# 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:** 3

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**Author:** ![CreatorofWorlds](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CreatorofWorlds](https://forums.unrealengine.com/u/CreatorofWorlds)\
**Post date:** [June 4, 2025, 6:36pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/41 "2025-06-04T18:36:58Z")

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Template variants don’t include the assets indicated should be in the template. FPS template Arena Shooter variant doesn’t load with gun asset, target dummies, doors, etc seen in videos online. Have uninstalled and reinstalled 5.6 with the same results. Any ideas as to the issue would appreciated. It’s the same with 3P templates as well.

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**Author:** ![AJ\_Graphix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/aj_graphix/32/1194669_2.png) [@AJ\_Graphix](https://forums.unrealengine.com/u/AJ_Graphix)\
**Post date:** [June 4, 2025, 8:03pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/42 "2025-06-04T20:03:20Z")

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@Tina_Wisdom Hi Tina, do you happen to know if this release fixes the regression where character physics assets simulated using Rigid Body Animation Nodes incorrectly become **stiffer at high framerates** (severely affecting **pony-tail-type** physics chains)?

In my tests in 5.3.2 and 5.5.4, any bone chains simulating above 60 fps will become increasingly stiff, whereas in 4.27.2, the rigid body physics performs **FLAWLESSLY** at **ANY** framerate (tested from 30 fps to 240 fps). Since my stylized character’s distinctive look is defined by this simulated prop, I’m basically forced to stick with 4.27.2 until this can be addressed. If any of this is unfamiliar news, please pass this info along to the devs.

Thank you so much!

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**Author:** ![nullblockvoid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nullblockvoid](https://forums.unrealengine.com/u/nullblockvoid)\
**Post date:** [June 4, 2025, 8:12pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/43 "2025-06-04T20:12:32Z")

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> [@mageaster](#):
>
> Are you facing the same issue?

Yes. The same. Does it mean that it does not work under Linux? 😬

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**Author:** ![deyama2012](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@deyama2012](https://forums.unrealengine.com/u/deyama2012)\
**Post date:** [June 5, 2025, 12:22am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/44 "2025-06-05T00:22:57Z")

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I’m getting this error while trying to open/convert a 5.5.4 project:

Assertion failed: Result [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp] [Line: 2014]  
FBlueprintEditorUtils::FindBlueprintForNodeChecked(/Engine/Transient.EdGraph\_47:K2Node\_GetEnumeratorNameAsString\_0) failed to find a Blueprint.

Is there any way to narrow it down to the blueprint that couldn’t be found?

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**Author:** ![OmegaSolice](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@OmegaSolice](https://forums.unrealengine.com/u/OmegaSolice)\
**Post date:** [June 5, 2025, 12:24am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/45 "2025-06-05T00:24:57Z")

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yes set the render to DirectX11 via config,  
Step1: assuming you have it installed at default location go to :C:\Program Files\Epic Games\UE\_5.6\Engine\Config  
then make a backup of BaseEngine.ini,  
Step 2: then open it with notepad press ctrl + F and search for “WindowsTargetPlatform” should bring you to the [/Script/WindowsTargetPlatform.WindowsTargetSettings] section  
Step 3: copy and paste the following line in that section : DefaultGraphicsRHI=DefaultGraphicsRHI\_DX11  
Step 4: Save and open UE5.6

also if you upgrade a previous project or create a new one with the project config will override this engine default thus open the project folder got to the configs folder and repeat the above steps for DefaultEngine.ini

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**Author:** ![Benetoth](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Benetoth](https://forums.unrealengine.com/u/Benetoth)\
**Post date:** [June 5, 2025, 2:05am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/47 "2025-06-05T02:05:46Z")

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They are present. However they did a weird thing. They have a basic template and add a variant folder that extends the BPs of the basic template. So you have to go to the project settings, change the game mode to the variant’s game mode, change the default map to the one in the variant’s folder and then switch to that map or restart the project.

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**Author:** ![zhuangbiiii](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zhuangbiiii/32/1188884_2.png) [@zhuangbiiii](https://forums.unrealengine.com/u/zhuangbiiii)\
**Post date:** [June 5, 2025, 5:44am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/48 "2025-06-05T05:44:04Z")

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Hi there!  
THe level “Lvl\_TopDown” of 5.6 TopDown template has no NavMeshBoundsVolume actor,so it will not working when you only click left mouse button.

