Unreal Engine 5.6 Released

This error happens when I try to run a Shipping Build on Windows: Assertion failed: !“Enclosing block should never be called” [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\VertexFactory.h] [Line: 693]

WARNING: We’re noticing that static mesh material slots are getting (seemingly randomly) fused, swapped and/or broken when updating our project from 5.4 to 5.6, or from 5.5 to 5.6. It seems to happen whether Nanite is enabled on the meshes at the point of upgrade or not, and it also happens if you migrate assets from a 5.4/5.5 project to a new 5.6 project.

Until this is fixed/addressed, it seems like project self-destruction to even consider updating.

2 Likes

im having an issue with the tooltips, they flash and toggle between two positions, and are unusable.
and utterly annoying. blocking my clicks.
in 5.6, with kde ubuntu linux 24 lts, nvidia drivers.
this didnt happen on 5.5 on the exact same system.
simplescreenrecorder-2025-06-19_14.39.57.mkv (1.4 MB)

1 Like

Have you found an answer to how to properly retarget characters in 5.6?

I’m running into problems with GASP + Mutable in 5.6, character faces and legs are garbled and I suspect some issues with the retargeted skeleton.

I wanted to try to completely create the character form scratch but I’m stuck because I can’t retarget the animations, just like you describe…

edit: “can’t retarget” is wrong, I can make the GASP work but as soon as Mutable is used to customize the mesh, face and legs get garbled, however everything seems to be “right” and the only thing I couldn’t rule out so far is a retargeting problem. GASP animations work fine without Mutable.

EDIT:
I could fix this issue by recreating the IKRetargeter asset from scratch.

@Tina_Wisdom It’s been 16 days that this build has been Unusable.. When can we expect a Point Update?

2 Likes

Of course there will be a point update! No need to ping EPIC’s staff… There’s always multiple point updates, and if you’re so keen on knowing where it’s at, look at the progress on their Github.

OIT Ensure when press Play in Editor on almost empty map (r.OIT.SortedPixels=True).
Also map has Translucent and SingleLayerWater materials (if it’s will be useful).

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 651] 
LogOutputDevice: Error: Pass Translucency::OITCombine(SeparateTransluency) has a read dependency on OIT.SampleData, but it was never written to.
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ff802ed88c3 UnrealEditor-RenderCore.dll!`TSparseArray<TSetElement<TTuple<FRHITransientResource const * __ptr64,TArray<FRHITransientAllocationStats::FAllocation,TSizedInlineAllocator<2,32,TSizedDefaultAllocator<32> > > > >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::TRangedForIterator::operator!='::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:651]
LogOutputDevice: Error: [Callstack] 0x00007ff802cb75e1 UnrealEditor-RenderCore.dll!`FRDGTraceGraphMessageFields::Initialize'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:654]
LogOutputDevice: Error: [Callstack] 0x00007ff802cb9b73 UnrealEditor-RenderCore.dll!`FRDGTraceGraphMessageFields::Initialize'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:747]
LogOutputDevice: Error: [Callstack] 0x00007ff802c98e66 UnrealEditor-RenderCore.dll!EnumRemoveFlags<enum ERHITransitionCreateFlags>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:15]
LogOutputDevice: Error: [Callstack] 0x00007ff802d1081a UnrealEditor-RenderCore.dll!FRDGUserValidation::ValidateAddPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:809]
LogOutputDevice: Error: [Callstack] 0x00007ff802d06b6d UnrealEditor-RenderCore.dll!FRDGBuilder::SetupParameterPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2606]
LogOutputDevice: Error: [Callstack] 0x00007fffdafa4289 UnrealEditor-Renderer.dll!FComputeShaderUtils::AddPass<FOITPixelCombineCS>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphUtils.h:575]
LogOutputDevice: Error: [Callstack] 0x00007fffdafcb929 UnrealEditor-Renderer.dll!AddInternalOITComposePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\OIT\OIT.cpp:249]
LogOutputDevice: Error: [Callstack] 0x00007fffdafcba1b UnrealEditor-Renderer.dll!OIT::AddOITComposePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\OIT\OIT.cpp:1032]
LogOutputDevice: Error: [Callstack] 0x00007fffdb9158c7 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucencyInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1607]
LogOutputDevice: Error: [Callstack] 0x00007fffdb914cbb UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1926]
LogOutputDevice: Error: [Callstack] 0x00007fffda4defe0 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3307]
LogOutputDevice: Error: [Callstack] 0x00007fffdb570a92 UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4825]
LogOutputDevice: Error: [Callstack] 0x00007fffdb500140 UnrealEditor-Renderer.dll!TStaticStateRHI<TStaticBlendState<8,0,1,1,0,0,1,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0>,TRefCountPtr<FRHIBlendState>,FRHIBlendState * __ptr64>::FStaticStateResource::`vector deleting destructor'() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5115]
LogOutputDevice: Error: [Callstack] 0x00007fffdb52d051 UnrealEditor-Renderer.dll!`FComputeShaderUtils::AddPass<FSceneCullingDebugRender_CS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRenderBuilder.cpp:916]
LogOutputDevice: Error: [Callstack] 0x00007ff802d377d7 UnrealEditor-RenderCore.dll!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1547]
LogOutputDevice: Error: [Callstack] 0x00007ff802d5e618 UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
LogOutputDevice: Error: [Callstack] 0x00007fffea23fb72 UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
LogOutputDevice: Error: [Callstack] 0x00007fffea23284f UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
LogOutputDevice: Error: [Callstack] 0x00007fffea232ece UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
LogOutputDevice: Error: [Callstack] 0x00007ff802d82a09 UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:318]
LogOutputDevice: Error: [Callstack] 0x00007ff802d83af4 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:451]
LogOutputDevice: Error: [Callstack] 0x00007fffea8c37ad UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
LogOutputDevice: Error: [Callstack] 0x00007fffea8bc8ff UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
LogOutputDevice: Error: [Callstack] 0x00007ff859d97374 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff85b7fcc91 ntdll.dll!UnknownFunction []

