Unreal Engine Changelog

What's new in Unreal Engine 4.22

Apr 4, 2019
  • https://docs.unrealengine.com/en-US/Builds/4_22

New in Unreal Engine 4.21 (Feb 1, 2019)

  • What's New
  • Unreal Engine 4.21 continues our relentless pursuit of greater efficiency, performance, and stability for every project on any platform. We made it easier to work smarter and create faster because we want your imagination to be the only limit when using our tools. And we battle-tested the engine on every platform until it met our developers’ high standards so your project will shine once it is ready for the masses.
  • We are always looking for ways to streamline everyday tasks so developers can focus on creating meaningful, exciting, and engaging experiences. Our industry-leading Niagara effects toolset is now even more powerful and easier to use, enabling you to dream up the next generation of real-time visual effects. You can build multiplayer experiences on a scale not previously possible using the now production-ready Replication Graph functionality. Iterate faster thanks to optimizations with up to a 60% speed increase when cooking content, run automated tests to find issues using the new Gauntlet automation framework, and speed up your day-to-day workflows with usability improvements to the Animation system, Blueprint Visual Scripting, Sequencer, and more.
  • We strive to make it possible for your creations to be enjoyed as you intended by everyone, everywhere regardless of the form factor they choose. Building on the previous release, we have added even more optimizations developed for Fortnite on Android and iOS to further improve the process for developing for mobile devices. Available in Early Access, Pixel Streaming opens a whole new avenue to deploy apps in a web browser with no barrier to entry and no compromise on rendering quality. We have also improved support for Linux as well as augmented, virtual, and mixed reality devices.
  • In addition to all of the updates from Epic, this release includes 121 improvements submitted by the incredible community of Unreal Engine developers on GitHub! Thanks to each of these contributors to Unreal Engine

New in Unreal Engine 4.20.2 Hotfix (Aug 31, 2018)

  • Fixed! UE-62699 Infinite Loop When Generating HLOD Clusters
  • Fixed! UE-62838 Missing assignment/recursion in UHLODProxy::FindFirstActor can potentially lead to an infinite loop
  • Fixed! UE-62729 GitHub 4957 : [UE-62699] Fix infinite loop
  • Fixed! UE-62471 Data corruption saving soft references to circularly-renamed assets
  • Fixed! UE-62042 Generate Project files does not add Intellisense include paths for .generated.h files
  • Fixed! UE-62223 BuildCookRun fails to package if the -build parameter is used and debug symbols have not been installed in the binary Engine
  • Fixed! UE-62782 BuildCommonTools build fails in 4.20 due to missing UnrealSwarm.sln file
  • Fixed! UE-63023 4.20.2 version is currently still listed as 4.20.1 in Binary launcher
  • Fixed! UE-62032 UBT: Linux cross-builds no longer print progress ([0/1200])
  • Fixed! UE-62501 Crash when enabling Edit Mode
  • Fixed! UE-62192 Can't build UnrealStudio hotfix
  • Fixed! UE-62215 AJA plugin doesn't output when running in the editor 'Selected viewport' mode
  • Fixed! UE-62821 GitHub 4980 : Fix: CrowdManagerClass property in UNavigationSystem is now correctly marked with "config" specifier.
  • Fixed! UE-62352 When a Sublevel has "Initially Loaded" set to true and "Initially Visible" set to false, the Editor will crash after exiting PIE
  • Fixed! UE-63062 Lighting not building in sublevels using Resave Packages
  • Fixed! UE-62460 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() [k2node_callarrayfunction.cpp:91]
  • Fixed! UE-62444 [CrashReport] UE4Editor_UnrealEd!FBlueprintEditorUtils::FindBlueprintForGraphChecked() [blueprinteditorutils.cpp:2236]
  • Fixed! UE-62491 [CrashReport] UE4Editor_Core!FName::InitInternal_FindOrAddNameEntry() [unrealnames.cpp:818]
  • Fixed! UE-62303 [CrashReport] UE4Editor_Engine!UEdGraphNode::ClearCompilerMessage() [edgraphnode.h:538]
  • Fixed! UE-62672 Crash upon attempting to load into session via Join Session in Blueprints on iOS
  • Fixed! UE-62605 Actor Component Replication Not Working on Dynamically Spawned Components in Blueprint
  • Fixed! UE-62225 Animations are stuttering in Game Preview Server window
  • Fixed! UE-62197 Startup video playlist never advances to next movie and loops forever
  • Fixed! UE-62808 Linux crash handler locks up when crash happens during a file operation
  • Fixed! UE-62515 The editor refuses to run (even as cooker) when core size cannot be set
  • Fixed! UE-62453 Opening the editor on Linux with -vulkanvalidation results in VulkanDebug ensures
  • Fixed! UE-62910 Linux unable to find PlatformInfo crash trying to Launch On
  • Fixed! UE-61154 TM-Decals Brick walls render bright color in cracks and entirely that color from low angle
  • Fixed! UE-62348 Vulkan: invalid transitions flagged by validation layer
  • Fixed! UE-62132 r.SupportPointLightWholeSceneShadows Set to False Causes Crash When Trying to Place a PointLight
  • Fixed! UE-62628 Vulkan validation messages aren't logged on Linux, Windows
  • Fixed! UE-55997 Application crashes on launch on iOS
  • Fixed! UE-61566 CLONE - Crash Assertion failed: InstanceReorderTable.IsValidIndex during normal gameplay
  • Fixed! UE-61994 [CrashReport] UE4Editor_Engine!UWorld::UpdateParameterCollectionInstances() [world.cpp:1082]
  • Fixed! UE-62323 Copy/paste or Duplicate a spawnable doesn't work
  • Fixed! UE-62397 Python glue generation can cause memory corruption
  • Fixed! UE-48899 [CrashReport] UE4Editor_Landscape!ULandscapeInfo::RegisterActor() [landscape.cpp:1882]
  • Fixed! UE-60319 [CrashReport] UE4Editor_Niagara!NiagaraEmitterInstanceBatcher::ResolveDatasetWrites() [niagaraemitterinstancebatcher.cpp:168]
  • Fixed! UE-61997 [CrashReport] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() [d3d11vertexbuffer.cpp:15]
  • Fixed! UE-62187 Virtual Joystick movement is heavily influence by Virtual Camera Boom Scale
  • Fixed! UE-61865 Unable to scrub a performance by touch and dragging the main Virtual Camera window
  • Fixed! UE-61766 Virtual Camera isn't attached to camera track when performance is loaded
  • Fixed! UE-54565 Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay
  • Fixed! UE-62277 ARCore plugin missing 'tools' components

New in Unreal Engine 4.20 (Aug 1, 2018)

