アンリアル エンジン 4.14 がリリースされました!
今回のリリースには、アンリアル エンジン 4 の何百ものアップデートが含まれており、そのうち 71 の改善点 は GitHub のアンリアル エンジンのデベロッパーのコミュニティから寄せられたものです。アンリアル エンジン 4.14 にご貢献をいただいた以下の皆様に謝意を表します (以下、敬称略)。
Adam Moss (adamnv), Alan Edwardesa (alanedwardes), Andreas Axelsson (judgeaxl), Andreas Schultes (andreasschultes), Andrew Armbruster (aarmbruster), Artem V. Navrotskiy (bozaro), Audiokinetic Inc. (audiokinetic), BaxterJF, CA-ADuran, Cameron Angus (kamrann), Cengiz Terzibas (yaakuro), Christian Hutsch (UnrealEverything), CodeSpartan, Cuo Xia (shrimpy56), Damir Halilovic (DamirHalilovic), dcyoung, Deniz Piri (DenizPiri), Dennis Wissel (dsine-de), Dominic Guana (jobs-git), Dorgon Chang (dorgonman), dsine-de, Filip Brcic (brcha), Hakki Ozturk (ozturkhakki), Hannah Gamiel (hgamiel), Hao Wang (haowang1013), Jarl Gullberg (Nihlus), Jason (Abatron), Jeff Rous (JeffRous), Jeremy Yeung (jeremyyeung), Jørgen P. Tjernø (jorgenpt), Josh Kay (joshkay), jpl-mac, KashiKyrios, Kory Postma (korypostma), Kyle Langley (Vawx), Laurie (Laurie-Hedge), Lei Lei (adcentury), Leszek Godlewski (inequation), Marat Radchenko (slonopotamus), Matthew Davey (reapazor), Matthias Huerbe (MatzeOGH), Matthijs Lavrijsen (Mattiwatti), mbGIT, Michael Geary (geary), Michail Nikolaev (michail-nikolaev), Moritz Wundke (moritz-wundke), Narendra Umate (ardneran), Nelson Rodrigues (NelsonBilber), null7238, Paul Evans (paulevans), PjotrSvetachov, projectgheist, Rama (EverNewJoy), rcywongaa, rekko, Ryan C. Gordon (rcgordon), sangpan, Sébastien Rombauts (SRombauts), Shihai (geediiiiky), stfx, straymist, Theodoros Ntakouris (Zarkopafilis), tmiv, ungalyant, Webster Sheets (Web-eWorks), x414e54, yehaike, YossiMHWF, Yukariin, Zachary Burke (error454), Zhiguang Wang (zhiguangwang)
新機能
アンリアル エンジン 4.14 では、フォワード シェーディング レンダリング が VR 向けに改めて最適化され、ゲーム内で 複数にサンプルされたアンチエイリアシング を鮮明にすることができます。コンタクト シャドウ は、複雑なオブジェクトの詳細なシャドウを美しくレンダリングする新機能です。さらに、サードパーティ ライブラリを必要としないスタティックメッシュ用に 自動 LOD 生成 機能も新たに導入しました。
生産性を上げるために アニメーション ツールを合理化し、シーケンサー (UE4 のノンリニア シネマテック ツール) に新機能を数多く導入しました。ビークル、クロス、アニメーション ブループリントも改善しました。
Vulkan をサポートする準備ができたので、モバイル デベロッパーは互換性のある Android デバイスが使えるようになりました!さらに、シーン カラーと深度からの読み込みや、UI 上部に 3D オブジェクトを描画する機能など、様々な モバイル レンダリング 機能 を追加しました。
C++ プログラマーは Windows プラットフォームでの開発に Visual Studio "15" を使用できるようになりました。Visual Studio 2015 も引き続きサポートされます。
主要機能
新規:MSAA 対応のフォワード シェーディング レンダリング
高品質の UE4 ライティング機能であるフォワード シェーディング レンダリングに、新たにMultisample Anti-Aliasing (MSAA) がサポートされました。MSAA およびマテリアルごとに最適化を有効化するオプションが付き、フォワード レンダリングが VR でとても使いやすくなりました。
フォワード レンダラは、ライトと反射キャプチャを視界外のスペースグリッドへカリングして処理します。その後で、フォワード パスの各ピクセルがライトと反射キャプチャをイタレートし、影響を与えてマテリアルを共有します。Stationary light (固定ライト) の動的シャドウは予め計算されて、スクリーン空間シャドウ マスクのチャンネルにパックされるので、複数のシャドウイング機能が効率よく使用できます。フォワード レンダリングを行うには、[Rendering project (レンダリング プロジェクト)] 設定の [Forward Shading] を有効にして、エディタを再起動します。
以下の フォワード レンダリング機能 がサポートされています。
- 事前計算された背景のシャドウでブレンドするムーバブル オブジェクトの動的シャドウを含む Stationary Lights (固定ライト) をフルサポート。
- 視差補正で複数の反射キャプチャをまとめてブレンド処理
- 部分的なシーンの Planar Reflection を反射キャプチャに合成
- D-Buffer デカール
- ライティングとスカイライトの事前計算
- シャドウなしの Movable Light (可動ライト)
- カプセル シャドウ
- インスタンス化されたステレオとの互換性
フォワード シェーディングでサポートされていない機能もあります。
- Screen 空間技術 (SSR、SSAO、Contact Shadows)
- シャドウキャストする Movable Light (可動ライト)
- 動的シャドウのついた半透明
- Stationary Light (固定ライト) から背景シャドウをかぶせた半透明
- ライト機能と IES プロファイル
- Alpha to Coverage
- D-Buffer デカール上での MSAA、モーション ブラー、動的シャドウ、カプセルシャドウ
フォワード レンダリングは、マルチサンプル アンチエイリアシング (MSAA) とテンポラル アンチエイリアシング (TAA) の両方をサポートしています。ジオメトリ エイリアシングとスペキュラ エイリアシングの両方を除去するため、ほとんどのケースで TAA が好まれます。VR では、ヘッド トラッキングでサブピクセルが絶えず移動することで、不必要なぼやけが発生するので、MSAA を選ぶ方が正解かもしれません。
MSAA を使用するプロジェクトでは、スペキュラ エイリアシングを軽減するためのコンテンツをビルドした方が良いかもしれません。Normal to Roughness 機能を使うと、詳細な法線マップからのスペキュラ エイリアシングを減らす場合に便利です。スタティックメッシュに自動 LOD 生成機能を使うと、遠くのメッシュの形状を平坦にして、小さなトライアングルからのエイリアシングを減らすことができます。
我々のテスト結果では、TAA の代わりに MSAA を使った場合、GPU フレームが約 25% 増加しました。実際の負荷はコンテンツにより異なります。
MSAA を使うには、[Rendering project] 設定で [Anti-Aliasing Method] をデフォルトに設定します。
コンソール変数 `r.MSAACount` を使って、ピクセルごとに計算する MSAA サンプル数を調節できます。 'r.MSAACount 1' には特別な意味がありテンポラル AA をフォールバックすることで、アンチエイリアシング メソッド間の切り替えが便利になります。
パフォーマンス
コンテンツによっては、ディファード レンダリングよりもフォワードレンダリングの方が速い場合があります。ほとんどのパフォーマンスは、マテリアルごとに無効化できる機能によって改善されます。デフォルトでは、マテリアルが高品質の反射を選択していない限り、最も近い反射キャプチャのみがパララックスなしで適用され、Height Fog (高さフォグ) は頂点ごとに計算され、それを有効にするマテリアルのみに Planar Reflection が適用されます。
エピックの新しい VR ゲーム「Robo Recall」では、これらのオプションを使用することにより NVIDIA 970 GTX でのフォワード レンダリングがディファード レンダリングと比べて約 22% 速くなりました。
新規:コンタクト シャドウ
コンタクト シャドウを使うと、オブジェクト上に非常に詳細な動的シャドウを落とすことができます。
以下の画面のつたは、いくつかの平らなカード状のものですが、マテリアルでピクセル深度のオフセットを出力するため、非常に説得力のあるセルフシャドウを落とすことができます。
コンタクト シャドウ機能では、ピクセルがライトからオクルードされるかどうかを把握するために、深度バッファーに対してショート レイキャストをスクリーン空間に追加します。これにより、ジオメトリのコンタクト ポイントで鮮明で詳細なシャドウを落とすことができます。他のアルゴリズムによるシャドウでは、コンタクトが欠けていたり、ぼやけてしまうのには多くの理由があります。通常、解像度不足や深度バイアスが原因です。理由が何であれ、新しいコンタクト シャドウ機能はわずかなコストでギャップをうまく埋めることができます。
コンタクト シャドウはご利用のライトで [Contact Shadow Length] プロパティを設定して使用することができます。これでスクリーン空間のレイキャストの長さを制御します。この場合、値 1 は画面全体を横断する長さです。値が大きいと品質とパフォーマンスが劣化するため、望ましい見た目になる最短の長さを維持するようにします。
コンタクト シャドウの他の使用例として、任意のライトの視差オクルージョン マッピングからセルフ シャドウを得るというものがあります。これには、マテリアルでピクセル深度のオフセットを出力する必要があります。以下のアニメーションは、コンタクト シャドウの長さを 0.1 に設定した視差オクルージョンをマッピングしたサーフェスを表しています。
新規:LOD の自動生成
スタティックメッシュのポリゴン カウントを自動的に減らして LOD (Level of Detail) を作れるようになりました!
上のアニメーションは、自動生成された 5 種類の LOD を示しています。それぞれ、前のものよりトライアングル数が半減しています。
LOD の自動生成では、Quadric Mesh Simplification というメッシュ簡略化手法を用います。このメッシュ簡略化では、2 つの頂点をマージしエッジをコラプスする (統合して削減する) ことで生じる視覚的差異の量を計算します。次に視覚的影響が最小限であるエッジを選んで、それをコラプスさせます。これを行う場合、新たにマージした頂点を配置する最適な場所を選び、エッジに沿ってコラプスしたトライアングルがあればそれも取り除きます。トライアングル数が要求した目標数になるまで、エッジをコラプスし続けます。
このメッシュ簡略化機能では生成されたライトマップ UV、法線、タンジェント、頂点カラーを含む UV を維持します。UV が維持されているため、すべての LOD が同じライトマップを共有できるだけでなく、同じマテリアルを使うこともできます。
生成された LOD を制御するための一般的な設定は [LOD Settings (LOD 設定)] スタティックメッシュ ビューアにあります。
[LOD Group] にはプリセットのリストがあります。これらは、[StaticMeshLODSettings] の BaseEngine.ini でプロジェクト毎に変更することができます。各 LOD の詳細を制御するのではなく、プロジェクトで適切なカテゴリを設定し、主に LOD グループを使うことをお勧めします。
注目すべき重要な設定として、 [Auto Compute LOD Distances] があります。このアルゴリズムでは、エッジをコラプスするたびにどれくらい視覚的差異が加わるかを把握します。従って、この情報を使ってそのエラー量ではどれくらいの距離なら許容できるかを決定することができます。つまり、各 LOD に対して使用する画面サイズを自動的に計算します。
各 LOD の自動生成の詳細を試す場合は、[Reduction Settings] にあります。この機能は現在スタティックメッシュに対してのみ機能し、メッシュ プロキシの LOD 生成はサポートしていません。
新規:事前計算済みのライティングのシナリオ
同じジオメトリで複数ライティングの設定に対して事前計算済みのライティングをサポートするようになりました! これは可能な限り速い処理速度で、最高レベルのクオリティが必要な VR や建築ビジュアリゼーションなどのユースケースで特に重要になります。
上の例では、指向性ライト、スカイライト、スカイボックスが DayScenario と呼ばれる Lighting Scenario レベルに配置されています。NightScenario には街灯が配置されています。
Lighting Scenario を使うには以下の手順に従います。
- レベル ウィンドウでサブレベルを右クリックし、それを Lighting Scenario に変更します。Lighting Scenario レベルが可視になると、そのライトマップがワールドに適用されます。
- Lighting Scenario レベルでレベル ストリーミング方式をブループリントに変更します。
- メッシュとライトをレベルに配置し、ライティングをビルドします。
- パーシスタント レベルの Level ブループリントの BeginPlay で、アクティブにする Lighting Scenario レベルで Load Stream Level を実行します。
制限事項:
- ゲーム内で一度にひとつだけ Lighting Scenario レベルが見えます。
- Lighting Scenario レベルが存在する場合、すべてのサブレベルのライトマップ データがその中に配置され、日中は DayScenario ライトマップだけがロードされるようにします。その結果、ライトマップはサブレベルによってストリーミングされなくなります。
- Lighting Scenario レベルを可視にすると反射キャプチャの更新が強制されてロード時間が長くなることがあります。
新規:改善されたピクセル単位の透過ライティング
ディファード レンダラでは、新しいフォワード シェーディング機能を半透明のサーフェスに使って、複数ライトからのスペキュラ ハイライト、および視差補正された反射キャプチャからのイメージ ベースの反射を受けることができます。
新規:フル解像度スキンシェーディング
サブサーフェス プロファイル シェーディング モデルでフル解像度のスキンシェーディングをサポートするようになりました。毛穴やしわなどのサーフェスの詳細に対して忠実度の高いライティングを実現します。
チェッカーボードでレンダリングしたスキン (左)、フル解像度スキン (右)(Lee Perry-Smith 制作の 3D ヘッドモデル)
サーフェスの詳細 - チェッカーボード (左)、フル解像度 (右)
これまでは皮膚へのライティングはチェッカーボード パターンを使って表していました。この場合、ピクセルの半分はディフューズ ライティングで、残りの半分は スペキュラ ライティングになっています。こうしたライティングは最終的なサブサーフェス プロファイルのフルスクリーン パス中に再結合されます。このようなアプローチは、サブサーフェス ライティングに良い結果をもたらしますが (性質上、低周波)、サーフェスの詳細部分ではライティングの忠実度が低くなることがあります。
新しいアプローチを使うと、すべてのピクセルにディフューズとスペキュラのライティング情報が含まれ、RGBA にエンコードされます。これにより、最終的なサブサーフェス プロファイルのフルスクリーン パス中にフル解像度のライティングを再構築して、サーフェスの詳細で良い結果が得られ、テンポラル アンチエイリアスで安定したビヘイビアを示すようになります。
互換性 フル解像度のスキンシェーディングでは、フルアルファ チャンネルで最低 64 ビットのシーン カラー形式を必要とします。デフォルトの FloatRGBA シーン カラー フォーマットはうまく機能しますが、FloatRGB などの 32 ビットの表現はサポートされていません。シーン カラー フォーマットがフル解像度のスキンと互換性がない場合は、チェッカーボード ベースのライティングに戻ります。このビヘイビアは r.SSS.Checkerboard コンソール変数を使ってオーバーライドすることができます。これに対する値は以下の通りです。
0: チェッカーボード無効 (フル解像度)
1: チェッカーボード有効 (従来のビヘイビア)
2: 自動 (デフォルト) -
シーン カラーのピクセル フォーマットがフル解像度のライティングをサポートしていれば、それが使用されます。 制限事項 フル解像度のスキンシェーディングは近似値であることを覚えておいてください。ほとんどの場合うまく機能しますが、マテリアルの一部の機能ではエンコードの方式が原因で問題が生じることがあります。特に、
- メタリック マテリアル
- エミッシブ マテリアル
これらは機能するものの、チェッカーボードと比べると出力の違いに気付くかもしれません。これは、RGBA のディフューズ / スペキュラのエンコードが一緒になっていることが原因です。マテリアルをオーサリングする際に、スキンシェーディングが望ましくない場所でオパシティを 0 に設定することで特定の問題を回避できます。オパシティ 0 のピクセルは、シェーディングの目的上デフォルトの lit (ライティング有り) として扱われます。
注意:不透明でないピクセルをこうしたやり方でマスクするのもパフォーマンス上、意味があります。こうしたピクセルはサブサーフェスのポストプロセスでバイパスされるからです。
パフォーマンス上の配慮
制作しているタイトルが 64 ビットのシーン カラー フォーマットの場合は、テクスチャ フェッチ数が減るため、フル解像度のサブサーフェス ライティングの方がチェッカーボードよりも処理が速くなります。ただし、タイトルが 32 ビットのシーン カラーの場合、削減されたテクスチャの帯域幅によって得られるパフォーマンス ゲインの方が、そのメリットを上回るでしょう (ハードウェアに依存)。
新規:反射キャプチャの品質向上
反射キャプチャを使用する場合、エンジンではライトマップからの間接ディフューズと、反射キャプチャからの間接スペキュラとをミックスします。これにより、リークを減らします。反射キューブマップは空間の一点でのみキャプチャーされますが、ライトマップはそれを受けるすべてのサーフェスで計算されてローカルのシャドウイングを含むからです。
(左側はライトマップをミックスしたもので、右側はライトマップなし)
ラフなサーフェスではライトマップをミックスするとうまく機能しますが、滑らかなサーフェスでは反射キャプチャーからの反射がスクリーン空間反射や平面反射のような他の方法からの反射に対応しなくなります。
ライトマップのミックスは非常に滑らかなサーフェスでは行われなくなりました。 ラフネス.3 のサーフェスは、ライトマップのミックスをフルに受けて、ラフネス.1 以下でライトマップのミックスなしにフェードアウトします。これにより、反射キャプチャと SSR がはるかにうまく対応するようになり、遷移がわかりづらくなります。
以下のショットはミラー サーフェスの反射の前後を示しています。SSR と反射キャプチャとの間のウォールの反射の違いに注目してください。動作中はアーティファクトが特に目立ちます。SSR の制約上、カメラと一緒にアーティファクトが移動するからです。
これにより、既存のコンテンツに影響を及ぼします。滑らかなサーフェスで反射のリークがあった場合には、それがかなり目立つようになります。これに対処するには、反射プローブを追加で配置してリークを減らします。レベルには最低 1 つの大きな球体キャプチャーがあるようにします。レンダリングのプロジェクト設定を使って、従来のライトマップのミックスのビヘイビアに戻すこともできます。
新規:Visual Studio "15" をサポート
アンリアル エンジン 4.14 (UE4 4.14 ) では、次期 Visual Studio "15" をすぐに使用できるようになりました。Visual Studio 2015 も引き続きサポートします。Visual Studio “15” は現在、Microsoft の Visual Studio ウェブサイト から “Preview” を利用できる状態です。
複数バージョンの Visual Studio をインストールしている場合は、 [Editor Preferences] の [Source Code] セクションからどれを使用するかを選択できます。
新規:アクタからスタティックメッシュを作成
レベル ビューポートでアクタを右クリックして現在の状態を新規 Static Mesh アセットに変換します。これはスケルタルメッシュでも機能します。ポーズをとった状態のキャラクターからメッシュをキャプチャーすることができます。
新規:NVIDIA Ansel のサポート
UE4 4.14 では、NVIDIA Ansel Photography のサポートが加わりました! Ansel は NVIDIA の新しいツールで、プレイヤーはインゲームのスクリーンショットを撮ることができます。Ansel モードの間、ゲームは一時停止し、プレイヤーはカメラを制御してショットを構成し様々なスクリーン エフェクトを適用することができます。HDR から 360 ステレオまで多様なスクリーン ショットをキャプチャーすることもできます。詳細は NVIDIA のウェブサイトをご覧ください。
Ansel のサポートは UE4 の新しいプラグインとして公開されています。プロジェクトでこのプラグインを有効にしたら、スタンドアロンのゲーム セッションで Ansel にアクセスすることができます。
(ウェブブラウザで Ansel 360 キャプチャーを表示)
Player Camera Manager クラスに関数も公開したので、ゲームで Ansel キャプチャーのビヘイビアをカスタマイズすることができます。ゲームでカメラの移動距離を制限し、UI エレメントを無効にし、一部のライティングやポスト プロセス エフェクトを無効 / 有効にしたりすることができます。この実装を可能にしてくださった Adam Moss 氏と NVIDIA に感謝いたします。この機能の使用を開始するには、Ansel プラグイン フォルダ内の ‘Ansel_integration_guide.html’ ドキュメントをご覧ください。Ansel の UE4 公式ドキュメントも間もなくご覧いただけるようになります。
新規:Cable コンポーネントの改善
Cable コンポーネントのプラグインに新機能が加わりアップデートされました。アップデートには、コリジョンのサポート、オブジェクトをアタッチするためのソケット、エフェクトなどが含まれます。
Cable コンポーネントには以下の新機能があります。
- 摩擦の設定を含む Simple コリジョン
- 曲がりを減らそうとする Stiffness (剛性) 設定
- ケーブルの各端部のソケット
- いずれかの端部を「フリー」状態にする機能
新規:UI フォント アウトライン
UMG とスレートのフォントでオプションのアウトラインが使えるようになりました!
フォントを指定するウィジェットでは、アウトラインの設定、色、マテリアルを変更することができます。
アウトライン上のフォント マテリアルは他のフォント マテリアルと同じやり方で使うことができます。ただし、アウトラインに対して指定されたマテリアルはアウトラインだけに適用されます。フォント マテリアルをアウトラインに使用して多様なエフェクトを生み出すことができます。
新規:編集可能な Map プロパティと Set プロパティ
[Details (詳細)] パネル内から Map と Set のプロパティ を編集できるようになりました!
