Unreal Engine 5.6 Released

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.

5 Likes

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

1 Like

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.

5 Likes

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.

4 Likes

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,

In case anyone runs into this, I never manually touched DefaultLightmass.ini in the past but I had an svn commit that said:

“add lightmass config (was autogenerated by something)”

In the config it had:

[DevOptions.StaticLighting]
bUseFastVoxelization=true
bUseEmbreeInstancing=true

In 5.6 (not in 5.5), bUseEmbreeInstancing=true causes a lightmass crash in UnrealLightmass.exe!Lightmass::FEmbreeAggregateMesh::PrepareForRaytracing()

Set back to false to fix.

But the engine should ignore the setting or warn about it if it can’t support it, especially since some engine stuff autogenerated that file in the past it will hit a lot of people.

Exactly. No one needs to upgrade if the old versions are updated for at least a year. But instead, they abandon old versions with bugs to push new releases, because marketing new features is what matters to them.

Frequent release of new feature versions is not a problem, but it is important to ensure the effectiveness and stability of existing features. However, in reality, existing features often encounter various unpredictable errors, which makes it difficult for users to use this tool safely. I have been using Autodesk’s 3D tools for many years and have never encountered such a frustrating situation,this is a ridiculous maintenance and development ability, as they seem to be playing with users

This release, as most of the 5.x releases, feels like the engineering dept. has been overtaken by the marketing dept. It’s all about getting as many features as possible on the list and enticing new sectors to increase growth.
We have been trying to upgrade our pipeline from 4.27 to 5 since 5.2 and every single release breaks VR rendering in new and mysterious ways preventing us from doing so. It fails to be resolved in a hotfix, instead waiting for the next major release - then that one comes, fixes the previous bug and breaks VR rendering a different way.
Not to mention since 5.5 they broke baked lightmap compatibility (if you build lighting in 5.4 or earlier, you can’t use it as is in 5.5, you need to rebuild it in 5.5) so in order to upgrade safely I need to duplicate over 100 projects so I can rebuilt lighting for them in the new version.
Now UE 5.6 breaks instanced stereo if used together with virtual textures (immediate crash).
At this point I am skeptical about every upgrading to UE 5.

Napimel,

The decision to adopt Unreal Engine and how to work with it; ultimately rests with the developer. Epic provides the engine, source, and documentation, but the responsibility for understanding its workflows and adapting to changes lies with each project team.

I’ve been working in UE5 since the start of the 5.0 Early Access (on a 200 GB, highly complex project). One thing that’s clear from experience: blind upgrades are risky. For example, 5.3 quietly changed how turning was handled and broke materials that had worked fine in 5.2, especially on older GPUs. In my case, marketplace assets using features incorrectly started crashing outright.

That’s why I keep multiple GPUs on hand — a 3080 for primary work, plus a 3060, 2080, and a Radeon RX 6900XT — so I can quickly swap and isolate whether an issue is card-specific or truly engine-related. It’s hard to fix something if you can’t even get it to run, and swapping hardware is sometimes the fastest way to narrow down the cause.

In my experience, most breakages aren’t Epic shipping a “busted” engine — they’re the result of code or assets relying on behavior that was never officially supported. If you approach upgrades assuming the fix starts with your own project and dependencies, you’ll spend less time waiting and more time shipping. More than once it’s felt like Epic was speaking directly to me: “Don’t use it that way.” An assert would suddenly be there that wasn’t before — and yes, Epic does review telemetry on usage.

As for calls for LTS — it only makes sense once the tech has matured. Nanite, Lumen, and other features are still very much novel technology, so “freezing” them for long-term support right now would stall that progress. Epic has always designed Unreal Engine for the future; keep that in mind as you upgrade.

2 Likes

Well let’s hope there is an Update tomorrow. Coming from 10 years of the Unity engine, I am used to silly promises that never arrive. But when major things are Broken like Steam Multiplayer, I become concerned. I have asked for a schedule multiple times from Epic. We should be told , “Hey we will post Weekly fixes.” But when asked for a schedule we get Nothing. But UEFN has been receiving updates. It is starting to make me feel like Standard UE people are second class citizens.

2 Likes

agree with that.

agree with that too. though my pov with LTS would be to have it alongside regular releases. so that way new features are still advancing while the rest of the engine can improve in stability.
i mean, ideally.
even if epic devotes less resources to an lts than a regular release it would be valuable to many. it’s also a possibility that the community could do a bit of work on that line.

on the other hand i do agree that from 5.0 the engine has been buggy, and it lowers the value of the tool and makes it harder to use. i do think it’s mostly because of nanite and lumen and other refactors are a big piece of work. stability has improved, but has been bumpy. it’d be nice if it keeps improving.

