August 31, 2015

Unreal Engine 4.9 Released!

By Alexander Paschall

This release brings hundreds of updates for Unreal Engine 4, including 129 improvements submitted by the community of Unreal Engine developers on GitHub! Thanks to all of these contributors to Unreal Engine 4.9:

Andrew Zhilin (zoon), Artem V. Navrotskiy (bozaro), Artyom Sovetnikov, Ben Rog-Wilhelm(zorbathut), Ben Wiklund (bwiklund), Black Phoenix (PheonixBlack), Błażej Szczygieł (zaps166), Brad Grantham (bradgrantham), Brent Scriver (FineRedMist), Cengiz Terzibas (yaakuro), chipgw, Christian Radich (yoyohobo665), Christopher P. Yarger (cpyarger), Clay Chai (chaiyuntian), Cliff Jolly (ExpiredPopsicle), Dave Newson (dave-newson), Derek van Vliet (derekvanvliet), Dorgon Chang (dorgonman), ewirch, Felix Laurie von Massenbach (erbridge), Gabriel Hare (GabrielHare), gatools, Hakki Ozturk (ozturkhakki), HueyPark, JaredTherriault, Jason Spangler (Stormwind99), Javier Osset (Xaklse), Jeff Rous (JeffRous), JohnAlcatraz, Kitatus Studios (KitatusStudios), Konstantin Nosov (gildor2), korypostma, Lee Berger (MrCrowbar), Maarten Scholl (maartenscholl), Marat Radchenko (slonopotamus), marynate, Matthias Huerbe (MatzeOGH), Maxim (maxpestun), Michael Allar (Allar), Michael3DX, MiniTurtle, Moritz Wundke (moritz-wundke), Nako Sung (nakosung), Nari Demura (demuyan), Nastenko Michael (deM-on), Nathan Stocks (CleanCut), Niels Huylebroeck (red15), Pablo Zurita (pzurita), Patrick Flanagan (valtrain), Pedja Ljubomirovic (3dluvr), Philipp Smorygo (fsmorygo), Pierdek, Piotr Bąk (Pierdek), Quadtree, Rajko Stojadinovik (rajkosto), Rama (EverNewJoy), Rem (rveilleux), rlefebvre, Robert Khalikov (nbjk667), Russ Treadwell (trdwll), Salamanderrake, Sebastian Witkowski (witkowski-seb), Sébastien Rombauts (Srombauts), Simon Taylor (simontaylor81), Stephen Whittle (stephenwhittle), szyszq, TK-Master, Tobias Mollstam (mollstam), Tomasz Sterna (smokku), user37337, Victor Xie (FTPiano), Vladimir Ivanov (ArCorvus), Will Stahl (merlin91), yamashi, Zhi Kang Shao (zkshao)

Major Features

Enhanced Support for Mobile Devices

We've been working to greatly improve support for mobile platforms, and this release contains many exciting rendering features to help you create leading-edge mobile titles. New additions include efficient dynamic shadows, movable lights and decals. Expect to see continued improvements to mobile and HTML5 rendering quality in the future. In this release, iOS In-App Purchase functionality has been improved, and we've added Remote Push Notifications and support for CloudKit. For Android, we've added OpenGL ES 3.1, Immersive Mode support, asynchronous audio decompression, and better orientation features. NVIDIA AndroidWorks is now also included to make it easy to get up and running on your device. UE4 now ships with a Flurry analytics plugin for iOS out of the box, too! Many of the new features for mobile devices are also available in your HTML5 games as well.

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New: Dynamic Character Shadows for Mobile

Dynamic modulated character shadows from directional lights are now supported on mobile devices!

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  • You can use dynamic modulated shadows even if your scene is statically lit.

  • To enable this feature, turn on the "Cast Modulated Shadows" option on a directional light!

New: Dynamic Point Lights for Mobile

Dynamic point lights are now supported on mobile devices and HTML5!


  • These can be used to enhance short-lived visual effects such as explosions, projectiles, particle effects, etc.

  • Up to four dynamic point lights are supported on each object being illuminated.

  • Note: Dynamic shadows cast from point lights are not yet supported.

New: Decals on Mobile

Decals are now supported by the mobile renderer!

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  • Translucent, additive and modulated blend modes are supported.

  • Note: Only unlit decals are supported on mobile and web, currently.

