Unreal Engine 5.6 Released

I try 5.6 with almost empty test project (c++ project):
Text3D Component is unstable and crash editor when it’s used and map opened.
New UI looks strange, and raw.

1 Like

Hi folks, I just confirmed that there is a issue with the version 5.6 so the CUBEGrid in the version 5.5, works very well

i found an issue, when attempting to remove an action from an imc (mapping context) the engine freezes for about 5 seconds.
it happens at least on linux.

i also started getting random crashes in my game with this log, even though i haven’t changed a single line of code. i just moved to 5.6 from 5.5 and now i get it crashing.

[2025.06.13-06.34.01:713][848]LogOutputDevice: Error: Assertion failed: IsInGameThread() || HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject) || IsPostLoadThreadSafe() || IsA(UClass::StaticClass()) [File:./Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 1318]

[2025.06.13-06.34.01:713][848]LogOutputDevice: Error:
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x00000000051534d2 LifeDev!FDebug::CheckVerifyFailedImpl2V(char const*, char const*, int, char16_t const*, __va_list_tag*) [/home/nande/work/UE5.6/Engine/Source/Runtime/Core/Public/Misc/OutputDevice.h:246]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000514eaf9 LifeDev!FDebug::CheckVerifyFailedImpl2(char const*, char const*, int, char16_t const*, …) [/home/nande/work/UE5.6/Engine/Source/./Runtime/Core/Private/Misc/AssertionMacros.cpp:724]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x00000000059d6578 LifeDev!UObject::ConditionalPostLoad() [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/UObject/Obj.cpp:1318]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000ba8f380 LifeDev!UMaterialInterface* FStaticMeshComponentHelper::GetMaterial(UStaticMeshComponent const&, int, bool, bool) [/home/nande/work/UE5.6/Engine/Source/Runtime/Engine/Public/StaticMeshComponentHelper.h:127]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000c803f3b LifeDev!UStaticMesh::GetUsedMaterials(TArray<UMaterialInterface*, TSizedDefaultAllocator<32> >&, TFunctionRef<UMaterialInterface* (int)>) const [/home/nande/work/UE5.6/Engine/Source/Runtime/Core/Public/Templates/Function.h:471]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000ba8f48b LifeDev!void FStaticMeshComponentHelper::GetUsedMaterials(UStaticMeshComponent const&, TArray<UMaterialInterface*, TSizedDefaultAllocator<32> >&, bool) [/home/nande/work/UE5.6/Engine/Source/Runtime/Engine/Public/StaticMeshComponentHelper.h:144]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000b9a540c LifeDev!UPrimitiveComponent::SetupPrecachePSOParams(FPSOPrecacheParams&) [/home/nande/work/UE5.6/Engine/Source/./Runtime/Engine/Private/Components/PrimitiveComponent.cpp:5108]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000b9■■■47 LifeDev!UPrimitiveComponent::PrecachePSOs() [/home/nande/work/UE5.6/Engine/Source/./Runtime/Engine/Private/Components/PrimitiveComponent.cpp:5137]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000ba8a4b9 LifeDev!UStaticMeshComponent::PrecachePSOs() [/home/nande/work/UE5.6/Engine/Source/./Runtime/Engine/Private/Components/StaticMeshComponent.cpp:901]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000b95629f LifeDev!UMeshComponent::SetMaterial(int, UMaterialInterface*) [/home/nande/work/UE5.6/Engine/Source/./Runtime/Engine/Private/Components/MeshComponent.cpp:104]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000dd17d42 LifeDev!ABooks::CreateBooks() [/home/nande/work/repos/LifeDev/Source/LifeDev/Game/Interact/Base/Var/Books.cpp:55]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000dd18178 LifeDev!ABooks::Constructor() [/home/nande/work/repos/LifeDev/Source/LifeDev/Game/Interact/Base/Var/Books.cpp:67]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000dd18adc LifeDev!ABooks::ABooks(int, int) [/home/nande/work/repos/LifeDev/Source/LifeDev/Game/Interact/Base/Var/Books.cpp:92]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x000000000dccc26a LifeDev!ABooksI01::ABooksI01() [/home/nande/work/repos/LifeDev/Source/LifeDev/Game/Chaps/04/Inters/Var/BooksI01.cpp:5]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000005b3f500 LifeDev!StaticConstructObject_Internal(FStaticConstructObjectParameters const&) [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:4958]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000005bd8ce8 LifeDev!FAsyncPackage2::EventDrivenCreateExport(FAsyncPackageHeaderData const&, int) [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:8146]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000005bd726f LifeDev!FAsyncPackage2::Event_ProcessExportBundle(FAsyncLoadingThreadState2&, FAsyncPackage2*, int) [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:7542]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000005bcbb8d LifeDev!FEventLoadNode2::Execute(FAsyncLoadingThreadState2&) [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:5713]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000005bcc7ef LifeDev!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents(FAsyncLoadingThreadState2&) [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:5919]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000005be8ed7 LifeDev!FAsyncLoadingThread2::Run() [/home/nande/work/UE5.6/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:9859]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x00000000050544f3 LifeDev!FRunnableThreadPThread::Run() [/home/nande/work/UE5.6/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x0000000004fc0a81 LifeDev!FRunnableThreadPThread::_ThreadProc(void*) [/home/nande/work/UE5.6/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x00007f4523c9caa4 libc.so.6!UnknownFunction(0x9caa3)
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error: [Callstack] 0x00007f4523d29c3c libc.so.6!UnknownFunction(0x129c3b)
[2025.06.13-06.34.01:714][848]LogOutputDevice: Error:

