Unreal Engine 5.6 Released

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.

2 Likes

@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.

1 Like

Good to know - I will keep using 5.5.4 at this point. Nothing in 5.6 is required for me.

3 Likes

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
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UATHelper: Packaging (IOS): rsync: [generator] delete_file: unlink(Programs/LiveCodingConsole/Saved/Logs/LiveCodingConsole.log) failed: Device or resource busy (16)
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UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/LiveCodingConsole/Saved/Logs
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UATHelper: Packaging (IOS): deleting Programs/LiveCodingConsole/Saved/Config/CrashReportClient/
UATHelper: Packaging (IOS): deleting Programs/LiveCodingConsole/Saved/Config/
UATHelper: Packaging (IOS): cannot delete non-empty directory: Programs/LiveCodingConsole/Saved
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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)
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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/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).

1 Like

btw … I’m sure AA options being disabled in forward is a bug. This happens on a fresh VR template project and I’ve had to use the r cvars to toggle modes. I did find out that I can force the skeletal mesh to render properly by going to any cloth enabled rendered material and setting the tangent to something like 1,0,0 and back to 1,1,1 and compiling. Did gpu skin caching or chaos cloth get messed up during the new PSO precaching or something?

Also it appears auto instancing is no longer working? This same scene only requires 33-40 draws in UE4.27

UE5.6.1

UE4.27

Toggling r.MeshDrawCommands.DynamicInstancing does absolutely nothing in 5.6.1

2 Likes

Faced the same issue moving from 4.27 to 5.1 … eventually ditched baked lighting all together after standing up aws host to rebake over 1k rooms to get us back up in prod quickly. Let it run over night and was a painful QA process.

1 Like

I agree with you here and I’ve stated it before … the understanding isn’t the issue. The Quality Standard and status Quo is…. I love this engine and slapping a “use at your own risk” on a “release” isn’t the way. I’ve been in the epic camp for 20+ years now and It hasn’t always been this way … I promise you. 4.24 launcher (without source) brought games all the way too release on consoles and steam. The call for LTS is a result of lower quality and lower stability releases that have as you can see in this forum been a revolving door…. I want the first impression of UE5 by students and newcomers to launcher binary cuts to be a good one and not holding ourselves to a higher standard is counter productive to “our” and “epics” goals. Marketing new features and pulling in all this experimental “shiny” things impresses investors and creates a hype for newcomers but when they are left with a sour taste in their mouth because retention is “easy come, easy go” due to “game dev tool stability” being lackluster … well your blowing your own foot off by making more people jaded faster.

So yes the developer/studio will chose what risk to take and eventually if things don’t turn around that means bad things for UE5 for every newcomer that doesn’t understand this “don’t trust a .0 release or even in this case a .1 binary release” the “value” proposition is do they go to unity or go back to 4.27 and give UE5 more time to “get its stuff together” so they can focus on game development instead of fighting cherry picks and engine migrations along the way.

The opportunity cost will be evaluated here for indies all the way to AAA’s and deprecation is the flipside to this where you’d still be in 4.27+ branch upkeeping it… the question comes down to which has the less risk and easier to get your target across the line offering your studio the most value for their time and goals. Simply stating how things “are” … doesn’t negate the issue.

Every customer knows they can go buy a bear or they can go “build a bear” you can rely on your tool and its stability or you can expect to need to have a blow torch available and know how to temper steel…. the value proposition here is the concern not the fact “every dev/studio has to evaluate the risk” ….. this is true for every business partnership. Nobody is claiming otherwise …. I’ll put it in simple terms. Devs/Studios/Indies are saying "I’m losing trust in Epic and UE5” based on its quality and my teams lost opportunity cost.

UE5 “should” be able to deliver on the value promise of being a “stable and reliable” tool for studios to use as its marketed as “production ready” …. this “production ready” appears to be defended by “its up to devs to decide” anytime they articulate it kinda feels like a label slapped on to look shiny when the reality is …. “use at your own risk” anytime someone says … man things have been kinda rocky and we are spending more time fighting issues than making our game.

I support a huge dev community and alot of university instructors as well as use UE4 and UE5 across my day job. I have empathy for the feedback given here first hand. The perception of this engine isn’t formulated based on how much work you can do to mold your paintbrush into what you need it to be (any strong engineer who’s been in this space has worked with some in house engine and likely has maintained one, right now UE5 and it’s issues are more valuable than that option but those of us coming from UDK → UE3 → UE4 → UE5 and have maintained in house engines… lets just say we have options) …. its the stability of the starting point and the distance traveled to get to your goal…. UE5 is struggling here.

As far as epic providing the engine, source and documentation … I’d say the last part here can always be better and I’m sure any veterans in the epic camp can agree. The other issue is even if you are a source contributor its extremely difficult to understand the “state” of any release because the bug tracker is horrid and git doesn’t track “issues” so again documentation and transparency even for those trying to approach and fix said issues could be better. Understanding “outstanding” issues BEFORE deciding which engine version to align your studio with would be a much easier process and the added “transparency” alone would heal some of the “trust issues” I’ve seen form over the last 5 years. This would result in more community contributors able to actually pick something they are strong in and tackle it vs finding it along the way fixing it and opening a PR (or not) and if so crossing their fingers it gets pulled into main and like noted above even “if” it’s pulled into main hoping it makes the cut during CI to hit the hotfix.