New: Major VR Updates

Steam VR (HTC Vive)

Unreal Engine's SteamVR plugin includes many major fixes to make it easier to use, and more performant.

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SteamVR improvements include:

  • Fix for latency issues that appeared in 4.8 Preview 2+

  • Support for the standard Motion Controller abstraction, so both Vive controllers can route to the same player

  • C++ projects are now cleanly supported by the plugin API

  • Various improvements and bug fixes

Gear VR Updated to Mobile SDK 0.6.0

This revision fixes several major Gear VR rendering bugs and issues present in the 0.5.0 release, as well as some hardware compatibility issues.

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New: VR Motion Controller Support

Motion Controllers are now supported through a common abstraction layer in UE4!

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This means that motion controller devices will now all be available through a common interface. The HTC Vive controller is currently supported, with more (such as the PlayStation Move) to come soon. Input button presses and triggers can now be routed to a single player from multiple controllers using the Motion Controller key abstraction. Additionally, you can add motion tracking to your project by simply adding a Motion Controller component to your character, which automatically updates anything attached to it to follow the position of your controllers! We recommend that all plugins for motion controllers move over to the new system, so that they can be part of the device-agnostic interface.

New: Experimental DirectX 12 Support

DirectX 12 is now supported as an experimental feature! If you are using Windows 10, try it out by running the engine with "-DX12" on the command line.

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Microsoft's engineers added support for DirectX 12 to UE4, and we have worked with them to integrate their changes into 4.9. The feature is still new and is considered experimental. DirectX 12 offers a much lower-level rendering API that is more efficient and allows for rendering commands to be submitted in parallel across many threads, a feature inspired by console rendering APIs. Going forward, we'll continue to improve support for DirectX 12 and look for ways to leverage the new API in upcoming versions of the engine.

New: Full Scene Particle Collision with Mesh Distance Fields

Distance field GPU particle collision allows particles to efficiently collide with the entire scene.

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This can be used for sparks colliding with surfaces.

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It can also be used for various effects like and snow that accumulates on surfaces,

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  • The Collision module on GPU particle emitters has a new property called 'Collision Mode' where you can specify 'Distance Field.'

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  • In order for a particle to collide we need to have a colliding plane, and this can be extracted very efficiently from the distance field. A single sample of the distance field gives distance to the nearest colliding surface. Computing the gradient of the distance field provides the direction to that surface, and the surface's normal. Putting these together gives the collision plane.

  • Particle collision using this method is more reliable than the existing Scene Depth collision, which only collides against what's on your screen, restricting it to effects with short lifetimes. However, the global distance field is fairly low resolution so particles will pass through thin objects, and sharp corners are rounded.

  • As with all distance field features, this requires 'Generate Mesh Distance Fields' to be enabled in the Rendering Project settings. Distance field particle collision is a Shader Model 5 feature, on hardware that doesn't support SM5, the particles will fall back to scene depth collision instead.

  • Particle collision with distance fields is very efficient - it costs about the same as particle collision with scene depth.

New: Hierarchical LOD Fast Preview and Clustering

Hierarchical Level-of-Detail (HLOD) is a system introduced in 4.8 which allows many objects in your levels to be collapsed down to only a few objects when they are small on screen. This helps you achieve much higher quality levels when viewing objects up close, and faster overall performance for your level. We've made improvements to HLOD in 4.9 and will continue to in future releases.

Fast HLOD Preview

In order to allow for rapid iteration on Hierarchical LOD builds, you can now use the Preview HLOD option. This will create the HLOD Actors with only a visual representation of their bounds and objects without merging and creating the HLODs meshes themselves. Their bounds are rendered according to the Draw Distance setting inside the LOD System settings for the specific Hierarchical LOD Level.

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The image above shows both the first and second Hierarchical LOD level clusters popping into view, this gives a clear indication how the level is clustered without having to go through the time-consuming process of merging and creating the Hierarchical LOD meshes. Be aware that this is an initial implementation of the preview system and may tend to change and improve over time.

Custom LOD Clustering (HLOD Volumes)

In order to allow for more granular control over the clustering process for the Hierarchical LODs, you can now place Hierarchical LOD Volumes which will define a cluster for the Actors it encapsulates. Use this to manually define which areas and objects within a level should be clustered together.