  • New: Optimizations and Improvements for Shipping on Mobile Platforms:
  • Unreal Engine 4.20 brings well over 100 mobile optimizations developed for Fortnite on iOS and Android, marking a major shift for developers in terms of ability to more easily ship games and seamlessly optimize gameplay across platforms. Major enhancements include improved Android debugging, mobile landscape improvements, and occlusion queries on mobile.
  • Hardware and Software Occlusion Queries on Mobile:
  • Hardware Occlusion Queries are now supported for high-end mobile devices on iOS and Android that support ES 3.1 or Vulkan using the GPU. They are enabled by default for any device that supports them.
  • Software Occlusion Queries is an experimental feature that uses the CPU to cull primitive components from the scene. Because it uses a conservative approach, it can be used on any mobile device.
  • Improved Android Debugging:
  • Iterate and debug on Android without having to repackage the UE4 project! When compiling Android, we now generate a Gradle project file which can be opened in Android Studio. You can place breakpoints in C++ and Java code and use Android Studio to launch a debug session. You can also make changes to C++ source code and recompile. If you start a new debug session, Android Studio will notice the change and quickly upload the new shared library to your device.
  • Mobile Landscape Improvements:
  • Make your terrains on mobile more interesting now that you can have unlimited Landscape Material layers on mobile devices! While three is still the best optimized case, any number of Landscape layers are supported, provided there are sufficient Texture Samplers available.
  • Miscellaneous Mobile Improvements:
  • The following improvements were made to ship Fortnite on mobile and brought into Unreal Engine 4.20 to benefit all developers
  • Minimum Static Mesh LOD per platform
  • Minimum Skeletal Mesh LOD per platform
  • Hardware occlusion improvements
  • HLOD tools and workflow optimizations
  • Audio quality node
  • Audio variation culling
  • Audio downsampling per platform
  • Audio compression quality per platform
  • Shading model tweaks to better match PC
  • Reflection capture brightness fix
  • Landscape support for four layers
  • Landscape tessellation improvements
  • No memory cost for unused LODs, including:
  • Static Meshes
  • Skeletal Meshes
  • Material quality levels
  • Grass and foliage
  • High detail components and meshes
  • High detail emitters in Cascade
  • Settings based on device memory
  • Material memory reduction
  • Editor scriptability for bulk asset changes
  • Particle component pooling
  • Material parameter collection update cost
  • New: Optimizations and Improvements for Shipping on Nintendo Switch:
  • We have significantly improved Nintendo Switch development by releasing tons of performance and memory improvements built for Fortnite on Nintendo Switch to all Unreal Engine developers!
  • This includes the following:
  • Support for Dynamic Resolution and Temporal Upsampling
  • Low Latency Frame Syncing for Controller Input
  • Significant CPU Rendering Optimizations
  • Improvements to Threading
  • Better Texture Compression
  • Support for Memory Profiling
  • Backbuffer support for 1080p while in docked mode
  • And many other fixes!
  • New: Proxy LOD Improvements:
  • The new Proxy LOD tool has graduated from "Experimental" to production-ready! This tool provides performance advantages by reducing rendering cost due to poly count, draw calls, and material complexity which results in significant gains when developing for mobile and console platforms. This tool provides an alternative to the third-party package Simplygon and can be used in conjunction with the Level of Detail (LOD) systems in Unreal Engine.
  • The Proxy LOD tool produces a simpler representation by creating a proxy in the form of a single low-poly parameterized mesh and associated textures that visually approximate a collection of more complex source geometry models. This proxy can then be displayed at runtime when a reduction in model quality is acceptable - for example, when geometry only occupies a small number of pixels on screen.
  • Note: The Proxy LOD tool is currently only available in Unreal Editor on Windows.
  • Gap Filling:
  • For watertight geometry, the Proxy system automatically discards any inaccessible structures (for example, interior walls or furniture within a closed house). For ideal results, source geometry should be constructed or altered with this in mind, but due to game production constraints that isn't always feasible. To facilitate the generation of efficient Proxy LODs from source geometry that is nearly watertight, the Proxy LOD tool can optionally use the level set-based techniques of dilation and erosion, to close gaps. The intended use case is primarily doors and windows in distant buildings.
  • New: Cinematic Depth of Field:
  • The new Cinematic Depth of Field (DoF) enables you to achieve your vision of rendering cinema quality scenes in a real-time environment! This new method is designed as a higher-quality replacement for the Circle DoF method and is faster than most other DoF methods, such as Bokeh. With Cinematic DoF, the depth of field effect is cleaner, providing a cinematic appearance with the use of a procedural Bokeh simulation. This new DoF implementation also supports alpha channel, dynamic resolution stability, and includes settings to scale it down for console projects.
  • New: Niagara Visual Effects Editor (Early Access):
  • The Niagara Visual Effects (VFX) Editor is now available as an Early Access Plugin! Unlock the potential of your project using all of the exciting visual effects tools we showed off at GDC.
  • Note: The early access nature of this feature means that we are far enough along in development that we want to share it with our customers and get as much feedback as possible before it becomes a standard UE4 Feature. Early Access does not mean that Niagara is production ready as we still have quite a bit of performance optimization and bug fixing that needs to be done before you can consider using this tool for production. However, we hope that effects developers begin investing in learning Niagara and work with us to make it the best VFX editor that it can be.
  • Skeletal Meshes can specify their emission from the surface, being driven by either Material name or a named bone influence region.
  • Specifying default values in Modules has been improved, allowing a wide variety of behaviors from calling functions to using default dynamic inputs.
  • Mesh particles now support Angular Velocity.
  • Beams support has been added to the Ribbon renderer with new corresponding Modules.
  • Dependencies between Modules can now be defined, enabling the user to be informed when they are putting the stack in a bad configuration. Also, users are being given options to auto-fix.
  • Multiple improvements have been made to merging System Emitters and Base Emitters, enhancing overall stability.
  • Modules can now be moved up and down the stack via drag-and-drop. Inherited Modules cannot be moved because doing so complicates merging.
  • Modules can now be enabled/disabled within the stack. This will also work for inheritance.
  • Sequencer and Blueprint support for setting Niagara User Namespace variables has been added.
  • You can drive parameters by custom HLSL Expressions, Dynamic Inputs (graph snippets), links to other variables, or by value.
  • Optionally, particles can now have a Persistent ID, which is guaranteed to be unique for that emitter.
  • Multiple renderers of each type can be applied to an emitter. Each instance can adjust where it gets the values for a given parameter. For example, an emitter could have two sprite renderers, one pulling its position from a particle's position and the other pulling its position from a particle's offset position.
  • The Niagara Extras Plugin also contains a debug Material that routes various per-particle parameters to a dialog-like display.
  • Houdini has provided a simple CSV importer to Niagara, enabling demo content for GDC 2018.
  • A wide variety of functionality for Niagara has been added under the Automated Testing system.
  • AI:
  • Bug Fix: Updates have been made to the Instance Prepare Context Function of Env Query which will now return vectors and rotators now ignore Invalid Location and Invalid Rotation.
  • Bug Fix: Updates have been made so the Env Query Item Type_Actor of Get Item Location function and Env Query Item Type_Actor of Get Item Rotation function now return Invalid Location and Invalid Rotation instead of 0 when the hosted Actor pointer is set to null.
  • Bug Fix: The On Listener Forgets Actor function of AI Sense_Sight now removes queries only relating to the actor being forgotten.
  • Bug Fix: The AI Sense Config Blueprint and AI Sense Blueprint no longer show up in class drop-downs when selecting AI senses.
  • Bug Fix: Donut EQS generator no longer fails if inner radius is set to 0.
  • Bug Fix: THe Env Query Manager and Behavior Tree Manager classes are now transient to avoid being accidentally serialized.
  • Improvement: The Get Raw Value Ptr function of AI Data Provider Value is now accessible from outside of the AI Module
  • Improvement: Additional functions from Blueprint Node Helpers are now exposed in the AI Module's API.
  • Improvement: More public properties from AI Controller have now been exposed to Blueprints.
  • Behavior Tree:
  • Bug Fix: The correct tooltips for Composite Behavior Tree nodes are now displayed in the Editor.
  • Bug Fix: The Rotate To Face BB Entry Behavior Tree Task now properly faces the location of the target agent.
  • Debugging Tools:
  • Bug Fix: Navmesh debugging now properly displays octree elements with "per instance transforms".
  • Bug Fix: 'Get Categories' in the Visual Logger Helper no longer omits relevant information when called.
  • Improvement: Code maintainability and performance upgrades have been made to Nav Mesh Rendering Component when drawing navmesh and octree collision polys.
  • Navigation:
  • Bug Fix: The Static Mesh Editor now display AI-navigation-related data whenever Has Navigation Data is set to true.
  • Bug Fix: Navigation data gathering has been fixed for navmesh tile generation by expanding tile's bounding box by the agent's radius.
  • Bug Fix: Layers are now removed after Navmesh generation if they become empty after rebuilding the Navmesh.
  • Bug Fix: Calling Set Poly Area in Recast NavMesh no longer sets an improper flag when changing the poly's Area ID.
  • Improvement: The Tick in Navigation System Base is now called even when the world is paused.
  • Improvement: The Navigation System Config can now be subclassed to allow configuration of other aspects of navigation system, like overriding or modifying the Supported Agents list.
  • New: A flag has been added to Nav Modifier Component to control whether agent's height is being used while expanding the modifier's bounds during navmesh generation.
  • New: A Console Variable has been added that controls whether to cook and use Nav Collision.
  • New: World Settings has a property, called Navigation System Config, that allows you to specify the Navigation System class to be used on a per-world basis.
  • Animation:
  • Crash Fix: Fixed a crash when attempting to shut down a Message Bus Source after the Heartbeat Manager had already been shut down.
  • Crash Fix: Fixed a crash when re-importing a Skeletal Alembic asset and placing it in the world.
  • Crash Fix: Trying to extract a transform from a raw track with no track data no longer crashes.
  • Crash Fix: Re-registering a Skeletal Mesh Component with a post process instance that references deleted virtual bones will no longer crash.
  • Crash Fix: Fixed crash on deleting Virtual Bones that are referenced by Bone Controller nodes.
  • Bug Fix: Fixed Live Link Client Panel not refreshing for sources that were not added through UI.
  • Bug Fix: Fixed an issue where the Skeletal Mesh was not ticking correctly and updating its bounds (it would use the cached bounds with an extent of 0 and not render).
  • Bug Fix: Fixed not-a-number (NaN) values occurring during Blend Space sampling.
  • Bug Fix: Fixed issue with double ticking a reused Animation Instance on set Skeletal Mesh because of parallel evaluation.
  • New: Added Anim Instance Get LOD Level override point to allow custom Anim Instances the ability to provide a different (potentially significance-based) LOD to the graph update/eval phase.
  • New: Added Blueprint functions to create a Message Bus Source for use in projects where the Editor UI is not available or is impractical.
  • New: Added a remapping of curve values in a range to the modify curve anim node.
  • New: Added a weighted moving average method to the modify curve anim node.
  • Improvement: Reduced per-frame allocations in the animation system.
  • Animation Assets:
  • Crash Fix: Fixed a crash when retargeting a Skeleton when some of its animations are still open.
  • Crash Fix: Fixed a crash on Pose Asset when Skeleton has changed hierarchy.
  • Bug Fix: Fixed additive blending in PoseAsset.
  • Bug Fix: Fixed a deterministic cooking issue where notify names could change during load.
  • Bug Fix: Montage or Anim Blueprint assets can no longer modify the Skeleton during cook (causing non-deterministic cooking).
  • Bug Fix: Using the name "None" in a curve will no longer cause it to disappear.
  • Bug Fix: Fixed incorrect preview mesh being applied after retargeting an animation.
  • Bug Fix: Bone rotations are now forced to be normalized during bone extraction from raw animation data.
  • Bug Fix: Animations that have transform curves are considered up to date upon loading.
  • New: Added animation names to ensure when missing anim data.
  • New: Added notification when updating source for the Pose Asset.
  • New: Added Blueprint interface to get list of curve names, consisting of Get Active Curve Names, and Get All Curve Names. Pose Assets can use this interface to get pose names instead of curve names.
  • New: Materials can now be set on a Geometry Cache asset.
  • New: Added Socket Override Lookup to the Skinned Mesh Component, which will allow mapping one socket to another and when calling Get Socket By Name or Get Socket Bone Name.
  • New: Added LISTANIMS console command to generate CSV report on all loaded anims.
  • Animation Blueprints:
  • Crash Fix: Fixed a crash when opening Animation Blueprints with sub graph inputs.
  • Crash Fix: Fixed a crash when running a standalone editor build using Animation Blueprint sub-instances that copy properties.
  • Bug Fix: Fixed Skeletal Mesh Components using post process Anim Instances but not anim script instances running on the Game Thread (work is now correctly pushed off-thread).
  • Bug Fix: Fixed duplicate node GUIDs in the Animation Blueprints that were causing state machine transition errors.
  • Bug Fix: Wrapped wind update using dynamics console variable so unnecessary work is not done if dynamics aren't running.
  • Bug Fix: Fixed issues with Skeletal Mesh Component teleports not being passed through to in-graph dynamics nodes. They are now passed through from transform updates.
  • Bug Fix: Fixed teleports causing anim dynamics to duplicate the limits that are generated, causing over-corrections for constraints.
  • Bug Fix: Animation state machine correctly handles copy-pasted transition getter nodes.
  • Bug Fix: Fixed stretching on spawn for Skeletal Mesh Components using Rigid Body Node.
  • Bug Fix: Fixed bad initial rigid body node states when spawned with non-reference pose.
  • Bug Fix: Fixed NaN in Rigid Body node when teleporting on a zero timestep.
  • New: Anim dynamics can now be globally turned off at a specific LOD threshold.
  • New: Added ECVF_Scalability to anim dynamics CVars.
  • New: RigidBody node supports any joint as a base of simulation.
  • New: RigidBody node supports reset dynamics. Anim Instance supports reset dynamics, and if you call it, it will reset simulation.
  • New: Added console variables to control rigid body node update and evaluation.
  • New: Added deterministic cooking warning to node GUID fix-up in Animation Blueprints to suggest a resave.
  • New: Added new "Apply limits" anim node.
  • New: RigidBody AnimNode has new options to automatically apply local space accelerations based on world component translation. Options are only active when using a non-worldspace simulation:
  • Component Linear Acc Scale - Amount of world space acceleration should be applied in local space (should be between 0 and 1)
  • Component Linear Vel Scale - Applies 'drag' to a body in the local space, based on the components world-space velocity.
  • Component Applied Linear Acc Clamp - Overall clamp on acceleration applied by Component Linear Acc Scale and Component Linear Vel Scale options.
  • New: Bone references are now validated during compilation for all anim graph nodes that use them.
  • Improvement: Optimized cases when Update Curve was called many times if you were using Sub Anim Instance and/or Post Process Graph.
  • Improvement: Animation Curves have faster lookups, and are not evaluated unless they're actively used.
  • Animation Tools:
  • Crash Fix: Fixed a crash when undoing an operation performed in a Skeletal Mesh editor after it is closed.
  • Bug Fix: Fixed an issue with Skeletal Mesh bake pose not correctly applying when containing non-uniform scaling.
  • Bug Fix: Fixed accidental operation of pinned commands when closing them in animation editor viewports.
  • Bug Fix: Notify Trigger Chance is now hidden for anim notify states, since it has no effect.
  • Bug Fix: Automatic rules for animation state transitions are now shown in tooltips.
  • Bug Fix: Fixed anim notify drag/drop not allowing movement beyond halfway on high DPI displays.
  • Bug Fix: Prevented Blueprint notifies from destroying the animation preview actor.
  • Bug Fix: Fixed cropping of animations that have transform curves.
  • New: Added an "auto blend out" option to Anim Montage.
  • New: Animation Retargeting Manager now supports loading/saving the mapping data.
  • New: The Control Rig Experimental feature has been refactored, you now can create your own rig using Control Rig Blueprint.
  • New: In the Skeletal Mesh Editor, added section settings to ignore a section when creating a reduced LOD.
  • New: Added new animation viewport notifications.
  • New: Added option to preview Fixed Bounds in Skeletal Mesh tools.
  • New: Blendspace samples can now be be optionally moved off-grid by holding Alt and dragging samples to disable grid snapping.
  • New: Enabled "Follow Bone" to be popped out of the menu into the viewport by shift-selecting.
  • Import/Export:
  • Bug Fix: Re-importing a mesh will no longer clear the Post Process Graph.
  • Bug Fix: Fixed an issue with not Regenerating LODs when re-importing Skeletal Meshes and when it has been simplified, causing mismatched LOD data.
  • Skeletal Mesh:
  • Crash Fix: Fixed a crash in lazy-initialization of morph targets when LODs are stripped from Skeletal Meshes.
  • Crash Fix: Fixed crash when Skeletal Mesh tangent buffer is empty after the build and we serialize the tangent array.
  • Crash Fix: Importing a Skeletal Mesh with no vertices no longer crashes.
  • Crash Fix: Fixed an editor crash when setting Min LOD above the total number of LODs for Skeletal Meshes.
  • Bug Fix: Fixed various issues with Bake Pose related to missing animations, sharing Skeletons, and removing joints.
  • Bug Fix: Statically-rendered Skeletal Meshes now correctly report their rendered LOD.
  • New: Added a new console variable "r.SkeletalMesh.StripMinLodDataDuringCooking" which, when non-zero, will strip out unused rendering data as the asset is cooked.
  • New: Added per-platform minimum LOD for Skeletal Meshes.
  • New: Added per-platform overrides for Skeletal Mesh screen size.
  • New: Master pose component will now ensure slaves are using ref pose for the missing joints.
  • New: Added "Use High Precision Tangent Basis" option on Skeletal Meshes.
  • New: Recompute Tangent and Skin cache will now be higher precision (16 bits per channel).
  • Deprecated: The wireframe color in Skinned Mesh Component has been deprecated.
  • Audio:
  • Crash Fix: Fixed a crash when Audio Capture Component is re-initialized.
  • Crash Fix: Fixed a crash when flushing audio device.
  • Crash Fix: Calling "Set Sound Wave" on Synth Sample Player or Synth Granulator no longer crashes.
  • Crash Fix: Fixed audio component threading issue, which could manifest in crashes during async loads.
  • Crash Fix: Audio Capture components don't crash if they are started a second time during a play session.
  • Bug Fix: Fixed an issue where Synth Sample Player would not play a Sound Wave set in Property Inspector.
  • Bug Fix: Fixed an issue where recording audio for a Sequence would keep the Editor from properly shutting down.
  • Bug Fix: Fixed issues with seeking Sound Waves on iOS.
  • Bug Fix: Fixed an issue where the Delay Submix Effect was over-allocating for delay lines.
  • Bug Fix: Fixed issue with Distance Scale with Focus Feature and Attenuation Settings.
  • Bug Fix: Fixed issue where audio was cut off abruptly when a UE4 application was moved to the background on iOS.
  • Bug Fix: Fixed regression that caused no audio to be returned when applications directly queried IVoiceCapture.
  • Bug Fix: Fixed Quality issues with mic component.
  • Bug Fix: Fixed issue where Set Mic Threshold Blueprint function would not change the threshold value on shipping builds.
  • Bug Fix: Audio now stops sounds when destroying its data.
  • New: Added settings fields, enabling iOS and Android to use specific quality indices by default on SoundCue nodes.
  • New: Added settings fields, enabling iOS and Android packaged projects to use a maximum amount of branches on a random node to reduce memory usage.
  • New: Audio assets can now be resampled when being cooked for iOS and Android.
  • New: Added BypassVolumeScaleForPriority bool to SoundBase properties, enabling specified sounds to ignore Volume Weighting during Priority Sort.
  • New: The Steam Audio Plugin now supports AMD TrueAudio Next on supporting platforms.
  • New: Added ability in C++ to register an ISubmixBufferListener with FAudioDevice to receive post-mixed audio buffers from any Submix.
  • New: Added simple source delay effect.
  • New: Added class type, enabling inherited versions of UAudioComponents to be created.
  • New: Activated reverbs will now take priority when World Settings are used (for example, no Volume Proxy is in use).
  • New: Added ability to bypass volume-weighted prioritization for sound sources and only use priority.
  • Automation:
  • Crash Fix: Fixed crash during Editor Asset automation tests.
  • New: Added a Build Reflections option to the Resave Packages commandlet.
  • Blueprints:
  • Crash Fix: Fixed crash when cooking with Blueprint Nativization enabled after encountering a nested, instanced, Editor-only default subobject inherited from a native C++ base class.
  • Crash Fix: Fixed crash when removing a pin that has been split from a "Make Struct" node.
  • Crash Fix: Fixed crash in Actor Component Instance Data floats, which occurred after deleting a Blueprint function.
  • Crash Fix: Fixed crash when redoing a change to a Blueprint's sub-object.
  • Crash Fix: Fixed random crashes seen when running searches in multiple global Find-In-Blueprint tabs.
  • Crash Fix: Fixed crash where the Component Instance Data Cache would try to duplicate streaming Levels when Component Delegates were bound to Actors in that Level.
  • Crash Fix: Fixed crash when deleting multiple Bookmarks selected in the Bookmarks tree view.
  • Crash Fix: Fixed occasional crash when dropping a Blueprint onto a node.
  • Crash Fix: Fixed rare crash when hovering over invalid Blueprint nodes.
  • Crash Fix: Fix crash when reloading or force deleting Blueprints open in a Blueprint diff window.
  • Crash Fix: Fixed crash when Find in Blueprints discovered a string table reference.
  • Crash Fix: Fixed crash when selecting an invalid interface class.
  • Bug Fix: Fixed memory corruption that occurs when reparenting a Blueprint to a class that already has a property of the same name as a component in the Blueprint.
  • Bug Fix: Fixed scoping issue for generated instanced sub-object reference local variables in nativized Blueprint C++ code.
  • Bug Fix: Fixed build failure that could occur with Blueprint Nativization enabled and EDL disabled.
  • Bug Fix: Set & Map fields containing converted assets are now properly emitted with proper syntax to generated C++ Blueprint class headers when Blueprint Nativization is enabled.
  • Bug Fix: Fixed bug where gameplay tag container literal created in Blueprints would not be correctly initialized, and the parent tags would not be populated.
  • Bug Fix: Blueprint Nativization bug fixes, including:
  • Ensured that Safe Context Scoped Emitters Validation Chains generate code calls to the global "Is Valid" utility function on objects.
  • Blueprint Compiler Backend class Emit Create Array Statement function now generates a proper cast on "Make Array" node inputs for enum class types.
  • Modified the Blueprint Compiler Backends' Emit Call Statement Inner function to more correctly identify an interface function call site.
  • Modified Emit Helpers' Generate Automatic Cast function to properly handle automatic casts of enum arrays.
  • Added new Component Data Utils static functions to consolidate custom init code generation for converted special-case component types (for example, BodyInstance). This ties native DSOs to the same pre or post steps as converted non-native component templates around the "Outer Generate" loop.
  • Modified Expose On Spawn Validator's "Is Supported" function to include CPT Soft Object Reference property types.
  • Modified Blueprint Generated Class' Check And Apply Component Template Overrides function to no longer break out of the loop before finding additional ICH override record matches.
  • Bug Fix: Ensured that sub-object class types are constructed prior to accessing its CDO in a nativized Blueprint class' generated C++ constructor at runtime in a cooked build.
  • Bug Fix: Fixed bug where the class of the "Get Class Defaults" node was being set to None.
  • Bug Fix: Fixed incorrect access to nested instanced subobjects in nativized Blueprint C++ constructor code.
  • Bug Fix: Fixed an ensure when exiting PIE after tracing into a BP Function Library source graph while single-stepping.
  • Bug Fix: Reduced the number of stat events generated by Blueprint execution. This reduces overhead, and makes things easier to read when using event-based 'flame graph' captures.
  • Bug Fix: Disabled ticking for Level Script Actors (if not used).
  • Bug Fix: Functions that require a World context can now correctly be used in CheatManager-derived Blueprints.
  • Bug Fix: Avoid inclusion of monolithic engine header files in nativized Blueprint C++ code.
  • Bug Fix: Resetting an array property to its default value now properly propagates to derived Blueprint's default values.
  • Bug Fix: Fixed Compositing Plugin source files to conform to updated relative include path specifications, ensuring compatibility with Blueprint Nativization.
  • Bug Fix: Integer math functions are now consistently tagged in menus.
  • Bug Fix: Fixed case where sub components with bAutoRegister false would get registered anyways.
  • Bug Fix: Fixed EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted Blueprint assets.
  • Bug Fix: Fixed array functions Add, Add Unique, Insert, and Remove, which were not correctly using the appropriate boolean value when a bit-packed boolean member function was supplied as input.
  • Bug Fix: Fixed initialization of special UMG struct types in nativized Blueprint Actor code.
  • Bug Fix: Improved handling of circular dependencies during Blueprint Nativization between converted and unconverted assets.
  • Bug Fix: You can now successfully set the category for Timeline component variables in the My Blueprint tab.
  • Bug Fix: Negate, Increment, Decrement Int, and Float macros output the desired result, even if a non-mutable pin is passed in.
  • Bug Fix: Undo of changing select node index type now works correctly. Connections to option pins are now maintained across change of index pin type.
  • Bug Fix: Blueprint pins on some nodes were incorrectly being displayed as out of scope because they were not directly under the active object being debugged.
  • Bug Fix: Message (interface) call nodes no longer display the Skeleton class name in the node subtitle.
  • Bug Fix: Fixed comments on Map and Set Add Blueprint library functions.
  • Bug Fix: Prevent "Defer Dependency Loads" from being dropped when we preload an object in another linker.
  • Bug Fix: Blueprint Native Event methods declared an interface class now implement the required Implementation method as Pure Virtual function rather than declare it as pure virtual in the UHT-generated boilerplate code, enabling Blueprint classes that implement a native C++ interface declaring one or more Blueprint Native Event methods to be nativized.
  • Bug Fix: Significantly optimized performance when refreshing the components tree in the Actor details panel.
  • Bug Fix: Fixed deterministic cooking issue by avoiding use of Make Unique Object Name when instantiating component templates.
  • Bug Fix: The compilation manager avoids purging old classes until they are being recompiled, fixing an issue that could cause Construct Object to fail to assign values on construction.
  • Bug Fix: Fixed existing placements of nativized Blueprint Actors with a non-zero (legacy) root component scene transform at the CDO level.
  • Bug Fix: Setting a Class Blueprint variable will correctly enable unloaded Blueprint children to be selected in the picker.
  • Bug Fix: When Blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
  • Bug Fix: Breakpoints on nodes that are connected to "For Each" Loops are no longer skipped.
  • Bug Fix: Soft Object / Class reference variables now correctly validate the type of an asset that is dragged or pasted into them, which prevents making invalid references from the Editor.
  • Bug Fix: Soft Object / Class references stored in Blueprint function local variables are now correctly tracked when Blueprints are saved, which means that they will be properly fixed up when assets are redirected, and may pull more content into your cook if you have unused local variables.
  • Bug Fix: Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
  • Bug Fix: Sub-Anim instance nodes can now orphan pins as expected.
  • Bug Fix: Blueprints will no longer warn on load about member get nodes for members that have been removed if they are just on the canvas and not be used during compilation.
  • Bug Fix: Fixed a bug where Blueprint async task node names could not be redirected after a function rename.
  • Bug Fix: Blueprints are now reparented before replacing references when using the 'delete and replace references' tool, making the delete and replace references workflow more reliable when performed on Blueprint assets.
  • Bug Fix: Prevent struct properties with an Identical type trait (for example, Gameplay Tag Container) from showing up as different in a Blueprint diff, even if they were unmodified.
  • Bug Fix: Fixed a typo in name validation error messages where the name was already in use.
  • Bug Fix: Keyboard navigation when selecting an object or asset from a Blueprint node now works correctly.
  • Bug Fix: Fixed issue where reroute nodes inside macros could break AutoCreateRefTerm function parameters.
  • Bug Fix: Fixed an invalid child Actor template cast in nativized Blueprint code when the child actor class type is a converted Blueprint class asset.
  • New: Exposed vertex and triangle counts for Skeletal Meshes to Blutilities.
  • New: Exposed collision complexity to Blutility scripting.
  • New: Exposed more static mesh functionality to Editor scripting.
  • New: Add new parameter UX on a Blueprint delegate is now at parity with Blueprint functions.
  • New: Added the ability for Blueprint async task nodes to have additional output parameters, which can be added to the exposed factory method.
  • New: Added several Blueprint methods for reading color values from render targets.
  • New: Added a Blueprint method (Import File As Texture2D) for loading an image file from disk and creating a texture from it.
  • New: Exposed Blueprint nodes for "Get Number Verts" and "Get LOD Screen Sizes" functions for Static Mesh exposed in the Static Mesh Utility Library.
  • New: Added UV1, UV2, UV3 inputs to Procedural Mesh Component.
  • New: Pins for Blueprint async task nodes now display Tooltips consistent with other functions.
  • New: By default, the "For Each Enum" node will now skip over values marked as 'Hidden' in new placements, additionally, a new input pin has also been added into the "Advanced" section on the node, enabling users to control this behavior if needed.
  • New: Select node now displays "Add Pin" button.
  • New: Display "Object Reference" instead of "Object Object Reference", and display "Soft Object Reference" instead of "Object Soft Object Reference".
  • New: Select node now resets pins to wildcard if none of the pins are in use.
  • New: Execution flow, Blueprint call stack, and Blueprint watchpoint viewer refactored into a single Blueprint Debugger tab.
  • The call stack viewer now indicates whether the call stack is stale, and the watch point viewer layout now matches the call stack viewer.
  • New: Modified the watch window to provide more clarity for when watches have valid information versus stale watch values. Watches in the window are only valid when Blueprint execution is paused, and when execution is paused, the window will update to show the values for all Blueprint instances in the current call stack.
  • New: Exposed "Get Local Role" function to Blueprints, returning the value of the "Role Member Property."
  • New: Enable modification of camera shake oscillators at runtime in Blueprints.
  • New: Exposed the Game Mode class' "Player Can Restart" function to Blueprints.
  • New: Exposed PlayerController class' "Can Restart Player" function to Blueprints.
  • New: Exposed Playerm Camera Manager class' "Client Simulating View Target" boolean to Blueprints.
  • New: "Last Hit By" reference on Pawns now marked as Blueprint Read Only.
  • Core:
  • Crash Fix: Fixed a threading crash with non-scoped Low-Level Memory tracking (seen in Android GL tracking).
  • Crash Fix: No longer crashes when disabling a cooling down tick function during a pause frame.
  • Crash Fix: Fixed a Startup crash that could happen depending on file compilation order.
  • Crash Fix: Deserializing tagged property containers containing bad elements no longer crashes.
  • Crash Fix: Fixed a crash in when allocating memory with the Malloc profiler.
  • Crash Fix: CSV Profiler no longer crashes on exit.
  • Crash Fix: Fixed crashes caused by defining UObjects with certain types of constructors.
  • Crash Fix: Fixed a Slate crash related to the Async Loading Thread.
  • Crash Fix: Fixed crashes when converting filenames to long package names and when running commandlets.
  • Crash Fix: Fixed A crash while destroying global Engine objects during shutdown.
  • Bug Fix: Fixed some Pak file code to use an int64 instead of int32 to handle large pak files.
  • Bug Fix: Undo/Redo history in Editor now works as expected.
  • Bug Fix: Fixed a buffer overrun when copying a context string in Malloc Leak Detection.
  • Bug Fix: Changed the internal Object Array to not be allocated up front. This fixes strange OOM reports on Editor startup.
  • Bug Fix: Made TCircularQueue thread-safe.
  • Bug Fix: MediaPlayer module no longer loads on non-game threads, as this could lead to thread safety issues when the Async Loading Thread was enabled.
  • Bug Fix: Corrected a buffer overflow debug logging code.
  • Bug Fix: Fixed abbreviations not displaying properly in Editor dialogs.
  • Bug Fix: Plugged a potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.
  • Bug Fix: Calling Reset on a String sometimes now always results in a null-terminated String.
  • Bug Fix: Unchanged Levels are no longer included in Pak patches.
  • Bug Fix: When Blueprint Clustering is enabled, the Widget Blueprint template will also be added to the parent cluster when the template is being replaced.
  • Bug Fix: Asset encryption settings are now being properly parsed from .ini files by UBT.
  • Bug Fix: Enabled C++ 14 usage of decltype(auto) in TTuple. This preserves the Engine's ability to compile in C++ 11.
  • Bug Fix: Corrected Format Int To Human Readable function for values greater than 999999 or negative.
  • Bug Fix: Asset redirectors can now redirect from a parent class to a child class, which can happen when using Consolidate Assets.
  • Bug Fix: Editor tutorials and related content are not accidentally included in a cooked build. References loaded from editor project settings are now treated as Editor-only.
  • Bug Fix: Fixed issue where the cooker could incorrectly load an asset registry cache built with "-game", causing missing dependency information.
  • Bug Fix: "-cookonthefly" and "-iterate" can be used at the same time, to avoid recooking unchanged packages when cooking on demand.
  • Bug Fix: Fixed asset registry memory tracking in memreport (and added some new fields).
  • Bug Fix: Corrected int64 -> int32 Archive offset truncation in several places.
  • Bug Fix: Fixed a Serialization History bug that occurred when trying to serialize 0 bytes.
  • Bug Fix: Fixed some bad offsets in non-deterministic cook report.
  • Bug Fix: Stats chunked array will now use smaller blocks to prevent malloc deadlocks when running in the editor with TBB allocator.
  • Bug Fix: Corrected stack space errors in generated code in Debug builds caused by the amount of code generated by very large UCLASSes.
  • Bug Fix: Moved level actor cluster creation to after actor construction scripts have been re-run to make sure all actor references are processed by the cluster creation code.
  • Bug Fix: Fixed non-determinism of the Raw PCM Data Size property of Sound Waves during cooking by making it transient.
  • Bug Fix: Fixed InitCommandArgs to parse command lines and handle errors gracefully.
  • Bug Fix: Bit Writer default constructor now initializes ArIsPersistent and ArIsSaving variables.
  • Bug Fix: Corrected a lot of inconsistent warning output and log categories while running the PkgInfo commandlet.
  • Bug Fix: Solved threading deadlock caused by the rendering thread trying to minimize the window after being ejected from full screen on Windows platform.
  • Bug Fix: Fixed a potential buffer over-read when converting UTF-8 characters to TCHARs when provided with invalid UTF-8 data.
  • Bug Fix: Corrected Get Len function for Strings.
  • Bug Fix: Explicitly defined the DEPRECATED_FORGAME macro only for non-engine modules in UBT.
  • Bug Fix: Fixed LoadEngineClass local to "UnrealEngine.cpp" to check class redirects before falling back to default class instance.
  • Bug Fix: Added initialization of deprecated Slate Brush member Tint_DEPRECATED, which was causing deterministic cook issues.
  • Bug Fix: Linker no longer incorrectly outputs warnings when LOAD_Quiet has been passed as a flag to the load call.
  • Bug Fix: Fixed asserts being fired when calling TBaseStructure's Get function while saving packages.
  • Bug Fix: Error codes are no longer discarded from zlib inflate.
  • Bug Fix: Fixed a compile error in UHT when declaring a function which returns a UEnum pointer.
  • Bug Fix: Calling the auto-generated Get Outer function on a CDO will now ensure and return null rather than returning the containing Package cast to the named class.
  • Bug Fix: Corrected export outer name when reporting differences in the export map for deterministic cooking
  • Bug Fix: Fixed hot reload of modules which were unloaded, changed, then compiled and reloaded.
  • Bug Fix: Solved several bad uses of Script Map Helper and Script Set Helper, which could have skipped elements during iteration. Affected searching for subobjects, exporting JSON, copying properties in the editor and property value iteration.
  • Bug Fix: Made Archive's Reset function public and virtual so it can be overloaded. Bit Writer's Reset function is now an overload of that function.
  • Bug Fix: Changed new anonymous object names to be based on an incrementing suffix per-outer, rather than per-package to fix some non-determinism issues when cooking.
  • Bug Fix: Fixed log output when displaying the number of skipped differences when diffing cook for deterministic cooking
  • Bug Fix: Fixed UTF-8 encoding detection in FXmlFile.
  • Bug Fix: Clarified Get Allocated Size comments in containers to make it clear that they only count direct allocations made by the container, not allocations made by the contained elements.
  • Bug Fix: Fixed the 4096 char limit on FParse::Value.
  • Bug Fix: Clarified the misleading error message when omitting the WithValidation specifier on a UFUNCTION(Server).
  • Bug Fix: Disabled warning C4868 in Visual C++ builds, which warns about the evaluation order of elements inside braced initializer lists.
  • Bug Fix: Made sure that lazy object pointers are only fixed up for Play In Editor in actual PIE worlds.
  • Bug Fix: Several fixes to ensure deterministic material cook results, mainly centered around ensuring ShaderMaps are consistently serialized regardless of cook order.
  • Bug Fix: Fixed verify cluster assumptions logic so that it also checks if some other cluster root object referenced by the current cluster is referenced through 'mutable' objects lists before asserting.
  • Bug Fix: Hitch detection will now be suspended when synchronously loading a new map.
  • Bug Fix: Disabled 'Took X.Y ms to ProcessLoadedPackages' warning in the editor so it doesn't show up when cooking.
  • Bug Fix: UFUNCTION metadata is once again correctly prevented when it is for a function of the same name as one in the parent class.
  • Bug Fix: We now destroy any world-owned particle FX on replay timeline scrub, since they shouldn't persist.
  • Bug Fix: Restored assertion message logging just before breakpoint is hit in Visual Studio output window.
  • Bug Fix: Overrides of const functions correctly inherit the const-ness of the parent function.
  • Bug Fix: Corrected issue where Property Value Iterator would skip value properties when used on a map with struct keys and direct values.
  • Bug Fix: Fixed sublevels not being recognized as properly loaded during cooking, which caused non-determinism issues.
  • Bug Fix: Solved non-determinism in Widget Tree when cooking.
  • Bug Fix: Meshes with painted vertex colors that did not use static lighting will no longer be cooked differently each time when Non-deterministically cooking.
  • Bug Fix: Fixed barycentric computation case causing a check. Now outputs an invalid coordinate so the caller can resolve issues.
  • Bug Fix: Default values specified in UFUNCTION metadata for TSubClassOf parameters that do not specify the full path name will now attempt to determine the desired class from the short name.
  • Bug Fix: Trying to convert a Soft Object reference to a hard reference during async load will throw a useful error instead of silently failing.
  • Bug Fix: Reference Chain Search class used by 'obj refs' command now reports all reference chains properly.
  • New: RHI Command List Enqueue Lambda method which can be used to enqueue arbitrary tasks on the RHI thread from the render thread, without having to write lots of bolierplate RHI Command functor classes.
  • New: Added "-csvdemostarttime" and "-csvdemoendtime" command line arguments to automate CSV profiles when running replays.
  • New: On dedicated servers, .CSV profile capture writing completion can now be indicated with an empty *.complete file that is also written out.
  • New: The .CSV profiler now tracks used physical and virtual memory usage by default.
  • New: Hang detector has a duration multiplier to allow extending the hang timeout on loading screens etc.
  • New: Added frame index named events for the game, render and RHI threads. This makes it possible to track end-to-end frame progress in platform-specific CPU profilers.
  • New: FPS Charts now can output stats assuming a 20 hz framerate.
  • New: The CSV profiler is now always compiled in on the server.
  • New: The CSV profiler can now handle both int32 and float stats.
  • New: Async helper for executing functions on a given thread pool
  • New: Added "debug hitch" and "renderhitch" console commands to sleep game or render threads. Also added "debug spin" and "renderspin" console commands that spin in a tight loop instead of sleeping.
  • New: Support for target configuration whitelist/blacklist support for modules/plugins. This could permit things like a Plugin containing debug/development code being excluded from a shipping build for testing purposes.
  • New: TSharedPtr can now be used as a bool in conditionals.
  • New: Enabled the master data cryptography for iOS and Android platforms, meaning they'll now respect the project settings.
  • New: Made Class Cast Flags and Property Flags enumerated types are now visible in the Visual C++ debugger.
  • New: The ability to get the actual filename of the log file Output Device File writes to.
  • New: Crypto Keys changes:
  • Removed UAT command line params for encryption. Centrally configured by the editor settings now.
  • UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata.
  • UnrealPak can be told to get its encryption settings from a json crypto file with "-CryptoKeys=".
  • UnrealPak can now accept a "PatchCryptoKeys=" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks.
  • New: When parsing crypto settings, UBT will always load legacy data first, then the new system can override it. Provides the same key backwards compatibility that the editor settings class gives.
  • New: Format string type checking added to output log code.
  • New: constexpr support to Variant's GetType function.
  • New: Initializer list support added to TMap.
  • New: Support for brace-initialized default member initializers in UnrealHeaderTool.
  • New: Support for writing specific log channels to their own files. Command line usage is as follows, including quotation marks:
  • -LogCategoryFiles="Category1=Filename1, Category2=Filename2"
  • New: Added support for CoreRedirects when resolving Soft Object Paths. Works for class, object, and module redirectors.
  • New: Reduced asset registry memory in cooked builds by stripping out searchable names and empty dependency nodes by default, modifiable with [AssetRegistry] .ini settings.
  • New: AvfPlayer on MacOS and iOS now has added support for streaming media.
  • New: Added a Property Temp Val helper class for owning a temporary instance of any UProperty value, which can be exported as text for later inspection.
  • New: Archive will now log its name when complaining about corrupted bool values.
  • New: Added reporting of absolute byte offsets into packages when detecting differences in non-deterministic cooks.
  • New: A non-determinism warning appears if we have imported a legacy Static Mesh Component during a cook.
  • New: A non-determinism warning has been added when importing a legacy Reflection Capture Component during cook.
  • New: Added a new engine CVar, "s.PriorityLevelStreamingActorsUpdateExtraTime", for controlling how much extra time is spent registering actors after streaming in a level when in "priority loading mode". The default is 5 ms.
  • New: Created a level streaming CVar, "s.MaxLevelRequestsAtOnceWhileInMatch" (defaults to 0). When non-zero, this limits the number of level load requests when the player is actively playing in a match.
  • New: Command line overrides for cook diff settings: -MaxDiffstoLog=x overrides maximum number of differences to log per file -HeaderDiffs forces cook commandlet to show differences for header files (.uasset files) -IgnoreHeaderDiffs ignores header files' differences.
  • New: Added interpolation functions for quaternions.
  • New: Implemented a generic Levenshtein distance to core algorithms.
  • New: Deterministic cooking tests will now also log out Name/Import/ExportMap items that moved within the file
  • New: Diffing cooked packages will now dump package header differences in NameMap, ImportMap and ExportMap
  • New: Constructing a new Weak Object Pointer at cook time will generate a non-determinism warning.
  • New: The window title bar now displays the Unreal Engine 4 build configuration (Debug, Development or Test) in non-Shipping configurations. You can customize this in your project settings.
  • New: A non-determinism warning is generated when upgrading clothing assets during a cook.
  • New: Static Memory Reader supports reading from memory specified by a pointer and size.
  • New: Added a before-and-after dump of values from certain property types which have changed during a deterministic cook.
  • New: Natvis visualizers for Frame Number, Frame Time, and TRange.
  • New: Math now contains a Divide And Round Nearest function.
  • New: Async support for single-threaded applications.
  • New: Custom version mismatch messages now include the friendly name of the custom version in addition to the tag GUID.
  • New: Unreal Header Tool now emits an error if ExpandEnumAsExecs metadata references a parameter name that is not a parameter to the function.
  • New: Changed the uncompiled modules report when starting the editor to display module names instead of DLL filenames.
  • New: PkgInfo commandlet can now dump all the info to a separate file for easier diffing with "-dumptofile=filename" argument.
  • New: PkgInfo commandlet can now dump information for unversioned packages
  • New: PkgInfo commandlet can now dump the list of properties that have been serialized for exports. This can be used for comparing cooked assets when investigating deterministic cooking issues.
  • New: -diffonlybreakoffset has been added to provide a way to break into the debugger when serializing data at a particular absolute offset during a -diffonly cook.
  • New: Functionality to track and log the debug name stack for diffonly cooks.
  • New: Randomize the package order when doing diffonly cooks, which can be explicitly disabled via -DIFFNORANDCOOK.
  • New: Allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default).
  • New: Get Assets By Tags (Asset Registry function) optimizes tag look-up when you can have several potential values.
  • New: Added the ability to dump all objects to log before cooking a package while doing deterministic cook tests to help with tracking problems between deterministic cook tests.
  • New: Get Device Temperature Level function. iOS returns a value between 0 and 3, matching the values of the Temperature Severity enumerated type, while Android returns a temperature in Celcius, matching what was already being retrieved from the BatteryState.
  • New: Added an error message directing the user to the problematic file when the XML parser fails.
  • New: USE_SMALL_DELEGATES, USE_SMALL_MULTICAST_DELEGATES and USE_SMALL_TFUNCTIONS macros which switch from an inline allocator to a heap allocator for these types when defined to 1 at a project level. These will trade reduced object footprints for extra heap allocations.
  • New: The "-SaveForDiff" command line argument makes it possible to save packages that are different from their disk versions when running deterministic cooking tests.
  • New: Exec command CoreUObject.AttemptToFindUninitializedScriptStructMembers that can be used to try to find uninitialized reflected pointers in in USTRUCT() declarations
  • New: Directories To Never Cook and Directories To Always Cook in the packaging settings now support Plugin and Engine directories. It will convert from the old format of relative to game content to the new /Game/ format on startup. If you have any game-specific code accessing this you will have to take this into account
  • New: Exposed an optional name to Create Dynamic Material Instance.
  • New: Added a function, Is Async Loading Suspended, to check if async loading is currently suspended.
  • New: Enabled the overloading of functions which take TFunction or TFunctionRef of different signatures when the lambda being passed to them will unambiguously bind to only one of the overloads.
  • New: Changed Visual C++ debugger visualization of TFunctions to allow a lambda to be right-clicked on and the source jumped to by selecting "Go To Source Code".
  • New: MallocStomp can now be enabled on desktop platforms using the "-stompmalloc" command line argument.
  • New: Initial implementation of tracing profiler to show CPU and GPU on the same timeline. Use "TracingProfiler frames=N" console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into the "Saved/Profiling/Traces" directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).
  • New: New parameter to "obj list" command, "-INSIDECLASS=classname", filters objects that are inside of all objects of the specified class.
  • New: Non-determinism is reported when changes to CDOs and archetypes are made by Pre Save during a cook.
  • New: TDefaultReferenceCollector and Simple Reference Processor Base classes to extract common code for classes that are used by TFastReferenceCollector
  • New: Option to save non-deterministically cooked assets to a folder specified by "-diffoutputdir", when differences are detected during a "-diffonly" cook.
  • Improvement: Made a minor optimisation to the deserialization of bad properties by using Seek() instead of skipping one byte at a time.
  • Improvement: Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
  • Improvement: Optimized lazy pointer fixup when starting Play In Editor. It should be up to 8x faster now.
  • Improvement: Optimized asset registry filter intersection.
  • Improvement: Moved PostLoad to the async loading thread where possible. This reduces the time the main thread spends on PostLoad by about 20%.
  • Added a .ini setting to disable PostLoad on ALT globally. In the [/Script/Engine.StreamingSettings] section, add "s.AsyncPostLoadEnabled=True".
  • Added command line param overrides: "-NoAsyncPostLoad" "-AsyncPostLoad"
  • Improvement: Pak Signing:
  • Unified naming of pak precacher and signed archive reader signature check functions to make it easier to search for them in crash reporter.
  • Formatted the signed archive reader output to match the pak precacher.
  • Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16.
  • Improvement: Crypto:
  • AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
  • Signing keys will emit an error when they are too long (greater than 64 bytes).
  • Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode).
  • Settings via the crypto .json file should now be sanitized and not cause issues.
  • Improvement: Headers for compressed blocks in a pak file now contain relative offsets, reducing the amount of data entropy between builds and improving patch efficiency.
  • Improvement: Use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.
  • MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.
  • Improvement: Unhashing unreachable objects will now also be done incrementally, just like the purge phase of Garbage Collection.
  • Improvement: Faster GUID creation. Previous method used a system Date / Time system call, which could be slow on some platforms. This change can decrease GameThread time on those platforms.
  • Deprecated: Direct access to Archive members Ar Is Text Format, Ar Want Binary Property Serialization, Ar Force Unicode, Ar Is Persistent, Ar Is Saving, Ar Is Transacting, Ar Licensee UE4 Ver, Ar Engine Ver, Ar Engine Net Ver and Ar Game Net Ver private. These should now only be accessed via their associated member functions.
  • Removed: Packaged UE4 applications that you distribute will no longer send anonymous usage data to Epic. Previously, this had to be disabled in project settings.
  • Garbage Collection:
  • Crash Fix: Fixed a crash in Garbage Collector, when an object that was still being loaded was added to GC cluster.
  • Crash Fix: No longer crashes after a skeletal mesh that was already in a GC cluster created a new BodySetup object in Garbage Collector.
  • Crash Fix: Fixed a crash with async loading code referencing objects that were marked as Pending Kill in Garbage Collector.
  • Bug Fix: Fixed a possible hang when worker threads are preventing the Garbage Collector from running.
  • Bug Fix: Serializing object will now be passed to the Garbage Collector so that it can be logged in case the referenced object is thrashed.
  • Bug Fix: Global Garbage Collector Sync Object no longer wastes cycles in non-game threads while waiting for Garbage Collector to finish running.
  • Bug Fix: Objects that still haven't been through Post Load code will be added to Garbage Collector Clusters as 'mutable' objects, so that clusters can prevent them from being destroyed too early.
  • Bug Fix: Fixed Garbage Collector Clustering issues with Async Loading Thread enabled.
  • Bug Fix: Parallel Garbage Collection on the Mac is no longer turned off by default.
  • Bug Fix: Added code to detect hangs and log objects preventing the Garbage Collector from finishing when doing full purge in cooked builds
  • Bug Fix: When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
  • New: The Garbage Collector and the Async Loading Thread now coordinate timing, with the Async Loading Thread attempting to finish its current work to give GC a chance to run whenever GC sends a notification that it would like to run. The Async Loading Thread is more stable as a result.
  • New: Added "gc.ForceCollectGarbageEveryFrame" console variable that triggers a forced GC every frame.
  • New: Async package names will now be dumped to log when reporting Object references in Garbage Collection.
  • New: Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with "gc.ListClusters" command.
  • New: Added the ability to toggle incremental BeginDestroy with "gc.IncrementalBeginDestroyEnabled".
  • Improvement: Set the minimum GC cluster size to 5 with "gc.MinGCClusterSize" console variable so that GC doesn't have to process micro clusters, which are more expensive to process than individual objects.
  • Improvement: Optimized Mark Phase of Garbage Collection by up to 10ms (depends on the number of objects and the number of threads available) by making it run in parallel and removing a huge array preallocation which we didn't need.
  • Improvement: Garbage Collector assumption verification should now be up to 4 times faster.
  • Improvement: GC Cluster creation will now be time-sliced to avoid hitches on the game thread when streaming packages.
  • Editor:
  • Crash Fix: Fixed a crash when simplygon failed to generate LOD for Skeletal Mesh.
  • Crash Fix: Fixed a crash when saving HLOD assets if some have not been fully regenerated.
  • Crash Fix: Fixed an occasional Garbage Collector crash in HLOD proxy generation.
  • Crash Fix: Fixed a crash when the HLOD outliner is open in PIE when actors are destroyed.
  • Crash Fix: Generating HLODs for mesh components with no mesh assigned no longer crashes.
  • Crash Fix: Generating HLODs from child actor components no longer crashes.
  • Crash Fix: Fixed a crash when removing HLOD setup asset.
  • Crash Fix: Fixed a crash when viewing some complicated material instances generated by the HLOD system.
  • Crash Fix: Fixed a crash when overwriting existing level during level save as.
  • Crash Fix: Fixed a circular referencing issue causing the conversion of a BSP to a static mesh to crash.
  • Crash Fix: Fixed a crash when re-importing an animation and choosing a skeleton for the anim sequence.
  • Crash Fix: Fixed FBX import crash.
  • Crash Fix: Fixed a crash in Mac editor when copying unusual characters in the output log.
  • Crash Fix: Generating HLODs in a map with sublevels that also have HLODs no longer crashes.
  • Crash Fix: Fixed a crash occurring when Propagating Vertex Colors to Asset's source mesh.
  • Crash Fix: Using "Save As" on maps having more than 2 GB of build data no longer crashes.
  • Bug Fix: Fixed incorrect group name being returned by Get Group Name function for stat groups, causing incorrect editor tooltips.
  • Bug Fix: Fixed "Check Out Assets" window not properly receiving keyboard focus.
  • Bug Fix: Fixed bug causing "HighResShot" command to capture shots at a lower resolution in Immersive Mode.
  • Bug Fix: Scene Capture Component 2D properties, Hidden Actors and Show Only Actors, are no longer displayed in the Scene Capture Component 2D's Blueprints layout panel, but are still available on Blueprint nodes.
  • Bug Fix: Fixed an asset registry size calculation bug.
  • Bug Fix: Fixed Play in Editor recorded replays not writing their last marker when the user goes to end the simulated instance while recording.
  • Bug Fix: Fixed issue with out of range UV sampling in material baking.
  • Bug Fix: Fixed mesh merging producing incorrect UV mapping for mirrored meshes.
  • Bug Fix: Fixed texture binning UV transforms not being correct according to the gutter settings.
  • Bug Fix: Removed the two-actor limit when generating HLOD hierarchies.
  • Bug Fix: Fixed a bug in the editor where a user's Editor Startup Map setting would be ignored if the project had no default startup map set.
  • Bug Fix: Collision generation is now disabled by default for HLOD proxy meshes.
  • Bug Fix: Fixed a memory leak in FBX Scene during import.
  • Bug Fix: Fixed extra re-allocation of memory buffer holding files during asset import.
  • Bug Fix: Fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected.
  • Bug Fix: Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget.
  • Bug Fix: Fixed an issue where saving a sub-level level would cause Map Build Data to be deleted.
  • Bug Fix: Selected joints can now be removed even after bone simplification fails.
  • Bug Fix: HLOD generation commandlet now caches any shaders it generates.
  • Bug Fix: Fixed infinite loop in Simplygon mesh reduction when a LOD actor is encou

