Unreal Engine 5.6 Released

Why not separate fixes and new features?

I have installed 5.6 version and i am facing issue that shows a prompt message that this project is build in older version but i have created it in 5.6 version they ask permission if you want to build manually yes or no kindly guide me

Running into this issue too and its the dumbest design Ive ever experienced…

Anyone know if its possible to set up a live link source with whatever the default device on device is set to currently? Currently live link sources can only be selected from a drop down list and doesn’t seem like there is a dynamic way to set these live link sources.

Hey could you share HLOD command ive tried like hundreds of combinations without success . Also Nanite skeletal mesh crash cause of raytracing -ive disabled. Thanks

So, what’s the holdup with 5.6.1 ? I see 5.6-dev and 5.6 branches haven’t really seen any bug fixes for more than a week. Is Epic waiting to reveal 5.6.1 in September, in the next Unreal Fest ?

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It’s weird, been 2 months since 5.6 was released and we haven’t had a single update.

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Let me say, as a 15+ year Unreal Engine veteran who has continued to support the brand since the early days, UE5 releases are getting beyond unacceptable. The only UE 5 build that has been stable for the entire lifetime of UE5, has been UE 5.5. I want to continue to support new partners or developers, but this isn’t making it easier until Epic takes this more seriously, it has been beyond unpredictable and unstable and the continued lack of response regarding these builds doesn’t instill any hope. At least if the community manager or team responded more, myself and others would absolutely feel that to some degree but at least it’s something. I’m genuinely shocked it’s just crickets and partners quite literally waiting in the wind hoping for the best.

I’ve been on-board since UE3 and this continues to be a problem but the bigger the company has gotten, it feels like the more careless in the face of releasing a build with more features vs. stability. Heck, this build was supposed to be mainly focused on new optimizations, yet it broke it this much. I would’ve respected more that for UnrealFest, Epic releases the preview for 5.6. Under no circumstances, should management release this in its current state and I’m surprised it was.

I understand that you guys had a mandatory 2-week vacation, but the majority of the community had no clue about it and it would be incredibly helpful for others on the team to leave up a note for everyone, so they know of those weeks the company had you off. Most people do not know that so it would be helpful to put up some form of notification just in case.

5.6.0 was put out as “production-ready” release and I think most people can agree, this should’ve been held back a little bit to cook more. In my case, I can’t even get it to build on iOS from a Mac, and it somehow cannibalizes its own files making it impossible to use and is broken beyond belief and corrupts or locks certain files into that version. Not the greatest impression when the project is purely UMG and even that doesn’t build.

I love everything the team is doing but this is honestly one of the worst releases I’ve seen released in a long time as much as I hate to say it. I know it will get better, but you need the constructive criticism if this is going to get any better.

It would be amazing to see some of the team from community management, chime in just in case so we know what’s going on. Thanks!

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When will the 5.6.1 update be released? I don’t understand why UE5 rapidly rolls out new versions with features, only to introduce more bugs in each release while leaving older version bugs unaddressed. Should we adopt the latest version for game development or stick with legacy ones? Staying on old versions means no bug fixes, but upgrading forces us to face new bugs. Will UE5 never have an LTS (Long-Term Support) version? Even stranger, some bugs that worked in older versions break in new releases—for example, text collection in localization functioned normally in 5.5.4 but fails in 5.6.0. I had to manually copy the Engine.manifest file from 5.5.4 to 5.6.0 to resolve it. This remains unfixed despite months of waiting…

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Agenda - Unreal Fest Stockholm 2025

It will be about 5.7 already.

those who yearn a LTS version why dont collaborate come together and maintian 1 specific version of UE? not like you dont have access to the source?

Anyone down to join?

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I am contemplating switching to Unity 6 at this point :frowning:

That’s Brutal

I see that the update dates for this engine are all on Tuesdays every week , perhaps they will release the update on August 12th,it’s not a big problem to release the update later,the most important thing is to thoroughly remove all bugs and maintain the stability of the original version’s features. Like Autodesk’s 3D tools, it’s common for new features to have problems, but it’s important to ensure that the basic features don’t have any issues again, this will make people feel that the errors of this engine are so unpredictable, and they will gradually lose confidence in continuing to use it,:expressionless_face:

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@siqso_99

i’ll reply to you in the corresponding thread.

you can vote for it here

there’s the issue and wiki pages enabled.

I’m glad someone gets it. Its cool to buy into the hype and get excited about new things but to blindly defend behavior that erodes trust in something you love… well that’s not love. Flashy new features impress investors and shareholders… you know what doesn’t? Taking the time to finish and stabilize said feature before your asked what’s next. Anyone in this field whose been here for any length of time … let’s just say if you know you know.

This is a partnership where a company licenses you a tool. This agreement has a EULA and if you use this software within enterprise orgs … has comp support which also is billable. If the product is mismarketed or so unstable it impacts “your job” and “your livelihood” because your team/engineers are fixing core engine issues, then it fails to meet its “value” to you or your organization. If previous versions become as much of a burden to maintain or fix deprecated subsystems or modules then it’s also a risk you evaluate but should also be able to voice when the new “Major” version is struggling to maintain stability.

The alternative is a mass exodus without any feedback from “customers” of the tool leaving epic the out of basically saying “why didn’t you tell us” or “if we would have known” … Anyone with kids or any actual professional role understands this product → client feedback loop.

