Unreal Engine 4.13 Released!
2016.9.1

UNREAL ENGINE 4.13 正式发布!

作者 Chance Ivey

这次的版本带来了数百个虚幻引擎 4 的更新,包括来自 GitHub 的社区成员们提交的 145 个改进!感谢所有为虚幻引擎 4 添砖加瓦贡献的人们:

alk3ovation, Allegorithmic (Allegorithmic), Alwin Tom (alwintom), Andreas Axelsson (judgeaxl), Andrew Scheidecker (AndrewScheidecker), Andrian Nord (NightNord), ArnoB (ABeekhub), Artem (umerov1999), Artem V. Navrotskiy (bozaro), Błażej Szczygieł (zaps166), Brent Scriver (FineRedMist), Cedric Neukirchen (eXifreXi), Céleste (CelPlays), Chris Conway (Koderz), Chris528, Christoph Becher (chbecher), Christopher P. Yarger (cpyarger), DanielDylan, DaveC79, Derek van Vliet (derekvanvliet), DevVancouver, Eric-Ketchum, Eugene (grisevg), Franco Salas (SupremeNinjaMaster), gameDNA (gameDNAstudio), ghost, Joel McGinnis (joelmcginnis), Jonathan Johansson (DualCoder), Jørgen P. Tjernø (jorgenpt), Joshua Kaiser (JoshuaKaiser), korkuveren, Kory Postma (korypostma), Krish Munot (KrishMunot), Kuts Alexey (krunt), Lars Jørgen Solberg (larsjsol), Lectem, Lee Reilly (leereilly), Lukasz Baran (iniside), madsystem, Manny (Manny-MADE), Marat Radchenko (slonopotamus), Markus Breyer (pluranium), Martin Gerhardy (mgerhardy), Marvin Pohl (pampersrocker), massanoori, Mateusz Polewaczyk (matii1509), Matthias Huerbe (MatzeOGH), Matthijs Lavrijsen (Mattiwatti), MaximDC, mfortin-bhvr, Michael Allar (Allar), Michael Schoell (MichaelSchoell), mik14a, Miłosz Kosobucki (MiKom), mkirzinger, Moritz Wundke (moritz-wundke), Nachtmahr (NachtMahr87), Narendra Umate (ardneran), NaturalMotionTechnology, Oleksandr Kuznietsov (Teivaz), OWIAdmin, Patryk Stępniewski (kodomastro), Paul Evans (paulevans), pfranz, Piotr Bąk (Pierdek), PistonMiner, projectgheist, Rama (EverNewJoy), Ricardo Maes (kukiric), Rick Deist (dreckard), Robert Segal (robertfsegal), RobertTroughton, Rohan Liston (rohanliston), Saffron (SaffronCR), Sajid (sajidfarooq), salamanderrake, Samuel Maddock (samuelmaddock), Sébastien Rombauts (SRombauts), Tanner Mickelson (DarthCoder117), Thomas Mayer (tommybear), tmiv, Tyler Thompson (Bogustus), Victor Polevoy (vityafx), Webster Sheets (Web-eWorks), Wesley Hearn (wshearn), yehaike, Yohann Martel (ymartel06), Yong-Quan Chen (wingedrobin), Yu He (yuhe00), Zachary Burke (error454)

新货出炉

虚幻引擎 4.13 已经来了!在这个版本中可以看到方方面面的各种改进。

这次添加了很多新的 渲染特性,比如模型贴花,由蓝图绘制 Render Target,GPU 顶点变化,改进的折射效果,以及面向材质使用的高质量并已油画的噪点函数。阴影缓存贴图先能够支持同场景下比以往更多的动态灯光投射阴影。

Sequencer,新的非线性影响编辑器,这次也为高端影视制作带来了一些新的特性。在游戏中 实况录像 的功能得到了大幅改进。另外现在也可以对 SLOT 和 Animation 在外部程序中来回迁移。可以在我们的 2016 SINGGRAPH Real-Time Live! 的演示中看到这些功能。

支持了 Alembic 使引擎能够导入复杂且有趣的顶点动画。新的 物理动画组件 能够让角色对物理的力作出更加真实的反应,由力通过马达驱动角色骨骼动画来实现。

对于 移动应用的开发者,这次优化了动态阴影,支持 full-precision 材质,并且支持自定义后处理过程。OpenGL ES 3.1 也能用于安卓设备,二进制的 Shader Caching 也将为迭代次数带来改善。

VR 游戏 现在可以使用胶囊体阴影技术,即时立体渲染也得到了优化。另外记得去看一下新的 VR 项目模板!对于如何使用手柄交互,如何在游戏中移动,它都提供了一个很好的示例。

现在虚拟现实的环境下搭建游戏关卡吗?虚幻的 VR Editor 也有了进一步进展,现在支持对模型或植被的绘制,有了一个新的移动控制句柄,还有 VR 色彩选取。最后,现在还可以直接在 VR 中进行游戏!在编辑器首选项设置中的实验室板块,可以找到 “Enable VR Editing” 并启用它。

主要功能

新货:Sequencer 实况录像

Sequencer 中更新了一个新功能,实况录像,并在 Siggraph Real-Time Live! 2016 上做了展示。

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Sequence 的 Recorder 能够捕获实时的游戏内容,包括所有的动画,声音和特效,捕获到一个独立的资源中,并可以使用 Sequencer 对它进一步进行编辑!这次的版本中的新功能包括:

  • 选中物体的快速录像,摄像机选中时自动创建摄像机轨道。

  • 能够定义 Arbitrary 组件和属性来记录。

  • 能够选择是否要记录 Actor 在场景中附属的其他数据。

  • 当一个 Actor 被附属但为标记录像时,以世界空间坐标系来记录位置信息。

新货:动态光的阴影贴图缓存。

当一个点光源或者聚光灯不移动的时候,我们能将该光源产生的阴影保存下来,并在下一帧中重用。现在这个功能被自动实现,对于周遭环境变化不大的时候,动态点光源和的聚光源的投影的性能在游戏中变得可以接受。

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上图中展示了 33 个能够产生投影的动态点光源,并且消耗非常的小:

使用 970 GTX 在 1920x1200 下的性能:

  • 33 个产生投影的点光源不使用缓存时:渲染 Shadow Depths 花费 14.89ms。

  • 使用缓存阴影贴图:.9ms (大约快了 16 倍!)

  • 请注意这将花费 2ms 来渲染 33 个点光源的效果,这点可以通过其他方法优化,并且并不被这个功能有额外影响。

  • 这个缓存的内存使用可以由 ‘Stat ShadowRendering’ 查看,此场景是 25.6Mb。

  • 这个缓存的最大内存占用可以通过 ‘r.Shadow.WholeSceneShadowCacheMb’ 来控制。

限制

  • 默认情况下,缓存只会在以下情况发生:

    • 物件的移动性设置为 静态 或者 固定

    • 材质并未使用世界位置偏移

    • 光源为点光源或者聚光源,移动性被设置为 Movable,并且当前并未移动。

  • 使用动画细分或者像素深度偏移的材质可能会在他们的阴影深度被缓存时导致一些可见的错误。

新货:Voronoi 噪点材质

这次我们为 Noise 材质节点添加了一个新的 Voronoi 的选项。Voronoi noise 有时也被称做 Worley 或者 Cellular noise,对 precedural material 的制作十分有帮助。

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Voronoi noise 可以用来生成一些熟悉的物理材质模式,比如大理石,请看下图中的雕塑。

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这个例子使用了 Voronoi noise 以及一项叫做 ‘gradient mapping’ 的技术来得到大理石的外观效果。

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从左至右:

1)标准的 Voronoi Noise,1 octave

2)输入的位置附加 "Gradient" 的 Voronoi noise,设置为 0.05

3)在输入前将 Gradient noise 乘了 0.3

4) 使用第 3 步的结果作为一个随机平铺贴图的座标。

Voronoi noise 有 4 个质量等级,越高等级下网格越小,但 Shading 的时间开销会巨大的增加。

同时,其他的 Noise 材质节点也做了优化,在函数的选择上对性能的取舍也做了更多细节描述。这里的大部分在运行时都比较慢,因此应该鼓励将结果先预烘培到贴图上来提高性能。

新货:面向 Render Target 的蓝图绘制

蓝图函数现在能够直接用于面向 render target 绘制材质。该功能使得在不修改源代码的情况下实现各种不同类型的游戏特定渲染特性成为可能。

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这里实现了流体表面的模拟,仅使用蓝图和材质。角色和投射物便能够推动流体变动!

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上图展示了一个简单的高度绘制模式,完全由蓝图实现,模拟投射处增高高度值。

这个新的蓝图函数 Draw Material to Render Target 绘制一个四边形的目标 render target,使用 Emissive Color 作为材质的输入。

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在开始游戏时,会先调用 Begin Play,该 render target 会填充为蓝色。可以此时右键点击该 render target,并存为一个静态贴图,以便能够被压缩。

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对于更高阶的 render target 绘制,使用 Begin Draw Canvas to Render Target End Draw Canvas to Render Target。这能够有效的多次绘制到一个 render target 的子集上,还有通过 Canvas 物体的字图绘制的方法。

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利用蓝图绘制屏幕以外的渲染特性,使得快速实现各类渲染效果而不需要程序员的帮助成为可能。这里可能会很轻易的给 GPU 放上大量的 render target 所需的像素 Shader 计算工作。可以通过输入 'ProfileGPU' 来查看这些 draw call 信息(在 WorldTick 事件下)。

限制

  • 无法对一个已经被样例化成贴图在材质中使用的 render target 进行绘制。也不能使用 alpha blending 来修改一个 render target,或者在两个 render target 之间来回更新。

  • 材质只有 Emissive Color 和 Opacity 的输出对绘制到一个 render target 才有效,光照目前并不支持,类似 WorldPosition 的节点则可能会产生预期之外的效果。

  • 默认情况下 Emissive Color 会被限制在正数,但可以通过启用材质属性的 ‘AllowNegativeEmissiveColor’ 来实现输出负数。

在 ContentExamples 中查看 BlueprintRenderToTarget 地图以了解可以运行的示例!

新货:对顶点动画支持 Alembic 导入(试验功能)

现在支持 Alembic 动画导入了!Alembic 使得复杂动画能够被离线制作,并在 UE4 中实时渲染!该功能目前仍处于试验阶段,各位可以试用并给我们反馈意见。

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我们现在导入 Alembic 数据有几种方式:

  • 静态模型。Alembic 的单帧动画数据会被导入为一个静态模型资源(不含动画)。

  • 几何体缓存。这是一种新的动画资源类型,能够对顶点动画进行回放。导入的 Alembic 动画将会被逐帧回放。性能上因模型本身的复杂度会大不相同,并不是所有的情形下都能够得到优化处理。

  • 骨架网格体。只要顶点数量不发生变化的时候,这是用于回放 Alembic 动画数据最有效的方式。在导入时,动画序列会使用一个 PCA 压缩,这时通用的姿势(基础)会被分离并计算权重,来组成一个回放时的原始动画。其中的百分比或者固定的基础姿势数量可以在导入时作为压缩等级选项来进行调整。

新货:用于模型预览的场景

新增了一个功能,在预览静态网格体或者骨架网格体时可以设置预览时的场景。

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在静态网格体和骨架网格体的编辑器中有一个新的 Preview Scene Settings 面板界面。这里可以多个方案(场景)来预览模型,并且方案是可以被修改的:

  • 方向光(颜色、强度、朝向)

  • 天光(HDRI 环境贴图,强度、朝向)

  • 后处理设置(基于后处理体积)

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我们还增加了一些示例用的功能:

  • 手动旋转环境(按住 K 键)和方向光(按住 L 键)

  • 自动旋转光照环境(方向光和环境)

  • 快速隐藏地面(O 键)和环境(I 键)

新货:模型贴花

新的模型贴花功能能够有效的将材质贴到一个静态网格体上,可以把它看作在网格体上的第二个网格体,但共享了原网格体的拓扑结构和材质。

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上图中的柱子每个都是一个基础的模型覆盖了另一个单独的破碎模型。如下面的线框图所示,左面的柱子使用了模型贴花来获得更好的颜色、法线、粗造度的混合效果。而右图则是简单的材质覆盖,这里做一个对比。

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和延迟贴花不同,这里没有涉及任何投射,因此一个典型的贴花模型,由于和模型紧贴,可能要在材质中包括一个表面的偏移,另外,还要小心对于 LOD 的模型,贴花可能会在 LOD 时造成不好的效果。

新货:空间交互组件

使用空间交互组件,可以为控件组件在游戏世界中模拟出硬件输入事件。

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可以将它像镭射指示器一样附加于任何物体上来和控件进行交互,也有其他一些选项可供自定义行为使用。当标准输入来自玩家控制器时,可以将该输入定向到交互组件上来模拟一个特定的硬件输入,比如鼠标左键按下/抬起,并根据当前用户悬停的物体来实现。

对于以前依靠直接在空间组件中点击鼠标来实现的做法而言,这个通道已不再支持。用户需要先附加一个交互组件(在鼠标模式下),并在输入事件发生时进一步传递输入给交互组件来实现。

新货:VR 项目模板

我们这次新增了一个项目模板,为桌面和主机的虚拟现实项目专门设计。

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要访问这个模板,只需在新建项目的窗口中选择 VR 项目即可。

这个蓝图项目的设置已经为在 VR 上能跑到每秒 90 帧做了准备。为了支持不同类型的控制器,该模板包含了两种运动方式,分别在两套不同的 Pawn 蓝图中实现。第一套为游戏手柄设计,另外一套则是为运动控制器设计。在使用运动控制器时,可以瞬移到不同的位置来抓去、扔出物体。将来的更新中会提供本模板的 C++ 版本,另外移动平台的 VR 模板以后也会到来。

新货:移动设备自定义后处理过程

现在在移动设备上也能使用自定义的后处理材质了!看看这个移动渲染器上的“电视雪花屏”效果吧。

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  • 这个功能需要你打开在项目设置中的 "Mobile HDR" 选项

  • 支持获取混合位置在 ‘Before Tonemapping’ 和 ‘After Tonemapping’ 的 PostProcessInput0 (SceneColor)

  • 此功能目前尚不支持那些需要用“马赛克”编码来达成HDR渲染的旧安卓设备。

  • 目前还不支持像素深度信息

新货:支持移动设备的光通道

现在在移动设备上也能使用光通道了!这允许你有选择性的用指定的灯光影响物件。对于需要高级光照的动画来说相当有意义。

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  • 在不同的通道中能支持多个方向光。

  • 每个渲染对象(Primitive)只会受一个方向光影响。在渲染对象(Primitive)上的第一个光通道设置会决定它会受哪个方向光的影响。

  • 固定或者动态的方向光生成的 CSM 阴影只会投影到匹配光通道设置的渲染对象(Primitives)上。

  • 动态点光源完全支持光通道。

新货:Mac 上的 Shader Model 5 渲染

Mac Metal 现在能够默认开启 Shader Model 5 的支持了。这将使得所有 Mac OS X 10.11.6 的 Metal 上可用的特性都能在虚幻引擎 4 中得以使用。

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  • 实现了 RHI 线程和平行调度分发渲染指令。

  • 对 Metal 计算 shader 的支持。

  • 支持在 AMD GPU 上的异步计算。

  • 启用了原先在 Mac 上不可用的一些高阶渲染特性,包括:

    • 高质量的动态曝光功能(也被称作人眼适应)。

    • 环境反射 Shader 计算 —— 仅在 4.13 版本且有独立显卡设备上工作。

    • 距离场环境遮蔽 —— 仅在 4.13 版本且有独立显卡设备上工作。

    • 距离场投影 —— 仅在 4.13 版本且有独立显卡设备上工作。

新货:物理动画组件(试验功能)

新增了物理动画组件,能够很容易的通过物理来驱动骨架网格体的动画行为!

