# 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:** 7

<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:** [June 18, 2025, 1:31pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/127 "2025-06-18T13:31:38Z")

</div>

This error happens when I try to run a Shipping Build on Windows: Assertion failed: !“Enclosing block should never be called” [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\VertexFactory.h] [Line: 693]

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<div class="post-metadata">

**Author:** ![AhoyGame](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ahoygame/32/1194586_2.png) [@AhoyGame](https://forums.unrealengine.com/u/AhoyGame)\
**Post date:** [June 18, 2025, 10:43pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/128 "2025-06-18T22:43:24Z")

</div>

**WARNING:** We’re noticing that static mesh material slots are getting (seemingly randomly) fused, swapped and/or broken when updating our project from 5.4 to 5.6, or from 5.5 to 5.6. It seems to happen whether Nanite is enabled on the meshes at the point of upgrade or not, and it also happens if you migrate assets from a 5.4/5.5 project to a new 5.6 project.

Until this is fixed/addressed, it seems like project self-destruction to even consider updating.

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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:** [June 19, 2025, 2:44am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/129 "2025-06-19T02:44:51Z")

</div>

im having an issue with the tooltips, they flash and toggle between two positions, and are unusable.  
and utterly annoying. blocking my clicks.  
in 5.6, with kde ubuntu linux 24 lts, nvidia drivers.  
this didnt happen on 5.5 on the exact same system.  
[simplescreenrecorder-2025-06-19\_14.39.57.mkv](https://forums.unrealengine.com/uploads/short-url/fydS6kEksnJ91zxhkjmb6rbnp0g.mkv) (1.4 MB)

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<div class="post-metadata">

**Author:** ![Ben\_Cykyria](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ben_cykyria/32/700751_2.png) [@Ben\_Cykyria](https://forums.unrealengine.com/u/Ben_Cykyria)\
**Post date:** [June 19, 2025, 3:52pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/130 "2025-06-19T15:52:44Z")

</div>

Have you found an answer to how to properly retarget characters in 5.6?

I’m running into problems with GASP + Mutable in 5.6, character faces and legs are garbled and I suspect some issues with the retargeted skeleton.

I wanted to try to completely create the character form scratch but I’m stuck because I can’t retarget the animations, just like you describe…

edit: “can’t retarget” is wrong, I can make the GASP work but as soon as Mutable is used to customize the mesh, face and legs get garbled, however everything seems to be “right” and the only thing I couldn’t rule out so far is a retargeting problem. GASP animations work fine without Mutable.

EDIT:  
I could fix this issue by recreating the IKRetargeter asset from scratch.

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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:** [June 19, 2025, 5:55pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/131 "2025-06-19T17:55:42Z")

</div>

@Tina_Wisdom It’s been 16 days that this build has been Unusable.. When can we expect a Point Update?

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<div class="post-metadata">

**Author:** ![Altrue](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/altrue/32/1186768_2.png) [@Altrue](https://forums.unrealengine.com/u/Altrue)\
**Post date:** [June 20, 2025, 7:22am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/132 "2025-06-20T07:22:51Z")

</div>

Of course there will be a point update! No need to ping EPIC’s staff… There’s always multiple point updates, and if you’re so keen on knowing where it’s at, look at the progress on their Github.

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<div class="post-metadata">

**Author:** ![Alex\_Green](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/alex_green/32/739078_2.png) [@Alex\_Green](https://forums.unrealengine.com/u/Alex_Green)\
**Post date:** [June 20, 2025, 9:06am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/133 "2025-06-20T09:06:48Z")