The good news is that version 5.6.1 has been updated, but the bad news is that we still cannot gather text during localization. The Engine.manifest file remains missing, forcing us to continue using the one from version 5.5.

Isn’t there a list of changes or any announcement thread for 5.6.1?

patience. They take a while to release but it should be within the next few hours

1 Like

Hey everyone, here’s the latest with the 5.6.1 Hotfix!

Future notes to consider: Beginning with UE 5.7, Linux will transition from SDL2 to SDL3. Users with customizations to SDL2 code who are interested in switching to UE 5.7 should be aware that they will need to rework those changes for SDL3.

Issue Summary
MH-15569 Its possible to use skeletal mesh clothing and grooms that are not MetaHuman Compatible
MH-15576 Grooms not in the MHC plugin fail validation when exported to UEFN
MH-15577 MH outfit materials are not exported correctly to UEFN for outfit assets outside the plugin content
MH-15580 Assembled quality level is not written to the metadata for the BP_[MHcharacter_name] leading to downstream failures with Fab variants
MH-15581 Importing over existing MetaHumans with assembled mhpkg files leads to missing skeleton errors and broken MetaHuman BPs for the newly added MetaHumans
MH-15598 Individual wardrobe items are still referenced in the MHC asset data
MH-15603 Animated color maps are reddish when exported for DCC
MH-15609 All MetaHumans will import to the Optimized path if that has been configured in the project settings.
MH-15616 API change resulting in breakage of create_identity_for_performance.py script
MH-15630 Severe editor slowdown after ingesting converted HMC data using the old capture manager in live 5.6
MH-15645 DNA interchange OOM crash [CrashReport][OOM]
MH-15649 Crash after failing to load archetype skeletal mesh [CrashReport][Assert]
MH-15650 Crash on face sculpting [CrashReport][Assert]
MH-15654 Crash on retrieving thumbnail for MHC asset [CrashReport][Crash]
MH-15660 Crash when opening a MHC asset [CrashReport][Assert]
MH-15679 MH Component removed after re exporting a MH from MHC
MH-15694 Unable to package project that has MetaHuman Plugins enabled
MH-15708 DataFlow does not update assets properly
MH-15709 DataFlow chooses the wrong body to resize garments
MH-15718 Downloading Texures in UEMHC while logged out causes a crash
MH-15722 MetaHuman Character - GEditor warning in the build log
MH-15739 Techwear appear to have broken UVs for bodyShapeH (feminine bodies) when the WI is applied to a MetaHuman Character
UE-210136 GitHub 11643 : [:steaming_bowl::cat_face:] Allow Mutable CustomizableObjects to be compiled in -game mode
UE-229144 Add support for Alias 2026
UE-230090 AFS - libunreal.so sometimes truncated
UE-256817 Slate Crash - [CrashReport][Crash] CoreFoundation!199a1f000 + 1e9b98
UE-274151 Duplicate and deleting a camera actor causes a crash on Mac
UE-278432 Issue with the custom resolution while working the 2110 4 node config
UE-282213 Editor crash when using PCG self pruning and complex collision
UE-282512 Morph will not work when changing the editor language
UE-282587 Swap Module doesn’t maintain the Settings anymore
UE-282911 [CrashReport][Assert] UnrealEditor-MetaHumanCharacterEditor!FMetaHumanCharacterTextureSynthesis::UpdateTexture(TArrayView<unsigned char const ,int>,TNotNull<UTexture2D *>) [Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterEditor/Privat
UE-282917 [CrashReport][Assert] UnrealEditor-UnrealEd!FEditorModeTools::GetToolkitHost() [Engine/Source/Editor/UnrealEd/Private/EditorModeManager.cpp:173]
UE-282921 [CrashReport][Assert] UnrealEditor-HairStrandsCore!static bool AddHairStrandUpdateMeshTrianglesPass(class FRDGBuilder & const, class FGlobalShaderMap *, const unsigned int, const unsigned int, const struct FCachedGeometry & const, class FRDGBufferSRV *, c
UE-282935 [CrashReport][Assert] UnrealEditor-RHICore!UE::RHICore::ValidateStaticUniformBuffer(FRHIUniformBuffer *,unsigned char,unsigned int) [Engine/Source/Runtime/RHICore/Private/RHICoreShader.cpp:32]
UE-284851 Chains bouncing off of Spherical Collisions
UE-284909 [Datasmith] ArchiCAD Plugin fails to load on ArchiCAD27 on Mac