So is anyone else getting very long HLOD compile times only on newer cpus?

My 10th Gen i9 builds in 40 seconds
13th Gen i9 takes 20+ mins

I can’t figure out why? It seems to be that the compile shader crashes instantly and reverts to a legacy way of compiling. It’s been an issue since 5.5. 5.4 works perfectly on both machines

Is the public roadmap going to be updated? There was always a tab for future, planned features, but now that 5.6 is released the furthest forward update is out and we’ve caught up on the public roadmap. Are there plans for the future?

4 Likes

It still happens in 5.6 as 5.5, the 5.4 doesn’t have this problem.
Solution

I had a perfectly working project in Unreal Engine 5.5.4, but after upgrading to Unreal Engine 5.6.0, I started facing numerous issues.

  1. The 3D Text Plugin is problematic. It causes levels to crash. I realized this after disabling the plugin and noticed the crashes stopped.

  2. The Localization system is unstable. When I try to “Gather Text,” it either gets stuck on “Live Coding Waiting,” or behaves erratically even when live coding is disabled.

3 )When I export localized languages from another project and import them into the upgraded UE 5.6 project, many lines are not translated. This used to work flawlessly between versions in the past.

4 )Now I’m facing a more serious and mysterious issue that has basically broken my whole project. While trying to run the Android emulator (I’m not sure if it’s related), some of my levels were randomly deleted. Even stranger, the .umap files are still visible in the Windows content folder, but they do not show up in the editor when the project is opened. This has corrupted my entire project. The only thing I know is that everything worked perfectly in UE 5.5.4, but after updating to 5.6.0, it’s complete chaos.

5 )Even though the option “Use Display Cutout Region?” is set to True, Unreal does not correctly detect notches on Android. The screen gets cut off on the left and right sides. That would be fine by itself, but the bigger issue is that HUD elements are no longer interactive in the correct positions. For example, the fire button appears in one place, but pressing on it doesn’t work — you have to press a bit to the side to trigger it. The touch input and visual placement are completely misaligned.

  1. The files required for static lighting were missing. I had to manually copy them from the Unreal Engine 5.5.4 source folders into the new UE 5.6.0 installation for it to work (e.g., Swarm, etc.).
  • I was using three additional plugins in UE 5.5.4 that worked without any issue:
  1. NPC Optimizer (Automatically optimizes NPCs in your game)
    2 )3D Text Plugin
  2. Async Loading Screen

In the UE 5.6 project, I removed the first two plugins (NPC Optimizer and 3D Text Plugin). Currently, only the Async Loading Screen plugin is active.

I’ve tried all possible ways to move my 5.5.4 project to a new UE 5.6 project. Automatic upgrade — full of issues. Migrating assets from the previous project — still full of problems. Even manually copying the entire Content folder in Windows 11 — just pure torture.

As someone who has been upgrading version-by-version from UE 5.0 to 5.6, this version has been the most painful and problematic experience by far.

My system:
Windows 11
32 GB RAM
Intel i7 12th Gen (12 cores)
Quadro RTX 4000 with 8 GB VRAM

Edit:

The reason I need this version is because my Google Play Console account shows a technical recommendation saying:
“Recompile your app to be compatible with the 16KB native library.”
Unreal Engine 5.6.0 claims to have updated and addressed this requirement.