</div>

OIT Ensure when press Play in Editor on almost empty map (r.OIT.SortedPixels=True).  
Also map has Translucent and SingleLayerWater materials (if it’s will be useful).

```auto
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 651] 
LogOutputDevice: Error: Pass Translucency::OITCombine(SeparateTransluency) has a read dependency on OIT.SampleData, but it was never written to.
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ff802ed88c3 UnrealEditor-RenderCore.dll!`TSparseArray<TSetElement<TTuple<FRHITransientResource const * __ptr64,TArray<FRHITransientAllocationStats::FAllocation,TSizedInlineAllocator<2,32,TSizedDefaultAllocator<32> > > > >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::TRangedForIterator::operator!='::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:651]
LogOutputDevice: Error: [Callstack] 0x00007ff802cb75e1 UnrealEditor-RenderCore.dll!`FRDGTraceGraphMessageFields::Initialize'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:654]
LogOutputDevice: Error: [Callstack] 0x00007ff802cb9b73 UnrealEditor-RenderCore.dll!`FRDGTraceGraphMessageFields::Initialize'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:747]
LogOutputDevice: Error: [Callstack] 0x00007ff802c98e66 UnrealEditor-RenderCore.dll!EnumRemoveFlags<enum ERHITransitionCreateFlags>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:15]
LogOutputDevice: Error: [Callstack] 0x00007ff802d1081a UnrealEditor-RenderCore.dll!FRDGUserValidation::ValidateAddPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:809]
LogOutputDevice: Error: [Callstack] 0x00007ff802d06b6d UnrealEditor-RenderCore.dll!FRDGBuilder::SetupParameterPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2606]
LogOutputDevice: Error: [Callstack] 0x00007fffdafa4289 UnrealEditor-Renderer.dll!FComputeShaderUtils::AddPass<FOITPixelCombineCS>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphUtils.h:575]
LogOutputDevice: Error: [Callstack] 0x00007fffdafcb929 UnrealEditor-Renderer.dll!AddInternalOITComposePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\OIT\OIT.cpp:249]
LogOutputDevice: Error: [Callstack] 0x00007fffdafcba1b UnrealEditor-Renderer.dll!OIT::AddOITComposePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\OIT\OIT.cpp:1032]
LogOutputDevice: Error: [Callstack] 0x00007fffdb9158c7 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucencyInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1607]
LogOutputDevice: Error: [Callstack] 0x00007fffdb914cbb UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1926]
LogOutputDevice: Error: [Callstack] 0x00007fffda4defe0 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3307]
LogOutputDevice: Error: [Callstack] 0x00007fffdb570a92 UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4825]
LogOutputDevice: Error: [Callstack] 0x00007fffdb500140 UnrealEditor-Renderer.dll!TStaticStateRHI<TStaticBlendState<8,0,1,1,0,0,1,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0>,TRefCountPtr<FRHIBlendState>,FRHIBlendState * __ptr64>::FStaticStateResource::`vector deleting destructor'() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5115]
LogOutputDevice: Error: [Callstack] 0x00007fffdb52d051 UnrealEditor-Renderer.dll!`FComputeShaderUtils::AddPass<FSceneCullingDebugRender_CS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRenderBuilder.cpp:916]
LogOutputDevice: Error: [Callstack] 0x00007ff802d377d7 UnrealEditor-RenderCore.dll!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1547]
LogOutputDevice: Error: [Callstack] 0x00007ff802d5e618 UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
LogOutputDevice: Error: [Callstack] 0x00007fffea23fb72 UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
LogOutputDevice: Error: [Callstack] 0x00007fffea23284f UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
LogOutputDevice: Error: [Callstack] 0x00007fffea232ece UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
LogOutputDevice: Error: [Callstack] 0x00007ff802d82a09 UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:318]
LogOutputDevice: Error: [Callstack] 0x00007ff802d83af4 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:451]
LogOutputDevice: Error: [Callstack] 0x00007fffea8c37ad UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
LogOutputDevice: Error: [Callstack] 0x00007fffea8bc8ff UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
LogOutputDevice: Error: [Callstack] 0x00007ff859d97374 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff85b7fcc91 ntdll.dll!UnknownFunction []

```

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<div class="post-metadata">

**Author:** ![JohnADaniels](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnadaniels/32/1080686_2.png) [@JohnADaniels](https://forums.unrealengine.com/u/JohnADaniels)\
**Post date:** [June 21, 2025, 7:43am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/134 "2025-06-21T07:43:47Z")

</div>

In Unreal Engine 5.4, you could select individual instances of an Instanced Static Mesh (ISM) directly in the editor. You could move, rotate, resize, or delete a single instance—extremely useful for level design and set dressing.

In 5.6, clicking on any instance now highlights the entire ISM component. There’s no longer a way to interact with a specific instance in the viewport. This change makes working with ISMs significantly harder and nearly unusable for any creative or iterative workflows.

Is this a bug, or an intentional design change? If intentional, are there plans to bring back individual instance editing as a toggle or tool?

This seems like a big step backward in editor usability.

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<div class="post-metadata">

**Author:** ![unit23](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/unit23/32/1146013_2.png) [@unit23](https://forums.unrealengine.com/u/unit23)\
**Post date:** [June 21, 2025, 10:21am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/135 "2025-06-21T10:21:46Z")

</div>

Some more info on structure errors not printed in the log.

When structure errors are present in a 5.5 project and the project is upgraded to 5.6, the specific files with the structure corruptions are not printed in the output log. The question is if structure errors created in a 5.6 release are displayed in the log.

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<div class="post-metadata">

**Author:** ![WayAway](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WayAway](https://forums.unrealengine.com/u/WayAway)\
**Post date:** [June 21, 2025, 10:25am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/136 "2025-06-21T10:25:57Z")

</div>

i think it was changed in 5.5, basically you need to double click now “[ISM Selection] Make selecting an ISM work more like component selection from an actor. Now - the typical selection rules are followed if an ISM is hit, and selection will follow the standard pattern Actor → Component → ISM where a double click takes you one level deeper, and a single selection takes you one level higher.”

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<div class="post-metadata">

**Author:** ![WayAway](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WayAway](https://forums.unrealengine.com/u/WayAway)\
**Post date:** [June 21, 2025, 11:48am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/137 "2025-06-21T11:48:32Z")

</div>

And there IS actually a tool for ISM editing. It’s just not many people use modeling mode, but there is a lot of tools there…Modeling mode \> Xform \> ISM editor - this one does what you wanna do. And “Harvest instances” can convert selected SM actors to an Actor with ISM / HISM components.