UE-285330 An Ensure occurs when Deleting a Parameter interface from the Graph in the Camera Rig
UE-287600 Motion Design - Changing default translucent property for 2D and 3D Motion Design Primitives
UE-288004 Arena Shooter - Ammunition bar UI not disappearing after being respawned and persists in the same state
UE-288105 Missing Texture Selection Option in Required Texture Resolution Viewmode
UE-289268 [StateTree] Delegate binds to the wrong task
UE-289388 Interchange - reset an imported level working badly with Instance and packed import hierarchy
UE-289447 Vehicle TimeTrial - The vehicle becomes squished after being respawned by Kill Z
UE-289474 [CrashReport][Assert] UnrealEditor-MetaHumanPerformance!UMetaHumanPerformance::StartPipeline(bool) [Engine/Plugins/MetaHuman/MetaHumanAnimator/Source/MetaHumanPerformance/Private/MetaHumanPerformance.cpp:542]
UE-289477 [CrashReport][Assert] UnrealEditor-MetaHumanCoreTechLib!FMetaHumanTextureSynthesizerModelData::FModelDataContainer::Serialize(FArchive &) [Engine/Plugins/MetaHuman/MetaHumanCoreTechLib/Source/MetaHumanCoreTechLib/Private/MetaHumanTextureSynthesisModelData
UE-289479 [CrashReport][Assert] UnrealEditor-MassEntity!FMassEntityQuery::ForEachEntityChunk(FMassExecutionContext &,TFunction const &) [Engine/Source/Runtime/MassEntity/Private/MassEntityQuery.cpp:236]
UE-289482 [CrashReport][Crash] UnrealEditor-SequencerAnimTools!UE::SequencerAnimTools::FMovieSceneTransformTrail::FMovieSceneTransformTrail(FGuid const &,USceneComponent *,bool,TWeakObjectPtr<UMovieSceneTrack,FWeakObjectPtr>,TSharedPtr<ISequencer,1>) [Engine/Plugin
UE-289495 [CrashReport][Assert] UnrealEditor-TweeningUtilsEditor!TCommandsUE::TweeningUtilsEditor::FTweeningUtilsCommands::Get() [Engine/Source/Runtime/Slate/Public/Framework/Commands/Commands.h:78]
UE-289496 [CrashReport][Crash] UnrealEditor-Engine!FSceneViewport::EnqueueBeginRenderFrame(bool) [Engine/Source/Runtime/Engine/Private/Slate/SceneViewport.cpp:1844]
UE-289497 [CrashReport][Crash] UnrealEditor-Engine!UEngineElementsLibrary::CreateComponentElement(UActorComponent const *) [Engine/Source/Runtime/Engine/Private/Elements/Framework/EngineElementsLibrary.cpp:444]
UE-289509 [CrashReport][Assert] UnrealEditor-Engine!FVTUploadTileAllocator::FStagingBuffer::Init(FRHICommandList &,EVTUploadType,unsigned int,unsigned int) [Engine/Source/Runtime/Engine/Private/VT/VirtualTextureUploadCache.cpp:177]
UE-290398 ViewLocation is not set on FSceneCaptureViewInfo (used by InstancedStaticMesh for culling calculations)
UE-290405 Tangent visibility does not update when using curve cache pool
UE-290599 Crash when Undo and Redo Modular Control Rig Level Sequence after compiling MCR asset
UE-290607 Crash when creating naming tokens blueprint class
UE-290686 MRQ Quick Render - Selected Cameras No Longer Works with Multiple Cameras
UE-290774 UnrealServer -precompile -allmodules warns when compiling with - Definitions.Text3D.h(16,1): warning C4005: ‘WITH_FREETYPE’: macro redefinition
UE-290808 Scene with texture collection crashes when dumping a full memreport
UE-290841 Add support for OFPA on template resource packs
UE-290847 Compiled data retrieved from the DDC can not be used in a Standalone run
UE-290873 Third Person Platforming - In some cases a playable character is unable to perform a double jump
UE-290874 FastGeo - Non-spatially loaded actors assigned to runtime data layers are rejected by the FastGeo transformer
UE-290901 nDisplay: Outer global DLSS quality is overriding icvfx camera quality
UE-290906 [PCG] RuntimeGen broken when PCG Volume assigned to Data Layer
UE-290910 Timer Modes are not updating correctly
UE-290911 Motion Design - Crash occurs when clicking on the rectangle in the viewport of the Media Layer Track level
UE-290931 [CrashReport][Assert] Engine!FTickFunction::RegisterTickFunction() [TickTaskManager.cpp]
UE-290936 [CrashReport][Assert] RigLogicModule!FAnimNode_RigLogic::UpdateDenseDriverJointDrivenControlCurves() [AnimNode_RigLogic.cpp]
UE-290955 [CrashReport][Crash] GameplayCameras!UCameraRigParameterInterop::execSetCameraParameter() [CameraRigParameterInterop.cpp]