Ultimately even the “fans” will lose faith when all the professionals find the most efficient means to accomplish their goals. Be that by sticking with UE4 … heavily modifying a “more stable starting point like UE5.5” or swapping engines entirely. You have to hold things you care about to some level of accountability. The former is simply unprofessional and immature.

To say it’s your responsibility to “chose your engine or upgrade path” is repeating something every engineer understands and knows like it’s some issue to “trust” in something that is marketed as “production ready” which falls back into this accepted status quo I originally stated was a problem.

The problem isn’t that you trusted your business partner and the quality of their tool … the problem is the partner is becoming untrustworthy. So much so “you shouldn’t expect stability in a Major.Minor.0” is actually become the norm and anyone who expects better is ridiculed.
Might as well slap a disclaimer on every patch “release” that says you agree to be glorified QA testers, bug reporter or even the contributing engineer to fix core issues due to trusting a .0 patch release because according to the comments “it’s the understood state of things” and if your too new to understand this you’re a simp… like its already EPIC’s official stance.

New comers to Unreal Engine go straight to launcher → grab UE.5.6 and are met with issues. They then come to places like this and get told how “ignorant or dumb” they are for using a .0 patch of a major.minor and then preached to because they don’t understand the erosion and status quo… its sad … and honestly I’ve been in the epic camp long enough to remember times it wasn’t like this. We should all be demanding better and honestly should be practicing more empathy and kindness to frustrated newcomers!

20+ years in this year as an Unreal Dev/Engineer and I’m honestly embarrassed to read the attacks towards people asking for accountability. Any studio that has a partnership with epic and earns revenue has an invested interest in seeing this engines success. Plugins, Tools, Fab, Games and the “trust” in the product erodes and so does your ROI.

Don’t be offended or triggered by those who care enough to spend the time to give feedback… be offended and triggered by the professionals and engineers who simply stop caring enough to engage due to the above behavior and silently move on to other tools.

Let your love pride and your ego challenge you to instill the “merit and respect” your trying to defend in your product by “listening, adapting and empathizing” address the issue by true resolve not by attacking the messenger.

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Thank you very much for this. Most people don’t understand this bitter truth and instead blame game developers for the engine’s faults.

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Stop saying that is a developer problem if they upgraded to the new version, since they forced to upgrade with reason “old version bugs are fixed in new version”, but instead we get the old bug and new bugs, since the old version of UE wont get support anymore.

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This is the exact issue I’m talking about. Lack of empathy for the lost value of the tool. Developers lose value by being forced to maintain and support deprecated versions or attempting to fall in line with EULA and move to the “last 3 versions” as required in EULA.

No LTS and quality issues that require time and effort from your team/company where the opportunity cost is lost on your project that otherwise wouldn’t exist if your project was being developed 4 years ago at the end of ue4s lifespan or during the last 3 versions of ue3.

You could pretty much grab 4.19 - 4.27 and rock with it without major core challenges. Stating an engineers job to access the risk of the results of said situation doesn’t somehow resolve the problem. Knowing the problem isn’t some glorious accomplishment and attacking people for calling it out to defend the current state isn’t a showcase of talent either.

Everyone who cares about unreal engine’s success should want every release to offer the most value it can to studios and enterprises that adopt it. They should be able to stand on merit and defend the software and its current status as newcomers flock in to grab the latest versions.

We should want the overall first impression to have lasting growth and value even from college students opening the editor for the first time. I consult with educators regularly and can tell you ….. it’s in our best interest to be better than we have been. Plain and simple.

What good does it do to flash fancy rendering techniques, promote new tooling and hype with the results being the fastest adoption rate the engine has ever seen across multiple industries only to leave the masses with a sour taste or give the first impression that the tool is broken and the truth is it will take “more effort and engineering time” to adopt it in it’s current state?

The mass appeal and hype essentially erodes as you learn the emperor has no clothes and that distrust becomes “reputation”. Newcomers get met with attacks from so called “veterans” and indies feel abandoned by both the engine and the “so called” experienced members in forums telling them to “suck it up … its your job”

I’m sorry but this behavior is unacceptable and does the opposite of support growth of our community and ecosystem.

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I am also glad to see someone who shares the same view as me, but I believe it is with the continuous improvement and strength of new features in the UE5 engine that they have begun to develop arrogant emotions, Epic has forgotten its original goals and direction, and the huge success of UE5 has caused them to lose themselves, becoming indifferent to user use and experience. They have already started to care less, leading to the collapse and instability of the entire architecture of UE5.

It seems that UE5 has upgraded many new features, but the original old features are constantly collapsing and failing, causing users to gradually lose confidence in continuing to use it. Whether it is finding and identifying errors, or waiting for the new version to correct their projects, it has consumed a lot of time and money from users, causing great losses to every development team using UE5.

However, Epic It seems that they don’t care about this,they seem to think that these users have been trapped by them and can no longer leave them,this is the most ridiculous situation. So I think once some companies engage in these monopolistic business practices, which is the beginning of their decline, at least we have an Untiy engine to choose from. UE engine is not the only tool to monopolize the gaming world.

So I think Epic should recognize this as soon as possible and put the development of UE5 back on the right track as soon as possible. After all, the AI world has also begun to arrive, and there will be huge changes in both the film and gaming fields. Once AI tools achieve rigorous, accurate, and mature standards, all 3D tools will become worthless,