{"id":779192,"date":"2026-09-22T19:34:11","date_gmt":"2026-09-22T19:34:11","guid":{"rendered":"https:\/\/www.newsbeep.com\/uk\/779192\/"},"modified":"2026-09-22T19:34:11","modified_gmt":"2026-09-22T19:34:11","slug":"the-sims-4-update-official-patch-notes-sep-22nd-2026","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/uk\/779192\/","title":{"rendered":"The Sims 4 Update: Official Patch Notes (Sep 22nd, 2026)"},"content":{"rendered":"<p>Patch NoteNote for ModdersWhen their bladder needs are low, Sims will walk a little faster during the &#8220;needs to pee&#8221; animation.\u00a0Reduced Time Scale of walkstyle to 0.7 to make the walk faster\u00a0Sims now face each other during conversations\u2026eye contact unlocked!\u00a0Modified 4 interactions to have Must Run Target SI enabled, which has the effect of properly navigating Sims to the right location for socials.\u00a0Sims will now use a sink in the same bathroom as the toilet. Your kitchen sink can finally rest.\u00a0Decreasing the acceptable range for considering washing hands on the post run autonomy commodity request on Toilet-Flush\u00a0Sims are once again able to &#8220;Negotiate a Bonus&#8221; using their Phone while in a career.\u00a0The phone picker correctly offered Negotiate a Bonus to non-Noble careers, but the follow-up interaction had its career_Noble test reversed. This made the option appear and then silently fail when selected. The test in phone_NegotiatePromotion is now negated to match the picker. Career mods overriding this interaction should check that test.\u00a0Expanded Buff View will no longer automatically close when the game is played at 2x speed or above.\u00a0The expanded Buff panel treated clicks on the speed controls as clicks outside the panel, so selecting 2x or 3x speed closed it. The panel now ignores focus changes into the time controls and preserves its expanded state when the buff list refreshes. UI mods that replace the Buff panel or time controls may need to account for this behavior.\u00a0Sims who Dislike Gardening will no longer autonomously garden.\u00a0Adding additional autonomous tests to interactions such as Gardening_Spray_All and Gardening_Water\u00a0Sims who Dislike Dancing will no longer Autonomously Dance. They will also stop dancing if a song they dislike comes on during their dance.\u00a0Adding a new conditional action to Stereo_Dance, exting the dance interaction if they recieve a hidden buff &#8220;buff_SimPreference_ListendToDislikedMusic&#8221;\u00a0Teen Sims who dislike Fitness will no longer Autonomously use the Cheerleader Mat.\u00a0Adding an autonomous test to si_CheerMat_Solo_Start\u00a0Sims will no longer autonomously Lounge in Lounge Chairs during Rain or Storms.\u00a0Adding a weather test to the autonomous tests on Chair_LoungeChair\u00a0Romantic Satisfaction should no longer drop rapidly and should instead decay slowly over time.\u00a0Reducing the decay rate of URT_RelStat_Main\u00a0NPC Sims will no longer reset when using the Karaoke Machine during festivals.\u00a0The Karaoke contest was still looking for situation_type, although current situation-join tuning uses situation. That lookup could fail when an NPC autonomously joined the contest, causing the Sim to reset. The game now checks situation first, with situation_type retained as a fallback for older custom tuning.\u00a0Sims mourn for less time when a Sim they don&#8217;t know dies via an update to the &#8220;Around Death&#8221; Buff.\u00a0Reduced the time on Buff_DeathOfSim_AroundDeath_Fine\u00a0Sims have CHILLED OUT on how frequently they make Snow Angels , Snowmen, and Shovel Snow autonomously.\u00a0Adding cooldowns to instances such as autonomous_ObjectPicker_SnowDrift_Shovel_Adult, autonomous_ObjectPicker_SnowDrift_SnowAngel, and autonomous_ObjectPicker_SnowDrift_Snowpal\u00a0Sims from inactive Households will now attend University classes and are less likely to fail term exams. This fix was intended for rotational play. It is not retroactively fixed in old saves.\u00a0University course restoration skipped Sims from played households while those households were inactive. When the household became active again during a scheduled class, the Sim could remain at home and miss it. The game now restores the active course session during zone load and sends the Sim to class. This only covers scheduled classes; it does not complete exams, term papers, or presentations.