UE-290958 [CrashReport][Assert] Renderer!CreateHairStrandsMacroGroups() [HairStrandsMacroGroup.cpp]
UE-290965 [CrashReport][Assert] Engine!static void R L FinalizeWithUpdateTexture FVirtualTextureUploadCache AEAAXAEAVFRDGBuilder Z QEBA UFRDGAsyncTask AEAVFRHICommandList Z() [VirtualTextureUploadCache.cpp]
UE-290973 [CrashReport][Assert] UnrealEditor-Engine!static void ??R<lambda_2>@?CA@??LoadActorsInternal@FWorldPartitionLevelHelper@@CA_N$$QEAUFLoadActorsParams@2@$$QEAUFLoadedPropertyOverrides@2@@Z@QEBA@AEBVFName@@PEAVUPackage@@W4Type@EAsyncLoadingResult@@@Z(const c
UE-291204 Auto Exposure: Eye Adaptation Shader Crash with Instanced Stereo
UE-291230 Top Down Strategy - NPC lose their path to the selected location
UE-291232 Arena Shooter - AI is flung into space if shot after entering ragdoll state
UE-291233 Vehicle - Wheels do not move while the vehicle is driving
UE-291235 PCG - In the biomeCore sample V1/V2 Distance culling seems broken if you enable End Cull Distance.
UE-291239 Arena Shooter - Death counter in the middle top of the screen is not updated
UE-291248 Vehicle TimeTrial - The speedometer displays its maximum value and remains constant
UE-291257 A Crash occurs when calling SetStateTree on a new StateTreeComponent
UE-291365 Fatal Error crash when opening AQ_Modulation in the AudioQA project
UE-291368 MRQ Quick Render - Play After Render with Custom Viewer Doesn’t Handle Paths with Spaces
UE-291377 [PCG] Volume/Collision wrapper data is sensitive to not running on the GT
UE-291409 Third Person Combat - BP_CombatDummy reacts erratically to users hits
UE-291413 Third Person - Character’s feet clip with ground decoration elements
UE-291414 Top Down None - Character model ‘A-Pose’
UE-291416 Third Person Template - Broken inputs on Android CPP package
UE-291430 Twin Stick - The character movement does not match the direction of stick input
UE-291431 Vehicle Template CPP - Crash on vehicle respawn attempt via Kill Z
UE-291503 Opening a new project on Linux / AMD causes the editor to become unresponsive
UE-291732 Unable to create a Vulkan window with perforce build and .run game Lyra
UE-291759 Renaming a Motion Design Level with Scene State causes issues with Generated Class
UE-291766 Tooltips for PCG actions are being generated from the action description and not the tooltip description.
UE-291767 MRG: Rendering a graph disables r.PostProcessing.PropagateAlpha
UE-291777 Motion Design - The editor crashes when giving a number higher that 10000 to the grid count
UE-293972 Arena Shooter BP - AI enemies do not respond and do not perform any actions
UE-293991 [PCG] GPU: Passing data across higen Change Grid Size node triggers CPU readback
UE-294054 Disabling ShowFlag.HitProxies in the console prevents selection in the viewport
UE-294069 Crash in FShadowSceneRenderer::AddDirectionalLightShadow
UE-294086 [CrashReport][Assert] Engine!UWorldPartitionRuntimeHashSet::GenerateStreaming() [WorldPartitionRuntimeHashSetStreamingGeneration.cpp]
UE-294108 [CrashReport][Crash] ControlRig!URigHierarchy::SetTransform() [RigHierarchy.cpp]
UE-294175 [UDN] Crash in 5.6 preview - deprecated delegate wrappers in GraphEditor.cpp access variable after free
UE-294237 [PCG] Fix editor deadlock when repeatedly refreshing PCG graphs containing GPU nodes
UE-294267 Dynamic mesh converter modifier not removing the added component when getting removed
UE-294272 Missing Text3D geometry for some character in specific fonts
UE-294287 Masking issue with first character of Text3D in particular scene setups
UE-294388 Assert when duplicating a landscape and entering landscape mode
UE-294438 ProfileGPU UI is not shown in the editor
UE-294487 UK2Node_VariableGet::SetPurity incorrectly removed
UE-294493 ndisplay with Matrox 2110 crashes when Custom Size is set for ICVFXCamera
UE-294562 Compile Error with UE 5.6 preview
UE-294577 Arena Shooter CPP - Unable to perform a series of shots with SM_Riffle using the gamepad on any console
UE-294587 Runtime errors and validation failures with RGBA8 bound to U32 type
UE-294590 [PCG] BiomeCore runtime scattering is non-deterministic and has undefined behaviour