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New: "Arch Vis" Character Controls

The new "ArchVisCharacter” plugin adds a character class that provides out-of-the-box controls appropriate for architectural visualization applications. It is intended to feel pleasant and natural to control at realistic world scales, and to enable smoother videos and live demos.

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You can hook up ArchVisCharacter directly as your Pawn Class, or you can create custom blueprints from it to tweak the movement settings as you see fit.

New: Widget Depth Ordering

Widget Components in screen space now automatically sort based on distance from the viewer, ensuring the closest screen space widget component is always on top of the other components.

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We now sort all widget components against one another based on distance to the camera. Previously it was based a manual Z Order, or whoever was added to the viewport first.

New: Area Shadows (for stationary lights)

You're no longer limited to sharp shadows with uniform penumbra sizes. The Lightmass ray-tracer now supports area shadows for stationary lights!

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Turn on the "Use Area Shadows for Stationary Light" option to use this feature. The 'Light Source Angle' (or 'Source Radius' for a point light) controls how soft these shadows are.

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Performance details:

  • Uniform penumbra shadows are still better at dealing with low lightmap resolutions, so those stay the default. Previously the uniform penumbra size was controlled with an obscure project setting; now it is controlled by the 'Light Source Angle' property, just like the area shadows are. Double the source angle to get twice as soft shadows, etc.

  • There's also a new optimization for areas of maps which are only affected by a single stationary light channel (e.g., one Stationary Directional light). Their shadow maps will be packed into a single channel texture instead of a four-channel texture, for 1/4th the memory cost.

New: Ambient Occlusion Material Mask

The new Ambient Occlusion Material Mask feature lets you access Lightmass calculated AO in your material, which can be useful for procedural texturing, for example to add in aging effects and dirt in areas where it would accumulate.

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The above screenshot uses an AO mask to blend a dirt layer automatically into corners of the environment.

To use AO mask, you'll need to enable both 'Use Ambient Occlusion' and 'Generate Ambient Occlusion Material Mask' under World Settings -> Lightmass settings, and then build lighting. The other AO controls like Max Occlusion Distance can be useful to tweak the look. (Be sure to set Direct and Indirect Occlusion Fraction to 0, so that this AO will not be applied to the actual level lighting.)

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Then, in your material you can access the AO as a 0-1 mask with the PrecomputedAOMask node. This node will provide 1 in occluded areas and 0 elsewhere.

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Performance details:

  • Using the PrecomputedAOMask node is just a standard texture lookup. Enabling the feature adds half a byte per lightmap texel, where the default usage is about 4 bytes per lightmap texel.

  • AOMaterialMask texture memory can be inspected with the ‘ListTextures' console command.

New: Mesh Distance Field Materials

This feature allows your materials to cheaply determine the distance to the nearst solid from any point in space. There are two new nodes to access the global distance field properties within the material editor.

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DistanceToNearestSurface returns signed distance in world space units. Note that the distance will always be near 0 on the surface of an opaque mesh. DistanceToNearestSurface can be used to have effects avoid occluders:

UE4 user Roel Bartstra has already found some interesting uses for this - one to get a soft body look, and another to create flow maps that automatically avoid surfaces.

As with all distance field features, this requires 'Generate Mesh Distance Fields' to be enabled in the Rendering Project settings. Distance field material access is a Shader Model 5 feature. Use a FeatureLevelSwitch material node to provide fallbacks for Shader Model 4 hardware.

New: Improved Distance Field Ambient Occlusion

Sky occlusion gives nice soft shadows around objects lit by the sky, especially important in overcast lighting scenarios, a use case traditionally hard to render at high quality without precomputed lighting. Distance Field Ambient Occlusion solves this for fully dynamic games where both the time of day and environment can change at any time. We've put a lot of effort into improving the quality and performance of the technology for 4.9 and believe that it is now a shippable feature on medium spec PC and PlayStation 4 level hardware with a total GPU cost of under 4ms for a typical game scene!

The previous method did adaptive sampling, so flat surfaces did less work, but this also caused a lot of splotchiness in clean environments.

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The AO computations are now fast enough to get rid of the adaptive sampling, so occlusion is much smoother.

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The catch is that the new method requires a longer history filter, which can contribute to ghosting, especially when shadow casters are moved. Hopefully this can be improved in the future.