Set は配列に似ていますが、set 内で同じエレメントを 2 回持つことはできません。また、エレメントの順序も保証されません。しかし、set をルックアップしてエレメントが含まれているかを確認するのは非常に速くなりました。
Map にはキーと値があり、[Details (詳細)] パネルで編集することができます。Set と同様にすべてのキーはユニークでなければならず、エレメントの順序が保たれる保証はありません。しかし、キーがわかっている限り、エレメント値のルックアップは非常に迅速です。
新規:マテリアルの Vector Noise
Noise のマテリアル グラフ ノードには、単一値 (スカラー) の結果を生成するプロシージャルなシェーディングに便利ないくつかの関数があります。 |
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| Cellnoise | Vector Noise | Gradient | Curl | Voronoi |
新しい Vector Noise ノードでは、3D ベクターまたは 4D ベクターの結果にさらにいくつか追加されています。こうした関数はランタイムに負荷がかかるため、見た目が決まったら 4.13 で導入されたDraw Material to Render Target ブループリント機能を使って計算のすべてまたは一部をテクスチャにベイクすることをお勧めします。こうしたマテリアル グラフ ノードを使うと、最終アセットでエンジン内でプロシージャルな見た目を決めることができます。外部ツールを使ってプロシージャルに生成したテクスチャを作成し、エンジン内のアセットに適用する方法の代わりになります。新しい関数は以下の通りです。
1.Cellnoise:3D グリッドの各セルに対してランダムな色を戻します (すなわち、ノード入力に適用される数学的フロア演算から)。結果は常に任意の位置に対して一貫性があるため、高い信頼性でマテリアルにランダム性を加えることができます。この Vector Noise 関数の演算の負荷は非常に低いものです。そのため、パフォーマンス上の理由でテクスチャにベイクする必要はありません。
2.Perlin 3D Noise:3D ベクター出力で Perlin Simplex Noise を演算します。各出力コンポーネントは、-1 から 1 までの範囲です。一度に 3 チャンネルのノイズ出力を計算するのは 3 つのスカラー ノイズ関数の結果をマージするのに比べて負荷は小さくなります。
3.Perlin Gradient:スカラー Perlin Simplex Noise の解析的 3D 勾配を計算します。出力は 4 チャンネルです。この場合、最初から 3 つめ (RGB) までは勾配であり、4 つめが (A) スカラー ノイズになります。これはサーフェス上のバンプとフローマップに適しています。
4.Perlin Curl:ベクター Perlin Simplex Noise (いわゆる Curl Noise ) の解析的 3D カールを計算します。その出力は、3D signed curl vector です。これは、液体やパーティクルのフローに適しています。
5.Voronoi (ボロノイ):スカラー Noise マテリアルノードと同じ Voronoi ノイズを計算します。スカラー Voronoi ノイズは 3D 空間でシード ポイントを分散し、最も近いものからの距離を戻します。Vector Noise のバージョンは RGB で最も近いシード ポイントの位置を戻し、A でそれに対する距離を戻します。特に Cellnoise と併用すると、ボロノイのセル単位でビヘイビアを一部ランダム化することができます。以下は、Vector Noise / Voronoi の距離コンポーネントを使って、サーフェスのバンプやクラックの苔のブレンドを調整したシンプルな地面の石のマテリアルです。シードの位置と Vector Noise / Cellnoise を合わせて石毎に色やバンプの高さを変えています。
通常の Perlin ノイズで可能なように、Perlin Curl と Perlin Gradient はオクターブでまとめて追加することができます。より複雑な式については、表現式の結果の勾配を計算する必要があります。これを行うには、計算する表現式をマテリアル関数に配置し、それをPrepare3DDeriv、 Compute3DDeriv、および GradFrom3DDeriv または CurlFrom3DDeriv のいずれかのようなヘルパー ノードと併用します。これらは、四面体パターンに配置されたベースとなる式の 4 つの評価を用いて、微分係数ベースの演算を近似します。例えば、このネットワークではバンプの高さの関数からバンプの法線を計算するために勾配を使用します。
新規:PhysX 3.4 へのアップグレード
アンリアル エンジンでは NVIDIA PhysX の最新バージョン、3.4 を使用するようになりました。剛体やシーンクエリのパフォーマンスとメモリ使用が改善されます (特にマルチコアのパフォーマンスの場合)。
PhysX のこのバージョンでは キネマティック オブジェクト に対して Continuous Collision Detection (連続したコリジョン検知)(CCD) が可能になります。その結果、非常に高速に移動する剛体間で正確なコリジョンを実現します。Robo Recall のテスト レベルからの以下のアニメーションでは、プレイヤーが武器を振り回して向かってくる弾丸を打ち返しています。
UE4 ですぐに使える新機能は以下のとおりです。
- キネマティック オブジェクトに対する Continuous Collision Detection (連続したコリジョン検知) (CCD) のサポート
- キネマティック オブジェクトを高速更新
- 凸包を高速クック
将来のリリースでは、PhysX の最新バージョンで新しい物理機能をさらに利用できるようにします。
新規:アニメーション エディタの改善
アニメーション関連ツールは、複数モードでひとつのエディタを使うのではなく、複数の個別のアセット エディタに分割されました。
他にも多くの改善点があります。各エディタに共通の機能は通常ビューポートと改善されたスケルトンツリーにあります。
- スケルタルメッシュ エディタではレイアウトとアセットの [Details (詳細)] パネルを改善しました。特に、マテリアルと LOD (Level of Detail) セクションを整備しました。
- スケルトン エディタではレイアウトを微調整し、スケルトン ツリー自体も改善しました。
- アニメーション エディタではレイアウトを微調整し、アセット ブラウザにはオプションで列を追加したり、取り除く機能が加わりました。
- Animation ブループリント エディタでは、レイアウトを微調整し、標準のブループリント エディタに近いものになりました。Anim Preview エディタではオプションで、プレビューのプロパティでクラス デフォルトに加えた変更をオプションで適用できるようになりました。
アセットのショートカット バー
改善されたアセット ショートカットバーを使って、スケルトンを共有する関連するアニメーション アセット間をジャンプすることができます。
記録がトランスポート コントロールに移動
これまで、記録はツールバーのボタンを使って行っていました。現在、シーケンサーと同様にトランスポート コントロールにある記録ボタンに移動しました。
プレビュー シーンの設定
シーン内のオブジェクトとそのアニメーションは、各エディタの [Scene Setup] メニューで変更することができます。これにより、プレビュー アニメーションを適用し、様々なプレビュー メッシュを設定し (スケルトンに対して指定するか、個々のアニメーションに対して指定)、メッシュを追加でアタッチすることができます。追加したメッシュは、メインメッシュに従属するものとして操作されるスケルタルメッシュ一式を定義する独立したエディタ限定アセットとして指定されます。
新規:アニメーション カーブ ウィンドウ
アニメーション エディタで新しい専用ウィンドウを使って簡単にアニメーション カーブを微調整することができます。カーブは編集しながらライブでプレビューできます。
これまではアニメーション アセット自体でのみカーブを設定可能でしたが、現在は代わりにスケルトンに対して設定できるようになりました。
新規:Child Actor テンプレート
ブループリントに追加された Child Actor (子アクタ) コンポーネントは、Child Actor テンプレートからそのプロパティをカスタマイズすることができます。
Child Actor コンポーネントを追加すると、所有するアクタのブループリント エディタの詳細パネルで展開可能なテンプレートが表示されます。ここから、公開変数を含む子アクタのすべてのプロパティにアクセスすることができます。例えば、Blueprint_A があるとします。
- これには、公開変数でその色を操作する PointLight コンポーネントを含みます。次に、*Blueprint_B* 内でそのブループリントを Child Actor コンポーネントにします。これで、*Blueprint_B* の [Details] パネル内から色の変数を調整することができます。
これは、Child Actor コンポーネントのデフォルト プロパティに制限されて、ゲームプレイ スクリプト経由でのみ更新可能であった従来のビヘイビアに比べると劇的な改善です。
新規:デフォルトの Animation ブループリント
Animation ブループリントをスケルタルメッシュに割り当てて、常にこのコンポーネントに割り当てられている Animation ブループリントの後に実行されるようにすることがます。これにより、メッシュがアニメーション ツール、シーケンサーのシネマティックス、または単にレベルに配置されているかに関係なく、常に適用される Anim Dynamics やその他のコントローラーを設定することができます。
これは、ダイナミクス、コントローラ、IK、その他の Animation ブループリント機能をメッシュに関連付けることが可能であり、メッシュで使用するつもりのすべての Animation ブループリントで複製する必要はありません。
‘Post process’ アニメーションのブループリントもそれ自体ネイティブのブループリントの更新ステップを持つため、アニメーション グラフで使用するようにパラメータを読み出して計算することができます。
新規:VR でのランドスケープの編集
VR でモーション コントローラーを使ってテレインを作成し、スカルプトし、ランドスケープのマテリアルをペイントできるようになりました。
Quick Menu で [Modes] パネルからランドスケープ編集ツールを呼び出すことができます。次に UI からブラシを選択し、ペイントを開始します。モーション コントローラーで [Modifier] ボタンを押したままにすると、ペイントする代わりに消去することができます。
新規:ビークルのサポートの改善
タイヤの力が適用される場所を変更しました。これまでタイヤの力はビークルの重心に適用されていました。現在は、タイヤの重心に適用されるようになり、車両の荷重の揺れを簡単に実現できるようになりました。
Simple Wheeled Vehicle Movement コンポーネント も追加しました。これは、複雑なエンジンやドライブトレインのシミュレーションなしで、ホイールのサスペンションとタイヤの摩擦を実現します。このコンポーネントでは、個々のタイヤへのトルク を簡単に適用することができます。Wheeled Vehicle Movement コンポーネントから継承するすべてのコンポーネントは、任意のコンポーネントで使用可能になり、 Wheeled Vehicle アクタに頼らなくてもよくなりました。
既存コンテンツは、 true に設定された Deprecated Spring Offset Mode を自動的に持つようになります。このモードは、これまでのビヘイビアを維持します。Suspension Force Offset を変更してこのビヘイビアをさらに調整することができます。
新規:Android の Vulkan サポートの向上
UE4.14 では Vulkan をサポートするゲームの出荷に対応するようになりました。
- UE4 は、最新の OTA アップデートを実行する Samsung Galaxy S7 だけでなく、Vulkan ドライバーを持つ Android 7 (Nougat) デバイスをサポートするようになりました。
- Android デバイスの UE4 Vulkan レンダラーに関する多くのレンダリングの課題が修正されました。
- Vulkan に対応していない Android デバイスで起動した場合に、UE4 Vulkan レンダラーは自動的に OpenGL ES にフォールバックします。
- 特定のデバイスやドライバーのバージョンに対する Vulkan サポートはデバイスのプロファイルを使って有効化、無効化することが可能になり、フォールバックする場合は ES 3.1 と ES 2 があります。これにより、Vulkan の実装に不備があったり問題のある電話に対して、UE4 ゲームで Vulkan のサポートを無効にして OpenGL ES を使用することができます。
新規:モバイルでのカスタム深度のサポート
モバイルのレンダリング パスでカスタム深度をサポートするようになりました。カスタムのポストプロセス マテリアルは、シーン深度、カスタム深度、シーンカラーからサンプリングできるようになりました。
ポスト プロセスが必要になるためMobile HDR を有効にしなければなりませんが、この機能は現時点で、Mobile MSAA が有効な状態では動作しません。
新規:モバイルのシーン キャプチャーの改善
シーン キャプチャーをレンダリングする場合、Inverse Opacity と Depth の値を出力する [Scene Capture Source] 設定がモバイルでサポートされるようになりました。
- [SceneColor (HDR) in RGB, Inv Opacity in A] オプションを使用して透過オブジェクトをテクスチャにレンダリングすることができます。続いてそれをシーンや Widget ブループリントでアルファ ブレンドすることができます。
- 同様に、結果として得られたテクスチャを使う場合に深度値をマスクとして使うことができます。
- オパシティ データを生成するにはある程度の負荷がかかります。オパシティが不要ならば、パフォーマンスを向上させるために [SceneColor (HDR) in RGB, 0 in A] を使ってください。
- シーン キャプチャーは、Android 6 より前の Galaxy S6 などの浮動小数点ターゲットをサポートしないデバイスで正しく機能するようになりました。
新規:クロスのスキニングの改善
エンジン内でメッシュ間のクロスのスキン データを計算する機能を追加しました。.apx や .apb のファイルでエクスポートされたレンダリング データを用いるのではなく、既に UE4 が持っているレンダリング データを使うようになりました。APEX でエクスポートされたアセットからシミュレーション メッシュを取り出し、そのメッシュにレンダリング データを再スキニングします。これで最終的なデータは当初インポートしたものと同じくらい見栄えがよくなります。
これにはいくつかの利点があります。これまでは法線が不正確に見えていて (以下の画像参照)、ひとつの UV チャンネルに制限されていました。この 2 つの問題は今回の新しいスキニング システムで解決しました。
新規:マテリアル属性ノード
マテリアル プロパティの拡張性を高める進行中のアップデートの一環として、マテリアル属性がわかりやすくなり、エラーが発生しづらくなりました。
- GetMaterialAttributes - このノードは BreakMaterialAttributes をコンパクトにしたもので、これに置き換わるものです。
- SetMaterialAttributes - このノードは MakeMaterialAttributes をコンパクトにしたもので、これに置き換わるものです。
- BlendMaterialAttributes - これはマテリアル属性の構造をより簡単にブレンドできるようにする新しいノードです。
Get ノードと Set ノードの主な改善点は、すべての属性をデフォルトで公開する Break ノードや Make ノードとは異なり、ピンがオプションで追加されることです。これにより、グラフで属性ピン毎に手動で接続する必要があった古いワークフローを使用しないようにすることができます。ノードの選択では、現在のピンのリストが [Details (詳細)] パネルに表示されます。これは展開したり取り除くことが可能です。例えば、以下のマテリアル関数では属性一式を取り、Base Color と Roughness をブレンドして光沢のある赤いサーフェスにしています。
グラフが乱雑になるのを軽減するだけでなく、こうしたノードは多くのバックエンドの変更をプロジェクトで追加する必要があるかもしれないカスタム マテリアル属性に対して前方互換性のあるものにします。プロジェクト間でのマテリアル共有がより実行可能なものになりました。欠落している属性があれば自動検出し、ユーザーがエラーを処理する機会を与えられるからです。ノードに明示的にリストされていない属性があれば、マテリアル グラフ作成後に追加されたものも含めてメインの Material Attributes ピンを通して渡されます。Make ノードと Break ノードでは、新しいピンを追加してすべてのグラフを手動で更新する必要があります。
新しい Blend ノードでは、詳細なマテリアル レイヤーで作業する場合に一般的なやり方であるマスクを使って複数の属性セットをブレンドできるようになっています。以下の例は、Red のマテリアルと Green のマテリアルを均一にブレンドしたものです (関数として定義)。次に、この結果にクリアコートを適用するノードがあります。
デフォルトで Blend ノードは、Alpha 入力を使うすべてのマテリアル属性に対して線形補間 (Lerp) を行います。このノードには、頂点毎 / ピクセル レベルでブレンドをオプトアウトするチェックボックスがあります。これにより、頂点のみやピクセルのみのマスク データを使用する場合に一段と簡単に制御できるようになります。上記の新しい Get ノードと Set ノード同様に、Blend ノードは追加や除去されている新規属性を自動的に処理します。これにより、プログラマーは属性を登録するときにカスタムのブレンド ビヘイビアを指定することができます。
新規:マテリアルで事前にスキニングされたローカル位置
マテリアルでは、頂点毎の出力で使用するためにスケルタルメッシュの参照ポーズ位置を利用できるようになりました。これにより、アニメートしたキャラクター上で局所的なエフェクトが可能になります。このノードは、それに対して標準のローカル位置を戻すスタティックメッシュでも共有可能です。以下のサンプル グラフでは、アニメーション中にスケルタルメッシュに対して相対的な状態を維持するローカル空間のグリッド パターンを作成しています。
新規:シーケンサー ショットのインポート / エクスポートをサポート
ショット毎にフレームを処理して動画を記録します。マスター シーケンスでは、各ショットの開始時と終了時にフレームを加えてレンダリングできるようになりました。こうした余分なフレームは、Edit Decision List (EDL) でカットイン、カットアウトすることができます。このリストは外部のビデオ編集パッケージで使用して、ショット間のカットを調整することができます。
新規:Camera Rig Crane の改善
Camera rig crane のビヘイビアを調節して、物理クレーンの移動を模倣するようにしました。
- カメラ クレーン マウントのロール (進行軸回転) とヨー (左右回転) は 0 です。
- クレーンのマウント ピッチ / ヨーをロックするトグルを追加します。デフォルトではロックされているので、カメラはグラウンド レベルにあります。
新規:シーケンサーの録音
シーケンスへの記録中に、マイクから録音ができるようになりました。
新規:Pose Driver の改善
Pose Driver ノードは、サンプル ポーズに応じてボーンが別のアニメーションの機能を使えるようにする機能です。今回のリリースでは、モーフ ターゲットに加えてボーン トランスフォームも可能になりました。例えば、腕の回転に合わせた肩パッド ボーンを操作します。方向指定の代わりに操作対象のボーンをトランスレーションするオプションも追加しました。デバッグ描画を改善し、それぞれの ‘target’ ポーズとボーンは現在それに対する似具合が表示されるようになりました。
新規:仮想ボーン
仮想ボーンをスケルトンに追加する機能が加わりました。仮想ボーンにはスキン機能はありませんが、スケルトン上の 2 つの既存ボーン間で高速され、スケルトン上にある各アニメーションに対してデータを自動生成します。例えば、手の子となるジョイントを追加することはできますが、手の平ジョイントに制約されます。このジョイントはその後、Animation ブループリントで IK ターゲットや look at ターゲットなどのターゲットとして使用することができたり、後で使用するために AnimBP で修正することができます。この点がソケットと異なります。
キャラクターのイタレーション時間の短縮に役立ちます。これまでは、IK または AIM に対してターゲット ジョイント階層を変更する場合、DCC であるエンジン外で変更してから、すべてのアニメーションを再度インポートして新規ジョイントでアニメーション データを修正する必要がありましたが、仮想ボーンを使えばこのステップは省略して、作業はすべてエンジンで行うことができます。ただし仮想ボーンを使用するには、アニメーション データを再圧縮して、そのジョイントをアニメーション データに入れる必要があります。仮想ボーンの便利な活用法については、"Animation Techniques used in Paragon" をご覧ください。コントローラーの参照フレームの再ターゲットまたは変更が仮想ボーンだと簡単に行えます。また、Paragon での方向指定およびスロープワープにも使用できます。
新規:モーフターゲット デバッグ ビューモード
新たなモーフターゲット ビューモードでは、影響を受ける頂点をモーフターゲットごとに簡単に表示できます。
新規:子アニメーション モンタージュ
親モンタージュをベースに子モンタージュを作成すると、全体のタイミングを管理しながらアニメーション クリップの置き換えができるようになります。ゲームプレイに絶対に影響を与えないようにしながら、変数を移動に追加した場合に便利です。
新規:MIDI Device プラグイン
今回のリリースでは、音楽用ハードウェアとのインタラクション用 "MIDI Device" が追加されています。
このシンプルな MIDI インターフェースを使うと、コンピューターに接続されているデバイスから MIDI イベントを受け取ることができます。現時点では入力のみサポートされています。ブループリントでの使用方法を説明します。
- Plugins UI で "MIDI Device" プラグインを有効にしてから、アンリアル エディタを再起動します。
- [Blueprint RMB] メニューで "MIDI Device Manager" を検索します。
- "Find MIDI Devices" を呼び出して、使用したいデバイスを選択します。
- "Found MIDI Device" 構造体を開いて、利用可能なデバイスを確認します。
- 使用したいデバイス用に "Create MIDI Device Controller" を呼び出して、変数に格納します。(オブジェクトへの参照を変数中に格納することは重要です。そうしないと、ガーベッジコレクション処理されて、イベントの受け取りができなくなります!)
- MIDI デバイス コントローラー上で、"On MIDI Event" イベントに対する自分の Event をビルトします。受け取る MIDI イベントが最低 1 つ以上ある場合、この Event はゲーム Tick ごとに呼び出されます。
- プロジェクトが動くように、この Event にパスされるデータを処理します。
新規:Landscape Rotation ツール
ランドスケープ ミラー ツールで反射ジオメトリをミラー プレーンに平行にフリップして、向かいの対角線上にマルチプレイヤー マップを作成することができるようになりました。
新規:Mesh Material Slot Importing の改善
マテリアル ワークフローが変更されて、調節機能が拡大し、各マテリアルのスタティックメッシュとスケルタルメッシュの使用方法に関する情報を増やして、メッシュの再インポート時に発生するマテリアルの順序の不一致を改善しました。
リストに表示されるエレメントは、以下の情報を持ったマテリアル スロットです。
- スロット名
- このスロット名を使って再インポート時にマテリアルの照合をします。メッシュの再インポート時にFBX ファイル内でこの名前を探して、どのセクションが既存マテリアルと一致するかを判断します。これまでは、順番が狂いやすい見出し順を使って判断していました。
- この変更前にインポートされたメッシュ マテリアルのスロットは、none に設定されます。この変更後にインポートされたメッシュ マテリアルのスロットには、インポートされたマテリアル名がデフォルトで設定されます。
- マテリアル アセット リファレンス
- インポートされたマテリアルのオリジナル名 (ツールチップ内での)
ブループリントと C++ で、ハードコードされたインデックスではなくマテリアル スロット名を使ってマテリアル スロットを検索できるようになりました。動的マテリアルをスケルタルメッシュまたはスタティックメッシュ コンポーネント上に設定するために、Set Material By Name を呼び出します。インデックスではなく名前を使って検索すれば、メッシュ上のマテリアル順が変更されていても、ゲームプレイ コードをきちんと動かすことができます。
新規:Platform SDK のアップグレード
リリースの都度、プラットフォーム パートナーからの最新の SDK リリースに対応するようにエンジンをアップデートしています。
- Xbox One:August 2016 QFE 2 にアップグレードされました。
- Playstation 4:PSR SDK 4.008.061 にアップグレードされました。
- HTML5:Emscripten 1.36.13 にアップグレードされました。
- macOS:10.12 Sierra と Xcode 8.1 がサポートされます。
- iOS/tvOS:iOS10/tvOS10、Xcode 8.1 がサポートされます。
新規:モバイルでのダウンロード/パッチ用ブループリント ライブラリ
新しい Mobile Patch Utilities Blueprint library には、App Store から初回ダウンロードの一部として分配されるのではなく、モバイル ゲームでクラウド ウェブサイトから ゲーム コンテンツとパッチをダウンロードしてインストールする ために必要なすべての機能が含まれています。
更新されたゲーム コンテンツの可用性を判断、ダウンロードの開始、進捗のトラック、すべてのエラー処理、正常にダウンロードされたコンテンツ パックのインストールに対応する機能が付いています。空き容量および WiFi 接続の確認機能も付いているので、そのような場合はブループリントから警告を受けます。Android と iOS でサポートされています。
新規:Kindle Fire 向け Amazon GameCircle プラグイン
新しいオンライン サブシステム GameCircle プラグインが登場しました!