UE-294639 [Lumen scene update] High landscape Lumen cards update cost
UE-294667 Scriptable Tools sporadic crash on enter
UE-294670 Possible crash while generating HLODs with the World Partition Spatial Hash
UE-294692 GitHub 13366 : Exposing full FOV information for OpenXR HMDs
UE-294695 GitHub 13369 : Enabling LinuxArm64 support for OpenXR
UE-294758 Twin Stick CPP - Rotating the camera does not automatically fire projectiles
UE-294783 Survival Horror - Jump button is missing on mobile UI
UE-294790 Black Screen When Playing Android Startup Movies
UE-294795 Building Lighting in VR Template results in - Failed to initialize Swarm. Check to make sure you have the right version of Swarm installed. and ensures occur
UE-294860 Ray Tracing on new template projects not enabled by default
UE-294922 Ensure and Crash can occur after converting a Change Grid Size node as data is passing through
UE-294941 FAndroidTargetDevice::PowerOn() will Hang on Unix/Apple Computers
UE-294948 DMX: Crash when adding a DMX patch to a DMX Library track with more than one section
UE-294953 Material nodes don’t work when Substrate is enabled
UE-295003 Texture Graph loses connection from material nodes when changing the editor language
UE-295020 Crash handling in Vulkan is broken
UE-295044 Unable to launch multiple UE editors/clients with WebBrowser plugin due to CEF crash
UE-295085 Crash in garbage collector during cook, due to accessing an FProperty that has been freed
UE-295178 Chaos Outfit Asset: Crash when appending a sim+render mesh cloth asset to a sim only mesh cloth asset.
UE-295181 Missing Snap Layers Menu in Viewport After Enabling 2D Layer Snapping
UE-295201 Material Designer: Cannot use animators or create keybinds on asset instances on non-motion design actors
UE-295224 [CrashReport][Crash] RenderCore!FRDGBuilder::AddLastTextureTransition() [RenderGraphBuilder.cpp]
UE-295227 [CrashReport][Assert] Fab!bool V::TBaseSPMethodDelegateInstance::HasSameObject() [DelegateInstancesImpl.h]
UE-295228 [CrashReport][Assert] MetaHumanSDKEditor!UE::MetaHuman::Authentication::FClientState::CheckIfLoggedInAsync() [MetaHumanCloudAuthentication.cpp]
UE-295231 [CrashReport][Assert] Renderer!FRayTracingSBTAllocation::GetRecordIndex() [RayTracingShaderBindingTable.cpp]
UE-295235 [CrashReport][Assert] Fab!bool V::TBaseSPMethodDelegateInstance::HasSameObject() [DelegateInstancesImpl.h]
UE-295238 [CrashReport][Assert] UnrealEditor-IKRig!static void ??R<lambda_3>@?1??Evaluate_AnyThread@FAnimNode_RetargetPoseFromMesh@@UEAAXAEAUFPoseContext@@@Z@QEBA@AEBV?$TArray@U?$TTransform@N@Math@UE@@V?$TSizedDefaultAllocator@$0CA@@@@@@Z(const class TArray<UE::Mat
UE-295248 [CrashReport][Crash] ControlRig!URigHierarchy::SetTransform() [RigHierarchy.cpp]
UE-295254 [CrashReport][Assert] ControlRig!FControlRigPoseAdapter::UpdateInputOutputMappingIfRequired() [ControlRigPoseAdapter.cpp]
UE-295256 [CrashReport][Crash] ControlRig!URigHierarchy::PropagateDirtyFlags() [RigHierarchy.cpp]
UE-295260 [CrashReport][Assert] UnrealEditor-ControlRig!TSparseArray<TSetElement<UControlRig *>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::AllocateIndex(int) [Engine/Source/Runtime/Core/Public/Containers/SparseArray.h:109]
UE-295265 [CrashReport][Crash] UnrealEd!FTransaction::FObjectRecord::SerializeObject() [EditorTransaction.cpp]
UE-295267 [CrashReport][Assert] PixelStreaming2Editor!UE::EditorPixelStreaming2::FPixelStreaming2EditorModule::OnEndPIE() [EditorModule.cpp]
UE-295288 [CrashReport][Assert] Landscape!FHeightmapTextureEdgeSnapshot::CreateEdgeSnapshotFromHeightmapSource() [LandscapeEdgeFixup.cpp]
UE-295293 [CrashReport][Assert] Niagara!FNiagaraStatDatabase::ClearStatCaptures() [NiagaraCommon.cpp]
UE-295295 [CrashReport][Crash] Niagara!UNiagaraScript::InvalidateAndEmptyDefaultDataInterfaces() [NiagaraScript.cpp]
UE-295313 [CrashReport][Assert] UnrealEditor-D3D12RHI!static class std::tuple<FD3D12Resource *,FD3D12Texture *> GetResourceAndTexture(class FD3D12CommandContext & const, const struct FRHITransitionInfo & const) [Engine/Source/Runtime/D3D12RHI/Private/D3D12Commands.
UE-295319 [CrashReport][Crash] ChaosOutfitAssetDataflowNodes!FDataflowInput::GetValueFromAnyType() [DataflowInputOutput.h]
