Would be nice if the Random Function is updated to make it really random.
Just so you know, Steam Multiplayer is still broken in 5.6.1
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:
- Instanced Stereo: "Failed to create graphics pipeline", 5.6.0, DX12 - #2 by RotemShi
- When not using Instanced Stereo, it crashes on startup with the following call stack:
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?
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.
Hello,
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.
Here’s a video showing the issue:
https://www.youtube.com/watch?v=8ZvcmTkPfmM
And here’s another report I found on the forums:
SceneCaptureComponent2D
Thanks in advance!
Navigation still seems broken in 5.6.1
Workaround has been disabling “LockMouseToPressedLocation” event, which isn’t ideal.
Hello
In Project settings | Navigation System Set : Crowd Manager Calss to None
Thanks for the suggestion, I managed to open my project but what do we do next, I mean I do not want to be using DX11. What are the steps afterwards ?
I mean I tried setting the project back to DX12 once I opened it and now again it’s not working ?
I got this error during restart process after selecting DX12 in project settings once I managed to open it via DX11
Any help is appreciated
Thanks
Despite reporting this issue here, in the forum thread, and in the bug report section, the same problem persists with the 5.6.1 hotfix.
The mobile game I created with the Unreal Engine 5.5.4 blueprint is now live on Google Play without any issues. The problem occurs when I update the same project to 5.6. The exact problem is as follows, as shown in the images:
I packaged the Unreal Engine 5.6.1 project as is. I installed the game on my Android phone. The initial loading and initial launch of the game are flawless, so I’m attaching the screenshot. Everything works exactly as it was when packaged in 5.5.4.
Here’s the image.
I just closed the game. When I open the game again on the same phone, the right and left notches appear as black bars. Not only is the screen cut off, but the button placement and trigger settings are also disrupted. In other words, the button doesn’t trigger where it appears.
Note: I need 5.6. If 16 KB compatibility is not achieved, Google Play will close my chance to update the game after 13 days. The warning is in this direction.
@Tina_Wisdom
@ludovicchabant
Aside from overall wtf why changings is breaking content, some things are purely lack of testing. With new Gameplay Camera system we have updated Control rotation, which you have to figure somehow that you have to Add a new special component to your character. Seems ok, hidden but logical, but fact that its auto activate is specifically aiming specific player# means you have to do it per character if have multiple. And as a cherry on top of it it works only for the FIRST character… And broken for any after… it just so annoying that I have to fix problems instead of being focused on doing things and progress forward.
I can understand - Beta - But sorry you not changing things after you’re [publish, you’re finding solution to keep things working, not breaking, or not releasing if it is not ready to be tested or used.
Now with all that I faced trying to fix my camera system to work in 5.6 I am thinking about gong back to legacy system, because at least most probably it will keep working in newer builds..
Everything is experimental like the engine itself.
Good to know - I will keep using 5.5.4 at this point. Nothing in 5.6 is required for me.
The issue I mentioned above in 5.6.0 where attempting to do a remote build on a mac for iOS deletes all files in the Engine/Programs directory following the build phase being successful is still present in 5.6.1. This then leads to rysnc failing and it ending the process. This is really discouraging. Is anyone else encountering this?
Build Log
UATHelper: Packaging (IOS): [Remote] Downloading build products
UATHelper: Packaging (IOS): receiving file list … done
UATHelper: Packaging (IOS): deleting Programs/ZenDashboard/Config/DefaultEngine.ini
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UATHelper: Packaging (IOS): rsync: [generator] delete_file: unlink(Programs/LiveCodingConsole/Saved/Logs/LiveCodingConsole.log) failed: Device or resource busy (16)
UATHelper: Packaging (IOS): deleting Programs/LiveCodingConsole/Saved/Logs/LiveCodingConsole-backup-2025.08.18-17.58.01.log
UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/LiveCodingConsole/Saved/Logs
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UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/LiveCodingConsole/Saved
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UATHelper: Packaging (IOS): deleting Programs/LiveCodingConsole/Config/DefaultEngine.ini
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UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/LiveCodingConsole
UATHelper: Packaging (IOS): rsync: [generator] delete_file: unlink(Programs/CrashReportClient/Saved/Logs/CrashReportClient.log) failed: Device or resource busy (16)
UATHelper: Packaging (IOS): deleting Programs/CrashReportClient/Saved/Logs/CrashReportClient-backup-2025.08.18-18.40.09.log
UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/CrashReportClient/Saved/Logs
UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/CrashReportClient/Saved/Logs
UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/CrashReportClient/Saved
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UATHelper: Packaging (IOS): deleting Programs/CrashReportClient/Config/DefaultEngine.ini
UATHelper: Packaging (IOS): deleting Programs/CrashReportClient/Config/
UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/CrashReportClient
UATHelper: Packaging (IOS): deleting Programs/ChaosVisualDebugger/Config/DefaultGame.ini
UATHelper: Packaging (IOS): deleting Programs/ChaosVisualDebugger/Config/DefaultEngine.ini
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UATHelper: Packaging (IOS): deleting Programs/ChaosVisualDebugger/ChaosVisualDebugger.uproject
UATHelper: Packaging (IOS): deleting Programs/ChaosVisualDebugger/BuildAndCook.bat
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UATHelper: Packaging (IOS): deleting Programs/BuildPatchTool/Config/DefaultEngine.ini
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UATHelper: Packaging (IOS): deleting Programs/BuildPatchTool/
UATHelper: Packaging (IOS): deleting Programs/AutoRTFMTests/AutoRTFMTests.uproject
UATHelper: Packaging (IOS): deleting Programs/AutoRTFMTests/
UATHelper: Packaging (IOS): Programs/AutomationTool/Saved/Logs/UBA-UnrealPak-Win64-Development_Remote.txt
UATHelper: Packaging (IOS): sent 42 bytes received 11,868 bytes 7,940.00 bytes/sec
UATHelper: Packaging (IOS): total size is 133,820 speedup is 11.24
UATHelper: Packaging (IOS): rsync error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1816) [generator=3.2.3]
UATHelper: Packaging (IOS): Unable to download files from remote Mac (exit code 23)
UATHelper: Packaging (IOS): Result: Failed (OtherCompilationError)
UATHelper: Packaging (IOS): Total execution time: 41.58 seconds
PackagingResults: Error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1816) [generator=3.2.3]
UATHelper: Packaging (IOS): Took 41.63s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (IOS): UnrealBuildTool failed. See log for more details. (E:\Unreal Engine\Source\5.6.1-release\Engine\Programs\AutomationTool\Saved\Logs\UBA-UnrealPak-Win64-Development.txt)
UATHelper: Packaging (IOS): AutomationTool executed for 0h 0m 42s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (IOS): BUILD FAILED
Broken Feature: Sound Submixes no longer allow assigning Parents or Childs in the Sound Submix window for a given Submix. Instead, they display greyed-out menu/options.
Thank you for this list. We have submitted a Bug Report using the forms you’ve provided. Our issue: we are unable to assign any Submix Parents or Childs. We can brute force it (kinda) by dragging off pins, but that forces window resets and crashes the Sound Submix window. We’ve loaded up a completely blank project and attempted it there and it’s repeatable as well as repeatable on a completely different computer.
We have a much larger project with lots of Submixes and it’s the same there. We are only using the default Submix root in any case (see images of a blank project for UE 5.6.1).