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该组件能够直接设置马达的强度,并使用一个预先设置的物理动画配置,该配置是在 PhAT 中创建并编辑的。PhAT 中新的 "Physical Animation Profiles" 功能为不同的游戏内容中的角色提供了强大的支持,并能够为特殊动画提供调整的手段。

可以在 PhAT 的工具中创建并编辑不同的配置,并在运行时很容易就能对它们做改动。在蓝图中看一下新的 "Apply Physical Animation Profile" 和 “Apply Physical Animation Settings” 函数,它们能够动态的改变物理动画的行为。

新货:过程生成模型的切割

对于过程生成网格体组件,现在有一个工具可以在运行时对它进行切割。

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在切割后,我们添加了 ‘capping’ 几何体,并创建了第二个过程生成网格体组件,作为预期的 ‘另一半’。

另外,过程生成网格体也支持简单的碰撞,因此可以启用物理模拟,最后,我们添加了一个工具根据静态网格体数据拷贝给过程生成网格体(要在 cooked 的版本下工作的话,‘Allow CPU Access’ flag 必须在静态网格体上被设置)。

新货:VR 中的模型表面涂抹

现在 VR 编辑器中可以直接对贴图和模型表面进行涂抹。

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这里便可以使用运动控制手柄在 VR 的沉浸环境下直接对静态网格体表面进行涂抹。只需要打开 “模式” 面板,点击 “Mesh Paint” 分页。然后只需要在场景中选择一个物体,瞄准它并扣下手柄扳机就能涂抹了。压力敏感度也由手柄扳机按钮支持,并且可以按住 “Modifier” 按钮来擦除当前的绘制。

新货:VR 中的植被涂抹

在这次的版本中,可以使用运动手柄在 VR 中直接绘刷表面植被。

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选择一个植被类型,用镭射线指向所需要的位置并扣下扳机扳机按键就能绘刷植被!还可以按住 Modifier 键来擦除植被。按压的力度也是有效的。另外,植被编辑器也为 VR 中更好的使用而做了一些改进,但目前仍然有一些功能不可用,比如 lasso 工具和选取工具。

新货:VR 中的颜色选取工具

现在在 VR 中颜色选取窗口也可直接使用了。因此可以直接对场景中的灯光或者其他 Actor 的颜色属性进行修改。也可以使用颜色选取器来作为 VR 中的顶点绘制和贴图绘制的用途来使用。

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新货:VR 编辑器直接运行游戏

为了更容易的制作游戏原型,现在能够在 VR 编辑器内直接启动 VR 游戏。只需要在快速菜单上点击 “Play” 便能直接启动游戏进入 VR!退出游戏回到 VR 编辑器的操作是两个手柄同时按住 Grip 按钮,并且同时扣下扳机按钮

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新货:VR 物体控制工具改进

VR 编辑器中的移动工具也做了改进,更加易用并且还有一些新的特性!

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平移和旋转物体更加自然,在 VR 中也可以通过一个 2D 平面来一致的平移或缩放物体。之后我们还会对该工具做进一步的改进。

新货:VR 编辑器中的手电筒功能

通过使用快速菜单,现在可以在手柄上增加一个手电筒,来照亮场景中的暗部,或者通过它来查看不同材质和灯光的交互效果。

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新货:在 VR 编辑器中截屏

现在可以直接在 VR 中截屏了!

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新货:VR 编辑模式的自动启用

现在,当 VR Editor 模式被开启时,不再需要手动的点击 VR 按钮来进入或退出 VR 模式。在编辑器为当前激活窗口时,只需要带上头显设备,就会自动进入 VR 编辑模式,但移除头显设备时便自动退出 VR 编辑模式。

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如果需要的话,在 VR 的试验功能处有一个设置来开关是否使用这个自动的功能。

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新货:Sequencer 的导入/导出

Sequencer 现在支持以 CMX EDL 文件格式的导入和导出,来回非线编编辑包的交互。

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上图显示了一个 sequence 的 shot 被导出到 Adobe Premiere Pro 中。每个 sequence 的 shot 被写成一个单独的视频文件,并被 EDL 文件引用。任何在 Premiere 中的改动则可以被重新导入到 UE4 的 Sequencer 中!

Sequencer 导出 OpenEXR 文件的 HDR 数据功能现在扩展了一些,用户可以选择 HDR 数据编码时的色域设置。

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最后,Sequencer 现在支持直接导入 FBX 动画给一个物体或者一个轨道。也可以将动画轨道导出成 FBX!

新货:Sequencer 在渲染器上的 BURN-IN

在将电影序列渲染成品时,可以为输出图片配置 “Burn-in”。这个功能能更方便的识别每个 Track Shot。

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新货:媒体播放的框架结构翻新

这次媒体框架 API 被彻底翻新了,还加了很多新功能!现在能够在项目中嵌入实时的视频和音频,还有其他诸多强大的特性。

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  • 为播放多个媒体源的播放列表资源

  • 支持回放音频

  • 改进了导入媒体文件的过程

  • 改进了蓝图的整合

  • 在多个平台上改进了性能

  • 在 GPU 上进行像素格式转换

  • 对一些平台支持动态改变视频分辨率

Android

  • 支持多个音频轨道

  • 支持可用 HTTP Live Streaming (HLS) 的设备(m3u8)

Playstation 4

  • HTTP Live Streaming (HLS)

  • 回放控制的改进(Pause,SetRate,等)

  • 媒体文件可以预先缓存到内存中

  • 从 FArchive 打开媒体

  • 能够同时播放多个视频(可能需要在设定中增大内存池)

Windows

  • 现支持 H.264

  • 对 HTTP(S) 和 RTSP 流媒体支持的更友善

  • 更好的错误处理和日志记录

  • 改进稳定性和可用性

  • 对于非标准或不支持的编码格式处理的更加优雅

备注

  • 对 macOS/iOS 的支持当前为试验功能 (AvfMedia 插件)

  • 对 Linux 的支持为试验功能 (GitHub 上的 VlcMedia 插件)

  • 对 Video-Over-IP 的支持为试验功能 (GitHub 上的 NdiMedia 插件)

  • XboxOne (MfMedia) 和 HTML5 暂时还不支持

  • 和 Sequencer/视频录像 的功能整合计划在 4.14 中实现

  • PlatformMediaSource 资源暂时还没有实现

更新:各平台 SDK 更新

在每次版本中,我们对会将引擎对各大平台 SDK 更新到最新的版本。同样在这次的版本中,现在已经能够在 Windows 下使用二进制的 UE4 版本直接远程编译 iOS/tvOS 的项目了!

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  • iOs/tvOS: 在 Windows 下使用 Unreal Engine Launcher 下载的二进制 UE4 版本已经可以直接编译具有代码的项目了。(当然仍然需要某处有一台 Mac 来远程编译)

  • macOS: 现支持 Xcode8 和 macOS 10.13 Sierra

  • iOS/tvOS: 现支持 iOS10/tvOS10

  • Xbox One: 更新到 August 2016 XDK

  • Playstation 4: 更新到 PS4 SDK 3.508.201

  • Oculus Rift: 更新到 Oculus 1.6 Runtime

  • SteamVR: 更新到 OpenVR 1.0.2

  • Google VR: 为 iOS 添加了 Google VR (Cardboard) 的支持

  • OSVR: 更新到 v0.6-1194-g0c54f5e

  • Android: Google Play Games native C++ SDK 更新到 2.1

  • Android: Google Play Services 更新到 9.2.0

  • Android: 支持在 Nougat 上运行,即 Android 7.0

  • Vulkan API: 更新 SDK 为 1.0.17.0 (面向 安卓 及 Windows 平台)

更新:地表的表面细分的功能改进

硬件的地形曲面细分现在更快了!现在地形的渲染只会在最高级的 LOD 上做硬件曲面细分,并将地形对次一级的 LOD 做渐变过渡。低级别的 LOD 不再做曲面细分,这将大幅提升性能,并对靠近摄像机部分的画面细节再次提升。

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在上图的可视化结果中,最高级别的 LOD 渲染时启用了曲面细分,而其他 LODs(颜色)渲染时则不使用曲面细分。

新货:动画 Pose 资源

我们为动画资源增加了一个新的类型,叫做 Pose 资源。它包含一组骨骼的位置,可以被附加在其他动画上使用,类似于顶点在混合空间中的用法。

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一个用途可以支持面部表情动画,要么通过 FACS(Facial Action Coding System) 驱动,或者 viseme 曲线驱动。可以用这套系统通过混合其他姿势来创造新的动画。

可以在 Persona 中的 Create Asset 菜单,或者内容管理器中的内容菜单,从一个动画序列资源中创建 Pose 资源。在创建 Pose 时资源的名字会自动生成,之后可以手动对它重新命名,或者使用剪贴板粘帖给所有资源同时重新命名。

Pose 由普通动画曲线驱动。在动画中都能看到这个曲线。在 Persona 中如果想要从曲线中预览一个 Pose,需要设置当前预览 Pose 资源。

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在动画图表中,可以使用 Pose Blender 节点(或者是 Pose By Name),根据输入曲线来输出 Pose 信息。

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为了支持这个系统,我们对如何处理附加混合的缩放做了改进。将来我们希望对其他资源也支持曲线(比如声音波形资源),以用来驱动 Pose 资源或者顶点变化。

新货:动作驱动的动画节点(试验功能)

我们新增了一个 Pose Driver 节点,可以通过它根据一个骨骼的运动来驱动曲线数值(比如顶点变化的目标权重)。

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这里使用了一个 RBF(Radial Basis 函数)基于目标骨骼的朝向和驱动数值之间做插值。使用一个 Pose 资源来定义骨骼的目标姿势,以及每个姿势上所期望的曲线数值。该节点能够作为一个 Pose Space Deformer,根据骨骼的朝向驱动正确的混合形状。

新货:动画节点姿势的查看功能

动画图表中的节点可以在 Persona 中进行查看了。

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这个功能提供了一个方式来查看动画图表中任意节点位置计算得出的动画效果的实时显示。可以同时查看多个节点,以便于对一些可疑的问题更容易的找到原因。这个功能对调试复杂的动画蓝图系统是非常有用的,而以前只能通过将想观察的节点直接连接至 ROOT 上并重新编译蓝图才能看到效果。

更新:场景捕获功能的改进

和新的 “蓝图绘制到 Render Target” 功能一起,场景捕获的功能做了改进并且更加有用了!

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  • 现支持正交投射。

  • 当蓝图通过 Capture Scene 函数更新场景获取画面时,它会立刻执行,使得画面能够对 Draw Material to Render Target 进行处理

  • 不透明度以 Alpha 形态捕获,这能够对场景捕获时部分渲染并且方便之后和其他场景合成。

  • 各种 GBuffer 属性现在也能被捕获,包括深度。

  • 新增了 ‘Hidden Actors’ 和 ‘Show Only Actors’ 数组,使用它们可以较容易的控制场景捕获时那些要被渲染。

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游戏的特定效果,比如战争迷雾,可以根据模型的可见性来决定是否在正交场景捕获是渲染,然后再使用 Draw Material To Render Target 对图像进行处理。

更新:折射材质的改进

有个新的 “像素法线偏移” 的折射模式,基于顶点法线,并根据像素法线和顶点法线的差异计算折射便宜。这倒不是基于物理的算法但能够使得平面的水面得到折射效果。

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左:简单的场景,没有折射

中:默认的折射方法,引起了水面不希望见到的常量偏移

右:像素法线偏移折射方法,根据法线贴图的差异计算

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新货:来自射线跟踪的贴图坐标

我们在项目设置中增加了一项支持来自射线跟踪下的贴图坐标(UV)。

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该选项在 项目设置 -> Physics -> Optimizations。在启用时,可以使用 ‘Find Collision UV’ 函数做一次碰撞检测并对任意 UV 通道在该碰撞处获取 UV 信息。该功能会使用额外一些内存,作为 UV 信息的一部分拷贝需要被保存到 CPU 访问的内存中。

更新:SPLINE 编辑的改进

蓝图编辑器中默认编辑 Spline 组件

现在可以在蓝图编辑器中直接对 Spline 组件的控制点进行编辑。默认情况下会创建新的蓝图实例,也可以对关卡中放置的示例逐一覆盖。

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"Reset to Default" 操作可以将当前实例的 spline 恢复到蓝图类默认状态。任何对蓝图类的修改都会被自动的应用到那些没有做过自定义修改的实例上。

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细节面板中对 spline 控制点的数值编辑

原先并没有方法来精确的控制各个点和他们的缩放、倾向、角度信息。现在这些属性可以在当前选中 spline 时的细节面板中直接编辑了:

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新的 spline 点属性

现在 spline 点能够逐个定义进入角和离去角,以及一个仲裁输入键值。以前只允许 spline 不连续,而以后可以在点上有更多控制手段。在设计 spline 线路时这会带来很多帮助。

在 spline 可视化窗口中,Spline 组件细节面板上,菜单中有一个选项可以允许每个进入角和离去角的单独设置,而不再是锁定的状态:

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作为可以可以每个点设置输入值的结果,现在有另一个方法来定义一个封闭 spline 的循环位置的输入值:

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如果输入值或者循环点未被定义,那么仍然和以前一样,会从 0.0 处开始,并每个点增加 1.0。

蓝图中的 spline 延迟更新

有时候,可能希望在蓝图的构造脚本中过程生成 spline。先前每个对 spline 的操作都会造成 spline 重新构建,现在,为了优化的目的,在每个 spline 点上操作后都能够指定 spline 是否需要重新构建。因此有一个转为更新 spline 用的节点。

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为构建脚本输入 spline 点

有时候在 spline 可视化编辑器中编辑 spline,并在蓝图脚本中对它进一步改造。比如蓝图可以锁定所有的可编辑点到一个球体的表面,类似这样子:

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可以通过勾选 "Input Spline Points to Construction Script" 属性来实现:

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新货:子动画蓝图

现在,可以在动画蓝图中使用 ‘Sub Anim Instance’ 节点,来引用另一个子动画蓝图,这么做可以将一个巨大的动画蓝图分解成几个不同的部分,比如分解成 “运动” 部分和 “物理” 部分。

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子蓝图的成员变量可以被对外暴露并作为节点的输入引脚。子动画蓝图和它的外部蓝图必须使用同一个骨架结构。

新货:动画曲线视图

我们从 Persona 中医除了骨架曲线的分页,将这部分功能改进并作为动画曲线分页。这里可以对曲线进行重命名或删除曲线,以及预览曲线的数据。

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这里可以看到当前骨架下的所有曲线,或者来自上一个资源的当前活跃曲线。这里还可以根据特定类型对曲线进行过滤。请注意我们将默认曲线改称为“属性”,因此任何动画曲线都将有默认属性曲线。

如果想要修改曲线数值,可以去掉 Auto 的勾选项,或者直接输入数值。

新货:UMG 控件中的 SPRITE

现在可以使用 Paper2D Sprite 作为 UMG 和 Slate 空间的 Brush 输入。除了可以对已有的 UI 有更好的使用外,这么做还对空间渲染带来很多优化效果,在很多平台上 drawcall 的数量始终很紧张。不同的 Sprite 可以作为同一个贴图数据并在 Slate 中整合在一起,渲染时共享同一个层面以提高效能。

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更新:VR 中即时立体渲染的优化

这次对即时立体渲染做了一些改进,包括了将 velocity pass 移动到即时立体渲染中,多视口支持对 PS4 也起效,这在使用 ISR 过程的时候带来巨大的性能提升。

新货:GPU 顶点变形(Morph Target)

现在项目可以通过 GPU 在 硬件上计算 Shader Model 5 的顶点变形。这么做将释放更多的 CPU 计算性能。

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更新:优化地形 Shader 的内存

现在对于地形材质来说,编译少得多的 Shader 组合,改进了第一次 Shader 的加载编译时间,在编辑器的迭代工作和 Shader Cache 的大小及内存占用上都做了优化。

更新:移动平台的 Shader 优化

Combined Static 和 CSM 阴影模式在 4.12 中就有了,这个模式下,静态方向光源能够对静态物体产生静态阴影,对动态物体产生 CSM 阴影。在 4.13 中,对造成 CSM 阴影的动态物体会根据它们的边界自动的选取合适的 shader,不再需要手动的为每个受相关光照影响的物件指定标签了。

新货:地形导入插件

这次为地形文件格式新增了一个插件 API,为地形支持不同的高度图和权重图的文件格式。现存的 raw 支持和 png 支持也被更新到了新的 API。特别是 png 支持的部分,也是一个要实现其他新的地形文件格式插件的很好的参考示例。

新货:安卓的自动测试

现在项目启动器可以打包并同时在多个安卓设备上启动游戏。每个设备上运行的应用程序都会通过 USB 和主机电脑通信,并显示在 Session Frontend 窗口中。

可以在所有设备上启动自动化测试,并在 Session Frontend 中查看结果。

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更新:安卓上的 OpenGL ES 3.1

虽然 UE4 并不支持一些 OpenGL ES 3.0 和 3.1 的特性,但现在可以在安卓设备上指定使用 ES 3.1。这里会为安卓设备带来一些 Metal 和 Vulkan 的高端特性,能够使用 16 个贴图采样,以及使用统一的缓存区来改进性能。

可以为项目打包同时选择 ES 2.0 和 ES 3.1 shader,设备会自动使用当前兼容下的最佳 shader 平台。

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新货:移动平台打包引导

我们添加了一个 Mobile Packaging Wizard 来帮助生成一个最小的需要上传到 AppStore 的程序以及其他可以通过云端下载的内容。

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  • 这种类型的打包方式对具有固定 DLC 更新到大型游戏很常见

  • 这么做也能够使得用户可以仅下载设备相关的内容,比如符合设备所需的 shader 和贴图格式等

  • 该 Wizard 可以从 Project Launcher 窗口的创建新增配置选项处打开

新货:移动设备支持全精度材质

在移动设备上,材质有一个选项可以在 Pixel Shader 上使用全精度(默认是中度精度),例如这么做对于使用世界坐标参与计算的材质就能带来效果的帮助。

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新货:安卓设备的二进制 SHADER 缓存

已编译的 Shader 会被保存在磁盘上用于第一次加载使用,并在之后的运行中被重用。

  • 要求 GL_OES_get_program_binary 扩展

  • 默认关闭,仅能在安卓设备上开启。(r.UseProgramBinaryCache=1)

更新:本地化文本格式改进

为了更准确的实现文本的翻译,我们改进了本地化文本的格式。

复数形式::

  • 复数形式可以根据一个给定的数字,使用多个文本。复数形式可以是 Cardinal 格式,比如 "There is 1 cat", “There are 4 cats”,或者是 Ordinal 格式,比如)“You came 1st!”, “You came 2nd!”,等等。

  • 复数形式通过 key->value 一组来定义,并支持任意一下关键字(有 culture 的 CLDR Data 来定义,):zero, one, two, few, many, other. 数值是另一个引用字符串,并可以包含格式标记。

  • Cardinal Format 示例:"There {NumCats}|plural(one=is,other=are) {NumCats} {NumCats}|plural(one=cat,other=cats)"

  • Ordinal Format 示例:"You came {Place}{Place}|ordinal(one=st,two=nd,few=rd,other=th)!"

性别形式:

  • 性别形式能够根据 ETextGender 的值来对文本使用不同的字符串,比如:"Le guerrier est fort", “La guerrière est forte”.

  • 性别形式定义了一个列表,顺序是男性,女性,中性(中性为可选)。数值是另一个字符并且可以包含格式标记。

  • 格式示例:"{Gender}|gender(Le,La) {Gender}|gender(guerrier,guerrière) est {Gender}|gender(fort,forte)"

韩文位置后处理:

  • 韩文位置后处理能够在显示韩文的时候处理语法规则,并根据结尾处的辅音或元音在正确的位置插入字形,比如:"사람은", “사자는”.

  • 韩文位置后处理有一个列表定义,顺序为 辅音,元音。数值则是可选的字符串。

  • 格式示例:"{Arg}|hpp(은,는)"

为了复数形式和性别形式的支持,正确的传入 数字/性别 的数值,所有的 FText::Format(...) 家族函数现在传入 FFormatArgumentValue 而不是 FText。这样可以准确的从数值类型、ETextGender 或者 FText 来执行函数。

在蓝图中也暴露了这些功能,在 "Format Text" 的节点上的通配符输入引脚:

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如果预期会被多次调用 FText::Format(...) 的话,还可以预编译格式模式来重用。只需要新建并保存一个 FTextFormat 实例并将它作为模式传给 FText::Format(...)。

新货:多线程声音(试验功能)

除编辑器外,现在 sound cue 的评估和激活的 wave 实例的确定性计算能独立于游戏线程运行。正对游戏的活跃的 sound cue 的数量和复杂度,每个游戏的收益可能有所不同,不过在有些情况下,在我们的测试中,我们发现了差不多每帧有1毫秒的游戏线程时间转移到了音频线程。

这个功能在 4.13 中默认是关闭的,不过你可以尝试在 BaseEngine.ini 的[Audio]部分修改 UseAudioThreadtrue 来打开它。

新货:网络回放的向下兼容

现在,录像录制功能有了向后兼容性。这意味着你可以修改版本,甚至添加或者删除一些用以同步的属性,然后再在新版本中打开一个在旧版本中录制的录像。

如果要测试这个功能,你可以简单的用某个版本录制一个录像,改变一些同步的属性,并且在新的版本中打开同样的录像!

大部分工作是在每个同步属性的底层的反射信息中被处理的。对于自定义序列化的网络数据(UObject::NetSerialize),你现在可以使用两个新加到 FArchive 的方法(FArchive::EngineNetVer() 和 FArchive::GameNetVer()),这些可以让你获取当前版本的网络数据流并且手动处理旧的数据。

新货:构建图表脚本化(试验功能)

BuildGraph 脚本可被用来创建自定义的UE4构建命令序列用以自动化构建。这些图(构建脚本)以 XML 脚本的形式,用类似 MSBuild,Ant 或者 NAnt 的语法,由一个有依赖 节点 的网络来组成各个 任务

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一些 BuildGraph 脚本的示例存在了这里:Engine/Build/Graph/Examples/…

新货:制作安装版本的脚本

以制作过程更简单以及对其他的开发团队更透明的引擎定制化为目标,我们已经用 BuildGraph 脚本语言重写了可安装的UE4发布版本的构建过程。脚本在 Engine/Build/InstalledEngineBuild.xml,能用 AuomationTool 和一下的命令行来运行。

Windows:

BuildGraph -target="Make Installed Build Win64” -script=Engine/Build/InstalledEngineBuild.xml -clean

Mac:

BuildGraph -target="Make Installed Build Mac” -script=Engine/Build/InstalledEngineBuild.xml -clean

加上 -listonly 选项来查看定制化构建过程的可用选项列表。

新货:作为虚幻属性的 TSets

TSets现在能被用来作为UPROPERTY了,也就是说可以被用来做自动的序列化,垃圾回收,ini设置以及通过细节面板来编辑(受限于用字符串来输入(例如"(1,2,3)"))。类似于TMap,TSet的属性目前还不能作为“同步属性”以及不能被用在蓝图中。

版本变更详单(以下保留原文)

AI

  • New: Added two appropriately named functions to the AI Perception Component

    • The functions for "Get Currently Perceived Actors" and “Get Known Perceived Actors” have replaced the ambiguously named “Get Perceived Actors”.

  • New: Made AI Sight sense's collision channel configurable via the AI System's settings.

  • Bugfix: There was a case where EQS item score normalization where all all items had the same score. We used to normalize the score to 1, but now it's based on the shared item score.

  • Bugfix: The AI Controller was overzealously clearing out its Cached Gameplay Tasks Component on UnPossess, even if the pawn was not the owner of Game Play Tasks Component.

  • Bugfix: Blackboard Key Selectors were not being tied to the blackboard entries properly when used in Blueprint.

  • Bugfix: EQS queries were losing part of the data on asset duplication when they had more than one option branch.

  • Bugfix: The Processing of AI Messages has been fixed when a new message appears during a notify loop.

  • Made Simple Move To Location/Actor reset velocity only if the agent is already at goal.

  • Removed infinite loop protection from Gameplay Task event processing, as it was hiding source of issues.

  • Turned Graphs off by default in the Visual Logger.

Behavior Tree
  • New: Added v-logging of failures of adding dynamic subtrees to a Behavior Trees Component.

  • Bugfix: Crash fix when pasting comments over from Blueprint editor into Behavior Tree editor.

    • This makes it a partial comment-support for BT and EQS editors. You still cannot place them by using context menu, but you can copy-paste it.

  • Bugfix: Fixed a Blackboard Key Select issue where you were not able to allow more than one UObject subclass.

  • Bugfix: Fixed Behavior Tree auxiliary nodes, parallel tasks, active tasks, and aborting tasks being ticked while the Behavior tree is paused.

  • Bugfix: Fixed Behavior Tree decorator remaining relevant and observing blackboard after its subtree was removed from the stack.

  • Bugfix: Fixed Behavior Tree getting stuck on instantly finished gameplay tasks.

  • Bugfix: Fixed Behavior Tree serialization spawning duplicates of task services nodes.

  • Bugfix: Fixed missing observers in behavior tree when dynamic subtree was changed and the tree was waiting for a full restart. The search ran out of nodes.

  • Bugfix: Fixed an issue where Stop Tree was not working if at the time of the call the Behavior Tree Component was waiting for a latent task to abort.

  • Changed behavior tree node instancing to use object duplication instead of spawning new object. This fixes missing values of Blueprint properties.

Debugging Tools
  • New: Added detailed config for gameplay debugger's categories in Project Settings. Each can now define category slot, default state and input bindings. This will be moved to user settings section in a future release.

  • New: Added logging of the current Move ID to Pathfollowing Component's vlog snapshot.

  • New: Added client to server replication option for gameplay debugger's input event handlers.

  • Bugfix: Fixed Gameplay debugger extensions to now activate during Simulate in Editor.

  • Bugfix: Fixed Gameplay debugger extensions and rendering to now correctly update after tool is closed.

  • Bugfix: Fixed Gameplay debugger to no longer get stuck with outdated data packs on Client.

  • Bugfix: Fixed an issue where Gameplay debugger was sometimes not activating on clients, since it was depending on the wrong initialization order.

  • New: Added a "default navigation filter" property to AI Controller to be used in given controller's navigation queries.

  • New: Added a "meta navigation filter" that, when used, fetches the Default Navigation Filter from AI Controller.

  • New: Added more details to the information returned by path following request:

    • Result flags.

    • Fixed stacking and identifying move tasks started by Blueprint functions.

  • Bugfix: Crash fix for path update processing.

  • Bugfix: Fixed an issue where auto-repathing to world location where the path’s end was being erroneously used to perform pathfinding rather than the original move goal location.

  • Bugfix: Fixed an issue with Meta NavMesh Path doing navmesh path update without checking navigation agent if the path finding should be postponed (eg. when falling).

  • Bugfix: RVO avoidance updated for vehicles.

  • Bugfix: Fixed an issue where Navmesh obstacles were cutting corners too close when using string pulling in detour’s crowd simulation.

  • Bugfix: Fixed an issue where navigation mesh streaming was not correctly handling criss-crossed sub-levels.