UE-295322 [CrashReport][Assert] InstancedActors!UInstancedActorsData::AddInstance() [InstancedActorsData.cpp]
UE-295323 [CrashReport][Assert] PCG!UPCGUserParameterGetSettings::ApplyPreconfiguredSettings() [PCGUserParameterGet.cpp]
UE-295324 [CrashReport][Assert] InstancedActors!UInstancedActorsData::RemoveInstance() [InstancedActorsData.cpp]
UE-295332 [CrashReport][Assert] MetalRHI!FMetalCounterSampler::SwapOrAllocateBuffer() [MetalCounterSampler.cpp]
UE-295337 [CrashReport][Assert] GeometryCore!UE::Geometry::FPolygonEdgeMeshGenerator::Generate() [PolygonEdgeMeshGenerator.cpp]
UE-295355 Cook fails with SN-DBS on UE 5.6
UE-295360 Fix material pins with localized names
UE-295361 Pre/post roll get evaluated inconsistently
UE-295364 Can’t keyframe Camera Rig parameters on a Camera Rig actor
UE-295365 Framing nodes should look at the player pawn by default (when no targets are specified)
UE-295367 Gameplay tag transition condition logic is incorrect
UE-295417 Survival Horror Template lights are set to Stationary not Movable
UE-295423 Templates - Horror character consumes stamina even when not moving
UE-295430 Live Link Hub - Missing MetaHumanCoreTech content in standalone build
UE-295485 First and Third Person CPP - Error: StructProperty FStateTreeFaceLocationInstanceData::FaceLocation is not initialized properly
UE-295509 Material Designer: When creating a material designer instance from an asset with a media stream, cannot save the level because it links to a private object
UE-295517 UE 5.6.0 doesn’t produce .apk that are compatible with 16kb page devices in some cases
UE-295530 [CrashReport][Assert] MassRepresentation!UMassRepresentationSubsystem::OnProcessingPhaseStarted() [MassRepresentationSubsystem.cpp]
UE-295534 [CrashReport][Assert] Engine!FTickTaskLevel::RemoveTickFunction() [TickTaskManager.cpp]
UE-295535 [CrashReport][Crash] UnrealEditor-MovieSceneTracks!static void ??$CachePreAnimatedValue@V<lambda_1>@?4???R1?1??SavePreAnimatedState@UMovieSceneSlomoSystem@@EEAAXAEBUFPreAnimationParameters@IMovieScenePreAnimatedStateSystemInterface@@@Z@QEBA@PEBUFEntityAll
UE-295546 [CrashReport][Assert] Engine!FReferenceSkeleton::Add() [ReferenceSkeleton.h]
UE-295548 [CrashReport][Crash] PCGGeometryScriptInterop!UPCGDynamicMeshData::Initialize() [PCGDynamicMeshData.cpp]
UE-295581 TemplateDefs.ini missing commented out SharedContentPacks
UE-295603 Crash when compiling a Scene State Blueprint when a Task’s prerequisite is not connected to the state (or to other tasks connected to the state)
UE-295605 Pathtracer - Holdout does not work in Pathtracer in 5.6
UE-295616 Timestamp calibration causes crashes on Adreno
UE-295629 VCam - Alpha channels are reversed in MRQ/MRG renders produced from a Take Recorded VCam camera.
UE-295653 Material Designer: Reloading a level after converting an asset-based material to an instance breaks it.
UE-295664 SavePackage: Spurious ManagementPropagation dependencies are being added to the AssetRegistry dependencies of all packages
UE-295673 Textures of HLODs built with the Simplify or Approximate algorithms do not stream in unless very close to the camera
UE-295694 Fix crash in debug packaged projects using SunMoonDaySequenceActor due to sync load in constructor.
UE-295696 Control Rig: Rotation corruption when updating to 5.6, need to update Rotation order table with new modular rig names
UE-295700 Plugin that configures PrivateIncludePaths causes Game project to fail to find Plugin Header
UE-295702 Sklem Mesh Editor : Transfer weight crashes the Engine
UE-295703 Crash in SerializeUnversionedProperties during cook, more prolific in 5.6
UE-295711 MRQ Graph - OCIO on Movie File Output Looks Incorrect
UE-295752 [CrashReport][Crash] UnrealEditor-VideoLiveLinkDeviceCommon!UE::CaptureManager::FVideoDeviceThumbnailExtractor::ExtractThumbnail(UE::CaptureManager::FMediaTextureSample *) [Engine/Plugins/VirtualProduction/CaptureManager/CaptureMa…
UE-295786 [PCG] False positive error on get landscape data in the GPU code path
UE-295825 PerfTesting doesn’t work properly with offscreen nodes
UE-295834 MRG - Unstable Cryptomattes when rendering in layers
