Unreal Engine 4.1 Release Notes
Ray Davis on | Community NewsMajor New Features
Platforms
PlayStation 4 and Xbox One Support
- Full support for PlayStation 4 and Xbox One!

- Engine source for Playstation 4 and Xbox One is available to subscribers who are registered developers with Microsoft or Sony, respectively.
- For now, deploying projects to Playstation 4 or Xbox One requires compiling source from GitHub using a Windows computer
SteamOS/Linux Support (Preview)
- You can now package your games and deploy to SteamOS and Linux!

- For now, deploying projects to Linux requires compiling source from GitHub using a Windows computer.
Marketplace Content
Elemental Demo (Coming Later Today)
- Remember that cool Unreal Demo we showed running on PlayStation 4? Elemental is a spectacular showcase of Unreal Engine 4’s high-end rendering capabilities, including dynamic lighting and shadowing real-time reflections, subsurface scattering and GPU powered particle effects.

Math Hall, a new Content Example level
- The Math Hall example provides an introduction to basic vector math and the concept behind various math functions.

New Project Templates
Flying Template and Rolling Template
- We’ve created two new project templates that demonstrate simple flying and rolling character movement.
- The Flying template (C++ and Blueprint) feature simple flying movement:

- The Rolling template (C++ and Blueprint) feature a physics-based rolling ball as the player character:

Editor and Tools
New Built-in Editor Tutorials
- We’ve added new built-in in-editor tutorials. They’ll appear automatically the first time you encounter these features.

- Cascade Particle Editor Tutorial walks you through the basic user interface and concepts used when creating Particle Systems and effects.
- Material Editor Tutorial explains the basics of creating Materials.
- Static Mesh Editor Tutorial covers the interface and tools available for setting up Static Meshes.
- Persona Animation Editor Tutorial walks you through the various user interface elements and concepts for the different asset types and modes.
Scene Outliner Folder System
- You can now organize your actors into folders in the Scene Outliner.

- The create button will create you a new folder containing the currently selected actors.
- Visibility toggling on folders affects all their contained actors.
Editor News Feed
- The editor now has a built-in News Feed. You can access it using the new button in the top-right of the editor.
- The News Feed will tell you about new Marketplace content, video tutorials and blog posts.

Asset Deletion Assistant
- This feature makes it easy to delete assets by helping you interactively inspect and repair references.

- Allows graceful cleanup of assets still being referenced on disk or in memory
- You can click on any referenced asset to navigate to it and fix it up manually.
- You can Replace References, formally known as “Consolidate”.
- You can perform a Force Delete, or you can Cancel and go handle the references yourself.
- Allows for multiple simultaneous deletes.
- Even if an asset is referenced by other assets, as long as they are also being deleted, it won’t flag that as a problem.
- Reference Navigation
- Double Clicking on referenced assets will open their editor
- If an asset is being referenced in the open map, Double Clicking the map asset will take you to it in the open map.
Drag and Drop Directory Importing
- You can now select multiple folders with textures, meshes and animations, and drag them directly into the Content Browser to import everything inside those folders.

Undo History Window
- The Editor now has a way to access the undo history.

- You can access the Undo History window from the Windows menu (Windows > Undo History).
New: Remapping Viewport Controls
- We now allow users to remap their WASD controls for the viewport.
- You can find these settings under Editor Preferences > Keyboards Settings > Viewport Navigation.

New: Debug Histogram Visualization
- You can now draw a histogram (graph) of float values in the world.

- You can record the value of a property or other aspect of the game over time and visualize that as a histogram at a specific location in the world.
- Values can be recorded and histograms can be drawn from both C++ code and Blueprints.

- Note: This feature is designed for debugging purposes. Debug drawing is not recommended during normal gameplay.
Translation Editor (Preview)
- The Translation Editor makes it easier to edit translations for strings in your game code and assets.

- Note: This tool is still an early work in progress. This tool can be enabled in your editor preferences under the Experimental section.
Blueprints
Jump to Connection in Graph
- You can now right click on pins and jump to connections.

Class Dynamic Casting
- You can now safely convert between compatible types of objects in your Blueprints.