\u00a0Children can use playground equipment and will no longer nap or meditate while playing.\u00a0Added E15 &#8211; buff_Hopscotch_InGame and E20 &#8211; buff_ModularPlayground_PlayWithPlayground to the blacklist.\u00a0The &#8220;Do Push Ups&#8221; Interaction can once again be run manually on Sims outside of Gym Venues.\u00a0Creating a new instance sim_doPushUps_UserDirected, so the poorly named sim_doPishUpsAutonomously can in fact only used for autonomous purposes going forward. With these interactions split properly, their tests can be adjusted to ensure correct autonomous and user-directed behavior. Doing the same treatment for sim_doSitUps_UserDirected and sim_doStretching_UserDirected.\u00a0Sims will now choose from multiple Everyday Outfit options in the Everyday Outfit Category, not just the first Everyday outfit.\u00a0Substituted daily everyday outfit selection for random everyday outfit selection. To keep current outfit, use CURRENT_OUTFIT outfit category on outfit change.\u00a0Relationship Satisfaction will no longer change for couple Sims when those Sims are not part of the Active Household.\u00a0In case of player changes to another household during the gameplay, the relationship satisfaction of the previous household remains at same level as when it was left. Upon returning to the previous household, the Relationship Satisfaction will remain unchanged.\u00a0We&#8217;ve added a cute little failure for when Sims are doing Push Ups. This failure is more likely to occur when a Sims Fitness level is too low or if a Sim&#8217;s Hunger or Energy is too low.\u00a0Adding a new outcome to sim_doPushUps\u00a0Rocks, Dig Sites, Frog Logs, and Wild Plants will now respawn if the Sim is not on the active lot.\u00a0The problem: spawners can be setup as commodity based or time based. The time based starts a weekly scheduler that resets everytime the object loads, so it doesn&#8217;t account for time elapsed while the sim was in another lot. The commodity based ones are not setup to catch up with time elapsed either.The fix:For time based, we check if the time elapsed since last zone save is enough for a respawn to happen, and we immediately respawn the object.For commodity based, we run a fixup code on on_finalize_load of the gardening plant component to calculate how many fruits should spawn on the elapsed time since last zone save.\u00a0We&#8217;ve made it so having Bad Luck isn&#8217;t as likely to cause Social outcome failures when interacting with other Sims. There is still a high likelihood of failure, but ideally there is still a chance things can go well.\u00a0Reducing the negative impact of Luck on Scores_SocialOutcomes\u00a0Couple Sims will no longer engage in obsessive couples activities like Sky Gazing or kissing in the Library.\u00a0Removing the situation_EP16NPC_VenueDate from various venues, such as the Library\u00a0Sims with low energy will no longer randomly wake up and perform unrelated actions.\u00a0Adding a test of interactions such as sim_FunDistress to prevent it from running if the Sim is asleep\u00a0Sims will no longer play a &#8220;Browse Phone&#8221; idle when they have the Dislike Phones preference.\u00a0Fixing autonomous tests on phone_BrowseWebsites_AutonomousOnly\u00a0Children Sims should no longer use Swings repeatedly back-to-back.\u00a0Adding an autonomy cooldown to autonomous_ObjectPicker_SwingSet_SoloSwing and SwingSet_SoloSwing\u00a0Sims will no longer obsessively admire Autographs.\u00a0Added 5 hours cooldown to make this interaction autonomously\u00a0The &#8220;March of the Penguins&#8221; wall pattern is now correctly tagged as Wallpaper rather than Paint in Build Mode.\u00a0Added WallPatterns_Paint to Deleted Tags section so the wall pattern would only show up in the Wallpaper section and not in the Paint section any longer.\u00a0Sims must now be the owners of a lot to want to shove snow on that lot. This is more realistic, and it&#8217;ll prevent a reported issue where Ranch Hands were shoveling snow instead of performing their assigned duties on a Ranch.