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<div class="post-metadata">

**Author:** ![JohnADaniels](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnadaniels/32/1080686_2.png) [@JohnADaniels](https://forums.unrealengine.com/u/JohnADaniels)\
**Post date:** [June 21, 2025, 11:13pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/138 "2025-06-21T23:13:58Z")

</div>

Thank you!

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<div class="post-metadata">

**Author:** ![JohnADaniels](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnadaniels/32/1080686_2.png) [@JohnADaniels](https://forums.unrealengine.com/u/JohnADaniels)\
**Post date:** [June 21, 2025, 11:14pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/139 "2025-06-21T23:14:18Z")

</div>

Thank you Again!

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<div class="post-metadata">

**Author:** ![Jinkel](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jinkel/32/998041_2.png) [@Jinkel](https://forums.unrealengine.com/u/Jinkel)\
**Post date:** [June 22, 2025, 6:20am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/140 "2025-06-22T06:20:04Z")

</div>

**Every time I open the modeling tools, it crashes. The problem is the Stylus plugin. If I fix the engine, it will be fixed but it will break again.**

LoginId:d8c3362646c6b165fb3097a79e3517fc  
EpicAccountId:bcfbe691f7804912a6d2a341cbe4906c

Assertion failed: RealTimeStylus.IsValid() [File:D:\build++UE5\Sync\Engine\Plugins\Editor\StylusInput\Source\StylusInput\Private\Windows\WindowsStylusInputInstance.cpp] [Line: 370]

UnrealEditor\_Core  
UnrealEditor\_StylusInput  
UnrealEditor\_StylusInput  
UnrealEditor\_ModelingToolsEditorMode  
UnrealEditor\_ModelingToolsEditorMode  
UnrealEditor\_UnrealEd  
UnrealEditor\_ModelingToolsEditorMode  
UnrealEditor\_UnrealEd  
UnrealEditor\_LevelEditor  
UnrealEditor\_LevelEditor  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_Slate  
UnrealEditor\_ApplicationCore  
UnrealEditor\_ApplicationCore  
UnrealEditor\_ApplicationCore  
UnrealEditor\_ApplicationCore  
user32  
user32  
UnrealEditor\_ApplicationCore  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
kernel32  
ntdll

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<div class="post-metadata">

**Author:** ![bichaelmalzer](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bichaelmalzer/32/924112_2.png) [@bichaelmalzer](https://forums.unrealengine.com/u/bichaelmalzer)\
**Post date:** [June 23, 2025, 6:38pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/141 "2025-06-23T18:38:13Z")

</div>

Thanks for reporting the issue with StylusInput. We have identified the problem, and will fix it for the next release.

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<div class="post-metadata">

**Author:** ![BartyTurbo1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BartyTurbo1](https://forums.unrealengine.com/u/BartyTurbo1)\
**Post date:** [June 24, 2025, 11:02am UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/142 "2025-06-24T11:02:50Z")

</div>

I ran into an issue with increased build times, which were caused by a (seemingly undocumented?) change the default behavior of the UBAExecutor.

By manually disabling it resolves it, so it’s the same as in 5.5, but might be good to include it somewhere in the notes. (maybe it is and I missed it, but I couldn’t find it)

Thread: [Build time increased ~10x when migrating from 5.5 to 5.6 - #4 by BartyTurbo1](https://forums.unrealengine.com/t/build-time-increased-10x-when-migrating-from-5-5-to-5-6/2571374/4)

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<div class="post-metadata">

**Author:** ![ADL67](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ADL67](https://forums.unrealengine.com/u/ADL67)\
**Post date:** [June 24, 2025, 4:18pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/143 "2025-06-24T16:18:13Z")

</div>

Export Combined Skel Mesh bug  
Hi, wrong UV on faces and lost textures if you “Export Combined Skel Mesh” in Metahuman 5.6.

 ![MetahumanBug](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/0/e/e0e700c3ba8eb340f7f2858f588e5c59dbca4df8.jpeg)

Any other with this problems and all Metahuman core and plug-ins activated?

ADL

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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:** [June 25, 2025, 7:46pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/144 "2025-06-25T19:46:17Z")

</div>

This seems to be another big issue killing Shipping Builds. The project just has some UE 5.6 plugins from Fab. But it still throws this error. : UATHelper: Packaging (Windows): LogCore: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported.  
PackagingResults: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported.

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<div class="post-metadata">

**Author:** ![tomaaron872](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tomaaron872](https://forums.unrealengine.com/u/tomaaron872)\
**Post date:** [June 26, 2025, 7:08pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/145 "2025-06-26T19:08:21Z")

</div>

I have funky results when trying to export to Godot. So can confirm.

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<div class="post-metadata">

**Author:** ![Trastrastras](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Trastrastras](https://forums.unrealengine.com/u/Trastrastras)\
**Post date:** [June 27, 2025, 8:52pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-released/2538952/146 "2025-06-27T20:52:08Z")

</div>

Hi.  
I would like to thank you very much for fixing the edit mode for BSP brushes. Really epreciate it. When I first ran it in 5.6, the gizmo was missing. But the second time I ran it, it was ok. Thanks a lot.

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