Improved Blueprint Components Editing
- You can now drag-and-drop component nodes between Blueprint editor windows.
- This will create a new component variable in the new Blueprint that inherits its attributes from the original (except variable name, to avoid conflicts.
- You can now undo/redo component attachment and detachment operations.
- This works for the “Make New Scene Root” operation as well
Important Upgrade Notes
Upgrading Projects
- Some steps may be required to get your 4.0 project working in 4.1.
- Upgrading Blueprint-only projects
- You can load your existing project in the new editor normally.
- Note: Some Blueprint APIs may have changed between versions, which could cause warnings in your content. Read the API Changes section for more information.
- Upgrading C++ code projects
- You’ll need to recompile the C++ project for the new version of Unreal Engine
- Locate the .uproject file in your game’s folder, and right click on it. (on Mac, you can also Command + Click)
- Select Switch Unreal Engine Version -> 4.1 (on Mac, this is in a Services menu)
- Right click to generate new C++ project files, then recompile your game normally.
- Note: Some C++ APIs may have changed between versions, which can cause compile errors. Read the API Changes section for more information.
- Sorry for the inconvenience! We’re working on simplifying the upgrade process for future versions.
Known issues:
- Generating Visual Studio projects will fail for projects that have an underscore in the name if the Xbox One SDK is installed
- Xbox One and Playstation 4 do not yet fully support projects with spaces in any of their parent directories.
- Steamworks is not yet supported on Mac – we’re working on it!
- ShooterGame requires using source from GitHub to be compiled as a dedicated server
- Projects created from the First Person template may crash on Playstation 4
- Elemental Demo crashes when deploying to Mac using the “Launch On” button in the editor
- Tappy Chicken on iOS crashes at startup if you’re signed into Game Center
Special Thanks
We’d like to thank all of the amazing developers who contributed code in this release. We are humbled and amazed by what you are doing!
- Allar (Michael Allar)
- Added Shared Texture resource support for D3D11RHI
- AndrewScheidecker (Andrew Scheidecker)
- Fix Actor->Acor K2 redirect typo
- cdietschrun
- Fix "Actions taking a object" message
- clide
- Mac GL Fix
- dkjer (Donald Kjer)
- Fixes for case-sensitive filesystems
- DiCoJamesTan (James Tan)
- Fix attachment bug with ChildActorComponent
- fxtentacle (Hajo Nils Krabbenhöft)
- Fix Azimuth & Elevation calculation on Mac
- Kamayuq
- Mac UnrealBuildTool Fix
- Kyle Rocha (kylawl)
- Add plane interct function to KismetMathLibrary
- PostalDude (Frederic Lauzon)
- Fix invalid module linker output file path
- sbc100 (Sam Cleeg)
- Fix build warnings in UnrealBuildTool
- Fix linux compile warnings
- wshearn (Wesley Hearn)
- Fix HTML5 Shipping Client build
Release Notes
Marketplace Content
- ShooterGame: Now supports Xbox One and PlayStation 4 deployment.

- Memory Game: A card-matching memory game created entirely in Blueprints. Optimized for mobile devices!

- Effects Cave: Spelunking has never been this fun! See the pretty things you can make to add richness to your world by exploring the Effects Cave. Using the Cascade visual effects editor you can layer on countless details including GPU-powered particles, dynamically lit sparks, wispy puffs of smoke and more.

- Realistic Rendering: Easily build true-to-life environments or emulate architectural visualizations using UE4’s physically-based material system, the improved Lightmass global illumination system and photometric lighting. Supports Oculus Rift!

- Blueprint Office: Shows a wide variety of use cases for Blueprints ranging from level design tools to intelligent security systems to sophisticated AI behavior. Each example includes a brief in-game explanation.

