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Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled
Linked bug report
UUM-159613: Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. Toggle on Predictive Back Support (Other Settings) 4. Toggle on Run Without Focus (Resolution and Presentation) 5. Build and Run for Android 6. On the device tap or gesture the back action 7. Notice the app doesn’t go to background or close 8. Put the app in fore…

Retrieved 2026-11-10
AndroidKnown issueCautionUUM-159613
Fixed an issue where the Editor leaked descriptor memory on every window repaint when using DirectX 12, which could crash long Editor sessions. (UUM-159625) Fixed in 6000.7.0b9.
DX12Known issueBlockerUUM-159625
[macOS] Player libraries are code signed with bespoke entitlements
Linked bug report
UUM-156884: Player libraries are code signed with bespoke entitlements

Steps to reproduce: Build any project as a macOS Standalone player (IL2CPP or CoreCLR scripting backend) In Terminal, run: codesign -d --entitlements - --xml "<Build>.app/Contents/Frameworks/UnityPlayer.dylib" Run: codesign -dv "<Build>.app/Contents/Frameworks/UnityPlayer.dylib" (and on other dylib files) Actual results: The libraries carry Unity's Developer ID signature with the hardened runt…

Retrieved 2026-11-10
Editor InstallersKnown issueCautionmacOSUUM-156884
"contains a TextureImporter object at version 4, below the supported minimum (10)" warnings are thrown when creating a project from the Multiplayer Third Person Gameplay template
Linked bug report
UUM-156317: "contains a TextureImporter object at version 4, below the supported minimum (10)" warnings are thrown when creating a project from the Multiplayer Third Person Gameplay template

How to reproduce: 1. Create a new project from the "Multiplayer Third person gameplay" template (1.0.9) 2. Observe the Console Expected results: No warnings are thrown on first open Actual results: About 155 "Serialized file "<path>.meta" contains a <Importer> object at version N, below the supported minimum (M). Open and re-save the file to upgrade." warnings are thrown, for 150 template asse…

Retrieved 2026-11-11
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156317
First Person Multiplayer Template does not compile and prompts entering Safe mode on launch due to obsolete code being used
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156433
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

Reproduction steps: 1. Open the attached project "IN-141292" 2. Connect a mouse which supports 1000 Hz polling rate or higher 3. Open scene "SampleScene" 4. Enter Play Mode 5. Move the mouse cursor in Play Mode view (make sure that the view is focused by left-clicking on the view) 6. Observe the result in the graph in the top right corner of the Game view Actual result: The Editor experiences …

Retrieved 2026-11-09
Native Editor Application LifecycleKnown issueCautionUUM-142550
Fixed an issue where MonoBehaviours loaded from AssetBundles showed as missing scripts in Players when their assembly was loaded at runtime. (UUM-159333) Fixed in 6000.7.0b9.
Linked bug report
UUM-159333: AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load

How to reproduce: Open the attached "IN-152532" project Open Build Settings and switch the platform to Standalone (Windows or macOS) Build and run the "ReproScene" scene as a standalone Player Observe the logs of the Player Actual result: The MonoBehaviour from the AssetBundle does not bind to the script of the assembly loaded at runtime, so the component shows as a missing script Expected res…

Retrieved 2026-11-11
ScriptingKnown issueCautionUUM-159333
Crash on SessionState::SetFloat when closing the project
Scripting RuntimeKnown issueBlockerUUM-156589
Fixed a player freeze when switching scenes repeatedly with a preloaded ShaderVariantCollection. (UUM-156125) Fixed in 6000.7.0b9.
Linked bug report
UUM-156125: Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync

How to reproduce: Open the attached “IN-153982” project In the Unity editor’s taskbar, select “File” > “Build Profiles” In the “Build Profiles” window, select “Windows” profile Under the “Platform Settings”, expand “Windows Settings” > enable the “Development Build” Click “Build And Run” and wait for around 5 minutes Observe the result in the Player window Actual result: The Player window free…