New in Unreal Engine 4.20 Preview (Jun 30, 2018)

  • Rendering Updates:
  • Cinematic Depth of Field. We have a brand new implementation of Depth of Field to achieve cinematic quality. It is a replacement for Circle DoF method that is faster over most other Depth of Field methods, such as Bokeh and Circle DoF.
  • Digital Humans Improvements. A set of improvements targeted at both skin and eye rendering. Including dual lobe specular for skin, subsurface scattering for the eye material model and more.
  • Rectangular Area Lights. There is now support for a Rectangular Area Light type accessible from the Modes panel with other light types.
  • Currently only supports the Deferred Renderer.
  • Acts mostly like a Point Light, except it has a Source Width and a Source Height to control the area emitting light.
  • Static and Stationary mobility shadowing works like an area light source with Movable dynamic shadowing working more like a point light with no area currently.
  • Animation/Physics Updates:
  • ProxyLOD Improvements. The new proxy LOD tool has graduated from “Experimental” to “Early Access”: this tool can be used in a Level of Detail (LOD) system. This tool lets you replace a group of meshes with a single simplified mesh requiring only a single draw call. It's most useful when viewing a detailed area such as a city or village from afar.
  • Improved Normal Control: Hard Edge Split Normal
  • Gap Filling
  • Shared SkeletalMesh LOD Setting. Implemented SkeletalMesh LOD Setting Asset that can be shared between SkeletalMeshes
  • Streaming GeomCache and Improved Alembic Importer (Experimental). Geometry cach has been completely rehauled.
  • Individual vertex animation frames are now compressed using an intra-frame codec based on Huffman encoding.
  • The Alembic importer has been changed to iteratively import frames rather than importing all frames in bulk.
  • Scripted Extensions for Actor and Content Browser Context Menu. The context menus for actors and content browser items can now be extended using Blutilities.
  • Animation Retarget Manager. Animation Retargeting Manager supports saving and loading of the mapping data.
  • RigidBody Anim Node Improvements.
  • Clothing Tapered Capsule Collision. Added support for tapered capsules to physics assets. Tapered capsules are only supported by clothing, not by rigid bodies
  • Copy Vertex Colors To Clothing Param. Added tool to copy SkeletalMesh vertex colors to any selected clothing parameter mask
  • Audio Updates:
  • Sub Audio Recording [New Audio Engine Only] Added the ability to record the engine output or any submix’s output to a .wav file or a soundwave asset.
  • Sequencer Updates:
  • Frame Accuracy. Sequencer now stores all internal time data as integers, allowing for robust support of frame-accuracy in situations where this is a necessity.
  • Media Track. Sequencer has a new track for playing media sources. It is like the audio track, but for movies.
  • Curve Editor/Evaluation. Weighted tangents are now supported on float curves. Sequencer now supports continuous euler angle changes when changing rotations.
  • Anim Instance Control. It is now possible to animate variables on anim instances through possessables, allowing direct control of anim blueprint variables, functions and other content.
  • Final Cut Pro 7 XML Import/Export. Sequencer movie scene data can now be exported to and imported from the Final Cut Pro 7 XML format. This can be use to roundtrip data to Adobe Premiere Pro and other editing software that supports FCP 7 XML.
  • Sequence Recorder Improvements.
  • Track Improvements. Tracks, Actors and Folders can now be reordered in Sequencer and UMG animations.
  • VR/AR Updates:
  • Mixed Reality Capture: Early Access. The early access Mixed Reality Capture support has three components: video input, calibration, and in-game compositing. We have a list of supported webcams and HDMI capture devices that enable you to pull real world green screened video into the Engine from a variety of sources. ‘
  • Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes.
  • Networking Updates:
  • Replication Driver / Replication Graph (Experimental)
  • UReplicationDriver is a base class that can be used for implementing custom server replication logic.
  • UReplicationGraph is an implementation of UReplicationDriver that provides a replication system optimized for games with large actor and player counts.
  • Steam Authentication has been added.
  • Mobile Updates:
  • All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and Android
  • Improved Android Debugging
  • Mobile Landscape Improvements
  • RHI Thread on Android
  • Occlusion Queries on Mobile
  • Software Occlusion Culling
  • Platform Material Stats
  • Improve Mobile Specular Lighting Model
  • Gameplay/Scripting Updates:
  • Blueprint Bookmarks (Experimental). The Blueprint Bookmarks feature provides the ability to create named Bookmarks in any function graph in the Blueprint editor.
  • Blueprint Watch Window. The Blueprint Watch Window is designed to speed up debugging by giving you access to the variables and nodes that you want to watch, even across multiple Blueprints
  • Editor & Tools Updates:
  • Niagara is now available as Early Access. This means that we are far enough along in development that we want to share it with our customers and get as much feedback as possible before it becomes a standard engine feature.
  • Redesigned User Interface
  • New Modules. All of Niagara’s modules have been updated or rewritten to support commonly used behaviors in building effects for games.
  • GPU Simulation. We now have GPU simulation working on DX11, PS4, Xbox One, OpenGL, and Metal. Vulkan and Switch are currently not supported.
  • CPU Simulation & Compilation. CPU simulation should work properly for PC/PS4/Xbox One/OpenGL (ES3.1)/Metal. Vulkan and Switch are currently not supported.
  • UMG Savezone. The Screen Size you select in UMG and Play-In-Editor (PIE) settings are now linked with Device Profiles which also takes into account the Mobile Content Scale Factor, meaning that the final resolution and DPI scale will change based on the device screen size selected.
  • Material Gradient Curve. Materials can now use a Curve Atlas asset to store and access linear color curve data through Blueprint.
  • Slate Performance Improvements
  • Mesh Description - New Mesh Format. Unreal Engine 4 is moving to a new higher-level intermediate format which can represent any type of mesh asset in the engine. This is a gradual process that will improve workflow and enable us to provide some great new features, and we want to be completely transparent during this process.
  • Color Picker: Label Saved Colors. Colors saved in your Theme Bar or Theme Menu can now be labeled by right-clicking them.
  • Content Browser: Recently Opened Filter. There is a new filter option to list the most Recently Opened assets in the Content Browser. This filter lists the 20 most recently opened assets.
  • Core Updates:
  • Garbage Collection Improvements.
  • Visual Studio 2017. UE4 will now use the Visual Studio 2017 compiler, and generate project files for Visual Studio 2017 by default. We’ve also added support for the Windows 10 SDK.

New in Unreal Engine 4.18.2 Hotfix (Dec 12, 2017)

  • Fixed! UE-52641 Simplygon Skelmesh "Regenerate" button remains for content that had Lods created in simplygon, even when it's not installed. On regenerating editor crashes - FPersonaMeshDetails::ApplyChanges()
  • Fixed! UE-52565 Can't change to Orthographic View when viewing Character assets in Editor
  • Fixed! UE-52608 [CrashReport] UE4Editor_Engine!FBoneContainer::GetParentBoneIndex() [bonecontainer.cpp:273]
  • Fixed! UE-52475 Editor crashes when undoing a mesh change on a skeletal mesh with virtual bones
  • Fixed! UE-52539 Hang on shutdown of procedural sound waves in audio mixer
  • Fixed! UE-52497 Sourcebus crashes on use
  • Fixed! UE-52449 [CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()
  • Fixed! UE-52754 Post-build steps for plugins are not executed
  • Fixed! UE-52484 Add Component node loses reference on BP compile
  • Fixed! UE-52478 Crash in StaticMesh::GetAssetRegistryTags when saving packages
  • Fixed! UE-52852 Crash opening Child/Grandchild Blueprint after updating to 4.18
  • Fixed! UE-52524 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_MacroInstance::PostPasteNode() [k2node_macroinstance.cpp:54]
  • Fixed! UE-52982 Mac Fails Preparing QAGame for Deploy to iOS: Directory '/Volumes/Storage/Unreal Projects/QAGame418/Build/IOS/Build/IOS/Resources/Graphics' not found
  • Fixed! UE-52912 TVOS 10.2.2 Terminates due to uncaught exception 'NSInvalidArgumentException'
  • Fixed! UE-52752 Add support to UMG safe zone to be off-center for iPhone X (4.18)
  • Fixed! UE-52547 Project fails to package for Android with RenderDoc debugger enabled
  • Fixed! UE-52471 Proguard issues with MediaPlayer14 and CameraPlayer14
  • Fixed! UE-52300 UFE Quick Launch fails to Launch to iOS at the Deploy Step
  • Fixed! UE-52299 Android Template Project with Distribution enabled crashes on some devices
  • Fixed! UE-52993 Fix PSO locking perf regression for 4.18 hotfix
  • Fixed! UE-52955 Crash when minimizing editor window in Vulkan (nvidia drivers 388.13)
  • Fixed! UE-52566 ShaderCacheTool build fails
  • Fixed! UE-52121 Crash upon launching packaged game on Mac with Share Material Shader Code enabled
  • Fixed! UE-51940 [CrashReport] AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()
  • Fixed! UE-51937 [CrashReport] UE4Editor-MetalRHI.dylib!FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP()
  • Fixed! UE-50658 [CrashReport] Assertion failed: TaskDataArray.Num() == Exporter->VolumetricLightmapTaskGuids.Num()
  • Fixed! UE-52932 White Media Player Texture when Media is not playing
  • Fixed! UE-52648 Only sound is played for videos on Android devices
  • Fixed! UE-52594 MediaAssets: Crash in UMediaSoundComponent::UpdatePlayer
  • Fixed! UE-52377 Reordering Instance Editable arrays in a Character Blueprint breaks the array
  • Fixed! UE-52145 Mac: Editor grabs focus when creating a New Montage Section
  • Fixed! UE-52766 Linux: UI scale does not correspond to desktop environment settings
  • Fixed! UE-52086 Linux: UI scale is sometimes not 1.0 on non-high-DPI monitors
  • Fixed! UE-51843 UE4Game in 4.18 is broken for some third party software (hidden symbol elf_end() is referenced)
  • Fixed! UE-53126 Unknown by landscape material warning logspam when launching onto Android/HTML5/iOS/tvOS
  • Fixed! UE-52521 [CrashReport] UE4Editor_Landscape!FLandscapeSplinesSceneProxy::GetDynamicMeshElements() [landscapesplines.cpp:159]
  • Fixed! UE-52843 Packaging fails when Online Framework Plugin is enabled in a Binary build.
  • Fixed! UE-52840 UMG's Zoom Viewport Buttons are oversized
  • Fixed! UE-53110 VREditor: Crash in VR Mode when interacting with motion controller menu
  • Fixed! UE-51728 4.18 missing Oculus dash support

New in Unreal Engine 4.18.1 Hotfix (Nov 15, 2017)

  • Fixed! UE-51426 HLOD with texture binning on introduces ugly black seams
  • Fixed! UE-51931 [CrashReport] UE4Editor_AnimGraph!FCSPose::GetComponentSpaceTransform() [bonepose.h:533]
  • Fixed! UE-51620 Hang in shutdown of multi-PIE when using procedural sound waves (or synth components)
  • Fixed! UE-51591 Hot reload of QAGame hangs the editor
  • Fixed! UE-51917 [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951]
  • Fixed! UE-51626 Very long hang occurs when selecting all bodies in a physics asset
  • Fixed! UE-51721 [CrashReport] UE4Editor_Engine!UBodySetup::FinishCreatingPhysicsMeshes() [bodysetup.cpp:464]
  • Fixed! UE-51597 [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate
  • Fixed! UE-51916 [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81]
  • Fixed! UE-51925 Unable to compile BuildPatchTool
  • Fixed! UE-51842 4.18.1 build is broken on Ubuntu 14.04 (UBT compile error due to "?." construct)
  • Fixed! UE-51472 Hot reload iteration time regression.
  • Fixed! UE-49050 Editor integration for Visual Studio Code on Mac, Linux and Windows
  • Fixed! UE-52055 Different macros used when compiling scripts from UAT
  • Fixed! UE-51855 Cannot package project with assets contained in a folder named "Wolf"
  • Fixed! UE-51180 Texture Render Targets do not render on Android
  • Fixed! UE-51443 GitHub 4143 : Add '.vscode' folder to generated .gitignore
  • Fixed! UE-51621 Race condition in UBT
  • Fixed! UE-46858 Support for Visual Studio Code
  • Fixed! UE-51927 [CrashReport] UE4Editor_Kismet!FFindInBlueprintSearchManager::OnCacheAllUncachedBlueprints() [findinblueprintmanager.cpp:2095]
  • Fixed! UE-51504 Inherited TMap value of type UObject* is not saved on blueprint compile
  • Fixed! UE-51353 Function input Bool loses checked value when updating from 4.16 to 4.17
  • Fixed! UE-51267 WebGL1 fails to compile
  • Fixed! UE-51233 Match3 HTML5 encounters index out of bounds error
  • Fixed! UE-47782 Match3 Package Startup Video not playing on IOS
  • Fixed! UE-49588 Rsync Errors During Remote Build: Failed to Set Permissions
  • Fixed! UE-51747 GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
  • Fixed! UE-52235 Metal texture memory leak
  • Fixed! UE-51705 Crash upon launching packaged game with Share Material Shader code enabled
  • Fixed! UE-51695 Nvidia Shader Compiler Crash with Tessellation Compute Shaders
  • Fixed! UE-51863 Depth of Field Blur on Cinematic Camera Not Working Before Focal Point
  • Fixed! UE-47263 [CrashReport] Crash on Linux - FShaderCompilingManager::LaunchWorker()
  • Fixed! UE-51203 Vulkan ES3.1 Is Still Being Used Even when Not Selected as a Targeted RHI
  • Fixed! UE-52281 Crash during cook occurs on some Intel CPUs
  • Fixed! UE-51640 [CrashReport] Mac/Metal crash due to enabling Metal 2.0 on 10.12.6
  • Fixed! UE-51753 LightColor property for light component and skylight component are animating all other color properties
  • Fixed! UE-51750 Spawned skeletal animations don't animate
  • Fixed! UE-51787 [CrashReport] UE4Editor_MovieSceneTracks!UMovieSceneCameraCutSection::GenerateTemplate() [moviescenecameracutsection.cpp:24]
  • Fixed! UE-52077 MediaFramework movies not playing properly in Shipping
  • Fixed! UE-51707 Videos of certain sizes no longer display in media players
  • Fixed! UE-51796 WmfMedia: Some WMV v2 files fail to render video
  • Fixed! UE-51789 Media: MediaPlaylist::AddFile adds a StreamMediaSource instead of a FileMediaSource
  • Fixed! UE-51012 [CrashReport] UE4Editor_MediaAssets!UMediaTexture::TickResource() [mediatexture.cpp:245]
  • Fixed! UE-51941 [CrashReport] UE4Editor_UnrealEd!FAssetEditorToolkit::GetDefaultTabIcon()
  • Fixed! UE-51848 Data Tables can no longer import numeric enum values
  • Fixed! UE-47464 [CrashReport] Fatal error: Cast of nullptr to Actor failed - UE4Editor_CoreUObject!CastLogError()
  • Fixed! UE-51509 Using the HighRes Screenshot command in a shipping packaged build crashes the game
  • Fixed! UE-51781 [CrashReport] ULevel::GetWorldSettings - UMaterialFunctionThumbnailRenderer:: Draw
  • Fixed! UE-51779 [CrashReport] UE4Editor_PropertyEditor!TWeakPtr::Pin() [sharedpointer.h:1120]
  • Fixed! UE-51783 [CrashReport] ULevel::GetWorldSettings - UStaticMeshThumbnailRenderer:: Draw
  • Fixed! UE-51881 [CrashReport] FCurveEditorSharedData::FCurveEditorSharedData
  • Fixed! UE-52086 Linux: UI scale is sometimes not 1.0 on non-high-DPI monitors
  • Fixed! UE-51677 Linux: requirement for popcnt instruction unnecessarily prevents UE4 from compiling on old CPUs
  • Fixed! UE-51714 [CrashReport] Linux crash - FLinuxSplashState::InitSplashResources()
  • Fixed! UE-51699 Linux: 4.18 cannot be compiled on Ubuntu 17.10 due to missing xlocale.h
  • Fixed! UE-51843 UE4Game in 4.18 is broken for some third party software (hidden symbol elf_end() is referenced)
  • Fixed! UE-51709 [CrashReport] UE4Editor-ApplicationCore.dylib!FMacWindow::ApplySizeAndModeChanges()
  • Fixed! UE-49992 Opening the color picker causes values to change
  • Fixed! UE-51886 [CrashReport] UE4Editor_PropertyEditor!FObjectPropertyNode::GetValueBaseAddress() [objectpropertynode.cpp:373]
  • Fixed! UE-51724 [CrashReport] UE4Editor_PropertyEditor!FPropertyEditor::IsEditConditionMet() [propertyeditor.cpp:632]
  • Fixed! UE-51324 Crash updating a blueprint instanced foliage actor
  • Fixed! UE-48434 [CrashReport] UE4Editor_Foliage!FMulticastDelegateBase::CompactInvocationList() [multicastdelegatebase.h:159]
  • Fixed! UE-51604 Changing foliage quality during runtime crashes editor/game
  • Fixed! UE-51914 [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81]
  • Fixed! UE-52067 Crash when Gathering/Exporting Text in Loc Dashboard with multiple cultures are added.
  • Fixed! UE-51799 Japanese language input keys/Menu key zoom out graph view
  • Fixed! UE-51933 [CrashReport] UE4Editor_WorldBrowser!FMulticastDelegateBase::RemoveAll() [multicastdelegatebase.h:81]
  • Fixed! UE-51963 DaydreamVR stutters in 4.18 due to late update
  • Fixed! UE-51728 4.18 missing Oculus dash support
  • Fixed! UE-52098 Invoking quit menu on GearVR can cause app to freeze or crash
  • Fixed! UE-51736 Mobile multi-view doesn't respect daydream support query
  • Fixed! UE-52127 Perf hit on GearVR; upscaling to a surface size bigger than we need.
  • Fixed! UE-51766 CPU perf regression when using IsHMDActive() on Oculus.

New in Unreal Engine 4.18 (Oct 26, 2017)

  • Major Features:
  • New: Volumetric Lightmaps/l
  • The new Volumetric Lightmaps enable high quality lighting on movable objects from low cost precomputed lighting! Characters, particle systems, instanced foliage, and other dynamic objects appear more grounded to the environment than ever before.
  • New: Improved Static Skylight Directionality:
  • Skylights used to be represented to Lightmass with a third order Spherical Harmonic, which didn't capture the detail present in a sunrise or sunset. We are now using a filtered cubemap with much higher resolution by default. Lightmass chooses the appropriate mip of the cubemap based on the size of the Final Gather rays to avoid aliasing. You can see the most difference in heavily occluded scenes, with a skylight cubemap that has a lot of brightness and color variation.
  • New: Multi-bounce Indirect Lighting from Skylights:
  • We now have support for multiple indirect lighting bounces from static and stationary Skylights through a new 'Num Sky Lighting Bounces' setting in World Settings -> Lightmass. Thanks to forum user Luoshuang for the first implementation of this feature.
  • AI:
  • Added a Blueprint callable function AIPerceptionComponent.SetSenseEnabled that can be used to toggle specific AI senses.
  • Bug Fix: Prevent crashes if UMockTask_Log is created manually rather than via the CreateTask factory method
  • Bug Fix: Fixed a bug in AISense_Sight processing that resulted in inconsistent frequency of "line of sight lost" reporting. Now this even should be reported only once, when sight of target is lost.
  • Behavior Tree:
  • Bug Fix: Prevent an ensure in UBlackboardComponent::ClearValue when called on a component with a null BlackboardAsset
  • General:
  • Bug Fix: Fixed UAIPerceptionSystem::GetCurrent causing a BP error when its WorldContextObject parameter is null
  • Navigation:
  • Bug Fix: Fixed UCrowdFollowingComponent::UpdateCachedDirections crashing when CharacterMovement is null
  • Bug Fix: Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
  • Animation:
  • New: TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate.
  • Added FAnimationRuntime::LerpPosesPerBone
  • Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary. Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions. FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different).
  • Added outline to skeletal mesh section selection.
  • Changed behaviour when reimporting an Alembic Cache to ensure at least one track is ticked
  • Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for. This is also affects non rendered meshes on clients.
  • Added short dummy bones to end effectors to prevent their rotations from being too aggressively compressed.
  • Fixed broken 'ComputeCompressionError' with additive animations. Optimized 'ComputeCompressionError' by caching bone indices, so they don't have to be looked up every frame. Added CompressCommandletVersion INDEX_NONE to bypass DDC and test locally recompression.
  • RemoveLinearKey optimizations from licensee submission: https://udn.unrealengine.com/questio...cale-well.html
  • More Anim Compression Fixes: - Fixed frame->error bug in FAnimationUtils::ComputeCompressionError resulting in incorrect compression error measurement, and in some rare animations not being able to find a suitable compressor. - Make sure automatic compression actually go through all the compressors. - Removed unused reduction based on retargeting settings.
  • Automatic Compression fixes. - Error reporting: normalize rotations and added ensures to make sure NaNs do not sneak in there. - switched size reporting from 32 to 64 bits, so we have enough space for large recompression jobs. - fixed compression ratio to be accurate. Measures actual compressed animation data instead of whole asset size. - prevented infinite loop when trying to recompressed a failed automatic compression. - Fixed reporting when no suitable compressors were found. - Compression ratio is now against uncompressed raw size, and not (trivially) compressed raw size. - Force recompression if data we got back from DDC is invalid.
  • Bug Fix: SkelMeshComponent LOD update only refreshes transforms when rendered. If AnimGraph eval is done, make sure Graph has been updated at least once.
  • Bug Fix: SkeletalMeshComponent::InitAnim - Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state. - Do not call RefreshBoneTransforms if AnimInstance has not been initialized. - Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false.
  • Bug Fix: Fixed animation curves not correctly being updated to post process instances.
  • Bug Fix: Removed deprecated FTAlphaBlend class and AlphaBlendType.h header
  • Bug Fix: Marked UAnimInstance as Within=SkeletalMeshComponent since it assumes the outer in various places
  • Bug Fix: Fix FPoseDataContainer::Shrink bug while LocalSpacePoseMask already contains Tracks.Num() data before SetNumZeroed.
  • Bug Fix: Fixed issue with Animation Sequence bounds imported from an Alembic Cache including the origin
  • Animation Assets:
  • This allows you to link curve to MaxLOD, where the lowest LOD (as 0 is highest) is [0, MaxLOD]. If your MaxLOD is 1, it will be only evaluate from [0, 1]. You can't disable LOD 0 this way, but if you want to disable curve, use USkeletalMeshComponent.bAllowAnimCurveEvaluation
  • Cleaned up animation compression logging (change to compression category and downgraded from warning)
  • -Added option to state machine to allow it to skip reinitialization when it becomes relevant -Added option to slot nodes to keep source pose relevant while montage slot is playing.
  • Bug Fix: Fix for the bug: when montage is interrupted after it starts to BlendOut neither Completed pin no Interrupted pin is executed.
  • Bug Fix: Fix playrate not being calculated correctly when 2 samples use the same animation
  • Bug Fix: Add curve evaluation to aim offset blendspaces
  • Bug Fix: Correct root motion extraction on anim composites and montages with more than one segment
  • Bug Fix: Fixed crash in compression code when cropping animations in editor.
  • Animation Blueprint:
  • New:
  • Two Bone IK and FABRIK uses FBoneSocketTarget that supports bone and socket
  • Created new detail customizaton for FBoneSocketTarget that can display bone and socket together.
  • Multiple APIs are exposed in SkeletalMeshComponent to control Animation Curves handling either to enable/disable/reset.
  • void SetAllowAnimCurveEvaluation(bool bInAllow);
  • bool GetAllowedAnimCurveEvaluate() const { return bAllowAnimCurveEvaluation; }
  • void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);
  • void ResetAllowedAnimCurveEvaluation();
  • void SetAllowedAnimCurvesEvaluation(const TArray& List, bool bAllow);
  • Re-organized AnimBlueprint menu, so that it prioritize showing up anim node Two Bone IK.
  • Added more descriptive pin name and node text for constraint node
  • Improved root motion extraction performance by storing it on the anim instance during post update to avoid waiting on the parallel eval task later on.
  • Bug Fix: Fixed inconsistent animation entries in Blueprint context menu (displaying differently depending on whether the asset is loaded) and cached correct tooltip when asset isn't loaded
  • Bug Fix: Fixed compilation errors when nativizing animation Blueprints that use subinstances
  • Animation Blueprints:
  • Bug Fix: Fixed debug link for animation Blueprints not persisting when changing preview mesh
  • Bug Fix: Fixed incorrect reporting of animation Blueprint fast path caused by compilation manager
  • Animation Tools:
  • Bug Fix: Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
  • Bug Fix: Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
  • Bug Fix: Undo/redo now correctly affects animation preview scene settings
  • Bug Fix: Fix crash with Retargeting Manager: Auto Mapping.
  • Bug Fix: Fixed crash when deleting notifies while the mouse was moving on top of the notify.orion
  • General:
  • Bug Fix: Changed SmartNames FindUID API to return UID rather than pointer to UID.
  • Bug Fix: Fixed multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick
  • Bug Fix: Fixed root motion when using ForceAnimRate's of more than 1
  • Skeletal Mesh:
  • Bug Fix: Fixed insert/delete/duplicate button not appearing for bones within the "Bones to Remove" setting of the Skeletal Mesh editor.
  • Bug Fix: Fixed crash when reloading mesh asset that are used by animation editor.
  • Bug Fix: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() failing in shipping config on platforms that supported GPU skinning (Contributed by Koderz)
  • Tools:
  • New: Improved discover-ability for Blend Space Editor features
  • Break up Live Link plugin so that the client can run in cooked builds too
  • Smart name refactor - Remove guids entirely - Remove automatic fix up - Simplify smart name mapping container - Make animations deterministic for cooking
  • Add bulk rename support (matching bulk remove support)
  • Bug Fix: Fixed crash when Undo-ing transactions after placing Blendspace Samples on the Grid
  • Bug Fix: AnimNotify Macro is not visible anymore in the notify selection list.
  • Bug Fix: Fix crash when interacting with multiple notify management windows for the same skeleton
  • Bug Fix: Fix newline being added to single selection bone name copies
  • Bug Fix: Fix crash when pasting invalid bone name into 'Bones to Remove' array.
  • Bug Fix: Fixed BlendSpace editor preview (holding Control) when it doesn't have focus.
  • Bug Fix: Fixed issue with BlendSpace editor where new samples list would not regenerate BlendSpace sampling.
  • Bug Fix: Fixed crash when performing drag operations in the notify track window
  • Bug Fix: Notify windows now stay up to data across multiple editors when adding notifies to an animation.
  • Bug Fix: Fixed Bake Pose functionality not working correctly if the Root Bone of the Skeleton contained any transformations
  • The full changelog can be found here: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1374252-unreal-engine-4-18-released

New in Unreal Engine 4.17.2 Hotfix (Sep 26, 2017)