In Unreal Engine 5.4, you could select individual instances of an Instanced Static Mesh (ISM) directly in the editor. You could move, rotate, resize, or delete a single instance—extremely useful for level design and set dressing.

In 5.6, clicking on any instance now highlights the entire ISM component. There’s no longer a way to interact with a specific instance in the viewport. This change makes working with ISMs significantly harder and nearly unusable for any creative or iterative workflows.

Is this a bug, or an intentional design change? If intentional, are there plans to bring back individual instance editing as a toggle or tool?

This seems like a big step backward in editor usability.

2 Likes

Some more info on structure errors not printed in the log.

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.

i think it was changed in 5.5, basically you need to double click now “[ISM Selection] Make selecting an ISM work more like component selection from an actor. Now - the typical selection rules are followed if an ISM is hit, and selection will follow the standard pattern Actor → Component → ISM where a double click takes you one level deeper, and a single selection takes you one level higher.”

2 Likes

And there IS actually a tool for ISM editing. It’s just not many people use modeling mode, but there is a lot of tools there…Modeling mode > Xform > ISM editor - this one does what you wanna do. And “Harvest instances” can convert selected SM actors to an Actor with ISM / HISM components.

2 Likes

Thank you!

Thank you Again!

Every time I open the modeling tools, it crashes. The problem is the Stylus plugin. If I fix the engine, it will be fixed but it will break again.

LoginId:d8c3362646c6b165fb3097a79e3517fc
EpicAccountId:bcfbe691f7804912a6d2a341cbe4906c

Assertion failed: RealTimeStylus.IsValid() [File:D:\build++UE5\Sync\Engine\Plugins\Editor\StylusInput\Source\StylusInput\Private\Windows\WindowsStylusInputInstance.cpp] [Line: 370]

UnrealEditor_Core
UnrealEditor_StylusInput
UnrealEditor_StylusInput
UnrealEditor_ModelingToolsEditorMode
UnrealEditor_ModelingToolsEditorMode
UnrealEditor_UnrealEd
UnrealEditor_ModelingToolsEditorMode
UnrealEditor_UnrealEd
UnrealEditor_LevelEditor
UnrealEditor_LevelEditor
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Thanks for reporting the issue with StylusInput. We have identified the problem, and will fix it for the next release.

5 Likes

I ran into an issue with increased build times, which were caused by a (seemingly undocumented?) change the default behavior of the UBAExecutor.

By manually disabling it resolves it, so it’s the same as in 5.5, but might be good to include it somewhere in the notes. (maybe it is and I missed it, but I couldn’t find it)

Thread: Build time increased ~10x when migrating from 5.5 to 5.6 - #4 by BartyTurbo1

3 Likes

Export Combined Skel Mesh bug
Hi, wrong UV on faces and lost textures if you “Export Combined Skel Mesh” in Metahuman 5.6.

Any other with this problems and all Metahuman core and plug-ins activated?

ADL

This seems to be another big issue killing Shipping Builds. The project just has some UE 5.6 plugins from Fab. But it still throws this error. : UATHelper: Packaging (Windows): LogCore: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported.
PackagingResults: Warning: ‘UStruct::IsChildOf’ was called with a null ‘this’ pointer - this is no longer supported.

2 Likes

I have funky results when trying to export to Godot. So can confirm.

Hi.
I would like to thank you very much for fixing the edit mode for BSP brushes. Really epreciate it. When I first ran it in 5.6, the gizmo was missing. But the second time I ran it, it was ok. Thanks a lot.