  • Navigation generation conditions in Scene Component's code have been improved to avoid doing unnecessary work.

  • Removed Nav Collision from static mesh on property change and Post Load if static mesh is not supposed to have one.

  • Unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings.

  • Changed the Nav Mesh projection code to use 2D distance when looking for the best point on navmesh.

Animation

  • New: Added a pin to the Montage Play node to allow choice over the return type of the node for either the length of the selected montage or its playback duration.

  • New: Added ability to override angular joint bias per-node for Anim Dynamics nodes.

  • New: Added blueprint node to allow the setting of an Animation Blueprints Root Motion Mode

  • New: Added dynamic simulation space switching to Anim Dynamics animation node, and exposed more properties as optional pins.

  • New: Added the number of morph targets to the Skeletal Mesh Content Browser info.

  • New: Added option for parent bone space to Get the Socket Transform.

  • New: Added the ability to use the spacebar as a shortcut to play/pause animation playback in Persona.

  • New: Added spherical constraints to the Anim Dynamics animation node.

  • New: Animation curve import options:

    • Remove Redundant Keys: This removes redundant keys when importing a custom attribute as a curve.

    • Do Not Import Curve With Only Zero Values: If all of values are 0, do not import. Not having the curve value is same as 0.f.

  • New: Changed animation compression settings so that they are edited in a dialog instead of directly in the Details panel. This stops animation compression settings from becoming out of sync with the actual compression used.

  • New: Import Animation:

    • Renamed the Animation Name setting to Override Animation Name.

    • Option to add suffix for importing material curves by name. By default _mat.

  • New: Animation sequences can now be marked as only being required by dedicated servers when they have root motion.

    • Animation sequences still need to be flagged in the project cooker settings as being stripped on servers for this to have any effect.

  • New: Pose Asset supports runtime Retargeting option in Skeleton for Animation, Animation Scaled, and Skeletal.

  • New: Retarget Window:

    • Automap button automatically attempts to map source skeleton to target skeleton.

    • This doesn't work well with fingers, so you'll have to make sure to set them correctly.

  • New: Updated retargeting Animation Blueprints to a new skeleton so that it now finds all references to animations (in native properties and blueprint variables) and not just on animation nodes.

  • New: 'Showdebug Animation' displays Save Cache Pose nodes and subgraphs only once to keep display short. The Save Cache Pose and Use Cache Pose names are displayed.

  • New: Added search box to Socket chooser.

  • New: Socket copying in Persona now preserves bone attachment by default.

  • New: Support Step interpolation between key frames per animation. Please check property of Interpolation in Anim Sequence.

  • New: Added a tick dependency for slave components.

    • Ensures that slave components always get ticked after master components.

    • Prevents potential main thread stall updating morph targets in slave components.

  • New: Getting a Relative Transform now supports negative scale.

  • New: Getting a Socket Transform will now prioritize the socket name over the bone name.

  • New: Getting a World From Context Object is safe to be used in another thread, however the behavior is slightly modified. It will not use GWorld as an alternative option.

  • New: Exposed source indices for transition to runtime code so we can better identify which transitions are currently running when trying to determine elapsed times for anim getter nodes.

  • Bugfix: Fixed a crash when opening a skeleton when its assigned preview mesh doesn’t use that skeleton.

  • Bugfix: Fixed a crash when a Skeletal Mesh component gets destroyed while triggering a notify.

  • Bugfix: Fixed a crash when adding a section to a zero length montage.

    • Fixed a nullptr dereference in the montage handling code and disabled the menu option to add section when zero length.

  • Bugfix: Fixed a crash when viewing an uncompressed animation.

  • Bugfix: Fixed a crash when debug drawing of some animation nodes while in PIE.

  • Bugfix: Fixed a crash when using undo/redo while editing the Animation Blueprints defaults.

  • Bugfix: There was an edge case in random sequence player where there might be an extra loop when waiting on a blend to finish. This made it impossible for a shuffle list to start with the animation that is currently playing, seemingly duplicating the animation.

  • Bugfix: Prevented an animation from restarting each time a new section is selected/inspected in the montage editor.

  • Bugfix: Updated animation initialization to now verify the mesh’s hierarchy matches with the skeleton.

  • Bugfix: Animation Retargeting:

    • Fixed an issue with Additive Blend Space/Anim Offset.

    • Fixed an issue for not making the package dirty.

  • Bugfix: Fixed a compression issue with remove linear key not working properly with additive animations.

  • Bugfix: Fixed an issue where Additive Blend Space thumbnails no longer generate single node instance warnings.

  • Bugfix: Fixed an issue when copying non-POD structs in the animation fast path has been fixed.

  • Bugfix: Fixed an issue where Root Motion for Everything would not blend correctly when using layered blend per bone.

  • Bugfix: Fixed an issue resulting in a slowdown in Anim Blueprints while dragging spin controls on default values.

  • Bugfix: Fixed abstract notify state classes to no longer show up in the create notify state menu.

  • Bugfix: Fixed Additive Animation scale to apply correctly.

  • Bugfix: Fixed Animation ‘fast path’ to now work with various corner cases (e.g. multiple inputs to array properties from structs).

  • Bugfix: Fixed Blend Spaces to no longer produce bad data when degenerate spaces are present.

  • Bugfix: Fixed an issue with animation compression caused by an uninitialized box variable.

  • Bugfix: Fixed Cached Posed Weighting to now ensure that the cached poses update with the highest weight they have been updated with, instead of just the first weight in their Animation Blueprints.

  • Bugfix: Fixed Custom Blend graphs to no longer ignore curve values.

  • Bugfix: Fixed an issue with saving recompressed animations that would cause the error Graph Linked External Object.

  • Bugfix: Fixed an issue when creating animations with additive curves that would apply the layer twice.

  • Bugfix: Fixed an issue where animation metadata was not being saved for the montage.

  • Bugfix: Fixed an issue with the Layered Bone Blend calling Update on branches with the wrong weight.

  • Bugfix: Fixed an issue where properties that were fed to a Skeletal Mesh component via the construction script were not being updated when edited.

  • Bugfix: Fixed an issue where assets were missed in Montage nodes due to the reference gathering for animation assets in an animation graph not searching the Ubergraph.

  • Bugfix: Fixed an issue with Root Motion calculation when the actor and the component transforms did not match.

  • Bugfix: Fixed some old Animation Blueprint nodes that maintained non-transactional pin links.

  • Bugfix: Fixed an issue that resulted in split pins not working as Anim Graph node inputs.

  • Improved handling of LODs for Anim Dynamics chains. Now when a leaf bone is removed from a LOD the rest of the chain continues to simulate as expected.

  • Prevented stale anim asset references from persisting in wired pins in animation blueprints.

  • Removed option to clear the compression scheme on an animation sequence as it is not valid to have no compression set.

  • Removed option to clear the default compression scheme as it is not valid to have no compression set.

  • Removed redundant copy in the Modify Bone animation node.

  • Removed Vertex Animation, and related code as they are deprecated.

    • We have procedural mesh component that can be used for that.

    • Vertex Anim Base has been removed, and replaced with Morph Target.

  • Removed various unnecessary bone container copies.

  • Renamed the Trigger Event curve to the Drive Attribute curve:

    • In the UI, it will display as Attribute Curve.

  • Sequencer Scrub will display the Morph Target correctly.

  • Standalone games now benefit from parallel anim update if possible

  • Support different Sample Rate for reimporting with Set Range of time.

Audio

  • New: Added a setting to control dialogue wave audio filenames.

  • New: Added the ability to override the subtitle used on a dialogue wave.

    • This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.

  • Bugfix: Fixed a crash that would occur when cooking in editor for non-xaudio platforms if a cooked sound is played during the same session.

  • Bugfix: Fixed an issue that resulted in the subtitle manager updating the wrong list of subtitles.

  • Bugfix: Fixed an issue with the output volume to make it more consistent with volumes of other PS4 games.

Automation

  • New: Added Tcp Message Transport, a connection-based message bus transport currently used for communicating with sessions launched on Android.

  • New: Added several enhancements to the automation framework and improving the UI:

    • Tests in the UI now have a link to the source and line where they originate.

    • There is now a general purpose latent lambda command you can use to run arbitrary code latently.

    • Added Inlined Add Command for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.

    • Frontend now has better column displays offering more room to the test name.

    • Changed several events to the automation controller to multicast delegates so that many could hook them.

    • The UI now refreshes the selection after tests finish so that the output log updates.

  • New: Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.

  • Bugfix: Fixed a crash in Render Output Validation automation test when running with cooked content.

  • Bugfix: Fixed an issue that could prevent a static mesh socket from being imported with the correct rotation.

  • Bugfix: Fixed screenshots to now save locally when running an automation test and an Automation Worker Screen Message is received.

  • Bugfix: Fixed an issue where Test logic had a broken check that would cause infinite map reloads when trying to run one in game.

  • Removed Func Test Manager warnings about PIE when running on a standalone game binary.

  • UAT parameter -signedpak now no longer implies -pak.

  • Tweaking the padding to make it look more like other windows and to make everything not look so squished. Recursive expansion now works on tests.

  • Toolbar improvements:

    • Removed the search box from the toolbar. It is now inlined above the test tree.

    • Moved the filter group drop-down out of the toolbar and onto the line with the search box above the treeview and general improvements to the feeling of it.

Blueprints

  • New: Added "empty" keyword to Clear Array Node which will show the Clear Array Node in the Blueprint Graph Context Menu when searching using the word "empty."

  • New: Added "Get All Actors with Tag" blueprint node which returns an array of all actors with the given tag.

  • New: Added "negate" keyword to Boolean NOT node which will show the Boolean NOT Node in the Blueprint Graph Context Menu when searching using the word "negate."

  • New: Added a "Generate abstract class" option to Blueprint class settings.

  • New: Added a Blueprint Node to multiply a Vector2D by another Vector2D

  • New: Added Editor Preferences options in General/Appearance/Graphs to disable grid in the Blueprint and Material editor, as well as change grid colors.

  • New: Added new macro to help scale and position materials that are drawn to canvas.

  • New: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...)

  • New: Exposed the web browser widget's ExecuteJavascript method to widget blueprints

  • New: Added Interface properties can be exposed on spawn.

  • New: Added

  • Bugfix: Fixed a crash in Graph Node widgets when handling invalid pins.

  • Bugfix: Fixed a crash when compiling Blueprints caused by Set Boolean (by ref) node.

  • Bugfix: Fixed a crash when compiling Blueprints caused by Expand Enum As Execs metadata used with an enum containing a hidden element.

  • Bugfix: Fixed a crash while loading Blueprints that are circularly referenced by their interface.

  • Bugfix: Fixed a crash that would occur after editing a Blueprint that had been opened in the diff tool.

  • Bugfix: Fixed a crash when hovering over Create Widget node in Blueprints.

  • Bugfix: Fixed a crash when opening Kite Demo.

  • Bugfix: Fixed a crash when transforming an actor after applying instances changes.

  • Bugfix: Fixed a crash for the struct editor that could occur when editing Name member variables.

  • Bugfix: Fixed a crash when loading of a Blueprint class containing an integer property tagged as a bitmask with missing enum type metadata.

  • Bugfix: Fixed a crash that would occur when attempting to display a node that was already removed.

  • Bugfix: Fixed a crash that would occur when giving an event in a child Blueprint the same name as an event in its parent.

  • Bugfix: Fixed a crash that could occur when opening the Blueprint palette window.

  • Bugfix: Fixed a crash that could occur while updating Blueprint instances on compile.

  • Bugfix: Fixed a crash that was possible when removing a corrupted Blueprint component node if it’s found to have no parent attachment.

  • Bugfix: Fixed a crash when using the Blueprint Documentation commandlet.

  • Bugfix: Fixed a crash when copying and pasting collapsed graphs.

  • Bugfix: Fixed a crash for the debug target picker when trying to access an invalid world.

  • Bugfix: Fixed a crash when breaking all links to a MakeArray node with split struct pins.

  • Bugfix: Fixed a crash for a needed component that was being garbage collected during Blueprint compilation.

  • Bugfix: Fixed a crash for modifying and hot-reloading a Blueprint superclass.

  • Bugfix: Fixed a crash for an assert when loading a Blueprint with instanced sub-objects.

  • Bugfix: Fixed a crash when opening a Blueprint with a component that has all inherited properties hidden.

  • Bugfix: Fixed a crash when breaking a link to a pin on a MakeArray node that is any array type.

  • Bugfix: Fixed a crash for dragging a component into the Event Graph in a Blueprint that inherits from a C++ class.

  • Bugfix: Fixed a crash for connection to a split struct pin in a MakeArray node.

  • Bugfix: Fixed a crash for Blueprint node to Macros that would happen sometimes.

  • Bugfix: Fixed a crash that would sometimes happen when adding unsupported pin types to a Custom Event node.

  • Bugfix: Fixed a crash for an editor-only crash that could occur during instancing of an uncompiled Blueprint class with a modified array property in the native parent classes default object.

  • Bugfix: Fixed an issue where the Get Class node would fail to appear in the Context Menu when pulling from a self reference pin into an empty space in the Blueprint Graph.

  • Bugfix: Fixed an issue with Blueprint Function Libraries not working with class/function redirectors.

  • Bugfix: "Add Component" nodes will now be fixed up at load time if they are found to not be associated with a unique template object.

  • Bugfix: Associated component template(s) are now being cloned when duplicating Blueprint function graphs containing one or more Add Component nodes.

  • Bugfix: Basic shape components (cube etc.) will now apply the correct override material to instances when they are added to the component tree in the Blueprint editor.

  • Bugfix: Functions can now be properly overridden that are nested in an Interface Inheritance Hierarchy.

  • Bugfix: Changes made to settings in the Blueprint Profiler will now persist.

  • Bugfix: Changes to string literals that only affect case are properly applied (e.g. 'Hello' can be changed to 'hello')

  • Bugfix: Component data cache template objects will now properly remain referenced during garbage collection.

  • Bugfix: Components instanced as default subobjects of and attached to components instanced by Blueprint class construction script (i.e. nested default subobjects) are no longer being included in the Level editor's components tree view, as property values on these instances currently cannot be edited properly.

  • Bugfix: Copy-and-paste of Actor instances from the current level to the components tree view in the Details panel will now add components that have been properly initialized.

  • Bugfix: Customized defaults are now fully propagated to new instances at construction time during non-Actor-based Blueprint class re-instancing.