Amazon In-App Purchases に加え、GameCircle Achievements、Leaderboards、Friends がサポートされます。プラグインを有効にすると、Plugins カテゴリにある新しい [Amazon GameCircle project] パネルを利用することができます。Fire TV 向け AndroidManifest.xml の変更もここのパネルで有効にできます。
新規:リアルタイムの GPU プロファイラ
UE 4.14 では、主要なレンダリング カテゴリに対してフレーム単位の統計を表示するリアルタイム GPU プロファイラが追加されました。この機能を使うには、‘stat gpu’ をコンソール コマンドに入力します。または、[Viewport Options] ドロップダウンの ‘Stat’ サブメニューを使ってエディタで開くことができます。
統計は階層ではなく累積なので、イベント ツリーの深い階層まで探さずに主要カテゴリを見ることができます。例えば、シャドウ プロジェクションは (ビュー全体の) すべてのライトに対するすべてのプロジェクションの合計です。
画面上の GPU 統計情報は、GPU ロードの詳細をタイトル実行中に表示したものです。例えば、コンソール変数を変更したり、エディタでマテリアルを修正したり、シェーダーをオンザフライで修正および再コンパイル (recompileshadersを変更) した場合などに、変更の影響を瞬時に測定できるので便利です。
後に、分析用にタイトルを動かした時に、GPU 統計情報をファイルに記録することができます。既存の統計情報と同様に、コンソール コマンドの ‘stat startfile’ と ‘stat stopfile’ を使って統計情報を ue4stats ファイルに記録し、Unreal Frontend ツールでファイルを開いてそれらを表示することができます。
UnrealFrontend で GPU をプロファイルした様子。合計時間、ポストプロセス時間、ベースパス時間が表示される。
統計情報は float 型のカウンタとしてコードで宣言されます。例えば、
DECLARE_FLOAT_COUNTER_STAT(TEXT("Postprocessing"), Stat_GPU_Postprocessing, STATGROUP_GPU);
レンダリング スレッド上のコード ブロックは、これらの統計名を参照する SCOPED_GPU_STAT マクロで測定することができます。SCOPED_DRAW_EVENT と似た動きをします。例:
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Postprocessing);
明示的に測定できない GPU はキャッチオール (考慮されない) 統計に分類されます。値が高くなりすぎると、SCOPED_GPU_STAT イベントが追加で必要であることを表示して、不足作業の原因を説明します。ドロー イベントとは異なり、GPU 統計は累積です。同じ統計に対して複数のエントリを追加でき、それらはフレーム全体で合計されます。
CPU が結合されいるケースでは、CPU の処理が GPU に追いつかない CPU ボトルネック (バブル) によって GPU の速度が落ちる場合があります。予想以上に描画スレッドに時間がかかってしまった場合、そのことを考慮してください。PlayStation 4 では、コマンドリスト サブミッション間の時間をタイミングから除外することで、これらのバブルを修正します。今後のリリースで、最新のレンダリング API にこの機能性を拡張していきます。
新規:Improved Merge Actor Texture Atlas (実験的)
重み付け (グループ分け) したアトラス テクスチャ を生成するオプションを追加して、アクタをマージしマテリアルを組み合わせた時の テクスチャ空間の使い方 を改善しました。
(左:均等に重み付けされたマテリアル右:グループ化メソッド) この新機能は、まず最初にサンプリング中で 最小 サイズのテクスチャに対して個々のマテリアルの重要度を計算します。これらの値を使って、マテリアルが占有する空間を計算し、アトラス テクスチャに各テクスチャを繰り返し追加していきます。オリジナルのテクスチャ データ サイズをアトラス テクスチャの最終的な占有空間に対して考慮するので、入力マテリアルに対するアトラス テクスチャがより分かりやすくなります。
新規:Linux 上で Android に対応
コミュニティからのプルリクエストのお陰で、Linux で Android がサポートされます。必要な NDK および SDK ツールの設定には、from NVIDIA for Linux の CodeWorks for Android を使う方法が最も簡単です。さらに、OpenJDK 1.8 をインストールし、インストール ポイントに JAVA_HOME を設定します。Android Vulkan は Linux ではまだサポートされていませんのでご注意ください。
新規:メディア プレイヤー エディタ
コンピュータからファイルをメディア プレイヤーのビューポートへドラッグ&ドロップできるようになったので、FileMediaSource を先に作っておかなくてもビデオ ファイルがプレビューできます。
- デコーダー パフォーマンス統計情報のタブが追加されました。再生用のプレイヤー プラグインに応じて出力内容は変わります。
新規:モバイル向け VR マルチビューに対応
サポート対象デバイス上で、モバイル マルチビュー パスが使用できるようになります!モバイル マルチビューはデスクトップ上でインスタンス化したステレオと似ていて、CPU 上でのステレオ レンダリングのためのパスを最適化します。
この機能を使うには、[Project Setting (プロジェクト設定)] の VR セクションで有効にします。この機能が動作するには、[Android build settings] が OpenGL ES2、[Mobile HDR] は 無効、[instanced stereo] が無効にする必要があります。現在、この機能は最新のメールベースの GPU と互換性があります。互換性のある GPU を搭載せずに本機能をパッケージ化した場合、ランタイムに無効になります。
さらに他の機能およびデバイスとの互換性も検証中なので、本機能はまた実験版です。
上図のように[Project Setting (プロジェクト設定)] で Mobile Multiview を有効にし、変更を反省させるためにエディタを再起動します。
新規:SteamVR と PSVR でレイヤーに対応
SteamVR と PSVR の両方にレイヤー サポートが追加されました!Oculus Rift プラグインと全く同様に、Stereo Layer コンポーネントを使います。
新規:VR Loading Movie に対応
Oculus、GearVR、SteamVR、PSVR でローディング ムービーがサポートされます。ローディング ムービーはレンダリング スレッド上で動作し、コンテンツをロードする時にフレームレートの中断を隠すことができます。スプラッシュスクリーンを使うには、"Set Splash Screen" ノードを使ってテクスチャを設定するか、“Enable Auto Loading Splash Screen” ノードを使ってマップをロードする時に自動表示されるように選びます。
新規:PSVR での複数のフレームレート ターゲットに対応
PSVR 上でのネイティブ 90Hz から 90Hz のリプロジェクションと 120Hz to 120Hz リプロジェクションがサポートされます!つまり、より高いフレームレートで実行すれば、レイテンシーとリプロジェクション アーティファクトを最小限にすることができます。エンジンはフレームレートを選択されたオプションに合わせて制限しますが、そのフレームレートが確実に保たれるように注意しなければなりません。
新規:Windows でのマルチタッチ対応
タッチスクリーンを使う場合、Windows 7、8、10 で Touch イベントが生成されるようになりました。これにより、新たな Windows タブレット上でゲームと体験がオンになり、ターゲット デバイスにデプロイしなくてもモバイル ゲームのタッチ コントロールをテストできるようになりました。
新規:高速同期ロードシステム (実験的)
クックされたビルドでまったく新しい Event Driven Loader を使うようになり、以前のストリーミング コードよりもさらに効率が良くなりました。EDL を使うとゲームのロード時間は約 50% 短縮されますが、ほとんどのケースで劇的に速くなります。Event Driven Loader には、アセットをロードするために統一されたコードパスが付いています。つまり、パッケージはすべて古いブロッキング パスではなく、この新しい同期パスを使ってロードされます。EDL は現在実験的な機能なので、デフォルトでは無効にされていますが、[Project Settings (プロジェクト設定)] ですぐにオンにすることができます。
新規:Game Mode クラスと Game State クラスの簡略化
既存クラスの Game Mode と Game State の親として、Game Mode 基本クラスと Game State 基本クラスを追加しました。すべてのゲームで必要になる主要機能は基本クラスに入り、レガシー機能およびシューティングに特有の機能は Game Mode/Game State に入るようになりました。新しく開始したプロジェクトは基本クラスから継承し、既存プロジェクトはレガシーを使うデフォルト設定になっています。さらに、いくつかの新機能がブループリントに公開されました。
古いゲームプレイ クラスを分かりやすくするために更新し、また、すべてのタイプのプロジェクトのサブクラスを更新するために進行中の作業の影響です。シューティング ゲーム以外のすべてのサンプルは、基本クラスを使うように更新されました。シューティング ゲームでは、レガシー クラスに入っているシューティング ゲーム特有のいくつかの機能について使い方を示しています。Game Mode/Game State は引き続きサポートされますので、自分のゲームに適したバージョンにサブクラス化してください。
新規:ネットワーク レプリケーションの高速化
サーバーから接続先のクライアントにプロパティをレプリケートする方法について、内部のリファクタリングを行いました。
コードを修正して、接続が増えても全体でプロパティ レプリケーション処理を効率的に共有できるようにしました。変更前は、無条件プロパティ (DOREPLIFETIME_CONDITION ではなく DOREPLIFETIME で登録されているプロパティ) の処理のみ共有していましたが、すべてのタイプのプロパティの処理を共有するようにしました。つまり、いつプロパティが変更されたのか (そして送信すべきか) を確認する作業が減ります。
結果、速さが 40% もアップしました。改善項目はまだまだありますが、良い結果がでたので進捗とあわせて報告させて頂きました。
Release Notes 「訳注: 以下は、非常に技術的な部分が含まれるため、翻訳を省略します。」
AI
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New:Added an “Enable AI System” flag to the World Settings that controls whether the AI System will be created for the given map.
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Bugfix:Fixed an issue with AI Sense Sight’s time slicing unintentionally skipping queue-aging if the given time limit was reached.
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Bugfix:Fixed an issue basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation.The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn.
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Improvements for the consistency of loudness usage in AI Sense Hearing.
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Minor cosmetic fix to EQS test scoring function’s preview.
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Selecting Geometry trace mode will no longer project onto the Nav Mesh first in the Projected Points EQS generators.
Behavior Tree
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New:Expanded the BT Decorator Is At Location function with an option to use AI Data Provider.
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New:Multi-node comments are now supported in the Behavior Tree editor.This is similar functionality to the Blueprint editor.
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Bugfix:Fixed an issue with BT Decorator Compare BB Entries function so that it works regardless of the order of the supplied BB keys.
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Bugfix:Blackboard key synchronization mechanics correctly handle more edge cases and complex inheritance scenarios.
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Bugfix:Fixed an issue in propagation of persistent Blackboard keys resulting in these keys missing or being doubled in child Blackboard assets.
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Bugfix:Fixed an issue for derived Blackboard sometimes getting post-load mechanics run before their parents.
Navigation
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Bugfix:Aborting previous movement requests as part of requesting a new one no longer resets the agent’s current velocity.
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Bugfix:Blueprint “AI Move To” function no longer uses the default AI Controller’s navigation filter.
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Bugfix:Fixed navigation export for landscape not handling mirroring and async gathering correctly.
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Bugfix:Fixed an issue with navigation export for the capsule component.
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Bugfix:Navlink’s “Snap to cheapest area” mode now works correctly with dynamic navmeshes.
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Bugfix:Navmesh generation no longer gets stuck in an infinite loop.
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Bugfix:Fixed an issue with parameters of vehicle RVO avoidance.
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Bugfix:Fixed an issue with Path Following Component for “Has Reached” not using the Goal’s Radius when “Use Nav Agent Goal Location” is set to false.When “Use Nav Agent Goal Location” is set to true, we want to avoid using the Goal’s location on the navmesh, but instead the acceptability of a radius should be based on the Goal’s radius.
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Path Following Component distinguishes between partial and full paths in terms of acceptance radius used.This will make partial paths behave as expected with non-trivial big acceptance radii.
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Layer limit for navmesh generation has been increased.
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Update Move Focus will only clear the focus if the path following component is idle.This keeps the AI rotated in the correct direction when movements get paused.
Animation
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New:Added “Strip Animation Data On Dedicated Server” option to Animation Settings.This will remove all compressed data from cooked server data.Disabled by Default.
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New:Added “Aim Offset Look At” node.Aim Offset node that drives its inputs automatically from a Target Location and a Source Socket.
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New:Added Conversion settings to the Alembic import process.This enables the following:
-
Inverting UV Channels.
-
Applying a conversion matrix to the Alembic File.
-
Presets for Autodesk Maya and 3DS Max.
-
-
New:Added “LegIK” Anim node, which supports two or more bones per limb with min compression rotational constraint.
-
New:Added logic to separate overlapping notifies onto separate tracks.Notifies can no longer end up hidden from the user by occupying the same time on the same track.
-
New:Added the option to copy selected Morph Target names to clipboard.
-
New:Added a start time to Montage Play node and Play Slot Animation as Dynamic Montage.
-
New:Added the ability to skip empty “preroll” frames when importing an Alembic file and improved the frame information for the Import Options UI.
-
New:The animation “Sequence Length” property can now be read in Blueprints.
-
New:Added the ability to open Anim Montage to open asset from the context menu of the segment.
-
New:Added ability for selected Morph Target to view the modified vertices while in the Persona.
-
New:Added option to now insert current pose to the Pose Asset with Insert Pose.
-
New:Added SmartName Deterministic Cooking:
-
SmartName discards GUID during cooking and DisplayName becomes the identifier during cooking.
-
The GUID created nondeterministic cooking causing patch size to become huge without any actual data change.
-
-
Bugfix:Fixed a crash when attaching slave components with differing bone counts.
-
Bugfix:Fixed a crash with retargeting Additive Animation Montage.
-
Bugfix:Fixed a crash when routing a wire through multiple re-route nodes in an Animation Blueprint.
-
Bugfix:Fixed a crash in “Get Post Curve” when importing a pose to pose asset.
-
Bugfix:Fixed a crash when retargeting Anim Blueprint with “Allow remapping to existing assets” was enabled.
-
Bugfix:Fixed a crash when calling “Set Animation Mode” on a component with no Skeletal Mesh.
-
Bugfix:Fixed an issue when re-creating a skeleton due to a merge conflict it will add all Skeletal Meshes back to the skeleton so that it recreates all hierarchy.
-
Bugfix:Fixed an issue with invalid bound calculation in Calculate LOD Count.
-
Bugfix:Ensure the runaway loop counter gets reset when processing parallel animation.
-
Bugfix:Fixed an issue for fast path struct copy being broken for Vectors.
-
Bugfix:Fixed an issue for warning triggered by calling “Get Bone Transform” before the master pose component has been registered
-
Bugfix:Fixed an issue where layered blend per bone odd/even connection counts alternately working/not working
-
Bugfix:Fixed an issue with offset of the floor mesh in Persona when Auto-Alignment was enabled.
-
Bugfix:Fixed an issue with pose flickering on LOD change when using “Layered Blend by Bone” node.
-
Bugfix:Fixed an issue to stop empty states being created when dragging montages into State Machines.
-
Bugfix:Fixed an issue with Anim Instance “Is Running Parallel Evaluation” check to correctly test if the Skeletal Mesh Component still references the Anim Instance being used.
-
Bugfix:Fixed an issue with “generated” string appearing for a Skeletal Mesh LOD that was previously auto-generated but had been reimported from an FBX.
-
Bugfix:Fixed an issue with displaying one more frame for an animation.
-
For example, for 30 frames, it was displaying 0-30, which is incorrect and should be 0-29.
-
To avoid confusion, now it doesn’t display key count.It will display the last frame number, so it will look different, but the data is still the same.
-
-
Bugfix:Fixed an issue with a number of cases where sub-instance animation instance functions weren’t being correctly passed through the main instance.
-
Bugfix:Fixed an issue with “auto” check box in the Morph Target panel.
-
Bugfix:Fixed an issue with functionality of “show uncompressed animation” option in Persona viewports.
-
Bugfix:Fixed an issue with entries in the Anim Curves tab losing “auto” state when hidden/reshown.
-
Bugfix:Removed errant asterisks in the tooltips on the “Rotation Multiplier” node.
-
Bugfix:Fixed incorrect tooltips on the “Hand IK Retargeting” node.
-
Bugfix:Fixed an issue in montages where the wrong section was updated with changes from a Details panel when clicking on a different section.
-
Bugfix:Fixed an issue when duplicating an Anim Sequence that has been layer-edited would apply the layer twice.
-
Bugfix:Fixed an issue where Geometry Cache objects would not be visible in Standalone (packaged) builds.
-
Bugfix:Fixed an issue with keyboard shortcuts for Pose Asset editor panel.
-
Bugfix:Fixed an issue with keyboard shortcuts in the Curve Viewer panel.
-
Bugfix:Fixed an issue with notify states not ending when the Animation Instance was cleared.
-
Bugfix:Fixed an issue with orphaned transition nodes being created when they were duplicated or pasted without two valid pin links.
-
Bugfix:Fixed an issue with Override Materials hanging around when setting Skeletal Meshes.
-
Bugfix:Fixed an issue with pin defaults on sub-instance nodes overwriting the defaults on the inner class.
-
The class defaults will now be copied out to the pin.
-
-
Bugfix:Fixed an issue with pose asset blending.
-
Normalization has been removed for weights that are less than one so the poses do not instantly snap.
-
-
Bugfix:Fixed an issue where Pose Asset was evaluating the curve in the wrong frame.
-
Bugfix:Fixed an issue where the Pose Asset editor list was not updating when changing the source animation.
-
Bugfix:Fixed an issue with “Remove Linear Key” for Additive Animations since DDC has been added.
-
Bugfix:Fixed an issue with “Root Motion from everything” calculating incorrect root motion when animations haven’t been ticking.
-
Bugfix:Fixed an issue with sample rate not applied for non-default sample rate when importing an animation.
-
Bugfix:Fixed some inconsistencies in IK editing in the viewports inside Persona when changing effector spaces.
-
Bugfix:Fixed an issue with split struct pins on animation nodes sometimes losing their links on editor restart.
-
Bugfix:Fixed an issue where sub-instance automatic properties would appear in the Details panel.
-
Bugfix:Fixed a typo in “Root motion from everything” accumulation code where we calculated root motion weight using the wrong variable.
-
Bugfix:Fixed an issue where Undoing and Redoing would force the Skeletal Mesh into T-pose.
-
Bugfix:Fixed an issue when importing Morph Targets with fixed frame count.
-
Bugfix:Fixed an issue with Blendspace triangulation.
-
Improved editor response during dragging on additive frame index (stop animation compression happening for each mouse move).
-
Non-POD structs can now be copied using the 'fast path' in animation blueprints.
-
Prevented invalid GUIDs from being saved into SmartName containers.
-
Removed save warning about empty animations from assets that contain curve data.
-
Animation Curve Cached UID list has now been moved to Bone Container from Anim Instance in preparation of supporting curve linking to bone feature, so that you could cull out for a certain LOD.
-
Changed “Create Physics Asset” in the context menu for Skeletal Meshes to enable creation of a Physics Asset without having to assign it to the Skeletal Mesh.This makes it easier to make new assets for Capsule Shadows.
-
Changed inline curve name editing to only change the name of that specific curve, instead of renaming the SmartName itself.
Animation Blueprint
-
Bugfix:Fixed a crash using anim debug with sub-instances that are preceded by branching nodes.
-
Bugfix:Fixed a crash when forcing ref pose during Anim Blueprint initialization when using sub anim instances.
-
Bugfix:Fixed a crash when using sub-instances in non-entry states.
Tools
-
New:Added Skeletal LOD workflow refactor.
-
Now we track source files for LODs to save time when reimporting LODs often.
-
Audio
-
New:Added a debug command to solo specific sound waves, sound cues, and sound classes.
-
New:Audio thread is now enabled by default.
-
New:Gameplay Statics’ “Create Sound 2D” and “Spawn Sound 2D” now have a boolean parameter that specifies the sound should persist across level transitions.
-
Note that the returned component must continue to be referenced by something (Game Instance is a good option) or else it will be garbage collected and the sound will stop.
-
-
New:Looping sounds are now searchable by the asset registry.
-
New:Making ability to suppress subtitles a UPROPERTY.
-
New:Added support for parsing .wav files with a WAVE_FORMAT_EXTENSIBLE format chunk.
-
New:Added support for pausing individual audio components.
-
Bugfix:Fixed a crash which would occur when copying and pasting an undefined custom sound node from one project to a project which doesn't have the custom node.
-
Bugfix:Fixed an issue for one-shot sound wave instances triggering unintentionally from active sounds when volume mix is 0.
-
Bugfix:Fixed an issue for sound cue delay not consuming startime correctly.
-
Bugfix:Fixed an issue with attenuation on 2D multi-channel sound sources.
-
Bugfix:Fixed an issue with concurrency resolution rule stop quietest with looping sound waves.
-
Bugfix:Fixed an issue with sound node distance cross fade for case of looping sounds.
-
Bugfix:Fixed an issue where Undo in Sound Cue editor does not undo looping changes.
-
Bugfix:Fixed various thread safety issues with occlusion on the audio thread.
-
Hooked up compression quality settings to AT9 files.
-
Prevent procedural sound waves from stopping if they generate 0 bytes of data.
-
Read Compressed Info calculates duration for ADPCM audio.
Automation
-
New:Added a json summary report file generation as part of all automated test summaries.
-
New:Functional tests now support warnings as errors on a per test basis.
-
New:Included .tps files in the installed build to make it easier for users to identify third party software in use.Also included source for additional programs to Installed Build.
-
New:Added Documentation/Extras in Installed Build.
-
Bugfix:Fixed an issue with Test Equal Add Error Message in Automation Test Base
-
Bugfix:Fixed issues with Mobile Device Interface in Installed Builds.
-
Bugfix:Fixed an issue with Android sessions not appearing in the Session Frontend.
-
Bugfix:Fixed support for PS4 in Installed Builds.
-
Bugfix:Fixed various connection reliability issues with TCP Message Transport used for automation testing on mobile devices.
-
Bugfix:Fixed various issues for PS4 deployment.
-
Bugfix:Fixed support for Xbox for Installed Builds created via Build Graph script.
-
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable.Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comparison.
-
Each session launched from the Session Frontend Launch tab now has a unique GUID and they will correctly appear as separate sessions in the Automation tab.
-
Excluded some more intermediates from the Installed Build.
-
Functional Tests now run correctly in non-editor build.
-
Functional tests will no longer move the camera if the user is using a debug camera.
Blueprints
-
New:Added a new “Is Standalone” node which returns true if the game is running in Standalone.
-
New:Added ability to change curves used by a Timeline at runtime.
-
New:Added an option in Editor Preferences Blueprint section to “Display Unique Names for Blueprint Nodes” rather than the node type.
-
New:Blueprint Nativization:Reduced size of the executable file.
-
New:Added ability to flag Components added via Blueprints as editor only.
-
New:Exposed “Get Component By Class” to Blueprints.
-
New:Exposed the method to "Is Any Rigid Body Awake" for primitive components to Blueprints.This enables a Blueprint to determine if Physics Simulation is being done on the object and fulfills a request to determine if an object is "awake" or "asleep".
-
New:Replication condition property flags are now exposed to Blueprints.This can be set in the Properties Details panel.
-
New:Single layout Blueprint is no longer an experimental feature.The option to disable it has been removed.
-
New:Widget and Animation rich diff tool is no longer experimental.
-
Some changes are not detectable by the diff tool, but they are mentioned in a warning to the user.
-
-
New:Enabled instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the Blueprint Editor, just like Instanced Mesh Components!
-
Bugfix:Fixed a crash in the Blueprint Profiler when compiling or profiling that had the following:
-
Contains a loop.
-
Nested Macros.
-
Collapsed Nodes.
-
Called parent functions or events.
-
-
Bugfix:Fixed a crash caused when compiling a Blueprint after hot-reloading its base class.
-
Bugfix:Fixed a crash when compiling particularly cross-dependent Blueprints.
-
Bugfix:Fixed a crash when trying to pick a debug world for the Blueprint debugger.
-
Bugfix:Fixed a crash when implementing an interface to a child Blueprint and then implementing it with a parent Blueprint.
-
Bugfix:Fixed a crash that could occur when reparenting a child Blueprint class that had inherited its default scene root component from the parent class.
-
Bugfix:Fixed a crash that would occur on a right-click in the Blueprint editor’s component tree view after having copied one or more BSP actors to the clipboard.
-
Bugfix:Fixed a crash that could happen when pasting a copied “Select” node.
-
Bugfix:Fixed a crash on load in “Remove Node and Promote Children” when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead).
-
Bugfix:Fixed a rare crash in “Get Default Value Visibility” after removing a pin from a Blueprint node.
-
Bugfix:Fixed a crash when one attempts to generate an abstract class from a Blueprint.
-
Bugfix:Fixed a crash in FCDODiffControl when CDOs being compared had different numbers of properties.
-
Bugfix:Fixed a crash that could occur when pasting graph nodes with orphaned connections to a different graph.
-
Bugfix:Fixed a crash when deleting many Blueprint assets.
-
Bugfix:Fixed an issue where a function, created from collapsed nodes, cannot have a parameter of a weak pointer type.
-
Bugfix:Fixed an issue with assets referenced by a function’s local variables won’t be garbage-collected.
-
Bugfix:Fixed an issue where the Blueprint Editor viewport now correctly displays the result of an undo action that changes the default transformation of the Blueprint Actor.
-
Bugfix:Fixed an issue where changes in User Defined Structure will be properly applied in local variables, without resetting the values.
-
Bugfix:Fixed circular dependencies introduced by default values on User Defined Structs that are now loaded correctly.This fixes on cause of data resetting to default on load.
-
Bugfix:Fixed an issue where compiling a Blueprint would trigger the World Outliner to sometimes detach.
-
Bugfix:Fixed an issue where entering “foreach” in the Blueprint Editor context menu will not result in “For Each Loop” being the first selection.
-
Bugfix:Fixed an issue where moving a variable from a child class to a parent class would break variable Blueprint nodes.
-
Bugfix:Fixed an issue in the Blueprint context menu where options would be unavailable when you hid a sub-level.
-
Bugfix:Fixed an issue so that the “Create Save Game Object” node will now change its output type to match the class you select.
-
Bugfix:Fixed an issue that caused comment bubbles to display incorrectly when using Play-In-Editor.
-
Bugfix:Fixed an issue where functions could lose inputs after adopting them from an interface.
-
Bugfix:Fixed an issue that would cause split-pins on latent “Gameplay Task” nodes to lose connection.
-
Bugfix:Fixed an issue that could hang the editor indefinitely during Blueprint Compilation.
-
Bugfix:Fixed an issue that prevented the option to split a struct pin from appearing on a “Get Variable” node.