Right now — although I’m not completely sure if this is the exact cause — a phone running Android 15 cannot download my game from Google Play. The “Download” button simply doesn’t appear. This issue seems to directly align with the warning shown in the Play Console.

My currently published game was developed using Unreal Engine 5.5.4 (Blueprint only). I was hoping that upgrading to UE 5.6.0 would fix this compatibility issue, but instead, I’m facing one problem after another with the new version.

1 Like

What I need: pause in game (non pause menu) Widget Animations and Tick when Game paused (looks simple, but now I can’t do that with UUMGSequencePlayer, as before, or will have problems with deprecated functions in future):

Now UUserWidget ActiveSequencePlayers and another properties and functions are deprecated (need use ActiveAnimations instead), but it’s private! And I can’t get access to it without engine recompile.

Also UUserWidget::GetAnimationState is protected and not available to get AnimState from UUserWidgetExtension. It’s make Extensions more useless.

Horrible UI design, stop making all the UI features revolve around tiny dots, it’s not sleek it’s unusable. This also includes any scrolling features.
I should feel like I’m working in a editor not playing a first person shooter.

Thick bars are easier to work with.

Also, combining the nanite basepass & HW basepass in the gpu graphs is incredible unintuitive.

bilinear filtering on textures seems bugged. Running a full screen material with bilinear textures causes basepass timing to spike 10x when previous versions helped performance by 0-10%.

It would seem that cascade particle effects are basically deprecated/experimental state causing fatal errors in packaged game. I spotted one earlier in winter in unreal insight with cascade particle effect going infinite and now after removing all cascade particle effects, got rid of unknown crashes.

Cascade effects started gong unstable around UE5.2.

Niagara Data Channels would be so cool to use if not freezing in cooked game. Cant wait to see it fixed. I tried to bug report with official form it in UE5.4 or UE5.3 but didnt hear anything back.

My project converted from 5.5 smoothly.

3D Text is broken in every place I used it. I fixed it in several BP’s and the Core BP that is used once it is edited it crashes the editor on opening it over and over again. I had functions in the Construction of the 3DText which I even tried disabling this one BP crashes the editor with out any real warning or data I am downloading symbols now so I can see what part of the C code is crashing but I suspect it is directly tied to changes in 3DText Code.

The odd thing is that they created a new node that seems to replace the node I was using and warning me that the old node was deprecated those change to the new node went fine and the BP’s that had the old node worked fine except for the material changes seem to be a new system that I haven’t spent any time on fixing. I tried some new things with the material and thought that was the cause of the crash but even with out changing that and disconnecting the material changes it still corrupted and crashed the editor until I reverted that BP.

Right now my project is broken in several areas all tied to this feature. Anyway I submitted the crash reports.

5.6 is not production ready for me, and I will continue to use 5.5.4 until some point releases are out. I don’t have time to track down these changes that don’t seem to actually improve functionality. The disturbing thing is I reverted this BP back several times and it has become a land mine anything seems to trigger this corruption where I cant even load the project if I try to load the edited BP. I am not getting any warning in fact I get a green compile then it crashes. I am going to to keep trying with the symbols a few more tries as it might give me a clue to where the land mine is but these BP’s have been stable for years now.

So with symbols on this is the code error report


Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_Text3D!UText3DDefaultLayoutExtension::PreRendererUpdate() [D:\build\++UE5\Sync\Engine\Plugins\Experimental\Text3D\Source\Text3D\Private\Extensions\Text3DDefaultLayoutExtension.cpp:267]
UnrealEditor_Text3D!UText3DRendererBase::Update() [D:\build\++UE5\Sync\Engine\Plugins\Experimental\Text3D\Source\Text3D\Private\Renderers\Text3DRendererBase.cpp:92]
UnrealEditor_Text3D!UText3DComponent::RebuildInternal() [D:\build\++UE5\Sync\Engine\Plugins\Experimental\Text3D\Source\Text3D\Private\Text3DComponent.cpp:940]
UnrealEditor_Text3D!TWeakBaseFunctorDelegateInstance<bool __cdecl(float),FDefaultDelegateUserPolicy,`UText3DComponent::ScheduleTextUpdateNextTick'::`5'::<lambda_1> >::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:999]
UnrealEditor_Core!`FTSTicker::FElement::FElement'::`1'::<lambda_26_>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:166]
UnrealEditor_Core!FTSTicker::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:121]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5853]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
1 Like

The Steam Online Subsystem seems to be broken beyond repair.
Issues include:

  • Create Session fails
  • Joining Servers not possible
  • Server Travel not possible

There are some workarounds floating around in the community, for example reverting commit
https://github.com/EpicGames/UnrealEngine/commit/129dbea218c969a2fb481044cbb9bdfced44dbfe

There’s a lengthy discussion in the Unreal Source #online-subsystems Discord, starting here:

As well as posts in the forum here, for example:

Server Travel bug is logged as bug here:

2 Likes

Here is hoping we get Point Release updates every few days until this becomes usable…

2 Likes

When building the 5.6 source build getting this error:

PackagingResults: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported.
UATHelper: Packaging (Windows): LogWindows: Error: appError called: Assertion failed: IsThisNotNull(this, “UStruct::IsChildOf”) [File:D:\Engine\UE_5.6_Source\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp] [Line: 2751]
PackagingResults: Error: appError called: Assertion failed: IsThisNotNull(this, “UStruct::IsChildOf”) [File:D:\Engine\UE_5.6_Source\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp] [Line: 2751]

Any thoughts?

Similar error when building with the 5.5 Strider plug-in (successfully compiled), resulting in unknown structure errors. Above error is printed on build completion without other log errors ( mentioned plug-in removed).

UPDATE 1
When compiling 5.6 default, this error on build completion

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

UPDATE 2
Turns out this is probably just a case of corrupted structures, which can be fixed by opening and saving affected files and or the related structures. But there is a chance that this is a bug.

Summary
When structure errors are present in a 5.5 project and the project is upgraded to 5.6, the specific files with the structure corruptions are not printed in the output log. The question is if structure errors created in a 5.6 release are displayed in the log.

2 Likes

Have you opened up the Build log? For World Partition?

It’s because it crashes on newer AMD/Intel CPU’s. But another developers computer it does not using a 10th gen i9.

C:\Users\ “username” \Documents\Unreal Projects\MyProject\Saved\Logs\WorldPartition

[2025.06.12-21.18.21:345][  0]LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
[2025.06.12-21.18.21:445][  0]LogMaterial: Display: Missing cached shadermap for WorldGridMaterial in PCD3D_SM6, Default, SM6, Editor (DDC key hash: 1b75e976f593471233ad73705c73dc7b5add48f3), compiling. Is special engine material.
[2025.06.12-21.18.23:144][  0]LogShaderCompilers: Display: FShaderCompileThreadRunnable::WriteNewTasks() took too long (0.814 seconds, threshold is 0.300 s), will parallelize next time.
[2025.06.12-21.18.23:144][  0]LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly, return code -1073741819! Falling back to directly compiling which will be very slow.  Thread 1.
[2025.06.12-21.18.23:144][  0]LogShaderCompilers: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
[2025.06.12-21.18.23:144][  0]LogShaderCompilers: Error: Job 0 [Single] Failed: WorldGridMaterial_5b9d737e1f0f285c/Default/FNiagaraRibbonVertexFactory/TShadowDepthPSPixelShadowDepth_PerspectiveCorrect/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF 'FNiagaraRibbonVertexFactory' Type 'TShadowDepthPSPixelShadowDepth_PerspectiveCorrect' '/Engine/Private/ShadowDepthPixelShader.usf' Entry 'Main' Permutation 0

Sorry, I’m using gtx 1050ti and ryzen 7 5800x. What log should I look at? There are many.

I find it strange that it was decided that template variants would be made by extending the character blueprint to the sub variants. I’m sure it made sense and made it easier for those making the variants but they forgot something important… The new templates variant now make for very poor starter projects. As your logic is split in 2 blueprints for the character. If a user wants a clean project, he needs to refactor the template.

Would it not have made more sense for each variant to be it’s own project? It certainly would have been better for us.

2 Likes

I think, template projects should serve as kind of a showcase type of projects, that people can take inspiration from, kind of like Lyra. For example in the new template fps, its now a True FPS setup ( it wasnt a traditional True FPS setup prior to that)

Regarding that, i think there should be like 2 variants of the fps project, a true fps one(1 mesh), and one where we use 2 meshes for 1 player character.

Movie Render Graph - cannot delete Comment nodes via Delete Key.
Trying CTRL-X causes UE Crash.

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 10]
Cast of EdGraphNode_Comment /Game/CTS_Presets/Level_Sequence/MRG_MasterConfig.MRG_MasterConfig:MoviePipelineEdGraph.EdGraphNode_Comment_0 to MoviePipelineEdGraphNodeBase failed

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