Learning Resources
- Video Tutorials
- New: Multiplayer Networking Video Tutorials (6 videos) by Billy Bramer.
- New: Blueprint Video Tutorials (7 new videos) by James Golding and Mike Beach.
- New: Third Person Blueprint Game Setup Tutorial (15 videos) by Zak Parrish.
- Written Tutorials
- New: Particle System Tutorials: VFX Lesson 1, Lesson 2 by Tim Elek.
- New: Matinee Tutorial by Greg Mitchell.
- Documentation
- Unreal Editor Manual
- New: Blueprint Cheat Sheet
- New: Light Propagation Volumes
- New: Preview Shadows
- New: Pivot Painter
- New: Mac Viewport Controls Quick Reference
- Programming Guide
- New: Code Block Highlighting
- Updated Landing Page Reorganization
- Updated Data Driven Gameplay
- Fixed Actor Spawning Info
- Fixed Components Array References
- Unreal Editor Manual
Unreal Engine Launcher
- New: Install multiple versions of Unreal Engine side-by-side.
- Use the Launcher’s new Version Selector drop-down to choose which version you want to install and run!
- New: You can now uninstall the engine versions right through the launcher using a new ‘Uninstall’ button on the main UI
- New: Launcher Marketplace pages now show download size.
- New: The Marketplace now supports different versions of items
- New: The EULA is now shown and accepted through the launcher.
- New: Project files can be associated with engine versions installed through the launcher.
- New: The Unreal Installer and Launcher are now localized for Korean and Japanese.
- For the launcher you can select a language in on the login screen.
- Fixed not being able to queue Marketplace items while the Engine is downloading.
- Fixed installer not warning users if they did not have Windows 7 SP1 installed
- Fixed an issue preventing Unreal Engine shortcuts from being removed from the desktop on uninstall in some cases.
- Fixed rare issue with being stuck on "Syncing your account".
- Fixed cancelled automatic downloads so they will not resume.
- Fixed self-update ignoring empty files.
- Fixed UI size information not displaying with decimal places.
- Fixed an issue causing a failed installation to start all over again rather than resuming from previously successful files.
- Fixed a rare issue where a failed data file download could cause the install to never finish.
- Fixed Mac Launcher crash on close.
- Fixed download size indicator to support showing the compressed download size rather than uncompressed size.
- Fixed some UI issues with progress percentage information.
Editor and Tools
- General Editor
- New: Improved the 3D viewport grid!
- Removed the grid dots for a cleaner view. The grid is now also scaled according to the grid snap settings.
- Perspective grid precision improved with thinner lines.
- Orthographic grid now has power of 10 major gridlines, soft fading transitions between levels, and colored axis lines.
- New: Added a Preview Meshes preference that allows customization of meshes displayed in viewports when holding the Backslash key.
- New: Icons for your project can now be assigned via Window/Project Settings.
- New: Startup Movies for your project can now assigned via Window/Project Settings.
- New: Pressing the C key now creates comments in the Material and SoundCue editors.
- New: Added an option to invert middle mouse pan movement. Invert Middle Mouse Pan option in the Editor Preferences -> Viewports.
- New: Added search support in the Placement Browser.
- New: Holding Ctrl now prevents Vertex Painting from de/re-selecting actors.
- New: Added support for Ctrl + Backspace and Ctrl + Delete to editable text boxes.New: Added Enable Sound option to Play-In-Editor settings.
- New: Save window now displays "Save Map" or "Save Asset" depending on what's being saved.
- New: Added ability to scale individual sub-curves to the curve editor.
- New: Content is now autosaved by default, and the notification shows you the number of packages that will be saved.
- New: Pressing F4 to view details will now potentially spawn a new Details panel if all the currently open ones are locked.
- New: Browse button in the content browser context menu now works on unloaded objects.
- New: The Reset Layout feature has been moved to the Window menu from Editor Preferences.
- New: Property names can be set to display as they are in code (English) on the Region & Language editor preferences.
- New: You can now customize the selection colors in the Editor Preferences.
- New: You can now override the far view plane on a level editor viewport.
- New: Columns are now sortable in Save Content dialog.
- New: 3D marquee select has been re-added with the same original keybinding (Ctrl + Alt + Left Click Drag).
- New: Added a message log link to diagnose load errors in-editor.
- New: If there is an active camera safe frame, the High Resolution Screenshot UI allows you to set the capture region to that safe region.
- New: Added prompt to restart the editor after you’ve enabled or disabled a plugin in the Plugins Editor.
- New: Improved how the zoom slider in the Texture Editor interacts with the Fit to Viewport setting.
