Unreal Engine 5.6 Released

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).

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 []