Unreal Engine 5.6 Released

You are my savior, I’ve been puzzling all day why GI and AO stopped working. Thank you very much.

Heads up for anyone wanting to install RiderLink or simply generate the project’s files with 5.6. MetaHumanCoreEditor’s source files are missing from the launcher’s version. So you’ll need to copy the MetaHumanCoreEditor source folder from the engine’s source to fix this.

I just find that we have loop nodes for maps and sets in UE5.6 - it’s awesome!

There are many tiny but practical updates like this, and I hope for more detailed release notes to show them.
(btw when I drag out a pin of a map and press “F”, it still creates a traditional for each loop macro. Having an auto-conversion will be great :D)

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Trying to open my project in 5.6.0. Crashes whenever I open the main map in DX12.

[486]LogD3D12RHI: Error: Failed to create pipeline state with combined hash F9FF609CD0E46037, error 80070057.
[486]LogD3D12RHI: Error: Failed to create pipeline state with combined hash 41CFCEA9C5672530, error 80070057.
[486]LogD3D12RHI: Error: Failed to create pipeline state with combined hash 211F8310F11C34FB, error 80070057.
[487]LogRHI: Error: Failed to create graphics pipeline, hashes: Vertex: 7C2022619467EB0B4A491277C5AD1101840305F6, Pixel: 08B847DDE51B488833B1322521D78C9BE87824F2, Pipeline: 7DCB00C0A7369368B74FB39376C2440266E835E1.
[487]LogRHI: Error: Vertex: <unknown>
[487]LogRHI: Error: Pixel: <unknown>
[487]LogRHI: Error: Render Targets: (8)
[487]LogRHI: Error: 0x2
[487]LogRHI: Error: 0x2
[487]LogRHI: Error: 0x2
[487]LogRHI: Error: 0x0
[487]LogRHI: Error: 0x0
[487]LogRHI: Error: 0x0
[487]LogRHI: Error: 0x0
[487]LogRHI: Error: 0x0
[487]LogRHI: Error: Depth Stencil Format:
[487]LogRHI: Error: 0x0
[487]LogWindows: Error: appError called: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 533] 
Shader compilation failures are Fatal.

There are tons more debug printouts but not including them here for brevity.

The new ray traced translucency method breaks Metahuman eye occlusion and lacrimal fluid shaders.


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Cook Fails on PC, when the new Metahumans plugins are active in the project.

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BUG:

PIE with NetMode: Client fails when using EOS OSS :confused:

Reason:
When running under one process and trying to launch dedicated server in PIE, the editor just creates an extra client marked as listen server.
bool UNetDriverEOS::bIsUsingP2PSockets is now set to ALWAYS true which means it tries to use EOS to launch port for the listen server hosting but there is no logged-in user in-editor which causes this to fail and I don’t always want to have to use devauthtools.

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Bug in UE 5.6.0 Source when remote building for iOS or macOS where it is deleting everything in my Engine/Programs folder on my Windows PC except for the AutomationTool folder. Before this, I was getting an error regarding rsync not being able to delete LiveCodingConsole.log so I tried to manually kill the LiveCodingConsole.exe which got me past that issue.

This removes UHT’s config which causes errors in the build process right before cook but after successfully packaging the IPA. In order to get things to not break during building, I need to copy those Engine/Program/*/DefaultEngine.ini files back in, but it unfortunately continues to delete them if I try to remote build. macOS remote building is also having this issue as well. In UE 5.5, I also couldn’t macOS remote build to work but I got past most of the issues at that point by editing the engine RsyncEngine.txt file and adding a couple additional paths and fixed a broken one.

Here is what the errors cause after deleting files in Engine/Programs
PackagingResults: Error: Unable to parse delegate declaration; expected ‘DECLARE_DYNAMIC_DELEGATE’ but found ‘DECLARE_DYNAMIC_DELEGATE_OneParam’.
PackagingResults: Error: Unable to parse delegate declaration; expected ‘DECLARE_DYNAMIC_DELEGATE_RetVal’ but found ‘DECLARE_DYNAMIC_DELEGATE_RetVal_TwoParams’.
PackagingResults: Error: Unable to parse delegate declaration; expected ‘DECLARE_DYNAMIC_DELEGATE’ but found ‘DECLARE_DYNAMIC_DELEGATE_OneParam’.