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**Author:** ![HeliusCarthaxis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/heliuscarthaxis/32/1004297_2.png) [@HeliusCarthaxis](https://forums.unrealengine.com/u/HeliusCarthaxis)\
**Post date:** [June 5, 2025, 6:08am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/49 "2025-06-05T06:08:03Z")

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What’s up with swarm and baked lighting? There’s no possible way this feature is being removed…

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**Author:** ![mageaster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mageaster](https://forums.unrealengine.com/u/mageaster)\
**Post date:** [June 5, 2025, 6:53am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/50 "2025-06-05T06:53:40Z")

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Looks like that. I’ve submitted a bug report.

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**Author:** ![MagForceSeven](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/magforceseven/32/906563_2.png) [@MagForceSeven](https://forums.unrealengine.com/u/MagForceSeven)\
**Post date:** [June 5, 2025, 1:15pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/51 "2025-06-05T13:15:42Z")

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The link on [this page](https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-requirements-for-unreal-engine) for downloading the Linux cross compile toolchain is wrong. It downloads the `v23 clang-18.1.0-based` toolchain instead of the `v25` that is recommended/required to build 5.6.

(It looks like the link for the native toolchain is wrong too)

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**Author:** ![Critiace](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Critiace](https://forums.unrealengine.com/u/Critiace)\
**Post date:** [June 5, 2025, 2:12pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/53 "2025-06-05T14:12:48Z")

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Hi there, I tested Niagara Fluid in 5.6 VR template with a Niagara Fluid Sample and the VFX only render in the left eye with OpenXR just like in 5.5.4.

Is any fix planned for Niagara Fluid in VR in 5.6 patches?

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**Author:** ![Frenetic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/frenetic/32/1142542_2.png) [@Frenetic](https://forums.unrealengine.com/u/Frenetic)\
**Post date:** [June 5, 2025, 2:59pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/54 "2025-06-05T14:59:36Z")

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For me this one is (so far) a total dud.

5.5, with some tweaking and design-choices on my part has turned out to be a very servicable release w/regards to visuals and performance. On an aging processor I was able to get a solid 65+fps in the worst spots on my test-bed.

> **specs**
>
> ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/9/1498d5fddbeac72a0a1cf8854744f9cff6d9b672.png)

> **554 results**
>
> > **Output 1 - 75+fps**
> >
> > ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/a/c8a85573eaf331bc00ba8ae9eb7f8b3dcc3c9b53.jpeg)
> 
> > **Output2 - 65+fps - one of the worst spots on the map**
> >
> > ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/3/9c3ebcccfd151b1d15c7838ad312e128c7941fdf.jpeg)

> **56 results**
>
> > **First of all, don't know why this is...**
> >
> > ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/f/0/8f0af9aeb3653907cba799504f91763ae1b9acb9.jpeg)
> 
> > **Output1 - 100+fps**
> >
> > Landscape material is not rendering properly here despite being rendered in the viewport and material editor.. It’s KINDA there, you can see the temporal-sampling in the banding between the layers so it’s there, but not? Unsure if this effects the render-cost and thus the overall FPS might be inaccurate??
> > 
> > ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/3/b/a3b600ba5526a605db23795dad5127e43e7a3c9d.jpeg)
> > 
> > -=-=-=-=-=-=-
> > 
> > ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/2/9c21fddead7b3da5817a9c979654702af4a31594.jpeg)
> 
> > **Material editor doesn't show nanite-compute cost anymore??**
> >
> > ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/5/8/e58492c02f55529349a89d12237b27117b8fea1e.jpeg)

Cannot really use it b/c I cannot rely on the output, much is sus. I even rebuilt the level in 56 but that was even just reimporting the landscape from the heightmap, slapping the material on there and dragging in UDS. Very simple test-case pretty consistent with what I throw at every version.

I really thought we would get another RC and not a full-release…

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**Author:** ![siqso\_99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@siqso\_99](https://forums.unrealengine.com/u/siqso_99)\
**Post date:** [June 5, 2025, 6:42pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/55 "2025-06-05T18:42:58Z")

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epic i beg you, add a rig to the metahuman creator that contains the ik bones of the default ue5 manny. So it is 1:1 identical to the ue5 manny rig.