Retrieved 2026-11-10
ShadersKnown issueCautionUUM-156125
RenderPass related Android errors are logged in Logcat and Console when physically rotating the device
Linked bug report
UUM-157974: RenderPass related Android errors are logged in Logcat and Console when physically rotating the device

How to reproduce: 1. Open the attached ‘IN-154071.zip” Project 2. Turn on Development Build and Script Debugging settings (File → Build Profiles ) 3. Build and Run on Android 4. Rotate the Device while the Player is running 5. Observe the Development Console and or Logcat Actual result: RenderPass related errors - “The dimensions or sample count of attachment don’t match RenderPass…” Expected …

Retrieved 2026-11-10
SRP FoundationKnown issueCautionAndroidUUM-157974
Fixed an "Overflow in memory allocator" fatal error when rendering a terrain with details from a camera extremely far away from it, such as a Scene view restored at a very distant position. (UUM-155070) Fixed in 6000.7.0b9.
Linked bug report
UUM-155070: “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene

How to reproduce: 1. Open the attached “IN-154292” project 2. Open the SampleScene (Assets > Scenes > SampleScene) 3. Observe the “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning Reproducible with: 6000.5.0a5, 6000.6.4f1, 6000.7.0b3 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.5.0a4, 7000.0.0a5 Reproduced on: Windows 1…

Retrieved 2026-11-10
TerrainKnown issueCautionUUM-155070
Fixed a crash or corrupted Transform when undoing the addition of a Layout Group component to a GameObject that did not have a RectTransform. (UUM-157935) Fixed in 6000.7.0b9.
Linked bug report
UUM-157935: Crash on HierarchyGameObjectHandler::AddOrUpdateNodeTransformCallback when having Colliders on parent and child GameObjects and removing a Layout Group Component from the parent

How to reproduce: Create a project of any type and make sure uGUI is installed Create an empty GameObject Drag the newly created GameObject to the Project window to create a Prefab Open the newly created Prefab Add a child GameObject with any type of Collider Add any type of Collider to the root GameObject Add any type of Layout Group Component to the root GameObject Undo the last change using…