Distance Field AO has been made much faster such that it can run on medium spec PC and PS4. It also has a much more reliable cost now, so that it's mostly constant, with a slight dependency on object density.

In cases with a static camera and mostly flat surfaces, the new method is 1.6x faster. In complex scenes with foliage and a fast moving camera, the new method is 5.5x faster. The cost of Distance Field AO on PS4 for a full game scene is 3.7ms.

Technical details

The main optimization is the use of a global distance field, which follows the camera around. This is created by compositing all the usual per-object distance fields into a few volume textures centered around the camera, called clipmaps. Only newly visible areas or those affected by a scene modification need to be updated, so the composition doesn't cost much.

Visualization of the texel size of the clipmaps - each clipmap is a different color

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The global distance field is lower resolution than the object distance fields, so it can't be used for everything. When computing cone traces for sky occlusion, the object distance fields are sampled near the point being shaded, while the much faster global distance field is sampled further away.

This is a visualization of ray tracing the global distance field vs object distance fields. Surfaces in the global distance field have become blobby and thin objects disappear.

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New: Content Browser Advanced Search

The Content Browser now supports advanced search syntax. Unreal Engine 4 is used on many large projects, including some with teams comprising hundreds of developers, and content libraries with hundreds of thousands of assets! These new search features improve the workflow for finding your content on projects of any size.

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This augments the existing simple search syntax by providing a way to match key->value pairs from the asset metadata, as well as the following special keys:

  • Name - Tests against the asset name.

  • Path - Tests against the asset path.

  • Class (alias: Type) - Tests against the asset class.

  • Collection (alias: Tag) - Tests against the names of any collections that contain the asset.

New: Collection Improvements

This release includes many changes to Collections that allow you to help you manage assets in your game such as collection nesting, smart collections and tagging functionality.

Nested Collections
  • Your collections of assets can now be organized into a hierarchy.

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  • Child collections can be created by choosing the "New…" option from a given collections context menu. Alternatively, collections can be parented via drag-and-drop.

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Dynamic Collections
  • Dynamic collections leverage the power of the Advanced Content Browser Search Syntax to allow you to create and share Content Browser filters.

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  • Anything you can do with the Content Browser text search can be saved as a dynamic collection, including referencing other collections (both static and dynamic).

  • You can create a dynamic collection using the "Save" button to the right of the Content Browser text filter.

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Quick Asset Management
  • You can now quickly add an asset to many collections at once using the new Quick Asset Management check boxes.

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  • These are available within the collections view itself, or alternatively, via the context menu of any selected asset(s).

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Improved Robustness
  • Collections will now automatically follow any redirectors that they contain, which avoids the issue of an asset seeming to vanish from a collection when it was renamed or moved. Additionally, collections are now considered when fixing up (and ultimately removing) redirectors via the Content Browser.

Improved Status Reporting
  • Each collection now has a little status indicator at the right hand side of its row item. This changes color depending on the current state of the collection, with each color meaning:

    • Red - The collection is in some kind of bad or read-only state. See the tooltip for how to resolve the issue.

    • Orange - The collection is not up-to-date with the latest version in source control.

    • Blue - The collection has local unsaved changes. This may happen if a save or auto-checkin fails, or if the collection had its redirectors followed.

    • Green - The collection is non-empty and up-to-date.

    • Grey - The collection is empty and up-to-date.

Improved Asset Tooltips
  • The static collections for a given object are now shown as part of its tooltip in the Content Browser.

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New: Plugin Creation Wizard

Its now easy to create new C++ plugins for Unreal Engine 4! Check out or new plugin wizard.

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  • The Plugins browser (accessible from the Window menu) now lets you create a new plugin!

  • You'll be able to give your new plugin a name and select from a few preset plugin types (Blank, Toolbar, Standalone Window).

  • This will create all of the initial files you need for your plugin to compile and be loaded into the editor

New: Enhanced Curve Editor

We've made many improvements to the Curve Editor to make it easier to manipulate curve keys and tangents.

