Unreal Engine 5.6 Released

Please @Tina_Wisdom ,

Solve the issue where Shipping builds are packaged as Development.

Already reported in Preview, weeks ago.

Thank you

Hi, is something changed on niagara under the hood? i’m spawning ~5k niagara shots per second(via “activate/reset” on actors) and in 5.5.4 i have about 14-18fps, but in 5.6.0 i have ~5fps. CPU and GPU are not under load (same as in 5.5.4)

Crashes every time I try to open it:
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1015]
Payload->Queue.D3DCommandQueue->GetClockCalibration(&LocalTiming->GPUTimestamp, &LocalTiming->CPUTimestamp) failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:907
with error E_FAIL

Hopefully the submitted bug reports will help get a fix out. Until then I’ll keep using 5.5. Any idea how to try the new templates on 5.5 since I’m stuck there? DirectX11 works (DirectX12 worked in 5.5)

yes set the render to DirectX11 via config,
Step1: assuming you have it installed at default location go to :C:\Program Files\Epic Games\UE_5.6\Engine\Config
then make a backup of BaseEngine.ini,
Step 2: then open it with notepad press ctrl + F and search for “WindowsTargetPlatform” should bring you to the [/Script/WindowsTargetPlatform.WindowsTargetSettings] section
Step 3: copy and paste the following line in that section : DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
Step 4: Save and open UE5.6

also if you upgrade a previous project or create a new one with the project config will override this engine default thus open the project folder got to the configs folder and repeat the above steps for DefaultEngine.ini

1 Like

did they break Nanite skeletal mesh again?

I couldn’t even enable Nanite skeletal mesh on very simple skeletal mesh with single default material, can anyone confirm this?

it’s similar to 5.5.0 back then with this error about array index out of bounds:

[2025.06.04-00.11.28:579][693]LogWindows: Error: appError called: 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: 0 into an array of size 0

Guys, it’s missing a “MinimalAPI” in the InputTriggers.h for the UInputTriggerTimedBase.
It makes it impossible to inherit this class.

It’s a bug from this commit:
https://github.com/EpicGames/UnrealEngine/commit/89df8c170d233eea5df79abb8873d6ecf1c01e27

This line specifically:
https://github.com/EpicGames/UnrealEngine/blob/803688920e030c9a86c3659ac986030fba963833/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h#L187

Based on the huge commit, most other cases the dev correctly added MinimalAPI. But this case is missing for the input class.

2 Likes

Anyone know where abouts that new Mocap Manager is located? Can’t find it in any of the menus

Yes, Please fix this.

ALAS Metahuman still doesn’t work on Linux. Neither compiled build from the site, nor compiled from source code.

Navigation controls are broken in Collab Viewer template.

1 Like

Lyra 5.6 crashes upon opening w/ AMD gpu.

Changing r.RayingTracing=False in “config/DefaultEngine.ini” got it working.

Normally I end up disabling that later because it does start crashing. Not usually immediately.

Was crashing anytime using Quick Play. Went through the maps without it - gave them a chance to load I guess - then Quick Play started working.

And, Metahuman Creator male has no nipples? :thinking:

Unreal 5.6.0 release build on Rocky Linux 9.5 - MetaHuman Fab asset gives error importing Wardrobe Item despite all MH plugins enabled

But can you create a character with it?

I’m testing the new first-person template, but I notice I got some lines, I guess from the character mesh (the jaw) on my screen, that should not be visible. it happens when you look down.

1 Like

I am still figuring out - Metahuman Manager Window opens. Also some other components are present.

Hey, it looks like the consolehelp.html is broken, only shows ~1000 cvars instead of ~8000 compared to 5.5. Is there a fix coming?

Are you facing the same issue?

2 Likes

Crashes every time I try to open it:
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1015]
Payload->Queue.D3DCommandQueue->GetClockCalibration(&LocalTiming->GPUTimestamp, &LocalTiming->CPUTimestamp) failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:907
with error E_FAIL

AMD Ryzen 7 5700G with Radeon Graphics. It only crashes with 5.6, 5.5 works perfectly fine. Any solution or information about this crash other than switching to DirectX 11? I’ve been struggling trying to find a solution, even resetting my PC to factory and reinstalling all the drivers. Nothing works.

Well , Could you anyone share any information about Nanite Foliage Assets for 5.7? . So Full Geometry + Opaque Method as right now is actually not proper technique and will perform slower when 5.7 drops? i Wanted to buy some assets but without that info not going to buy packs on the FAB. Thank you in advance.

Hello! Does anyone know where can i find the previous 5.6 preview compiled linux zip?
new version broke the vulkan driver on amd. on linux
in the previous version i managed to get a very decent framerate on substrate and looked great on macos metal sm6; on sm6 linux it dindnt look that good, but now it all seems broken i get a jagged display, and it crashes very fast, i managed to get a decent display with the android vulkan sm6 preset.
using amd ryzen 9 integrated gpu 680m
it will be great to get a link to the previous version as it looked much better here.
Thanks in advance