Retrieved 2026-11-11
uGUIKnown issueBlockerUUM-157935
Added a Referenced By tree to the Build Analysis asset inspector, which shows which assets reference the selected asset and the paths from each of them up to the build's loadable roots.
Build PipelineFeature
Improved Memory Profiler attribution of Asset Database native memory, which is now reported under named AssetDatabase roots instead of as unrooted memory.
Asset PipelineImprovementUUM-126907
Fixed an issue where import workers would add a large unnecessary asset refresh overhead during content directory builds. (UUM-158754) First seen in 6000.7.0b8.
Build PipelineImprovementUUM-158754
Section headers in the Build Analysis window now highlight across their full width when hovered.
Build PipelineImprovement
Improved the performance of contact solving and of finding new contact pairs. (UUM-158185) First seen in 6000.7.0b7.
Physics 2DImprovementUUM-158185
Improved the performance of contact, trigger, body update, and joint threshold callbacks, which no longer query the engine for each event to find its callback target. (UUM-158710) First seen in 6000.7.0a1.
Physics 2DImprovementUUM-158710
Reduced GC.Alloc hook overhead when profiler is disabled or there are no active ProfilerRecorders for GC.Alloc metric.
ProfilerImprovementUUM-146629
Added Prepare Panel Renderers and Update Panel Renderers charts to the UI Toolkit Profiler module, which show the time spent processing Panel Renderer components, including UI reload callbacks.
UI Toolkit
Improved the performance of cloning UXML documents that instantiate templates.
UI ToolkitImprovement
Reduced the GPU memory used to render elements with the filter style property.
UI ToolkitImprovement
Changed: Moved EntityIdTileUtility from the UnityEditor.Tilemaps.Experimental namespace to UnityEditor.Tilemaps.
2DAPI change
Added: Added BuildHistory.TryGetParentBuild and BuildHistory.GetChildBuilds to find the build a build ran inside and the builds it ran, recorded in the new BuildReportSummary.ParentBuildSessionGUID. (UUM-153441) First seen in 6000.7.0b7.
Build PipelineAPI changeUUM-153441
Added: Added SourceTemplateAttribute.Target and the SourceTemplateTargetExpression enum to the built-in JetBrains.Annotations, so source templates can use Target = SourceTemplateTargetExpression.Outer.
EditorAPI changeUUM-84741
Added: Added the BuildProfilePlayerSettings component, so that you can create, get, and remove a build profile's own player settings with BuildProfile.CreateComponent, GetComponent, and RemoveComponent.
EditorAPI change
Added: Expose BuildProfileGraphicsSettings as a public build profile component.
EditorAPI change
Added: Expose BuildProfileQualitySettings as a public build profile component.
EditorAPI change
Added: Project Auditor: Added Descriptor.HasAnyAreas and ReportItem.HasAnyAreas to filter issues by area, and made SerializableEnumExtensions public so IssueCategory arrays can be assigned to AnalysisParams.Categories. (UUM-156488) First seen in 6000.7.0b6.
EditorAPI changeUUM-156488
Changed: EngineDiagnosticsSettings.enabled now reads and writes the Diagnostic Data Collection setting of the active build profile, or of the active platform profile if no build profile is active, and doesn't change other build profiles. To disable Diagnostic Data Collection for all users and CI, set it to Disabled in a build profile asset, commit the asset, and build with that profile by using -activeBuildProfile or BuildPipeline.BuildPlayer with BuildPlayerWithProfileOptions.
Engine DiagnosticsAPI change
Added: Added "PhysicsHingeJoint.currentSpeed", the speed body B is currently turning relative to body A. (UUM-158185) First seen in 6000.7.0b7.
Physics 2DAPI changeUUM-158185
Changed: Changed "PhysicsWorld.bounceIterations" and "PhysicsWorldDefinition.bounceIterations" to have a minimum of one, given by the new "PhysicsConstants.MinBounceIterations".
Physics 2DAPI change
Removed: Removed the TestRunProfiler API from UnityEditor.TestTools.TestRunner.Api, which was added in an earlier 6000.7 pre-release.
Test FrameworkBreaking
Added: Added the BoxShadow and StyleBoxShadow types, and the IStyle.boxShadow and IResolvedStyle.boxShadow properties.
UI ToolkitAPI change
Updated the Universal 2D project template to include 2D Physics Core settings.
2DChange
Diagnostic Data Collection is now enabled by default for every build profile, including in upgraded projects, unless a build profile explicitly disables it.