Also, make an option for a rig that does not contain facial bones. Not everyone wants to animate faces

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**Author:** ![jakubhaluszczak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jakubhaluszczak/32/1071790_2.png) [@jakubhaluszczak](https://forums.unrealengine.com/u/jakubhaluszczak)\
**Post date:** [June 5, 2025, 7:51pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/56 "2025-06-05T19:51:57Z")

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Here are some of the issues I’ve experienced…

> **HW Lumen doesn't work on nanite meshes that use WPO spawned via foliage mode**
>
> HW Lumen doesn’t work on meshes placed via foliage mode if you use WPO of any kind (this only applies to nanite meshes). I also tested Megascans Norway Maple trees because I thought that my custom wind is at fault, but nope. If you place a plant by hand, it works as intended.
> 
> ![image1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/8/4/7841c537d7916f98683c3abc3dea9a3c091e066e.jpeg)  
> ![image2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/e/0/6e08349ab9528d00560917cf97010250f7c4231e.jpeg)

> **GPU Visualizer got removed**
>
> Looks like GPU Visualizer got removed and r.ProfileGPU.ShowUI doesn’t even exist, but somehow its still present in the docs. Would be cool to get it back casue it was even shown at the Unreal Fest.
> 
> ![image3](https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/e/c/f/ecfd8505f407a966bc562d4611c830f0513aaaa9_2_690x46.png)
> 
> ![image4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/6/3/563b5e82ec2613c950f84fcf19ca9be91c35870c.png)

> **Stat GPU is super confusing**
>
> Check the screenshot. TSR costs 1.5ms, Postprocessing costs 1.84ms. Guess what, TSR is already included in Postprocessing cost, so its shown double here. Same thing with Lumen Reflections and LumenScreenProbeGather, which are already included in RenderDefferedLighting.
> 
> ![image5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/3/5/635d185521197b80e2bb79ee5ce1105e746095e5.jpeg)

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<div class="post-metadata">

**Author:** ![SaOk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SaOk](https://forums.unrealengine.com/u/SaOk)\
**Post date:** [June 5, 2025, 8:19pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/57 "2025-06-05T20:19:05Z")

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The new locomotor is awesome. I wish there would be one for local space to have e.g. vehicle gunner operating in tower with local movement and rotating.

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**Author:** ![TMADAHAP1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TMADAHAP1](https://forums.unrealengine.com/u/TMADAHAP1)\
**Post date:** [June 6, 2025, 1:16am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/58 "2025-06-06T01:16:52Z")

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You are a boss, I love you.

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<div class="post-metadata">

**Author:** ![Frenetic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/frenetic/32/1142542_2.png) [@Frenetic](https://forums.unrealengine.com/u/Frenetic)\
**Post date:** [June 6, 2025, 1:36am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/59 "2025-06-06T01:36:45Z")

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Do UDIMs work in 5.6?

My issue noted above is owing to the following error but I cannot locate anything in regards to bVirtualTextureStreaming variable..

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/4/4f4de01dcbee9b19fc8b49d1f4edfcdd22f98a18.png)

I tried to reimport the source files and they came in as UDIM, converted to VT automagically, etc, but they are just not usable…

Kind of a bummer b/c if numbers are accurate, for me, 56 would be giving me a huge performance boost, and let me step off using screen-scaling at all.

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<div class="post-metadata">

**Author:** ![Galasdaer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Galasdaer](https://forums.unrealengine.com/u/Galasdaer)\
**Post date:** [June 6, 2025, 1:40pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/60 "2025-06-06T13:40:44Z")

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Has anyone encountered this issue? After upgrading my project from 5.3.2 to 5.6, I keep getting the following error on startup, which causes the editor to crash:

**“Assertion failed: !Object-\>HasAnyFlags(RF\_NeedLoad | RF\_NeedInitialization) [File: D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 10517]”**

It seems to be triggered by all Sequencer-related blueprints.

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<div class="post-metadata">

**Author:** ![Razivoid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Razivoid](https://forums.unrealengine.com/u/Razivoid)\
**Post date:** [June 6, 2025, 2:25pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/61 "2025-06-06T14:25:02Z")

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There is a broken link on the [datasmith page](https://www.unrealengine.com/en-US/datasmith/plugins) for plugins that have 5.6 “Release Notes”:

`https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.6-release-notes`

The correct url is:

`https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes`

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<div class="post-metadata">

**Author:** ![bruno\_pierron](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@bruno\_pierron](https://forums.unrealengine.com/u/bruno_pierron)\
**Post date:** [June 7, 2025, 9:59am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/62 "2025-06-07T09:59:02Z")

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Its seems that if you have raytracing shadow enable, an instanceStaticMesh as nanite with worldposition offset enable won’t cast any raytrace shadow anymore.

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