- Improved decal scaling performance in the editor.
- Improved Asset Discovery time in the editor.
- Improved Arrow Component readability at a distance.
- Updated Code View functionality to now exist in a plugin.
- Please enable the Code View plugin to reactivate this functionality (Window Menu -> Plugins -> Editor -> Code View).
- Fixed Region & Language editor preferences to be more user friendly. Changing them should be less confusing or awkward.
- Fixed High Resolution Screenshot facility.
- Screenshot capture is now limited to the viewport from which the High Res Screenshot action was selected.
- Fixed Editor Preferences not listing all available languages and regions.
- Fixed Select Actors using this Asset not selecting Actors in other streaming sub-levels.
- Fixed selection problems in orthographic viewports due to mouse tests not extending from beyond the origin plane.
- Fixed Actors not remaining selected after copying Actors from multiple levels into the clipboard.
- Fixed global shortcut keys not functioning in floating windows in some cases
- Fixed safe frames and aspect ratio bars not displaying when locking a camera in Matinee when no camera is selected.
- Fixed viewport settings not being saved into the layout preferences file instead of the editor preferences files.
- Fixed notifications not being anchored to their appropriate monitor work area.
- Fixed copying text from the Output Log not copying lines in the correct order.
- Fixed Output Log auto scrolling.
- Fixed level locking changes in the level browser not being able to be undone or redone.
- Fixed unintuitive project switching by displaying the name of the project in the splash screen.
- Fixed survey notification not fading away instantly after clicking Cancel to close it.
- Fixed Actors being selected when the viewport is hiding the layer they arenot selecting Actors in other streaming sub-levels.
- Fixed selection problems in orthographic viewports due to mouse tests not extending from beyond the origin plane.
- Fixed Actors not remaining selected after copying Actors from multiple levels into the clipboard.
- Fixed global shortcut keys not functioning in floating windows in some cases
- Fixed safe frames and aspect ratio bars not displaying when locking a camera in Matinee when no camera is selected.
- Fixed viewport settings not being saved into the layout preferences file instead of the editor preferences files.
- Fixed notifications not being anchored to their appropriate monitor work area.
- Fixed copying text from the Output Log not copying lines in the correct order.
- Fixed Output Log auto scrolling.
- Fixed level locking changes in the level browser not being able to be undone or redone.
- Fixed unintuitive project switching by displaying the name of the project in the splash screen.
- Fixed survey notification not fading away instantly after clicking Cancel to close it.
- Fixed Actors being selected when the viewport is hiding the layer they are Outliner not working correctly.
- Fixed not being able to scroll through the various Geometry Editing mode controls.
- Fixed legacy builder brush visible in the 3D scene while Geometry Editing mode is active.
- Fixed the Lathe tool to create a brush.
- Removed Volumetric and Sheet brush shapes as they were non-functional.
-Landscape and Foliage
- New: Landscape splines now have a Max Draw Distance setting for meshes on the spline.
- New: Added new Landscape LOD preview settings to viewports.
- New: New controls for collision settings were added to Foliage tool.
- New: Added Resample option for Change Component Size tool.
- New: The Landscape Spline sprite automatically scales with the width of the spline to prevent them from getting too big.
- New: The Landscape move-to-level tool will now operate on the component under the cursor when there is no component selection active.
- Updated the order of the Landscape Visualizers menu.
-Mesh Paint Tool
- New: Paint brush radius is now saved with your editor preferences.
- Updated the default paint brush radius to 128.
- Data Table Editor
- New: To aid in readability, even and odd rows now have different background colors.
- New: Search has been implemented in the Data Table Editor.
- Scene Outliner
- New: More options for managing Actors and folders in the Scene Outliner right click context menu.
- Fixed Undo/redo with folders in the Scene Outliner.
- World Browser
- New: Added option to handle cooking for worlds created by World Browser -map=PersistentMapName?worldcomposition.
- New: Added time threshold between tile distance streaming load/unload requests. Can be changed in configuration files: TilesStreamingTimeThreshold.
- New: Added position snapping for level tiles, use Ctrl+Left Click Drag.
- Replaced World Browser async loading of level tiles with a blocking load and added "long operation" message.
- Removed the Always Loaded level type.
- Device Profile Editor
- New: Device Profile Editor is now always available through the Window Menu -> Device Profile Editor