Engine DiagnosticsChange
Diagnostic data is no longer collected in the Editor when the active build profile targets a platform that doesn't support Diagnostics.
Engine DiagnosticsChange
Editor crash and exception reporting to Diagnostics now follows the Diagnostic Data Collection setting of the active build profile.
Engine DiagnosticsChange
Removed the Diagnostics page from Project Settings > Services. Diagnostic Data Collection is now configured for each build profile in the Build Profiles window, and Project Settings > Services describes the diagnostic data that Unity collects.
Engine DiagnosticsBreaking
The Diagnostic Data Collection setting in the Build Profiles window now offers Enabled and Disabled, and disabling it no longer asks for confirmation.
Engine DiagnosticsChange
Realtime Reflection Probes no longer use a baked fallback cubemap when Realtime Reflection Probes is disabled in Quality settings, including cubemaps baked before a probe was switched to Realtime.
GIChange
A contact cancelled by a pre-contact callback is now updated every simulation step, so the callback is called every step while the shapes stay in contact. (UUM-158185) First seen in 6000.7.0b7.
Physics 2DChangeUUM-158185
Changed the default "PhysicsShapeDefinition" to enable "contactEvents" and "triggerEvents", and the default "PhysicsChainDefinition" to enable "triggerEvents", so a shape only needs "isTrigger" enabled to detect other shapes. (UUM-158710) First seen in 6000.7.0a1.
Physics 2DChangeUUM-158710
Contact and hinge joint solving were restructured, so simulation results can differ slightly from previous versions. (UUM-158185) First seen in 6000.7.0b7.
Physics 2DChangeUUM-158185
Polygons created from vertices now keep vertices that are much closer together before welding them, and "PhysicsWorld.minPolygonEdgeLength" now reports this smaller distance. (UUM-158185) First seen in 6000.7.0b7.
Physics 2DChangeUUM-158185
Changed z-index transitions between auto and an integer to switch at the midpoint of the transition instead of interpolating from 0, to match CSS.
UI ToolkitChange
Fixed -unity-slice properties not recording or playing back in UI Animation Clips.
UI ToolkitChange
Fixed a crash when a Tilemap Prefab whose Scene instance has tile overrides was updated outside the Editor. (UUM-157167) First seen in 6000.7.0b6.
Fixed a performance regression in Tilemap.SetTile and other small tile batches. (UUM-153709) First seen in 6000.7.0a6.
Fixed an issue where a LineRenderer or TrailRenderer with Mask Interaction set to None was clipped by a Sprite Mask when another LineRenderer or TrailRenderer using the same material had Mask Interaction enabled.
Fixed an issue where a Tile's StartUp method modified the tile's prefab asset when five or more tiles were refreshed. (UUM-157629) First seen in 6000.7.0b6.
Fixed an issue where creating a Tile from the Tile Palette failed when the destination folder name contained a dot.
Fixed an issue where Light2D and Shadow2D Shader Graph assets could not be dragged onto the Light 2D Material and Shadow Material fields. (UUM-153102) First seen in 6000.7.0b2.
Fixed an issue where undoing an erased Tile did not restore the Tile's GameObject.
Fixed Tile Palette automatic cell size using the largest Sprite size when Sprite sizes are exact multiples of the smallest Sprite size, up to 64 times.
The Console now shows the "More than one global light on layer" error when a 2D Light is set to Global in the Light Explorer.
Tilemap: Fixed Tilemap.RefreshAllTiles calling TileBase.RefreshTile twice per Tile on Tilemaps with five or more Tiles. (UUM-157402) First seen in 6000.7.0b4.
Fixed the Windows player crashing on quit when a UI Automation client (e.g. a screen reader) is running.
AccessibilityFixWindowsUUM-157903
Fixed indexer logic to handle when low utilization and thermal values cause performanceAction to become StateAction.Increase, indicating we have headroom to increase quality.
Adaptive PerformanceFix
Fixed system bars not hiding automatically on Android 11 when using GameActivity and System Bars Behavior is set to "Show Transient Bars By Swipe".
Linked bug report
UUM-155415: Android navigation bar does not hide automatically when System Bars Behavior is set to "Show Transient Bars By Swipe" and entry point is set to "GameActivity"

