# Upgrading to 5.6 Metasounds Error

**URL:** <https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218>\
**Category:** Audio\
**Tags:** audio-bugs, unreal-engine, question\
**Created:** [August 26, 2025, 8:35pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218 "2025-08-26T20:35:31Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![josharaed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@josharaed](https://forums.unrealengine.com/u/josharaed)\
**Post date:** [August 26, 2025, 8:35pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218/1 "2025-08-26T20:35:31Z")

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After upgrading to 5.6, there is an issue with some MetaSound nodes. Some will cause an error, specifically:  
“Node & registered class interface mismatch: ‘{0} {1}’. Class either versioned improperly, class key collision exists, or AutoUpdate disabled in ‘MetaSound’ Developer Settings.”

I see that using ‘Update Node Class’ on that node will solve the error, but that’s not really feasible to manually when I have over 1000 metasounds.

Is there anything native to Unreal that automates that process of updating all of the nodes to remove this error?

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**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [August 27, 2025, 1:32pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218/2 "2025-08-27T13:32:03Z")

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Hello there @josharaed!

That’s quite a troublesome scenario you are encountering, since unfortunately, there’s no native way to modify all the nodes in a thousand assets, at least at the moment.

Checking around the community, it should be possible to create a python script with the instruction to open each metasound asset, implement the “Update Node Class” change, and move on to the next one until all 1000 are fixed.

The alternative would be to rollback to your previous UE build, using a project backup.

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**Author:** ![josharaed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@josharaed](https://forums.unrealengine.com/u/josharaed)\
**Post date:** [August 27, 2025, 2:44pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218/3 "2025-08-27T14:44:11Z")

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By any chance do you have a link to the python script suggestion? I was planning on using either a commandlet or Blueprint Utility to achieve some automation for this but now curious about how manageable the python script solution would be.

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**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [August 27, 2025, 3:26pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218/4 "2025-08-27T15:26:46Z")

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Of course, there’s the UE documentation related to using Pyton in the engine, that can be found here:

> **[Scripting the Unreal Editor Using Python | Unreal Engine 5.6 Documentation |...](https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-python)**
>
> Describes how to use Python in the Unreal Editor to script content production tasks.

And as an example, another scenario that aimed to add new nodes to an event graph using Python can be checked here:

> [@How to add nodes to event graph via python or other script?](https://forums.unrealengine.com/t/how-to-add-nodes-to-event-graph-via-python-or-other-script/1182738):
>
> What I’m trying to accomplish: I want to create an addon that reads nodes from a Blender Geometry Node group within a .blend file, and then ‘translates’ those nodes into nodes used by Unreal’s Geometry Script. Parts I know how to do: How to create a python script. Parts I need help with: How to read from .Blend file (I’ll search Blender Forums for this) How to create nodes in a Geometry Script Object via another script\<-- This is what I need the most help with. Basically, how do I create …

As for the code itself for your case, you would need to inquire with a python user, or, though I don’t personally recommend it, check with an IA, to setup the solution.

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**Author:** ![josharaed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@josharaed](https://forums.unrealengine.com/u/josharaed)\
**Post date:** [August 27, 2025, 3:49pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218/5 "2025-08-27T15:49:04Z")

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Got it. Thank you for your help!

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**Author:** ![Minus\_Kelvin](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/minus_kelvin/32/1124977_2.png) [@Minus\_Kelvin](https://forums.unrealengine.com/u/Minus_Kelvin)\
**Post date:** [August 27, 2025, 9:06pm UTC](https://forums.unrealengine.com/t/upgrading-to-5-6-metasounds-error/2651218/6 "2025-08-27T21:06:57Z")

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Hi, we believe this was fix with this change in 5.7 ([https://github.com/EpicGames/UnrealEngine/commit/6b85692b8c7dbc5e0a7205dd2781966eb6c62b91](https://github.com/EpicGames/UnrealEngine/commit/6b85692b8c7dbc5e0a7205dd2781966eb6c62b91))
