Convert Binding To is missing from the Context Menu of bindings when editing an assembly
UE-305681 Lyra Game fails to build against Launcher UE_5.6 on MacOS
UE-305912 Virtual Texture Thumbnail Issue in UE5.6
UE-306027 Corruption in adaptive runtime virtual texture
UE-306181 references added to AutomationTool by GenerateProjectFiles can cause build errors
UE-306292 [CrashReport][Assert] MeshModelingToolsEditorOnly!UWeightToolTransferManager::ApplyTranferredWeightsAsTransaction() [SkinWeightsPaintTool.cpp]
UE-306943 [Mac] Corruption in minidump.dmp generated by crashreporter
UE-307150 Horde does not default to support partitioned workspaces which results in problematic metadata levels and space issues on perforce servers
UE-307672 Horde 5.6.1 installer fails to sync perforce workspace with - Failed: Error in client specification. ‘partitioned’ client type has not been configured for this server.

I know 5.6 is still in preview but ut had a fab update and when i installed it i couldnt opne a project i started in 5.6 said ide needed to be rebuilt just passing the info on to you this just happend today. i just unistalled fab plugin and works fine

5 Likes

It was released a moment ago. 5.6.0

1 Like

The release notes link is missing.

So here it is: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes

15 Likes

So what happens to pre 5.6 MetaHumans? Will the cloud service app and standalone Bridge export to Maya still work for pipelines that are built around that?

1 Like

Bridge plugin is missing in Launcher. But it is there in github. So MegaScan materials will now show up.

Oop - thank you Tom! I put it in the main post now!

1 Like

Where can I see new templates?

1 Like

Can anyone build a version? I become “Unknown Error”.

Hey, Please deliver with Nvidia 5.6 DLSS 4.0 Plugin as fast as possible- since it’s best upscaler and improve frames for RT scenes. Thank you in advance.

You’ll find the new templates under the “new project” screen!

We’d encountered a small error when uploading, but it should be fixed now for all versions!

Will Paragon assets be updated for this version?

Yes, compiled from GitHub. First, try updating Visual Studio. If it still doesn’t work maybe you have updated the Launcher build from Preview to Release, delete it and reinstall (that worked for me once).

This issue is still present sadly :smiling_face_with_tear:

2 Likes

Please fix v25 Linux toolchain links for UE5.6: Linux Development Requirements for Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community

They’re now targeting v23.

1 Like

It seems swarm manager is not present in UE 5.6 - so I’m unable to bake lights anymore. Is this intentionally broken?

I described this problem here:

2 Likes

Thank you for letting me know! I’ll pass it along to the team!

4 Likes

Swarm Failed To Initalize in 5.6 upon baking lights. Anyone else?

2 Likes