# Unreal Engine 5.6 Released

**URL:** <https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952>\
**Category:** Announcements\
**Tags:** unreal-engine, Released\
**Created:** [June 3, 2025, 1:50pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952 "2025-06-03T13:50:06Z")\
**Posts on this page:** 20\
**Page:** 12

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**Author:** ![muchcharles](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@muchcharles](https://forums.unrealengine.com/u/muchcharles)\
**Post date:** [August 10, 2025, 1:58am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/234 "2025-08-10T01:58:36Z")

</div>

In case anyone runs into this, I never manually touched DefaultLightmass.ini in the past but I had an svn commit that said:

“add lightmass config (was autogenerated by something)”

In the config it had:

```auto
[DevOptions.StaticLighting]
bUseFastVoxelization=true
bUseEmbreeInstancing=true

```

In 5.6 (not in 5.5), bUseEmbreeInstancing=true causes a lightmass crash in UnrealLightmass.exe!Lightmass::FEmbreeAggregateMesh::PrepareForRaytracing()

Set back to false to fix.

But the engine should ignore the setting or warn about it if it can’t support it, especially since some engine stuff autogenerated that file in the past it will hit a lot of people.

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**Author:** ![Dazzling\_Divine](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dazzling\_Divine](https://forums.unrealengine.com/u/Dazzling_Divine)\
**Post date:** [August 10, 2025, 2:30am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/235 "2025-08-10T02:30:47Z")

</div>

Exactly. No one needs to upgrade if the old versions are updated for at least a year. But instead, they abandon old versions with bugs to push new releases, because marketing new features is what matters to them.

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**Author:** ![liuxingsuiyue](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/liuxingsuiyue/32/923915_2.png) [@liuxingsuiyue](https://forums.unrealengine.com/u/liuxingsuiyue)\
**Post date:** [August 10, 2025, 5:54am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/236 "2025-08-10T05:54:48Z")

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Frequent release of new feature versions is not a problem, but it is important to ensure the effectiveness and stability of existing features. However, in reality, existing features often encounter various unpredictable errors, which makes it difficult for users to use this tool safely. I have been using Autodesk’s 3D tools for many years and have never encountered such a frustrating situation，this is a ridiculous maintenance and development ability, as they seem to be playing with users

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**Author:** ![RotemShi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RotemShi](https://forums.unrealengine.com/u/RotemShi)\
**Post date:** [August 10, 2025, 8:21am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/237 "2025-08-10T08:21:34Z")

</div>

This release, as most of the 5.x releases, feels like the engineering dept. has been overtaken by the marketing dept. It’s all about getting as many features as possible on the list and enticing new sectors to increase growth.  
We have been trying to upgrade our pipeline from 4.27 to 5 since 5.2 and every single release breaks VR rendering in new and mysterious ways preventing us from doing so. It fails to be resolved in a hotfix, instead waiting for the next major release - then that one comes, fixes the previous bug and breaks VR rendering a different way.  
Not to mention since 5.5 they broke baked lightmap compatibility (if you build lighting in 5.4 or earlier, you can’t use it as is in 5.5, you need to rebuild it in 5.5) so in order to upgrade safely I need to duplicate over 100 projects so I can rebuilt lighting for them in the new version.  
Now UE 5.6 breaks instanced stereo if used together with virtual textures (immediate crash).  
At this point I am skeptical about every upgrading to UE 5.

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**Author:** ![Teella](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/teella/32/1037992_2.png) [@Teella](https://forums.unrealengine.com/u/Teella)\
**Post date:** [August 11, 2025, 2:02pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/238 "2025-08-11T14:02:49Z")

</div>

**Napimel** ,

The decision to adopt Unreal Engine and how to work with it; ultimately **rests with the developer.** Epic provides the engine, source, and documentation, but the responsibility for understanding its workflows and adapting to changes lies with **each project team**.

I’ve been working in UE5 since the start of the **5.0 Early Access** (on a 200 GB, highly complex project). One thing that’s clear from experience: blind upgrades are risky. For example, 5.3 quietly changed how turning was handled and broke materials that had worked fine in 5.2, especially on older GPUs. In my case, marketplace assets using features incorrectly started crashing outright.

That’s why I keep multiple GPUs on hand — a 3080 for primary work, plus a 3060, 2080, and a Radeon RX 6900XT — so I can quickly swap and isolate whether an issue is card-specific or truly engine-related. It’s hard to fix something if you can’t even get it to run, and swapping hardware is sometimes the fastest way to narrow down the cause.

In my experience, most breakages aren’t Epic shipping a “busted” engine — they’re the result of code or assets relying on behavior that was never officially supported. If you approach upgrades assuming the fix starts with your own project and dependencies, you’ll spend less time waiting and more time shipping. More than once it’s felt like Epic was speaking directly to me: “Don’t use it that way.” An assert would suddenly be there that wasn’t before — and yes, Epic does review telemetry on usage.