  • Fixed! UE-49456 [CrashReport] Commandlet crash - UE4Editor_Engine!FAnimationUtils::CompressAnimSequenceExplicit() [animationutils.cpp:621]
  • Fixed! UE-49275 checkSlow hit when running a post process instance without a main instance
  • Fixed! UE-48962 [CrashReport] UE4Editor_Engine!FAnimNotifyEvent::IsBranchingPoint() [animtypes.cpp:86]
  • Fixed! UE-48725 [CrashReport] UE4Editor_Engine!UAnimSequenceBase::GetAnimationPose() [animsequencebase.h:148]
  • Fixed! UE-48405 [CrashReport] UE4Editor_Persona!: Operator() [blendspacedetails.cpp:29]
  • Fixed! UE-49673 Project does not cook with actors containing ModularSynth component
  • Fixed! UE-49538 Incorrect parameter lerping in audio mixer
  • Fixed! UE-48602 iOS AudioMixer crashes when hardware buffer size changes and when application suspends.
  • Fixed! UE-47763 Crash in Audio Mixer when baking propagation on a Phonon source without an audio component - AActor::GetComponentByClass()
  • Fixed! UE-49982 Linux server - Severe lag and high ping during regular gameplay
  • Fixed! UE-48973 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::MarkAllBodiesDefaultCollision() [bodyinstancecustomization.cpp:829]
  • Fixed! UE-47474 [CrashReport] PhysX3PROFILE_x64!physx::Sc::BodySim::activateInteractions() [scbodysim.cpp:496]
  • Fixed! UE-49179 No error message displayed if a plugin required by a project is missing
  • Fixed! UE-48555 Crash issues with async loading thread enabled
  • Fixed! UE-48402 [CrashReport] UE4Editor_Core!FName::GetDisplayNameEntry() [unrealnames.cpp:894]
  • Fixed! UE-48376 Regression: cooked content can no longer be opened in the editor even if AllowCookedDataInEditorBuilds is True.
  • Fixed! UE-48297 [CrashReport] UE4Editor_Core!FStatsThreadState::ScanForAdvance() [statsdata.cpp:732]
  • Fixed! UE-48274 [CrashReport] UE4Editor_Core!FModuleManager::LoadModuleChecked() [modulemanager.cpp:350]
  • Fixed! UE-48137 GitHub 3870 : Fix Windows build of 4.17.0
  • Fixed! UE-47668 [CrashReport] UE4Editor_CoreUObject!FCompressedChunk::FCompressedChunk()
  • Fixed! UE-46195 Assertion Failure in QA Game TM-VRSmoke on Oculus
  • Fixed! UE-48192 GitHub 3879 : fix bug when creating a new VS2017 C++ project
  • Fixed! UE-48509 Crashes using incremental cook with older cooked data
  • Fixed! UE-48964 VS2017 /permissive- option should not be enabled by default
  • Fixed! UE-48232 UBT throws an exception if a plugin lists a module twice
  • Fixed! UE-49271 Foliage: Having only 1 instance will result in sending garbage to the GPU in a second VB buffer
  • Fixed! UE-49019 Foliage disappears after 1.5k if occlusion culling project setting is disabled
  • Fixed! UE-48955 Navigation do not match generated StaticMesh instances
  • Fixed! UE-48728 [CrashReport] UE4Editor_Engine!AActor::IncrementalRegisterComponents() [actor.cpp:4065]
  • Fixed! UE-48327 AInstancedFoliageActor crashes when postload when having DiscardDataOnLoad set to 1 when having a not used foliage in a map
  • Fixed! UE-45854 [CrashReport] UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTreeIfOutdated
  • Fixed! UE-49189 Function boolean return nodes often set to true will default to false once saved project is closed/reopened
  • Fixed! UE-48815 Changing Asset Manager Bundle state of two assets at once does not correctly free old bundle
  • Fixed! UE-48413 Crash running dedicated server with fixed framerate
  • Fixed! UE-48228 Instanced Static Mesh components that are part of a Blueprint aren't visible in Standalone Game
  • Fixed! UE-47948 Error when Compiling an AIController Blueprint Class with an AIPerception Component
  • Fixed! UE-49756 [CrashReport] UEdGraphSchema_K2::PinHasSplittableStructType
  • Fixed! UE-49749 FSplinePoint members not exposed to blueprints
  • Fixed! UE-49596 Editor crash on blueprint compile that contains edited BP Struct
  • Fixed! UE-49513 [CrashReport] Assertion failed: !PinRef->bWasTrashed - UEdGraphPin::SerializePin()
  • Fixed! UE-49447 [CrashReport] UEdGraphPin::Modify - UEdGraphSchema_K2::RecombinePin
  • Fixed! UE-49398 GitHub 3986 : Validate child BPs before renaming component
  • Fixed! UE-49196 Return values are not saved in blueprint functions
  • Fixed! UE-49009 Blueprint needs to be compiled if another blueprint sharing an interface is compiled
  • Fixed! UE-49005 [CrashReport] Assertion failed: !PinRef->bWasTrashed | UEdGraphPin::SerializePin()
  • Fixed! UE-48999 [CrashReport] UE4Editor_Engine!FBlueprintDebugData::FindBreakpointInjectionSites() [blueprintgeneratedclass.h:382]
  • Fixed! UE-48977 PostProcessSettings no longer has the Post Process Materials option
  • Fixed! UE-48976 [CrashReport] UE4Editor_UnrealEd!FBlueprintEditorUtils::FindBlueprintForGraphChecked() [blueprinteditorutils.cpp:2206]
  • Fixed! UE-48974 [CrashReport] UE4Editor_Engine!UEdGraphPin::Modify() [edgraphpin.cpp:619]
  • Fixed! UE-48970 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_VariableGet::IsValidTypeForNonPure() [k2node_variableget.cpp:323]
  • Fixed! UE-48697 Event tick not firing when in an actor component that is added to an actor
  • Fixed! UE-48672 Level cannot save when compile setting is changed on blueprint present in level
  • Fixed! UE-48466 Actor reference in a struct is replaced by an object reference when saving a struct
  • Fixed! UE-48386 Custom event parameter set to 0 by default
  • Fixed! UE-47678 Crash in Blueprint when clicking on Component variable name that remains after Component was deleted
  • Fixed! UE-49735 Error compiling blueprint using interface after changing function parameters
  • Fixed! UE-49440 Crash when nativizing blueprint containing MakeMap or MakeSet node
  • Fixed! UE-48524 Ensure compiling a blueprint with itself as a Child Actor Component
  • Fixed! UE-48465 Reinstancer's CPFUO call clears bCanEverTick flag for Blueprint component template
  • Fixed! UE-48464 WorldContextObject is null in BP function library
  • Fixed! UE-48250 Actor Component instances have their settings reset to default when compiled in 4.17 (Compilation Manager)
  • Fixed! UE-47991 Strange crash occurring from project When upgrading from 4.16 to 4.17
  • Fixed! UE-49634 Crash undoing member removal from user defined struct
  • Fixed! UE-48430 [CrashReport] UE4Editor_Kismet!FBlueprintEditorToolbar::GetStatusImage() [sblueprinteditortoolbar.cpp:669]
  • Fixed! UE-47467 [CrashReport] UE4Editor_Kismet!FBlueprintGlobalOptionsDetails::CanDeprecateBlueprint() [blueprintdetailscustomization.cpp:5127]
  • Fixed! UE-48995 [CrashReport] UE4Editor_Engine!USceneComponent::UpdateComponentToWorldWithParent() [scenecomponent.cpp:492]
  • Fixed! UE-48897 Crash when moving actor on viewport with HierarchicalInstancedStaticMeshComponent.
  • Fixed! UE-47523 Undoing pasting a component will crash ([CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::IsValid() [weakobjectptr.cpp:48])
  • Fixed! UE-48914 UHierarchicalInstancedStaticMeshComponent::GetOverlappingSphereCount crash when using grass
  • Fixed! UE-48724 [CrashReport] UE4Editor_Landscape!ULandscapeInfo::UpdateLayerInfoMap() [landscape.cpp:1459]
  • Fixed! UE-48484 Grass updates cause checkout
  • Fixed! UE-48035 Mac Crash when foliage painting in QAGame with TallGrass_01 asset
  • Fixed! UE-47492 [CrashReport] Access violation - FLandscapeEditDataInterface::SetAlphaData()
  • Fixed! UE-47253 [CrashReport] UE4Editor_Landscape!ALandscapeProxy::CreateLandscapeInfo() [landscape.cpp:752]
  • Fixed! UE-50163 AppleARKit does not include correct device capabilities in plist
  • Fixed! UE-50162 Marketing Icon is missing when uploaded to app store
  • Fixed! UE-49737 Xcode 9 GM build failures in 4.17
  • Fixed! UE-49721 GEARVR - .bat installs failing due to permissions when releasing for distribution
  • Fixed! UE-49694 Saved Data lost going from 4.16 to 4.17
  • Fixed! UE-49629 Problems with Android virtual keyboard input for UMG textedit set as password
  • Fixed! UE-49622 Zen Garden HTML5 build does not render on Chrome on OS X
  • Fixed! UE-49308 Volume change enters immersive mode on Android even if not enabled
  • Fixed! UE-49305 Packaging not stopping for Android when error is found
  • Fixed! UE-48714 Android applications using AudioMixer continue to play audio when the application enters the background
  • Fixed! UE-48678 package.xml in Engine/Source/ThirdParty/Android needs to be binary in github
  • Fixed! UE-48323 Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V)
  • Fixed! UE-47750 Android movie player doesn't work with ES 3.1
  • Fixed! UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
  • Fixed! UE-50164 AppleARKit plugin does not build against Xcode 9 release
  • Fixed! UE-45947 Character Mesh Position Offset in Online Sessions
  • Fixed! UE-48340 PerInstanceRandom does not work on Instanced Static Meshes spawned at runtime
  • Fixed! UE-48670 Crash when pasting transform in Sequencer
  • Fixed! UE-48490 Crash upgrading a UMG project
  • Fixed! UE-48487 [CrashReport] UE4Editor_SlateCore!TWeakPtr::Pin() [sharedpointer.h:1120]
  • Fixed! UE-48443 [CrashReport] UE4Editor_UnrealEd!TSet::Remove() [set.h:685]
  • Fixed! UE-48383 [CrashReport] UE4Editor_UMG!CastChecked
  • Fixed! UE-48367 When dragging a skeletal animation section in time, the pose reverts temporarily
  • Fixed! UE-47341 Blending between two animation sometimes doesnt play the second animation
  • Fixed! UE-49765 Linux ARM server fails to run due to memory allocation error
  • Fixed! UE-47721 Server links to additional CEF libraries when WebBrowserWidget plugin is enabled
  • Fixed! UE-47558 [CrashReport] Linux crash - llvm::TargetLowering::LowerCallTo()
  • Fixed! UE-46181 [CrashReport] Crash on Linux - llvm::MachineFunctionPass::runOnFunction()
  • Fixed! UE-46177 [CrashReport] Assertion failed on Linux: SharedContext.hGLContext in OpenGLLinux.cpp
  • Fixed! UE-49414 Crash when editing static arrays in BP defaults
  • Fixed! UE-49348 "+Create Binding" added to a "Text Block" makes the Text not visible in Standalone Game
  • Fixed! UE-49635 Linux: Failure to build LinuxServer on Windows: Member access into incomplete type 'vr::RenderModel_t'
  • Fixed! UE-49791 Moving the IPD slider on a Rift causes the screen to go black
  • Fixed! UE-49017 SteamVR: Hidden and Visible Area Mesh optimizations don't work in 4.17 because of CRC checksum failures
  • Fixed! UE-48528 Motion controllers snap to the origin when position tracking is lost
  • Fixed! UE-48283 If a controller is not positional tracked anymore (outside of tracker boundaries), its position will be returned to 0/0/0

New in Unreal Engine 4.18 Preview (Sep 22, 2017)

  • VR/AR Updates:
  • Unified Apple ARKit and Google ARCore Initial Support
  • We've released the first portion of our unification of the base functionality between Apple's ARKit and Google's ARCore developer preview. We'll continue to grow and mature these APIs, but in the beginning, passthrough cameras and camera control and synching have been unified, and are built on top of our new shared XR engine layer.
  • Important: ARKit requires an iOS device with an A9 or later processor. (see Apple documentation)
  • To make your app available only on devices supporting ARKit, use the arkit key in the UIRequiredDeviceCapabilities section of your app's Info.plist. If augmented reality is a secondary feature of your app, use the isSupported property to determine whether the current device supports the session configuration you want to use.
  • Unified XR Engine Layer:
  • We've created a shared XR layer in the engine to support VR and AR Systems so that all existing system plugins now build upon the default camera implementation for both Camera Components and camera passthrough view. This not only makes behavior more consistent between VR and AR platforms, but should help simplify hardware developers adding support for their platforms to UE4.
  • Rendering Updates:
  • Volumetric Lightmaps are the new default (WorldSettings -> Lightmass) and take effect after building lighting. They give higher quality indirect lighting for movable objects, and higher quality indirect lighting for volumetric fog, particles, and instanced meshes.
  • New settings under WorldSettings -> Lightmass
  • Volumetric Lightmap Detail Cell Size: Size of the most detailed cells, in world units. Smaller cells increase memory and build times.
  • Volumetric Lightmap Maximum Brick Memory Mb: Provides an upper bound on memory used by Volumetric Lightmaps. Clamping memory too much results in inconsistent resolution.
  • Use Show -> Visualize -> Volumetric Lightmap to see the sample placement and lighting.
  • Precomputed Skylight improvements:
  • Skylights are now represented to Lightmass using a filtered cubemap with a much higher default resolution. You can see the most difference in heavily occluded scenes.
  • There is now support for multiple skylight bounces through a new setting in World Settings -> Lightmass. Materials need to have a high diffuse value for multiple skylight bounces to be noticeable in most cases.
  • Mobile Updates:
  • iOS 11 is now supported
  • XCode 9 is now supported
  • (Experimental) Desktop forward renderer on iOS. The Desktop Forward Renderer, used in the Wingnut AR demo at WWDC 2017, is now available to all UE4 developers. This is recommended for iOS devices with an A10 or later processor running iOS 10.3 or newer. Forward Renderer documentation can be found here.
  • MSAA is not supported, please use TAA
  • Simplified iOS certificates and signing when using Remote Toolchain from PC. When using the remote toolchain to build iOS on a remote Mac from your PC, it’s no longer necessary to install your private key or certificates using Keychain Access on the remote Mac. The certificate and provisioning setup in from the Project Settings, iOS on the editor on your PC is all that is required.
  • Gradle is now the default for packaging Android APKs.
  • Ant is still available if necessary by disabling the “Enable Gradle” Android project setting, but it is recommended to transition to Gradle since Ant is considered depreciated.
  • If you previously did not accept the Android SDK license agreement by checking “Enable Gradle” in the previous version you will need to do so by clicking on the “Accept SDK License” button in Android project settings; an error will be shown if you try to package or launch on without doing so.
  • An Android Camera Plugin is available to expose access to the front and back cameras. Enabling the plugin adds a new Android Camera plugin project settings panel to select Android Manifest requirements.
  • International keyboards now work on the Android Virtual Keyboard
  • HTML5: Upgraded emscripten toolchain to 1.37.19 (from 1.37.9)
  • HTML5: Optimized browser WebAssembler (WASM) is now set to default. Massive improvements on asset sizes and browser load time and runtime performance.
  • The previous optimized HTML5 output ASM.js has been decommissioned and removed from the code base.
  • NOTE: multi-threading is not yet available on WASM, however, multi-threading is a major feature push for all browser makers in the next coming months.
  • Media Framework Updates: Please give this extra testing in the Preview!
  • Media Framework has been significantly updated and extended, and several media player plug-ins were largely rewritten in order to support upcoming advanced use cases, such as real-time video compositing, time synchronization, simplified workflows, capture hardware & video-over-IP support, online media streaming, integration with the Editor, and improved stability and performance. Parts of the API had to be redesigned in order to support these scenarios. Please note that some of this work, such as Sequencer integration, stereoscopic & 360 video support, and hardware accelerated 4K playback is still under active development.
  • Upgrade Notes - Content changes are required:
  • MediaSoundWave assets were replaced with MediaSoundComponents
  • There is no automatic conversion (components require different workflow & user decisions)
  • Attach new MediaSoundComponents to Actors or UMG widgets
  • Existing MediaSoundWave assets must be deleted from Content directory on disk
  • MediaPlayer output settings were removed. Media assets now reference a MediaPlayer instead
  • MediaTexture and MediaSoundComponent have a setting for the Media Player to pull data from
  • MediaAssets module is now always loaded to prevent server-side BP problems
  • Material texture samplers now require the new Sampler Type “External”
  • MediaOverlay assets were removed as a concept
  • Moved high-level media player logic into reusable Engine-agnostic classes
  • For audio, a new media sample rate converter that supports:
  • int8, int16, int32, float, double input samples
  • any sample rate, including variable rates
  • up to 8 audio input channels
  • 1 and 2 output channels
  • In the Media Player Editor, new track format selector menu, audio/video capture device selector, and and playlist controls.
  • New Blueprint functions for querying media player tracks and formats, and blueprint function library for enumerating audio, video, and webcam capture devices
  • Media Framework plug-in for Android webcam support
  • And much more!
  • Animation/Physics Updates:
  • Clothing Tools improvements are no longer 'experimental'.
  • New tool panel available in the Skeletal Mesh Editor for editing clothing data.
  • Simple to create clothing data in the Skeletal Mesh Editor by right clicking the mesh section to convert
  • Per vertex clothing parameters (Max Distance, Backstops) paintable in-editor
  • Multiple paint tools available: Brush, Gradient, Smooth, Fill
  • Integrated with physics assets for collision authoring.
  • Expanded list of configuration parameters. Painted parameters can be switched out instead of overwriting to aid iteration.
  • New LOD pipeline for creating and replacing simulation meshes in a Clothing Data object
  • The Physics Asset Editor has a new look and feel, with many improvements such as a new graph view showing constraints between bodies, an updated tree view with better filtering, improvements to animation playback and simulation, and more.
  • Additionally, Physics assets can now be created directly from the Content Browser.
  • The RigidBody Anim node has been improved by supporting a root bone simulation space option (useful when an attached Skeletal Mesh is counter-rotated from a player capsule), and by exposing inertia scaling and constraint dominance in the Physics Asset tool (which improves stability and jitter)
  • PhysicsAsset bodies can be auto-generated using multiple convex hulls per bone
  • The Blendspace Editor has improved discoverability by allowing the placement of an optional 'Previewing Pin' on the grid, and state-sensitive tips provided on the grid.
  • APEX Destruction has been moved into a Plugin, and is disabled by default.
  • Sequencer Updates:
  • Performance improvements including more efficient track, keyframe and path drawing
  • Various minor improvements:
  • Improvments to FBX import, including importing static/default transforms, adding cinematic cameras if corresponding one doesn't exist, and an option to force font X axis.
  • More drag & drop support for shots
  • Added the ability to rerun construction scripts in editor while scrubbing.
  • Cine camera 'Look at' works with Roll
  • Audio Updates:
  • Attenuation Settings have been improved for clarity and organization.
  • Organized into categories with easier to read labels
  • New ability for Audio Plugins to indicate if they have custom settings, allowing certain Attenuation Settings to be concealed in the event the Audio Plugin replaces that particular feature.
  • Added Normalization option for 3D Stereo Sound Sources to prevent clipping when spread narrows into a single channel.
  • (New (Experimental) Unreal Audio Engine only) Cleaned up Reverb Send code and Added Support for multiple Reverb Send Methods: Linear, Custom Curve, Manual
  • (New (Experimental) Unreal Audio Engine only) Added option to apply a Distance Based High-Pass Filter to a Sound Source
  • (New (Experimental) Unreal Audio Engine only) Source Buses are a powerful new feature which allows multiple Sound Sources to send and sum into a single real-time Source. Source Buses are derived from Sound Base which allows them to be played and utilized in the same way Sound Waves or Sound Cues are employed.
  • (New (Experimental) Unreal Audio Engine only) Enhanced Audio Plugin architecture enabling a smoother integration for 3rd party developers wishing to override core mixing features.
  • Projects can mix and match plugins overriding Source Spacialization, Source Occlusion, and Reverb
  • Can now swap out different plugins without restarting the Editor!
  • (New (Experimental) Unreal Audio Engine only) New Submix Effects have been added to the Synthesis Plugin, allowing for complex and interesting enterative spatial effects.
  • (Experimental) The new Unreal Audio Engine now supports Nintendo Switch and HTML5 via SDL2.
  • Core Updates:
  • Visual Studio Code can now be used to write code on Windows, Mac, and Linux. To use it, select “Visual Studio Code” as your preferred IDE from the editor preferences dialog, or add the -vscode argument when generating project files on the command line.
  • Gameplay/Scripting Updates:
  • Cross-level Actor references are now better supported using Soft Object References, which were previously called Asset IDs/AssetPtrs. As part of this, the native types FStringAssetReference and TAssetPtr were renamed to FSoftObjectPath and TSoftObjectPtr. If you create a Soft Object Reference property pointing to an Actor, they now have an improved UI that will show rather they are unloaded or broken, as well as the full Actor ID they point to.
  • Cross level references like this will now correctly be fixed up if the referenced actor is renamed or moved using the "Move to current level" option. It will attempt to check out and resave any other levels/sequences that point to that specific actor. It will also warn you before deleting actors that are referenced in this way. They also now work correctly in PIE with level streaming. Newly created Sequencer actor references are now Soft Object References, but older Sequences will have to be fixed up with "Rebind Possessable References" and resaved first.
  • Tools Updates:
  • You can now preview your game localization in-editor
  • This is configured by the "Preview Game Culture" setting (“Editor Preferences” -> “Region & Language”), and will automatically be active when Play in Editor (PIE) is running. The preview language is also passed to any standalone games that are launched via the editor.
  • This preview can also be used in the UMG editor to preview widgets in different languages
  • While a preview is running, all editable text fields are locked-down (read-only) to prevent accidentally overwriting source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI).
  • Console Updates:
  • New features and improvements are coming for development on XBox One, Nintendo Switch, and Playstation 4. Since console code is not available for the Previews, details will be provided with the final 4.18 release.

New in Unreal Engine 4.17.1 (Aug 17, 2017)

  • Fixed! UE-48140 Materials get switched up while building HLODs in case the section order is different than the material order
  • Fixed! UE-48249 HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
  • Fixed! UE-48246 Memory usage regression in the editor caused by FArchiveAsync2 buffers
  • Fixed! UE-48118 PrimaryAssetLabel Assets are getting stripped from ShooterGame on the Launcher
  • Fixed! UE-48106 Hot-reload failing to link
  • Fixed! UE-48197 UBT crashes when doing an incremental build
  • Fixed! UE-48143 Distortion Displacement Track is empty in new level sequence using a distortion file with a framerate of 0
  • Fixed! UE-47852 Crash occurred launching QAGame onto Windows with Nativization enabled
  • Fixed! UE-48309 Mesh data will be deleted from Static Mesh if added as a Hierarchical Instanced Static Mesh Component through blueprint
  • Fixed! UE-48175 Make Dialogue Context node no longer has the speaker and targets options exposed
  • Fixed! UE-48223 Crash when opening a blueprint that implements an interface that has been deleted
  • Fixed! UE-48240 User project crashes after changing struct
  • Fixed! UE-47843 QABP_Containers is dirtied when opened
  • Fixed! UE-47523 Undoing pasting a component will crash ([CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::IsValid() [weakobjectptr.cpp:48])
  • Fixed! UE-48239 GoogleVR fails to package with Gradle
  • Fixed! UE-48185 GitHub 3876 : Error MCP Android
  • Fixed! UE-48396 Crash when building lighting with a skylight that draw lit translucent material
  • Fixed! UE-48304 [CrashReport] UE4Editor-MetalRHI.dylib!FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState()
  • Fixed! UE-47945 Skeletal mesh components texture overstream
  • Fixed! UE-47516 Sequencer doesn't animate Actor in Sublevel in Standalone (Works in PIE)
  • Fixed! UE-48093 UE4Editor crashes when starting a movie capture in sequencer
  • Fixed! UE-48190 Audio volume values get reset
  • Fixed! UE-48095 Crash when adding a Filmback Preset to a Sequencer CameraComponent
  • Fixed! UE-48298 Crash When Attempting to Add Existing Streaming Levels Already Present in the Levels Window
  • Fixed! UE-45837 [CrashReport] Mac crash in UE4Editor-Core.dylib!FApplePlatformString::TCHARToCFString()
  • Fixed! UE-48475 [CrashReport] UE4Editor-Core.dylib!FTextHistory::Rebuild(TSharedRef

New in Unreal Engine 4.17 (Aug 8, 2017)

  • Major Features:
  • New: Sequencer Improvements:
  • We have made a ton of functionality, stability, and usability improvements to Sequencer to make it as enjoyable to create your story as it is for users to experience it.
  • Auto-key:
  • Auto-key has been simplified to be a single toggleable state in order to improve usability and clarity.
  • Sequencer Edits vs Level Edits:
  • You can be confident in whether a change to a property will affect a single shot or propagate to other shots using a new toggle in Sequencer which helps you divide up your work. When Allow Sequencer Edits Only is enabled, any edits to properties will automatically create a track if it doesn't exist and/or a keyframe. These changes will be isolated to the particular shot you're working on and won't leak into others. When Allow Level Edits Only is enabled, you'll be editing default properties on objects. Properties that already have tracks in sequencer will be disabled in the details panel when you want to make global changes that affect all shots.
  • Minor Improvements:
  • There are now Attenuation settings for audio sections attached to Actors.
  • You can specify attach and detach rules for attach sections.
  • We added cinematic options to the Level Sequence player.
  • We added Key Time to the Vector, Transform, Color key property editors.
  • There are now hotkeys to step to next/previous shot (Shift + Comma and Shift + Period).
  • Snap scrubbing to keys now allows scrubbing outside tolerance.
  • You can now activate realtime viewports when switching into Sequencer using a setting in Editor Preferences.
  • Bug Fixes:
  • Bindings overhaul
  • Fix - Spawnable state/properties not getting saved/restored when despawned/respawned
  • Fix - Sequencer outliner added extra nodes when filtering
  • Fix - Load level sequence asynchronously
  • Fix - Autokey not saving the property value before creating a keyframe (needed to properly restore)
  • New: Added Support for Async PhysX Cooking:
  • Cooking of PhysX collision data can now be performed on a worker thread. This is useful if you are doing it at runtime. We have updated ProceduralMeshComponent to optionally make use of this feature. This allows us to cook multiple ProceduralMeshComponents in parallel and off the game thread, avoiding hitches at runtime.
  • New: Runtime PhysX Cooking Plugin with Mobile support:
  • You can now turn runtime cooking of Physx collision data on and off via Plugin instead of an engine define/recompile on all platforms.
  • New: Physics optimizations:
  • PhysX tasks are now batched together reducing overhead. This can be tuned with p.BatchPhysXTasksSize. Bigger batch sizes reduce per-task overhead at the cost of less parallelism. This tradeoff should be tuned based on other work done by your game.
  • The full changelog can be found here: https://forums.unrealengine.com/showthread.php?151531-Unreal-Engine-4-17-Released!

New in Unreal Engine 4.16.3 Hotfix (Aug 1, 2017)

  • Fixed! UE-46663 The sphere in the rolling template bounces repeatedly on contact with the floor due to collision
  • Fixed! UE-46487 Component overlap tests against assets consider only the first collision shape in the asset, causing incorrect overlap events for swept movement
  • Fixed! UE-46595 Package fails to load due to EditorOnly data when launched onto Mac or Windows
  • Fixed! UE-47332 Case of "iOS" folders is inconsistent
  • Fixed! UE-47433 Rare server crash in FMallocBinned2::FPoolInfo::AllocateRegularBlock due to memory corruption
  • Fixed! UE-47625 Mac Build machines continuously fails to sign iOS/tvOS binaries
  • Fixed! UE-47657 Linux - Steaming Levels not being triggered
  • Fixed! UE-46534 Cannot call blueprint events on CDO
  • Fixed! UE-46974 [CrashReport] Tutorial crash UObject::execLetValueOnPersistentFrame()
  • Fixed! UE-45570 Android mediaplayer does not disable audio if track set to INDEX_NONE
  • Fixed! UE-46134 Invalid > at the end of android:hardwareAccelerated in AndroidManifest.xml
  • Fixed! UE-46539 Need to remove dependency on log2 on Android for older versions
  • Fixed! UE-46512 AAR and JAR dependency versions with 0 in version not handled properly
  • Fixed! UE-45559 [CrashReport] Access violation in UE4Editor_Engine!FDistanceFieldAsyncQueue::ProcessAsyncTasks()
  • Fixed! UE-46650 "When Finished" Section property does not serialize correctly
  • Fixed! UE-46930 [CrashReport] UE4Editor_MovieSceneCapture!FormatForEDL() [moviescenecapturehelpers.cpp:216]
  • Fixed! UE-46840 Unable to Save or Close Editor after Copying .FBX to Content Folder via Project Directory
  • Fixed! UE-46391 [CrashReport] Crash related to mesh reimport - UE4Editor_UnrealEd!UpdateSomeLodsImportMeshData()
  • Fixed! UE-46933 Building lighting can reset the package localization ID for a world
  • Fixed! UE-46403 Localization is gathering from instanced sub-widgets

New in Unreal Engine 4.17 Preview (Jul 12, 2017)