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. In the Android tab, under Resolution and Presentation, disable “Status Bars” and “Navigation Bars” 4. Set System Bars Behavior to “Show Transient Bars By Swipe” 5. Under Other Settings, make sure Application Entry Point is set to GameActivity 6. Build and Run the…

Retrieved 2026-11-11
AndroidFixUUM-155415
Updated the bundled Android SDK cmdline-tools to 21.0, so emulators for Android 17 (API 37.0) created with its avdmanager start correctly.
AndroidFixUUM-157110
[Graphics] Fixed Player from crashing when rotating the device with 'Optimized Frame Pacing' and 'Apply display rotation during rendering' enabled. (UUM-155729) First seen in 7000.0.0a8.
AndroidFixUUM-155729
Fixed AssetBundle content hashes changing between builds of unchanged content with Addressables or the Scriptable Build Pipeline, causing players to redownload unmodified bundles. Affected bundles get a new hash on the first build after upgrading.
Linked bug report
UUM-148841: AssetBundle Hash Changes When ShaderVariantCollection Entries Are Serialized in Session Instance-ID Order

How to reproduce: 1. Download and extract the attached “IN-149802” project 2. Delete the Library folder from the project 3. In command prompt, run the command: <editor> -batchmode -nographics -projectPath <proj> -executeMethod SVCRepro.Run -logFile run1.log -quit 4. Run this command to list the shaders by ascending instance ID from run1.log: grep 'SVCREPRO ID' run1.log | sed 's#./(S[0-9])\.sha…

Retrieved 2026-11-11
Asset BundlesFixUUM-148841
Fixed a performance regression that added a fixed overhead to every Asset Database refresh. (UUM-154636) First seen in 6000.7.0a5.
Asset PipelineFixUUM-154636
Fixed a regression that slowed memory snapshot capture on Windows.
Asset PipelineFixWindowsUUM-150454
Fixed an issue where a "File exists" error was shown when creating a project or duplicating a folder on an exFAT drive on macOS.
Asset PipelineFixmacOSUUM-150634
Fixed an issue where the Editor crashed on launch when the project was on an exFAT drive on macOS.
Linked bug report
UUM-156738: Silent crash when launching a project from an external drive with exFAT formatting

How to reproduce: Create and open a new project on an external drive formatted as exFAT using the “Universal 3D” template Observe the crash Reproducible with: 6000.6.0a4 (d203f4c2ae2f), 6000.6.6f1, 6000.7.0b5, 7000.0.0a8 Not reproducible with: 6000.0.85f1, 6000.3.26f1, 6000.6.0a3 Reproducible on: macOS 27.0 (M4 Max) Not reproducible on: No other environments tested Notes: a “libc++abi: termina…

Retrieved 2026-11-10
Asset PipelineFixmacOSUUM-156738
Fixed a fatal error in the Editor when an audio output device was reconnected after Unity failed to resume audio output.
Linked bug report
UUM-158166: Crash with multiple stack traces when the main thread resumes after a USB audio output device is disconnected and reconnected

How to reproduce: Use a USB audio device as the only audio output Disable all other outputs in Windows Sound settings menu Open the attached “IN-158022” project Open the “Assets/AdtmRepro/AdtmRepro.unity” scene In the Menu bar, select “Repro → ADTM -> Log Audio State” Unplug the USB audio device Enter and exit Play mode several times, until the Console logs “FMOD failed to switch back to norma…

