Unreal Engine 5.6 Released

Also the Steam Subsystem has been broken for the last few versions. This needs to be fixed..

I found a few issues in 5.6 that make VR unusable:

  1. MegaLights no longer work in VR, It renders incorrectly in the right eye. This was working fine in 5.5.

  2. Disabling forward shading and using lumen causes severe smearing of the image being rendered to the headset. As you look around the smearing/ghosting becomes worse.

5.6.1 when

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I prefer them to take the time they need.

But next Tuesday is a good candidate.

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Except, Epic is not Valve :sweat_smile:

Mouse navigation controls in the Collab Viewer and FPS template are not working in both the editor and the built project when using versions 5.6 and 5.7 from Git source.
In 5.6 Preview 1, everything works perfectly.

Please fix this.

It should have been yesterday😭

I can confirm this bug. The broken 3D Text Plugin is a blocker and I even refactored the whole project one long day to replace the e.g. “set” nodes with “set text” and so on.
And after I fixed all compiler errors ( blueprints only project ) some blueprints with the 3D text component even crash the Editor when I try to simply open them… oO
Tried to delete my custom fonts that don’t seem to be supported by 5.6.0 - still crashing. Play - also crashing. Wow.. Dx

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NANITE DISPLACEMENT BUG

If you add displacement under Nanite on a Landscape (without World Partition) part of it become invisible! Nanite Skirt Enable reduce this but give erro again when you save… Displacement effects seem total broken…

Antonio De Lorenzo
Unreal Engine Authorized Istructor

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Hello, can we get fix for broken padding in blueprint editor finally?
(it happens with access specifiers are enabled)

Thanks!

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Does anyone know where the “Simulation Options” have gone in Unreal 5.6? It only shows “Simulate” and no option to disable gravity as shown in the manual: Testing Physics Assets in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community

thanks, i tried with

		<bAllowUBAExecutor>false</bAllowUBAExecutor>

and         <bAllowUBALocalExecutor>false</bAllowUBALocalExecutor>

and still the same issue

Can someone please check and confirm this?

I had same problem even without AA, Lumen and Nanite with normal shadows.

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Having ‘Instanced Stereo’ and ‘Virtual Texture support’ both enabled generates hundred of errors in a packaged game and hangs on black screen when running in VR.
Reproducible in a blank project.
Bug also submitted.

It’s a shame that VR support has been sidelined so much so that even the most basic features and optimizations don’t work anymore. Guess we are doomed to stay in 4.27.

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I hear people say good things about latest Godot, in regards to standalone VR

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I’m tired of waiting for the point release. Does anyone know what I need to change to get rid of this error?

Assertion failed: !“Enclosing block should never be called” [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\VertexFactory.h] [Line: 693]

/**
	* Can be overridden by FVertexFactory subclasses which have EVertexFactoryFlags::SupportsPSOPrecaching set - this function will only be called when that flag is set
	*/
	static void GetPSOPrecacheVertexFetchElements(EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList& Elements) { checkNoEntry(); }

And the error comes from Engine/Source/Runtime/Core/Public/Misc/AssertionMacros.h#L291:

	/**
	 * Denotes code paths that should never be reached.
	 */
#ifndef checkNoEntry
	#define checkNoEntry()       check(!"Enclosing block should never be called")
#endif

What are you trying to do that’s triggering this? It looks like something you’re doing is trying to access somewhere that isn’t supposed to be reached.