  • Bugfix: Details panel in the Blueprint diff tool is correctly set to read only again so that the user cannot edit the values.

  • Bugfix: Compiled Blueprint class assets in the Content Browser would give an invalid ensure (warning) when force-deleting.

  • Bugfix: Phantom asset being created when ‘Accept Source’ was used in the Blueprint Merge Tool.

  • Bugfix: Child Blueprints inherited variables would not display the replication settings set in the parent Blueprint.

  • Bugfix: The Details panel Macro where the tooltip for the "Keywords" and “Compact Node Title” was displaying the same “Category” rather than their respective tooltips.

  • Bugfix: The Structure editor would collapse all values in the Default Value panel after undoing any changes.

  • Bugfix: Widget Blueprints would collapse values in the Details panel after changing the default value of any Blueprint variable.

  • Bugfix: Unsupported pin types are no longer supported for Blueprint Event Nodes.

  • Bugfix: Corrected issue that caused a compile error in CustomEvent nodes.

  • Bugfix: Corrected issue that caused a MakeArray node to assume the type of a split struct pin rather than the parent struct when pasting from a Make Array node with split pins.

  • Bugfix: The Make Array node no longer gives incorrect indices when removing elements with split pins.

  • Bugfix: Fixed an issue where copying and pasting return nodes would fail to copy links to other nodes.

  • Bugfix: Fixed an issue where an automatically generated Get Display Name Blueprint node would not be connected when connecting a self reference output pin to a string input pin.

  • Bugfix: Fixed an issue where a wildcard Output Pin of an Array type could not connect to a split pin of an array type in a Make Array Blueprint node.

  • Bugfix: Fixed an issue where Blueprint compilation logs were being cut off and not output.

  • Bugfix: Fixed an issue where Blueprint Node Comment Bubbles would not save changes when losing focus.

  • Bugfix: Fixed an issue where copying and pasting a Blueprint Event Node along with one or more linked nodes would not also copy any links.

  • Bugfix: Fixed an issue where copying and pasting a Make Array node with added values would create a wildcard Make Array node rather than a copy of the original.

  • Bugfix: Fixed an issue where cross sub-object pointers could be invalid post load.

  • Bugfix: Fixed an issue where double-clicking on a component listed in the results of a "Find-in-Blueprints" search would not select the component in the Blueprint editor.

  • Bugfix: Fixed a cosmetic issue where dragging from an input pin would cause the link to appear from an output pin if the pins share the same name until the connection is completed or cancelled.

  • Bugfix: Fixed an issue where including a period in the name of a Blueprint function would cause double clicking the function name to do nothing instead of open its Blueprint Graph.

  • Bugfix: Fixed an issue where multiple Primitive types (eg. Vector, Rotator, Transform) would not automatically type cast to Text when trying to connect them to a Text Input Pin on a Blueprint node.

  • Bugfix: Fixed an issue where native interface functions were being miscategorized.

  • Bugfix: Fixed an issue where output nodes sometimes would not be generated when collapsing.

  • Bugfix: Fixed an issue where overridden component properties could be cleared on load.

  • Bugfix: Fixed an issue where split struct pins would disconnect on load.

  • Bugfix: Fixed an issue where the Blueprint editor's initial zoom focus transition could not be interrupted.

  • Bugfix: Fixed an issue where toggling the Comment Bubble button on Reroute Nodes would not properly toggle the Comment Bubble.

  • Bugfix: Fixed an issue where the functions filter when searching with Find-In-Blueprints would list components from SCS in addition to matching Blueprint functions.

  • Bugfix: Fixed several issues that were causing a number of issues after Blueprint compilation for bad property read/writes, infinite loops, and crashes.

  • Bugfix: Fixed a minor spelling error in the tooltip for "Save On Compile" in the Blueprint Editor.

  • Bugfix: Fixed a potential data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.

  • Bugfix: Fixed a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.

  • Bugfix: Fixed a potential loss of "Get Class Defaults" node output pin links on load. This was due to a dependency load order issue.

  • Bugfix: Fixed an ensure that would fail when dragging off a self pin when another actor was selected in the Content Browser.

  • Bugfix: Updated an error message on Create Event nodes to make it more clear when signatures no longer match the delegate they are bound to.

  • Bugfix: Fixed an issue with latent nodes making Blueprint bytecode generation more deterministic.

  • Bugfix: Fixed an ensure when dragging a level from the Levels window into Blueprint event graph.

  • Bugfix: Fixed an issue with the direction of Get Overlap Info parameters.

  • Bugfix: Fixed instances where "Asterisk" was misspelled as "Asterix" when searching in the Blueprint's Event Graph Context Menu.

  • Bugfix: Fixed an issue where macro Blueprints were triggering other Blueprints to recompile every time they were loaded.

  • Bugfix: Fixed an issue where Multi Line in User Defined Structs was not working with arrays of string or text properties.

  • Bugfix: Fixed a regression in My Blueprint panel as displayed in the Blueprint Diff Tool - was not displaying any values.

  • Bugfix: Fixed a stack overflow that could occur when compiling huge blueprints.

  • Bugfix: Fixed an issue where a wrong value of an Enum literal would be used with functions from Array Library.

  • Bugfix: Updated function return nodes to be more fail-safe. You can no longer remove them in overridden/inherited functions and the function's signature is maintained even when disconnected.

  • Bugfix: Fixed an issue to immediately apply transform updates to component template instances when changing the scene component hierarchy root in a Blueprint class.

  • Bugfix: Improved "variable not found" warning messages. You can now jump to the offending node.

  • Bugfix: Fixed an issue in the Blueprint Profiler so that the nested event node is now distinguished from its top-level event with the addition of "(Entry Node)".

  • Bugfix: Fixed an issue so that moving a child component in a child blueprint does not force the parent to become dirty anymore.

  • Bugfix: Fixed an issue so that collapsing Blueprint Nodes to a function when there are multiple input execution paths is no longer allowed. The resulting function would have ambiguous execution logic.

  • Bugfix: Collapsing Blueprint Nodes to a function will no longer create a return node if there are no return values.

  • Preserved relative scale on the root scene component when converting an Actor instance to a Blueprint Class.

  • Editor Performance Updates:

    • Removed a redundant Blueprint class compilation pass after a variable type change.

    • Significantly improved PIE startup time when automatically recompiling Blueprint classes that have multiple dependencies.

    • The Ed Graph Pin is no longer a UObject, this will improve load times significantly on projects with many large blueprints. Note that content does need to be resaved in order to see the improvement in load time.

  • The "Delete Unused Variable" feature now considers the "Get Class Defaults" node.

    • Output pins representing unused properties will now be removed from the node if they're not linked.

  • The "Get Class Defaults" node will now update immediately in response to structural Blueprint Class changes.

  • The Minimum Area Rectangle function is now callable without a World Context parameter.

  • When pasting a component in to the blueprint component tree, relative position and rotation is now cleared and will not be offset to its previous world position.

  • Optimized Math Expression parsing.

Core

  • New: Improved "DumpParticleSystems" console command to now print totals for each of the categories that were already listed for each individual particle system.

  • New: Added a new "-checkpak" command line switch which will attempt to verify every chunk in a signed pak file is valid when the pak is opened.

  • New: Added more detailed message when TArray's Bulk Serialize fails

  • New: Asset registry memory optimisation:

    • Made sure all dependency node link arrays are sized exactly as they need to be.

  • New: Crash callstacks will now be output to log by default.

  • New: Crash handling on Linux saves the Crash Report Client logs in the same location as the main game/server log.

    • Helpful for easily associating CRC logs with the session that crashed on Linux game servers.

  • New: Dedicated servers will no longer use memory logging by default.

  • New: Added minor logging and debugging enhancements for signed pak files to detect corruption.

  • New: Added config file based system for marking which classes aren't required by a dedicated server or client.

    • Added class names to the new options in the project cooker settings in the editor.

    • Overridden Needs Load For Server and Needs Load For Client functions on each class will still overrule the config file.

  • New: Optimized cooked asset registry dependency node data structures to reduce memory usage.

  • New: Added Option to show warnings and errors visually on the HUD in development builds.

    • Controlled by Duration Of Errors And Warnings On HUD in Engine.Engine section of DefaultEngine.ini (0 = disable).

  • New: Split Garbage Collection cluster index and internal object flags to allow more than 8 million UObjects in editor builds.

  • New: When graphics driver crashes the engine will now assert so that we can send a crash report. The Crash Report Client will now attempt to initialize Slate Renderer multiple times before it gives up in which case it will send the crash report in unattended mode.

  • Bugfix: Fixed a crash occurring in serialization when signed paks are used with compressed packages.

  • Bugfix: Fixed a crash when editing UObject’s in a Map property box.

  • Bugfix: Fixed a crash for Automation Tool when deploying to a default PS4 devkit.

  • Bugfix: Fixed a crash in UHT where an "Ambiguous search" error when a delegate has an own class declared.

  • Bugfix: Fixed a crash when loading an empty cached asset registry.

  • Bugfix: Fixed a crash when loading two stat capture profiles simultaneously.

  • Bugfix: Fixed a crash when pasting T3D into the Content Browser from the clipboard.

  • Bugfix: Fixed a crash when selecting a different capture in the stats dump browser of the profiler when another file is still loading.

  • Bugfix: Fixed a crash when spawning an actor using a template object with instance components.

  • Bugfix: Fixed a crash when saving a package which has an unresolved dependency.

  • Bugfix: Fixed a crash for hot-reload when a USTRUCT used is used as a field has a UPROPERTY field pointing to a hot-reloaded CDO.

  • Bugfix: Fixed a crash after opening edit config data for remote build and then trying to package.

  • Bugfix: Updated Exclusive Internal Flags so that they are now respected when passing in a null Object Package in Static Find Object Fast Internal Thread Safe.

  • Bugfix: Fixed an issue with null reference exception when connecting to the Swarm Coordinator.

  • Bugfix: Fixed and improved log message when garbage collector cluster assumptions are violated.

  • Bugfix: Updated DLC pak file path mappings to be relative to Game Dir instead of Root Dir.

  • Bugfix: Fixed Enum bitflags not being hot-reloaded properly.

  • Bugfix: Fixed an infinite loop in the editor that would happen if a directory that is being watched is deleted.

  • Bugfix: Fixed an issue with leaked linkers created by blocking load requests during async loading.

  • Bugfix: Fixed an issue with leaked log archive.

  • Bugfix: Fixed an issue where there was an incomplete/missing callstacks reported by thread heartbeat when a hang is detected.

  • Bugfix: Fixed an issue where there was potentially missing log output when serializing text of length equal to the async log writer buffer size.

  • Bugfix: Fixed an issue when serializing packages over 2GB when cooking. Usually this was caused by lightmaps.

  • Bugfix: Fixed an issue with Cook-on-the-fly server asset paths when the game name differs from its folder name.

  • Bugfix: Fixed timestamp checks of uncooked files when starting up the cook-on-the-fly server.

  • Bugfix: Fixed Asset Pointer remapping issues for duplicated level packages (level Save As, level Duplicate).

  • Bugfix: Updated most Box functions to use FORCEINLINE to improve Debug Game performance.

  • Bugfix: Made Launcher Tasks have unique names so we don't end up with stat name collisions which spam the log.

  • Bugfix: Fixed FPS pop-up updates when loading new stat file.

  • Bugfix: Removed an obsolete error message about INI file case sensitivity in the Unreal Header Tool.

  • Updated exporting to silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading.

  • Updated the engine to no longer attempt to flush log messages in Check Rendering Thread Health if a critical error has already occurred. Crash handlers flush log anyway.

  • Updated the thread heartbeat to be killed when reporting ensures so that it doesn't get triggered when the report takes a long time to generate.

  • Updated the thread heartbeat to be stopped when the engine crashes to prevent it from interfering with generating crash reports.

  • Updated the thread heartbeat to be suspended when a message box is being displayed to fix false positives in hang detection.

  • Updated Media Player objects to not be added to any Garbage Collection clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For Garbage Collection assumptions being violated.

  • Non-backup files will no longer be deleted when cleaning up the log folder.

  • You can once again specify more than one ini override on the command line.

  • Removed a few redundant Add Referenced Objects functions to speed up Garbage Collection.

  • Modified crash handling code (on Windows) to handle two threads crashing at the same time properly. Previously the second crash would force the process to exit before generating the crash report.

Editor and Tools

  • New: Updated the "Description" field for a blueprint function to be multi-line to encourage big descriptive tooltips.

  • New: Added a setting to allow recording of actors in the sequence recorder that are spawned by sequencer itself.

  • New: Added hotkey (ctrl-T) to toggle between showing frame numbers and time.

  • New: Added plugin support to the editor class wizard.

  • New: Added a "Console Variables" command under the main editor Help menu.

    • This creates a local html page with browse and search functionality for all cvars.

  • New: Added a setting to invert the Y axis in editor viewports for mouse look and orbit in Project Settings.

  • New: Added rich tooltip support to enum combo-box entries.

  • New: Added support for creating a HLOD cluster from a single actor, as long as it has two or more static mesh components in it. This improves handling when including Blueprints.

  • New: Added track for string properties.

  • New: Added UI for loading and browsing multiple stats dumps from a folder in the session frontend profiler for easy comparing of perf stats.

  • New: Changed how materials are generated by the Hierarchical Level of Detail (HLOD) system. They are now created as material instances to reduce the overall shader count

  • New: During a "Play in Editor" session, automatically regain focus after user takes over mouse control. This allows the editor to continue to process hotkeys without having to click on the editor manually to regain focus.

  • New: Added the ability to set PNG and JPG files as a Splash Image from the Project Settings.

  • New: Locking the mouse to a viewport is now determined by an enumerated value (Don't Lock, Lock on Capture, Lock Always) rather than a boolean.

  • New: Changed sRGB Preview to be the default in the Color Picker.

  • New: Changed Memory Profiler 2 to deselect current bar when clicking off the histogram. This allows the user to see the top level group data again.

  • New: Updated Interface classes to now have their own entry in the New C++ Class wizard.

  • New: Updated Obj exporter to now export all mesh components contained in Blueprint Level instance.

  • New: Refactored the way debugger commands are executed in PIE. Now they are controlled using the Editor Key Bindings, for Play/Pause/Stop...etc, rather than the Debugger Commands ini settings.