4 Likes

Hey, everyone!!

After I update to Unreal Engine 5.6.1 hotfix patch and I’ve tried to open but it crashed immediately. How do I need to find something to fix it?! I have report here:

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataBackends.cpp] [Line: 208]
Unable to use default cache graph ‘InstalledDerivedDataBackendGraph’ because there are no writable nodes available.Add -DDC-ForceMemoryCache to the command line to bypass this if you need access to the editor settings to fix the cache configuration.

UnrealEditor_DerivedDataCache
UnrealEditor_DerivedDataCache
UnrealEditor_DerivedDataCache
UnrealEditor_DerivedDataCache
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Thanks sincerely !!

StarkerXCV.

Try deleting your DerivedDataCache folder in your project and re-opening it. You might need to also delete your binaries, saved and intermediate directories and re-generate the project files.

1 Like

I can confirm that the text3d plugin got even worse compared to 5.6.0. In 5.6.0 I was able to open the 5.5.4 project in the Editor and open most blueprints. Only when I tried to open some blueprints with text3d functionality the Editor crashed. When I tried to Play the game it immediatly crashed.
But in 5.6.1 the project doesn’t even open! It crashed after the small Editor’s start screen with shader compiling etc. Wow.. this is so sad! Such a brutal blocker bug is really new to me in Unreal!

Clipboard:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000300

0x000002b025300b8f UnrealEditor-Text3D.dll!UnknownFunction
0x000002b02530c024 UnrealEditor-Text3D.dll!UnknownFunction
0x00007ff9ff5f6999 UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9ff66a26a UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9fed83c8f UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9ffee9435 UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9ffee9e04 UnrealEditor-Engine.dll!UnknownFunction
0x00007ffa0111bea6 UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9fff2c55f UnrealEditor-Engine.dll!UnknownFunction
0x00007ffa0119ac2a UnrealEditor-Engine.dll!UnknownFunction
0x00007ffa011456ec UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9fbf6b6e4 UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff9fbf55fdd UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff9fbf3b7bf UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ffa047ac876 UnrealEditor-Core.dll!UnknownFunction
0x00007ffa01541574 UnrealEditor-Engine.dll!UnknownFunction
0x00007ff9fcb68152 UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff9fc3b12fd UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff9fc3b0b2f UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff9fcba3438 UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff9fcb64f4f UnrealEditor-UnrealEd.dll!UnknownFunction
0x00007ff7af51e4c4 UnrealEditor.exe!UnknownFunction
0x00007ff7af51e6ba UnrealEditor.exe!UnknownFunction
0x00007ff7af52209e UnrealEditor.exe!UnknownFunction
0x00007ff7af534e44 UnrealEditor.exe!UnknownFunction
0x00007ff7af5380fa UnrealEditor.exe!UnknownFunction
0x00007ffadd8ce8d7 KERNEL32.DLL!UnknownFunction

Crash Report:
LoginId:e9fcfe9b41cebfe1628cd1bc663236e3
EpicAccountId:d46d50c6a16f4945b65e4720c6c7077e

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000300

UnrealEditor_Text3D
UnrealEditor_Text3D
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

@Tina_Wisdom Is this bug known to Epic Games ? Did someone report it ? -My bug reports seem to be always ignored.. :frowning:

1 Like

Hi! I am releasing a mobile game very soon that was made with Unreal Engine 5.4.4, and I was curious if Android 15 support would be released for Unreal Engine anytime soon? The only reason I ask is that on August 31 of this year, the Google Play Store will start enforcing that all new apps and updates will require Android 15 or higher in order to be in the store. I would appreciate any help in this, or if there already is support I don’t know about, then I’d love to be pointed in the right direction. Thank you!

Another day, another issue.
Something goes wrong with Auto Material on a (non-nanite) landscape with World Partition.
Weird lines appears, only on build, not in editor viewport :

https://forums.unrealengine.com/t/world-partition-landscape-material-issue-with-5-6-non-nanite/2652404

Skin weight editing crashes, in UE5.6.1, when accepting the changes with error:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067]
Array index out of bounds: 61 into an array of size 61

UnrealEditor_Core
UnrealEditor_MeshModelingToolsEditorOnly
UnrealEditor_MeshModelingToolsEditorOnly
UnrealEditor_MeshModelingToolsEditorOnly

Hello, we are still experiencing this issue. @Tina_Wisdom

Upgrading a 5.5.4 project to 5.6.1 causes meshes imported (possibly only via Datasmith for C4D) to swap or destroy material slots when upgrading.

You can see here, this lid, when upgrading to 5.6.1, the material for the painted wood is missing and is replaced by the metal which existed in the other slot.

However, if we disable Nanite on this mesh, we see that the original material slot is now broken:

We have also tried disabling Nanite in 5.5.4 before project upgrade, and then upgrading to 5.6.1 without any Nanite static meshes. This creates an alternative scenario where the non-Nanite mesh is fine, and displays correctly:

But when enabling Nanite on that mesh, the issue returns:

We’re really not sure what to do here, as there doesn’t seem to be any other pathway from 5.5.4 to 5.6.1 without a simple project upgrade, and this is happening from the upgrade itself without any other changes made to the project.

This is a blocker for us, because we’re unable to move to 5.6.1 without this issue happening, meaning that our art assets are stuck in 5.5.4. It would be an enormous job to reimport all assets fresh in 5.6.1.