-
Bugfix:Fixed an issue that prevented you from ctrl-dragging pin links from macro nodes.
-
Bugfix:Fixed an issue that would cause subsequent latent nodes to fail to execute once one was running.
-
Bugfix:Fixed an issue that would prevent saving a Blueprint after compiling a component that it used.
-
Bugfix:Fixed an issue where Blueprints were not properly inheriting their associated config file.
-
Bugfix:Fixed an issue with rotation struct input pins where splitting them would cause each of the values to shift to the wrong axis.
-
Bugfix:Fixed an issue in which data loss could occur for inherited component default value overrides within a child Blueprint class after recompiling a Blueprinted component class.
-
Bugfix:Fixed an issue that could lead to data loss at runtime when choosing to enable the optimized Blueprint component instancing path for a cooked build.
-
Bugfix:Fixed an issue that could lead to per-instance data loss in Blueprint-constructed components after renaming component variables in the components tree view.
-
Bugfix:Fixed an issue that would lead to Blueprint class compile errors caused by missing client-only component class reference properties in an uncooked server-only context (e.g. UE4Editor.exe -server)
-
Bugfix:Fixed an issue where “Custom Event” was no longer the top option when searching the Blueprint menu for “custom.”
-
Bugfix:Fixed the directions of parameters in functions like “Get Overlap Infos.”
-
Bugfix:Fixed an error when output references parameters of Blueprint Native Event are not in a specific order.
-
Bugfix:Fixed failed “ensures” when pasting linked Anim Blueprint nodes.
-
Bugfix:Fixed issues that could lead to per-instance component data loss after reconstruction of a Blueprint class containing one or more “Add Component” nodes in the Construction Script.
-
Bugfix:Fixed issues with Object Library.It now stores “Blueprint Generated Graph” object instead of “Blueprint” object.
-
Bugfix:Fixed an out-of-order registration issue with native and/or non-scene components and Blueprint-constructed components.
-
Bugfix:Fixed an issue with “Time Seconds To String” format so it matches the comment.
-
Bugfix:Fixed a validation of incompatible pines issues.It will now generate an error.
-
Graphs in a Blueprint can properly be deleted even if they were once part of an interface on the Blueprint.
-
Inherited components in a child Blueprint class will no longer trigger a warning message when the original component has been removed from its parent class.
-
Moving a child component in a child Blueprint doesn't force a parent to become dirty anymore.
-
Nested Default Sub-objects no longer trigger an assertion failure in “Static Allocate Object” when used by a Blueprint type.
-
Reduced PIE startup time significantly when auto-recompiling a Blueprint class with multiple dependencies.
-
Removed warning that would complain about “Make Struct” nodes that didn't have any properties exposed, enabling Blueprint users to return default struct data.
-
“Show World Context Object” markup is now fully inherited.Previously only inherited for one level of a hierarchy.
-
Stale breakpoints saved in Blueprint assets no longer trigger a warning on load.Message moved to 'Display' channel.
-
Struct Ref Pins in “Set Fields In Struct” node can no longer be split when optional pins as this created ambiguous behavior.
-
Blueprint function “Get Direction Vector” has been renamed “Get Direction Unit Vector” to reflect details of its result.
-
Can no longer drag child actor from World Outliner to a Level Blueprint and create an invalid actor reference.
-
Default event nodes in child Blueprints now wire up parent call inputs so you can use them as is without breaking functionality.
-
Duplicating levels that have Blueprints with “Knot” nodes attached to events will no longer fail with a "Graph is linked to external private object" error.
-
EaseIn/EaseOut descriptions corrected to match actual behavior.
Core
-
New:Added a config based system for specifying which classes should be stripped on dedicated server and client builds.
-
Class names can be specified in the project cooking settings in the editor
-
All engine classes that relied on “Needs Load For Server” or “Needs Load For Client” have been moved over to the config based system.
-
“Needs Load For Server” and “Needs Load For Client” still function as they previously did.
-
-
New:Added a new file into the ini hierarchy to begin fixing the Engine/Base > Project/Default > Engine/Platform > Project/Platform confusion.
-
We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform.However, Engine/Platform will soon be deprecated as we move things over to Engine/BasePlatform, that are safe to move.
-
-
New:Added ability for arrays of structs to specify a property to be the key.
-
So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will replace the first with the second, instead of adding two entries with the same name.Set by @ArrayName=KeyPropertyName.Per Object Config sections need a little different handling, which uses * (see Base
-
-
New:Added new Module Types:"ClientOnly" and "ServerOnly"enabling better control of when modules are compiled and loaded.
-
Can be used to slim down server / client builds.
-
-
New:Added some extra information to an assert when “Cpp Structs Ops” has not been initialized.
-
New:Added the ability for plugins to reside outside of the Engine/Plugins and Game/Plugins directory.
-
This is useful for plugins that are shared across game teams, but don't want to be placed in Engine/Plugins.
-
-
New:Accepting comma in milliseconds separator when parsing Timespan.
-
New:Minor changes to pak file security delegate.Now all files that don't exist in the pak file will be passed through the security delegate, regardless of whether they exist on disc or not.
-
New:Only accept "log=
" and "abslog= " command line values if the filename has a ".log" or ".txt" extension. -
New:Refactored handling of some UI and rendering code when running headless (i.e. with -nullrhi switch).
-
New:Upgrading an existing UProperty from FVector to FVector4 is now seamless and preserves data properly.
-
Bugfix:Fixed a rare crash when async loading objects caused by linker being detached too early, before other package’s import has been fully processed.
-
Bugfix:Fixed a crash on cooker exit due to unpredictable destruction order of static tickable objects and their collection.
-
Bugfix:Fixed a crash with potential memory corruption when loading Data Tables.It sometimes would allocate less memory than was required.
-
Bugfix:Fixed a crash in PhysX cleanup if an exception occurred during shutdown.
-
Bugfix:Fixed a thread safety issue in the load module code that could crash if multiple threads were trying to load the same module at the same time.
-
Bugfix:Fixed an issue where “Get All Assets” would not return data about live objects when passing bIncludeOnlyOnDiskAssets=false.
-
Bugfix:Fixed an issue with task graph memory leaks.
-
Bugfix:Fixed an issue with TMap deserialization in struct serializer and updated unit tests.
-
Bugfix:Fixed an issue to display a meaningful error and shutdown cleanly if Core modules fail to load on engine startup.
-
Bugfix:Fixed an issue so that dynamic delegates can no longer get double bound when copying an Actor.
-
Bugfix:Fixed a potential race condition and minor memory leak in FMonitoredProcess.This could result in the editor hanging on startup.
-
Bugfix:Fixed an issue where “Force Garbage Collection” might not force a GC immediately if run on a server with no clients connected.
-
Bugfix:Fixed a memory corruption when instancing subobjects of a TArray property.
-
Fixed a memory overrun when reading an SSL certificate.
-
Fixed an invalid memory access when shutting down FInputBindingEditorModule.
-
-
Bugfix:Fixed an issue where duplicate log lines appear when commandlet “Log To Console” is set.
-
Bugfix:Fixed an issue with FAssetPtr remapping issues for duplicated packages, which was a case with operations like Level Save As and Level Duplicate.
-
Bugfix:Fixed an issue with Malloc Binned “Get Allocation Size” for aligned allocations, which caused crashes with the poison proxy.
-
Bugfix:Fixed an issue with Parse “Value” when there is whitespace between the command and the argument.
-
Bugfix:Fixed an issue with “Is A” race condition during async loading.
-
Bugfix:Fixed an issue where Unreal Build Tool would fail when trying to delete a module’s manifest file in a non-existent directory.
-
Bugfix:Fixed an issue where newline escape sequence wasn’t written to the pipe.
-
FScopedCreateImportCounter will now always store the current linker and restore the previous one when it exits.
-
This should fix some of the linker warning messages reporting wrong package name.
-
-
Invalidate string asset reference tags after finishing up loading of an async package.
-
Fixes some problems with asset refs not updating correctly after a package was loaded asynchronously
-
-
Lines of output text from FMonitoredProcess are no longer truncated at the default pipe buffer size, and are no longer returned with trailing CR characters on Windows.
-
Made sure Skeleton assets are loaded before “PostLoad” is called on them to avoid crashes when async loading animations.
-
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading.
-
Thread safety fixes for the async log writer + made the async log writer flush its archive more often.
-
Thread safety fixes when using the async loading thread.
-
We now abort a directory watch if we lose access to the directory in question to prevent an infinite loop.
Editor and Tools
-
New:Added a warning message to indicate that HLOD clusters do not have a valid proxy mesh, similar to the “lighting unbuilt” message.
-
New:Added a commandlet to enable command line importing of any asset type that the engine supports.
-
New:Added an ability to vsync the editor.This is disabled by default.Set “r.VSyncEditor” to 1 to enable it.
-
New:Added an option in the FBX importer to automatically convert the unit in the FBX file to Unreal Units.
-
New:Added asset cooking path length in their tooltips so that you can detect cooking path issue before you are cooking.
-
New Added checkbox for “Show All Advanced Details” config variable so that it will auto-expand all advanced property categories.
-
New added command line option to enable movie capture burnin.Use the commandline -UseBurnIn=yes.
-
New Added mesh simplification plugin picker to the Project Setting under Editor > Mesh Simplification.The menu to pick simplification plugins also contains a link to find other plugins in the Epic Games Launcher Marketplace.
-
New:Added metadata to remove “reset to default” button for certain properties.
-
New: added new shortcut “Ctrl + Shift + B” to build current level geometry.
-
New Added the ability to import grayscale Targa (.tga) files in the editor.
-
New Added the ability to search through all Editor Preferences and Project Settings at once.Use the selection in these windows at the top for “All Settings.”
-
New:Added the possibility to preview a wave sound in the Content Browser from the thumbnail.
-
New:Added Undo/Redo functionality to the Editor Preferences and Project Settings windows.
-
New:Changed and unified saved shortcuts across all editors.
-
Save As is now Ctrl + Alt + S.
-
Save All is now Ctrl + Shift + S.
-
Save Current is now Ctrl + S.
-
-
New:Added shortcut Ctrl+Shift+Space to quickly rotate through different viewports (left, up, front, back ,etc).
-
New:Changed the FBX batch import workflow to let the user fix all missing source files before starting the FBX batch import process.
-
New:The Content Browser now supports hiding/toggling specific asset detail columns.
-
New:Added the ability for Ctrl + Middle Mouse drag will give options to switch to different viewports.
-
Drag to Left, Right, Up, and Down will match the viewport intuitively.
-
Drag to Up-Left is Front, Up-Right is Back, Bottom-Left and Bottom-Right are both for the Perspective viewports.
-
Dragging exceeding a certain distance will jump to that viewport directly whereas dragging a little will bring up a popup menu showing which viewport it’s going to switch to.
-
-
New:Added a new view option for “Show C++ Classes” in the Content Browser to enable you to hide the C++ classes you may not want to see.
-
New:The Engine version including branch name will now be displayed in the Title bar by default.
-
New:Extended “Select all input nodes” function to general Blueprint editor.
-
New: FBX Exporter now exports all LODs.
-
New:The Date Time fields in the editor are now displayed and entered in the local user’s timezone.
-
The time entered is saved into assets using the value converted in the UTC timezone.
-
The timezone that is used is configurable in the Editor Settings under Region & Language for Internationalization settings.
-
-
New:There’s now support for generating a “Content-Only” plugin from the new Plugin Wizard.
-
New:Added Show Flags for Widget Components.
-
New:Reference viewer now provides options to show/hide soft and hard references and dependencies with different line color.
-
New:Added Asset Picker support to the Script Interface properties.
-
New:Added unique asset icons for Sound Concurrency assets.
-
New:The Widget Reflector now has a configurable delay between clicking to take a snapshot and taking the snapshot, which is helpful for reflecting widgets in a state that involves the cursor or other timing factors.
-
New:Added the ability for users to specify a Base material to create Material Instances instead of just creating materials when importing an FBX.
-
New:Added project file to source control when creating a new project.
-
Bugfix:Fixed a crash when moving Instanced Static Mesh Component in editor when it had no mesh set, but had instances.
-
Bugfix:Fixed a crash on undoing a deletion of a mesh in mesh painting mode in the VR Editor.
-
Bugfix:Fixed an occasional crash on editor shutdown due to a race condition in FTcpMessageTransportConnection.
-
Bugfix:Fixed several crashes in the Session Frontend when viewing profiles.
-
Bugfix:Fixed a crash issue where making changes to components in the Blueprint editor when there is an active component in the component visualizer.
-
Bugfix:Fixed an issue where batching optimization for dragging components onto Blueprints.Adding thousands of static mesh components now takes seconds instead of up to an hour.
-
Bugfix:Fixed an issue so that comments will now be preserved on “Parameter” nodes when converting them to “Constant” nodes within the Material Editor.
-
Bugfix:Fixed an issue that prevented a material from being saved when copying a comment node from a Material Function to a Material.
-
Bugfix:Fixed an issue so that the Crash Report Client can now correctly restart Editor sessions that were run from the Launcher.
-
Bugfix:Fixed an issue where the cursor would remain hidden after left-clicking in the Orthographic view.
-
Bugfix:Fixed an issue that would cause Custom keyboard shortcuts to no longer switch between the Command and Control keys on Mac when the editor was restarted.
-
Bugfix:Fixed an issue so that debug lines will now render correctly in orthographic views if their thickness has been specified.
-
Bugfix:Fixed an issue where FBX and OBJ files containing a UV channel with no name were not imported correctly into the editor.
-
Bugfix:Fixed an issue so that the FBX importer will correctly re-import a mesh when the combined mesh checkbox was set to true.
-
Bugfix:Fixed an issue with “On Mouse Button Up” not resetting SButton’s Brush state from “Pressed” to “Hovered.”
-
Bugfix:Fixed some issues with the LODGroup workflow:
-
During FBX Import, LODs are now recomputed with the correct settings.
-
In the Static Mesh editor, Extra LODs are removed when changing the LODGroup.
-
-
Bugfix:Fixed various crashes when manipulating BSP geometry in the editor.
-
Bugfix:Fixed a crash while importing FBX scenes if objects contain procedural textures, which is not supported.
-
Bugfix:Fixed a crash when setting a closed loop on a Spline component which has no spline points defined.
-
Bugfix:Fixed an issue where the dialogue “Actors are referenced, are you sure you want to delete?” from appearing when you are copying a lot of actors to another level.
-
Bugfix:Fixed a warning that would spam the log when opening the Editor’s Blueprint menu.
-
Bugfix:Fixed an issue where an actor deletion while in Mesh Paint mode would not be undoable.
-
Bugfix:Fixed an issue where all collision would be disabled if you don’t auto-generate a simple hull when importing an FBX.
-
Bugfix:Fixed an issue where importing a Texture asset while an editor window was open for that asset would cause the Details Panel to disappear.
-
Bugfix:Fixed an issue where occasionally changing tabs in the Editor would cause the UI to freeze briefly and undock the selected tab.
-
Bugfix:Fixed an issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease or look incorrect.
-
Bugfix:Fixed an issue where structs containing enum values with whitespace characters would not correctly serialize when copied from the Details Panel.
-
Bugfix:Fixed an issue where Unreal Frontend and other standalone tools would not display tooltips on dropdown menu items.
-
Bugfix:Fixed an issue with assigning of materials on components would not work if you multi-select multiple components of a Blueprint and assign the Material.
-
Bugfix:Fixed an issue when choosing “Yes to All” was not functioning properly when asked to delete many actors.
-
Bugfix:Fixed an issue with in-game console command parameter display to include all parameters.
-
Bugfix:Fixed an issue with loctext related warnings when opening the Blueprints submenus on the Level Editor toolbar.
-
Bugfix:Fixed an issue with missing widgets when using Mobile Preview mode with a Mobile HDR disabled project.
-
Bugfix:Fixed an issue with single player PIE so that the window position is correctly fetched and saved when running a dedicated server.This is held separately to stored positions for multiple client PIE.
-
Bugfix:Fixed an issue in the output log filter not updating when text was committed.
-
Bugfix:Fixed an issue where Mobile Packaging Wizard will not find any project maps if UE4 and the Project are installed on different drives.
-
Device button text in “Device Output Log” window should be more readable now.
-
Bugfix:Fixed an issue so that .exe icon is correctly set for packaged Windows games.
-
Bugfix:Fixed an issue so that String Asset Reference properties will now only open an Asset picker (not an actor picker) as the goal is to reference an asset.
-
Bugfix:Fixed an issue where “find culprit” dialog did not honor the user's choice.
-
Bugfix:Fixed an issue with Unreal Game Sync where database events were being returned out of order could cause builds to show as never completing.
-
Bugfix:Fixed an issue with Unreal Game Sync showing a build failure/warning dialog immediately if you submit while the build is yellow/red.This now ignores builds before your last submitted CL.
-
Bugfix:“Play in Standalone Game” does not assume -window as a launch parameter therefore you can now specify -window or -fullscreen.
-
"Select all input nodes" now have a corresponding "Select all output nodes" for nodes that are output nodes.
-
Deleting many assets at once will now batch them as a single source control command instead of one for each asset.
-
Directional Light icon in the viewport changed (the two arrows within the icon were removed), as the asset itself provide another arrow indicating the light direction.
-
“HighResShot” console command now supports the same functionality as the Editor UI version and improved the help with usage examples.
-
Improved editor hitching while using launch on by delaying package save until all data is cached.
-
Minor update to the layout of the User Defined Struct editor.
-
Improvements have been made to the Unreal Frontend Project Launcher Progress page:
-
The custom profile name is now visible above the progress bar when launching a profile.
-
The Task and Status views can now be resized.
-
Columns for “Errors” and “Warnings” have been added to the Task view to show which tasks have problems.
-
Previously completed tasks are no longer cleared when the launch is cancelled.
-
The message log will now only scroll to the newest message when the log is scrolled to the very bottom.
-
-
Removed the Experimental “Live Editor” feature from UE4
-
Live Editor was an early attempt at automation of editor features using external hardware, such as MIDI.
-
This feature was never fully completed and we have no plans to continue work on it.
-
If you’d like to use MIDI devices in your editor plugins or games, please check out the new “MIDI Device” plugin available in this release!
-
-
Unreal Game Sync:Improvements to “Clean Workspace” dialog.
-
Empty folders are now set to be deleted by default.
-
Added a context menu to select all/none/empty/default for a subtree, as well as to open Windows Explorer at that location.
-
-
We now export the collision mesh when exporting to FBX.Disabled by default.
-
Added an Editor Preference option to enable or disable the export of collisions.Editor Preferences > General > FBX Export Collision Mesh.
-
-
Focusing an Actor that has 0 size bounds now works.
-
Play in editor will no longer auto resume a game on focus received if it was previously paused.
-
Rebuild lightmaps commandlet now doesn't apply world transforms twice.
-
Removed duplicate platforms from deploy list in Unreal Frontend.
-
Scalability settings will no longer auto-apply if the low performance warning message is ignored.
-
Source file paths are now normalized when caching their state.
-
The Auto Distance Error value for Static Mesh LODs can now be set to a value smaller than 1.
-
The Hue value displayed in tooltips for colors within the Theme bar will now match the hue value displayed for that color in the Color Picker.
-
The orbit camera should no longer reverse zoom direction when zoomed with the mouse wheel.
-
The performance when selecting thousands of actors has increased and should no longer render the editor unusable when lots of actors are selected.
-
The pin-type filter now filters on both the localized and source type descriptions.
-
The placement mode now filters on both the localized and source item descriptions.
-
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it.
-
Visual logger icon updated.
-
When importing a FBX file containing multiple animations, user can re-import any animation without overriding it with the first animation in the FBX file.
-
Updated Map and Set Properties so they can now be edited from within the Details Panel.Sets ensure that all of its elements are unique, and Maps ensure that all of its keys are unique.
Content Browser
-
New:Deleting folders in the Content Browser now removes the folder from disk.
-
Bugfix:Fixed a crash renaming a collection with multiple collections selected.
-
Bugfix:Fixed a crash when force deleting a blueprint with a child actor component from the Content Browser.
-
Bugfix:Fixed an issue with dynamic collections not returning anything.
-
Added ~ to the list of invalid characters for object/package names.
Landscape
-
New:Added 180° rotation support to the Landscape Mirror tool.
-
New:The Landscape LOD visualization mode now renders material tessellation while in the Viewport is in Wireframe mode.
-
Bugfix:Fixed a crash entering Landscape mode when there is a Landscape in a sublevel that is loaded but hidden.
-
Bugfix:Fixed a crash editing Landscapes with the “r.LightPropagationVolume” console variable enabled.
-
Bugfix:Fixed a crash when applying a material with tessellation enabled to a landscape or when painting a material with tessellation on a newly added component.
-
Bugfix:Fixed a crash when duplicating a level containing a Landscape through the Content Browser.
-
Bugfix:Fixed a crash when loading duplicated Landscape levels.
-
Bugfix:Fixed a crash when merging levels containing a Landscape.
-
Bugfix:Fixed a crash with Landscapes caused by using undo after using the Move-To-Level tool and then selecting a Landscape Proxy in a sub-level.
-
Bugfix:Fixed a crash if a Landscape Layer Info object is force deleted while it is in use.
-
Bugfix:Fixed an inability to import Landscape Layer weight maps when creating a Landscape.
-
Bugfix:Fixed an issue that would cause Landscape Components to be invisible when using tessellation on a Landscape.
-
Bugfix:Fixed an issue with Landscape rendering errors after using the “Change Component Size” tool.
-
Also affects initial import of a Landscape with weight maps.
-
-
Bugfix:Fixed a regression with performance when importing Landscape heightmaps.
-
Bugfix:Fixed some small typos in the Landscape tutorial.
-
Bugfix:Reduced material update log spam when creating and editing Landscapes.Some will remain since Landscape fundamentally manipulates a lot of material instances.
-
Removed "Cmd:UpdateLandscapeSetup" log file spam during while editing World Settings on maps with landscape.
Material Editor
-
New:Added the ability to clear the preview mesh on a material instance.
-
New:Added the ability to highlight all nodes connected to an input.
-
New:Added tooltips to the inputs of the Material Final Result node.
-
Bugfix:Fixed a crash when loading cooked Materials in the editor.
-
Bugfix:Fixed an issue where "Select all linked nodes" function would not show up in Material Editor for output nodes.
Matinee
-
Bugfix:Fixed an issue with incorrect subtitle timing and rendering when scrubbing.
Persona
-
New:Added better bulk import reporting so current progress through a bulk animation import can be seen, rather than only showing progress through the current animation.
-
Bugfix:Fixed a crash when changing scene settings and hitting undo in Persona with complex cloth active.
-
Bugfix:Fixed bounds calculations in Persona that include bones to respect LOD (and other required bones).
World Outliner
-
New:Added the ability to collapse and expand folders in the World Outliner.
Static Mesh Editor
-
New:Added Console Command "FORCELODGROUP" that will apply a Static Mesh LODGroup to selected groupless meshes in the editor.This can batch mesh-reduce (ie, Simplygon) all meshes in a level.
Source Control
-
Bugfix:Fixed an issue where history and merging do not work if the user has “format.pretty” setting in their gitconfig.
-
Silenced some redundant P4 errors that could be generated when running a “stat update” on a file.Some of the options produced errors when working with newly added files.These errors are now downgraded to infos like they are for the main stat command.
World Browser
-
Bugfix:Fixed a crash on Changing sub-level visibility under certain conditions.
-
Disabled use of World Composition with multiplayer PIE using separate process option, as it not properly supported now.
Foliage
-
New:Added console variables to discard grass and/or scalable foliage data on load.
-
If set in the scalability settings, it reduces the memory requirements of the "off" setting at the expense of having to reload the level when changing the setting from "off" to a higher level.