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  • Middle mouse now also moves selected keyframes or selected tangents

  • There's now support for selecting and manipulating multiple tangents

  • Selection now respects control (toggle) and shift (add to existing selection)

  • Holding down shift will restrict movement to one axis

  • Navigation: alt-middle mouse pans the view and alt-right mouse zooms the view

  • New tangent display options: Always show tangents, show tangents for selected points, never show tangents

  • New pre-post infinity extrapolation options for curves

  • Make adding keys more predictable

    • Keys are only added under the mouse when there is only one curve to edit

    • When multiple curves are available clicking on a curve will add a key inline on that curve, and clicking off of the curve will add keys to all curves

    • Changed the text of the menu item to make it clear what's going to happen

New: Multiple Return Nodes in Blueprints

A function can now have multiple return nodes. As soon as execution reaches a return the function's execution is terminated. This can be used to return early from a Blueprint function, or to branch and return differing values.

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New: Construct Custom Objects in Blueprints

In Blueprints, you can now spawn baser object types (not just actors/components). The Construct Object From Class node takes a class and creates a new object of that type, similar to Spawn Actor From Class (except for types that are not an actor).

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  • The "Outer" input will serve as the new object's owner, which controls the lifetime of the created object.

  • For actor classes, you'll still use the Spawn Actor From Class node. And for widgets, you'll use the Create Widget node. In a future release we may try to combine these different features.

New: Blueprint Class Defaults

In Blueprints, it is now possible to access a class's defaults through the new "Get Class Defaults" node. This can be helpful when working with data-only Blueprints, giving you access to those Blueprints' values without having to create an instance.

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  • To keep the output pins from growing too unwieldy, use the node's details to show/hide specific defaults

New: Level Blueprint Communication

Level Blueprints can now be communicated with through interfaces. They can adopt and implement interface functions just as Class Blueprints can. After an interface has been added to a Level Blueprint, calls can be made through interface message nodes (using a streaming level as the target).

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  • Use the "Get Streaming Level" node to get the level to communicate with

    • Since you have to use "Get Streaming Level" to target a specific level, this will only work for sub-levels

New: Optimized Math Expression

We've optimized the Math Expression node so that it is more performant than regular nodes. It is now roughly twice as fast to use a Math Expression node, when compared to a series of operation/function nodes representing the same expression.

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New: Blueprint Asset IDs

We've made it possible for Blueprints to load assets on-demand instead of right away. There are two new data types exposed to Blueprints: "Asset ID" and “Class Asset ID”. An Asset ID represents a loaded or unloaded asset, and can be resolved into an object using the “Resolve Asset” node. If the asset was not loaded, then the “Resolve Asset” node returns an invalid object. You can load the asset using the “Load Asset” node. Similarly, a “Class Asset ID” will resolve into a class, and can be loaded with the “Load Asset Class” node.

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New: Montage Element Timing Interface

​We've added a new panel to the Montage editor to help you control the order that Montage events will fire when your animations execute at runtime.

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New: Non-Linear Animation Blending

We now support many different blending functions between animation poses and transitions!

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Previously, only linear or cubic blending was supported. Now you can select from many different blending functions: Linear, Cubic, Hermite Cubic, Sinusoidal, Quadratic, Circular, Exponential and Custom. For most types, you can separately control whether you want easing on either the "in" or the “out” of the curve.

The "Custom" option requires a “Curve Float” asset. After creating one, you can assign it in the details panel for the relevant nodes:

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This will allow you to specify just about any blend you want to perform. The length of the curve will be normalized and scaled down to meet the specified blend time and any values that are outside of the range 0-1 are clamped back to fit (this limitation will hopefully be lifted soon, watch this space). If a custom curve is not specified the system will fall back to a linear blend.

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New: Bone-driven Animation Controllers

This allows a "Driver" bone to dynamically affect the motion of one or more “Driven” bones. This is great for characters that have accessories attached! You can avoid geometry intersecting during an animation, even when a lot of blending is used.

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In the above example, the attached accessory (green) has no authored animations, and is being driven in two axes as a function of the character's thigh bone. This is all calculated at runtime, so a blend of animations ends up working quite well here, even without hand-authored tweaking.

You can either set the "Driver" value directly with a multiplier, remap it into a whole new range, or just use a Curve Asset to drive the motion. Using a curve is usually the best approach as it lets you define the response naturally and interactively tweak points/tangents, seeing the changes in real-time.

Here are the new settings for bone-driven animation controllers:

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New: Animation Transition Rules

This release contains improvements to animation blending trees, particularly to how transition rules work.