    • You can now do things like bind stop to Shift+Escape, if you wanted to test showing a menu when Escape is pressed, instead of closing PIE.

  • New: Added support to Scene Importer for rigid mesh animation.

  • New: Added substring matching for console command suggestions, with space as a wildcard.

  • New: Added support to the Scene Importer for .OBJ files.

  • New: Added a new flag to the Merge Actor settings 'Use Vertex Data for Material Merging' and renamed 'Bake Vertex Data' to 'Bake Vertex Data to Mesh'.

  • New: Updated UnrealGameSync to hide *.uprojectdirs files by default in the project file selector, to discourage their selection by accident.

  • New: Added the ability for Resave Packages commandlet to now also rebuild asset registry paths with consistent case.

    • This produces much cleaner results than using the text export method (which will use the internal names for user defined structs).

  • New: You can now package a plugin from the plugin browser.

    • Select the plugin and there's a small link at the bottom of the plugin tile letting you execute the package operation for sharing your plugin.

  • Bugfix: Fixed a crash when renaming the current level in the Content Browser.

  • Bugfix: Fixed a crash with the curve editor widget if you box selected outside of the visible area.

  • Bugfix: Fixed a crash for exporting the current level to an OBJ file and exporting materials as images.

  • Bugfix: Fixed a crash for selecting a Grid Snap size with a corresponding Decimal Grid Interval Value of 0 units.

  • Bugfix: Fixed a crash when exporting actors with non-scene components to FBX.

  • Bugfix: Fixed a crash that could potentially happen when selecting a spline point in the editor after having deleted another point.

  • Bugfix: Fixed a crash Importing a brush, so that the brush is always validated (relinked), whether it is a static or dynamic brush.

    • This fixes an occasional crash when copy/pasting BSP brushes from one level to another.

  • Bugfix: Fixed a crash when hovering over a submenu while entering a Blueprint node comment in the Context Menu. In general, issues with opening submenus while a parent menu has focus.

  • Bugfix: Fixed a crash caused by repeatedly undoing and redoing a change in a level.

  • Bugfix: Fixed a crash for clicking the Install button multiple times when creating a new code project without a compiler installed.

  • Bugfix: Made a number of fixes to spline mesh collision generation:

    • A serious issue with DDC ID generation was fixed, in that the static mesh itself wasn't forming part of the key, hence any two splines with identical properties but different meshes would yield the same cache entry.

    • Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or the end of the spline mesh.

    • Optimized physics rebuilding. A new Body Setup object is now only created when needed, otherwise it is reused.

    • Fixed Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

  • Bugfix: Updated Actors placed in the current viewport to no longer snap to surfaces if surface snapping is disabled.

  • Bugfix: Fixed an issue where compiling a parent Blueprint would sometimes result in all of its child Blueprint assets adding toast notifications that they require check out.

  • Bugfix: Updated the Rotator UI showing Roll/Pitch/Yaw in some places. It will always show as X/Y/Z now.

  • Bugfix: Improved the "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported.

  • Bugfix: Updated auto-reimport to now be disabled inside an editor running in unattended mode.

  • Bugfix: Fixed an issue where editing condition property value changes would not propagate to instances of template objects.

  • Bugfix: Updated the Fbx importer to now import static mesh socket rotation correctly.

  • Bugfix: Updated the Fbx importer to now prevent importing a mesh with a size of zero and log a message to the user.

  • Bugfix: Fixed an issue where audio was being disabled after recording a movie.

  • Bugfix: Fixed an issue with Decal Visibility so that its behavior matches other visible actors with regard to the "Actor hidden in game" flag. This also makes it possible to animate it's visibility correctly with sequencer.

  • Bugfix: Updated nodes in folders to be filtered so that other unfiltered children aren’t visible.

  • Bugfix: Fixed an issue when parsing LOD in a Static Mesh component when importing custom properties.

  • Bugfix: Fixed an issue where selecting a color with the eyedropper tool would sometimes prevent the user from being able to Play in Editor.

  • Bugfix: Fixed an issue with a localization warning that would happen when you opened the GameMode menu.

  • Bugfix: Fixed a longstanding issue where sometimes BSP geometry was not correctly rebuilt after editing vertices in geometry mode.

    • Levels with incorrectly built geometry (due to invalid poly normals) will now issue a warning in the log upon load, and can be fixed by resaving the level.

  • Bugfix: Fixed a thread metadata warning in the output log when using the project launcher in the editor.

  • Bugfix: Fixed an issue with Actor position being set to origin after using undo.

  • Bugfix: Fixed an issue where the output log was prevented from remaining anchored to the bottom of the window.

  • Bugfix: Fixed an issue where sometimes spline components were debug rendered incorrectly when not selected in the editor.

  • Bugfix: Fixed an issue where the "All Classes" tab of the mode panel would not refresh when a new class was added to the project.

  • Bugfix: Fixed an issue where the surface properties of a BSP would erroneously persist in the details panel after the BSP was deleted.

  • Bugfix: Fixed an issue where the transform gizmo would prevent a user from dragging a material onto a mesh.

  • Bugfix: Fixed an issue where stopping ‘Cancel’ from correctly ‘Cancelled’ resulted in P4 asynchronous ops.

  • Bugfix: Fixed an issue importing an array inside a JSON Data Table.

    • The JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing.

  • Bugfix: Fixed an issue when moving translation of the child when attached to the mirrored parent in viewport.

  • Bugfix: Fixed an issue when multi-selecting scaling when objects are rotated.

  • Bugfix: Fixed an issue where Post Process settings for blendable picker were not readable in the Details panel.

  • Bugfix: Fixed an issue with single player PIE so that the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple client PIE.

  • Bugfix: Fixed an issue where geometry operations were not undoable (eg. Material Placement).

  • Bugfix: Fixed an issue where foliage instances were not being included when exporting a scene to FBX.

  • Bugfix: Fixed an issue where the Launcher Profile settings window was not always showing all available maps for cooking.

  • Bugfix: Fixed Blueprint widgets "is Enabled" property to now animate properly.

  • Bugfix: Fixed the Editor Mode plugin sample to no longer provide a bad starting example for where to create your widgets.

  • Bugfix: Fixed the File menu option for "Import into level" so that it now re-imports the original blueprint instead of overwriting it.

  • Bugfix: Fixed an issue where multiple text cursors would appear when editing Keyboard Shortcuts in Editor Preferences.

  • Bugfix: Fixed a formatting issue for the error of Error_TooManyMaterials message.

  • Bugfix: Fixed Datatable select next row.

  • Bugfix: Fixed a small typo in GraphEditor.h.

  • Bugfix: Fixed missing END_OPTIMIZATION macro to SOutputLog.

  • Bugfix: Fixed issue preventing generation of JSON for nested structs in DataTable rows.

  • Bugfix: Reverted the change to the Merge Actor tool where you could not merge a single mesh.

    • This is needed if you want to have a single Actor merge multiple materials but not be merged with another Actor in the scene.

  • Bugfix: Fixed the scale widget axes to render correctly while the current viewport is in an orthographic view mode.

  • Bugfix: Fixed the Texture Editor to properly display Mip Level Count and Format for 2D Dynamic Textures.

  • Bugfix: Fixed the "Game Gets Mouse Control" setting in the preferences for the Level Editor to be correctly applied when Playing in Editor.

  • Bugfix: Fixed the names of Automation tests within the standalone Session Frontend to be displayed correctly rather than as solid white blocks.

  • Bugfix: Fixed UnrealGameSync to now exclude deleted files when searching for the editor target name, which was sometimes preventing the editor from launching.

  • Bugfix: Fixed UnrealGameSync so that syncing no longer fails if the current workspace has files open for move or add.

  • Bugfix: Updated structs to export as JSON when displaying them in the Data Table editor.

  • Bugfix: Updated the F4 debug key binding to match what is in ShowFlags.cpp.

  • Bugfix: Fixed importing a morph target so that it no longer imports textures and materials for a base mesh that has already been imported.

  • Changed the 'Merged Physics Data' flag in the Merge Actor tool to be true by default in order to match user expectation.

  • Disabled the Paste context menu action if a property in the Details panel is marked as "EditConst".

  • Updated importing assets into a level so that assets that do not come from FBX or OBJ files are no longer supported.

  • Improved the performance of the details panel when thousands of objects are selected.

  • Improved moving parent & grouped child actors so that it now does not result in deltas being applied twice.

  • Updated the Editor so that new windows will no longer open in between monitors when the primary monitor is not set to monitor 1.

  • Improved DataTable import/export.

  • Improved mesh vertex color painting:

    • Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.

    • Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.

    • A bug has been fixed when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds. This improves the appearance of lower LODs' vertex colors.

    • An issue has been fixed where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used.

    • Various crashes when using mesh paint mode have been fixed, e.g. when selecting a previously selected mesh, when deleting an asset which has an instance currently selected.

  • Improved MemoryAnalyser2:

    • Upgraded to Visual Studio 2015.

    • Clean up solution configurations. Only leave "Any CPU".

    • Switch project to build with "Any CPU" rather than "x64".

Content Browser
  • New: Added the ability to select a base Physical Material class when creating a new Physical Material.

  • Bugfix: Fixed a crash caused by the Content Browser allowing drag and drop operations to import assets while the File Picker dialog was opened.

  • Bugfix: Fixed a crash for an issue that could occur when a class and a folder have the same name.

  • Bugfix: Fixed an issue where Blueprint Actors would sometimes appear in the preview thumbnail of other assets.

  • Bugfix: Fixed an issue where a Skeletal Mesh asset was prevented from editing thumbnails in Thumbnail Edit Mode.

  • Bugfix: Fixed an issue where Material thumbnails would display an extreme close-up of the material rather than the entire preview asset.

  • Bugfix: Fixed an issue where there was a duplicate "Font" entry in the asset picker menu.

  • Bugfix: Fixed an issue with the selection of objects in the Content browser from WorldSettings.

  • Redirector objects are now deleted after selecting the "Fix Up" option from their right-click context menu.

  • Updated World thumbnails no longer cull primitives.

    • This is because the camera is very far away and if terrain pieces are culled, the level is not visible.

Landscape
  • New: Added right-click options to fill and clear landscape layers

  • New: Added support for "Max Pitch Angle" and "Random Yaw" foliage options in procedural foliage.

  • New: Automatically filled the first weight-blended landscape layer (if a layerinfo is specified at landscape creation time).

    • This stops the landscape being black when first created, and fixes problems with the first paint strokes not having proper falloff.

    • The old workaround of painting a landscape layer over the whole landscape to make painting work right is no longer necessary!

  • New: Added a Generate Overlap Events flag to Landscape Actors.

  • Bugfix: Fixed a crash when cooking landscape for mobile.

  • Bugfix: Undoing the deletion of a landscape or changes to its properties will no longer cause a crash.

  • Bugfix: PIE no longer crashes when using Landscape Splines with bPlaceSplineMeshesInStreamingLevels.

  • Bugfix: Fixed a crash that could happen when switching to the Landscape Pattern brush.

  • Bugfix: Fixed a crash with the Landscape Circle brush.

  • Bugfix: Removed all use of deferred exec commands from the landscape code.

    • This solves numerous crashes during commandlets, etc. with landscape infos not being initialized because they do not tick the engine.

  • Bugfix: Fixed an issue where after resampling or changing landscape component size, any new components that correspond to previously deleted components will remain deleted in the new landscape.

  • Bugfix: Fixed an "Object in another map" error when packaging a project containing Landscape for Android.

  • Bugfix: Fixed an "Object in another map" error when saving a Landscape streaming level after using Mobile Preview and the landscape Move to Level tool.

  • Bugfix: Fixed Global Illumination textures being visible in the content browser when r.GenerateLandscapeGIData is enabled.

  • Bugfix: Fixed that the "Rebuilding Hierarchical Instanced mesh component, please resave map" error wouldn’t go away after a resave.

  • Bugfix: Fixed an issue with foliage being placed on top of Blocking Volumes.

  • Bugfix: Fixed a hang that could happen when changing a material which is used on a Landscape.

  • Bugfix: Fixed an issue causing the incorrect UV coordinates when tessellation is enabled for Landscape.

  • Bugfix: Fixed an issue where the Landscape flatten target grid preview is displayed on the wrong Landscape when switching landscape target.

  • Bugfix: Landscape "continuous" sculpting now works in multiple viewports.

  • Bugfix: Fixed an issue with Landscape "Layer Alphamap Type" being visible when in "New Landscape" mode even though it only affects "Import".

  • Bugfix: Landscape layer import can now be undone.

  • Bugfix: Fixed an issue where Landscape spline control point meshes were being offset if "Place Spline Meshes in Streaming Levels is ticked.

  • Bugfix: Fixed an issue where Navmesh generation would use Landscape simple collision issues with Landscape Holes.

  • Bugfix: Fixed an issue where new Landscapes would render with the material’s layer preview weights instead of using the actual (all 0) weights.

  • Bugfix: Fixed an issue where Landscape Splines were not able to be extended if the current level was different to the selected spline.

  • Bugfix: Fixed an issue that would prevent selecting Landscapes from the World Outliner while in the "new Landscape" tool.

    • It will now switch to editing whenever Landscape you select.

  • Bugfix: Added the ability for Landscape Grass Type to exclude decals by using the Receives Decals member.

  • If a landscape material contains both a "Layer Blend" node and other landscape nodes referencing some of the same layers (e.g. sampling a layer for grass), the landscape editor will now use the ordering from the blend node for the target layers list.

  • Stopped Landscapes compiling so many shader combinations.

Material Editor
  • Bugfix: Fixed a crash when editing text in "Libraries Category Text" field of a material function.

  • Bugfix: Fixed a crash when pasting a material function call node from one project to another in which it is not defined.

  • Bugfix: Fixed an initial hitch when dragging around in a Color Picker opened from a Material Expression node.

  • Bugfix: Fixed undo and redo to now work correctly when making changes to Material Functions.

Matinee
  • Bugfix: Fixed an issue preventing keyframes from being added when an asset browser was opened in the same window as Matinee.

Cascade
  • New: Updated the Particle Event Receiver Spawn module to now filter collision events based on Physical Material.

    • The Physical Material of the collision is now also accessible in Blueprint.

  • Bugfix: Fixed a crash while in Cascade when enabling/disabling a module.

  • Bugfix: Fixed an issue where Instance parameters for Spawn, Required, and Typedata modules in Cascade were not being auto populated.