\u00a0Making it so only lot owners will consider interactions such as autonomous_ObjectPicker_SnowDrift_Shovel_Adult\u00a0Per player feedback, we reviewed analytics data on the Family Dynamics feature and found some imbalances in how often certain Family Dynamics were awarded. We&#8217;ve made the following changes to improve the balance of this feature: &#8211; The &#8220;Compliant&#8221; Family Dynamic will now occur less frequently. &#8211; The &#8220;Jokesters&#8221; Family Dynamic will now occur less frequently. &#8211; The &#8220;Distant&#8221; Family Dynamic was rarely seen. We&#8217;ve updated this Dynamic so that when Sims run malicious interactions or fight there is a chance that they will receive the option for this Dynamic.Reducing the chances of recieving adventureMoment_FamilyTrope_jokesters and adventureMoment_FamilyTrope_compliant, as well as changing the conditions for Distant to be from fighting with family members.We addressed an issue where SIms were not correctly routing and positioning themselves when performing the Toddler Book &#8220;Read to Children&#8221; interaction.\u00a0Problem: Sim could freeze when handed an infant while reading a book.Fix: pass on interaction priority to &#8216;cancel aop interaction&#8217; so &#8216;putdown&#8217; gets run after &#8216;putdown chooser&#8217; and before &#8216;give infant&#8217; (as &#8216;give infant&#8217; depends on the book to be &#8216;putdown&#8217; to run)\u00a0Sims with awful Compatibility and Difficult or Distant Family Dynamics will now rarely initiate socials, will avoid each other, and any autonomous conversations end quickly.\u00a0Follow-up socials used a separate autonomy path that did not account for negative relationship utility. As a result, Sims with combinations such as Distant and Awful Compatibility could keep choosing autonomous socials with each other. Relationship-scored follow-up socials are now skipped when the direct relationship utility between the two Sims is zero or negative. Player-directed socials are unchanged.\u00a0We addressed an assert that could occur when a Swimming Pool was built inside of a contour wall.\u00a0Fixed an issue where loading certain lots with a pool built inside contour walls could trigger an assertion.\u00a0We&#8217;ve addressed a crash that could occur from transitioning from Build Mode to the Manage Worlds screen.\u00a0Prevented a rare crash during Luck updates by safely cleaning up update handling when it is no longer needed.\u00a0We addressed an assert that could occur when Zhaleh Amani was attempting to WooHoo in a bush in certain save files.\u00a0Increased the amount of vertex count pending to be drawn by particles vfx system. Removed the assert from release builds.\u00a0We&#8217;ve addressed an issue where a Sim could be revived and brought back to life by entering Create a Sim via the Simology Panel when the Grim Reaper was actively reaping a Sim.\u00a0Disable &#8220;Enter CAS&#8221; button in simology panel when save is locked.\u00a0We&#8217;ve addressed an assert relating particles VFX.\u00a0Increased the amount of vertex count pending to be drawn by particles vfx system. Removed the assert from release builds.\u00a0The countdown timers for Real Time Autosave Options and Save Reminder Notifications will no longer reset when you change options relating to the other. They now reset independently.\u00a0Fixed an issue in which the same method was used to reset auto save and save reminders.\u00a0The Eye Dropper tool will now display Half Wall Trims in the Build Mode catalog when used on Half Wall Trims.\u00a0Fixed missing half wall trim info from the items catalog by recovering it using its category tag.\u00a0We&#8217;ve addressed an issue where stereos could cause Sims to spam dancing interactions in their queue.\u00a0Full autonomy could push another copy of a non-immediate interaction that was already running or queued. The game now recognizes those duplicates and skips the extra push without treating it as a failed autonomy attempt. This is a general autonomy change rather than a change to Dance tuning.\u00a0The wall patterns Marble Marvel, Seashells on the Seashore and Bathhouse Blues are now tagged correctly under the Tile category in Build Mode.\u00a0Removing WallPattern_Paint tag from (Marble01MIS_Blue_Tiles), (Tile01DGDiag_HalfWall), and (Tile02DG_Wainscot).\u00a0We&#8217;ve added a cooldown to how frequently Sims will perform the serenade interaction.\u00a0Modify autonomy scheduling, alarms, retries, or interaction-push behavior.\u00a0We addressed an issue where Child Sims who were related to the head of a Dynasty would trigger the &#8220;Joined Dynasty&#8221; notification. We&#8217;d previously fixed this for new saves, but had an additional fix that would repair this also in old saves as well where it was already happening.