  • Animation/Physics Updates:
  • Baking out materials on StaticMesh instances is now supported.
  • Support for baking out materials on a Static or Skeletal Mesh asset is also added as an experimental feature (requires enabling the Asset Material Baking under Experimental settings).
  • New physics optimizations by having PhysX tasks batched together to reduce overhead. This can be tuned with p.BatchPhysXTasksSize. Bigger batch sizes reduce per-task overhead at the cost of less parallelism.
  • The ‘Additional Meshes’ feature for previewing modular meshes now uses the ‘Copy Pose’ node instead of ‘MasterPose’. This means it can support meshes that do not share a Skeleton, and bones are copied by name.
  • ProceduralMeshComponent now supports Async PhysX Cooking, avoiding hitches at runtime.
  • Runtime PhysX Cooking can be turned on and off as a plugin instead of an engine recompile.
  • The animation Asset Browser now uses folder filters.
  • Added a MakeDynamicAdditive node to animBlueprints.
  • Two Bone IK improvements including a ‘NoTwist’ option and an ‘Enable Debug Draw’ option.
  • (Experimental) Animation Blueprints can now be live edited and recompiled while running on a PIE/SIE instance. When choosing an instance to debug in the level, the viewport is now 'connected' to that instance and displays a mirror of the instance's animation state.
  • (Experimental) Clothing Tools improvements.
  • Refactor of clothing paint tool framework to create a more extensible editor.
  • Clothing Masks are supported. This allows multiple masks to be defined and swapped between during development while testing different configurations.
  • Reworked tools framework for cloth painter and added new tools.
  • Audio Updates:
  • Audio Streaming is no longer experimental, and contains a number of fixes.
  • (Early Access) The new Unreal Audio engine now supports Android, PS4, Xbox One, iOS, and Mac OS.
  • Console Updates:
  • New features and improvements are coming for development on XBox One, Nintendo Switch, and PS4. Since console code is not available for the Previews, details will be provided with the final 4.17 release.
  • Core Updates:
  • Plugins may now declare dependencies on other plugins, allowing the engine to automatically enable and load anything they require. Dependencies can be listed in a .uplugin using with the same syntax as .uproject files.
  • UE4 now includes support for the PVS-Studio static analyzer (available separately). To enable static analysis with PVS-Studio, append -StaticAnalyzer=PVSStudio to the UnrealBuildTool command line.
  • For more information about PVS-Studio, see the blog post.
  • Gameplay/Scripting Updates:
  • The Asset Manager now has Blueprint access and is ready for production. The Asset Manager is a global object that can be used to discover, load, and audit Maps and game-specific asset types in the editor or at runtime. It provides a framework to make it easier to create things like Quests, Weapons, or Heroes and load them on demand, and can also be used to set up cook and chunk rules when packaging and releasing your game. The Asset Manager tab in Project Settings can be used to set up the rules for your game. Primary Asset Types that are scanned by the Asset Manager can be queried at runtime before they are loaded, and can then be asynchronously loaded on demand. To use the asset manager, call functions on the native UAssetManager class (which can be subclassed for your game), or call Blueprint functions in the Asset Manager category such as Async Load Primary Asset.
  • A new Orphan Pin feature has been added to help avoid mysterious content breakage as the result of pin removals. Any time a pin that is in use has been removed from a node, instead of that pin quietly vanishing, breaking all connections, the pin will now be retained as an Orphan, and an error (if it is connected) or a warning (if it is an input pin with a non-default value) will be emitted.
  • Native member variables can now make use of uproperty markup to be exposed to Blueprints via ufunction accessors even if the property had been previously exposed directly using BlueprintReadOnly or BlueprintReadWrite markup.
  • Mobile Updates:
  • Translucent objects marked as “Mobile Separate Translucency” will be rendered separately after Bloom and Depth Of Field. This option can be found in Translucency section of Material Editor.
  • Executable sizes have been reduced on iOS and Android. Further mobile executable size reductions are coming in 4.18.
  • For iOS we now disable exceptions for ObjectiveC by default, saving around 6.5 MB from the executable size.
  • For Android we have enabled -ICF flag for android shipping builds. This saves around 5 MB from the Engine’s .so size (uncompressed) and 1.2 MB inside the apk file (compressed).
  • Android applications built with OpenGL ES3.1 or Vulkan will now use native sRGB sampling instead of emulating it. You can expect better texture brightness.
  • The Android toolchain now supports NDK 14b with NDK 15 as experimental.
  • Google Play Services upgraded to 9.8.0
  • Gradle is supported as an experimental build option. This is enabled per project in the Android Project Settings with the “Enable Gradle instead of Ant [Experimental]” checkbox.
  • Android support for ultra-wide aspect ratios. By default maximum supported screen aspect ratio is 2.1 (width / height). Android will automatically letterbox application on devices with bigger aspect ratio. Default aspect ratio can be changed in Android section of Project Settings.
  • Rendering Updates:
  • A new Composure Compositing Plugin is available to help with real-time compositing pipelines. (note, this currently causes the project to crash in Preview 1) It includes many features, such as:
  • Binding mechanism between a Player Controller and a Texture Render Target 2D to replace the engine default’s video game rendering pipeline by the project specific C++ or Blueprint implemented compositing pipeline output
  • Parametric lens distortion
  • UVMap pass to distort textures according UV displacement map and UV matrices
  • Engine tonemapper independent pass
  • Experimental alpha channel support in Engine’s post processing chain
  • Post process material domain and their alpha channel output support in the Blueprint canvas drawing API
  • And more…
  • (Experimental) Shaders are now supported in Plugins and Projects due to changes made to the shader file directory structure and a new file extension.
  • USH files are used for shader header files that do not contain a shader entry point and that should only be included by other shader files
  • USF files would be the only non includable files that have the shader entry points.
  • Shader files have been split under public and private folders. The public API should be placed in files under a public folder, while the implementations are placed in the private folder.
  • Plugins & projects modules that have global shaders requires PostConfigInit loading phase.
  • Project and plugins can include other plugin’s USH file in Public directory freely.
  • USF files should be only in Private directory.
  • All calls to IMPLEMENT_SHADER_TYPE, should now include the full path of the USF shader file (e.g. “/Engine/Private/Foo.usf” or “/Plugin/FooBar/Private/MyComputeShader.usf”).
  • C++ Generated files should be mapped within the /Engine/Generated/ virtual directory.
  • Shaders/ directory requires at least a Private/ or Public/ directory, and Generated/ directory shall not exist.
  • Bent Normal Maps are an additional piece of information that can come when calculating ambient occlusion. With this information we can do multiple things to improve indirect lighting. Most traditionally bent normals are used with AO to improve diffuse indirect and make it look closer to GI. We also use this information in a powerful but less traditional way, for Reflection Occlusion (occlusion for specular indirect light). This can reduce specular light leaking significantly, especially when SSR data is not available.
  • We have added several Blueprint and Material nodes to generate point locations using the Sobol quasi-random sequence. The Sobol sequence can generate points with a large number of independent dimensions.
  • We have added Texture-based Importance Sampling Blueprint nodes to place points according to a given density function. Blueprint nodes allow flexible 2D placement based using a texture to drive the placement. The Make Importance Texture Blueprint node processes the texture for use, and the Importance Sample Blueprint node gives point locations driven by the provided density.
  • Sequencer Updates:
  • Sequencer is now more tightly integrated with the World Outliner. The World Outliner shows which level sequences an actor is bound in. It also displays actors spawned by sequencer so that you can access all actors bound by sequencer in one location. There’s also a new filter in the “View Options” to “Show Only Sequencer Actors”.
  • There’s a new toggle which helps you divide up your work so that you can be confident in whether a change to a property will affect a single shot or propagate to other shots. When “Allow Sequencer Edits Only” is enabled, any edits to properties will automatically create a track if it doesn’t exist and/or a keyframe. These changes will be isolated to the particular shot you’re working on and won’t leak into others. When “Allow Level Edits Only” is enabled, you’ll be editing default properties on objects. Properties that already have tracks in sequencer will be disabled in the details panel when you want to make global changes that affect all shots.
  • Improvements to blending, including automatic easing between blendable sections, per-channel animation of transforms, and more.
  • Auto-key has been simplified to be a single toggleable state.
  • Tools Updates:
  • Slate has a new clipping system that properly supports complex layered clipping quads with arbitrary transforms. Additionally widgets can now individually opt into clipping their children. More details here.
  • UI improvements to the Materials and Sections panels of the Static and Skeletal Mesh Editors.
  • In VR Mode, selecting a camera or actor with a camera now gives an in-world preview of what that camera sees.
  • VR Updates:
  • Spectator screens are now supported on the Oculus and HTC Vive.
  • Stereo layers have been unified across all platforms, allowing developers to use them agnostically across any platform without worrying about functional differences between platforms.
  • (Experimental) Google Tango AR platform support is now available as a plugin.

New in Unreal Engine 4.16.2 Hotfix (Jul 4, 2017)

  • Special Note:
  • In 4.16 we enabled PCM for PhysX (their new contact generation algorithm). While this gives great performance improvements, we are still working with them to fix some final stability and jitter issues. As such we recommend turning PCM off if you experience jitter in your simulation. (Project Settings > Physics > Simulation > Enable PCM)
  • Fixed in 4.16.2:
  • Fixed! UE-45674 Physics objects will bounce unrealistically just before coming to rest
  • Fixed! UE-45813 Integrate VirtualBones crash fix into next release patch
  • Fixed! UE-45264 Crash undoing in Montage editor with no montage sections
  • Fixed! UE-45670 Performing a launch on to windows, and then enabling world HLOD and opening the outliner will crash the editor
  • Fixed! UE-45131 Actors in 4.16 do not enter a resting state when expected
  • Fixed! UE-45715 AES/RSA keys are plain text in the pak file when ini encryption is disabled
  • Fixed! UE-42205 Hot reload reported as failed in Visual Studio for projects opened in the Editor after having hot reloads performed successfully previously
  • Fixed! UE-45563 Users project crashes when opening level that loads multiple sub-levels
  • Fixed! UE-46371 Cooked game crashes during async loading when the engine also has to load another package
  • Fixed! UE-46372 When the async loading thread is enabled the game sometimes crashes trying to construct a Blueprint Class GC token stream
  • Fixed! UE-45901 Invalid API documentation file
  • Fixed! UE-45854 [CrashReport] UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTreeIfOutdated
  • Fixed! UE-45845 [CrashReport] Crash when painting foliage with a null static mesh
  • Fixed! UE-45562 Crash when opening level that uses foliage with a deleted mesh
  • Fixed! UE-46620 Ensure when packaging ShooterGame
  • Fixed! UE-46248 Edit shared defaults for multiple blueprints leads to Engine crash.
  • Fixed! UE-45519 Open Level node does not open the correct level in Packaged game
  • Fixed! UE-45652 Regression in reroute node alignment, causing them to no longer line up with any wires
  • Fixed! UE-45985 Editing ChildActorComponents on a Parent BP can corrupt a Child BP's state.
  • Fixed! UE-46335 Asset Registry CachedInheritanceMap not populated in cooked builds
  • Fixed! UE-45560 [CrashReport] Assertion failed in UE4Editor_LandscapeEditor!FLandscapeEditorCustomNodeBuilder_TargetLayers::HandleDragDetected()
  • Fixed! UE-45183 Removing components from Landscape with simplified collision results in assertion
  • Fixed! UE-45612 Android.NewKeyboard CVar doesn't work
  • Fixed! UE-46354 Android iterating with Launch On in always recompiles android_native_app_glue.c and UELinkerfixups
  • Fixed! UE-42508 Crash Occurs on Exiting Standalone After Using DemoPlay
  • Fixed! UE-46296 Move updatetexture gpu crash fixes into 4.16.2
  • Fixed! UE-46004 Map load stalls in texture streaming code
  • Fixed! UE-46061 [CrashReport] UE4Editor_Renderer!FMaterialShader::VerifyExpressionAndShaderMaps() [shaderbaseclasses.cpp:148]
  • Fixed! UE-45849 Light grid edge infinite loop paranoid handling
  • Fixed! UE-45725 Frequent ensure opening meshes on Mac, locks up AMD machines
  • Fixed! UE-45548 DefaultBloomKernel.uexp (32MB) included on mobile
  • Fixed! UE-44704 Auto Exposure in Static Mesh Editor whites out the viewport when Vert Colors is enabled
  • Fixed! UE-46063 [CrashReport] Assertion failed: !IsLoading() in CollectGarbageInternal()
  • Fixed! UE-45734 Crash when loading the tutorials for 'Landscape Painting Mode' and 'Landscape Sculpting Mode'
  • Fixed! UE-44523 Crash occurs while clicking through the Landscape Overview Tutorial
  • Fixed! UE-46069 [CrashReport] Assertion on Mac in FCocoaRunLoopSource
  • Fixed! UE-45841 [CrashReport] Mac crash in FSlateApplication::LocateWindowUnderMouse
  • Fixed! UE-45837 [CrashReport] Mac crash in UE4Editor-Core.dylib!FApplePlatformString::TCHARToCFString()
  • Fixed! UE-45739 Crash on Mac when adding Convex Collision to a mesh converted from a brush
  • Fixed! UE-45740 [CrashReport] Crash on Mac during cook - UEditorEngine::UpdateAutoLoadProject()
  • Fixed! UE-46421 [CrashReport] Crash on Mac - UE4Editor-SlateCore.dylib!SWindow::IsVisible()
  • Fixed! UE-45827 Game language settings regression
  • Fixed! UE-45678 Font advance and fallback font metrics have issues in 4.16
  • Fixed! UE-45574 Crash when adding a camera to the world in VR Mode
  • Fixed! UE-45415 Crash when quitting the editor with VR Mode enabled
  • Fixed! UE-45661 Duplicate .so files in GoogleVR.

New in Unreal Engine 4.16.1 Hotfix (Jun 5, 2017)

  • Fixed! UE-44593 Crash when clicking on tutorial prompt for signing keys on Mac
  • Fixed! UE-44393 [CrashReport] Assertion due to failing to find shader type
  • Fixed! UE-45406 [CrashReport] UE4Editor_Engine!FHLSLMaterialTranslator::GetParameterUniformExpression() [hlslmaterialtranslator.h:1671]
  • Fixed! UE-45463 Crash on Mac for some 4.16 users while opening editor, related to Xcode
  • Fixed! UE-45143 Crash attempting to force delete a duplicate skeletal mesh while in Paint Mode
  • Fixed! UE-45498 [CrashReport] UE4Editor_Sequencer!FSequencerEdMode::CleanUpMeshTrails() [sequenceredmode.cpp:186]
  • Fixed! UE-45526 Disabling Gear VR plugin causes packaged game to crash on launch
  • Fixed! UE-44864 Linux: async loading code crashes when memory pooling is enabled
  • Fixed! UE-45455 GitHub 3621 : Fix regression in compiling plain .c files with MSVC++
  • Fixed! UE-45393 Unable to compile script plugins against 4.16.0
  • Fixed! UE-44961 Texture Heap Allocations cause editor freeze when opening the texture editor on Mac
  • Fixed! UE-45437 Issue with hitches when vertex painting
  • Fixed! UE-45097 Window title/border missing from package build with resolution changed
  • Fixed! UE-44685 Fbx importer does not import animation exported with dense data property (all animation resampled to be 30fps)

New in Unreal Engine 4.16 (May 25, 2017)

  • Major Features:
  • New: Volumetric Fog:
  • Create incredible ambience and mood in your environments using the new Volumetric Fog! Varying densities are supported so you can simulate clouds of dust or smoke flowing through light shafts, and any number of lights can affect the Volumetric Fog.
  • New: Image-Based (FFT) Convolution for Bloom:
  • Create physically-realistic bloom post-process effects using the new image-based (FFT) convolution feature! Unreal Engine 4.16 ships with a FFT Bloom that empowers artists to use custom bloom kernel shapes, with total control over the intensity in order to match the results they imagine.
  • New: Distance Field Lighting Optimizations:
  • Distance Field Ambient Occlusion and Ray Traced Distance Field Shadows are now 30-50% faster on current generation consoles and mid-spec PC! These features allow for more realistic ambient lighting and area shadows on dynamic meshes in your scene.
  • New: Lightweight Rigid Body Simulation:
  • Create hordes of physically-simulated characters with the new lightweight rigid body character simulation! You can now simulate a Physics Asset inside your Animation Blueprint using a new high-performance immediate mode PhysX API. Characters using this simulation can also generate collision with static geometry in the world.
  • New: Low-level Clothing Simulation:
  • Gain more control over clothing simulations using the new low-level NVIDIA NvCloth clothing solver!
  • New: Edit Sequences in VR:
  • The Sequencer cinematics editor is now available in VR! You can create a new sequence and move objects around your level - and in the process automatically create sequence keys for their transforms. By scrubbing through time and setting these keys, you can create cinematic sequences and play them back, all inside VR. You can also open existing Level Sequences and play them back, either from the Sequencer UI or from the Radial Menu.
  • New: Asset Management Framework (Early Access Preview):
  • The Asset Manager is a new global object that can be used to discover, load, and audit maps and game-specific asset types in the editor or at runtime. It provides a framework to make it easier to create things like quests, weapons, or heroes and load them on demand. It is is still under active development, and these features will not be ready to be used by Blueprint-only games or inexperienced developers until 4.17. The Asset Manager tab in Project Settings can be used to set up the rules for your game
  • Primary Asset Types that are scanned by the Asset Manager can be queried at runtime before they are loaded, and can then be asynchronously loaded on demand. Also, the Asset Manager settings can be used to set up cook and chunk rules when packaging and releasing a game. In progress documentation for this feature is available on AnswerHub: https://answers.unrealengine.com/questions/595580/what-is-the-asset-manager.html
  • New: Asset Audit Window (Early Access Preview):
  • Built on top of the Asset Management Framework, the Asset Audit window can be used to audit disk size, memory usage, and general asset properties for many assets at once. It is a specialized version of the Content Browser, and can be accessed from the Window > Developer Tools menu, or from the right-click menu in the Content Browser or Reference Viewer. Once you have opened the window, assets can be added using the buttons, and platform data loaded out of cooked asset registries can be loaded using the platform drop down. Here's an example of auditing textures from the Shooter Game sample on PS4
  • The full changelog can be found here: https://forums.unrealengine.com/showthread.php?145720-4-16-Released!

New in Unreal Engine 4.15.3 (May 24, 2017)

  • Fixed! UE-45239 Crash on draw material to rendertarget (originally logged as UE-44742)
  • Fixed! UE-45238 Editor Crash on Mac after creating blueprint structure (originally logged as UE-44878)
  • Fixed! UE-45241 ShadowProject gpu performance regression from Aftermath (originally logged as UE-44841)

New in Unreal Engine 4.15.2 (May 3, 2017)

  • Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option
  • Fixed! UE-42207 SVN SASL binaries may be causing crashes for some users
  • Fixed! UE-42911 Reflection capture crash in FindOrAllocateCubemapIndex
  • Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215]
  • Fixed! UE-43279 Crash launching QAGame onto Windows
  • Fixed! UE-42920 Regression in Gaussian and Circle DOF
  • Fixed! UE-43443 GC Clustering broken for USoundWave assets (crash)
  • Fixed! UE-43028 UnrealVS is not working in Visual Studio 2017
  • Fixed! UE-43888 GitHub 3475 : Added a gitignore exception for automation files.
  • Fixed! UE-43608 EDL in 4.15 may not be fully safe and should be disabled by default
  • Fixed! UE-43346 Crash in Packaged Game When Using Gameplay Tags
  • Fixed! UE-42547 Removing a key from a Enum Map variable causes duplicate keys to remain
  • Fixed! UE-43928 FBlackboardKeySelector filters cause invalid argument assert
  • Fixed! UE-42759 Vulkan is crashing on S7 Mali
  • Fixed! UE-42184 IAP failed to read purchase
  • Fixed! UE-41313 Failed to compile C++ Code project, for iOS/tvOS in Development, in Xcode 8.3 beta 1
  • Fixed! UE-44029 FRepChangelistState leaks memory
  • Fixed! UE-44470 Compile failure packaging code project for tvOS from Mac
  • Fixed! UE-43454 Add Aftermath support to UE4Editor

New in Unreal Engine 4.16 Preview 1 (Apr 26, 2017)

  • Animation/Physics Updates:
  • A new clothing solver from Nvidia called NvCloth replaces APEX. This new solver gives more control over simulation and it is pretty close to the core solver of the previous APEX solution so should behave largely the same, although there are a few slight behavior changes and some extra exposed parameters for inertia settings. We now also always simulate clothing in local space - this gives us the benefit of only having one transform path through the solver and allows external inertia to be tweaked in much finer detail.
  • Vertex & Texture Painting on Skeletal Meshes has been added.
  • Vertex & Texture Painting on Static Meshes has been overhauled to improve usability.
  • A Spline IK node has been added to Animation Blueprints; useful for character spines.
  • Animation Modifiers are a new type of class which allow developers to apply a sequence of actions to a given animation sequence or skeleton. They should always implement OnApply and OnRevert to allow modifying data and remove previously applied changes.
  • Accessing Animation Modifiers is done through a new tab in the skeleton and animation editor.
  • A new set of functions to access specific animation data has been added, they’re contained by a new editor-only function library (Animation blueprint Library).
  • The RigidBody node supports simulating a physics asset inside an Animation Blueprint. This is similar to AnimDynamics, but instead of specifying a node per bone a single node is used for the entire skeletal mesh. Performance has also been improved.
  • PoseDriver has been improved, including more control over selected and modified bones, curve control, and UI improvements.
  • The ability to have Kinematic bodies with simulated parents has been added, allowing effects like a kinematic hand attached to other objects.
  • The 'Look At' node has been improved to be usable relative to a bone or socket.
  • Capsule collision can now be imported from an FBX file. You now use the ‘UCP’ prefix on a capsule poly mesh, and it will be removed on import, and replaced by a corresponding capsule collision shape.
  • The ability to store asset viewer profiles on a 'shared' or 'local' level has been added. This allows team to have a shared set of profiles which can be used as a unified scene to assess art assets. Shared profiles are stored in DefaultEditor.ini and will require you to check out or make it writable.
  • Added support to import Retarget Base Pose. A new option allows you to import the pose from Pose Asset.
  • Animation Export improvements support run-time retargeting results and animation that applies Post Process Graph.
  • Add ‘GetMaterialFromFaceIndex’ function for components retrieves the actual material after performing a complex line trace. This is supported for StaticMeshes, ProceduralMeshes and BSP.
  • The Play Montage Blueprint is an Async node, that can be used in any Blueprint logic to play Anim Montages, and have easy access to some of the callback events it provides.
  • Rendering Updates:
  • Volumetric Fog is now supported.
  • Volumetric Fog controls are on the Exponential Height Fog Component.
  • Localized fog density can be controlled via particles. To do so, create a Material, set the material's domain to Volume, and apply it to a particle emitter. The volume material describes Albedo, Emissive and Extinction for a given point in space. Albedo is in the range [0-1] while Emissive and Extinction are world space densities with any value greater than 0. Volume materials currently only work on particles, and only positions inside the particle's radius are valid.
  • Each light has a 'Volumetric Scattering Intensity' and 'Cast Volumetric Shadow' setting. (fast-changing lights like flashlights and muzzle flashes leave lighting trails. Disable volumetric fog contribution on these lights with 'Volumetric Scattering Intensity' set to 0)
  • Supported lights include:
  • A single Directional Light, with shadowing from Cascaded Shadow Maps or static shadowing, with a Light Function
  • Any number of point and spot lights, with dynamic or static shadowing if 'Cast Volumetric Shadow' is enabled.
  • A single skylight, with shadowing from Distance Field Ambient Occlusion if enabled
  • Particle lights, if 'Volumetric Scattering Intensity' is greater than 0
  • Not currently supported:
  • Precomputed global illumination
  • Shadowing of Stationary skylights
  • IES profiles and Light Functions on point and spot lights
  • Shadowing from Ray Traced Distance Field Shadows
  • Shadowing from the volumetric fog itself
  • The GPU cost of Volumetric Fog is primarily controlled by the volume texture resolution, which is set from the Engine Shadow Scalability level. Use 'profilegpu' to inspect this cost.
  • Distance Field Lighting has been optimized for current generation consoles and mid-spec PC.
  • The Global Distance Field is much faster to update when a Movable object changes.
  • New project settings ‘Eight Bit Mesh Distance Fields’ and ‘Compress Mesh Distance Fields’ which significantly reduce memory requirements when enabled
  • Runtime cost has been reduced between 30-50%
  • Mesh Distance Field generation uses Intel’s Embree ray tracing library, for a 2.5x speedup
  • Vertex Interpolator nodes have been added to the material graph. These nodes offer better control for value interpolation between vertex and pixel work. These are intended as a workflow improvement, there are no changes to interpolator limits nor will shaders change. The feature is compatible with Customized UVs and will pack results together.
  • Post processing now supports Image-based (FFT) convolution for physically realistic bloom effects in addition to the existing bloom method. This new post processing feature is designed for use in cinematics or on high-end hardware.
  • Image based Convolution adds new control parameters to the existing Lens | Bloom section found in Post Process volumes.
  • In using a new texture to serve as the kernel image, it is important to ensure that the full image is present on the gpu and available at full resolution. Two settings are required to ensure this:
  • Mips Gen Setting should be set to NoMipmaps
  • Texture option Never Stream should be selected.
  • Core Updates:
  • Garbage Collection improvements make collection times twice as fast.
  • Removed support for Visual Studio 2013. VS 2015 and VS 2017 are currently supported.
  • Tools Updates:
  • Localized String Tables are now supported. These provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text. String Tables can be defined in C++, loaded via CSV file, or created as an asset.
  • Color Grading improvements include polished UI, a new HSV mode, dynamically changing the min/max value of sliders using Ctrl+drag, and a new Reset button.
  • The Asset Audit Window, built on top of the experimental Asset Management Framework, can be used to audit disk size, memory usage, and general asset properties for many assets at once. It is a specialized version of the Content Browser, and can be accessed from the Window->Developer Tools menu, or from the right click menu in the Content Browser or Reference Viewer. Once you have opened the window assets can be added using the buttons, and platform data loaded out of cooked asset registries can be loaded using the platform drop down.
  • Updates to VR Mode's UI and interation include a new asymmetrical controller setup where you can change which controller has the interaction laser in Editor Preferences > VR Mode, and an updated Radial Menu with access to all major editor features and UI panels. Additional updates include smoothed interaction lasers and improved teleportation.
  • VR Mode now has access to the Sequencer Editor
  • Physics simulation is now possible in VR mode
  • Smart Snapping in VR Mode uses the bounds of your object to align to other actors in the scene, enabling you to exactly fit them together without needing to build modular assets with a grid in mind.
  • Sequencer Updates:
  • Shot enhancements include pre/post roll and hierarchical bias.
  • UI enchancements include re-sizable tracks and audio thumbnails now render the peak samples with an inner RMS curve
  • Material Parameter Collection Tracks have been added
  • Various minor improvements including Binding Override improvements, additional event receivers on Level Sequence Actors, event ordering, and more.
  • Audio Updates:
  • The new Unreal Audio Engine is available for testing on PC, Mac, iOS, and Android. It is not enabled by default in 4.16 as there is continued work on implementing backends for console platforms, Linux, and HTML5, as well as stability and performance improvements, especially on mobile platforms. It is enabled for each platform by changing the AudioDeviceModuleName ini setting in the platform’s Engine.ini file:
  • For PC, in WindowsEngine.ini set AudioDeviceModuleName=AudioMixerXAudio2
  • For MacOS, in MacEngine.ini set AudioDeviceModuleName=AudioMixerCoreAudio
  • For iOS, in IOSEngine.ini set AudioDeviceModuleName=AudioMixerAudioUnit
  • For Android, in AndroidEngine.ini set AudioDeviceModuleName=AudioMixerAndroid
  • The Steam Audio SDK has a fully-integrated implementation using the capabilities of the new Unreal Audio Engine. Click here for more details.
  • The new Synthesis Plugin contains two new real-time synthesizers written using the new Unreal Audio Engine’s “SynthComponent” class to implement a fully-featured subtractive synthesizer as well as a real-time granulator. It also contains a host of new DSP source and submix effects for use with the new Unreal Audio Engine.
  • Mobile Updates:
  • Android 23 (and above) now supports runtime permissions. Permissions are requested at runtime for the required ones used by the engine, and there is an Android Permission plugin to check for permission (Check Permission BP node), request it (AcquirePermissions BP node), and get the response (OnPermissionsGrantedDynamicDelegate). This is only necessary if Android Target SDK is set to 23 or above, otherwise any permissions in the Android Manifest are granted as usual.
  • 4.16 requires Android SDK 23 or higher to be installed. Please use the SDK manager to install it if you have an earlier install. Also, in Android SDK project settings, please change your Android SDK API Level from “matchndk” to “latest”. This will use the newest installed SDK found in your Android SDK platforms directory. There is no need to change the NDK API Level; “android-19” is correct to allow installing your APK on Android version prior to Lollipop (Android 5.0); setting this higher will require Android 5.0+.
  • Improved Virtual Keyboard support on Android (Experimental). A new option in Project Settings > Platforms > Android > APKPackaging enables the improved virtual keyboard. This replaces the dialog input box. When this option is enabled, users should bind event handlers to FGenericApplication::OnVirtualKeyboadShown and FGenericApplication::OnVirtualKeyboardHidden.
  • Mobile performance improvements for Slate and UI rendering. Set the console variable Slate.CacheRenderData=0 to enable the option for Invalidation Panels to cache only widget elements, which improves texture batching and reduces draw calls.
  • HTML5 support for WebAssembly (WASM). This feature comes from Mozilla's latest Emscripten toolchain (v1.37.9) and reduces app download size, startup times, memory consumption, and improves performance.
  • HTML5 support for WebGL 2. This provides better rendering performance, visual fidelity, and more rendering feature sets.
  • VR Updates:
  • Unified Console Commands across VR platforms. The previous code base did not share common interfaces across HDMs; now there is a shared layer that developers can work from rather than maintaining each platform individually. This provides several benefits such as easier bootstrapping of new platforms, consistent interfaces, and less redundancies in HMD implementations.
  • The mobile multiview path now supports GearVR. Mobile multiview is similar to instanced stereo on the desktop, and provides an optimized path for stereo rendering on the CPU. Enable this in your Project Settings under VR, and restart the editor to take effect.

