Unreal Engine 5.6 Released

Thanks for your response, appreciated.

I believe the shader stuff was working in UE 5.5.
UE 5.6 introduced a few different issues for us that prevent us from using it:

Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
[Callstack] 0x00007ff717394818 ShootHouse_2_56.exe!FDefaultSpectatorScreenController::RenderSpectatorScreen_RenderThread() []
[Callstack] 0x00007ff7173d8aa6 ShootHouse_2_56.exe!FOpenXRHMD::RenderTexture_RenderThread() []
[Callstack] 0x00007ff7131926fd ShootHouse_2_56.exe!FSlateRHIRenderer::DrawWindow_RenderThread() []
[Callstack] 0x00007ff71319504e ShootHouse_2_56.exe!FSlateRHIRenderer::DrawWindows_RenderThread() []
[Callstack] 0x00007ff713176279 ShootHouse_2_56.exe!`FComputeShaderUtils::AddPass<FCompositeCS>'::`2'::<lambda_1>::operator()() []
[Callstack] 0x00007ff712f28e01 ShootHouse_2_56.exe!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() []
[Callstack] 0x00007ff712f47467 ShootHouse_2_56.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() []
[Callstack] 0x00007ff70def07f3 ShootHouse_2_56.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() []
[Callstack] 0x00007ff70dee36e9 ShootHouse_2_56.exe!FNamedTaskThread::ProcessTasksNamedThread() []
[Callstack] 0x00007ff70dee3c3e ShootHouse_2_56.exe!FNamedTaskThread::ProcessTasksUntilQuit() []
[Callstack] 0x00007ff712f674ec ShootHouse_2_56.exe!RenderingThreadMain() []
[Callstack] 0x00007ff712f67e09 ShootHouse_2_56.exe!FRenderingThread::Run() []
[Callstack] 0x00007ff70e524c58 ShootHouse_2_56.exe!FRunnableThreadWin::Run() []
[Callstack] 0x00007ff70e51d8ef ShootHouse_2_56.exe!FRunnableThreadWin::GuardedRun() []
[Callstack] 0x00007ffff340e8d7 KERNEL32.DLL!UnknownFunction []

While I have your attention, the other major adoption roadblock we have is that since UE 5.5, baked lightmaps are not backwards compatible - i.e. if you build lighting in a previous version, even UE 5.4, when you open the project in 5.5 it loads as ‘lighting needs to be rebuilt’ and light maps need to rebuilt using the 5.5 editor.
This sounds trivial for most use cases, after all it’s a one time thing, but we have over a hundred projects that need to be maintained and in order to support the upgrade non-destructively, we would need to create a separate branch for all of them. Is there any chance that this will be fixed or has that ship sailed?