-
-
New:Implemented filter to enable painting foliage on other foliage (e.g. vines on trees).
-
Bugfix:Fixed an issue where painting foliage on blocking "query" actors was not working.Actors which are not themselves moving only need to be set to "Query" to be blocking, but the foliage tool was checking for both "Query & Physics."
-
Bugfix:Fixed an issue where disabling 'Use Landscape Lightmap' option was skewing Procedural Foliage Instances.
-
Prevent landscape grass generated in the editor viewport from being duplicated for Play In Editor (PIE) sessions.
Cooker
-
New:Added -mallocbinned commandline option to use it while cooking.Binned allocator is faster to cook in some cases.
-
New:Added experimental Partial Garbage Collection feature for cooker.Added “-partialgc” commandline option for cooker.Instead of cleaning all packages when GC, this cleans up packages which will not be required for cooking later.
-
New:Fixed an issue with deterministic cooking for bake distributions.
-
New:Improved peak memory usage by the cooker by only resolving string asset references for the current package being saved.
-
New:Now cooker processes async shader compilation while blocked doing other work.This gives a minor improvement in cook time.
-
Bugfix:Fixed an issue for partial LOD level deterministic cooking issue.Spawn Module now has its postload called before being used.
-
Cooker forces a shader compilation flush when it detects that it has passed the max memory budget.This helps to avoid out of memory problems when cooking large projects.
-
“Directories To Always Stage As UFS” now filters .uasset and .umap files.Cooked assets will no longer be replaced by their uncooked version during staging UFS.
-
Launch on in the editor will save required packages before cooking so that changes are correctly reflected.
Sequencer
-
New:Added an option to map the transform motion of a Skeletal mesh to the root bone on FBX export.This option is in the General Settings in the Miscellaneous section.
-
New:Added “Get Cine Camera Component” function from Cine Camera Actor.
-
New:Added option to convert a spawnable track to a possessable track.
-
New:Added option to create sub sequences for each master sequence shot.
-
New:Added the ability to keyframe Geometry Cache Actor properties in order to use it in sequencer.
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New:Enable "Actor to Track" on the Cine Camera Actor as a keyable property.
-
New:Enabled subtitles for audio tracks.
-
New:Force the roll and yaw of the camera crane mount to be 0 so that the camera stays level to the ground.The yaw is controlled by the crane yaw control.
-
New:Sequencer can now playback Anim Montages.
-
New:Set Skeletal meshes to always tick pose and refresh bones when there's an Animation track in Sequencer.
-
New:Tweaked default Sequencer colors.
-
Audio track is brighter.
-
Transform, bool, event tracks are less saturated.
-
Recording subsection is more saturated.
-
Fade track now shows a gradient.
-
-
New:Added icons for Cine Camera, Camera Rig Rail, and Camera Rig Crane Actors.
-
Bugfix:Fixed a crash when using sequence recorder with -game.Added GEditor check.
-
Bugfix:Fixed an issue where it was impossible to animate a single component of a structure property while still enabling the original value for non-animated components to be set externally.
-
Bugfix:Fixed an issue where the values in the key editors in Sequencer would become out of sync with the property values.
-
Bugfix:Fixed an issue with the Fade track so that is only affects the current player and not all worlds.
-
Bugfix:Fixed an issue with Game Mode Override option in movie capture so that it works when capturing the Editor.
-
Bugfix:Fixed issues where properties were not getting bound when converting from Matinee to Level Sequence tracks.
-
Bugfix:Fixed an issue with Anim Notifies not working when playing an Animation on Blueprint-driven Skeletal meshes.
-
Bugfix:Fixed an issue with Anim Trails not playing in full with a Sequencer-driven animation.
-
Bugfix:Fixed an issue with byte and integer properties not being able to be exposed to Cinematics on Blueprints.
-
Bugfix:Fixed an issue where the cursor would jump around inconsistently when ending a drag.
-
Changed curve editor visibility so that it's no longer a toggleable saved config.
-
It's now just a toggleable state because it was unexpected to have Sequencer restart with the curve editor visible.
-
-
Changed FMovieScene3DTransformTrackInstance “Update” to properly update “Component Velocity.”
-
Disabled auto-possess player for recorded pawns.
-
This fixes a bug where if you record a Third Person Template character when you open the Sequence the recorded character will possess the viewport.
-
-
Restore state when stopping the level sequence player so that objects controlled by Sequencer return to their positions.
-
Spawnables now use deferred spawning.
VR Editor
-
New:You can now instantly reset the world’s scale to its default by tapping the touchpad button while gripping the world.This makes it easy to get back to your “Player’s Size” while editing.
-
New:You can now disable VR Editor Tutorial in Editor Preferences > Experimental > VR.
-
Bugfix:Fixed an issue with blurry toolbar icon when “Use Small Toolbar Icons” was enabled in the Editor Preferences.
-
Bugfix:Fixed various issues and regressions with Mesh Paint in VR:
-
Brush preview not being rendered for lasers/mouse when not actively painting.
-
“Full press” over actors that was preventing the UI from being clickable.
-
Brush cursor displayed when hovering over UI (including selection bar/close button).
-
VR transform gizmo getting in the way of everything while painting, it is now hidden while in Mesh Paint mode.
-
Not being able to fully interact with UIs after messing around with Mesh Paint
-
Gameplay Framework
-
New:Added a cvar “t.FPSChart.OpenFolderOnDump” to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed.
-
This can be useful to avoid a bunch of open windows while doing automated testing.
-
-
New:Added “Suppress Stacking Cues” flag to Gameplay Effect options to avoid sending a Gameplay Cue RPC for each instance of a stacking Gameplay Effect.
-
New:Added “GameModeBase” and “GameStateBase” classes as parents of existing classes “GameMode” and “GameState.”The core functionality needed by all games is in the Base classes, legacy and match-specific features are in the child classes.
-
Blueprint access has been added to Game State Base for “Has Begun Play”, “Has Match Started”, “Get Player Start Time”, “Get Player Respawn Delay”, “Game Mode Class”, and “Spectator Class.”
-
Game Mode Base “Must Spectate” and “On Change Name” are now called properly.
-
Added “Restart Player At Player Start” and “Restart PLayer At Transform” to manually control of where player pawns are spawned.
-
Updated the GameMode documentation to reflect these changes and add extra context.
-
-
New:Added access to both the game's “Unpaused Time Seconds” and “Time Seconds” from Blueprints.
-
New:Added the ability to set the mouse position from Blueprints via the Player Controller.
-
New:Components can now specify whether they replicate from the Blueprint Property editor.
-
New:Components that are referenced by an “Edit Anywhere” property but are not created as part of object construction can now be edited via the in-world component editing panel.
-
New:Cull Distance Volumes no longer globally update on every Actor property change.This should reduce hitches after changing properties entirely unrelated to cull distance in levels with large Actor counts.
-
New:More Cheat Manager functions have been made available to call and to override from Blueprints.
-
New:Added “Use Client Side Level Streaming” property added to World Settings.
-
When enabled, the server doesn't evaluate streaming volumes.Instead, each client independently decides what volumes to stream in/out, depending on its players' cameras.
-
-
New:Particle System and Audio Components now route “Activate” and “Deactivate” events to Blueprints.
-
The “Delta Seconds” passed to Tick functions when using a “Tick Interval” will now represent the amount of world time that has passed since the last tick of the function.
-
The levels of a world are now categorized into different collections: dynamic, static, or duplicated.Levels default to dynamic, and this preserves existing behavior.
-
Streaming levels can be marked as static in the Levels Details panel.This distinction has no effect on how the levels are rendered, but it will cause the levels to be placed into the corresponding collection.
-
Games may opt-in to duplicating the dynamic levels when the world is loaded, and they will be maintained separately from the original levels.The game may use these duplicated levels at runtime, if desired.
-
-
New:The logic for selecting which Game Mode to spawn for a URL can now be overridden in “Game Instance”, implemented in “Preload Content For URL”, “Create Game Mode For URL”, and “Override Game Mode” Class.
-
The rules for selecting GameMode based on map prefix or alias is now modifiable in the Project Settings > Maps and Modes under the advanced options.
-
-
Bugfix:Fixed a crash undoing "replace actor with" when replaced object constructs child actors.
-
Bugfix:Fixed an issue where after duplicating a level you would have two instances of a Child Actor.
-
Bugfix:Fixed an issue where Child Actors would sometimes be created at the wrong location.
-
Bugfix:Client-side only components attached to a replicated component will no longer be removed from the “Attach Children” array when a change to attachment is made on the server.
-
Bugfix:Fixed a check in Character Movement’s “Step Up” to properly account for distance the component is above the floor.
-
Bugfix:Fixed an out of date with Radial Force Component’s “Collision Object Query Params” by adding a “Begin Play” event callback.
-
Bugfix:Fixed an issue with Gameplay Statistic’s “Spawn Emitter Attached” using wrong scale when “Snap To Target (Keep World Scale)” option is used.It was being used as a relative scale.Also, improved the comments for “Spawn Emitter Attached.”
-
Bugfix:Fixed an issue with bounds calculations for local camera animations.
-
Correctly calculated bounds as local to the initial transform in the track.
-
-
Bugfix:Fixed issues with “Can Jump” inconsistencies with previous versions.
-
Bugfix:Fixed a crash during garbage collection after deleting Audio Volume.
-
Bugfix:Fixed a crash in GetPredictionData_Server() when a player is destroyed and the server Player Controller checks to see if it needs to force a network update.This, also, fixes similar crashes when calling a Character’s “Set Replicate Movement” when not on the server.
-
Bugfix:Fixed an error icon indicating lighting issues not going away after resolving the issue on a light that was created by copy/pasting a light that had a lighting issue.
-
Bugfix:Fixed some typos in “Only Trace While Ascending” and “Deproject Screen To World.”
-
Bugfix:Fixed UK2Node_GetInputAxisValue using default flag for “Override Parent” value on the created binding, causing previous bindings to be squashed.
-
Bugfix:Fixed an issue with network replication for actors in “Always Loaded” sub-levels not working after seamless travel.
-
Bugfix:Fixed an issue with FPreviewScene-based worlds so that they now render correctly in-game.
-
Added new “Editor Preview” and “Game Preview” world types and deprecated old “Preview” world type.
-
-
Bugfix:Fixed an issue to prevent Camera Anims without a “Field of View” track from making any modifications to the camera’s FOV.
-
Bugfix:Fixed “Set Game Paused” now correctly returns whether the paused state was changed when setting it to false.
-
Component “Activate” functions now fire for “auto-activate” components if the component belongs to an actor placed in a level.
-
Component's are now correctly removed from their World's needs end of frame update list.This fixes a rare crash when a component is moved between worlds as part of seamless travel.
-
Consolidated rotation settings (Rotation Rate, Use Controller Desired Rotation flag, Orient Rotation To Movement flag) in a new "Rotation Settings" category.The Character Movement Component’s flag for “Use Controller Desired Rotation is no longer an advanced property.This makes it more easily discoverable.
-
Direct access to Static Mesh in “Static Mesh Component” has been deprecated.Please use “Get Static Mesh” and “Set Static Mesh” accessors.
-
Disabled some NaN checks in shipping builds.
-
Improved logic for when the transform of a static scene component can be modified.
-
Load game from slot will no longer sometimes fail if using a Blueprint defined class.
-
Mouse smoothing is now based on the application frame time rather than the dilated world time.
-
Native classes will now properly run construction script on PostEditMove.
-
Native Components created by “Create Default Subobject” that have been removed will no longer still exist in existing instances of that class.
-
Scene Component Attach Children will no longer periodically get duplicate entries on the client for some replicated components.
-
The FOV is now reset on the Player Camera Manager’s Camera Actor when it's initialized.
-
This fixes cases of stale FOV values after playing Camera Anims that don't end with the FOV at its base value.
-
Base FOV can now be edited in the Camera Anim properties.This enables you to specify what the FOV keys are relative to.Previously it was always using a base FOV of 90 degrees.
-
-
The position of the (null) bounding volume of an empty Text Render component is now correct.
-
Wind source components now correctly “Activate” and “Deactivate.”
Localization
-
New:Added a way to mark text in text properties as culture invariant.
-
This enables you to flag properties containing text that doesn't need to be gathered.
-
-
New:Added “As Time”, “As Date Time”, and “As Date” overrides to Blueprints to let you format a UTC time in a given timezone.This defaults to your local timezone.Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.
-
New:FText properties/pins will now preserve their existing identity (namespace + key) where possible when changing the source text.
-
New:Translations are now exported/imported per-identity rather than collapsing identical strings within the same namespace.
-
This enables translators to translate each instance of a piece of text based upon its context, rather than requiring a content producer to go back and give the entry a unique namespace.
-
It also enables us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.
-
This change also adds FLocTextHelper as a high-level API for dealing with uncompiled localized text.This should be preferred for all new code rather than dealing with manifests/archives directly.
-
-
Bugfix:Fixed a crash when dealing with code-points outside the basic multilingual plane on platforms with UTF-32 FStrings.
-
Bugfix:Fixed a crash that could occur in the source code gatherer where it would sometimes underflow an array.
-
Bugfix:Fixed an issue where localized assets were not working with “Launch On” in the editor.
-
Bugfix:Fixed an issue where the PO exporter writing out invalid escape sequences.
-
FText can now format pre-Gregorian dates correctly.
-
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped.
-
The internationalization system now correctly detects whether the local machine is in a timezone with daylight savings active
-
We now favor Traditional Chinese for Hong Kong and Macau.
Networking
-
New:World Origin rebasing has been added as an experimental feature!
-
This means that the World Origin can be different on both the client and the server.
-
This feature will continue to be improved over the next releases.
-
-
Bugfix:Fixed a crash that could occur with FCurlHttpRequest’s “Debug Callback”.
-
Bugfix:Fixed an assert that could occur when playing back a replay that was recorded on a client that uses torn-off actors.
-
Bugfix:Fixed an assert in channel cleanup code that could occur if the connection was cleaned up and there were “Keep Processing Actor Channel Bunches Map” in-flight still.
-
Bugfix:Fixed an issue where gameplay tags will work better with backwards compatibility in replays.
-
Bugfix:Fixed various issues with remapping objects that lose/gain relevancy.
-
Bugfix:Fixed an issue with replays that could cause scrubbing to a specific time to go to the wrong time.
-
Bugfix:Fixed an issue that could cause memory-constrained platforms (such as consoles) to run out of memory when scrubbing in replays in rapid succession.
-
Bugfix:Fixed an issue where replicated references that would remain null indefinitely due to becoming non relevant, and then becoming relevant again
-
Disable hot reloading when using single process MP PIE.This fixes some conflicts that can otherwise occur.
-
Don't strip map/package name from commandline on shipping config on dedicated server in the Game Instance’s “Start Game Instance”.Don’t ever parse “-replay” on dedicated servers.This enables specifying map name on servers via commandline.
-
We no longer record dormant actors in replays for better performance
Physics
-
New:Added “Simple Wheeled Vehicle Movement” Component which allows for n wheels with no motor simulation.
-
Exposed “Wheeled Vehicle Movement Component 4W” so that it can be added to any Blueprint.
-
-
New:Added “Get Bone Mass” and “Get Skeletal Center Of Mass” functions for Skeletal meshes.
-
New:Added more vehicle stats for the profiler.
-
New:BSP now supports returning texture coordinates from line traces.
-
New:Exposed “Grab Rotation” for physics handle component.Also introduce hard vs soft physics handle.
-
New:Exposed the ability to separate reverse and brake on vehicles.
-
New:Improved cook times for “Procedural Mesh” Component collision.Fixed issue where “Update Mesh Section” on Procedural Mesh may update wrong collision verts due to mesh being cleaned in cooking.
-
New:Improved warning when trying to create a constraint between different scenes.
-
New:Improvements to data caching for Destructible meshes on save.This gives an 8x-10x improvement in load times for more complex meshes.
-
Bugfix:Fixed a crash when a physical animation component’s mesh is changed out from under it.
-
Bugfix:Fixed an issue in PhAT so that multiple constraints can be selected and edited properly at the same time.
-
Bugfix:Fixed an issue where constraint component not using root body when no bone name is provided.
-
Bugfix:Fixed an issue where the constraint index was not being assigned correctly.Also, exposed “Find Constraint Bone Name” to Blueprints.
-
Bugfix:Fixed an issue with FConstraintingBaseParam’s “Contact Distance” clamping.
-
Bugfix:Fixed an issue with PhAT “Snap Constraint To Bone.”
-
Bugfix:Fixed an issue with physics handle component not accounting for bone rotation/offset.
-
Bugfix:Fixed an issue with “Set Root Body Index” so that it uses world space transform instead of reference skeleton.
-
Fixes a few issues when using ragdolls on Skeletal mesh assets that were imported with offset/rotation.
-
Also, fixes a crash when opening up old physics asset and changing its mesh.
-
-
Bugfix:Fixed an issue with vehicle suspension force offset to work from the spring location (in the z-axis) instead of the vehicle COM.
-
Bugfix:Fixed a crash caused by changing the collision response parameters of a Destructible mesh after it had been fractured.
-
Bugfix:Fixed a crash spawning complex Destructible meshes in multiplayer games.
-
Bugfix:Fixed a crash when creating a Destructible mesh from a static mesh that uses SpeedTree materials.
-
Added a warning message when attempting to do so now.
-
-
Bugfix:Fixed an issue with APEX Cloth disappearing if an actor containing a component with clothing had its custom time dilation set to 0.0.
-
Bugfix:Fixed an issue with box collision shapes not scaling correctly after using Merge Actor tool.
-
Bugfix:Fixed an issue with Destructible asset importing failing if one of the submeshes in the asset file had no geometry.
-
Bugfix:Fixed incorrect tooltips for collision channels.
-
Bugfix:Fixed an issue with line traces against a component not returning face index, where appropriate.
-
Bugfix:Fixed an issue with line traces against a specific component not returning closest hit in triangle mesh case.
-
Bugfix:Fixed an issue where mesh corruption in clothing assets would happen when importing a new mesh that requires a uint32 index buffer over a clothing asset that previously required uint16 indices.
-
Bugfix:Fixed an issue where scales like (1,0,1) not being clamped to something valid in physics code.
-
Bugfix:Fixed an issue where “Support UV From Hit Results” not informing user an editor restart is required.
-
Altered Skeletal mesh bounds calculations to ignore clothing actors if they aren't simulating on the currently active LOD.
-
Changed some exposed properties on Destructible meshes to be hidden as they are only supported for non-Destructible Skeletal meshes.This addresses an issue where Physics Shadow Assets were properties were visible.
-
Enforced block size of 16K for PhysX scratch memory when simulating.
-
Ensure that physics handle automatically wakes up any object it's grabbing on release.
-
Improved comments for Hit callbacks.
Platforms
-
New:Add HarfBuzz support for proper text shaping in languages the require it such as Arabic.
-
New:Add support to Windows and Linux for swapping allocators with -ansimalloc, -binnedmalloc, and -binnedmalloc2 to enable easy comparison at runtime.
-
New:Added "Is Gamepad Attached" to Android so users can determine when a gamepad is attached to the device.
-
New:Added support for Android local notifications using the existing local notification Blueprint mechanisms.Using these Blueprint nodes will work on both Android and iOS now.
-
New:Added support for making the game window borderless (no system border or title bar) on desktop platforms.Disabled by default.
-
Enabling requires adding “UseBorderlessWindow=True” to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini.
-
The game using this is responsible for adding a “Window Title Bar Area” widget to its UI, as well as window minimize/maximize/close buttons.
-
-
New:Adding interstitial ad support for Android using AdMob, including Blueprint functions.
-
Four functions have been added:“Load Interstitial Ad”, “Is Interstitial Ad Available”, “Is Interstitial Ad Requested”, and “Show Interstitial Ad.”
-
-
New:AndroidManifest.xml will now include the texture format used in packaging.The appropriate "supports-gl-texture" tags will be added for the texture format chosen at packaging.
-
New:Engine will select the first shader platform in [/Script/WindowsTargetPlatform.WindowsTargetSettings] as the current RHI.
-
New:Support Metal shader compiling when cross compiling on Windows.
-
This must be enabled in the IOS Build Settings page since it can significantly increase build time.
-
-
New:Enable the ability to change ports for a firewall to pass them through rsync.This addresses UE-24679.
-
New:Upgrade emsdk toolchain to 1.36.11 - emscripten.
-
New:When launching the app on iOS within the editor, the device console logs are piped into the Editor's Console Log window.
-
Bugfix:Fixed an issue with cooking for compressed content where the bit window used for compression was consumed by the wrong parameter.
-
Bugfix:Fixed a couple of problems with Mac app bundles modifying their content that made them incompatible with the Mac App Store.
-
Bugfix:Fixed an issue that was causing Sound Mixes to not properly finish at the end of certain sound effects when played on a device.Now, their behavior now matches PIE.
-
Bugfix:Fixed an issue that was causing the module Android_ASTCTargetPlatform to fail to load on Mac.
-
Bugfix:Fixed an issue where setting a new Touch Interface to none would cause any input present on the Virtual Joysticks to continue on indefinitely.Input now clears before setting a new Touch Interface.
-
Bugfix:Fixed an issue where shader compression used the cooking host platform instead of the target platform when selecting shader compression settings.
-
Bugfix:Fixed a race condition in threading code that affected pthread-based platforms, such as Linux, Mac, Android, iOS, etc.Threads are now properly joined instead of busy waiting.
-
Bugfix:Fixed an issue where iOS Movie Player can’t handle videos at resolutions that aren’t multiple of 16.Now an assert is thrown when attempting to play a non-power of 16 resolution.
-
Bugfix:Fixed an issue where occasionally a movie isn’t played on iOS.
-
Give a more friendly error message when UHT fails with an invalid error code.This will help when trying to build without the prerequisites installed.
-
Make the "Running
on " Toast stay active when launching a game to an Android device until the game has finished running on the device.Previously the toast was closing prematurely. -
Pass down any extras used to launch SplashActivity to GameActivity.This enables code that relies on intent data (such as GCM) to function as expected.The GameActivity will receive the info and not just SplashActivity.
-
The cooking process now respects the per-platform chunking manifest configuration in the game ini.If you specify -manifests it forces all platforms to generate a manifest.
-
Improved the error message that displays as Unknown Error when failing to supply a Remove Build server for iOS on Windows.
-
Changed the “OOM Backup Memory Pool” to enable each platform to set how much memory to allocate.See the “Get Back Memory Pool Size” function in “Platform Memory.”Defaults to 0, which was the previous behavior with the now removed “Support Backup Memory Pool” function in “Platform Memory,” which was only true in Windows and PS4.
Android
-
New:Updated libpng to 1.5.27 for Android to fix Google security notifications
-
New:Updated to CodeWorks for Android 1R5.
-
New:Enabled Windows types in vulkan.h from later SDKs.
-
New:ES 3.1 detection now handles 3.2 in the version string from newer devices.
-
Bugfix:Fixed a crash that would occur on Kindle Fire when trying to load a project that had enabled the Oculus plugins.
-
Bugfix:Fixed a crash on devices, such as Huawei Honor G750, which do not support the EXT_debug_lable and EXT_debug_marker extensions.
-
Bugfix:Fixed a crash that could occur when a Vulkan based project is resumed after losing focus.
-
Bugfix:Fixed an issue where some Android apps would crash if the device orientation changed when the launch splash screen was active.
-
Bugfix:Fixed an issue where OpenGL ES 3.1 detection was failing on devices which support OpenGL ES 3.2.
-
Bugfix:Fixed an issue with out of spec GLSL operations.
-
Bugfix:Fixed the Vulkan include path in the NDK check.