Better handling of animation Asset Overrides

Nodes like Time Remaining in transition rules now correctly respond to changes in animation length due to overriden animations in Child Animation Blueprints. This means that animations referenced by transition rules no longer have to be the same length in every child Animation Blueprint.

Referencing the most relevant animation player

In order to make state machines more maintainable, you can now use a new class of getter that always picks the highest weighted animation from the source state, rather than targeting a specific animation that might change in the future. The following nodes are now available:

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Custom Blend Graph Improvements

Additional information is now exposed in Custom Blend graphs to allow them to be used for more than just a one-shot custom transition animation. The following nodes that provide information about the corresponding transition node and source/destination states are now available in custom blend graphs:

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You can also use getter methods that reference the asset players, just like in a transition rule.

New: Animation Curve Evaluation Change

Animation Curve Evaluation used to happen in Update phase of animation, but now it is moved to Evaluate phase. This comes with following benefits.

  • The curve's weight is properly is evaluated with blended weights.

    • Cache Nodes

    • Additive Nodes: Additive nodes will apply the delta of additive curve data from base to the current pose as animation bone transform does

    • Layered Node: This was a bit more tricky to make it work properly as you don't know which curve is influencing which part of joint. Right now it does provide option of how to blend curves.

      • Max Weight: It choose the max weight of curves from blended poses

      • Normalize by Weight: It sums up all weights of blended poses for all curves and normalize to 1

      • Blend by Weight: It just sums up (weights * curve value)

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  • Curve Evaluation has moved to multi-threading if you're using parallel evaluation

  • Eventually this will allow us to create a node that can drive curve from bone transform and vice versa

  • However, if you need a curve that hasn't been evaluated (if you're ticking but not evaluating), you won't get the up-to-date data. Curve data is treated as bone transform now as opposed to treated as notifies before.

New: Animation Asset Metadata Support

We now support metadata that can be added to animation assets. The metadata is a Blueprintable class derived from the Anim Meta Data class. This allows you to add custom metadata to animation assets. Anim Sequence, Anim Montage, Anim Composite, and Blendspace are all supported.

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You can query those data from an animation asset in C++ by calling the GetMetaData() method, or by using GetSectionMetaData() on Anim Montages.

New: Sound Quality Levels

A new feature has been added that gives sound designers the ability to manage audio memory usage and (to some extent) performance for lower end machines/devices.

The available Sound Quality Levels are defined in the Audio section of the Project Settings. Each Quality Level can currently specify the maximum number of audio channels created by the audio device (though some platforms, notably Android, can still limit that value a lower number).

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In a Sound Cue you can place a Quality Level sound node that will provide an input pin for each Quality Level defined in the Project Settings and only the branch connected to the active Quality Level will be executed. This can be used to reduce the number of variations that are loaded or it could be used to specify reduced fidelity wave files.

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When playing a standalone game, the Quality Level is specified via the Game User Settings and only the Sound Waves that are needed for that Quality Level will be loaded in to memory. The default value can be set per game or platform via the appropriate GameUserSettings.ini file and games can allow setting the value via their settings UI. Currently, the game will need to be restarted for the quality changes to take effect.

For Play in Editor you can specify which Quality Level to use via the Level Editor Play Settings. Changing this value will work while the Play session is active and new sounds will use the current Quality Level.

New: Custom Audio Attenuation Curves

You can now define your own custom curve for attenuating sounds rather than simply being limited to the built in algorithms.

In the attenuation settings set the Distance Algorithm to "Custom" and you will see the custom curve section appear. You can then either specify an external curve asset from the content browser or define a custom curve directly in the details panel yourself.

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New: Actor Tick Intervals

You can now specify an interval at which a tick function will be executed allowing you to reduce the overhead of per-frame tick execution without the overhead or complexity of timers.

This is exposed to end users via the Actor and Component default properties and for programmers it can be set in C++ similarly to any other Tick Function property.

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A few implementation details to be aware of:

  • All Tick functions execute the first frame they are registered, at which point they will wait the tick interval until their next tick.

  • Changing the tick interval of an already ticking function will not change when the next scheduled tick will occur. If you wish the change to take effect immediately you should disable the tick, change the interval, and then re-enable the tick.

  • Tick functions will occur as close as possible to the specified interval by providing a credit for any overrun when scheduling the next tick. For example if a function is specified to occur every 1 second and it has been 1.1 seconds since the last tick at the point the tick function is executed it will be scheduled to occur once another 0.9 seconds have passed. However, no tick function will execute more than once in a frame even if a multiple of its interval has occurred during the frame.