- Updated the device profile editor UI with a layout which reflects its primary usage.
- Updated CVar addtion, removal, and parenting to be a lot more evident for a profile.
- Translation Editor:
- New: Translation Editor now searches the Engine, Editor, and the currently loaded project's directories for localization files to determine which projects/languages can be translated.
- New: Added event triggered by a property change to the translation data object to write the data to file, to prevent data loss due to user forgetting to save, or the editor crashing.
- Fixed Translation Editor to read local cached versions of old manifests when possible instead of syncing them from Source Control again.
Blueprints
- New: Added undo/redo support for component attach/detach operations in Components mode within the Blueprint editor.
- New: Added undo/redo support for repositioning graph nodes in a Blueprint graph.
- New: Added proper undo/redo support for duplicating components in Components mode within the Blueprint editor.
- New: Added support for dragging components between 2 different Blueprint editor windows in Components mode.
- New: Added support for drag-and-drop with multiple components selected in Components mode within the Blueprint editor.
- New: Added a graph node section in the details view of the Blueprint editor that provides the ability to rename nodes that the user can rename.
- New: Added ability for Blueprint cast nodes to cast from one interface to another.
- New: You can now multiply LinearColors by floats using a Float * (LinearColor) Blueprint node.
- New: Added a new ParseIntoArray function for easily splitting up strings.
- New: Variable Get/Set nodes can now display Rich Tooltips. To view them, mouse over a node and hold Ctrl+Alt.
- New: Alt + Right Click can now be used as an alternative to zoom Blueprint graphs.
- New: Added menu extensibility hooks for additional items in the Debug Object drop down.
- New: Graph nodes can now be renamed via the details panel when a node is selected
- New: Added support for searching Blueprint Interfaces.
- New: Renaming Blueprint Interface’s functions now properly renames the functions in implementing Blueprints.New: Added the Ability to set the PlayRate of a Montage from within Blueprint.
- New: Added Impact Velocity parameter to OnProjectileBounce, to allow blueprints to override bounce velocity vector.
- New: Added “value (clamp) range” exposure to numeric variables in Blueprints to go along with “slider UI range.”
- Updates allowing multiple pending latent actions at a particular call site from a Blueprint.
- Fixed Combo button menu scaling in the Blueprint Editor.
- Fixed Realtime rendering in the Blueprint Components mode Viewport. It is now disabled when Components mode is deactivated within the Blueprint editor.
- Fixed the T graphics card (at the moment we check for "Intel" in the adapter name).
- New: Movable objects receive sky shadowing from static shadow casters.
- Fixed TLM_Surface materials to render sky reflections properly.
- Fixed some possible incorrect casting of D3D texture objects.
- New: Reflection capture data is now stored in the map package.
- This allows cooking for ES2 to always have valid reflections for maps that have been resaved.
- Optimized motion blur, UIBlur, and screenspace ambient occlusion.
- Improved CPU performance by setting affinity mask for the gamethread, renderthread and eventthread.
- Improved GPU performance by turning on DisjointTimerQueries on Adreno 330-based devices with a driver later th graphics card (at the moment we check for "Intel" in the adapter name).
- New: Movable objects receive sky shadowing from static shadow casters.
- Fixed TLM_Surface materials to render sky reflections properly.
- Fixed some possible incorrect casting of D3D texture objects.
- New: Reflection capture data is now stored in the map package.
- This allows cooking for ES2 to always have valid reflections for maps that have been resaved.
- Optimized motion blur, UIBlur, and screenspace ambient occlusion.
- Improved CPU performance by setting affinity mask for the gamethread, renderthread and eventthread.
- Improved GPU performance by turning on DisjointTimerQueries on Adreno 330-based devices with a driver later thxed UnrealBuildTool to raise an error early about attempting to build the Editor in a Win32 configuration.
- Fixed the size of the internationalization libraries.
- Internationalization now loads its data from a binary file rather than from a static library.
Platforms
- Android
- Improved Android device detection. It is now threaded and more efficient in general.
- Fixed Launch showing texture formats not supported by the connected Android devices. It will now only display texture formats that are supported by the connected Android devices.
- Mac
- New: Packaging on Mac now creates a self-contained app bundle.
- New: Mac UE4 now uses our crash reporter.
- New: Added ability to use Mono installed on Mac instead of the one bundled with the engine.
- New: Added support to UBT for generating dSYM debugging symbol bundles on Mac OS X.