-
Disabled Google Play Games for ARM64 because native library causes crash on launch.
-
Hiding the virtual keyboard on Android properly closes input dialog.
-
Only use alternative event flow for Daydream packaged applications.
-
Pass through the intent action from Splash Activity to Game Activity.
-
We now properly handle seeking in Android Media Player, which did not work past 999ms before.
-
Read Android environment variables from .bashrc on Linux.
-
Restore texture filtering mode properly when movie played on Android.
-
Update cached length when file is written to on Android.
-
Use .sh extension for Android install scripts on Linux.
iOS
-
Bugfix:Fixed a crash with reflection capturing in Metal.
-
Bugfix:Fixed an issue with Metal Dynamic RHI’s “RHIReadSurfaceData” for shared textures on iOS.
-
No longer allow ES2 shaders to be compiled for tvOS.
-
Worked around some bad Xcode headers to enable compiling with Xcode8 / iOS10.
Linux
-
New:Updated installation scripts to run on Ubuntu 16.10.
-
New:Added "offscreen" video driver to SDL so the engine can now create GL context on headless machines not running any display servers (EGL is enough).
-
New:Added support for creating Linux installed builds.
-
New:Bundled libc++ with the engine to guard against STL incompatibility problems.
-
Third party code that uses STL needs to to compiled against the bundled library to benefit from this.
-
-
New:Bundled SDL updated to trunk as of late September 2016.
-
New:Choose OpenGL version based on the first targeted RHI, which enables setting the version through the .ini.
-
New:Crash error message will print more details about erroneous memory access on Linux.
-
New:Last page of the signal handler alt stack is made read-only to guard against accidental smashing of it.
-
New:Added precompiled WebRTC (xmpp) libs.
-
New:Packaged non-code projects now include a 'bootstrap' shell script for convenience.
-
New:The engine will profile and choose the fastest available clock source, which also, fixes running on Windows 10 Linux subsystem.
-
New:Updated cross-toolchain to target CentOS7 and multiple architectures.
-
New:Enabled use of xgConsole in Unreal Automation Tool.
-
Bugfix:Fixed a crash when editing Widget Blueprints.
-
Bugfix:Fixed an issue with client and server hanging when decoding voice chat.
-
Bugfix:Fixed an issue with compilation of ARM (32-bit) server builds.
-
Bugfix:Fixed an issue with copy/paste failing on Linux when the clipboard was empty.
-
Bugfix:Fixed an issue with the heartbeat thread not being stopped during handling of a crash.
-
Bugfix:Fixed an issue with QtCreator and Makefile generators, which missed some include paths and had others duplicated.
-
Bugfix:Fixed an issue with SDL EGL API binding.
-
Bugfix:Fixed an issue with UBT hanging after Ctrl + C when mono thread creation fails.
-
Bugfix:Fixed an unnecessary execution of some binding steps even when nothing has changed.
-
Bugfix:Treat abort() / SIGABRT as a crash.
-
This fixes some abnormal exits not being reported.
-
-
Disabled rebuilding hlslcc during installation given that it is now built against the bundled C++ library and will always match the engine.
-
Equals character is now enabled as part of commandline parameter value.
-
Minor robustness improvement in Linux crash handler.
-
More robust check of installed packages on Ubuntu in installation scripts.
-
Reduce amount of logging when launching externals procs.
-
ShaderCompileWorker will be told to dump core on crash in Debug editor builds to aid debugging.
-
Startup time of modular builds (e.g. editor) are 10x faster due to exclusion of unnecessary symbols.
Mac
-
New:OpenGL support is now deprecated and Metal SM4 was replaced by SM5 in 4.13.
-
We no longer compile OpenGL and Metal SM4 shaders by default to save cook time and decrease cooked data size.
-
Running under OpenGL will now display a dialog warning that Mac OpenGL is no longer supported and may not run correctly.
-
-
New:Added a commandline switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger.
-
This will capture the output from underlying libraries that would otherwise be lost when outside a debugger.
-
-
New:Added a cvar named “r.Mac.OpenGLDisabled” to disable OpenGL support on Mac.
-
If a Mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support Metal and the process will close.
-
-
New:Added more statistics for Metal to track how many textures are allocated a frame and how much buffer memory is allocated per frame.
-
New:Added support for compiling Vulkan shaders for Android on Mac.
-
New:Added optional cache inside Metal RHI for disposed texture objects so we may reuse them.This is controlled by the console variable "rhi.Metal.TextureCacheMode".
-
0 = off.
-
1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before.
-
2 = extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU.In this mode id
objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to enable the driver to reclaim unused memory if required. -
This setting can't be changed at runtime.
-
-
New:On MacOS, tvOS and iOS, the RHI and shader platform initialised on startup will now be decided by the options specified in the project's target settings rather than assumed in code.
-
When the initial selection in the target settings is not available on the current device the code will gracefully fallback, if possible or alert the user if not.
-
On Mac:Order of initialisation is the order listed in TargetedRHIs specification.
-
On iOS/tvOS:Order is explicit:Metal MRT > Metal ES 3.1 > OpenGL ES 2.
-
-
Bugfix:Fixed a crash under the validation layer and Nvidia’s El Capitan (10.11) drivers when Distance Field Particle Collisions are used without any scene Distance Fields available.We now bind the black volume texture when that is the case to avoid bad access on the GPU.
-
Bugfix:Fixed a crash caused by trying to restore Help menu item on Mac if MenuBlock didn't contain it.
-
Bugfix:Fixed a crash caused by Metal context releasing its contents in some cases on MacOS 10.12.1.
-
Bugfix:Fixed a crash in CoreAudio on unpause.
-
Bugfix:Fixed a crash in the editor on displaying a new window on MacOS 10.12+.
-
Bugfix:Fixed an issue to always bind buffers to all particle shader inputs to avoid a validation error in Metal.
-
Bugfix:Fixed an issue with AV Foundation video playback causing validation errors in Apple's debug tools, as the textures that it returns to us can't be used as render-targets and are stored in CPU-accessible memory.
-
Bugfix:Fixed an issue with AVFMedia plugin failing when a movie has captions.
-
Bugfix:Fixed an issue in MetalRHI that caused the first render query result to return the wrong result, which manifested as paused particle animations.
-
Bugfix:Fixed a focus problem in the asset picker that forced users to click on the search text field to be able to type.
-
Bugfix:Fixed an issue with game window not rendering its contents in some cases on macOS 10.12.1.
-
Bugfix:Fixed an issue with HLSL->Metal conversion for calls to asuint/asfloat where the input type matches the output type.
-
Bugfix:Fixed an issue MetalRHI's handling of calling “Set Render Targets Info” without any render targets.
-
Bugfix:Fixed an issue with TBasePassVertexShaderPolicyParamType not setting values for all shader parameters that would then cause an error in Metal's validation layer.
-
Bugfix:Fixed an issue for Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation.
-
This prevents Hammersley constant amongst others from being flushed to 0.
-
-
Bugfix:Fixed an issue with FMac Metal not natively supporting PF_G8 + sRGB as Apple claims that not all Mac GPUs have single-channel sRGB formats.
-
Changed the ShaderCache not to cache resource bindings in the draw states for shader platforms that don't use them.
-
Disabled the lazy-encoder construction in Metal for AMD.There is a situation that causes the lazy construction to perform a clear that isn't wanted.
-
Enabled more concurrent ShaderCompileWorker instances on Mac now that they don't consume such excessive amounts of memory.
-
Ensure that command-buffer failure in Metal is always fatal as there is no way to recover and make the default number of command-buffers sufficiently large to handle texture streaming in Mac games.
-
Rework Metal's handling of RHI Set Stream Source calls that override the stride of vertex declarations to be much more efficient.
-
Update the GPU identification code in Metal to handle changes made in macOS Sierra.
-
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
-
Use Metal's internal setBytes API to upload buffer data that is less than a single CPU page as this is much faster and avoids fragmenting Metal's internal heaps.On Nvidia GPUs this is always used but for iOS versions without the feature or Macs running El Capitan on Intel GPUs an extra ring-buffer is used instead.
-
Use private memory for the Metal stencil SRV workaround needed on OS X El Capitan for a small performance improvement.
PlayStation 4
-
New:Added a PS4 Device Profile when connected to a 4K TV.
-
New:“Get Num Of Tracking Sensors” and “Get Tracking Sensor Properties” are now supported by PSVR.This will return the properties for the PS4 tracking camera.
-
New:When a game supporting PlayStation Pro is connected to a 4K TV, the game may choose to automatically create 4K backbuffers or to continue with 1080p backbuffers.
-
This choice should be made on a per-game basis taking memory cost and performance into account.
-
Use “r.PS4Allow4kOutput” to enable.Disabled by default.
-
-
Bugfix:Fixed a crash that could occur with audio threading when the Kernel took over core 7 and starved the audio thread.
-
Bugfix:Fixed a possible GPU hang on PS4 when using DrawIndirect or DispatchIndirect.This hang could be seen in projects using DistanceField AO or DistanceField Shadowing.
-
Bugfix:Fixed an issue with render target alignment bugs on PS4 Pro.
-
Bugfix:Fixed some audio drops on PS4 media playback.
-
PS4 Time’s “SystemTime” now returns local machine time instead of UTC.
-
Stopped PS4 from always staging all ICU data files.
-
Upgradeable apps will now have the app_type field in Sony Project Files (.gp4) generated with the spelling 'upgradable' which is consistent with what Sony expects.
-
Removed the mapping for the Play controller's "Select" button, as it is reserved by the system.
Xbox One
-
New:The default Xbox One XDK is now August 2016 QFE 2.
-
New:Added support for multiple binaries in Xbox One deployments.Removed the need for binary renaming during deploy.
-
New:Added support for using the virtual keyboard on Xbox One.
-
New:D3D12 Movie player updated to a fast SIMD implementation.This will be replaced in a future SDK when the hardware decoder is supported.
-
New:Improved Xbox One deployment performance and iteration times.
-
Fixed an issue where staging could be performed twice per build from Visual Studio.
-
Ensured files that have not changed are not recopied for staging or deployment.
-
Modified manifest generation to avoid writing a new manifest if the contents are unchanged.
-
-
New:Refactored Xbox One controller handling to reduce Cross-OS calls to improve performance and to reduce memory usage.
-
New:Support for the media foundation player added for Xbox One.
-
New:Added better compression buffer sizing during pak creation, which will result in more files being compressed for use with hardware decompression.
-
New:Added support for staging era.xvd from the XDK, which is required by newer XDKs for application launch.
-
Bugfix:Fixed an assert when saving/loading games.
-
Bugfix:Fixed an ESRAM memory leak caused by Volume Textures.
-
Bugfix:Fixed an issue that would cause the leading character in complex AppxManifest settings to be ignored.
-
Bugfix:Fixed an issue where the shift key on a physical keyboard connected to an Xbox One kit could be ignored.
-
Bugfix:Fixed an issue with corrupted screenshots.
-
Bugfix:Fixed an issue where DirectX 12 support was not being marked as experimental for the Xbox One.
-
Bugfix:Fixed an issue with hardware compression and decompression to always fall back to the software implementation if the hardware implementation fails.
-
This could happen if data built before hardware compression support was added is decompressed through the hardware decompression path or if compression or decompression occurred before the RHI was initialized.
-
-
Disabled engine analytics on Xbox One shipping games.
HTML5
-
New: upgrade emsdk toolchain to 1.36.11
-
OSX binaries: clang.
-
Rebuilt ThirdPartySoftware libs for HTML5.
-
Windows binaries: clang.
-
Windows
-
New:Add support for multitouch in Windows 7-10!
-
New:When loading a UE4 module DLL, the engine now manually scans through project and plugin binaries and pre-loads dependent DLLs.This removes limitations caused by a maximum length of the PATH environment variable.
-
Bugfix:Fixed an issue where maximized borderless game windows would render their contents offset by 8 pixels from the top and left sides.
All Mobile
-
New:Provided access to project directory in UPL (Unreal Plugin Language) using $S(ProjectDir).
Programming
-
New:Generated project files now include intellisense definitions and include paths for all UE4 modules, rather than just those in the standard UE4 editor target.
-
New:Unreal Build Tool now supports the Intel C++ compiler on Windows.
-
New:Added a -nolink command line option for Unreal Build Tool, which enables compiling a target without linking it.This is useful for automated build tests, such as non-unity compiles.
-
Bugfix:Makefile is now invalidated if any generated headers are deleted that fixes an issue where files are moved from one module to another, and the original module no longer contains any generated headers; its include path needs to be removed from the compile environment.
-
The Unreal Build Tool now deletes any DLLs in output folders which share names with build products.The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
-
Updated the Unreal Build Tool so that programs can now be built as part of editor/client/server solution configurations.
-
Updated UnrealVS so that open documents are now saved before running a single file compile.
-
The GUBP build tools have been removed.Scripts to create binary UE4 distributions are now implemented in Build Graph.
Rendering
-
New:Added a new “Cinematic” Scalability level to the scalability system.
-
This level is intended for offline rendering of cinematics only.
-
-
New:The PS4 defrag pool size is now controlled by a new variable "r.PS4DefragPoolSize", and is not bound anymore to "r.Streaming.PoolSize."It will need to be configured to fit the project needs, in term of graphic resources.
-
New:Added 1000 nit HDR output option.
-
New:Added a cvar “r.DumpSCWQueuedJobs” to help tracking ShaderCompileWorker crashes.
-
New:Added -emitdrawevents command line parameter to enable draw events from startup.This can be useful when capturing with third party graphics debuggers.
-
New:Added material nodes “Atmospheric Fog Sun Direction” and “Atmospheric Fog Sun Color” so that materials can very easily get access to the direction and color of a directional light that has been marked as the atmospheric fog light.This can reduce the need to use MIDs or MPCs.
-
New:Added per-material UV density data for Static Meshes and Skeletal Meshes to improve texture streaming metrics.
-
New:Added Pre-Tonemapper HDR color to buffer visualization and frame capture.
-
New:Added Project Setting to enable Skincache Shader Permutations
-
New:Added shader resource compression.This will compress shader resources in memory.It is on by default for all platforms except for Xbox One.
-
New:DirectX 12 RHI implementations for PC and Xbox One are now mostly merged.
-
Some platform specific implementations remain, but optimizations and fixes will now affect both platforms at the same time.
-
-
New:Hierarchical LOD transition distances can now be adjusted based on Scalability settings.Use “r.HLOD.DistanceScale.”
-
Defaults to 1, but higher values will make the transition happen farther away.
-
-
New:Make shadow radius culling take field of view into account.
-
Note that this may affect shadow depth rendering performance positively or negatively, depending on the camera's FOV.
-
-
New:New scalability setting "r.Streaming.LimitPoolSizeToVRAM" to limit the texture streaming pool to how much video memory is available.
-
Improved the behavior when using adaptative mip bias ("r.Streaming.UsePerTextureBias") so that the scalability bias is only used to generate over-budget warnings.
-
-
New:New texture streaming build status available through "r.Streaming.CheckBuildStatus."This is used to warn the user when a texture streaming build is required.
-
New:Particle cutout optimization no longer requires SubUV animation.
-
It is now on the “Required” module and there is now a Project Setting under Rendering > Optimization > Particle Cutouts by Default that will automatically set up the cutout optimization when materials change on an emitter.
-
-
New:Console variable “r.SSR.MaxRoughness” can now be used in a Shipping build rather than as a development-only feature.
-
New:Added support for “highresshot” on Vulkan.
-
New:Texture streaming MipBias, from Scalability Settings, does not affect the wanted mips computation anymore, to prevent low texture quality on characters.
-
New:The command "ListTextures" now outputs stats in terms of "in memory" and "on disk" to improve readability.Now, results are also more consistent between cooked builds and non cooked builds.
-
New:Vulkan shaders are now using glslang from SDK 1.0.24.0.
-
New:When running with the D3D11 RHI on Windows under RenderDoc, draw events are now enabled by default.
-
New:When running with the OpenGL RHI on Windows under RenderDoc, draw events are now enabled by default.
-
New:Added a fix for Vulkan drivers returning infinite number of swapchains.
-
Bugfix:Fixed a crash exiting VR Preview when using OpenGL 4 on Windows.
-
Bugfix:Fixed a crash when using High Quality Particle lights.
-
Bugfix:Fixed a potential crash when painting in the Landscape editor.
-
Bugfix:Fixed a crash when updating hierarchical instanced static meshes on the fly.
-
Bugfix:Fixed a crash in Procedural Mesh slicing when no verts are generated.
-
Bugfix:Fixed a crash when using tessellated materials with Blueprint "Draw Material To Render Target" nodes.
-
Bugfix:Fixed a crash with Post Process Volume when using Planar Reflections with Instanced Stereo.
-
Bugfix:Fixed an issue to always bind a value for “Is Stereo Parameter” in the Planar Reflection shader parameters to avoid an invalid GPU access on Metal in shaders that perform an if-test on this variable.
-
Bugfix:Engine no longer attempts to release Static Mesh resources if the mesh was never rendered, and therefore never initialized the resources.This also fixes some incorrect stats related to static mesh memory usage.
-
Bugfix:Fixed an issue for large spotlight culling issues.
-
Bugfix:Fixed an issue for “Auto Compute LOD Distances" option in static mesh LOD settings.Previously the calculation was incorrect and would give somewhat arbitrary distances.
-
Bugfix:Fixed an issue where Skylight Occlusion Tint would not properly apply the material's diffuse color.
-
Bugfix:Fixed a fencing bug with the async compute translucency lighting volume clear.This could cause a flickering or a rare GPU hang on PS4.
-
Bugfix:Fixed an issue with divide-by-zero in certain cases in the Motion Blur Post Process.This resulted in artifacts in certain cases.
-
Bugfix:Fixed an issue with Foliage where lighting would always needs to be rebuilt.
-
Bugfix:Fixed an issue where changing Detail Mode not propagating to components.
-
Bugfix:Fixed an edge-case when replacing texture references in a material that caused sampler type updates to fail.
-
Bugfix:Fixed an issue where gamma was being incorrectly applied to vertex colors of Procedural Meshes.Fixed Bounds Scale not being applied to Procedural Mesh Component.
-
Bugfix:Fixed an issue with “Get Capsule Mesh” not working correctly when oriented.
-
Bugfix:Fixed an issue with normals on cap section when slicing Procedural Mesh Components.
-
Bugfix:Fixed an issue with possible low resolution textures when they were used within UMG.
-
Bugfix:Fixed the Primitive filter in the Statistics window of the editor.
-
Bugfix:Scaled instanced static meshes will now correctly compute world normals.
-
Bugfix:For FRCPassPostProcessVelocityScatter use the Empty vertex declaration not the Filter vertex declaration as the vertex attributes aren't read in the shader, which fixed a Metal validation error.
-
Removed the console variable “r.Vulkan.UseGLSL”, now we use SPIR-V everywhere.
-
Don't create material resources if we are in a build that can never render - Saves a few MB of memory
-
Made shadow radius culling take field of view into account.Note that this may affect shadow depth rendering performance positively or negatively, depending on the camera's FOV.
-
When using the GPU skin cache experimental feature, less shader permutations are now needed.
-
On XboxOne, the Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
FX
-
Bugfix:Fixed a rare crash in Particle Trail Emitter instances.
Lighting
-
New:Added “Capsule Indirect Shadow Min Visibility” to Skeletal Meshes, so that artists have control over indirect Capsule Shadow darkness without changing cvars.
-
New:Added flag for “Visible In Reflection Captures” to Primitive Component, which is useful for hiding objects too close to the capture point
-
New:Added “Distance Field Bias” to Static Mesh Build Settings for mesh Distance Fields, which is useful for reducing self shadowing on meshes that have ambient animation.
-
New:Changed the default Planar Reflection “Distance From Plane Fadeout End” from 600 to 100, which reduces artifacts and is a more intuitive initial setting.
-
New:Clamp Indirect Lighting Quality to 1 in preview builds to keep previews useful even with Indirect Lighting Quality jacked up to 10.
-
New:Distance Field Ambient Occlusion and Ray Traced Distance Field shadows are now enabled in High and Epic scalability settings by default.
-
New:Planar Reflection Actor show flags can now be edited.
-
New:Static light source shapes will no longer draw black in Reflection Captures.They will now fade out instead.
-
New:Static lights with Min Roughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights.
-
Bugfix:Fixed an issue where lightmaps would not be applied because of how component transforms were computed.
-
Bugfix:Fixed an issue with double lighting of clear coat, cloth, and eye shading models.
-
Bugfix:Fixed an issue where the Global Distance Field was not dirtying previous object position on Update Transform.This left behind a phantom shadow on teleports.
-
Bugfix:Fixed an issue with Instanced Static Meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build.
-
Bugfix:Fixed an issue with pre-shadow artifacts with multiple scenes, like the character receiving Stationary Light shadows from static environment.
-
Bugfix:Fixed an issue with Ray Traced Distance Field Shadows on PS4.
-
Bugfix:Fixed the “r.AllowStaticLighting” flag in the pixel inspector.
-
Bugfix:Fixed an issue Screen Space Reflections disappearing when the camera direction is near perpendicular to the pixel’s normal.
-
Bugfix:Resolved HLOD self-shadowing interactions in Lightmass.
-
Bugfix:Scene captures and Planar Reflections force a scene color alpha channel to be used when they are capturing.This fixes Planar Reflections with “r.SceneColorFormat=3”, which happens due to scalability.
-
Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them.
-
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple Stationary Lights with the flag
“Use Area Shadows For Stationary Light” interfering. -
Now clamping light Min Roughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
-
Shortened lightmass export filenames to prevent path length issues.
Materials
-
New:Added "pre-skinned local position" material graph node.Available in the vertex shader only but can be passed through Custom UV interpolators.
-
New:Added new material functions to engine\content:
-
Interior Cubemaps:Maps specified cubemaps to a virtual box.Useful for displaying insides of buildings without using polygons.
-
Ray March Heightmap:Performs a ray march through a heightmap as if it were a volume.Enables more volumetric lighting for heightmaps and flipbooks.
-
High Pass Function:Performs a high pass operation on a specified Function.Requires multiple offset samples of the function to be hooked up.
-
High Pass Texture:Performs a high pass operation on a texture object.
-
Unsharp Mask Function:Performs an unsharp mask operation on a specified function.Requires multiple offset samples of the function to be hooked up.
-
Unsharp Mask Texture:Performs an unsharp mask operation on a texture object.
-
Box Intersection:Returns the ray entry and exit positions and distance traveled inside a box.Box is axis aligned.To support arbitrary rotations, transform the view ray into the local space of the new coordinates.
-
Cylinder Intersection:Returns the ray entry and exit positions and distance traveled inside a cylinder.
-
Quadratic Formula:A simple helper function providing pins to solve the quadratic formula, providing T0 and T1.
-
Smooth Ceil:Like regular ceil but with a variable soft ramp before each integer cutoff.
-
Axis Aligned Fresnel:Performs fresnel restricted to a single axis.This is useful to restrict a rim light to only the edges of an object, even at glancing angles.
-
-
New:All noise material functions except "Fast Gradient Noise" now work on mobile.
-
New:Noise material functions have been made a little faster (up to 1.7x) by changing the GPU random number generators used.
-
New:Stereo planar reflection support.
-
Bugfix:Fixed a case where material functions would incorrectly flag as a re-entrant expression.
-
Bugfix:Fixed a case where material nodes containing a dot product or length calculation could optimize and ignore the actual vector sizes.
-
Bugfix:Fixed a number of issues with subsurface profile shading model.
-
Emissive lighting was being applied twice when rendering checkerboard skin.
-
Emissive lighting was modulated by basecolor in the recombine when rendering checkerboard skin.