This is the error I’m experiencing now (I trimmed this down so it’s not too long)
UATHelper: Packaging (IOS): [Remote] Downloading build products
UATHelper: Packaging (IOS): receiving file list … done
UATHelper: Packaging (IOS): deleting Programs/ZenDashboard/Config/DefaultEngine.ini
UATHelper: Packaging (IOS): deleting Programs/ZenDashboard/Config/
UATHelper: Packaging (IOS): deleting Programs/ZenDashboard/
UATHelper: Packaging (IOS): deleting Programs/Unsync/Config/Mac/MacEngine.ini
UATHelper: Packaging (IOS): deleting Programs/Unsync/Config/Mac/
UATHelper: Packaging (IOS): deleting Programs/Unsync/Config/
UATHelper: Packaging (IOS): deleting Programs/Unsync/Unsync.uproject
UATHelper: Packaging (IOS): deleting Programs/Unsync/
UATHelper: Packaging (IOS): deleting Programs/UnrealVirtualizationTool/Config/DefaultEngine.ini
UATHelper: Packaging (IOS): deleting Programs/UnrealVirtualizationTool/Config/
UATHelper: Packaging (IOS): deleting Programs/UnrealVirtualizationTool/
UATHelper: Packaging (IOS): deleting Programs/UnrealRecoverySvc/Config/DefaultEngine.ini
UATHelper: Packaging (IOS): deleting Programs/UnrealRecoverySvc/Config/
UATHelper: Packaging (IOS): deleting Programs/UnrealRecoverySvc/
UATHelper: Packaging (IOS): deleting Programs/UnrealPak/Config/DefaultEngine.ini
UATHelper: Packaging (IOS): deleting Programs/UnrealPak/Config/
UATHelper: Packaging (IOS): deleting Programs/UnrealPak/
UATHelper: Packaging (IOS): deleting Programs/UnrealMultiUserSlateServer/Config/DefaultEngine.ini

… (all other program files and folders)

UATHelper: Packaging (IOS): deleting Programs/ChaosVisualDebugger/BuildAndCook.bat
UATHelper: Packaging (IOS): deleting Programs/ChaosVisualDebugger/
UATHelper: Packaging (IOS): deleting Programs/BuildPatchTool/Config/DefaultEngine.ini
UATHelper: Packaging (IOS): deleting Programs/BuildPatchTool/Config/
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 11,282 bytes 22,648.00 bytes/sec
UATHelper: Packaging (IOS): total size is 132,643 speedup is 11.71
UATHelper: Packaging (IOS): rsync error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1816) [generator=3.2.3]

I’m going to continue to look into this and see if I can figure out what is going on

Geting random stuff like this on code I know works: UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffdab2a6c83 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff643ee8fa0 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff643ede39c UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff643ede6ba UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff643ee209e UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff643ef4e44 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff643ef7466 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffe401b7374 KERNEL32.DLL!UnknownFunction
UATHelper: Packaging (Windows): LogWindows: Error:
UATHelper: Packaging (Windows): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!
PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
PackagingResults: Error: [Callstack] 0x00007ffd98695461 UnrealEditor-Kismet.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb79b8e9d UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb392da62 UnrealEditor-Core.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb7db0a1c UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb7a899a4 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffd80517803 UnrealEditor-BlueprintGraph.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffd9871d86a UnrealEditor-Kismet.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffd9871bcf2 UnrealEditor-Kismet.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffd9870677b UnrealEditor-Kismet.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffd98775528 UnrealEditor-Kismet.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffd87cc646b UnrealEditor-Engine.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb7e641fc UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb7e29b99 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb7e2a21a UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdb7e2a7a1 UnrealEditor-CoreUObject.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdab8291c5 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdab549898 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdac64c5bc UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdac65ba24 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdac65b1ac UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdab2c9940 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdab28a69a UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffdab2a6c83 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff643ee8fa0 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff643ede39c UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff643ede6ba UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff643ee209e UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff643ef4e44 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff643ef7466 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffe401b7374 KERNEL32.DLL!UnknownFunction
PackagingResults: Error: end: stack for UAT

Just a heads up, if anyone is experiencing sudden compile errors for projects that compiled without errors before, for example like this:

Try to uninstall the recent Windows update KB5060842 if you’re on Windows 11.

After uninstalling the update and rebooting, the error is gone.

edit: similar problem with KB5063060, but only for Linux builds. Uninstalling that update fixed it again.

Can you believe that something like this required pull requests from the community to get in?!