- New: Implemented text input method system for Mac platform.
- This uses the native Cocoa InputMethod services on Mac OS X to support the different input methods.
- Simplified Xcode project and improved code indexing in Xcode.
- iOS
- New: Added a device enumeration for iPad mini with retina display.
- New: Added experimental support for showing the Game Center leaderboard in-app (EXPERIMENTAL_ShowGameCenterLeaderboard)
- New: Added -compress=best command line for Shipping iOS via Windows workflow builds
- Various improvements and bug fixes to iAd support.
- Fixed some threading issues with IOS gamecenter.
- PlayStation 4
- New: Added PlayGo Support.
- New: Implemented Achievements.
- New: Added support for shader scratch memory.
- Enable with r.ShaderScratchBuffers=1 in the ConsoleVariables.ini file.
- New: HZB occlusion culling now supported on PS4.
- Added detection of render target/shader mismatches at runtime.
- Updated render target output formats to be set through ModifyCompilationEnvironment rather than using the SLOT defines in the shader files.
- Xbox One
- New: Added 10:10:10 final color output on Xbox One. This allows us to remove quantization noise in tonemapper, which is faster.
- New: Screen safe area is now implemented.
- New: Implemented Achievements.
- Enabled optimizations for all pixel shaders.
- Improved XAudio2 implementation to be more feature complete.
- Fixed various GPU hangs.
UnrealVS (Visual Studio Extension)
- New: Command Line box now automatically adds the game project file for 'Game' projects in UE4.sln.
- New: Visual Studio’s Customize feature now supports UnrealVS’ tool bar commands.
- New: UnrealVS Quick Build menu now allows easy access to building in any configuration without changing the config in the IDE.
- New: Added logging to help debugging.
- Changed code projects for game-specific editor builds (e.g. MyGame “Debug Editor|Win64”) no longer need the project added to the command line in UnrealVS.
- Previously the UnrealVS command line args to debug the editor for the example above would have been “MyGame.uproject ”
- The command line in UnrealVS for the example above is now just “”, UnrealVS adds the project name automatically when the project is run.
- The project name is still passed to the editor executable but UnrealVS now adds it automatically and does not display it.
- Existing command lines will work as before but will display differently.
- If no project name is supplied, UnrealVS should strip it from the displayed command line and popup a warning dialog.
- Fixed Startup Project selector and Batch Build to correctly recognize executable projects on non-Windows platforms.
API Changes
Gameplay and Framework
- Added bForceRescan parameter to IAssetRegistry::ScanPathsSynchronous. If true, path scanning not ignore paths that have already been scanned.
- Added GetDerivedClasses to IAssetRegistry. This is just a wrapper function for the pre-existing GetSubClasses.
- Added a flag to disable blue onscreen messages in DrawTransition in GameViewportClient.
- Added ability for Blueprints to use GetOverlapInfos.
- Added OnClosed delegate as a parameter to IOnlineExternalUI::ShowLoginUI.
- Added a flag to disable blue onscreen messages in DrawTransition in GameViewportClient.
- Added support for loading an ObjectLibrary from multiple paths, and a constructor for easily creating an ObjectLibrary in memory.
- Improved the support for Blueprints in an ObjectLibrary when calling UObject::CreateLibrary. If the bHasBlueprintClasses is true it will check the type for you.
- Renamed FGameWorldContext to FLocalPlayerContext, as it binds to a player and not a world.
- Renamed GetWorldContextFrom functions returning a World Context reference to GetWorldContextFrom*Checked.
- GetWorldContextFrom now returns a pointer and returns NULL if no WorldContext exists for the supplied input.
Removed FSimpleReticle from AHUD. You can add this to your subclass if desired.
- Removed unuderivatives with DRAG_DROP_OPERATOR_TYPE.
- FSlateApplication::GetDragDropReflector() is now obsolete and has been removed.
- Removed unused Linked Obj Editor framework
Platforms
- Mac
- The minimum supported Mac OS X version is now 10.9.2.
- We no longer support OS X versions prior to 10.9.2 due to OpenGL driver bugs & feature deficiencies that won't be fixed in earlier versions.
- Mac build is now using OS X 10.9 SDK, code and compile settings were updated to be compatible with Xcode 5.1.
- Config files on were moved to ~/Library/Preferences, logs to ~/Library/Logs, all other files from Saved folders are now in ~/Library/Application Support/Epic.
- The minimum supported Mac OS X version is now 10.9.2.
- PlayStation 4
- Specification of TitleID, package PassCode, and other data should now be in a text file in your project directory under Build/PS4/PackagingDataPS4.txt. This replaces the old metadata system in UBT. Examples can be found in ShooterGame, and the base Engine/BuildPS4 directories.
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