-
Metallic materials were contributing specular lighting to the diffuse channel when rendering checkerboard skin.
-
Optimization:Fall back to default lit lighting for pixels where the opacity is 0.
-
-
Bugfix:Fixed an infinite loop crash when chaining multiple material attribute functions together.
-
Bugfix:Fixed texture streaming for instanced components like foliage.
-
Bugfix:Fixed world position in downsampled separate translucency.
-
Bugfix:Fixed cases where chained calls to the same function will overwrite input connections on previous calls in the chain by linking function inputs into the caller graph before re-entering after compiling an input.
-
Updated the Actor Position node to now be set to the position of the actor you are attached to instead of your owning actor.
Postprocessing
-
New:Added Alpha output support for postprocess materials (optional as a property of the material).
-
Anti Aliasing method has been removed from Post Process volume settings, and can now only be set from Project Settings under the Rendering section.
Optimizations
-
New:Added shadow stencil clear optimization - avoids clearing stencil for each projected shadow by zeroing the stencil buffer during testing.
-
This can give significant performance gains in cases with large numbers of per-object shadows (e.g. many characters with a single stationary light).
-
Note:Writing to stencil during testing negates the use of high stencil on many GPUs, but this change is still a clear win an all the cases we tested.
-
-
Updated material resources to not be created if we are in a build that can never render - This saves a few MB of memory.
Mobile Rendering
-
New:Improved Mobile Scalability options. Each mobile material quality level can now specify a CSM shadow filtering quality, and the Fog calculation can now be enabled and disabled for both HDR and non-HDR mobile games.
-
New:Added on screen warning for invalid reflection captures.It can be seen only in a game running with mobile renderer.
-
New:Added option to mobile quality level settings to control the quality of filtering applied when rendering with CSM shaders.
-
New:Android device profiles can now elect to disable support for Vulkan and fallback to OpenGLES.
-
Use the console command r.Android.DisableVulkanSupport to disable support for Vulkan.
-
-
New:Mobile vertex fog is now a project option.
-
It can now be enabled or disabled regardless of Mobile HDR project setting.
-
-
New:Added basic mobile support for global clip plane project setting.
-
This fixes rendering issues with planar reflections on mobile.
-
-
New:Added more stringent checks for Android ES3.1 compatibility.
-
Android ES3.1 devices must also support floating point render targets and shader IO blocks.
-
Improved logging when ES3.1 support has failed.
-
-
Bugfix:Fixed a crash on startup when using Vulkan on Android devices with Mali-based GPUs.
-
Bugfix:Fixed Average Brightness property being applied to reflections in gamma space in the mobile base pass.This would cause ES2 reflections to be overbright.
-
Bugfix:Fixed case where Sky Light could be rendered in green color on some Android devices.
-
Bugfix:Fixed an issue where the editor ES2 Feature Level Preview and Mobile Preview PIE modes were not correctly limiting materials to only the 8 textures available on ES2.
-
Bugfix:Fixed issues with modulated shadows and decals on some PowerVR54x based android devices (such as Galaxy S4).
-
Bugfix:Fixed issues with transparent depth reading materials reading invalid depths on some android devices.
-
Bugfix:Fixed planar reflections when running Vulkan on Android devices with Adreno-based GPUs.
-
Bugfix:Fixed possible rendering issues with gpu skinning on OpenGL ES 3.1 platforms.
-
Bugfix:Fixed Android to use single channel texture for Shadow Maps instead of 4 channel.
-
Bugfix:Fixed Black HDR compressed textures on devices with Mali GPUs.
-
Bugfix:Fixed Black rendering artifacts on Nvidia Shield Tablet device when project is built with Deferred OpenGL ES rendering support.
-
Bugfix:Fixed ES3+ devices to properly detect support for HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats.
-
Bugfix:Fixed the Help text for SortBasePass console variable to now properly describe each option.
-
Bugfix:Fixed iPad Mini 4 devices to now correctly render refraction effect.
-
Bugfix:Fixed Particle Cutout crashes on certain devices (Samsung Galaxy Note 2).
-
Bugfix:Fixed Shader compile errors on NVIDIA Shield devices when project uses dynamic Point Lights.
-
Updated planar reflections on mobile to no longer cause GPU particles to be updated twice per frame.
-
Updated scene captures to now correctly decode scene color on devices that do not support floating point targets (such as the pre-updated Galaxy S6).
-
Previously, Mobile HDR setting implied vertex fog.If your project does not use Mobile HDR, you may wish to disable Vertex Fog in the Project Settings.
UI
-
New:Added delegate to the Game Viewport Client that notifies when the Game's platform specific window is being closed, and can be used to prevent the game from being exited (and the window from being closed).
-
New:Textures, Materials, and Paper2D Sprites can now be added to Widget Blueprints directly from the Content Browser.
-
New:Updated the Text Render Component to support multiple font pages.
-
Updated Circular Throbber widgets to no longer support Period values less than zero and they will no longer throw an error when set to zero.
-
Updated the viewport to no longer lose mouse focus if a visible cursor clicks inside of it when the cursor should be visible.
-
Updated drag operations to only be completed or canceled by the finger that started the operation, when using touch input.
Slate
-
New:Added support for underlined text rendering.
-
The Text Block Style can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from the Core Style class).
-
When a brush is specified here, we inject highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.
-
-
New:Added the Window Title Bar Area widget (and UMG wrapper for it), which can be used to specify which regions of the UI should enable the user to drag the window on desktop platforms.
-
New:You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build.
-
LastResort.ttf has been moved to this folder.
-
-
Bugfix:Fixed jittering that could occur when using a fixed wrapping width with an editable text.
-
Bugfix:Fixed an issue preventing Editable Text and Multi Line Editable Text from setting the correct foreground color when painting.
-
Bugfix:Fixed volatility and invalidation issues for text widgets.
-
Bugfix:Fixed Editor freezes and memory leaks when slate remote is enabled.
-
Bugfix:Fixed Scroll Box right mouse/touch grab scrolling functionality.
-
Bugfix:Fixed engine compilation with defined LOG_SLATE_EVENTS.
-
Updated material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha.
-
This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
-
-
Updated Menu Anchor and Scroll Box to now work with invalidation panels.
UMG
-
New:Added controller support to Combo Box widget.
-
New:Added support for outline fonts.
-
New:Updated the Copy, Cut & Paste animation tracks to be fully supported in UMG now, though not fully supported for Sequencer in general (outside of UMG).
-
New:Updated the safe zone widget in both Slate and UMG to have the ability to control which sides are accounted for.
-
This can enable the nesting of these widgets to solve situations where you want parts of your layouts to extend to the edge of the viewport.
-
-
New:Updated the selection of animation tracks in UMG to automatically update the selected widgets now.
-
New:Added an option to exclude all UMG widgets and slots from dedicated server builds.
-
Set bLoadWidgetsOnDedicatedServer=false for this behavior.
-
-
New:Exposed a trace channel for the Widget Interaction Component.
-
Defaults to Visibility.
-
-
New:Took the Widget Component and Widget Interaction Components out of experimental.
-
Removed old importing support for upgrading ancient versions of widget components.
-
Removed parabola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
-
-
New:Updated the designer so that you can disable and enable the dashed lines around containers by using ‘G’ to toggle game mode.The option in the settings is now used as the default when you startup a designer.
-
New:Updated the UMG "Replace with" function to now support "Replace with *Selected Widget*".
-
New:Updated UMG Project settings to now show/hide different widget classes and categories in Palette view.
-
Set this option under Project Settings->Editor->UMG Editor.
-
-
Bugfix:Fixed an issue where renaming a widget would cause the slot content animation track to be invalid.
-
Bugfix:Fixed an issue where buttons inside a scroll list with a click method set to Precise Click would activate if the mouse was released when they are out of view.
-
Bugfix:Fixed an issue where removing a Widget from Panel Widget did not invalidate layout, which could leave it still visible accidentally.
-
Bugfix:Added missing base includes and forward declarations for Progress Bar and Text Block.
-
Bugfix:Fixed 3D widgets getting culled when using materials that disable depth testing.
-
Updated Combo Box (String) widgets to now correctly clear the currently selected option if that option is removed from a Selection Changed callback.
-
Prevented widget animation from being named the same as one of the override functions in a User Widget.
-
Updated the Experimental Class warning to now have a more detailed description.
-
Updated minimized windows to no longer behave like they are visible when determining what widgets are located under the mouse cursor.
-
Updated the grid panel to now properly set padding on slots as it is intended to.
-
Updated the wrap box so that the second row now properly receives "inner" vertical padding.
-
Documented the meta parameters allowed on widgets, like we do for regular UObjects.
-
For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just use BindWidgetOptional, rather than the combination of BindWidget and setting OptionalWidget to true.
-
-
Improved setting focus for users on widgets.
-
If we are unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the Slate Operations FReply on Local Player to set focus in the next frame when it is more likely the widget will become focus-able.
-
-
Updated retainer widgets to now contain the Virtual Window directly in the hierarchy.This should now make it possible to reliably focus elements inside the retainer widget.
-
Updated Button and Widget to no longer multiply color and opacity twice.
VR
-
New:Added support for getting the HMD Device name (e.g."OculusRift," "SteamVR," "PSVR," etc) through Blueprints and C++.
-
New:Added the "Start in VR" project setting, which enables projects to specify that they would like to automatically attempt to run in VR mode, regardless of whether or not -vr is passed on the commandline.
-
New:Added the ability to re-enter VR preview in the Editor after exiting from it using the quit option inside the SteamVR overlay.Previously one had to quit and restart the Editor to re-enable VR.
-
It is now possible to reliably exit a game from the Steam VR overlay exit button, even when previewing in the Editor.
-
-
New:Added the ability to select which HMD module to use on startup by passing "hmd=
" on the command line. -
This is useful if you have more than one type of device attached to your machine.If no device matches the name passed in, a warning will be printed to the log and VR will be disabled.
-
-
New:Added support to the Oculus Rift for the "r.ScreenPercentage" console variable if it is set manually.
-
The obsolete console command "HMD SCREENPERCENTAGE" will still work, but assigning to "r.ScreenPercentage" is now the preferred way.
-
-
New:Updated the PSVR 2DVR texture to now be a UTexture, so it can be a RenderTarget, etc.Also improved error reporting for this and some other PSVR features.
-
New:Added three options to the PSVR HMD Setup Dialog Cancel reactions.
-
Disallow Cancel - Put the HMD Setup Dialog up again.Appropriate for titles that only support VR output.
-
Switch To 2D - Switch to 2D output mode and send the HMD Connect Canceled Delegate.Appropriate for apps where 2D play is supported.
-
Delegate Defined - Fire the HMD Connect Canceled Delegate.The project needs to handle this delegate and take appropriate action while being mindful of TRC requirements.
-
Be sure to consider the case where the HMD is disconnected as the program starts up.
-
-
New:Added delegates for when the PSVR headset is taken off the head or put on the head.
-
New:Updated GoogleVR SDK to v1.01, which adds proper support for splash screens.
-
New:Updated OSVR plugin.
-
Fixes multiple crashes, and improves tracking.
-
-
New:Added VR splash screen for level transitions.
-
New:Updated UI elements that composite after reprojection to preserve quality.
-
Bugfix:Applied fix for Adreno GearVR devices rendering black on startup.
-
Bugfix:Fixed Add Controller Yaw Input with PSVR.The yaw was being reset every frame.
-
Bugfix:Fixed an issue where the main editor window was not restored after exiting VR preview in some cases.
-
Bugfix:Fixed crash when exiting PIE while a panoramic screenshot was in the process of being taken.
-
Bugfix:Fixed motion controller attachment movement when the game is paused.
-
Bugfix:Fixed PSVR reprojection prediction time.HMD motion now runs off the edge of the rendered area less easily.
-
Bugfix:Fixed saving the Oculus Rift INI setting "bPixelDensityAdaptive".It was previously saved as a floating point value instead of a boolean.
-
Bugfix:Fixed some static analysis warnings in Oculus Rift plugin code.
-
Bugfix:Fixed the "Get bounds node" for SteamVR to return the correct bounds if they have changed since initialization.This could happen if the HMD was outside of tracking area during start up.
-
Worked around a bug in SteamVR that caused VR to fail to initialize if SteamVR isn't running when launching the application.
-
Added positional tracking information on PSVR even when the device isn't optically tracked.This enables proper IPD to be taken into account for rendering.
-
Added support for the left menu button on the Oculus Touch controllers.
-
Adjusted Hidden/Visible area masks to eliminate black crescents at the top and the bottom edges of the PSVR HMD.
-
Updated changing world to meters scale while running in VR Preview mode in the Editor on Oculus Rift so that it now correctly applies the changes to the Oculus Touch controllers.
-
Updated VR play-in-editor to always use "Game has mouse focus" option, to ensure that motion controllers are routing input correctly to the game.
-
Added a PSVR Morpheus project setting to set the reprojection wrap mode to Mirror or Clamp To Border.This determines how left and right reprojection artifact pixels are filled.
-
Mirror, the default, fills them with some nearby pixels.
-
ClampToBorder fills them with the border color (usually black).
-
Most content works best with mirror.
-
-
Updated PSVR to now ignore partial HMD tracking data before the HMD has been tracked in a game session because orientation based re-projection does not function until that happens.There is a project setting to disable this, should the PS4 behavior change in the future.
Other
-
New:Added the ability to change Device Profiles at runtime.
-
Use "dp.override
".If you do it again to another one, it will reset the settings to what they were originally, before applying the second new Device Profile.This is because the second Device Profile may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. -
Changed “Set Quality Levels” function, in Scalability.cpp, to no longer change the “SetBy” priority when setting console variables.This now keeps the “SetBy” the same as it was, which helps with conflicts between game settings and Device Profiles.See the “Set With Current Priority” function.
-
-
New:Added an option to toggle full screen with F11 key in addition to Alt+Enter in games.
-
New:Added Parse function to JsonObject.cs to be able to parse a string instead of only files.
-
New:Env Query Instance Blueprint Wrapper is now Blueprintable.
-
This enables you to make Blueprints that enable more complex 'wrapper' behavior when using the Blueprint node “Run EQS Query” (on the EnvQueryManager).
-
Made “EEnvQueryStatus” a Blueprint type, which makes it much easier to work with in Blueprints.
-
-
New:For Media Assets, added “Can Play Source” and “Can Play Url” methods to Media Player.
-
New:For Media Assets, added more verbose logging output, e.g. for dropped video frames.
-
New:For Media Assets, added “Open File” method to Media Player.
-
New:For Media Assets, implemented Platform Media Source.
-
New:For Media Assets, Implemented per-platform media player overrides in Media Asset derived classes.
-
New:For Media Player Editor, added “Original Size” viewport mode.
-
New:For Media Player Editor, added Stats tab to show decoder performance statistics during playback.
-
New:For Media Player Editor, added support for dragging and dropping media files into media player editor.
-
New:For Media Player Editor, implemented platform player overrides details customization for media assets.
-
New:For Media Player Editor, trimming leading and trailing whitespace in URL textbox.
-
New:Project-specific versions of identically named engine plugins are now supported.
-
Multiple plugins with the same name are prohibited at other times.
-
-
New:For PS4 Media, improved memory allocator to avoid “out-of-memory” issues when playing multiple videos.
-
New:For Wmf Media, added QuickTime to known video subtypes.
-
New:For Wmf Media, refactored playback topology handling to support multiple tracks and track switching.
-
New:For Avf Media, added missing supported media file extensions for macOS/iOS media player.
-
Bugfix:Fixed a crash when loading Unreal Stats in the Session Frontend.
-
Bugfix:Fixed a crash where sometimes the Crash Reporter Client would crash if it didn’t receive a ping responses from the Epic crash server.
-
Bugfix:Fixed a crash when after playing media that requires a different conversion shader.
-
Bugfix:Fixed an issue with window centering when moving from fullscreen to windowed mode.
-
Bugfix:Fixed an issue with Media assets where existing native player not being reused when opening new media source.
-
Bugfix:For Media assets, improved the appearance of file media source paths.
-
Bugfix:For the Media Player Editor, fixed the media player selection is ignored if media specifies player overrides.
-
Bugfix:For the Media Player Editor, fixed where the URL box would sometimes incorrectly show media load error even though it loaded correctly.
-
Bugfix:For PS4 Media, fixed a crash with the CPU/GPU due to a race condition in destructor.
-
Bugfix:For Wmf Media, fixed an issue where FourCC types printing in reverse order.
-
Bugfix:For Wmf Media, fixed an issue with GuidToString printing the incorrect byte sequence.
-
Bugfix:For Wmf Media, fixed a memory leak while playing videos.
-
Bugfix:For Wmf Media, fixed an issue where WMV2 encoded videos were too bright.
-
Bugfix:Removed still image tracks and sinks.
-
Removed use of Windows Error Report API from engine crash handling.Fixes cases where WER settings in Windows could block UE4 crash report system.
Programming Release Notes
AI
Navigation
-
Added sanity checks to NavDataSet elements access in UNavigationSystem.
-
CrowdAgentMoveDirection will be set while traversing a link, unless the agent is falling.
-
Made NavigationSystem call TickAsyncBuild on all navigation data instances while there is an ongoing navigation build in progress, regardless of whether auto navmesh update is enabled.
Animation
-
New:Made RawAnimationData (and associated structures) private and added accessors and new functionality to enable modification in a safer way than direct access.
Blueprints
-
New:Added GetConvenientWindowedResolutions to KismetSystemLibrary.
-
New:Added ability to use "AdvancedDisplay" metadata in MakeStruct nodes.
-
Bugfix:Fixed an issue in Blueprint compilation that could cause crashes with certain memory allocators.
-
Bugfix:Fixed an issue where components of inherited grandchild blueprints would sometimes use invalid components as their outer in cooked builds.
Core
-
New:Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements.
-
Note:Things that force a GC will still force a GC after using this method (and they will also reset the timer).
-
-
New:Added a method to extract swing and twist quaternions from FQuat.
-
New:Added a new Invoke function which enables member function pointers and data member pointers to be used as simple projections in algorithms.
-
New:Added a Super typedef to USTRUCTs which specify another USTRUCT as their base.
-
New:Added a TNot metafunction which inverts the Value of another boolean metafunction.
-
New:Added Algo::Sort which sorts a range like TArray::Sort but doesn't auto-dereference pointers.
-
New:Added Algo::SortBy which sorts a range via a projection of the elements.
-
New:Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists).
-
New:Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified.
-
New:Added array-new support to TUniquePtr and MakeUnique.
-
New:Added AsyncThread function to enable stack size and priority to be specified
-
New:Added ENGINE_API to FStripDataFlags so that it can be used outside of the Engine module.
-
New:Added extra context to FTableRowBase::OnPostDataImport.
-
It now takes the owning data table and the row name as parameters.This enables it to do more useful fix-up that depends on the context of where it is used.
-
-
New:Added Find and Contains functions to TBitArray.
-
New:Added FUNCTION_NO_NULL_RETURN_BEGIN and _END to statically annotate a function that never returns a null pointer.
-
New:Added GetData(), GetNum() generic functions, and TElementType, TIsContiguousContainer traits.
-
The generic GetData() is only valid for contiguous containers, which include C arrays, initializer lists, TArray and TArrayView.
-
-
New:Added Invoke support for TFunction, which enables a member function pointer or data member pointer to be bound to a TFunction.
-
New:Added Invoke() support to CopyIf
-
New:Added MakeShared to enable the construction of an object and its reference controller in a single allocation.
-
New:Added new Algo::Count and CountIf, for counting elements in a container which match a given value / predicate.
-
New:Added some extra checks to catch uninitialized pointers passed to the garbage collector.
-
New:Added support for custom versions in FArchiveProxy.
-
New:Added TLess<> and TGreater<> specializations which can take any argument type.
-
New:Disabled logging to memory in shipping builds by default.From now on FOutputDeviceMemory will be an opt-in for games.
-
New:Improved bitwise swapping for Swap so that it produces more optimal code in general.
-
New:New Objects can now be created as duplicate transient or PIE duplicate transient consistent with the flags of properties that reference them.
-
New:When the Event Driven Loader is enabled in cooked games, the engine will use the async loading path when loading all assets (even when using LoadObject function).
-
New:Added display of the name of the corrupt pak file in various pak file error messages.
-
New:Added FArchive::operator<< for enum classes, which serializes the underlying type.
-
Changed generated code to never use TEnumAsByte for generated code for enum classes.
-
-
New:Added TIsEnumClass metafunction, for determining if a type is an enum class.
-
New:Added TUseBitwiseSwap
type trait for user-defined types to specialize (as 'false') if it enables better code generation. -
Bugfix:Fixed bad format string in FLinkerLoad::VerifyImport.
-
Bugfix:Fixed a compile error when declaring a TFunction returning a reference type.
-
Bugfix:Fixed all static analysis warnings in editor builds.
-
Bugfix:Fixed an Unreal Header Tool code generation error when defining a UFUNCTION with a TArray
>. -
Bugfix:Fixed bulk data using source data pointer as an archive instead of raw data when saving.
-
Bugfix:Fixed constness of ILandscapeEditorModule::GetHeightmapFormatByExtension() and ILandscapeEditorModule::GetWeightmapFormatByExtension().
-
Bugfix:Fixed destructor calls not being called on the destination container during a TSparseArray, TMap and TSet move assignment.
-
Bugfix:Fixed FWeakObjectPtr/TWeakObjectPtr debugger visualization which depended upon C++ initialization order.
-
Bugfix:Fixed TCString::Strspn.
-
Bugfix:Fixed TSparseArray debugger visualizer.
-
Changed FMallocStomp::GetAllocationSize() to return the requested allocation size instead of the physical allocation size to make FMallocStomp work properly with FMallocPoisonProxy.
-
Changed checkSlow() to check() when verifying type compatibility in GetDefaultObject<> because this is potentially an unsafe static cast.
-
FindObjectWithOuter once again enables ClassToLookFor to be null as comment indicates is allowed.
-
Increased the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking.
-
Lowered verbosity of several error messages that happen when deleting native properties or components.
-
Lowered verbosity of several warning messages that happen when deleting properties or components from parent classes.These issues used to require resaving the child blueprint or level.
-
Made FString::Mid assert when passed a negative count.
-
Made Unreal Header Tool able to parse final classes.
-
Moved RemoveNamesFromMasterList from UEnum destructor to BeginDestroy to avoid potential issues when its package has already been destroyed.
-
Removed blueprint stack warning messages from shipping builds, the stack was missing so the warnings were pointless.
-
Updated stack captures to now always go down the fast path.This avoids a game going unresponsive on Windows when printing or capturing large numbers of callstacks such as with the 'mallocleak' command.
-
Updated the JSON writer to now write floats with a suitable level of precision, where before it was always writing many redundant zeroes.
Editor and Tools
-
New:Added allocation tagging to MemoryProfiler2
-
See FMallocProfiler::AddTag and FMallocProfiler::RemoveTag.Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the tool).
-
Added object, package, and class tags by default (this uses FScopeCycleCounterUObject, so the stats system is now enabled when malloc profiling).
-
-
New:Optimization and usability improvements of the MemoryProfiler2 tool
-
Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
-
Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
-
-
Bugfix:Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true.
-
PostEditComponentMove will now be called correctly when stopping a drag operation of a scene component of an actor in a level.
-
UWorldComposition::GetTilesList function can now be used in game code (previously only in Editor).
-
Fixed all static analysis warnings in Editor builds.
Content Browser
-
Bugfix:Fixed an issue where re-scanning a package file may leave old assets in the asset registry.
-
It used to not clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
-
This also exposes a PackageDeleted function to enable manually clearing anything associated with a package (if doing some custom asset work).