  • Renamed the two "Collision" choices in the Collision submenu to "Actor Collision" and "Scene Depth Collision" in the Cascade editor..

Persona
  • Bugfix: Crash fix with crash or data corruption when reverting changes to the "Event" structure in the animation notify editor for montage assets.

  • Bugfix: Fixed a crash when deleting curve keys after animation keys had also been removed.

  • Bugfix: Fixed the "Isolate" option on Skeletal Mesh materials that was not working correctly with Clothing asset sections.

PhAT
  • Bugfix: Fixed scaling widget in PhAT in some viewport modes.

World Outliner
  • Bugfix: Fixed an issue where Actors were not being removed from the World Outliner when they were added and removed on the same frame.

  • Bugfix: Fixed an issue where the Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled".

Static Mesh Editor
  • Bugfix: Fixed a crash caused from trying to import an FBX file after a previous import attempt had failed.

  • Bugfix: Fixed a crash from the FBX importer when it attempted to import a mesh only made up of degenerate faces.

    • An error is now logged if the importer tries to import a mesh with no valid faces.

  • Bugfix: Fixed a crash that would happen when reimporting a static mesh that was exported from a geometry brush asset.

  • Bugfix: Using the Material list reset button in the Static Mesh Editor now prevents the Static Mesh Component materials array from growing.

  • Bugfix: Reimporting or overriding a LOD other than the base mesh now prevents the Material list array from growing.

Source Control
  • New: Git Plugin implemented the Sync operation to update local files using the git pull --rebase command.

  • New: Git Plugin now allows you to make an initial commit when initializing a new project.

  • Bugfix: Fixed an issue where the wrong status icons were being shown.

  • If multiple assets need to be checked out, a single notification is now created for all files rather than creating one notification for each file.

  • When submitting changed assets to source control, files that were previously deleted are no longer resubmitted to source control.

World Browser
  • Bugfix: Sub-Level layers were not showing up in the Layers tab when loaded as part of the world composition.

  • Bugfix: The World Composition levels window was not correctly updated when creating or renaming levels using the Content Browser.

  • Bugfix: World Composition origin shifting was not accounting for shifting the Dynamic Directional Light shadow casting.

  • Bugfix: World composition sub-levels that had a child actor inside were becoming modified if any other sub-level was unloaded.

Foliage
  • New: Added support for Lighting Channels to Foliage and Landscape Grass.

  • New: A Foliage Type now includes all relevant fields from its Body Instance for editing.

  • Bugfix: Fixed an issue where the "Rebuilding hierarchical instanced mesh component, please resave map" warning was showing up when loading or entering PIE in maps with valid foliage.

  • Bugfix: Fixed an issue where deleting a Foliage actor from the Foliage menu did not remove actors from PIE until the editor was restarted.

Cooker
  • New: Added more options to the Cooker for selecting Garbage Collection frequency:

    • The new Cook Settings’ Max Memory Allowance setting is a percentage value which will trigger Garbage Collection if exceeded.

    • The new Cook Settings’ Min Free Memory setting allows you to set a minimum free memory value which will trigger Garbage Collection.

  • New: Added -skipcompile flag for running from Visual Studio.

    • This will skip compilation when the -multiprocess flag is used.

  • Bugfix: Fixed a deterministic cooking issue with Static Mesh Component caused by using a Static Mesh before postload was called.

  • Bugfix: Newly discovered session instances were not being added to an existing session in the Session Browser.

  • Bugfix: Selecting an instance in a session with multiple instances did not deselect the previously selected instance correctly.

  • Bugfix: Deterministic cooking issue where the shader name was stored inside the shader code for debugging purposes, but is now removed.

  • Added a minor cooking optimization to unsolicited package markup.

  • Added an optimization to string asset reference resolution to bring back performance lost from memory optimizations.

  • Prevented clients from cooking when building only server configs.

  • Improved cooking performance:

    • Allow cooker to save packages opportunistically if the current package is compiling shaders.

    • Allow cooker to load additional packages if blocked by other packages and memory is free.

  • Improved cooker peak memory usage:

    • Moved resolving string asset references to be just before package save instead of after load.

    • Provide opportunity to garbage collect more frequently.

Sequencer
  • New: Added an option to maximize the viewport when starting recording with the sequence recorder.

  • New: Added option to Convert to Possessable.

  • New: Added option to record actors in the Sequence Recorder as possessables.

  • New: Added play/pause/stop events to Level Sequence player as it was with the Matinee actor.

  • New: Added "Reverse Play" and “Change Playback Direction” functions.

  • New: Added support for exporting the scene and animation to FBX. This functionality should match the Matinee FBX export.

  • New: Added visibility options to show/hide/only when selected 3D trajectories per transform section.

  • New: Added an option to rewind the sequence when a recording is started. This defaults to 'on'.

  • New: Added hotkey (alt-R) for recording selected actors with the sequence recorder.

  • New: Added more play controls - shuttle backward, pause, shuttle forward (j, k, l).

  • New: Added arbitrary property recording to the Sequence Recorder.

  • New: Added support for additive Skeletal Animations. Evaluates all overlapping Skeletal Animation sections.

  • New: Added support for montage based animation from Sequencer

  • New: Added the ability to add burn-ins to Level Sequences.

  • New: Added a draw tracking focus debug point for Cinematic Camera actors.

  • New: Changed "Actor Name" in Sequence Recorder to be a pulldown menu so that the user can choose the actor directly rather than typing in a name.

  • New: Display name of next Sequence in Sequence Recorder.

  • New: Expose compressed EXR frames to Sequencer Capture UI and command line.

  • New: Added {shot} and {shot_frame} format args for movie captures.

  • New: Track colors have been tweaked.

    • Audio track brighter.

    • Transform, bool, event tracks less saturated.

    • Recording subsection more saturated.

    • Fade track gradient.

  • New: Added support for the named "PerformanceCapture" event which, like Matinee, calls Performance Capture in the Engine to output a screenshot when the event fires.

  • New: Added the ability to show the Context Menu for more than one selected node.

    • Certain operations (ie. Lock, Active, Label) now operate on all the selected nodes.

  • Bugfix: Fixed a crash when right-clicking on a grouped vector keyframe in the timeline.

  • Bugfix: Fixed a crash which would happen sometimes when rendering a movie in a separate process.

  • Bugfix: End any transactions on mouse down that weren't ended cleanly.

    • This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.

  • Bugfix: Updated the Event track to no longer fire if the playback status is stopped.

    • This fixes a bug where when playback is stopped and the movie scene sequence is returned to the start of playback, we don't want all the events from the last playback position to the start of playback to fire.

  • Bugfix: Find corresponding PIE world actor for "Actor to Record".

    • This fixes a bug where if you set the actor before PIE and then record, the recording does not work.

  • Bugfix: Fixed an issue where Skeletal Animations would evaluate one frame ahead of where they were supposed to be.

  • Bugfix: Fixed an issue where Transforms would not be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist.

    • This fixes the first person template character not getting recorded.

  • Bugfix: Fixed the countdown timer in the Sequencer Recorder to now draw in Simulate mode as well as Play.

  • Bugfix: Fixed dragging the leading edge of a skeletal animation section to now adjust the start offset of the animation clip.

  • Bugfix: Key editor commit when user tabs away would lose focus. Key navigation buttons and track color button are no longer focusable.

  • Bugfix: Fixed an issue where the Player would stop after 60 seconds. Now assigns the player to a UPROPERTY so that it is not Garbage Collected.

  • Bugfix: Fixed an issue where the level visibility track would mark animated levels as dirty.

  • Bugfix: Updated spawnables so that they can not be deleted from the viewport.

  • Bugfix: Fixed an issue where Blueprint classes as spawnables were not being re-instanced correctly.

  • Bugfix: Fixed an issue where jitter would happen when jumping around in Sequencer.

  • Bugfix: Fixed an issue where Sequencer would redraw all viewport when in PIE.

  • Bugfix: Updated node selection so that the selected nodes now only update if they have changed.

    • This fixes a bug in the curve editor where undo re-selects and auto-frames.

  • For legacy, properties with the CPF_Interp flag can be animated in Matinee. It does not require the CPF_Edit flag as well. This makes Sequencer consistent with Matinee.

  • Optimized adding keys to rich curves to improve performance when recording data with the sequence recorder.

    • Set the times and values at once as an ordered set.

  • Removed curve editor visibility as a toggleable config.

    • It is now just a toggleable state that defaults to false.

    • This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.

  • Renamed "Expose to Matinee" to "Expose to Cinematics" in Blueprints.

  • Select actors for corresponding selected keys or sections.

  • Set event track evaluation order to fire first.

    • This fixes some ambiguity and also a bug where transform tracks don't evaluate completely if the eval position is changed in the middle of evaluation.

  • Set relative location, rotation, scale explicitly to identity instead of calling Reset Relative Transform because we don't want overlaps to fire until after the update pass.

  • Improved recording indicator icon, text & timer.

VR-Editor
  • New: Updated foliage mode to now be fully integrated with VR Editor mode. You can paint down foliage while in VR!

  • New: Added World button to the Quick Select menu to allow access to the World Settings menu.

  • Bugfix: Fixed an issue where duplications could not be undone.

  • Bugfix: Updated laser double-click events to now be sent when the trigger is pressed rather than when it is released.

  • Bugfix: Fixed an issue where the Mesh Paint tool was not showing the Brush Preview.

  • Bugfix: Fixed an issue where Foliage tools were active even without the controller’s trigger being pressed.

    • Foliage reapply tool.

    • Foliage Lasso tool.

  • Bugfix: Fixed an issue where the laser’s hover point in the VR Editor actor wasn’t projected onto the corrected plan while rotating, translating, and scaling using gizmo.

    • This fix snaps the hover point to the nearest line or plane according to the transformation.

  • Bugfix: Fixed an issue where the brush preview was still present while using a Foliage brush and hovering on top of the UI.

  • Removed the "Simulate" button in the toolbar of the blueprint editor while in VR Editor mode because we currently cannot simulate in this mode.

Gameplay Framework

  • New: Added support for multi-jumping to Character Movement, and fixed infinite jumps when Jump Max Hold Time is set.

  • New: Added "Mixed" replication mode for active gameplay effects.

    • This will replicate active gameplay effects normally to their ability systems component's owner, but replicate a stripped down version to non-owners. This can help reduce bandwidth by as much as 2 KB per second.

  • New: Added "Get Parent Actor" convenience function.

  • New: Added Activate and Deactivate events to the Actor Component.

  • New: Added arc-tracing functions "Predict Projectile Path" and “Suggest Projectile Velocity Medium Arc” to Gameplay Statics.

  • New: Added "Relative To Initial FOV" option to Camera Anim, defaulting to true.

    • If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation.

  • New: Added "Is Valid" Blueprint-exposed method for Gameplay Attribute.

  • New: Added max depenetration distance settings for the Character Movement Component. Added controls to throttle logging when character is stuck in geometry so it doesn't spam the log.

    • Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.

    • "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.

  • New: Added new "Load Level Instance" Blueprint node, which allows to create multiple transformed instances of a .umap without having to include in persistent level's list.

  • New: Added new Blueprint library math/vector functions: "Find Closest Point On Segment", “Find Closest Point On Line”, “Get Point Distance To Segment”, and “Get Point Distance To Line”.

    • Fixed comments on "Find Nearest Points On Line Segments".

    • Fixed comments on "Point Dist To Line", and renamed "Line" parameter to "Direction".

  • New: Added player Connect and Disconnect events to GameMode.

  • New: Added the ability to separate players in local multiplayer for the Keyboard and Gamepads by using the setting "Offset Player Gamepad Ids" in the Project Settings under Maps & Modes.

  • New: Added the ability to Get and Set the controller ID of a player controller from Blueprints.

  • New: Added the ability to Get and Set Tick Interval for Actor and Component primary ticks from Blueprints.

  • New: Updated Cheat Manager so it can now be subclassed via Blueprints and properties can be set for the Player Controller and Debug Camera Controller.

  • New: Exposed "Override With" and “Copy Properties” in Player State to Blueprint Children.

  • New: Made minimum quadtree size configurable in the Procedural Foliage Spawner.

  • New: Added "Is Player Controller" function to Controller. The variable already existed, but wasn’t exposed.

  • New: Added check to Post Actor Construction to avoid a Begin Play call on an Actor that is Pending Kill.

  • New: Anim Root Motion was applying too much velocity to Character Movement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.

    • Added "Anim Root Motion Velocity" to the Character Movement Component to track last velocity extracted from anim root motion.

  • Bugfix: Fixed a crash when cancelling PIE while in the middle of a seamless travel as a client.

  • Bugfix: Fixed a crash in Game Session if the GameMode’s Player State Class has become null.

  • Bugfix: Updated Character movement to make sure the Last Update Location, Rotation, and Velocity are updated on client and server error corrections. The Force Position Update function calls Perform Movement regardless of velocity (there may be root motion or gravity effects).

  • Bugfix: Updated Child Actors in a sublevel to no longer lose customizations made by the owning Actor's construction script when hiding and then unhiding the level.

  • Bugfix: Updated Child Actors to no longer sometimes collide with objects at the origin when spawned.

  • Bugfix: Updated Data Assets to now correctly report their size.

  • Bugfix: Fixed an issue where Actor Attachment Replication was not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress.

  • Bugfix: Fixed an issue with Model Component replication in client/server PIE if BSP has been rebuilt.

  • Bugfix: Updated comments on "Load Game From Slot" and “Delete Game in Slot”.

  • Bugfix: Fixed an issue where Mesh smoothing on clients was causing a popping briefly when crouching.

    • This was due to a change in 4.12 where we started smoothing from Z location rather than always zeroing it (in certain movement modes).

  • Bugfix: Fixed an issue where the Root Motion network connections were not clearing the Root Motion Data, which would cause clients to jitter.

  • Bugfix: Fixed an issue where it was not possible to stream in a sub-level whose name is a substring of another sub-level.

  • Bugfix: Fixed an issue where an Instanced Static Mesh Component would not keep its instances when copy-pasting in the Editor.

  • Bugfix: Updated the "Hidden In Game" checkbox to now be properly displayed when editing Scene Component properties.

  • Bugfix: Improved pasting multiple cells into the Property Matrix to no longer depend on your selected tiles, only your target cell.

  • Bugfix: Prevented forced drawing of the debug visualization for spline components in Test configuration.

  • Removed GWorld from the Timer Manager.