New in Unreal Engine 4.15.1 (Mar 21, 2017)

  • Fixed! UE-42385 Crash adding an AnimComposite to itself
  • Fixed! UE-41929 Crash on reimport animation when there is an additive animation track and fbx frame number is different
  • Fixed! UE-41921 Crash Re-Importing animation with Additive Layer Tracks after adding a bone to the hierarchy
  • Fixed! UE-41817 Crash when manipulating Bone Space IK before setting EffectorSpaceBoneName
  • Fixed! UE-40025 Inconsistant Line Trace behavior
  • Fixed! UE-42756 UnrealVS not installing correctly for VS2017
  • Fixed! UE-42321 Unable to launch project from Visual Studio using installed engine build
  • Fixed! UE-42411 Resource files are not recompiled when Version.h changes
  • Fixed! UE-42205 Hot reload reported as failed in Visual Studio for projects opened in the Editor after having hot reloads performed successfully previously
  • Fixed! UE-42507 check(PIEInstanceID != -1) fails when executing SeamlessTravel
  • Fixed! UE-42480 SetVectorParameterValueOnMaterials In Construction Script Not Working in Packaged Game
  • Fixed! UE-42459 BP nativization doesn't work with localized text
  • Fixed! UE-42166 Crash when pressing Ctrl-Z after creating a blueprint function
  • Fixed! UE-41893 Child blueprints cannot override functions if their parent was nativized
  • Fixed! UE-41168 Crash opening blueprint when a node class has been removed (e.g., anim blueprint with Ragdoll node with Immediate Mode plugin disabled)
  • Fixed! UE-42209 Incorrect error message when child actor mobility doesn't match
  • Fixed! UE-42253 Enum Element Names Reset on Project Upgrade
  • Fixed! UE-42375 No input received from Raw Input device when packaged for 32bit
  • Fixed! UE-39884 Foliage LODs do not appear to use the base LODs lightmap any longer
  • Fixed! UE-42390 Ad banner is displayed incorrectly on Android 7.0 devices
  • Fixed! UE-42361 Slate UI asset colors washed out on iOS
  • Fixed! UE-42191 Scene Captures not working on Android
  • Fixed! UE-42036 Exposure Is More Extreme In High-End Mobile Preview Modes
  • Fixed! UE-42368 Find Sessions Consistently Returning Results Length of 0
  • Fixed! UE-42452 No textures listed when selecting material
  • Fixed! UE-42789 Rebuilding lighting not saving rebuilt light data
  • Fixed! UE-42196 Static meshes with auto-generated LODs can no longer share lightmaps between LODs
  • Fixed! UE-42179 Crash in FStreamingTextureLevelContext::GetBuildDataIndexRef
  • Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215]
  • Fixed! UE-42102 Cooked build size increase due to MIC problem
  • Fixed! UE-41950 GitHub 3252 : Added MobileMaterialInterface to UsedMaterials
  • Fixed! UE-29491 Eye Adaption is incorrect at any size other than Fullscreen in PIE
  • Fixed! UE-42554 Regression: Visibility property is not seen in the animation track in UMG
  • Fixed! UE-42210 Crash when using Ctrl+Z to undo a single digit change in the size of a widget
  • Fixed! UE-41829 Crash scrubbing through sequencer when playing montage from old assets
  • Fixed! UE-42665 Update default super search engine to Bing
  • Fixed! UE-42428 Enabling "Show Only Modified Properties" causes details panel menu to disappear
  • Fixed! UE-42312 Crash when saving a Data Table that is referencing itself in a Data Table Row Handle
  • Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option
  • Fixed! UE-42669 "Package localization ID mismatch during cook!" log spam
  • Fixed! UE-41797 Update to Korean localization
  • Fixed! UE-42106 Edge case where cursor can become hidden in gameplay
  • Fixed! UE-42631 Stereo off while prox sensor uncovered causes low framerate
  • Fixed! UE-42576 Oculus crash on "stereo on" when the proximity sensor is not triggered.
  • Fixed! UE-42101 [daydream] Black screen with FirstPersonTemplate and 4.15P4
  • Fixed! UE-41604 Integrate fix for improper failure case for allocation of RenderTargets in Oculus
  • Fixed! UE-41568 Need to enable GearVR on Win64 platforms

New in Unreal Engine 4.15 (Feb 16, 2017)

  • Compile times for programmers are drastically reduced - by as much as 50%! Reloading content while Unreal Editor is running, Reroute nodes in Materials, a new Blendspace Editor, new mathematics Blueprint nodes, and more contribute to an even more streamlined development process in this release.
  • For those looking to squeeze out every drop of performance, Cooking Blueprints to C++ native code is no longer an experimental feature, the Texture Streaming system has gotten an overhaul, and Alternate Frame Rendering with NVIDIA SLI gives a boost on high end systems.
  • The Cinematics and Animation pipelines continue to strengthen with Animation blending now possible in Sequencer, linking Animation Curves to bones for culling in LODs, and modifying curves in Animation Blueprints with the Modify Curve node. Level Sequences can now be embedded in Actor Blueprints, and early support for Level Sequence Components is available for early adopters.
  • Developing for Nintendo Switch is available as experimental as part of the platform improvements. GPS data is now accessible on iOS and Android using the new Location Services. Also on iOS, streaming audio and remote notifications are fully supported. Monoscopic Far Field Rendering is an option for mobile VR platforms, HDR display output is available in an experimental state, and the ability to use Playstation VR Aim Controllers is also added.
  • New: Physically Based Default Post-Processing Settings:
  • The default tonemapper now provides a more film-like color and tone response!
  • The filmic tonemapper matching the Academy Color Encoding System (ACES) is now on by default. This tonemapper also enables the engine to target multiple display types including HDR displays. Bloom settings have been updated to provide a more physically correct result by default.
  • The filmic tonemapper will look different than the tonemapper in previous versions of the engine. You can switch the tonemapper back by adding r.TonemapperFilm=0 to the SystemSettings section of your project’s DefaultEngine.ini. We intend to remove the old tonemapper in a future version of the engine.
  • New: Improved Texture Streaming:
  • The Texture Streaming system has been optimized to reduce CPU usage, memory usage, and load times while eliminating low resolution artifacts and automatically handling limitations of varying memory budgets of different platforms.
  • New: Faster C++ Compile Times:
  • The Unreal Engine 4 codebase now compiles up to 50% faster! Header files only include other headers they need, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h - we call this Include What You Use (IWYU).
  • New: UI Blur Rects:
  • You can now blur other UI and the 3D scene in UMG using the new Background Blur widget! Background Blur widgets also have a content slot which can be used to add widgets that will not be blurred.
  • The full changelog can be found here: https://www.unrealengine.com/blog/unreal-engine-4-15-released

New in Unreal Engine 4.15 Preview (Jan 18, 2017)

  • Rendering Updates:
  • Finalized Texture Streaming Optimizations that were started in 4.13 and 4.14.
  • Textures used by non visible & hidden components are streamed with one less mips, as a prefetch.
  • Reducing time taken for the visible textures to stream in.
  • Reducing the CPU time taken by the streamer.
  • Mesh UV densities are now computed per material instead of per mesh. New data also takes into account lods. This resolved most issue were texture would appear low resolution. Also, there is now a wider texture streaming support from component, including particle systems and instanced meshes. That resolved other low resolution issues and sometime high memory consumption.
  • The texture streamer can now automatically fit to different memory budgets, without manual tweaks. The streamer will select which textures need to be reduced using different heuristics to minimize visual impact.
  • New visualization tools for debugging.
  • New Nodes have been added to the Material graph
  • Commonly request mathematics nodes: Sine, Cosine, Tangent, Arcsine, Arccosine, Arctangent, Arctangent2, ArcsineFast, ArccosineFast, ArctangentFast, Arctangent2Fast, Round, Truncate, Saturate
  • The nodes marked with the “Fast” tag will execute approximations instead of the real instructions. These can give a worthwhile performance improvement to materials but have input restrictions and precision tradeoffs.
  • PreviousFrameSwitch has been added to allow specific overrides for world-position offsets in complex materials used during motion vector generation.
  • Pre-Skinned Local Normal works in a similar way to the Pre-Skinned Local Position node added in the 4.14 release but returns the local surface normal for skeletal and static meshes. This opens the door to more local-space, mesh aligned effects or advanced use-cases such as writing dynamic surface data to a mask read-back in another material.
  • Metal support has been extended to use many of the new API & shader language features added by Apple in macOS 10.12 Sierra & iOS 10.
  • Enabling the new Metal v1.2 standard allows all Metal platforms to use Unordered Access Views in pixel shaders
  • Full support for Unreal Engine's tessellation features has been implemented
  • Experimental support for HDR rendering on Macs with an appropriate display built in
  • Sequencer Updates:
  • Animation Blending by weight is supported.
  • You can add weight by expanding each track, and key the value in the desired timeline
  • There is no limit to how many animations it can blend at the same time but as for full body animations, the weights will be normalized, so that it doesn’t under/over scale the mesh. For additive animations, the weights will be kept.
  • Audio volume and pitch curves have been added.
  • Blueprint Updates:
  • Cooking Blueprints to C++ is no longer an "experimental" feature.
  • This is enabled in the editor through your project’s Packaging Settings: Blueprints => Blueprint Nativization Method.
  • It can also be invoked by passing -NativizeAssets as a parameter to the UAT BuildCookRun script.
  • Generated source is saved as a plugin in your project’s intermediate folder, under: …Intermediate\NativizedAssets
  • More information is available in the documentation.
  • Map & Set containers are now available in blueprints. They are a collection of items which guarantee they contain only unique items, with no repeating entries.
  • The Variable Type control is now a drop down, allowing you to select ‘Single Variable’, ‘Array’, ‘Set’, or ‘Map’. When ‘Map’ is selected a second drop down for the ‘value’ type appears.
  • For maps the following operations are available to blueprint users: Add, Remove, Find, Contains, Keys, Values, Length, and Clear.
  • Set supports: Add, AddItems, Remove, RemoveItems, ToArray, Clear, Length, Contains, Intersection, Union, and Difference.
  • Set and map variables declared in C++ can now be exposed to Blueprints.
  • NOTE: Replication of map and set properties is not yet supported in C++ or Blueprints.
  • Framework Updates:
  • A Raw Input plugin has been checked in to provide support in Windows for steering wheels, flight sticks, and other non-XInput supported devices.
  • All of the Vehicle templates and Vehicle Game* have been configured to work with the Logitech G920. (*Vehicle Game not yet updated for 4.15 Previews)
  • Adding new devices is as easy as setting up a configuration for them in the project settings or editing DefaultInput.ini. (Vendor and Product ID can be discovered from the driver properties)
  • We need your help! - After you successfully configure your devices (figuring out what axes represent brake, gas, steering wheel and necessary modifiers to represent brake/gas as 0 to 1 and the wheel as -1 to 1), please share your .ini settings back with us so we can ensure these devices work without additional setup in the future.
  • A Force Feedback Component can now be added to Actors and exist in the world. It can have attenuation properties to determine the intensity of the playback of the force feedback pattern based on the distance between the player and the effect. The attenuation properties can either be specified directly on the component or you can create a Force Feedback Attenuation asset in the content browser and reuse it for multiple components. Force Feedback Components can also be spawned into the World from blueprints in a similar way that audio, decals, and emitters can.
  • PhysX Vehicle Support is now an optional plugin. This makes it easy for games that are not using vehicles to exclude this feature and save disk space and memory. This work also adds several useful physics extension points to Engine (e.g. OnPhysSceneInit/Term, OnPhysSceneStep) to make it easier for other developers to write their own similar systems.
  • The Blendspace Editor has been overhauled with an updated UI and internal rework.
  • Save Pose Snapshot has been added to capture a runtime skeletal mesh pose in blueprints. Once the pose has been saved, you can use it in the anim-blueprint like any other pose, or save it to a variable.
  • You can Link a Curve to a specific Bone in the skeleton. This supports LOD and Layer Blending, and can be accomplished in the Anim Curves window.
  • Physics objects now have Mass Properties debugging visualizers to see center of mass and inertia tensor. (Show -> Advanced -> Mass Properties)
  • Gameplay Tags have been improved and are now fully supported. They are implemented by the GameplayTag structure in the GameplayTags module and are registered in a central dictionary, which can be accessed from the new GameplayTags project settings view. If you enable the “Import Tags from Config” option, tags can be added from the editor through the Gameplay Tag List on this page, or from the UI used to select tags. Once you have added Tag properties to your data, you can query them from either Blueprint or C++ and use them to change functionality. The BlueprintGameplayTagLibrary has several useful functions. To actually set up tags, add GameplayTag or GameplayTagContainer variables to your data or functions, then you can set the tags from selection UI.
  • Mobile Rendering Updates:
  • ES 3.1 / Metal / Vulkan editor feature level preview no longer experimental. This mode will emulate the feature set available to iOS Metal, Android GLES3.1 and Android Vulkan devices.
  • Mobile devices can now use Custom Stencil in post-processing materials. This requires MobileHDR option enabled and non-Mosaic device. To enable this feature in your project go to Project Settings -> Rendering -> Postprocessing and set ‘Custom Depth-Stencil Pass’ to ‘Enabled with Stencil’.
  • You can now disable shader permutations for lighting setups that your mobile game does not require. The settings available under Project Settings -> Rendering will reduced shader memory usage and App package size.
  • Android applications can now be packaged to support a third-party Graphics Debugger. You can choose from either the Mali Graphics Debugger or Adreno Profiler depending on your device’s GPU. Graphics Debugger options can be found in Project Settings -> Android. You first need to download and install these debuggers from the GPU vendor’s website, and they each require some small amount of additional setup to configure your device for debugging. Be sure to to follow the directions that appear after selecting the debugger type. Also note that if you package your app to support a particular GPU debugger, it may not function correctly when run on a device with a different GPU.
  • Editor Updates:
  • Reroute nodes have been added to the Material Editor.
  • Font Asset Improvements have been made to address issues with memory consumption and stability of Font assets using runtime-cached fonts. Font assets have been split in two: Font and Font Face.
  • Font Face is now the asset that stores the font data, and these assets are simply referenced by the Font assets. This means that the same font data can be re-used for multiple font assets, or even multiple typefaces within a Font asset. Existing Font assets will automatically upgrade their internal font data into embedded Font Face assets during load. You can use the Font Editor to split these embedded assets out into real Font Face assets that may be edited and shared.
  • (Experimental) Content Hot-Reloading is available for testing. To enable it you need to go to your "Editor Preferences", and enable "Content Hot-Reloading" under the "Experimental" section. Once enabled all of the in-editor source control operations that affect assets will use content hot-reloading. You also gain a "Reload" option under "Asset Actions". This can be used to forcibly reload a package from disk.
  • Build Updates:
  • The codebase has been converted to a "include what you use" model, where every header includes other headers it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Existing game code can continue to include those files as before, but we measure the engine compiling 25-50% faster!
  • Every header now includes everything it needs to compile.
  • Every .cpp file includes its matching .h file first.
  • No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
  • No engine code explicitly includes a precompiled header any more.
  • Platform Updates:
  • New Location Services now provides access to GPS data for Android and iOS. A new OnLocationChanged delegate is available and Blueprint nodes are provided under Services->Mobile->Location.
  • Streaming audio for iOS has been implemented.
  • Remote notifications for IOS are now supported. This includes callbacks in the game for handling the notification as well as properly setting up all plist information needed by the application for the app store.
  • We have added support for ARM64 (AArch64) devices running Linux. Right now only boards with desktop GL are supported.
  • 'Launch On' to Remote Linux Machine from the Editor or UFE.
  • VR Updates:
  • The PlayStationⓇVR Aim Controller is now supported through the new AimController plugin. To activate, simply change the “Hand” value to “Gun” on your Motion Controller component.
  • (Experimental) Monoscopic Far Field Rendering for mobile VR is available for testing. With content that has many distant objects, this can benefit performance. To enable, select the checkbox under Project Settings -> Rendering -> VR. We don’t currently support both mobile multi-view and monoscopic far field simultaneously and mobile HDR needs to be disabled.
  • VR Editor Updates:
  • Updated Quick Menu and Radial Menu to quickly access editor functionality.
  • The new number pad menu appears when you click on an editable text field.

New in Unreal Engine 4.14.3 Hotfix (Jan 11, 2017)

  • Fixed - UE-40229 Editor Crashes when importing some FBXs with multiple Material IDs in 4.14.2
  • Fixed - UE-40294 Put fix for UE-39713 into 4.14.3 (Memory leak in GPURealloc)
  • Fixed - UE-40243 Calling FAudioDevice::StopAllSounds from UEngine::CommitMapChange asserts
  • Fixed - UE-40156 PhysX issue causing lag, high ping, and failures

New in Unreal Engine 4.14.2 Hotfix (Jan 5, 2017)

  • UE-39970 Stat FPS and other text rendering as blocks on android.
  • UE-39650 Fix pause flags when recycling sound sources
  • UE-39560 [CrashReport] UE4Editor_Engine!ACullDistanceVolume::CanBeAffectedByVolumes() [culldistancevolume.cpp:62]
  • UE-39557 [CrashReport] UE4Editor_Persona!FDelaunayTriangleGenerator::FlipTriangles() [sanimationblendspace.cpp:375]
  • UE-39341 Compiling a blueprint with SetCollisionResponseToChannel Causes Crash
  • UE-38818 [CrashReport] UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d3d11util.cpp:176]
  • UE-38772 [CrashReport] UE4Editor-Core.dylib!FThreadStats::FThreadStats()
  • UE-38750 Imported Materials Are Not Assigned To Correct Element Index Based Off Mat ID (3dsMax)
  • UE-38710 Vehicle physics are resolving erratically and causing random jitter/flips in the Advanced Vehicle Template

New in Unreal Engine 4.14.1 Hotfix (Dec 9, 2016)

  • Fixed! UE-35609 Delay nodes used in a macro cause subsequent macro calls during the delay to never complete
  • Fixed! UE-38690 Regression - Nested scene component subobjects are no longer being registered when the owning scene component is added to an existing Actor instance as an instanced component.
  • Fixed! UE-38835 Rename "Visual Studio '15'" to "Visual Studio 2017"
  • Fixed! UE-39298 UE4 and UnrealLightmass fail to build Module.SwarmInterface.cpp due to an error trying to open include file 'metahost.h' in SwarmInterface.cpp
  • Fixed! UE-39284 Running GenerateProjectFiles.bat -2017 completes with warnings
  • Fixed! UE-38898 UE4 is not compatible with Visual Studio 2017 RC
  • Fixed! UE-38604 PS4 Platform Staging copies debug files (not allowed)
  • Fixed! UE-38992 [CrashReport] UE4Editor_Core!FString::Mid() [unrealstring.h:1154]
  • Fixed! UE-37249 MallocPoisonProxy can result in a memory stomp for aligned allocations in Debug and Development
  • Fixed! UE-38991 [CrashReport] UE4Editor_Engine!FUObjectAnnotationSparse::AddAnnotation() [uobjectannotation.h:76]
  • Fixed! UE-38752 Cannot Delete Folder Containing Sub Folders from Content Browser
  • Fixed! UE-38721 Mouse cursor position is locked to center of screen when bShowMouseCursor is false
  • Fixed! UE-38599 User Defined Struct Editor Hides Long Variable Lists
  • Fixed! UE-38706 Dropdowns display incorrectly in non 1:1 zoom in BP on Mac and PC
  • Fixed! UE-38806 Potential fatal assert when using a custom MID with a TextRenderComponent
  • Fixed! UE-39059 No scrollbar in Structure UI
  • Fixed! UE-39198 Limited range of motion when controlling the camera view with the mouse
  • Fixed! UE-11796 Deleting folders in the Content Browser will not delete them permanently from Project Folder
  • Fixed! UE-38925 Reimport for a single FBX with multiple meshes will add all mesh pieces instead of the single mesh.
  • Fixed! UE-38935 Crash with FBX Import as Skeletal Mesh
  • Fixed! UE-38749 Pressing enter does not appear to activate OnClicked events in UMG When a button is focused
  • Fixed! UE-37698 Widgets can no longer take focus after clicking somewhere other than the widget itself
  • Fixed! UE-36766 Crash attempting to open an asset from Aim Offset graph in Persona
  • Fixed! UE-38811 Camera attached to a Spring Arm jitters when put at a +90 or -90 degree angle on the Y axis.
  • Fixed! UE-38906 Crash when streaming in a level with a child actor
  • Fixed! UE-38518 Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
  • Fixed! UE-39197 Delay node of 0.0 causes crash
  • Fixed! UE-39137 Crash when Dragging Skeletal Mesh with Apex Clothing into Level
  • Fixed! UE-38998 [CrashReport] UE4Editor_Engine!UMaterialInterface::GetBaseMaterial() [materialinterface.cpp:268]
  • Fixed! UE-38716 Physics are popping in Vehicle Advanced Template
  • Fixed! UE-38989 [CrashReport] PhysX3PROFILE_x64!physx::PxcDiscreteNarrowPhase() [pxcnpbatch.cpp:293]
  • Fixed! UE-38694 Landscape Grasstype warning causes log spam when landscape is streamed in or out
  • Fixed! UE-39278 Assertion failed: !LandscapeActor || LandscapeActor == Landscape
  • Fixed! UE-38900 Paper2d Plugin Content Missing from Content Browser
  • Fixed! UE-39120 ETC2 Android devices are no longer supported in the Google Play Store as of 4.14
  • Fixed! UE-37101 Xbox One: Issues updating texture subregions
  • Fixed! UE-35738 IPv6 implementation is not working on IOS
  • Fixed! UE-39420 QAGame crashes when launched onto Android
  • Fixed! UE-38709 Using Deferred Decal Material With Dbuffer Decal Enabled Crashes Editor
  • Fixed! UE-38223 Crash In Material Editor When Previewing A Node
  • Fixed! UE-39051 Engine crash when Scene Capture Component 2D is added to viewport with forward rendering
  • Fixed! UE-39123 Mac Editor crashes when opening Realistic Rendering sample - FMetalRHICommandContext::RHISetShaderUniformBuffer
  • Fixed! UE-38609 DFAO runs out of memory on xb1 (DX11 RHI) due to an RHI bug
  • Fixed! UE-38699 Material Expression comparison keys incorrect, produces duplicate code
  • Fixed! UE-38325 Tangent Update Feature Not Working
  • Fixed! UE-38768 Contact Shadow artifacts with ray lengths despite length
  • Fixed! UE-34264 Procedural Mesh Component Crashes on XB1
  • Fixed! UE-39132 Crash when adding actors to the level
  • Fixed! UE-38353 Crash while deleteing a UMG Animation Track referencing a deleted UMG asset with duplicated BSPs in-scene
  • Fixed! UE-39067 Oculus Touch controllers jitter when the gamethread runs quickly
  • Fixed! UE-39113 Post process material needs a full RT clear with hmd mask.
  • Fixed! UE-39122 Crash when Simulating in Editor after Painting Foliage
  • Fixed! UEVR-381 Interleaved Compositor: Execute init views before late update
  • Fixed! UEVR-379 Interleaved Compositor: Implementing Post-Present handoff
  • Fixed! UE-38670 New IsA() code can be thread-unsafe during saving

New in Unreal Engine 4.14 (Nov 16, 2016)

  • Major Features:
  • New: Forward Shading Renderer with MSAA:
  • The new forward shading renderer combines high-quality UE4 lighting features with Multisample Anti-Aliasing (MSAA) support! MSAA and the option to enable per-material optimizations make the forward renderer well suited for VR.
  • New: Contact Shadows:
  • Contact shadows allow for highly detailed dynamic shadows on objects.
  • New: Automatic LOD Generation:
  • Unreal Engine now automatically reduces the polygon count of your static meshes to create LODs!
  • The above animation shows five LODs that were generated automatically. Each is half the number of triangles as the previous.
  • Automatic LOD generation uses what is called quadric mesh simplification. The mesh simplifier will calculate the amount of visual difference that collapsing an edge by merging two vertices would generate. It then picks the edge with the least amount of visual impact and collapses it. When it does, it picks the best place to put the newly merged vertex and removes any triangles which have also collapsed along with the edge. It will continue to collapse edges like this until it reaches the requested target number of triangles.
  • This mesh simplifier maintains UVs including generated lightmap UVs, normals, tangents, and vertex colors. Because UVs are maintained the same materials can be used as well as all LODs can share the same lightmap.
  • New: Precomputed Lighting Scenarios:
  • We now support precomputing lighting for multiple lighting setups with the same geometry! This is especially important for use cases such as VR and architectural visualization where you need the highest possible quality at the fastest possible performance.
  • The full changelog can be found here: https://www.unrealengine.com/blog/unreal-engine-4-14-released

New in Unreal Engine 4.13.2 Hotfix (Nov 1, 2016)

  • Fixed: UE-37704 Crash opening packaged project on iOS
  • Fixed: UE-37249 MallocPoisonProxy can result in a memory stomp for aligned allocations in Debug and Development
  • Fixed: UE-36573 Need to update to libpng for Android; current one triggers security alert on Google Play

New in Unreal Engine 4.14 Preview 1 (Oct 31, 2016)

  • Rendering Updates:
  • A Forward Shading Renderer for VR (Experimental) that supports high-quality lighting features, enables Multisample Anti-Aliasing, and is faster than the Deferred Renderer in select projects.
  • To use this, enable ‘Forward Shading’ in the Rendering Project settings and restart the editor.
  • To use MSAA, set the default Anti-Aliasing Method in the Rendering Project settings.
  • DBuffer Decals, Dynamic shadows and Capsule shadows do not handle MSAA properly yet and may exhibit artifacts along object edges.
  • Not yet supported in the Forward Renderer:
  • Screen space techniques (SSR, SSAO, Contact Shadows)
  • Shadow casting Movable Lights
  • Dynamically shadowed translucency
  • Translucency receiving environment shadows from a Stationary light
  • Light functions and IES profiles
  • Automatic LOD generation for static meshes can now be accomplished without middleware plugins.
  • The high level settings for controlling the generated LODs are in the static mesh viewer under LOD Settings.
  • “LOD Group” provides a list of presets. These can be changed per project in BaseEngine.ini under [StaticMeshLODSettings]. The use of LOD groups is suggested.
  • If modifying details of auto generation for each LOD, they can be found under Reduction Settings.
  • Reflection Capture lightmap mixing improvements.
  • The engine mixes the indirect specular from the Reflection Capture with indirect diffuse from lightmaps. This helps to reduce leaking.
  • Lightmap mixing is no longer done on very smooth surfaces.
  • Reflection Captures and SSR match much better and it's harder to spot transitions.
  • This affects existing content - in cases where you had reflection leaking on smooth surfaces, that leaking will be much more apparent. To solve this, place additional reflection probes to reduce the leaking. Levels should have one large spherical capture at a minimum. You can also revert to the old lightmap mixing behavior with a rendering project setting: "Reduce lightmap mixing on smooth surfaces"
  • The Contact Shadows feature helps provide sharp detailed shadows at the contact point of geometry.
  • You can enable these by setting the Contact Shadow Length property. This controls the length of the ray cast in screen space where 1 is all the way across the screen. Large values can degrade quality and performance so try and keep the length to the minimum that achieves your desired look.
  • A Live GPU Profiler is available which provides per-frame stats for the major rendering categories. To use it, enter the console command: stat gpu.
  • The GPU stats can be recorded to a file when the title is running for analysis later. As with existing stats, you can use the console commands stat startfile and stat stopfile to record the stats to a ue4stats file, and then visualize them by opening the file in the Unreal Frontend tool.
  • The new Vector Noise material graph node adds several functions with 3D or 4D vector results. Due to the run-time expense of these functions, it is recommended that once a look is developed with them, all or part of the computation be baked into a texture using the Draw Material to Render Target Blueprint feature
  • NVIDIA Ansel support is now exposed as a plugin. Once you have enabled the plugin you can access Ansel in a standalone game session. Please read the included Ansel documentation for instructions on how to whitelist your in-development application.
  • A few new Material Graph Nodes have been added to the graph editor. Each is intended to improve workflow and increase readability.
  • GetMaterialAttributes - This node is a compact replacement for BreakMaterialAttributes
  • SetMaterialAttributes - This node is a compact replacement for MakeMaterialAttributes
  • BlendMaterialAttributes - This is a new node to allow easier blending of Material Attributes structures.
  • Framework Updates:
  • Animation Tools have been split into separate asset editors rather than using one editor with multiple modes. Functionality that is common to each of the editors is now generally found in the viewport.
  • Default Post-Process Animation Blueprint allows you to assign an Animation Blueprint to a Skeletal Mesh that will always be run after any Animation Blueprint assigned in the component. This allows for dynamics, controllers, IK or any other anim blueprint feature to be related to a mesh and not have to be duplicated in every animation blueprint intended to be used on that mesh.
  • The engine is updated to use PhysX 3.4, which enables a lot of features which will be exposed over time. Current available improvements: kinematic objects update faster, CCD support for kinematic objects, and faster convex hull cooking.
  • Vehicle Improvements have been made with wheel forces and the addition of SimpleWheeledVehicleMovementComponent.
  • Skeletal Mesh to Static Mesh Conversion lets you right-click actor(s) in the level viewport and convert their current state to a new Static Mesh asset.
  • Simplygon SDK integration has been updated to version 8.1.
  • Cloth Skinning improvements have been made by calculating our own mesh-to-mesh skinning data for clothing within the engine rather than using exported render data. This resolves issues where normals could sometimes appear incorrect, and there is no longer a restriction to one UV channel.
  • Streamlined GameMode and GameState Classes by adding GameModeBase and GameStateBase classes as parents of existing classes GameMode and GameState. Core features needed by all games are now in the Base classes, while legacy and shooter-specific features are in the GameMode/GameState
  • Improved Cable Component by adding simple collision, stiffness setting, sockets at each end, and the ability to set either end as "free".
  • Improved PoseDriver animation node by allowing it to drive bone transforms as well as Morph Targets, adding an option to use translation of the driving bone, and showing more information in debug drawing.
  • Virtual Bones can be added to a skeleton, which can be used to make it easier to retarget or change reference frames for controllers.
  • Child Anim Montages can be created based on a parent Montage, allowing you to replace animation clips while maintaining overall timing.
  • Core Updates:
  • Cooked builds can now use a completely new Event Driven Loader (Experimental) which is far more efficient than the old streaming code. Games using the EDL should see the load times drop by about 50%. The Event Driven Loader comes with an unified code path for loading assets. This means that all packages will be loaded using the new async path instead of the old blocking path. EDL is currently an experimental feature and is disabled by default but can easily be enabled through Project Settings.
  • Editor/Tools Updates:
  • Support has been added for editing TMap and TSet properties from the Details Panel.
  • Sets are similar to Array but Sets will ensure that all contained elements are unique.
  • Maps will have a key and a value and you can edit both within the details panel. Like Sets, all keys must be unique.
  • Multitouch Support in Windows has been added. Touch events will now be generated in Windows 7, 8, and 10 when using a touch screen. This will enable touch enabled games and experiences on new Windows tablets and also enables testing touch controls for mobile games without having to deploy to a target device.
  • Outlines on Fonts can be applied in UMG and Slate.
  • Network Updates:
  • Replication Performance has been improved by as much as 40% by refactoring how the engine replicates properties from the server to connected clients. It now shares the work for all types of properties (not only unconditional ones), which means the work done to check when properties have changed (and need to be sent) happens much less often.
  • Build Updates:
  • Visual Studio "15" is now supported, in addition to Visual Studio 2015. If you have multiple versions of Visual Studio installed, you can select which to use through the ‘Source Control’ section in ‘Editor Preferences..’.
  • Sequencer Updates:
  • The Camera Rig Crane has been updated to mimic the movement of a physical crane.
  • Record audio from a microphone while recording into a sequence.
  • Drag and drop files from your computer into the Media Player's viewport.
  • VR Updates:
  • Multiview Support (Experimental) for the Mobile Forward Rendering path improves performance by reducing hitches of instanced stereo. You can enable this under Project Settings > Rendering > VR > Mobile Multi-View, then re-start the editor.
  • VR Editor Updates:
  • Landscape Editing in VR can now occur using motion controllers.
  • You can instantly Reset the world's scale to its default by tapping the touchpad button while gripping the world. This makes it easy to get back to your "player's size" while editing.
  • Mobile Rendering Updates:
  • Mobile games ship with Vulkan support and can now be enabled or disabled using device profiles, with fallback to ES 3.1 and ES2
  • Custom Depth is now supported on mobile. Custom Post-process materials can now sample from SceneDepth and CustomDepth as well as SceneColor.
  • The Scene Capture Source settings that output Inverse Opacity and Depth values are now supported on mobile.
  • The Mobile Patch Utilities Blueprint library now included contains all the functionality required to allow a mobile game to download and install game contents and patches from a cloud website instead of being distributed as part of the initial download from the App Store. Both Android and iOS are supported.
  • Landscape Updates:
  • Landscape Mirror Tool now supports rotated mirroring to create diagonally-opposed multiplayer maps.
  • Platform Updates:
  • Amazon GameCircle Plugin for Kindle Fire is included. Enabling the plugin will provide access to a new Amazon GameCircle project settings panel under the Plugins category. Changes to the AndroidManifest.xml for Fire TV may be enabled here.
  • Initial Support for Android on Linux thanks to pull requests from the community. CodeWorks for Android from Nvidia for Linux is the easiest way to set up the NDK and SDK tools needed. In addition, OpenJDK 1.8 should be installed; set JAVA_HOME to point to your install. Please note Android Vulkan on Linux is not supported at this time.
  • SDK Updates for XboxOne, PS4, HTML5, MacOS 10.12, iOS/tvOS 10.0.