\u00a0The repair used when loading older dynasty saves did not remember which child memberships it had already restored. This could add an excluded child back into the dynasty and show Joined Dynasty again after each reload. Dynasty membership now records how the Sim joined, and the repair is saved after it runs so it is not repeated.\u00a0We fixed an assert which sometimes resulted in a crash that could trigger in the Social Bunny app after navigating between tabs and then closing the app.\u00a0The Social Bunny Friends tab could process a relationship update while its layout was changing or after the app had closed, leaving it with stale UI state and triggering an assert. The tab now refreshes its layout when the add-contact state changes so those updates use the current panel state.\u00a0Using Save &amp; Exit or Save and Exit to Main Menu will no longer create a new save file in the EA Documents folder instead of a versioned save file attached to the original save.\u00a0Fixed an issue where Save and Exit in a new game could create a new save slot instead of updating the active save. UIGetDefaultSaveSlotId now allocates a new manual slot when the current slot is invalid (&lt;= 1) or is AUTO_SAVE_SLOT. Valid manual save slots continue to be reused as before. Modders affecting save-slot selection should account for this updated validation.\u00a0Fixed an issue where restoring an Auto-Save and then manually saving could create an unnamed save or overwrite the wrong save slot.\u00a0Fixed an issue where loading an Auto-Save after deleting its original manual save could cause the next manual save to overwrite an unrelated save. When no valid manual-save lineage is available, the next manual save now uses a new free slot with a default name. Desktop save flows now use GetDefaultSaveSlotId separately from GetCurrentSlotId. Modders overriding save-slot selection should account for this new default-target flow.\u00a0The following Build Mode objects will now sort as Africana Style: (lightTableMedium_SDX040GENwicker_set1), (paintWall2X1x2_SDX040GEN_set1), (plantPotFloor_SDX040GENaloe_set1), (rug3x2_SDX040GEN_set1), (sculptTableLarge_SDX040GENbasket_set1), (sculptTableMedium_SDX040Pillow_set1), and (sculptTableSmall_SDX040_GENspices_set1).\u00a0Removed Africana Build Style tag from and added Africana Style to (lightTableMedium_SDX040GENwicker_set1), (paintWall2X1x2_SDX040GEN_set1), (plantPotFloor_SDX040GENaloe_set1), (rug3x2_SDX040GEN_set1), (sculptTableLarge_SDX040GENbasket_set1), (sculptTableMedium_SDX040Pillow_set1), and (sculptTableSmall_SDX040_GENspices_set1).\u00a0The &#8216;EP13LongBraids&#8217; hairstyle is now consistently tagged across genders.\u00a0Added HairTexture_Curly tag to (cmHair_EP13LongBraids) and HairTexture_Afro tag to (pmHair_EP13LongBraids), (yfHair_EP13LongBraids), and (mfHair_EP13LongBraids) so all these hairstyles should appear consistently now when selecting the Afro-Textured or Curly filter for hair across the different age groups.\u00a0<a href=\"https:\/\/forums.ea.com\/idea\/the-sims-4-bug-reports-en\/platforms-and-half-walls-affect-roof-trims\/13577302\" rel=\"noreferrer noopener nofollow\" target=\"_blank\">[EA Forums<\/a>] We\u2019ve improved how roof trim segments work so nearby geometry does not incorrectly clip or invalidate the trim. This addresses a visual issue where platforms or half walls were placed close to a roof with inward-facing eaves.Roof trim clipping was being decided from the middle of an eave, which missed platforms or half walls intersecting one end of an inward-facing eave. Clipping now accounts for both ends and their local elevations. This was an engine change; no roof-trim tuning or catalog assets changed. Outward-facing eaves could cross a platform or half wall between the points used to decide whether their trim should be clipped. The clipping check now samples additional points along the eave and uses the nearby floor elevation when placing the cut. This was an engine change; no roof-trim tuning or catalog assets changed.<a href=\"https:\/\/forums.ea.com\/idea\/the-sims-4-bug-reports-en\/timesim-freezes-while-environment-still-moves\/11885395\" rel=\"noreferrer noopener nofollow\" target=\"_blank\">[EA Forums<\/a>] We&#8217;ve addressed an issue where Time and Sims would freeze when the environment continued to animate. This was connected to a Sim trying to use an object while another Sim was in their spot. We believe this issue was potentially hardware specific.The fix releases the stand-slot (the place where the Sim should be to perform the action), reservation owned by the blocked interaction so the slot can be re-evaluated on the next attempt.