-
World Browser
-
UWorldComposition::GetTilesList function can now be used in game code (previously only in Editor)
Sequencer
-
New:Added interface to extend the matinee to level sequence converter.
Gameplay Framework
-
New:Actors can now specify via bRunConstructionScriptOnDrag whether PostEditMove should fire the construction script on every move or only when the move is considered finished.
-
New:Added a bWasCancelled parameter to GameplayAbility::EndAbility.This enables us to determine if an ability was ended prematurely.Added an OnAbilitySucceeded delegate for determining when an ability was successfully ended.
-
New:Added an FName constructor to FCollisionProfileName.
-
New:FLocalPlayerContext functions no longer check by default.
-
New:UPrimitiveComponent now has an optional list of components it will ignore collision with when performing movement sweeps.
-
New:UWorld now has a member that accumulates the dilated/clamped game time even when paused called UnpausedTimeSeconds.
-
Bugfix:Fixed an issue where FGameplayTagContainer::HasTag(Tag, IncludeParent, IncludeParent) would miss some matches.Added tests to find other issues.
-
Bugfix:Fixed an issue where FindTeleportSpot used when spawning actors would sometimes fail to find a valid nearby spot depending on the previous collision results.
-
Bugfix:Fixed CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor.This only occurred if bAlwaysCheckFloor was false.
-
This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occurred.
-
-
Bugfix:Fixed tooltip text for p.NetEnableListenServerSmoothing command (it was a copy/paste from another command).
-
Updated bRemoteOwned to no longer be settable in FSpawnActorParameters as only spawning a replicated Actor from the replication code should ever have been setting this to true.
-
Updated Components to no longer need to specify whether they want begin play or not.
-
Updated GetNextViewablePlayer to now check and return correct PlayerState.
Localization
-
New:Added basic support for localizing plugins.
-
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only localization.
Networking
-
Updated UDPPing to enable a stack size to be set for the individual threads that the ping will be performed on to compensate for third party injected code that exceeds stack space available in default 32k limit.
Online
-
New:Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread.
-
New:Added a UChatroom class that does some basic chat room join/create/leave functionality using the online chat interface.
-
New:Added an ExpirationDate field to FOnlineStoreOffer.This value is initialized as FDateTime::MaxValue().
-
New:Added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession as convenience functions.
-
New:Added OSS.VoiceLoopback <0/1> to debug chat by including local talkers into remote talkers audio queue.Additionally added "ONLINE VOICE DUMP" exec command to print out known state of voice interface for troubleshooting.
-
Removed spurious log message during voice initialization as it is covered by other logging.
-
Added proper GetResolvedConnectString functions for PS4/Live.
-
UPartyGameState::ResetLocalPlayerState() iterates over local players rather than game state player array for the very rare cases where AGameState is null.
Physics
-
New:Kinematic actors now excluded from active transforms generation.This saves time in fetchResults.
-
New:PhysicsConstraintComponent now exported and can be subclassed outside Engine.
-
New:Sweeps can now take a rotation parameter that will enable the shapes used for the sweep to have their orientation changed.
-
Bugfix:PhysX no longer returns NaN from some penetration tests.
-
Bugfix:Fixed crash from user doing unsafe things during fetchResults by moving OnConstraintBreak delegate so that it fires outside of fetchResults.
-
Implemented copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
-
Moved skeletal mesh component physics updating into EndPhysics so that other components can use it safely in PostPhysics.
Platforms
-
New:Added support for delay load DLLs for Xbox One.
-
New: libcurl 7_48_0 - headers and lib updates
-
New: libwebsockets 1.7.4 - headers and lib updates
-
New: openssl 1_0_2h - headers and lib updates
-
New: webRTC rev.12643 - headers and lib updates
-
New: zlib 1.2.8 - headers and lib updates
-
Bugfix:Fixed a parameter order issue that could cause incorrect compression settings to be used.
-
Bugfix:Fixed a threading issue with the virtual keyboard implementation that could cause the use of protected Slate functions from a non-game thread.
-
Bugfix:Fixed an issue where stats were using unsupported 64 bit atomics on Windows XP.
-
Bugfix:Fixed an issue where the wrong xdk.h header could be included by ShaderCompileWorker if a Tools SDK with a different version than the target XDK was installed.
-
Bugfix:Fixed an issue where Windows XP would not build if the Windows 10 SDK was installed.
-
Bugfix:Fixed an issue where Xbox One was warning about PDB files missing that are not meant to be present.
-
Bugfix:Fixed incompatible VR code being built for Windows XP.
-
Converted the PS4MallocCrash class into a generic one.
-
Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME.
iOS
-
New:Added PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines.
Mac
-
New:Changed the code responsible for generating RPATH entries to enable third party dylibs on Mac to be loaded from plugin subfolders.
-
New:Implemented IsGamepadAttached() function.
-
Bugfix:Fixed indexing of iOS and tvOS-specific files in Xcode project.
-
Changed FString(const NSString* In) constructor to use CFStringGetBytes instead of [NSString cStringUsingEncoding].It's faster and solves the problem with the previous implementation's incorrect assumption that UTF32 string returned from cStringUsingEncoding would be zero-terminated.
Playstation 4
-
New:Added support for displaying one and two button message dialogs on Playstation 4.
-
New:Refactored symbol uploading in Unreal Automation Tool (UAT).The new system supports both Windows and Playstation, and handles the submission of build symbols to a symbol server as part of a UAT build script.
-
New:The "Play Together" feature is now implemented on PS4!You can override OnPlayTogetherEventReceived on UGameInstance to handle the event.Check out ShooterGame for an example implementation.
-
New:Upgraded to PlayStation 4 SDK version 4.008.061.
-
Bugfix:Fixed a bug introduced by trying to get the taskgraph broadcast to work on PC.
-
Changed the Playstation 4 exit behavior to avoid calling abort() when shutting down cleanly.
-
Updated GetBackMemoryPoolSize to now correctly return an integer.
-
Moved the Playstation 4 crash dump user callback registration to a much earlier point in engine initialization, to catch early crashes in engine preinit.
Xbox One
-
New:Added support for staging and loading DLLs on Xbox One.
-
Bugfix:Fixed a crash bug when using "recompileshaders changed" on Xbox One, with a cook-on-the-fly server.
-
Bugfix:Fixed an issue that could cause a memory overwrite when using compute fences.
-
Bugfix:Fixed a compile warning when the current XDK is built using the RTM version of Visual Studio 2015.
-
Note:Only Visual Studio Update 3 is officially supported in this release.
-
-
Bugfix:Fixed the incorrect DirectX header being included for the Xbox One target platform.
HTML5
-
Bugfix:Fixed a crash in WebSocketNetDriver.A chunk of code was missing that calls PacketHandler’s “packet modifiers.”
-
Updated HTML5 plugin OnRawReceive overflow to check for minimum expected size upon data received from network.
Windows
-
Bugfix:Fixed a crash bug during adapter selection, in the D3D11 RHI.
Programming
-
New:Upgraded the Perforce C++ API libraries to version 2015.2.
-
This version adds official support for Visual Studio 2015 from Perforce.
-
This also fixes an issue where the debug version of the Perforce C++ API libraries was not built with the correct debug settings.
-
-
New:Added list of Dependant modules to warning about code that fails our EULA check.
-
Bugfix:Fixed a typo in a define that could cause Visual Studio 2015 to crash.
-
Bugfix:Fixed Clean process during a Hot Reload.
-
Bugfix:Fixed issue where project-specific modules could be considered out of date, when building multiple targets through Visual Studio at once.Unique build id strings in .modules files are now shared until an existing file is modified.
-
Bugfix:Implemented various fixes for building with -nosharedPCH.
-
Bugfix:Implemented various fixes to enable the Editor to be compiled in Monolithic mode.
Rendering
-
New:Added delegates called after resolving scene color (e.g. to do custom post-processing).
-
New:Added direct support for the creation and binding of Pipeline State Objects at the RHI level.This is the first step on the road to moving PSO handling to the high level rendering code to have a unified solution for DX12, Vulkan, and Metal.
-
New:Updated DrawDebug functions to now compile out in Shipping and Test builds.
-
If you wish to generate compile errors for trying to call them at all, you can define SHIPPING_DRAW_DEBUG_ERROR=1
-
-
New:Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only).
-
New:Added the first implementation of the new RHI functions for Pipeline State Objects on DX12.
-
New:Refactored the GL shader compiler to enable GLSL variant platforms to modify behavior without a lot of #if checks everywhere in the GL code.
-
Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects.
-
Added ability for GL shader compiler to return the original resources names ("VertColor" instead of "u_v[3]" or whatever) to the shader compiler shader parameter metadata.This does NOT change the generated GLSL code.
-
-
Bugfix:Fixed async compute parameter problems on PS4 by adding SetShaderValue() specialization for bools on AsyncCompute commandlists.
-
Bugfix:Fixed a D3D error with mismatched vertex/pixel shader registers for SV_POSITION input.
-
Bugfix:Fixed an ensure fail when initializing point light shadow maps and simplified the logic for cubemap render target resolution parameters.
-
Bugfix:Fixed a race condition where debug drawing code was trying to read data off the SceneProxy from the Gamethread.
-
Exposed full USceneCaptureComponent classes to plugins instead of select methods.
Materials
-
New:Refactored material properties during graph translation.
-
Fixed material properties are being phased out in favor of better encapsulated and more extensible attribute lists.
-
This is the first in a series of changes moving towards per-project attribute controls and improved high-level usability.
-
UI
Slate
-
Bugfix:Fixed SWrapBox InnerSlotPadding.Y not applying between the first and second lines.
VR
-
New:GetNumOfTrackingSensors and GetTrackingSensorProperties are now supported by SteamVR as well as Oculus Rift.
-
Bugfix:Fixed saving of a few VR related config flags.They were being saved under the wrong name, preventing them from being read in again.
-
Bugfix:Fixed the tracking camera orientation returned from GetTrackingSensorProperties on the Oculus Rift to now point in the correct direction.Previously it was pointing towards the back of the camera instead of its facing direction.
Other
-
New:Added ability for custom implementations of UGameplayModMagnitudeCalculation to specify they have dependencies external from the ability system that may invalidate their calculated magnitudes.Dependencies are specified by multicast delegate that is expected to fire when the magnitude needs to be updated.
-
Also added advanced variant of the implementation enabling clients to also trigger the dependency invalidation and update themselves appropriately.Designed to only be used for extreme cases (such as games relying heavily on network dormancy) and only on attributes that are not gameplay-impactful (and therefore safe for the client to locally compute).
-
-
New:Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent.It also enables specifying a transform as well (but defaults to using the identity transform for convenience).
-
New:Added option to disable uploads to Crash Report Receivers while they continue to answer pings from clients.
-
New:Crash Report Process now has option to output crash files to Amazon S3.
-
New:Crash Report Process now has optional, dedicated PS4 crashes queue.
-
New:Crash Report Process performance improvements.
-
Added -ForceUsePDBCache option to MinidumpDiagnostics to early abort runs that have no valid PDB cache entry.Early out for slowest reports.
-
Changed MinidumpDiagnostics logging locations to avoid speed cost of logging to a folder with thousands of files.
-
Improved CRP shutdown speed when updating.
-
-
New:Crash Reporter backend performance improvements.
-
Crash Report Process can discard crashes when crash queues become too long.
-
Crash Report Process can run multiple instances of MinidumpDiagnostics to speed up callstack generation.
-
MinidumpDiagnostics can place a system-wide lock on resources (Perforce workspace and the PDB cache) to enable multiple instances without multiplying storage requirements.
-
-
New:CrashReportProcess logging and Slack reporting improvements to monitor disk space.
-
New:CrashReportProcess passes new BuildVersion string to MinidumpDiagnostics for symbol lookup.
-
New:Introduced the concept of "evaluation channels" to non-instant gameplay effects within the ability system!Evaluation channels enable game-specific control over the order in which modifiers are evaluated in attribute calculations.
-
A game may specify how many channels it would like to use, as well as what they are named, and then modifiers can specify which channel they work on.The channels are evaluated in order, with the numerical output of the first channel serving as the input to the second channel, and so on.
-
Example:Imagine a sample attribute with a base value of 100.Now apply a multiplicative mod with magnitude 1.1 in channel 0 and a multiplicative mod with magnitude 1.1 in channel 1.The result will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2).
-
To use channels in a game, two settings within the INI section for AbilitySystemGlobals must be configured.First, bAllowGameplayModEvaluationChannels must be set to true, and second, the channels that should be used (and their names) must be specified in GameplayModEvaluationChannelAliases.Additionally, a game can optionally specify a default channel to use via DefaultGameplayModEvaluationChannel.
-
In addition, added various new channel-related functionality to the ability classes' API, such as the ability to base the magnitude of a modifier off of an attribute only evaluated up to a certain channel.
-
-
New:Large Crash Report Process update.
-
Removed legacy queues for deprecated Crash Report Receivers.
-
Removed duplication tracking needed when using Crash Report Receivers as this was slow and didn't scale.
-
-
Bugfix:Fixed a header issue that was including 64k of test data into shipping builds, it is now stripped out appropriately.
-
Bugfix:Fixed issue wherein gameplay effects with non-snapshotted, attribute-based modifiers could potentially not replicate to clients correctly, resulting in incorrect values on clients.
-
Bugfix:Fixed problem where MinidumpDiagnostics used on CR backend would strip unnecessary lines from callstacks.
Upgrade Notes
C++ API Changes
-
New:Made the “Remove At” and “Remove At Swap” functions in TArray trigger a compile error when a boolean argument is passed as the count.
-
New:Renamed the Strfind function in TCString to Strifind, as it is case-insensitive.
-
Added the Strfind function to TCString, which is actually case-sensitive.
-
-
New:The default allocator for cooked Windows games is now BinnedMalloc2 to match other platforms.The argument “-binnedmalloc” will switch back to the older allocator.
-
New:Component Activate and Deactivate events now supply the component being affected as an argument.Any C++ functions bound to Component Activate and Deactivate events will need to add a component argument to the signature.
-
New: libwebsockets 1.7.4 - headers and lib updates.The libwebsockets API has changed.
-
New:Skip cooking editor content now defaults to true in project settings.
-
If your project uses content in "Engine\Editor*" you may need to disable the "Skip cooking editor content" project setting.
-
-
New:Refactored the View Matrices struct.
-
The members of the View Matrices struct have become private, there are now appropriate Getters for the values.Heavy cost functions have been renamed to Compute* and functions that mutate the struct have been renamed to Hack*
-
-
New:Split “RHI Clear” into “RHI Clear Depth Stencil Texture,” and “RHI Clear Color Texture.”
-
Anyone using the Clear function in “RHI Cmd List” will now need to use the appropriate version, passing in the current render target(s).
-
-
New:Moved the “Export/Import Text Item” functions from “Struct Property” to “Export/Import Text” functions in “Script Struct”, and added a parameter to say whether to call native callbacks.This enables calling the standard “Import Text” from a native “Import Text Item” followed by post processing.
-
New:Refactored the “Add Item Data” function in “Env Query Instance” to get rid of the second template parameter and make it more type-safe.
-
New:Added “Get Resource Size Ex” and “Get Resource Size Bytes,” and deprecated “Get Resource Size.”
-
“Get Resource Size Ex” populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from.
-
“Get Resource Size Bytes” just wraps a call to “Get Resource Size Ex” and returns the total size from all arenas (this has the same behavior as the now deprecated “Get Resource Size”).
-
Classes that used to override “Get Resource Size” should instead override “Get Resource Size Ex” and report their allocations as appropriate.
-
-
New:Deprecated the “Get Bone Tree” function in the Skeleton class and removed references in engine.
-
The “Clear Pause” function in the “Game Mode” class now returns a boolean.Any virtual overrides will need to have their signature changed and return the appropriate result.
-
Made it a compile error to copy the “AI Message Observer” class, as it was not designed to be copied.You should change the logic of your code to avoid copies of this type.
-
Removed Publish Dir property from Installed Engine Build script as it is no longer used.
-
Removed obsolete array slack tracking code.
-
Removed unused “To Build Info String” function declaration.
-
Added the “final” specifier to the UWorld class.UWorld is now non-inheritable.
-
Removed some obsolete code and state from the “Script Struct” class.
-
The “Inherited Cpp Struct Ops” function has been removed.Any calls to it should be replaced with “false.”
-
-
Since the HMD module names used when sorting by priority are now also used by the "hmd=
" command line option, the “Get Module Priority Key Name" function in the “Head Mounted Display Module” class has now been renamed to "Get Module Key Name". -
Removed the “Unregister Debug Draw Delegate,” “Register Debug Draw Delegate” and “Draw Debug Labels” functions from the “Debug Render Scene Proxy” class and moved them into a new struct called “Debug Draw Delegate Helper.”
-
Direct access to the Static Mesh property in the Static Mesh Component class has been deprecated.Please use “Get Static Mesh” and “Set Static Mesh” accessors.
-
The version of the Create Component function in the Audio Device class that took a long list of arguments has been deprecated.Use the version that takes a parameter struct instead.
-
In order to support asymmetric POVs, such as the Vive , the number of “Get Tracking Sensor Properties” has been expanded to return four instead of two POV values.The now deprecated “Get Positional Tracking Camera Properties” is still available, but only returns horizontal and vertical POVs and only supports a single tracking device.
-
If you were previously using the data returned from “Get Tracking Sensor Properties” (or the now deprecated “Get Positional Tracking Camera Properties”) on Oculus Rift, you may have to unflip any corrections you were doing on the orientation.This will also make your code compatible with other HMD plugins that support returning information about tracking devices.
-
-
Localization API changes for per-identity exporting:
-
Moved “Text Localization Resource Generator” from Core to Internationalization.
-
Removed “IJson Internationalization Manifest Serializer” and “IJson Internationalization Archive Serializer.”
-
JsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer now use static functions (due to no longer inheriting or requiring polymorphism).
-
Removed the “Load From Manifest And Archives” function from “Text Localization Manager” (this is now handled by the “Generate And Update Live Entries From Config” function in “Text Localization Resource Generator”).
-
Removed the RepairLocalizationData commandlet (it was for fixing data pre-dating the 4.0 release).
-
Removed the “Find Entry By Source” function from “Internationalization Archive” as it is no-longer safe to use (use the “Find Entry By Key” function instead).
-
-
Refactored single node animation player APIs.
-
Animation player APIs are not safe to be used during construction script because they're not being serialized, so marked not safe for construction script.
-
Exposed override function that can be used in editor.
-
-
Replaced some hacky post-reflection-capture functions with “RHI Submit Commands And Flush GPU”.
-
Updated to PlayStation 4 4.008.061
-
Made “Find Shader Resource By Id” and “Find Shader By Id” return a raw pointer instead of a TRefCountPtr to prevent creating temporary TRefCountPtrs.It is no longer necessary to use TRefCountPtrs as shader serialization has changed and shaders are no longer registered on the async loading thread.
Core
-
Any projects that make use of -log or -abslog to specify log file names must make sure they are only using .txt or .log extensions.
-
FString’s “Mid” no longer accepts negative counts as the resulting behavior was surprising.Please replace any usage with the desired behavior.
-
TArray “RemoveAt” and “RemoveAtSwap” no longer accept a boolean argument as a count, as it is likely this is intended to be the flag for “Allow Shrinking”.
-
The argument should be cast to a non-boolean type if this was intentional or the code should be fixed if it is not.
-
-
TCString’s “Strfind” is now case-sensitive.“Strifind” should be used instead to get case-insensitive behavior.
-
TEnumAsByte is no longer used for generated code involving enum classes.
-
If you get errors involving TEnumAsByte with your UENUM enum class, please provide a uint8 base to your type and remove the TEnumAsByte usage.
-
Gameplay Framework
-
Check the Game Mode Base notes and documentation to see if you should switch your existing GameMode to inherit from the new minimal Game Mode Base class.
-
Game Mode Base’s “Start New Player” has been deprecated, and split into “Initialize HUD For Player” and “Handle Starting New Player” which can be overridden in Blueprints.
-
Several Login functions on Game Mode Base that take TSharedPtr
are now deprecated correctly, they stopped working in 4.13, but were not deprecated -
GameState’s “Should Show Gore” and related matinee functions have been deprecated.
-
-
DumpFPSChartAnalytics has been removed.
-
Games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly.
-
-
HTML output for stopfpschart is now generated to a single file rather than two duplicate files, which now use both map name and capture time as part of the file name.
-
In general, games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands).
-
Previously the delta time value of a Tick Interval tick function was the same as if the function had no tick interval.
-
This means tick functions that were relying on getting just the frame time need to get the delta time from the world rather than using the value passed into the Tick function.
-
-
Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, enabling greater flexibility and decoupling game analytics from FPS chart exec commands
-
DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly.
-
In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands).
-
HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name).
-
Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future).
-
-
Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future).
-
Several Login functions on Game Mode Base that take TSharedPtr
are now deprecated correctly, they stopped working in 4.13 but were not deprecated -
The config data for picking GameMode has moved to Game Maps Settings, with the old locations deprecated.Check BaseEngine.ini for an example.
-
Please replace all uses of EWorldType::Preview with either EWorldType’s “EditorPreview” or “GamePreview.”
-
If you desire the checking behavior of FLocalPlayerContext, you will need to change your code to opt in to it.
-
Actor Component’s flag for “Wants Begin Play” is now deprecated and unused and all components will have “BeginPlay” called on them.Simply remove any code that sets “bWantsBeginPlay.”
Platforms
Playstation 4
-
PS4 Time’s “System Time” now properly returns the local machine time instead of UTC.
-
Existing projects using “System Time” should investigate if this change affects their game logic.
-
To continue using UTC time call “Utc Time” instead.
-
-
For projects targeting PlayStation 4, the engine now requires PlayStation 4 SDK version 4.008.061.
-
Please ensure to update your installed SDK to the correct version, for the engine to compile correctly.This can be done with Sony's SDK manager utility.
-
Windows
-
We are sunsetting support for Windows XP, 4.14 will be the last version to officially support running on Windows XP.
Rendering
-
The PS4 defrag pool size is now controlled by a new variable "r.PS4DefragPoolSize", and is not bound anymore to "r.Streaming.PoolSize".
-
It will need to be configured to fit the project needs, in term of graphic resources.
-
-
Try and avoid mutating the FViewMatrices and FSceneView on your own.It is currently practiced within the engine, but we would like to get rid of that.
-
The component should own a FDebugDrawDelegateHelper (or derived object) that copies off all needed state for drawing during Draw Debug Labels (which is called from the Game Thread) during Create Scene Proxy.
-
The function to copy off the state is usually called Init Delegate Helper.Then the Helper is used to draw the debug information instead of the Scene Proxy (which is solely owned by the RenderThread at this point).
-
Lighting
-
Due to a bug introduced 2 years ago, all clear coat and cloth was adding lighting twice for all direct lights.This has now been corrected so relevant materials will appear half as bright when in direct light.Indirect lighting such as lightmaps and reflections is unaffected.This makes it tricky to automate material fix up.We suggest reviewing all materials and deciding on a case by case basis whether modifications are required.
-
Fixed Reflection Captures having incorrect brightness when a Stationary Skylight is present.
-
Note that Lightmap data has been moved to a separate package, named *_BuiltData.Be sure to save these and check them into source control after doing a lighting build!
Materials
-
There may be lighting differences in certain cases with materials using Subsurface Profile due to the fixes described above.For the most part, the changes should improve the rendering quality, but it may be necessary to make some minor adjustments to affected materials.
Other
-
Epic's live Crash Report Receivers no longer accept crash reports.Newer Crash Report Clients (from 4.11 onwards) upload to our Data Router endpoint.