UE-295842 [StateTreeEditor] The completion icon are visible when the schema doesn’t allow the task completion feature.
UE-295865 Engine Freezes after undoing and redoing ST_Delegates State tree changes
UE-295866 Control Rig: Constraint corruption when updating to 5.6, need to update names to new modular names
UE-295928 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:728]
UE-295929 [CrashReport][Ensure] UnrealEditor-ElectraPlayerRuntime!bool ??R<lambda_4>@?L@??AcquireWriteAccess@FMRSWRecursiveAccessDetector@@QEAAXXZ@QEBA@XZ() [Engine/Source/Runtime/Core/Public/Misc/MTAccessDetector.h:605]
UE-295932 [CrashReport][Crash] UnrealEditor-CPSLiveLinkDevice!UE::CaptureManager::FCPSFileStream::ProcessData(FString const &,FString const &,TArrayView<unsigned char const ,int> const &) [Engine/Plugins/VirtualProduction/CaptureManager/Cap…
UE-295935 [CrashReport][Crash] UnrealEditor-CaptureManagerEditor!TSet<TTuple<FGuid,TObjectPtr >,TDefaultMapHashableKeyFuncs<FGuid,TObjectPtr,0>,FDefaultSetAllocator>::FindIndexByHash(unsigned int,FGu…
UE-295938 Fix crashes and ensures when a DDC requests fail.
UE-296015 Cloner effector memory leak with niagara data channels
UE-296031 [MLDeformer] Crash when adding a bone to the input list
UE-296034 Crash when transitioning between camera rigs that have empty transition pins
UE-296048 Editor crash when user inputs a bad Path argument to CreateAssembly() BP Function
UE-296084 Assert when adding an enum data parameter
UE-296090 MRG: Rendering a graph disables r.Nanite.VSMInvalidateOnLODDelta
UE-296127 GitHub 13411 : Bug fix for FOpenXRHMD::GetCurrentInteractionProfile and related methods.
UE-296130 Echo does not cast shadows and is invisible in ray tracing
UE-296131 Hair binding is broken on Echo
UE-296157 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:728]
UE-296196 Cloner preview neighbor grid has collision enabled limiting player navigation
UE-296221 Crash in UMetaHumanCharacterEditorSubsystem::GetBodyState when closing the MetaHuman editor window.
UE-296249 [PCG] Elements subsets & point to attribute conversion can fail
UE-296275 [CrashReport][Crash] UMG!SObjectWidget::OnFinishedPointerInput() [SObjectWidget.cpp]
UE-296286 [CrashReport][Crash] GeometryCore!UE::Geometry::TDynamicMeshOverlay::GetElementIDAtVertex() [DynamicMeshOverlay.cpp]
UE-296319 [CrashReport][Assert] UnrealEditor-Core!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,…) [Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:728]
UE-296455 Dataflow Editor - Crash when generating the Evaluation Options Menu after closing a Dataflow Editor window.
UE-296496 When using FVector2D size delegate in graph editor nodes, it is incorrectly applied to the offset on the node instead
UE-296511 Templates - Adding C++ code to some templates causes BP assets with invalid parents
UE-296526 [UE Tracking] [CrashReport][Crash] UnrealEditor-AssetManagerEditor!FAssetSourceControlContextMenuState::FillDiffAgainstSubMenu(UToolMenu *) [Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/AssetSourceControlContextMenu.cpp:679]
UE-296535 [AI] Area Class to Replace does not work on SplineNavModifierComponent
UE-296543 r.ViewDistanceScale set to 2.2 in the base XSS (Lockhart) device profile
UE-296559 Scene queries in multi-source mode are still visualized after the first frame they appeared
UE-296589 New Templates - Localization and UPack update
UE-296594 PCG Graph Parameters inline value does not match actual internal value
UE-296628 MRQ Graph - Impossible to Delete Comment
UE-296651 Fix AMD Lumen visual artifects with inline raytracing
UE-296677 [StateTree] Trigger OnCompleted will not trigger if it’s the only transition on the state.
UE-296678 [PCG] FPCGCreateSplineElement crash while Garbage collecting
UE-296679 [StateTree] Only the first state is display in the state path.
UE-296690 AvaText3DComponent migrates properly but text does not render on load
UE-296697 Eye Tracking function Library is missing
UE-296742 UBA Binaries Rebuild
UE-296766 Crash on dataflow Plane, Slice, Brick and Mesh fracture when # transforms > # geometries
UE-296822 UMG: fixes for more solid handling of re-entrancy