New in Unreal Engine 4.13.1 Hotfix (Sep 30, 2016)

  • Fixed! UE-35735 Crash Occurs While Running EQS Using Add Generated Vector Node
  • Fixed! UE-35852 AI Move To Location zeros velocity each call, causing the AI Pawn to freeze if told to move again before reaching destination
  • Fixed! UE-35585 Migration from 4.12.5 to 4.13 can result in Blueprint functions losing input/ouput variables
  • Fixed! UE-35609 Delay nodes used in a macro cause subsequent macro calls during the delay to never complete
  • Fixed! UE-35728 Some files in the Git repo have inconsistent line endings on Linux
  • Fixed! UE-36107 Cannot create installed build on Linux
  • Fixed! UE-35236 Launcher installed build is missing the Documentation/Extras folder
  • Fixed! UE-36214 Crash in TMap struct deserializer
  • Fixed! UE-35884 Crash when pressing enter after a shape has closed when using the Geometry editor
  • Fixed! UE-35822 CRASH: Occurring in UTEditor when attempting to re-order BSP brushes
  • Fixed! UE-35048 [CrashReport] UE4Editor_PropertyEditor!FDetailCategoryImpl::GetParentLayoutImpl() [detailcategorybuilderimpl.h:168]
  • Fixed! UE-35482 Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
  • Fixed! UE-35627 Lightmap Coordinate Index is not automatically set to 1 on import any longer with lightmap UV
  • Fixed! UE-35608 FBX & OBJ Files no longer Import with their UVs Depending on Software Used
  • Fixed! UE-36383 Crash moving a spline point after making it the root component of a blueprint
  • Fixed! UE-35658 Editor crash when a spline component is added to a blueprint and compiled
  • Fixed! UE-36096 Inifinite loop in tick task manager with tick when paused and interval
  • Fixed! UE-35254 Editor crashes when importing alembic asset
  • Fixed! UE-36121 Crash when importing new mesh and regenerating skeleton for additive animation
  • Fixed! UE-35546 Pose flickering when changing lods and using Layered Blend per Bone
  • Fixed! UE-35353 Crash when spawning destructible objects in 2 player PIE
  • Fixed! UE-35639 HLOD generated proxy doesn't create or assign target lightmap coordinate index any longer
  • Fixed! UE-35494 Invisible landscape components when using tessellation
  • Fixed! UE-35873 LODBias causes landscape component to stop rendering if set >0 and Forced LOD set to -1
  • Fixed! UE-35301 Crash saving hidden landscape streaming level with offset
  • Fixed! UE-35850 Crash in landscape editor with early Z pass
  • Fixed! UE-35709 [CrashReport] UE4Editor_Landscape!FLandscapeEditDataInterface::SetAlphaData() [landscapeeditinterface.cpp:2617]
  • Fixed! UE-36321 Editor Crashes After Deleting Actor with Media Texture
  • Fixed! UE-36289 WmfMedia: Memory leak while playing videos
  • Fixed! UE-35477 File Media Source assets created via drag & drop have absolute instead of relative path
  • Fixed! UE-35504 PS4 Media player has potentially dangerous memory management
  • Fixed! UE-35696 PS4Media: CPU/GPU may crash due to race condition in destructor
  • Fixed! UE-35598 Devices reporting OpenGL ES 3.2 such as Galaxy Note 7 detect as ES2-only
  • Fixed! UE-35179 Need to fall back to GLES if Vulkan API version is too old
  • Fixed! UE-34782 GPU particles no longer work on iOS or TVOS Metal devices
  • Fixed! UE-33379 Cannot select Android RHI and feature level from device profile
  • Fixed! UE-35258 ES2 Fallback Fails on Nougat Devices that do not support Vulkan
  • Fixed! UE-35261 Android sessions do not appear in Session Frontend
  • Fixed! UE-32340 HTML5 packaging fails with Github couldn't verify LLVM version
  • Fixed! UE-32086 Bloom blur produces multi-colored artifacts at the bottom of the screen on Xbox.
  • Fixed! UE-35492 PS4 deployment does not deploy all the required files.
  • Fixed! UE-35743 Packaging for Android while using Online Framework and Online Subsystem Steam Plugins cause failure
  • Fixed! UE-35185 Opening a widget blueprint on Linux causes editor to crash
  • Fixed! UE-35738 IPv6 implementation is not working on IOS
  • Fixed! UE-30959 Remove all HITCHHUNTER warnings in next release (4.13)
  • Fixed! UE-36342 Texture issues with movie player active on Android
  • Fixed! UE-35363 Huge game window when launching onto Safari 9.1.2
  • Fixed! UE-35558 Writing to a file on Android doesn't update the tracked file length
  • Fixed! UE-35907 Slate Remote Enable Remove Server option in Project Settings -> Plugins causes editor to freeze and a memory leak
  • Fixed! UE-36099 Dots on screen on PS4
  • Fixed! UE-35794 PS4 can hang on GPU when using lit translucent surface materials
  • Fixed! UE-26375 Crash when editing draw size for a widget component
  • Fixed! UE-17227 [CrashReport] UE4Editor_Engine!DoReadTaskResults() [shadercompiler.cpp:147]
  • Fixed! UE-35240 Protostar crashes on launch on Mac
  • Fixed! UE-28708 GitHub 2188 : Fixed a crash exiting VR Preview on Windows GL4.
  • Fixed! UE-35320 Stop>Set Sequence>Play causes spawnables to be duplicated
  • Fixed! UE-35508 Master sequence dialog button is hidden
  • Fixed! UE-35588 Incorrect translation from matinee move sub tracks to sequencer
  • Fixed! UE-35285 Sequencer stop node does not return camera to player
  • Fixed! UE-35571 Sequence recording in standalone crashes
  • Fixed! UE-35107 Matinee to Level Sequence converter doesn't bind properties
  • Fixed! UE-22581 Black artifacts/semi-circles on sides of morpheus when moving left to right
  • Fixed! UE-36076 PS4Tracker's motion sensor data needs to use a valid sizeOfThis
  • Fixed! UE-35520 sceKernelWaitEqueue timeout in MorpheusHMD.cpp fix for 4.13.1
  • Fixed! UE-34986 Need to merge Oculus Online Subsystem Plugin update to expose Android support
  • Fixed! UE-34786 Editor primitives render incorrectly in stereoscopic with instanced stereo
  • Fixed! UE-35881 PSVR hmdSetupDialog cancel asserts on app startup
  • Fixed! UE-36307 PSVR Motion Sensors Need 120hz Update
  • Fixed! UE-33763 GearVR applications show black screen on Adreno devices
  • Fixed! UE-36078 Integrate fixes for GoogleVR SDK 1.0
  • Fixed! UE-35528 PSVR UE4 stuttering issue
  • Fixed! UE-35344 Crash when playing a HapticFeedbackEffect_Soundwave
  • Fixed! UE-35964 Crash playing a HapticFeedbackEffect_Soundwave with no sound assigned

New in Unreal Engine 4.13 (Sep 2, 2016)

  • Many new rendering features have been added, such as mesh decals, Blueprint drawing to render targets, GPU morph targets, refraction improvements and high quality, optimized noise functions are now available to materials. Shadow map caching allows for more shadow-casting dynamic lights in a scene than ever before!
  • Sequencer, our new non-linear cinematic editor, has been updated with a slew of new features for high-end cinematography. Live recording from gameplay has been significantly improved. Also, you can now transfer shots and animations back and forth from external applications. You can see these features in our SIGGRAPH Real-Time Live! 2016 demonstration.
  • Alembic support allows you to import complex and interesting vertex animations. And the new Physical Animation Component lets your characters respond realistically to physical forces by driving their skeletal animation through motors.
  • For mobile developers, dynamic shadows have been optimized, full-precision materials are supported, and custom post-processing is now possible. OpenGL ES 3.1 can now be used on Android, and binary shader caching will improve your iteration times.
  • VR games can now use capsule shadows, and stereo instancing has been optimized. Oh, and check out the new VR Template Project! It's a great example of how to use motion controllers to interact and navigate in your VR game.
  • Want to build your levels while in VR? Unreal's VR Editor has been improved with support for mesh and foliage painting, a new transform gizmo, and VR color picking. Finally, you now can instantly play your game right from VR! You can turn on "Enable VR Editing" in the Experimental section of your Editor Preferences.
  • The full changelog can be found here: https://www.unrealengine.com/blog/unreal-engine-4-13-released

New in Unreal Engine 4.13 Preview 1 (Aug 4, 2016)

  • Sequencer Updates:
  • New import/export capabilities
  • Sequence recorder improvements
  • Framework Updates:
  • Physical Animation Component (Experimental)
  • Pose Driver Animation node (Experimental)
  • Physics Constraint Profiles
  • Sub Animation Blueprints
  • Pose Asset
  • Updated Animation Curve Viewer
  • Alembic Importer for Vertex Animation (Experimental)
  • Preview Scene Improvements
  • Texture Coordinate (UV) info from Line Traces
  • Slicing Utility for ProceduralMeshComponent
  • Animation Node Pose Watching
  • Threaded Audio (Experimental)
  • TSet Property
  • VR Editor Updates:
  • Foliage Editing
  • Mesh Painting
  • Automatic Entry to VR Editing Mode
  • Color Picker window
  • New Quick Menu Options
  • Play from VR Editor
  • VR Updates:
  • Improvements to Instanced Stereo Rendering
  • VR Template for Desktop and Console
  • Rendering Updates:
  • Improvements to the Noise Material Node
  • Platform Updates:
  • Initial support for Mac Metal Shader Model 5
  • Mobile Updates:
  • Custom Post-Process material support
  • Lighting Channels
  • Android Automation Testing
  • Mobile Renderer supports OpenGL ES 3.1 on Android
  • Mobile Packaging Wizard
  • Full Precision in pixel shaders
  • Network Updates:
  • Replay Backwards Compatibility
  • Editor/Tools Updates:
  • Localized Text Formatting Improvements
  • Widget Interaction Component
  • Media Framework Updates (not tested for all platforms):
  • Media Framework Overhaul
  • Updates for Android, PS4 and Windows
  • Landscape Updates:
  • Optimization of Landscape Material Shader permutations
  • Landscape Tessellation Performance Improvements
  • Build Updates:
  • New script for making Installed Builds

New in Unreal Engine 4.12.5 Hotfix (Jul 8, 2016)

  • Fixed! UE-32588 VS2015 Update 3 prevents the editor from compiling code
  • Fixed! UE-32621 [CrashReport] UE4Editor_Renderer!FGlobalShader::SetParameters() [globalshader.h:134]
  • Fixed! UE-32715 Crash when selecting "show" > "uncompressed animation" in Persona
  • Fixed! UE-32772 Hitting ensure in AACtor::BeginPlay in an actor with ChildActorComponents

New in Unreal Engine 4.12.4 Hotfix (Jun 29, 2016)

  • Fixed! UE-32179 Properties of blueprint based behavior tree decorators are reset on game start
  • Fixed! UE-32178 Vehicles set to "obstacle only" in RVO are moving on their own
  • Fixed! UE-32356 Editor crashes when opening several marketplace assets - Assertion failed: !HasAnyFlags
  • Fixed! UE-32414 Using TickInterval for a tick used as a prerequisite will crash
  • Fixed! UE-31897 PhysicsVolume weak pointer returns null only in packaged project
  • Fixed! UE-31938 Crash report window does not open on GitHub source builds
  • Fixed! UE-29086 Crash When Typing a Node Comment and Hovering Over the Alignment Option
  • Fixed! UE-30963 UCS continuously runs while a blueprint's thumbnail in content browser is focused
  • Fixed! UE-32381 Crash updating thumbnail after compiling blueprint
  • Fixed! UE-32283 Animations imported with Skeletal Mesh are not marked as dirty and don't get saved
  • Fixed! UE-30878 [CrashReport] UE4Editor_Foliage!FFoliageInstanceBaseCache::AddInstanceBaseId() [foliageinstancebase.cpp:101]
  • Fixed! UE-31956 Instance changes no longer propagating to ChildActor after updating from 4.11.2
  • Fixed! UE-32219 [CrashReporter] Crash in UEngine::UpdateTimeAndHandleMaxTickRate()
  • Fixed! UE-32276 AActor::OnRep_AttachmentReplication regression on detach
  • Fixed! UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue
  • Fixed! UE-28604 [CrashReport] UE4Editor_Engine!FSharedPoolPolicyData::GetPoolBucketIndex() [gpuskinvertexfactory.cpp:75]
  • Fixed! UE-31445 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::GetDefaultCollisionProvider() [bodyinstancecustomization.cpp:35]
  • Fixed! UE-32244 Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor
  • Fixed! UE-31766 [CrashReport] UE4Editor_Engine!AActor::InvalidateLightingCacheDetailed() [actor.cpp:4111]
  • Fixed! UE-32060 Editing Landscape Collision Mip Level Crashes Editor
  • Fixed! UE-32132 Safe zone visualization and debugging is broken on Windows
  • Fixed! UE-31441 A3D doesn't work on PS4
  • Fixed! UE-31450 [CrashReport] UE4Editor_UnrealEd!FLightmassExporter::WriteSceneSettings() [lightmass.cpp:1818]
  • Fixed! UE-31765 [CrashReport] UE4Editor_Renderer!FMeshMaterialShader::SetMesh() [shaderbaseclasses.cpp:457]
  • Fixed! UE-31454 Using VR Preview and Shader Complexity viewmode will cause a crash
  • Fixed! UE-29332 [CrashReport] Crash When Switching from Lit to Light Complexity Mode
  • Fixed! UE-32036 GitHub 2504 : [Editor Hang new in 4.12 fix in FinalPostProcessSettings] Essential project-killing hang fix ? Rama
  • Fixed! UE-32415 Editing Landscape Collision Mip Level Crashes Editor
  • Fixed! UE-29146 CameraVectorWS Input Data as Post Process Blendable not Rendering Correctly
  • Fixed! UE-31549 r.ScreenPercentage.Editor does not function
  • Fixed! UE-32507 Third party plugin authors cannot stage PRX files on PS4
  • Fixed! UE-31914 Remove embedded vertex buffers from GoogleVRHMDViewerPreviews.cpp that are killing compile times and binary sizes

New in Unreal Engine 4.12.3 Hotfix (Jun 17, 2016)

  • Fixed! UE-31735 Get Class Defaults node disconnects output pins when project upgraded from 4.11 to 4.12
  • Fixed! UE-31743 Components derived from scene component reset vector location upon closing and re-opening editor
  • Fixed! UE-31812 CrashReporter Client has no options to close without sending
  • Fixed! UE-31789 GitHub 2484 : Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master)
  • Fixed! UE-31702 Assertion opening blueprint with HISMC created in 4.11
  • Fixed! UE-30934 GitHub 2406 : Git plugin: Fix for Git diff not working in UE 4.12 (and master)
  • Fixed! UE-31265 GitHub 2432 : BUGFIX: ProceduralMeshComponent crashes game
  • Fixed! UE-31578 [CrashReport] UE4Editor_Renderer!InjectTranslucentLightArray() [translucentlighting.cpp:1578]
  • Fixed! UE-31851 Reflections have an extra vector offset than in 4.11
  • Fixed! UE-31787 Vive: Positional Latency w/ Rotation

New in Unreal Engine 4.12.2 Hotfix (Jun 14, 2016)

  • Fixed! UE-31740 Crash While Compiling Blueprint in FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()
  • Fixed! UE-31655 BP EQS generators crash on adding vectors.
  • Fixed! UE-31723 Attempting to build MinidumpDiagnostics with Visual Studio 2015 Update 2 results in failure
  • Fixed! UE-31612 Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin
  • Fixed! UE-31680 [CrashReport] DestroyChildActor->Rename->StaticFindObject()
  • Fixed! UE-31682 [CrashReport] UE4Editor_CoreUObject!UObjectBaseUtility::GetOutermost() [uobjectbaseutility.cpp:118]
  • Fixed! UE-31736 SteamController BackRight is not setup correctly
  • Fixed! UE-29543 Adjusting Light Source Radius/Length creates undesirable effect
  • Fixed! UE-31589 Capture reflections on translucent materials are broken
  • Fixed! UE-31715 Static Meshes Disappear with Media Player Asset Applied as Material in Standalone or Packaged Game
  • Fixed! UE-31687 Vive: Positional Latency with a Possessed Pawn's Camera Component

New in Unreal Engine 4.12 (Jun 2, 2016)

  • Sequencer is ready to use in Unreal Engine 4.12! This is our fully non-linear, real-time cinematics and animation tool, and the successor to Matinee. It has many powerful features, including automatic keyframing, cinematic cameras, and live gameplay recording. Sequencer allows for easier collaboration on large animation projects, because you can freely organize your sequences into as many assets as you want. Sequencer will offer to import your existing Matinee animations when you open them, but Matinee is still supported as well.
  • A preview of our VR Editor is available in this release! This is a forward-looking feature that allows you to freely navigate your worlds in VR using motion controllers. You can select and move actors, place new objects and even access the editor's UI, all while immersed in VR. This feature currently requires either an HTC Vive or Oculus Touch development hardware. To try it out, simply turn on "Enable VR Editing" in the Experimental section of your Editor Preferences.
  • Please note, for C++ programmers on Windows: Unreal Engine now requires Visual Studio 2015. All desktop versions of Visual Studio 2015 are supported, including the (free) Express and Community editions. Please upgrade at your convenience.
  • Of course, in every release we work hard to deliver important new features for rendering, VR, animation, audio and mobile devices, as well as performance improvements and fixes to reported bugs. We hope you enjoy Unreal Engine 4.12!

New in Unreal Engine 4.12 Preview 5 (May 25, 2016)

  • Important Known Issues:
  • For deployment to additional platforms such as Android, iOS, HTML5, Linux, and TVOS you must have the optional "Editor symbols for debugging" installed. This is available via the Launcher by selecting "Options" on the 4.12.0 Engine slot. This is a transitional phase to new functionality, and the workflow will be improved in an upcoming release.
  • Google VR (Daydream) doesn't work in the Launcher release, but is functional via Github (UE-31186)
  • Fixed in Preview 5 - CL 2986880:
  • Fixed! UE-30836 [CrashReport] UE4Editor_Engine!UNavigationSystem::RegisterNavData() [navigationsystem.cpp:1810]
  • Fixed! UE-30470 Restarting Project Resets Scoring Equation in EQS
  • Fixed! UE-30411 Attached Project Crashes When Setting RVO Avoidance
  • Fixed! UE-31118 Blueprints with ClassDefaultNodes compile very very slowly
  • Fixed! UE-30954 CRASH: One-off crash in editor when saving outdated packages while modifying blueprint
  • Fixed! UE-31027 Crash compiling blueprint after deprecating the blueprint
  • Fixed! UE-31034 Blueprints_GetClassDefaults Crashes the editor when class is changed to NONE...
  • Fixed! UE-30919 Actor Blueprint Asset Crashes when opened in Blueprint Editor
  • Fixed! UE-28536 Attached Project Crashes on Attempting to Play in Standalone
  • Fixed! UE-30556 Crash Report Client window missing functionality after disabling and re-enabling the GPU
  • Fixed! UE-29794 Crash opening QAGame after copying when logged into source control
  • Fixed! UE-30831 [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
  • Fixed! UE-30968 Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
  • Fixed! UE-30613 [CrashReport] UE4Editor_UnrealEd!FMainMRUFavoritesList::ContainsFavoritesItem() [mrufavoriteslist.cpp:98]
  • Fixed! UE-30276 Standalone game window snaps back to original position after being moved
  • Fixed! UE-30677 Toggling WindowedFullscreen has issues with "creep" and bad window positioning
  • Fixed! UE-22691 Changing Media asset path can cause crash.
  • Fixed! UE-30698 In Cascade when using the Tab key in the module list will cause a crash
  • Fixed! UE-31101 Crash when clicking content browser filter dropdown
  • Fixed! UE-30891 CRASH: Editor crashes when Importing Actors via File > Import
  • Fixed! UE-30809 Merge actor panel crashes when selecting a mesh component without static mesh
  • Fixed! UE-30955 Morph Targets in Skeletal Mesh LODs do not behave correctly
  • Fixed! UE-31164 Negative rate scale on montages will not loop correctly
  • Fixed! UE-31119 Edits to additive animation curves do not show until applied
  • Fixed! UE-31039 [CrashReport] UE4Editor_Engine!UAnimMontage::IsValidAdditive() [animmontage.cpp:702]
  • Fixed! UE-30949 Crash Importing Skeletal Mesh LODs with a lot of morph targets
  • Fixed! UE-30811 Marker sync crashes when used in derived anim class
  • Fixed! UE-30808 Issue with static mesh merging path in HLOD system
  • Fixed! UE-30917 Crash occurs when landscape is selected and simulating and selecting the landscape tab
  • Fixed! UE-30742 [CrashReport] UE4Editor_Landscape!FLandscapeComponentSceneProxy::DrawStaticElements() [landscaperender.cpp:1122]
  • Fixed! UE-29083 Modulated shadows do not render in the correct area on older devices / versions of Android OS
  • Fixed! UE-31006 FAndroidMediaPlayer::Open() returns EMediaEvent::MediaOpenFailed even if opening is succeed.
  • Fixed! UE-30904 No Bloom Post-Process on device when using packaged project
  • Fixed! UE-20434 [CrashReport] Crash in FD3D11DynamicRHI::InitD3DDevice() [windowsd3d11device.cpp:402]
  • Fixed! UE-29231 Crash when shooting in Tm-Shadermodels with -Opengl
  • Fixed! UE-30133 Incompatible surface format error, certain maps rendering completely black on PS4 with Accurate Velocities enabled.
  • Fixed! UE-30341 [CrashReport] UE4Editor_Engine!FReflectionTextureCubeResource::InitRHI() [reflectioncapturecomponent.cpp:703]
  • Fixed! UE-31054 ToggleRHIThread and ShowMaterialDrawEvents autocomplete on the commandline but don't do anything.
  • Fixed! UE-30902 Translucent per pixel lighting broken
  • Fixed! UE-30834 [CrashReport] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() [d3d11rendertarget.cpp:905]
  • Fixed! UE-30619 Face Distortion In Morph Targets Sample
  • Fixed! UE-26319 Crash when DFAO is disabled and a lower scalability is used while Distance Field Shadowing is enabled.
  • Fixed! UE-31132 Zen fails to package for Windows and Android
  • Fixed! UE-31108 No Default Game Map set for Subway Sequencer project
  • Fixed! UE-30979 Typo in Station 1.4 on Blueprint_Communications in Content Examples
  • Fixed! UE-30568 "Attempted to get an item from array PerRoomProperties out of bounds" warnings in some Content Examples maps
  • Fixed! UE-30706 Several texture sheets in Zen Garden have bad Opacity Maps
  • Fixed! UE-30570 Misspelling in StaticMeshes level of Content Examples
  • Fixed! UE-30575 Misspelling in Decals level of Content Examples
  • Fixed! UE-31106 Subway Sequencer will not open when packaged for Win64: "Project requires the LevelSequenceEditor plugin."
  • Fixed! UE-31050 Crash opening SubwaySequencerMASTER
  • Fixed! UE-30986 "Enable Texture Streaming" in Render Movie Settings doesn't seem to work
  • Fixed! UE-30978 Crash when rendering movie with "Capture frames in HDR" enabled
  • Fixed! UE-30944 Crash using component none in component classes to record
  • Fixed! UE-30923 Crash scrubbing in sequence after adding sound wave to an actor
  • Fixed! UE-30771 Button hit box offset in windowed mode
  • Fixed! UE-31049 Update Oculus Audio SDK
  • Fixed! UE-30611 [CrashReport] Crash When Enabling OSVR Plugin
  • Fixed! UE-20109 VR Preview crashes when the number of players is greater than one
  • Fixed! UE-31166 Morph targets do not work in cooked builds

New in Unreal Engine 4.12 Preview 3 (May 12, 2016)

  • Fixed! UE-30343 Project fails to compile after adding child class of AIController (C++)
  • Fixed! UE-30120 Investigate Crash during Garbage Collection in travel mode with InitProperties() optimization
  • Fixed! UE-29351 Crash attempting to PIE in QAGame after deleting BP_QAPawn
  • Fixed! UE-30062 (Regression) BP editor - SCS component tree display is not updated after Undo/Redo of component attachment.
  • Fixed! UE-30253 Cubes do not react to projectiles in Nativized First Person Code Template
  • Fixed! UE-30196 Unable to package a copy of project with Nativize Blueprints enabled
  • Fixed! UE-30235 Mac QAGame fails to package with nativization
  • Fixed! UE-29888 Hot Reloading an up to date project in Xcode causes the build to fail
  • Fixed! UE-30150 Crash undoing the selection of an actor while in Mesh Paint mode.
  • Fixed! UE-28172 Opening asset editor with Ctrl down (including hotkey use) causes editor to act like ctrl still pressed
  • Fixed! UE-30309 Tabbing to a new row in the details panel selects the blank space to the left of the section
  • Fixed! UE-30201 Open a copy of a project, results in illegal characters and incorrect filepath warnings when packaging
  • Fixed! UE-29345 Crash occurs exiting the editor after enabling mesh paint mode and PIEing
  • Fixed! UE-30218 Build Step Async Step Infinite Loop
  • Fixed! UE-30318 Crash on mesh reimport after converting brushes to static mesh
  • Fixed! UE-27087 Crash when pasting MaterialFunctionCall expressions into the material editor between projects
  • Fixed! UE-30186 SplineComponent has issues shipping
  • Fixed! UE-30332 "show collision" console command does not render the collision capsule on character
  • Fixed! UE-30093 Animations created from recorded gameplay are in default pose
  • Fixed! UE-30039 Crash when removing cloth apb's assigned to asset
  • Fixed! UE-30100 Destructible meshes can render incorrectly during PiE with Accurate velocities from Vertex Deformation enabled
  • Fixed! UE-25634 Crash undoing when using component whitelist
  • Fixed! UE-30142 Landscape3 in ContentExamples Landscape crashes when using erosion tool
  • Fixed! UE-30400 Sun Temple Fails to launch on PowerVR SGX540 Tablets
  • Fixed! UE-29569 bReceiveCSMFromDynamicObjects needs a better name, tooltip and to be in a Mobile section
  • Fixed! UE-29807 Major corruption in ProtoStar in Vulkan PC with VULKAN_ENABLE_PIPELINE_CACHE=1
  • Fixed! UE-29557 iOS - Packaged Windows BP Template Crashes on Metal Devices
  • Fixed! UE-30047 Materials that use 5 unique textures do not compile for ES2
  • Fixed! UE-30331 CompressFileToWorkingBuffer may fail due to block size overhead
  • Fixed! UE-30258 Packaging for HTML5 in DebugGame fails BuildSettings not cached
  • Fixed! UE-26057 4.12 regression: UE4Editor-PS4Tracker.dll is always out of date
  • Fixed! UE-30381 Fatal error in GarbageCollection.cpp file when launching ShooterGame on Xbox One.
  • Fixed! UE-26495 Crash opening editor on Linux
  • Fixed! UE-30325 Ads not appearing on full Shipping Distribution Android package of Match3
  • Fixed! UE-30402 Error in Vulkan.Build.cs check in
  • Fixed! UE-30401 Add fallback to third party Windows Vulkan SDK for Android if other options not available
  • Fixed! UE-28862 Xbox One: Cant type in console command
  • Fixed! UE-30383 Disable MRT on A7 devices for GPU particles
  • Fixed! UE-30297 iOS from Mac Quick Launch fails at cook on the fly
  • Fixed! UE-30340 Fix num instances not getting reset after draw indirect calls on PS4
  • Fixed! UE-30130 [CrashReport] Vulkan Preview Crashes When Running Vulkan Preview PIE
  • Fixed! UE-30151 Vulkan UI should be gated by Experimental
  • Fixed! UE-30231 Engine crashes on Android device after being paused for a while
  • Fixed! UE-30271 Fix bsd_signal linking error for NDK11 and android-21
  • Fixed! UE-29263 Flying Pawn renders incorrectly while flying on XboxOne
  • Fixed! UE-30230 Textures aren't getting initialized correctly on PS4
  • Fixed! UE-30222 Remove glMapBufferOES and glUnmapBufferOES link warnings for Android builds
  • Fixed! UE-30277 GitHub 2354 : Fix for Git Source Control not working anymore in 4.12, master
  • Fixed! UE-30190 Adjusting Default Light Settings for Atmospheric Fog causes Crash
  • Fixed! UE-29150 UT EDITOR: CRASH: Crash occurs when launching Editor on MAC
  • Fixed! UE-30121 Experimental GPU defragging is enabled by default for PS4
  • Fixed! UE-29234 Crash when building lighting on Mac with M_EyeRefractive in the scene
  • Fixed! UE-30208 Ensure taking high resolution screenshot
  • Fixed! UE-30223 Skylight reflections not rendering correctly on translucent materials
  • Fixed! UE-30354 CrossCompilerTool does not compile
  • Fixed! UE-29824 Texture group LOD Bias might be applied several time
  • Fixed! UE-30115 Indirect Lighting Transition is delayed one frame.
  • Fixed! UE-29454 M_Water_Drops_Master material failing to compile
  • Fixed! UE-30112 Standalone Game presents with black bar
  • Fixed! UE-30266 In Elemental, the lava drip has parts that appear to be cut off
  • Fixed! UE-30304 In Vehicle Game, the buggy hits collision at the start of the track
  • Fixed! UE-30246 Content Examples Material_Nodes lighting needs to be rebuilt
  • Fixed! UE-30386 Dragging Shot_002 down a row causes the shot not to spawn in MasterSequence
  • Fixed! UE-30367 Crash Auto Saving after using material track
  • Fixed! UE-30360 Crash converting to spawnable when object is missing
  • Fixed! UE-30344 Master sequence settings have no bounds
  • Fixed! UE-29321 Adding a material track sets material to MaterialInstanceDynamic_#
  • Fixed! UE-30404 Modifications to Android OnCreate delegates
  • Fixed! UE-29264 Get Screen Percentage does not return values in -game