That’s a great idea! It’s not usually how I work in blueprint so I never caught that, but you’re absolutely right that’s how it should work!

I worked on both PR’s so I’m happy to take a look at figuring out how to get that in!

1 Like

@Tina_Wisdom This releasing a build just because you had a public show needs to stop.. Tim Sweeney seems to be excited as much as I am about 5.6, But this release can’t make a functioning build at all. I would rather you Actually test the version before you release it. The same thing happened with the last public show as well. If someone in my studio released something in this state, I would fire them.

6 Likes

Hi! Thank you. At first glance I’ve felt pretty confident I wasn’t using “GetEnumeratorNameAsString” node in my blueprints, but then it clicked that that’s what “EnumToString” node is called on C++ side of things and I managed to find a few occurrences. I’ll try your solution when I get around to updating my project again. For now another version of the editor with debugging symbols and another copy of the whole project was taking up too much disk space.

Regarding Nanite meshes, I don’t think I’m using any and Nanite is disabled in the project settings. But some of my meshes might still have Nanite support enabled though, not sure if that counts. I guess, I’ll make sure to disable it for all of them, just in case. Thanks again

Are you a Mac user? It seems the full metahuman its only for Windows PC

Guys, could be that CUBEGrid in Modeing is missing the collition in 5.6? I’m facing a hard time adding collition to every single mesh I’m creating using the CUBEGrid in my level.

What do you mean it cant make a functioning build at all? I test packaged my project in 5.6 and it went all the way through. Also, early releases of new versions were always a little unstable, generally you wanna wait for a few patches until you use it for full production.

Whilst this might be practically-so, I think the gist you are missing is that a release ought not be this buggy.

Just because it works for you, doesn’t mean it works for everyone, or even the majority.

early realeses have always been this buggy, people usally use these for testing purposes not production. Not sure why are we acting like its something new. Also, nobody is forcing you to use 5.6 brotherman, use 4.27, 5.5, 5.1 or whichever version builds for you.

Not trying to be a white knight here but complaining and “you would fire everyone” on a free engine is mad entitlement.

If you want to help the engine be more stable, use bug reports, github pulls or other helpful stuff and contribute to the cause, instead of crying out loud

No, I’m Linux user.

A release is a release and asking for better quality in said release isn’t crying out loud. Regardless of if it’s free to you doesn’t mean it’s free to everyone as enterprises are indeed both contributing back to source and waiting on PRs (thousands of them at this point) to be pulled.

You can’t have your cake and eat it too and call your product an “early release” when just because it’s a .0. Poor quality in the past also doesn’t justify poor quality in the future. I’m sorry but I fundamentally disagree here. I love this engine and as a licensee I think it’s fair to ask for some accountability and quality standard no differently than my customers ask of me.

If status quo was a defining metric to set standards, then improvements would always falloff linearly and this time next year .1 minor releases would be “fine” to be riddled with bugs, broken swarm, failures to build to certain targets. Just because someone shows tough love and is a bit critical doesn’t mean they have ill intent.

I think the OP was clear in stating if it wasn’t ready to come out of preview then it wasn’t ready to be “marketed and pushed” as a binary release. As a lead engineer that pushes software for a very reputable company, I can also agree that this would have never pass our end to end or functional testing pipeline. Thus, wouldn’t meet quality standards and leadership would indeed be asking questions and holding principals accountable.

As far as running older engine versions go …. It’s good advice but that is a result of “status quo” or a drop in quality rather than the desire of epics licensees. I promise you if a poll was taken on expectations of being able to take a “release” to market without cherry picks or major source modifications “like many ue4 versions were capable of” the results would ask for higher quality standards and stability…. It’s a reasonable ask …. Let’s be real here :heart: when you love something you want the best for it. This means you set standards and expectations and try to hold it/them to it. Otherwise, it’s counterproductive to the goal of a good product and trust from the customer/licensee ….it’s not entitlement … it’s a contractual agreement and partnership that adds value based on quality.

The engine isn’t “free” it’s “source available” so complacency around this agreement? … nah …I’ll never be able to get down with that. Sorry …. but we can all seek to strive for better and should. I’m experienced enough in ue5’s lifecycle (I’ve been in the epic camp since udk) to know better like you stated not to push anything to a .0 release but I’m also experienced enough to know it hasn’t always been the way things are today…. I’m also intelligent enough to know complacency and acceptance can sneak up on you in the worst way. Professionalism is being able to accept feedback and complaints as well as compliments and course correct.

6 Likes