Retrieved 2026-11-10
AudioFixUUM-158166
Fixed a performance regression in audio processing caused by profiler instrumentation running when no profiler data was being captured. (UUM-153489) First seen in 6000.7.0a6.
AudioFixUUM-153489
Fixed AudioClips created with AudioClip.Create losing their sample data and logging "Cannot attach thread to NULL scripting domain" errors when entering Play mode with domain and scene reload disabled.
AudioFixUUM-156073
Fixed an issue where incremental AssetBundle builds would ignore version change on a AssetPostprocessor.OnProcessScene when deciding to rebuild scene AssetBundles or not. (UUM-156337) First seen in 6000.7.0b4.
Build PipelineFixUUM-156337
Fixed an issue where incremental AssetBundle builds would ignore version change on a IProcessSceneWithReport using a BuildCallbackVersion attribute when deciding to rebuild scene AssetBundles or not. (UUM-156336) First seen in 6000.7.0b4.
Build PipelineFixUUM-156336
Fixed an issue where incremental Player builds would ignore version change on a AssetPostprocessor.OnProcessScene when deciding to rebuild the player data or not. (UUM-156340) First seen in 6000.7.0b4.
Build PipelineFixUUM-156340
Fixed an issue where incremental Player builds would ignore version change on a IProcessSceneWithReport using a BuildCallbackVersion attribute when deciding to rebuild the player data or not. (UUM-156338) First seen in 6000.7.0b4.
Build PipelineFixUUM-156338
Fixed an issue where incremental Player builds would ignore version change on a PostProcessSceneAttribute when deciding to rebuild the player data or not. (UUM-156339) First seen in 6000.7.0b4.
Build PipelineFixUUM-156339
Fixed an issue where the Build Analysis window listed a build started during another build, such as a content directory build started during a Player build, as an unrelated build instead of nesting it under the build it ran inside. (UUM-153441) First seen in 6000.7.0b7.
Build PipelineFixUUM-153441
Fixed an issue where the Build Steps section of the Build Analysis window showed a row from the previously selected build when the selected build had no step data. (UUM-157493) First seen in 6000.7.0b7.
Build PipelineFixUUM-157493
Fixed issue where the embedded Addressables tab in the Build Analysis window copies UI elements. (UUM-155242) First seen in 6000.7.0b7.
Build PipelineFixUUM-155242
Fixed the Build Details section of the Build Analysis window not showing a build's related builds.
Build PipelineFixUUM-155781
Bee_backend's stale output removal should not recheck the same file indefinitely.
Build SystemFixUUM-158568
Fixed a cross-thread memory deallocation error that could occur when resolving content IDs through the Accelerator. (UUM-145808) First seen in 6000.7.0a2.
Cache ServerFixServerUUM-145808
OrbitalFollow cameras using the InheritPosition blend hint with position damping now inherit the outgoing camera's direction correctly, and jerk less on the blend back.
CinemachineFixUUM-149754
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
CoreCLRSecurity
Fixed Linux CoreCLR player builds including the CoreCLR runtime's native debug symbols (.so.dbg files), which made builds several hundred MB larger.
CoreCLRFixLinux
Fixed a crash on DirectX 12 when a large texture, such as a big dynamic font atlas, was updated many times in a single frame.
Linked bug report
UUM-140070: Crash on CheckDeviceStatus when opening a UI Panel in Play mode on a specific project

How to reproduce: 1. Open the attached “IN-139859” project 2. Open the “0“ scene 3. Enter Play mode 4. Move the character towards the shark 5. When the shark is highlighted red, left click 6. Wait for ~1 minute 7. Observe the crash Reproducible with: 6000.0.28f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1 Not reproducible with: 6000.5.0a6, 6000.5.0b5 Couldn’t test with: 6000.0.27f1 (could not move w…

Retrieved 2026-11-11
DX12FixUUM-140070
Fixed a DirectX 12 validation error caused by incorrect resource-state tracking on async command lists.
DX12FixUUM-144862
Fixed a graphics validation error (category 9, id 538) at BeginRenderPass for render pass input attachments when using split-threaded native graphics jobs.
DX12FixUUM-144553
Fixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
DX12FixUUM-137043
Fixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
DX12FixUUM-137043
Fixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
DX12FixUUM-137043
Fixed D3D12 async compute command buffers on the same queue reading a resource in the wrong state when a later command buffer in the same frame transitions it.
DX12FixUUM-156477
Fixed graphics API validation errors (invalid resource state 9:538 and resource barrier state mismatch 8:527) on depth-stencil attachments when native graphics jobs use split threading.
DX12FixUUM-154103
Fixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
DX12FixUUM-137043
Fixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
DX12FixUUM-137043
Added copy and paste options to the hamburger menu of any settings provider that has copy and paste capabilities. (UUM-147183) First seen in 6000.7.0a2.
EditorFixUUM-147183
Added inspector warning box when layout element has conflicting min and max values.
EditorFixUUM-144431
Avoid writing to immutable materials during Render Pipeline conversion. (UUM-155341) First seen in 6000.7.0b2.
EditorFixUUM-155341
Changed max size of grid layout group to infinite. Restores previous expected behaviour.
EditorFixUUM-158101
Fixed a crash on startup when the Unity Editor Software Terms had not been accepted and the terms file was missing, empty, or could not be read.
EditorFixUUM-154911

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