  • DeltaTime for tick functions remains the same regardless of tick interval. It is not the time since the last time this function ticked, but always the delta time of the frame in question.

  • An Actor's Custom Time Dilation does not apply to the Tick Interval. The frequency with which the tick is dispatched remains constant regardless of whether the individual Actor has its own Time Dilation, that Time Dilation is only applied to the DeltaTime passed in to the tick function.

New: Actor Encroachment Detection

Encroachment detection is also more robust and works in more situations. We've added new customization options for encroachment, too.

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The "Spawn Even If Colliding" option ("bNoCollisionFail" in C++) when spawning an actor has extended to support four methods of handling collision at the spawn point:

  • Spawn it there anyway.

  • Spawn at suitable location nearby if possible, else just spawn it there anyway.

  • Spawn only if a suitable location can be found nearby, else don't spawn.

  • Just don't spawn it.

Existing Blueprints will update automatically to choose the correct corresponding choice. Some code has been deprecated and will need to be manually updated.

Actor classes have a new blueprint-exposed member called Spawn Collision Handling Method that controls how to resolve spawn collisions by default. This can be overridden by the setting on the Spawn Actor node or function call.

For actors with a Movement Component, it is assumed the updated component is the primary collision shape and will be the only component tested for encroachment. For other actors, all components with appropriate collision settings will now be checked. Be aware this may result in some situations where actors fail to spawn after upgrading -- double check your collision settings, handling method, and spawn transform if this occurs.

New: Post Process Blending

Post process "Blendables" are used to transition post process effects between different states. We've made improvements to this system.

You can now set a blending weight value for each Blendable. This blending weight can be modified at runtime in either Blueprints or C++ code, so you can do some interesting things with post process transitions.

You're also now able to define post process settings "inline" right within the post process volume, or you can opt to create a standalone Blendables asset that you can share between many objects!

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Also, we've made it easier to define your own custom blendable settings. You no longer have to modify the engine's built-in PostProcessSettings structure, but instead can define new structures with settings, such as the Light Propagation Volume Blendable settings above.

Finally, here's an example of how you'd use Blueprints to edit the blending weight value for a Blendable at runtime:

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New: Runtime Asset Cache

Some games need to support storing local copies of assets that may not have shipped with the game. For example if you have a lot of procedurally created assets, or assets that come from a server (such as advertisement graphics). The new Runtime Asset Cache is a generic asset cache system that can be used to persistently store data generated during runtime in configurable asset buckets.

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The Runtime Asset Cache has the following characteristics:

  • Multiple buckets, separately storing assets of types intended by user, e.g., Character Image cache and Advertisement Image cache.

  • Each bucket has separately configurable size.

  • Asset versioning, allowing to rebuild cache entry when it becomes obsolete.

  • Synchronous and asynchronous cache querying.

  • When cache grows larger than specified size, oldest entries are removed from it.

New: Volume Decals (Experimental only!)

3D function field rendering is an alternative to polygons for describing geometry. It is better-suited to solving some hard rendering problems such as shadows, Boolean operations, smoothing, ambient occlusion, ray tracing, and deformation. 2D and 3D distance functions are already in use in various places in the engine, like fonts, lightmaps, and distance field shadows/ambient occlusion. The new Volume Decals feature enables a distance function to be rendered as opaque objects into the GBuffer, using all of the information normally available to deferred passes, including ambient occlusion, screen-space reflections, lighting, and depth of field. The bowl in the following image is a Volume Decal.

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The object was created (see image below, from left to right)

  • by defining a sphere with the distance to the decal center and a texture projection

  • defining a sphere another sphere and taking the maximum of both (boolean intersection)

  • moving the spheres to adjust the shape

  • adding another sphere and changing the material (boolean subtraction)

  • adjusting the shape again

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This is how the distance function for the sphere is defined:

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The feature is unfinished. Shadow casting, normal map support, and indirect lighting are missing, and performance and quality optimizations have not been made. In addition, the feature will always be costly on the GPU (distance function needs to be evaluated maybe hundreds of times for each pixel). We will polish it further by adding material functions, shadow casting, documentation, etc., but it might never be fast enough for real-time use.

