I have tested the latest 5.6.1 release regarding the bug where Nanite-enabled trees, painted with the Foliage Tool, do not cast any shadows, direct or indirect, when Evaluate World Position Offset is enabled in the material. This happens even with Lumen turned off.
I also tested the bug where parts of Nanite-enabled landscapes are missing, and it is still present in the new 5.6.1 release. When do you plan to address these issues? Kindly let us know the expected time frame for a fix.
1: Dynamically modifying material parameters of breakable objects before they break is ineffective, but works fine in 5.5.4.
2: UE5.6.0 and 5.6.1 scan system fonts during startup, causing significant lag. If 5.5.4 takes 1 second to start, 5.6.1 takes 10 seconds.
Sadly, pc deferred vr is still broken. Visual glitches, unusable. Only ‘fix’ is to use forward shading but if you have the performance headroom and want maximum quality, deferred is best. Reported a while back. See also here Rendering with TSR antialiasing in VR
Thank you for updates, I did read the list of fixed bugs and even though most of them are kind of cryptic and doesn’t say what they fixed, I saw some of the errors and crashes fixed that I regularly was seeing in the logs and during crash report.
However this two seems to still be issues that are not fixed. I was hoping after few years of nanite, I can finally have everything work on nanite and do not have to worry about overdraws and transparency items.
I also would like to know the status of these bugs, are they being fixed at the moment or we will be waiting for 5.7 to see a fix?
The bug wasn’t fixed, but instead became more severe. Now, opening a scene that uses 3D Text will crash, and if the editor automatically opens the scene, UE won’t launch. Furthermore, 3D Text doesn’t display all fonts when selecting fonts. This is likely due to using the same font name but different paths in multiple languages.
Also, I’ve discovered that the delayed startup of UE might be related to 3DText.
This is a portion of the information. There may be hundreds or even thousands of such messages.
UE is scanning the entire system for fonts, and this time it takes a long time. This happens every time it starts.
[2025.08.13-05.51.19:675][ 1]LogStreaming: Display: FlushAsyncLoading(351): 1 QueuedPackages, 1 AsyncPackages [2025.08.13-05.51.19:678][ 1]LogPlacementMode: Display: The Asset Registry is done with its initial scan, the list of placeable classes has been updated. [2025.08.13-05.51.19:683][ 1]LogText3DEditor: Ignoring distance field font RobotoDistanceField [2025.08.13-05.51.19:685][ 1]LogText3DEditor: No composite font found for font SmallFont [2025.08.13-05.51.19:685][ 1]LogText3DEditor: No composite font found for font SmallFont [2025.08.13-05.51.19:685][ 1]LogText3DEditor: No composite font found for font TinyFont [2025.08.13-05.51.19:689][ 1]LogText3DEditor: Ignoring distance field font VRText_RobotoLarge
0x00007FF81EB27F9A 处(位于 UnrealEditor-Win64-DebugGame.exe 中)引发的异常: Microsoft C++ 异常: CacheOverflowException,位于内存位置 0x0000001BB3F7A050 处。 [2025.08.13-05.29.14:833][ 1]LogFactory: FactoryCreateFile: FontFace with FontFileImportFactory (0 0 C:\WINDOWS\FONTS\ARIAL.TTF) [2025.08.13-05.29.14:835][ 1]LogSlate: FontCache flush requested. Reason: UFontFace::PostEditChangeProperty [2025.08.13-05.29.14:837][ 1]LogFactory: FactoryCreateFile: FontFace with FontFileImportFactory (0 0 C:\WINDOWS\FONTS\ARIALI.TTF)
this is really nice. thanks! afaik it will improve the usability with wayland. which some distros have started to push on users. so it’s a bit of a blocker. some users are currently using wayland and facing several issues. so sdl3 is much welcome i think. thanks!
Thanks for the update. too bad it wasn’t implemented. Not doing github builds anymore because I need the projects to be compatible with the official launcher version. Will have to wait for 5.6.2 / 5.7. p1
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?
afaik if you build from a branch that specifies the version (like 5.6) then it’s compatible with the launcher one. but try it to be sure. i work with a project where i use a git build on one platform and the binary from the launcher on another platform and it works well.
After upgrading a project from UE 5.5 to 5.6, Then 5.6.1
I’m consistently encountering the following warning in the Map Check for any actor that includes a SceneCaptureComponent2D:
MapCheck: Warning: BP_**** Static Mesh Actor has NULL StaticMesh property*
This issue also occurs in a brand-new 5.6 /5.6.1 project. Simply placing an actor that has a SceneCaptureComponent2D in the level triggers the same warning.
If I remove the SceneCaptureComponent2D, the warning disappears.
I did not see this warning in 5.5.
Additionally, I noticed that in 5.6, the SceneCaptureComponent2D no longer displays the camera mesh in the Blueprint; it just appears empty.
I’ve already tried verified and reinstalled the entire 5.6 / 5.6.1 versions, but the issue remains. There are no camera meshes, and the warning still appears during map check.
I believe it’s a bug. I’ve already submitted a report, and I’ve seen others mention the same issue, so it’s not just happening in my launcher.