As for calls for LTS — it only makes sense once the tech has matured. Nanite, Lumen, and other features are still very much **novel technology** , so “freezing” them for long-term support right now would stall that progress. Epic has always designed Unreal Engine for the future; keep that in mind as you upgrade.

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<div class="post-metadata">

**Author:** ![EddieChristian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EddieChristian](https://forums.unrealengine.com/u/EddieChristian)\
**Post date:** [August 11, 2025, 2:55pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/239 "2025-08-11T14:55:32Z")

</div>

Well let’s hope there is an Update tomorrow. Coming from 10 years of the Unity engine, I am used to silly promises that never arrive. But when major things are Broken like Steam Multiplayer, I become concerned. I have asked for a schedule multiple times from Epic. We should be told , “Hey we will post Weekly fixes.” But when asked for a schedule we get Nothing. But UEFN has been receiving updates. It is starting to make me feel like Standard UE people are second class citizens.

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<div class="post-metadata">

**Author:** ![nande](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nande/32/1057698_2.png) [@nande](https://forums.unrealengine.com/u/nande)\
**Post date:** [August 11, 2025, 11:06pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/240 "2025-08-11T23:06:26Z")

</div>

> [@Teella](#):
>
> The decision to adopt Unreal Engine and how to work with it; ultimately **rests with the developer.** Epic provides the engine, source, and documentation, but the responsibility for understanding its workflows and adapting to changes lies with **each project team**.

agree with that.

> [@Teella](#):
>
> As for calls for LTS — it only makes sense once the tech has matured. Nanite, Lumen, and other features are still very much **novel technology** , so “freezing” them for long-term support right now would stall that progress.

agree with that too. though my pov with LTS would be to have it alongside regular releases. so that way new features are still advancing while the rest of the engine can improve in stability.  
i mean, ideally.  
even if epic devotes less resources to an lts than a regular release it would be valuable to many. it’s also a possibility that the community could do a bit of work on that line.

on the other hand i do agree that from 5.0 the engine has been buggy, and it lowers the value of the tool and makes it harder to use. i do think it’s mostly because of nanite and lumen and other refactors are a big piece of work. stability has improved, but has been bumpy. it’d be nice if it keeps improving.

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<div class="post-metadata">

**Author:** ![35degree](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/35degree/32/486057_2.png) [@35degree](https://forums.unrealengine.com/u/35degree)\
**Post date:** [August 12, 2025, 2:29pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/241 "2025-08-12T14:29:37Z")

</div>

The good news is that version 5.6.1 has been updated, but the bad news is that we still cannot gather text during localization. The `Engine.manifest` file remains missing, forcing us to continue using the one from version 5.5.

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<div class="post-metadata">

**Author:** ![RotemShi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RotemShi](https://forums.unrealengine.com/u/RotemShi)\
**Post date:** [August 12, 2025, 4:06pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/242 "2025-08-12T16:06:26Z")

</div>

Isn’t there a list of changes or any announcement thread for 5.6.1?

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<div class="post-metadata">

**Author:** ![nonamed46](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nonamed46](https://forums.unrealengine.com/u/nonamed46)\
**Post date:** [August 12, 2025, 4:12pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/243 "2025-08-12T16:12:12Z")

</div>

patience. They take a while to release but it should be within the next few hours

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<div class="post-metadata">

**Author:** ![Tina\_Wisdom](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tina_wisdom/32/1073211_2.png) [@Tina\_Wisdom](https://forums.unrealengine.com/u/Tina_Wisdom)\
**Post date:** [August 12, 2025, 4:37pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/244 "2025-08-12T16:37:52Z")

</div>

Hey everyone, here’s the latest with the 5.6.1 Hotfix!

_ **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 : [🍜🐱] 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@@PEAVUPackage@@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\_RetargetPoseFromMesh@@UEAAXAEAUFPoseContext@@@Z@QEBA@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??SavePreAnimatedState@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\<TObjectPtr \>(unsigned int, c |
| UE-297664 | [CrashReport][Crash] UnrealEditor-Engine!int TSet\<TTuple\<TObjectPtr,TObjectPtr \>,TDefaultMapHashableKeyFuncs\<TObjectPtr,TObjectPtr,0\>,FDefaultSetAllocator\>::FindIndexByHash\<TObjectPtr \>(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. |

---

<div class="post-metadata">

**Author:** ![gnat](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gnat/32/1102152_2.png) [@gnat](https://forums.unrealengine.com/u/gnat)\
**Post date:** [August 12, 2025, 4:38pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/245 "2025-08-12T16:38:51Z")

</div>

Looks like a lot of nice stability fixes, in particular around Metahumans. Will upgrade shortly.

