Unreal Engine 5.6 Released

Template variants don’t include the assets indicated should be in the template. FPS template Arena Shooter variant doesn’t load with gun asset, target dummies, doors, etc seen in videos online. Have uninstalled and reinstalled 5.6 with the same results. Any ideas as to the issue would appreciated. It’s the same with 3P templates as well.

@Tina_Wisdom Hi Tina, do you happen to know if this release fixes the regression where character physics assets simulated using Rigid Body Animation Nodes incorrectly become stiffer at high framerates (severely affecting pony-tail-type physics chains)?

In my tests in 5.3.2 and 5.5.4, any bone chains simulating above 60 fps will become increasingly stiff, whereas in 4.27.2, the rigid body physics performs FLAWLESSLY at ANY framerate (tested from 30 fps to 240 fps). Since my stylized character’s distinctive look is defined by this simulated prop, I’m basically forced to stick with 4.27.2 until this can be addressed. If any of this is unfamiliar news, please pass this info along to the devs.

Thank you so much!

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Yes. The same. Does it mean that it does not work under Linux? :grimacing:

I’m getting this error while trying to open/convert a 5.5.4 project:

Assertion failed: Result [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp] [Line: 2014]
FBlueprintEditorUtils::FindBlueprintForNodeChecked(/Engine/Transient.EdGraph_47:K2Node_GetEnumeratorNameAsString_0) failed to find a Blueprint.

Is there any way to narrow it down to the blueprint that couldn’t be found?

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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

They are present. However they did a weird thing. They have a basic template and add a variant folder that extends the BPs of the basic template. So you have to go to the project settings, change the game mode to the variant’s game mode, change the default map to the one in the variant’s folder and then switch to that map or restart the project.

Hi there!
THe level “Lvl_TopDown” of 5.6 TopDown template has no NavMeshBoundsVolume actor,so it will not working when you only click left mouse button.

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What’s up with swarm and baked lighting? There’s no possible way this feature is being removed…

Looks like that. I’ve submitted a bug report.

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The link on this page for downloading the Linux cross compile toolchain is wrong. It downloads the v23 clang-18.1.0-based toolchain instead of the v25 that is recommended/required to build 5.6.

(It looks like the link for the native toolchain is wrong too)

Hi there, I tested Niagara Fluid in 5.6 VR template with a Niagara Fluid Sample and the VFX only render in the left eye with OpenXR just like in 5.5.4.

Is any fix planned for Niagara Fluid in VR in 5.6 patches?

For me this one is (so far) a total dud.

5.5, with some tweaking and design-choices on my part has turned out to be a very servicable release w/regards to visuals and performance. On an aging processor I was able to get a solid 65+fps in the worst spots on my test-bed.

specs

554 results
Output 1 - 75+fps

Output2 - 65+fps - one of the worst spots on the map

56 results
First of all, don't know why this is...

Output1 - 100+fps

Landscape material is not rendering properly here despite being rendered in the viewport and material editor.. It’s KINDA there, you can see the temporal-sampling in the banding between the layers so it’s there, but not? Unsure if this effects the render-cost and thus the overall FPS might be inaccurate??

-=-=-=-=-=-=-

Material editor doesn't show nanite-compute cost anymore??

Cannot really use it b/c I cannot rely on the output, much is sus. I even rebuilt the level in 56 but that was even just reimporting the landscape from the heightmap, slapping the material on there and dragging in UDS. Very simple test-case pretty consistent with what I throw at every version.

I really thought we would get another RC and not a full-release…

epic i beg you, add a rig to the metahuman creator that contains the ik bones of the default ue5 manny. So it is 1:1 identical to the ue5 manny rig.

Also, make an option for a rig that does not contain facial bones. Not everyone wants to animate faces

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Here are some of the issues I’ve experienced…

HW Lumen doesn't work on nanite meshes that use WPO spawned via foliage mode

HW Lumen doesn’t work on meshes placed via foliage mode if you use WPO of any kind (this only applies to nanite meshes). I also tested Megascans Norway Maple trees because I thought that my custom wind is at fault, but nope. If you place a plant by hand, it works as intended.


GPU Visualizer got removed

Looks like GPU Visualizer got removed and r.ProfileGPU.ShowUI doesn’t even exist, but somehow its still present in the docs. Would be cool to get it back casue it was even shown at the Unreal Fest.

image3

Stat GPU is super confusing

Check the screenshot. TSR costs 1.5ms, Postprocessing costs 1.84ms. Guess what, TSR is already included in Postprocessing cost, so its shown double here. Same thing with Lumen Reflections and LumenScreenProbeGather, which are already included in RenderDefferedLighting.

5 Likes

The new locomotor is awesome. I wish there would be one for local space to have e.g. vehicle gunner operating in tower with local movement and rotating.

You are a boss, I love you.

Do UDIMs work in 5.6?

My issue noted above is owing to the following error but I cannot locate anything in regards to bVirtualTextureStreaming variable..

I tried to reimport the source files and they came in as UDIM, converted to VT automagically, etc, but they are just not usable…

Kind of a bummer b/c if numbers are accurate, for me, 56 would be giving me a huge performance boost, and let me step off using screen-scaling at all.

Has anyone encountered this issue? After upgrading my project from 5.3.2 to 5.6, I keep getting the following error on startup, which causes the editor to crash:

“Assertion failed: !Object->HasAnyFlags(RF_NeedLoad | RF_NeedInitialization) [File: D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 10517]”

It seems to be triggered by all Sequencer-related blueprints.

There is a broken link on the datasmith page for plugins that have 5.6 “Release Notes”:

https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.6-release-notes

The correct url is:

https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes

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Its seems that if you have raytracing shadow enable, an instanceStaticMesh as nanite with worldposition offset enable won’t cast any raytrace shadow anymore.

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