  • Updated "Remove Instances" on a Hierarchical Instanced Static Mesh Component to now properly rebuild the cluster tree, allowing “Get Instances Overlapping Box” to return correct results.

  • Updated significance to now be correctly calculated when there are multiple viewpoints and significance is being sorted descending.

  • Updated HUD so that Show HUD is no longer a config variable, but can be edited from a Blueprint.

  • Improved "Move Component To Rotation".

  • Added minor performance improvements in Player Input and Input Component by inlining and avoiding memory allocations.

  • Updated numerous HUD properties to make them readable, and most of them also writable, from Blueprints.

  • Updated Components so they can no longer be added during world tear down.

  • Improved character movement linear smoothing in the presence of low net frequency updates.

  • Improved comment about the Blocking Hit property in Find Floor Result, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the Hit Result itself.

  • Made up/down behaviour for console history consistent and reverted to old ordering by default

  • Moved Uninitialize Components outside (Actor Initialized) to always uninitialize components when actors gets destroyed early.

  • Updated multi-arg console commands to now accept string commands with or without quotes.

  • Optimized NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version "Vector Contains NaN Or Infinite" function also optimized on relevant platforms. Added startup tests for “Vector Contains NaN Or Infinite”.

    • All our "Contains NaN" tests are in fact "Is NaN or Is Infinite", which is the same as "not Is Finite", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename "Contains NaN".

Learning Resources

Content Examples
  • New: Added TP_VirtualRealityBP to list of Blueprint templates

Localization

  • New: Updated the Dialogue Wave voice actor so the direction can now be localized.

    • Also, exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue.

  • Bugfix: Fixed a crash caused by bad access of shared ‘this’ when closing an active IME context.

  • Bugfix: Improved changing the loading phase of a target in the localization dashboard to now write to the default config.

  • Bugfix: Fixed an issue where game targets were not being able to depend on other game targets in the Localization Dashboard.

  • Bugfix: Fixed Issues with gathering text from Blueprint Byte code.

    • Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load).

  • Bugfix: Fixed an issue with Unicode string handling in the web browser widget’s Execute Javascript method.

  • Updated Localization compilation to now specify an Archive Name to use.

  • Made sure that en-US-POSIX is in our list of available cultures.

  • Updated PO files to now only contain a single entry in the case of a native translation being exported.

    • They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used.

Networking

  • New: Added a "-CapturePercentage" command line parameter for Oodle which sets a percentage change of a connection to generate an Oodle capture.

  • New: Added ability to amortize replay checkpoints. Use the console variable "demo.CheckpointSaveMaxMSPerFrame" to set the maximum time allowed (in ms) to spend saving checkpoints per frame.

  • New: Added ability to get network version from FArchive (for replay compatibility support). Use Engine Net Ver/Game Net Ver.

  • New: Added ability to skip over changed properties in Fast Array Serializer for replays (and will log incompatible property names).

  • New: Added ability to skip over RPC parameters that have changed in replays for backwards compatibility.

  • New: Allow Oodle captures to be generated in shipping configurations.

  • New: Improved support for streaming levels in replays.

  • New: Created a batch file, ExtractAllArchives.bat, which can pull down Oodle captures stored in Amazon S3.

  • New: Created a batch file, BuildDictionary_Generic.bat, that can generate an oodle dictionary from capture files in an arbitrary location.

  • New: Low level network code will now notify the game of two new error types to be handled (Net Guid Mismatch or Net Checksum Failures). This kind of errors occur when there are incompatibilities in between client and server, usually because different cooked data is involved. This shouldn't occur in properly shipped builds but is good during development when the possibility to mix and match builds might happen on accident.

  • New: Made some Oodle trainer commandlet improvements:

    • Added a command line parameter to many Oodle trainer commandlet tasks for a changelist number to only process capture files from a specific changelist.

    • When processing Oodle capture files, the Oodle trainer commandlet will now also look recursively in subdirectories.

    • Refactored how the Oodle trainer commandlet processes capture files to make it easier to add new command line options for different tasks.

  • New: Added some miscellaneous seamless travel cleanup + sanity checks.

    • Cleanup the naming of variables and logic used to pick which actors will transfer to new world during seamless travel to more explicitly convey intent.

    • Warn when there is no context for a world when destroying actors. It's likely that this world is the floating world during seamless travel, and if we hit this case, something is likely in a bad state

  • New: Updated Oodle packet capture file names to now contain the branch name, the changelist of the build, and process ID used to generate the capture.

  • New: The console variable "demo.AsyncLoadWorld" can now be overridden with the URL option "Async Load World Override" when playing a replay.

    • When this setting is true, the engine will use seamless travel to load the replay map instead of using the default non-seamless travel method.

  • New: The stat for the number of network actors (STAT_NumNetActors) is now tracked on both the server and client.

  • New: Updated Oodle compatibility to version 2.1.5.

  • New: When properties are incompatible in replays, they will now be shown in the log.

  • Bugfix: Fixed a crash that could occur when using "open" command in a PIE window.

  • Bugfix: Fixed a crash that would occur when opening a project from a network drive.

  • Bugfix: Fixed 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 incorrect warning when Received Bunch fails for replays.

  • Bugfix: Fixed a memory leak when recording a replay on a client that was built using a client-only executable configuration.

  • Bugfix: Fixed an issue causing improper http header parsing when one or more of the headers are empty.

  • Bugfix: Fixed an issue that could cause character movement to be saved incorrectly in replays.

  • Bugfix: Fixed an issue that could cause the spectator controller for a client-recorded replay to incorrectly report that it was local controller during recording.

  • Bugfix: Fixed an issue that was causing RPCs to be missing from replays that were recorded on clients.

  • Bugfix: Fixed several issues and playback artifacts with character positions in replays.

  • Deprecated the "Engine Net Version", “Engine Min Net Version”, and “Engine Negotiation Version” (use the Network Version struct instead).

  • Disabled the ability to use hot-reload while PIE windows are open.

  • Added extra logging in the form of "UPendingNetGame::InitNetDriver: Sending hello: 127.0.0.1" to help diagnose connection issues.

  • Highly optimized replay checkpoint recording to take about 50% less time.

  • Improved playback quality of character movement for replays that are recorded on a client.

  • Keeping track of the number of actors stat (STAT_NumActors) is now more efficient.

  • Improved 'Too many calls to RPC' log message informativeness.

  • Removed unused "In Bunch" constructor.

  • The Oodle trainer commandlet will now only process capture files that end with the .ucap file extension.

Online

  • New: Added PS+ check to account privilege check.

  • New: Move Curl and PS4 HTTP request processing to a separate thread. HTTP manager will now start and tick HTTP requests on its own thread, removing the processing from the game thread. Hitches in HTTP requests no longer impact the game thread, and HTTP requests can be ticked more frequently by adjusting [HTTP] Http Thread Tick Rate in .ini config files.

  • New: Online Subsystem modules have been moved to Plugins, out of Engine/Source. Engine's dependency on OnlineSubsystem modules have been removed, in some places replaced with a new interface UOnlineEngineInterface for a small subset of features Engine requires. UOnlineEngineInterface is implemented in UOnlineEngineInterfaceImpl. FUniqueNetId and FUniqueNetIdWrapper have been promoted to a basic type in core, but they are still opaque types and must be created by online subsystems.

  • New: Added -port command line option for the Steam Online Subsystem.

  • Bugfix: Fixed a rare bug in the Build Patch Tool that would cause a manifest to not contain a chunk's information.

  • Bugfix: Fixed shutdown crash in HTTP request completion delegate.

  • The "Cancel Find Sessions" function in Online Session did not null out search result for LAN results. Future Find Session calls would fail with "search in progress".

Other

  • New: Changed the Gameplay Ability Actor Info's Anim Instance property to a Skeletal Mesh Component.

  • New: Game window titles now show only the project title by default in shipping builds.

    • The default window title for non-shipping builds remains unaltered.

    • If there is a value stored in the Project Displayed Title setting, it will be displayed for all configurations.

    • If there is a value stored in the Project Debug Title Info setting, it will be appended to the window title in non-shipping builds.

  • Bugfix: Fixed a crash after clearing Sound Wave Asset and Deleting Media Player from Content Browser.

  • Bugfix: Fixed a crash and incorrect re-initialization of media texture resource.

  • Bugfix: Fixed failing to load Precached Media Source.

  • Bugfix: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button.

  • Bugfix: Fixed Media player does not play the second item in the playlist on PS4.

  • Bugfix: Fixed media source asset cannot be inherited in other modules.

  • Bugfix: Fixed memory leak in the Wmf Media source resolver.

  • Bugfix: Fixed packaged game does not load in Windows XP due to Wmf Media.

  • Bugfix: Fixed problem where users couldn't close the Crash Report Client without sending the crash report.

  • Added code in Auto Populate Instance Properties to populate vector and scalar parameter data.

  • Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.

  • Increased maximum compressed payload size for crash reports from 16MB to 32MB.

  • Made PDBs optional build products for Cs Compile Build Graph task and added .dll.mdb check for Mono equivalent.

Paper2D

  • New: Exposed Paper Tile Map and Paper Tile Set as Blueprint Types to make it easier to work with tile maps in Blueprints.

  • Bugfix: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well.

  • Bugfix: Fixed a bug that caused the tabs in the Flipbook, Sprite, and Code Project editors to show the editor name rather than the asset name.

  • Bugfix: Fixed an issue causing incorrect normals (and therefore lighting) on tilemaps in a number of circumstances including standalone or cooked builds.

  • Bugfix: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling Set Layer Collision with rebuild=true or Rebuild Collision).

  • Bugfix: Fixed inconsistent normals / lighting on lit grouped sprites.

Physics

  • New: Added option to allow skeletal mesh simulation to NOT affect component transform.

  • New: Added support for 'teleport' option when changing the Instanced Static Mesh transform.

  • New: Allowed access to the Enable Gravity flags on individual bones within a Skeletal Mesh Component using Bone Name.

  • New: Allowed 'show collision' console command to work in Test configurations.

  • New: Brought back cone constraint visualization, but with some improvements like colors and free vs locked. Turned on constraint visualization when drawing a skeletal mesh with constraint show flags.

  • New: Changed constraint warnings to now show up in Message Log to be more visible when testing.

  • New: Introduced a default shape complexity project setting (Complex As Simple vs Simple As Complex vs Simple And Complex).

  • New: Updated physics blend weights to now only affect rendering data.

  • Bugfix: Fixed crash that could occur when the Phys Scene pointer was null (the world has no Physics Scene) in the Skeletal Mesh Component’s Term Articulated function. That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.

  • Bugfix: Fixed crash when using very large simulation meshes for clothing - limits have been increased and it is no longer possible to import a simulation mesh that is too large.

  • Bugfix: Fixed a crash in sub-stepping by limiting skeletal mesh bodies to be in either the sync scene or the async scene, but not both. Simplifies a lot of code and improves performance.

  • Bugfix: Fixed hit events on a skeletal mesh component not respecting the AND between a skeletal mesh component and the ragdoll bodies.

  • Bugfix: Fixed the case where physics hit events were passing the wrong component's bone info to the hit event.

  • Bugfix: Fixed vehicle drag adding instead of removing energy when in reverse.

  • Bugfix: Fixed "Add Impulse At Location" for destructible meshes not using the correct location.

  • Bugfix: Fixed "Angular Rotation Offset" properly disabling when motion for axis is Free or Locked.

  • Bugfix: Fixed bug with overlap queries against welded bodies.

  • Bugfix: Fixed bug with physics body welding resulting in duplicate collision shapes.

  • Bugfix: Fixed clothing association sometimes using stale references to sections.

  • Bugfix: Fixed collision rendering in level editor when mesh was mirrored.

  • Bugfix: Fixed destructible meshes always appearing to change when generating patches.

  • Bugfix: Fixed "Max Angular Velocity" setting being reset unintentionally.

  • Bugfix: Fixed memory churn during PhysX simulate calls by providing per-scene scratch space for the simulation to use.

  • Bugfix: Fixed the Paper Grouped Sprite not updating physics bodies.

  • Bugfix: Fixed physics bodies of an Instanced Static Mesh Component not moving when the mesh is updated.

  • Bugfix: Fixed Physics Constraint Component not being editable on instances (only on defaults).

  • Bugfix: Fixed race condition in clothing code if cloth is cleared between Pre and Post Physics Tick.

  • Bugfix: Fixed rare contact pre-filter crash when invalid shapes were passed to pre-filter callbacks.

  • Bugfix: Fixed warning about using CCD on kinematic bodies.

  • Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed.

  • Corrected Convex Hull 2D so that it returns an empty set of indices when passed an empty points array.

  • Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.

  • Removed call to set a frame decay constant on destructible shapes in PhysX. This was used to better settle large piles but was slower to process. PhysX can now handle this better so it is no longer necessary.

Platforms

  • New: Added a setting to make the game window preserve its content's aspect ratio while being resized by user. This is on by default.

  • New: Added support for encrypting .ini files from the Project Settings and the Project Launcher.

  • New: Added support for the Unreal Front End to launch to multiple devices at once.

  • New: Generalize Android Plugin Language to Unreal Plugin Language for modifying plug-in package data during packaging process

    • iOS plist data can now be transmogrified during packaging with UPL.

  • New: Added "Get Game Bundle Id" Blueprint function.

  • New: Added support to UAT for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2

  • Bugfix: Fixed a crash when entering the Games App ID into the Android Project Settings menu before clicking "Configure Now" in the APK Packaging section.

  • Bugfix: Fixed Android device rule for Alcatel Pixi 3.

  • Bugfix: Analog input for Gamepad is now properly mapped on iOS.

  • Bugfix: Browser protocol used will continued to be used and canvas focus especially when inside an iframe.

  • Bugfix: Resolved issue with reflection environments on Intel Macs running Mac OS X El Capitan and using Metal Shader Model 5 by disabling tiled reflections for Intel GPUs on this version of Mac OS.

  • Bugfix: Resolved an issue where iOS Movie Player can't handle videos at resolutions that aren't multiples of 16.

    • Movies that are not multiple of 16 will report a runtime error.

  • Bugfix: Issue where a movie wasn’t played on iOS occasionally.

  • Bugfix: Error Message displays as Unknown Error when failing to supply a Remote Build server for iOS on Windows has been fixed.

    • A user friendly error is now provided.

  • Bugfix: Reduced the number of buffers used per-frame in Metal when updating textures by pulling the buffers from the pool rather than allocating them ea