\u00a0<a href=\"https:\/\/forums.ea.com\/idea\/the-sims-4-bug-reports-en\/interactions-getting-stuck-in-queue\/12401399\" rel=\"noreferrer noopener nofollow\" target=\"_blank\">[EA Forums<\/a>] We\u2019ve found a holistic fix for interactions getting stuck in Sim queues and applied it to various instances where interactions were getting stuck. Going forward, if new instances of this are found, we\u2019ll need to address them individually but can probably use this solution to do so.\u00a0The fix releases the stand-slot (the place where the Sim should be to perform the action), reservation owned by the blocked interaction so the slot can be re-evaluated on the next attempt.\u00a0We fixed a major instance of interactions getting stuck in a Sim&#8217;s queue relating to interaction priority and the time it takes to complete certain interactions. Our fix specifically relates to the &#8216;sleep&#8217; and &#8216;chat&#8217; (specially group chats)interactions, so we&#8217;ll continue investigating to see if we can find other instances where this fix can be applied as well.\u00a0Sleep and chat are now &#8220;cancelables&#8221; when enqueuing another interaction. We added in other task a new field for tunings called cancel_on_user_directed_action. We checked that field for &#8220;Sleep&#8221; and &#8220;Chat&#8221; interactions so can be cancelalables.\u00a0We made some adjustments to interactions that are &#8216;tending&#8217; objects, which was resulting in Sims waiting on an interaction to complete. We&#8217;ve addressed instances that were reported, but if there are others please report so we can make sure to apply to any interactions we missed.\u00a0Added an opt-in SuperInteraction tuning option, cancel_on_user_directed_action, for persistent or supporting interactions that should be abandoned when the player directs the Sim to perform another action.Updated InteractionQueue._on_user_driven_action() to cancel opted-in SIs through the normal interaction cancellation lifecycle. Existing interactions are unaffected by default.Enabled the option on:espressoBar_TendespressoBar_WaitForWorkmarketStalls_Tend_CoffeeCounterThis resolves cases where Tend interactions remain staged or stuck in the queue after another user-directed action is queued, while avoiding affordance-specific checks in Python.We addressed a few issues where Infants could be placed on top of each other or pop out of their Playmat or Crib after reloading a lot or save. This fix also resolves a situation where certain interactions on Infants were being canceled or blocked.\u00a0When canceling an SI with an infant on a crib, we maintain that posture, instead of resetting the infant back to the floor.The Save Reminder notification will now appear for Console Players when it is set to 30 minutes.\u00a0Fixed an issue in which the same method was used to reset auto save and save reminders.\u00a0<a href=\"https:\/\/forums.ea.com\/idea\/the-sims-4-bug-reports-en\/mws-wedding-venues-placing-as-residential\/11893158\" rel=\"noreferrer noopener nofollow\" target=\"_blank\">[EA Forums<\/a>] Wedding Venues will no longer be placed as Residential Lots when placed from the Gallery. They\u2019ll now be placed as Wedding Venues.Placing a Wedding Venue from the Gallery could update the lot itself without replacing its saved Residential venue data. Manage Worlds and the wedding planner would then continue reading the old venue type. Gallery placement now saves the selected venue type and refreshes the cached lot information, so the venue appears correctly without requiring a visit or manual venue change.The cfHair_EP01BraidsBunSide hair in Create a Sim now sorts under straight texture.\u00a0Added the HairTexture_Straight tag to (cfHair_EP01BraidsBunSide).\u00a0We fixed a Black Photo issue that could occur for the MixPix Portrait Digital Photo Frame or MixPix Landscape Digital Photo Frame when photos were dragged from the Sim&#8217;s inventory into the frame&#8217;s inventory or via Manage Photo Inventory.\u00a0Tuning for Object_DigitalPhotoFrame updated\u00a0We don&#8217;t like auditory jump scares either! The vocalization on the new Energized\/Confident animation has been turned down.