UE-296825 Incorrect geometry with Inter font, glyph is incorrect
UE-296901 [PCG] GPU - string/SOP attribute values get lost when passing between compute graphs
UE-297000 [FastGeo] Non-primitive components are ignored from the transformation process and can be lost if all actor’s primitive component are transformable.
UE-297023 Modular Rig: Constraint corruption when updating to 5.6
UE-297041 [FastGeo] Partially transformed actors with a transformed RootComponent end up with an invalid RootComponent and remaining components are not at the right location.
UE-297051 Editor creates an Assert when trying to create a New Landscape Level Instance
UE-297117 Crash in Visualize Attribute caused by domain specific metadata
UE-297245 Getting ensure in FScene::LumenAddPrimitive when starting CitySample.
UE-297273 [Clone for 5.6.1] PlayerCameraManager->OnBlendComplete() delegate not getting called
UE-297288 Static Analysis Warning Fix from Hotfix CL 43647825
UE-297301 Crash when using Match and Set Attributes with Data domains
UE-297508 Arena Shooter CPP - AI enemies do not have running animation in PIE/Quick Launch and Packaged game
UE-297525 Arena Shooter CPP - Crash shortly after getting eliminated
UE-297595 Crash when redoing the deletion of a water zone actor
UE-297655 [CrashReport][Crash] UnrealEditor-Engine!int TSet<TTuple<TObjectPtr,TObjectPtr >,TDefaultMapHashableKeyFuncs<TObjectPtr,TObjectPtr,0>,FDefaultSetAllocator>::FindIndexByHash<TObjectPtr >(unsigned int, c
UE-297664 [CrashReport][Crash] UnrealEditor-Engine!int TSet<TTuple<TObjectPtr,TObjectPtr >,TDefaultMapHashableKeyFuncs<TObjectPtr,TObjectPtr,0>,FDefaultSetAllocator>::FindIndexByHash<TObjectPtr >(unsigned int, c
UE-297867 [PCG] Graphs with GPU nodes crash the build when launching standalone from editor
UE-297983 OutStreamingRenderAssets.FindByPredicate Assert happens when adding Heightmap Landscape Materials to a Landscape
UE-299741 ContentExample failed to build for release
UE-302027 The DistanceCurveModifier generates Distance Curves with zero values for Root Motion animations
UE-302294 Editor crash when adding mesh renderer elements in Niagara
UE-303057 [ProjectLauncher2] Build fails when using Pak Files unless you deploy to a device
UE-304385 The first scene queries of every frame are dropped and not visualized until a query with a hit is loaded
UE-304611 MPCDI library needs to be rebuilt with a newer libPNG
UE-305548 UnrealAndroidFileTool write failures with small files due to file sharing problem
UE-305618 Assign Actor Missing from Binding Context Menu when editing an assembly
UE-305619 Binding Properties is Missing from Context Menu of a Binding when editing an assembly
UE-305621 Convert Binding To is missing from the Context Menu of bindings when editing an assembly
UE-305681 Lyra Game fails to build against Launcher UE_5.6 on MacOS
UE-305912 Virtual Texture Thumbnail Issue in UE5.6
UE-306027 Corruption in adaptive runtime virtual texture
UE-306181 references added to AutomationTool by GenerateProjectFiles can cause build errors
UE-306292 [CrashReport][Assert] MeshModelingToolsEditorOnly!UWeightToolTransferManager::ApplyTranferredWeightsAsTransaction() [SkinWeightsPaintTool.cpp]
UE-306943 [Mac] Corruption in minidump.dmp generated by crashreporter
UE-307150 Horde does not default to support partitioned workspaces which results in problematic metadata levels and space issues on perforce servers
UE-307672 Horde 5.6.1 installer fails to sync perforce workspace with - Failed: Error in client specification. ‘partitioned’ client type has not been configured for this server.
11 Likes

Looks like a lot of nice stability fixes, in particular around Metahumans. Will upgrade shortly.

1 Like

Sadly, Instanced Stereo still broken. I’m sure it will get fixed in 5.7 in tandem with a different XR feature being broken.

Hello ,thank You for Fixes - any Eta for FastGeo/Transformers Replication ?

Nothing on Metahuman Wardrobe Items Thumbnails not showing correctly in MHC
And nothing on the terrible terrible destruction of Chaos Cache Manager not being able to Record Geometry Collections that had their Damage Threshold changed. This was working in 5.5