New: UE4 Documentation Tags, Version and Skill Level

  • Documentation pages now have skill level, engine version, and category tags which are displayed at the top and bottom of pages that enable you to find other pages with matching tags.

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  • You can now filter the sitemap, which now has\ an expandable tree view, by skill level and/or engine version. When filtered, the tree is expanded to show matching items while non-matching items appear grayed out.

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  • Skill Level, Engine Version, and Tags on pages also now link to the sitemap and automatically filter it. Clicking a tag opens the sitemap filtered to only show pages with that tag.

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  • Links to tutorials (how-to's, quick starts, etc.) display the skill level and engine version of that tutorial:

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New and Updated UE4 Documentation

New: Asynchronous Real-time Audio Decompression

Platforms that support real-time ogg-vorbis based audio decompression (PC, Xbox One, Mac, Android) now perform the decompression asynchronously when possible to avoid blocking operations on the main game thread.

New: Shared Resources for Feature Packs and Templates

We now support shared resources in templates and feature packs. This is achieved by allowing both templates and feature packs to specify other feature packs to include. This means that many assets that were common to all templates now only exist once. It also means that we no longer need to duplicate assets that are shared between the Blueprint and C++ versions of templates.

Multiple target platforms are supported, so different assets can exist in a template or feature pack for mobile and desktop targets. That's useful when you want lower detail models on one platform but not another, for example.

New: Improved HTML5 (Easy Setup, Amazon S3 Support, Networking)

You no longer need to install any third party SDKs to start development with HTML5 and package your game for a web browser! To package, simply select HTML5 in the File -> Package menu.

Other improvements include:

  • Emitting compressed javascript which reduce the size of the builds drastically.

  • A small web server is included with the game during packaging which can handle serving compressed files for local testing.

  • HTML5 Networking is now supported! There is now a Unreal Build Tool configuration variable which can be used to create dedicated servers that support HTML5 clients.

  • We now support uploading to Amazon S3 during packaging. Once the credentials for AWS are filled in, the build will be uploaded to S3 and the game can be served to browser directly from S3.

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Release Notes


  • New: A dedicated AI asset category has been created and is available in Content Browser's context menu.

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  • New: Added log errors when EQS (Environmental Querying System) queries take longer than 0.25 seconds (cumulatively). When the query completes we also log how long each test took to perform.

  • New: Added support for trace based projection in EQS generators.

  • New: Added Z offset for circle center(s) in the On Circle EQS generator that uses data bindings.

  • New: AI Controller's Path Following Component has been exposed to blueprint and can be tweaked via blueprint-created classes' default properties.

  • New: Blackboard assets have been made blueprint types to allow blueprint users to interact with them.

  • New: Exposed filtering and scoring options for multiple contexts of EQS query.

  • Fixed "Skip Item" in EQS not always showing results in debug view.

  • Fixed "Skip Item" acting like "Pass" and in some cases like "Fail" when handling filtering.

  • Fixed crash when unregistering the Pawn Actions Component when the Controlled Pawn is pending kill pending.

  • Fixed AI stimuli never expiring which resulted in AI never forgetting perceived actors.

  • Fixed crash in pathfinding batch EQS test.

  • Fixed crash on running a EQS query without valid options.

  • Fixed EQS pathing grid generator getting stuck on points inside geometry.

  • Fixed restoring EQS query asset with multiple options.

  • Fixed crash when doing a pathfinding batch EQS Query Test when test items are not considered valid.

  • Fixed "On Circle" EQS generator crashing if its query owner is not an actor.

  • Blueprint compilation and loading are much more efficient.

Behavior Tree
  • New: Added dynamic subtree injection support for behavior trees.

  • New: Added new restart mode for behavior tree tasks, they can now ignore restart which leads back into running the same task again. Use case depends on task type and its parameters: some of them work better with restarting every time (e.g. movement), some should finish their action (e.g. animation).

  • Blueprint based behavior tree tasks will now ignore Finish Execute and Finish Abort calls depending on state of task, fixed latent blueprint actions not being cleared when task finishes execution.

  • Fixed behavior tree decorators losing blackboard observers.

  • Fixed behavior tree restarts from blackboard decorator in On Value Change mode.

  • Fixed Behavior Tree tag cooldown decorator testing the current value of the tag cooldown end time against its duration. (Duration in the Tag Cooldown