---

<div class="post-metadata">

**Author:** ![RotemShi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RotemShi](https://forums.unrealengine.com/u/RotemShi)\
**Post date:** [August 12, 2025, 5:25pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/246 "2025-08-12T17:25:32Z")

</div>

Sadly, Instanced Stereo still broken. I’m sure it will get fixed in 5.7 in tandem with a different XR feature being broken.

---

<div class="post-metadata">

**Author:** ![myasga](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/myasga/32/1174424_2.png) [@myasga](https://forums.unrealengine.com/u/myasga)\
**Post date:** [August 12, 2025, 6:01pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/247 "2025-08-12T18:01:22Z")

</div>

Hello ,thank You for Fixes - any Eta for FastGeo/Transformers Replication ?

---

<div class="post-metadata">

**Author:** ![FrankNova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/franknova/32/1075093_2.png) [@FrankNova](https://forums.unrealengine.com/u/FrankNova)\
**Post date:** [August 12, 2025, 8:23pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/248 "2025-08-12T20:23:19Z")

</div>

Nothing on Metahuman Wardrobe Items Thumbnails not showing correctly in MHC  
And nothing on the terrible terrible destruction of Chaos Cache Manager not being able to Record Geometry Collections that had their Damage Threshold changed. This was working in 5.5

---

<div class="post-metadata">

**Author:** ![Gosti\_EG](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gosti_eg/32/899289_2.png) [@Gosti\_EG](https://forums.unrealengine.com/u/Gosti_EG)\
**Post date:** [August 12, 2025, 8:31pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/249 "2025-08-12T20:31:04Z")

</div>

@Tina_Wisdom Sorry to ping you here, I’m a young developer and I’d like to contribute to reporting bugs I encounter while using Unreal Engine. Should I post this here, or use this “Unreal Engine Bug Submission Form”?

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/6/d/56d5fafc65b6530847322ae6710948930188a72f.png)  
It’s actually a small problem: All the links in the Help button in the game engine take us to the documentation for version 5.4 (and not 5.6), regardless of the option chosen.

And regarding the documentation, there are many elements that are still outdated, sometimes even invalid C++ code examples. Are you planning a major review soon? And also to supplement it with more detailed examples to always make things easier for young developers like me?  
It’s sometimes annoying to have to use Chat GPT a lot or search through numerous YouTube videos to get information that can’t be easily found in the documentation.

It would also be great to see all the old videos on the Unreal Engine YouTube channel updated regarding each tutorial and feature. Fingers crossed 🙂

Take care! Long live the entire Unreal Engine and Epic Games team! You guys are awesome!!!

---

<div class="post-metadata">

**Author:** ![Tina\_Wisdom](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tina_wisdom/32/1073211_2.png) [@Tina\_Wisdom](https://forums.unrealengine.com/u/Tina_Wisdom)\
**Post date:** [August 12, 2025, 8:50pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/250 "2025-08-12T20:50:06Z")

</div>

Both methods are totally valid & I recommend both posting here and submitting a report!  
Also thank you for the heads up on the help button, I’ll see what we can do about getting it to change based on version.  
The documentation is still getting worked on and updated over time, but if you ever find instances of incorrect examples please tag me and let me know, I can hand that feedback over to the documentation team so they’re aware! I also totally hear you on it being difficult to parse through all of the information, we are working on some possible methods for something in regards to that right now. Once we have more information available I’ll be sure to update yall!  
Thank you so much for being part of the community, we improve because of folks like you, your time & your feedback! I appreciate it so much!

---

<div class="post-metadata">

**Author:** ![Tina\_Wisdom](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tina_wisdom/32/1073211_2.png) [@Tina\_Wisdom](https://forums.unrealengine.com/u/Tina_Wisdom)\
**Post date:** [August 12, 2025, 8:51pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/251 "2025-08-12T20:51:40Z")

</div>

Thank you for letting me know! Are you getting a particular error or is it just not functioning correctly/as expected?

---

<div class="post-metadata">

**Author:** ![Tina\_Wisdom](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tina_wisdom/32/1073211_2.png) [@Tina\_Wisdom](https://forums.unrealengine.com/u/Tina_Wisdom)\
**Post date:** [August 12, 2025, 8:54pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/252 "2025-08-12T20:54:03Z")

</div>

Thank you for letting me know! What version was it last working as expecting for you?

---

<div class="post-metadata">

**Author:** ![Uno1982](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/uno1982/32/982436_2.png) [@Uno1982](https://forums.unrealengine.com/u/Uno1982)\
**Post date:** [August 12, 2025, 10:24pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/253 "2025-08-12T22:24:40Z")

</div>

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/9/c/b9c146d41d3064bd2eedda221c58cf2acf0a036c.jpeg)  
Seeing strange behavior with AA 0 or MSAA in foward DX11 & DX12 SM5 and DX12 SM6 since the 5.6.1 update.

Before Update (or with any other AA method in 5.6.1)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/9/e/19e3e5bbd1b9f6a5ce6055be4a8f786fa2b92b1e.jpeg)

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