\u00a0Modify Gallery or Library lot placement.\u00a0The &#8220;Showcase Item in your Profile&#8221; button on Gallery is now accessible while playing with Controller or Keyboard and Mouse.\u00a0Override lot persistence, venue caches, or zone-load reconciliation.\u00a0We fixed an instance where Sims would become idle and frozen after WooHoo if an autonomous interaction was queued during WooHoo.\u00a0If target sim is done routing and positioning themselves in a transition sequence, we skip generating new transitions for them.\u00a0<a href=\"https:\/\/forums.ea.com\/idea\/the-sims-4-bug-reports-en\/sleeping-infant-popped-out-of-cribplaymat-after-reload-and-waking\/13127784\" rel=\"noreferrer noopener nofollow\" target=\"_blank\">[EA Forums<\/a>] We addressed a few issues where Infants could be placed on top of each other or pop out of their Playmat or Crib after reloading a lot or save. This fix also resolves a situation where certain interactions on Infants were being canceled or blocked.Infants persist their state on save\/load more cleanly now, so they correctly are placed on a crib\/playmat, and maintain that state on load.Infant Sims will no longer be attached to a returning Sim who is traveling home after being on another lot.\u00a0Modified the zone spin up flows to correctly pair infants with the correct carrier, this also keeps them in the back carrier.\u00a0<a href=\"https:\/\/forums.ea.com\/idea\/the-sims-4-bug-reports-en\/married-couples-become-unmarriedpartners-after-entering-cas\/13524609\" rel=\"noreferrer noopener nofollow\" target=\"_blank\">[EA Forums<\/a>] Married Couples will no longer be revered to Partners when entering CAS though Custom Tattoo planning or Plan Outfits.\u00a0CAS relationship data relied on cached spouse and fianc\u00e9 IDs, which could be stale or unavailable when the other Sim was not loaded. The relationship could then be saved back as Partner after using Plan Outfits or Custom Tattoos. CAS now reads the marriage and engagement records directly, gives marriage priority, and excludes spouses and fianc\u00e9s from the steady-partner list.\u00a0We fixed an assert that could occur when entering Create a Sim from the Simology Panel.\u00a0Fixed an assert when entering Create a Sim from the Simology Preferences or Relationship Preferences panels. These panels now block the CAS transition while GameplayStateData.SaveLocked is true. Their ShowStateChangeLoad calls now set attemptAutoSave: false; the confirmed CAS travel response handles autosaving. ShowStateChangeLoad still supports numeric callers and now also accepts { transitionType, attemptAutoSave }.We fixed an assert that could occur when there were a lot of VFX on screen at once. This regularly occurred when there were a lot of occults on screen at once (as an example).\u00a0Same as above: Increased the amount of vertex count pending to be drawn by particles vfx system. Removed the assert from release builds.\u00a0Fixed an issue where Caregivers would get stuck holding their infants, relating to our fix this patch around Infants popping out of cribs.\u00a0The autonomous crib put-down interaction was incompatible with infant_Cry and infant_Fuss. If either was running, the caregiver\u2019s put-down sequence could stop while they were still holding the Infant. Both interactions are now allowed during Autonomous_ObjectPicker_Infant_PutDown_IfClose, so the sequence can continue to the crib.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"Patch NoteNote for ModdersWhen their bladder needs are low, Sims will walk a little faster during the &#8220;needs&hellip;\n","protected":false},"author":2,"featured_media":779193,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[59,86,56,54,55],"class_list":["post-779192","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-gb","tag-technology","tag-uk","tag-united-kingdom","tag-unitedkingdom"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/posts\/779192","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/comments?post=779192"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/posts\/779192\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/media\/779193"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/media?parent=779192"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/categories?post=779192"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/uk\/wp-json\/wp\/v2\/tags?post=779192"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}