New in Unreal Engine 4.12 Preview 2 (May 4, 2016)

  • Editor/Tools Updates:
  • Sequencer is now a supported feature that combines the power of a non­linear editor with 3d animation editing to allow you to produce in-­game cinematics as well as a sequence of shots for film, tv, and previsualization. It’s also designed so that multiple artists can work on a shot together or across multiple shots.
  • Rearrange shots like a traditional non­linear editing package
  • Create alternate takes of a shot and rollback with ease
  • Make per shot tweaks and spawn shot specific actors
  • Designed for collaboration
  • Automatic track creation based on actor type
  • Standardized keyboard shortcuts
  • Auto­keyframing
  • Embedded track and key editing/creation widgets
  • User­definable track coloring
  • Keyframe shapes and colors defined by interpolation behavior
  • Folders and labels for organization
  • Cinematic Camera Actors coupled with new Camera Rig Actors provide filmmakers as well as novices with the ability to create realistic camera shots with ease.
  • Customizable lenses and filmback settings
  • Focal length
  • Look at tracking
  • Cinematic Viewport is new, streamlined and allows you to view a sequence of shots for dailies in filmmaking.
  • Embedded timeline and transport controls
  • Frame numbers indicating shot in and out cut points
  • Overlays and framing helpers for composition
  • Sequence Recording allows you to record gameplay and immediately place the recorded elements into your shot. You can even make a recording while playing back a previous recording.
  • Record gameplay into skeletal animation, transform, event, and audio tracks
  • Automatic track generation for re­editing the recording
  • Audio Localization (Preview) - 4.12 improves our built-­in support for audio localization (via dialogue wave and dialogue voice assets) to the point where you’re now encouraged to try and it out and provide feedback.
  • Spoken text is now gathered from dialogue wave assets and included in your PO files for translation along with your other asset based text.
  • Several new commandlets have been added to facilitate the recording and importing of audio for your dialogue wave assets (these are also integrated into the Localization Dashboard).
  • ExportDialogueScript ­- Exports a per­culture CSV file containing each line of dialogue and its associated filename.
  • ImportDialogueScript -­ Imports a copy­edited per­culture CSV file and updates any translations with the recorded dialogue.
  • ImportLocalizedDialogue -­ Imports per­culture recorded WAV files and generates localized dialogue and sound wave assets.
  • Unreal Editor in VR (Preview)
  • Platform Updates:
  • Xbox One
  • Async compute is now supported. This allows the GPU to use spare resources during drawing to do other work, resulting in faster overall frame times on GPU. This is currently used by the reflection environment and SSAO passes with more coming in future.
  • DX11.x Fast Semantics is now turned on by default which saves CPU time. DX11.x Legacy is now deprecated. We anticipate moving to DX12.x by default in a future release and removing DX11.x entirely.
  • PS4
  • Support for SDK 3.508.031
  • VR Updates:
  • Improved Stereo Layers Support - Layer support now works on all platforms, and has been improved to be more user friendly
  • VR Loading Movies - You can now have framerate-­independent loading movie support.
  • OSVR Support UE4 will now ship with OSVR support out of the box. For more information, visit http://www.osvr.org/
  • Framework Updates:
  • Added ability to use lower LODs for StaticMesh collison
  • Default collision from static mesh asset
  • Animation Node: Twist Corrective can apply a MorphTarget curve value when a twist is overdone
  • Dynamic SoundClass adjustment overrides in sound mixes
  • AnimComposite can be used in AnimMontage or AnimComposite. With this change, now AnimSequenceBase (previously only AnimSequence) is supported through montages or composite. If you’d like to create your own AnimSequenceBase, it should be easier to support with this.
  • Rendering Updates:
  • High Quality Reflections
  • High Precision Static Mesh Vertex Normal/Tangent Encoding
  • Custom Resolutions for Sky Cubemaps and Reflection Probes
  • Custom Cubemaps for Reflection Probes
  • High Precision GBuffer Normal Encoding
  • Blueprints Updates:
  • Cooking Blueprints into C++ (Experimental Beta) allows you to package Blueprints into native source code.
  • Enabled in editor, through your project’s Packaging Settings: Experimental => Nativize Blueprint Assets. Can also be invoked by passing -NativizeAssets as a param to the UAT BuildCookRun script
  • Generated source is saved as a plugin in your project’s intermediate folder, under: …\Intermediate\\NativizedAssets\
  • Can exclude certain Blueprints from the process in your game’s DefaultEditor.ini file (under [BlueprintNativizationSettings]). General “types” of Blueprints can be excluded: +ExcludedBlueprintTypes=/Script/UMGEditor.WidgetBlueprint. Specific assets can also be excluded: +ExcludedAssets=/Game/Blueprints/MyBlueprint
  • Mask Field Variables - Integer properties can now be declared as being a bitmask, and optionally associated with an enum which encapsulates bitflag values.
  • Mobile Updates:
  • Vulkan Mobile Renderer (Experimental) as shown in the ProtoStar demo shown at the Samsung Galaxy S7 Unpacked event in Barcelona
  • High Quality Mobile Post Processing
  • Improved Depth of Field quality
  • Filmic Tonemapper
  • More Shadowing Options for Mobile
  • CSM shadows for dynamic objects blended with precomputed Lightmass shadows
  • Planar reflections
  • GPU Particles on High-end Android and iOS devices
  • Apple devices with A8+
  • Android 6.0 with Adreno 4xx and Mali-T7xx (Galaxy Note 4, Note 5, S6, S7, Nexus 6P and others)
  • Web Browser UMG Widget on iOS
  • Mobile Landscape & Foliage Updates:
  • Grass and Foliage Scalability
  • Ability to reduce grass and foliage density based on quality levels
  • New Scaling and Alignment Options for Landscape Grass
  • Landscape Collision Improvements
  • Simplified Player Collision for Landscape
  • Collision support for spline meshes created at runtime (GitHub contribution)
  • Known Issues in 4.12 Preview 2 - CL 2962397:
  • UE-30230 Textures aren't getting initialized correctly on PS4
  • UE-30218 Build Step Async Step Infinite Loop
  • UE-30201 Open a copy of a project, results in illegal characters and incorrect filepath warnings when packaging
  • UE-30186 SplineComponent has issues shipping
  • UE-30151 Vulkan UI should be gated by Experimental
  • UE-30150 Crash undoing the selection of an actor while in Mesh Paint mode.
  • UE-30142 Landscape3 in ContentExamples Landscape crashes when using erosion tool
  • UE-30121 Experimental GPU defragging is enabled by default for PS4
  • UE-30120 CLONE - Investigate Crash during Garbage Collection in travel mode with InitProperties() optimization
  • UE-30115 Indirect Lighting Transition is delayed one frame.
  • UE-30108 SkeletalMesh_DensePolygon asset gives import warning for 'could not find bind pose'
  • UE-30104 Nexus 5, Android 4.4.4 has inverted R/B color channels
  • UE-30100 Destructible meshes can render incorrectly during PiE with Accurate velocities from Vertex Deformation enabled
  • UE-30069 On one Retina MacBook Pro using OS X 10.11.5b2 re-opening UE4Editor after previously quitting it will cause a GPU hang on Nvidia requiring a force-reboot of the Mac
  • UE-30062 (Regression) BP editor - SCS component tree display is not updated after Undo/Redo of component attachment.
  • UE-30056 Code projects appear as incompatible when opening Visual Studio from inside the Editor
  • UE-30047 Materials that use 5 unique textures do not compile for ES2
  • UE-30039 Crash when removing cloth apb's assigned to asset
  • UE-30022 Editor Crashes when adding a new Feature or Content Pack C++ Project
  • UE-29966 LogVoice:Warning: Failed to initialize voice interface
  • UE-29951 Launch On Windows fails on a C++ Project if Vulkan SDK is installed
  • UE-29944 CLONE - re-importing meshes is crashing the editor
  • UE-29933 Mouse Cursor not being constrained to Windows
  • UE-29915 [CrashReport] UE4Editor_SlateRHIRenderer!FSlateRHIRenderingPolicy::DrawElements() [slaterhirenderingpolicy.cpp:392]
  • UE-29888 Hot Reloading an up to date project in Xcode causes the build to fail
  • UE-29824 Texture group LOD Bias might be applied several time
  • UE-29807 Major corruption in ProtoStar in Vulkan PC with VULKAN_ENABLE_PIPELINE_CACHE=1
  • UE-29796 Animation blueprints and skeletal meshes snap to the origin when placed into a level
  • UE-29761 TwinStick Shooter Projectiles are visually offset In PIE
  • UE-29760 Twinstick Projectiles is Visually offSet Blueprint_Componetns_ChildActor
  • UE-29642 Cannot move or rotate a skeletal mesh component in the blueprint viewport using the widget
  • UE-29569 bReceiveCSMFromDynamicObjects unintuitive and poor solution to problem
  • UE-29557 iOS - Packaged Windows BP Template Crashes on Metal Devices
  • UE-29556 Normal maps do not render on BSPs
  • UE-29365 Map Check warnings 'Externally ref'd' when opening a copy of a project created from a previous version of the engine
  • UE-29351 Crash attempting to PIE in QAGame after deleting BP_QAPawn
  • UE-29345 Crash occurs exiting the editor after enabling mesh paint mode and PIEing
  • UE-29328 Linux SCW crash Assertion `!"Illegal formal parameter mode"' failed.
  • UE-29321 Adding a material track sets material to MaterialInstanceDynamic_#
  • UE-29264 Get Screen Percentage does not return values in -game
  • UE-29263 Flying Pawn renders incorrectly while flying on XboxOne
  • UE-29234 Crash when building lighting on Mac with M_EyeRefractive in the scene
  • UE-29083 Modulated shadows do not render in the correct area on older devices / versions of Android OS
  • UE-28900 MoviePlayer thread seems not independent while playing movie at preloadmap
  • UE-28862 Xbox One: Cant type in console command
  • UE-28694 Unable to create a new take in shot track
  • UE-28618 Bloom very weak on Mali devices with floating point framebuffer support
  • UE-28549 Vehicle Advanced Hard-locks on PS4
  • UE-28459 Sequencer will not play Blendshape (Morph Target) Animations while in Realtime
  • UE-28335 CRASH Quick Duplication on static mesh with painted foliage (instanced static meshes)
  • UE-28172 Opening asset editor with Ctrl down (including hotkey use) causes editor to act like ctrl still pressed
  • UE-28128 Changing property of actor containing component with sub-components breaks sub-components
  • UE-28062 Instanced stereo should be disabled when using a scene capture
  • UE-27996 Launch on toast remains running even after killing the application on iOS
  • UE-27835 Gun missing from First Person when packaged in shipping for PS4
  • UE-27736 Crash opening the Output log on the Linux machine
  • UE-27647 Opening a copy of a project fails because of copy being created on Linux
  • UE-27416 Make GParticleSimulationTextureSize a CVar if a reduced size gives a performance benefit
  • UE-27219 Compile button disabled in code project on Mac
  • UE-27148 Vehicle Advanced Hard-lock on PS4 when using Morpheus
  • UE-27141 Remove all #if PLATFORM_HTML5 from high level code
  • UE-27087 Crash when pasting MaterialFunctionCall expressions into the material editor between projects
  • UE-26536 Foliage / Instanced mesh components triggering many overlap events
  • UE-26495 Crash opening editor on Linux
  • UE-26273 Hot Reload not updating variables that have their values set in the constructor
  • UE-26057 4.12 regression: UE4Editor-PS4Tracker.dll is always out of date
  • UE-25923 Complex Collision as Simple causes odd Overlap behavior
  • UE-25634 Crash undoing when using component whitelist
  • UE-25468 View Mode Player Collision does not update properly on landscape
  • UE-25243 Decals strobe in one eye with Early Z-pass enabled
  • UE-24596 Linux staging with build receipts
  • UE-21424 Console renders incorrectly on SteamVR / HtcVive
  • UE-20434 [CrashReport] Crash in FD3D11DynamicRHI::InitD3DDevice() [windowsd3d11device.cpp:402]

New in Unreal Engine 4.12 Preview 1 (Apr 28, 2016)

  • Editor/Tools Updates:
  • Sequencer is now a supported feature that combines the power of a non­linear editor with 3d animation editing to allow you to produce in-­game cinematics as well as a sequence of shots for film, tv, and previsualization. It’s also designed so that multiple artists can work on a shot together or across multiple shots.
  • Rearrange shots like a traditional non­linear editing package
  • Create alternate takes of a shot and rollback with ease
  • Make per shot tweaks and spawn shot specific actors
  • Designed for collaboration
  • Automatic track creation based on actor type
  • Standardized keyboard shortcuts
  • Auto­keyframing
  • Embedded track and key editing/creation widgets
  • User­definable track coloring
  • Keyframe shapes and colors defined by interpolation behavior
  • Folders and labels for organization
  • Cinematic Camera Actors coupled with new Camera Rig Actors provide filmmakers as well as novices with the ability to create realistic camera shots with ease.
  • Customizable lenses and filmback settings
  • Focal length
  • Look at tracking
  • Cinematic Viewport is new, streamlined and allows you to view a sequence of shots for dailies in filmmaking.
  • Embedded timeline and transport controls
  • Frame numbers indicating shot in and out cut points
  • Overlays and framing helpers for composition
  • Sequence Recording allows you to record gameplay and immediately place the recorded elements into your shot. You can even make a recording while playing back a previous recording.
  • Record gameplay into skeletal animation, transform, event, and audio tracks
  • Automatic track generation for re­editing the recording
  • Audio Localization (Preview) - 4.12 improves our built-­in support for audio localization (via dialogue wave and dialogue voice assets) to the point where you’re now encouraged to try and it out and provide feedback.
  • Spoken text is now gathered from dialogue wave assets and included in your PO files for translation along with your other asset based text.
  • Several new commandlets have been added to facilitate the recording and importing of audio for your dialogue wave assets (these are also integrated into the Localization Dashboard).
  • ExportDialogueScript ­- Exports a per­culture CSV file containing each line of dialogue and its associated filename.
  • ImportDialogueScript -­ Imports a copy­edited per­culture CSV file and updates any translations with the recorded dialogue.
  • ImportLocalizedDialogue -­ Imports per­culture recorded WAV files and generates localized dialogue and sound wave assets.
  • Unreal Editor in VR (Preview)
  • View documentation here
  • Platform Updates:
  • Xbox One
  • Async compute is now supported. This allows the GPU to use spare resources during drawing to do other work, resulting in faster overall frame times on GPU. This is currently used by the reflection environment and SSAO passes with more coming in future.
  • DX11.x Fast Semantics is now turned on by default which saves CPU time. DX11.x Legacy is now deprecated. We anticipate moving to DX12.x by default in a future release and removing DX11.x entirely.
  • PS4
  • Support for SDK 3.508.031
  • VR Updates:
  • Improved Stereo Layers Support - Layer support now works on all platforms, and has been improved to be more user friendly
  • VR Loading Movies - You can now have framerate-­independent loading movie support.
  • OSVR Support UE4 will now ship with OSVR support out of the box. For more information, visit http://www.osvr.org/
  • Framework Updates:
  • Added ability to use lower LODs for StaticMesh collison
  • Default collision from static mesh asset
  • Animation Node: Twist Corrective can apply a MorphTarget curve value when a twist is overdone
  • Dynamic SoundClass adjustment overrides in sound mixes
  • AnimComposite can be used in AnimMontage or AnimComposite. With this change, now AnimSequenceBase (previously only AnimSequence) is supported through montages or composite. If you’d like to create your own AnimSequenceBase, it should be easier to support with this.
  • Rendering Updates:
  • High Quality Reflections
  • High Precision Static Mesh Vertex Normal/Tangent Encoding
  • Custom Resolutions for Sky Cubemaps and Reflection Probes
  • Custom Cubemaps for Reflection Probes
  • High Precision GBuffer Normal Encoding
  • Blueprints Updates:
  • Cooking Blueprints into C++ (Experimental Beta) allows you to package Blueprints into native source code.
  • Enabled in editor, through your project’s Packaging Settings: Experimental => Nativize Blueprint Assets. Can also be invoked by passing -NativizeAssets as a param to the UAT BuildCookRun script
  • Generated source is saved as a plugin in your project’s intermediate folder, under: …\Intermediate\\NativizedAssets\
  • Can exclude certain Blueprints from the process in your game’s DefaultEditor.ini file (under [BlueprintNativizationSettings]). General “types” of Blueprints can be excluded: +ExcludedBlueprintTypes=/Script/UMGEditor.WidgetBlueprint. Specific assets can also be excluded: +ExcludedAssets=/Game/Blueprints/MyBlueprint
  • Mask Field Variables - Integer properties can now be declared as being a bitmask, and optionally associated with an enum which encapsulates bitflag values.
  • Mobile Updates:
  • Vulkan Mobile Renderer (Experimental) as shown in the ProtoStar demo shown at the Samsung Galaxy S7 Unpacked event in Barcelona
  • High Quality Mobile Post Processing
  • Improved Depth of Field quality
  • Filmic Tonemapper
  • More Shadowing Options for Mobile
  • CSM shadows for dynamic objects blended with precomputed Lightmass shadows
  • Planar reflections
  • GPU Particles on High-end Android and iOS devices
  • Apple devices with A8+
  • Android 6.0 with Adreno 4xx and Mali-T7xx (Galaxy Note 4, Note 5, S6, S7, Nexus 6P and others)
  • Web Browser UMG Widget on iOS
  • Mobile Landscape & Foliage Updates:
  • Grass and Foliage Scalability
  • Ability to reduce grass and foliage density based on quality levels
  • New Scaling and Alignment Options for Landscape Grass
  • Landscape Collision Improvements
  • Simplified Player Collision for Landscape
  • Collision support for spline meshes created at runtime (GitHub contribution)

New in Unreal Engine 4.11.2 Hotfix (Apr 20, 2016)

  • Fixed! UE-28811 Get mouse X/ Get mouse Y returns zero after the user clicks the screen and mouse is shown
  • Fixed! UE-29148 Using "Show Mouse Cursor" breaks mouse axis movement
  • Fixed! UE-28378 Mouse is not captured when switching between clients when running PIE
  • Fixed! UE-29007 Construction script in parent blueprint cannot call function in child blueprint
  • Fixed! UE-29207 UMG Widgets aren't cleaned up when a player is removed
  • Fixed! UE-29208 Third Person C++ Template Doesn't use C++ Character
  • Fixed! UE-29300 CDO Constructor Error when opening C++ Third Person project
  • Fixed! UE-29136 Ensure starting PIE after editing character blueprint of a code based side scrollers
  • Fixed! UE-29046 Crash on exit PIE after editing character blueprint of a code based side scrollers
  • Fixed! UE-29209 Ensure 'Attaching instanced component to template component' in PIE in TP code project after reparenting character BP
  • Fixed! UE-29100 Disable spawanbles in 4.11 because they can cause scene corruption and won't be compatible with 4.12
  • Fixed! UE-28791 Crash smoothing landscape with foliage
  • Fixed! UE-28926 Editor crashes while sculpting landscape heavily covered in foliage
  • Fixed! UE-28999 UE 4.11 Project Containing vegetation_pack causes Engine to Crash
  • Fixed! UE-24725 Vehicle templates have jerky movement when turning due to SpringArmComponent
  • Fixed! UE-28753 SpringArm causes physics to fail for a character standing on the physics object
  • Fixed! UE-28991 Cannot manipulate morph targets unique to Slave Component through Master Component
  • Fixed! UE-29003 Manipulating Morph Target on Master Component distorts Slave Components
  • Fixed! UE-28789 Root motion has significant error when used in character movement
  • Fixed! UE-25343 Crash in SetRootBodyIndex ( ParentIndex is 0 but SpaceBases.Num() == 0)
  • Fixed! UE-29116 Animation CopyRecords need to calculate size at runtime
  • Fixed! UE-29422 Crash in FollowKnots when compiling Anim Blueprint
  • Fixed! UE-29326 [CrashReport] UE4Editor_Engine!FBlendedCurve::InitFrom() [animcurvetypes.cpp:590]
  • Fixed! UE-28011 Media Player assets do not play in packaged games or in standalone
  • Fixed! UE-29091 Sound Cues with Attenuation 'Override' Nodes break when Upgrading project to 4.11
  • Fixed! UE-29403 .wav files with max concurrency count data outside proper range will crash editor when played
  • Fixed! UE-29548 Crash in VoiceModuleWindows.cpp
  • Fixed! UE-29397 Sounds not Playing for 2nd Player Client when running in Local Multiplayer Splitscreen Mode
  • Fixed! UE-27646 Editor Crashes When Using Set Replicates in the Construction Script
  • Fixed! UE-25234 Bloom offset in right eye when rendering in stereoscopic
  • Fixed! UE-29513 Custom lighting channels ignored when object culled in stereoscopic
  • Fixed! UE-28609 R.ScreenPercentage and HMD SP commands do not work on Morpheus
  • Fixed! UE-29505 Wrong colors on Nexus 6 Devices
  • Fixed! UE-28805 HDR and Bloom not working on Mali Galaxy S7 (SM-G930F)
  • Fixed! UE-29420 [Metal][iOS] Memory spike caused by FMetalSurface in 4.11
  • Fixed! UE-29421 [Metal][iOS] Crash in FMetalDynamicRHI::RHIReadSurfaceFloatData since 4.11
  • Fixed! UE-29006 [CrashReport] UE4Editor-MetalRHI.dylib!FMetalCommandEncoder::RestoreRenderCommandEncoding()
  • Fixed! UE-29194 PS4 leaks memory in Shipping builds submission timestamp array
  • Fixed! UE-29390 Html 5 Launch Fails on Windows
  • Fixed! UE-29392 HTML5 broken load/save
  • Fixed! UE-28874 New Third Party Plugin does not compile on Mac and Linux and prevents project from opening
  • Fixed! UE-29158 4.11 regression: Stationary skylights no longer get bounce lighting after a lighting build
  • Fixed! UE-29255 IndirectLightingIntensity on skylights is broken - can cause level lighting to unexpectedly change after getting the new build
  • Fixed! UE-29297 Building Grass Map toast stays up forever
  • Fixed! UE-29332 [CrashReport] Crash When Switching from Lit to Light Complexity Mode
  • Fixed! UE-29322 [CrashReport] UE4Editor_CoreUObject!StaticFindObjectFastInternalThreadSafe() [uobjecthash.cpp:423]
  • Fixed! UE-29407 Editor process quits during start up in debug with debugger attached

New in Unreal Engine 4.11.1 Hotfix (Apr 12, 2016)

  • Updated! UEBP-140 Oculus Integration 1.3 SDK, automation features, adapter support
  • Fixed! UE-28961 UnrealLightMass fails to compile with VS2015 Update 2
  • Fixed! UE-29031 Unable to connect to SSL Perforce Server
  • Fixed! UE-28933 GarbageCollection crash using IWCE
  • Fixed! UE-28992 [CrashReport] Crash When Enabling Capsule Direct Shadows on a Skeletal Mesh
  • Fixed! UE-29005 [CrashReport] UE4Editor_CoreUObject!FGCCollector::HandleObjectReferences() [garbagecollection.cpp:586]
  • Fixed! UE-29012 Crash attempting to open blueprints with make nodes of missing structures made prior to 4.11
  • Fixed! UE-28954 PSVR Using Old Tracking Data
  • Fixed! UE-29080 GearVR - project unexpectedly closes on launch
  • Fixed! UE-29108 GearVR vrplatlib.jar staging logic is backward

New in Unreal Engine 4.11 (Apr 1, 2016)

  • AI:
  • New: A new EQS scoring function, Square Root, has been added.
  • New: A simple "Current Location" EQS generator has been added to support reasoning about AI's current location.
  • New: Added an EQS test for geometry overlaps.
  • New: Added Blackboard Keys support to EQS' NamedParams.
  • New: EQS tests can now be configured to normalize results against declared ideal value rather than max value.
  • New: Made EnvQuery a blueprint type, which enables storing EQS templates in blueprint classes and AI blackboards.
  • New: Added a silent auto-conversion of Controllers to Pawns when calling blueprint RunEQS function.
  • This is usually the desired behavior. But it can be disabled with AISystem.AllowControllersAsEQSQuerier flag in Project Settings
  • New: The way EQS test scoring gets previewed in EQS editor has been improved towards higher display resolution as well as flexibility for future expansion
  • New: AI debug display for several subsystems has been improved by disabling their scene outline drawing in the editor.
  • New: Added a feature to the BT MoveTo task enabling it to observe and react to changes to an indicated blackboard entry storing move goal location or actor.
  • New: Added ability to specify the number of points generated by the OnCircle generator.
  • New: Added time slicing, logging and additional profiling stats to AISense_Sight to help debug and manage performance cost for AI on servers.
  • Exposed new parameters MaxTimeSlicePerTick (in seconds) and MinQueriesPerTimeSliceCheck AI Perception values.
  • New: Pathfollowing parameters responsible for path's mid-points reachability acceptance have been exposed for configuration via AISystem settings.
  • New: Stopping AIController's logic during pawn's unpossess event has been made optional. Use AIController's StopAILogicOnUnposses property to control this mechanism.
  • Bugfix: The blackboard editor no longer crashes when adding new keys while having a search filter applied to keys list.
  • Bugfix: A crash in garbage collection related to a bug in EQS query template caching in certain use cases has been fixed.
  • Bugfix: Fixed a crash in EQS where wrappers could be garbage-collected during queries.
  • Bugfix: Blueprint-implemented EQS generators no longer crash when trying to add a generated value of a wrong type (vector/actor mismatch).
  • Bugfix: A bug in EQS resulting in FEnvQueryInstance's result never getting set to "failed" has been fixed.
  • Bugfix: AIPerceptionSystem.UnregisterSource no longer crashes when perception agents being unregistered don't use all of the defined senses.
  • Bugfix: The AI perception system will no longer allow AIs to bypass visibility-cone checks.
  • Bugfix: AIController.MoveTo will no longer ignore its navigation data's default querying extent.
  • Bugfix: AIController's pawn possession no longer overrides cached GameplayTasksComponent references, which could break AI's gameplay tasks usage.
  • Bugfix: Blueprint interface functions to PawnActions have been fixed to return apropriate values.
  • Bugfix: Fixed AI stimuli never expiring, which resulted in AI never forgetting perceived actors.
  • Bugfix: BTService_BlueprintBase will now correctly trigger "deactivation" events that are implemented in derived blueprint classes, but not the base class.
  • A safety feature has been added to AI's possession logic. AIControllers will no longer try to possess soon-to-be-destroyed pawns.
  • EQS Query instances that run longer than expected will output once to the log, and then once more when the query finishes. The previous behavior was to log repeatedly until the query finished.
  • EQSTestingPawn's ticking has been disabled in game worlds. This can be re-enabled with the bTickDuringGame property.
  • Behavior Tree:
  • New: BTService_RunEQS, a new BT service for regular EQS query execution, has been added.
  • New: Added new property to all EnvQueryTests: TestComment. This property is a simple, optional string used to label the purpose for a test. For now, it only shows up in the details view, but it is still useful for helping to document the reasons for tests, especially when using more than one of the same type.
  • New: Expanded the RunEQSQuery BT task so that users can configure it to use a query template indicated by a key in blackboard.
  • Changed the color of root level decorator nodes in the behavior tree editor to distinguish them from regular decorators.
  • Bugfix: Stopping behavior tree with instantly aborting parallel tasks no longer crashes.
  • Bugfix: Handled an edge case in BT's parallel tasks removal that could result in not cleanly finishing all of tasks, and potentially hanging.
  • Bugfix: Behavior tree focus service reacts to blackboard changes appropriately.
  • Bugfix: Behavior tree's blackboard filters work correctly when a single object uses multiple configurable filters of the same class.
  • Bugfix: BTDecorator_Blackboard now handles user-requested condition inversion properly.
  • Bugfix: Fixed behavior tree decorators not observing in LowerPriority mode when search flow enters and leaves their branch without finding a task to run.
  • Bugfix: Prevented behavior trees from starting new task execution just to be abandoned in next tick due to decorators firing between abort and execute calls.
  • Bugfix: Fixed cleanup of active blueprint actions for blueprint based behavior tree tasks.
  • Bugfix: Fixed missing Tick event in aborting behavior tree tasks from an abandoned subtree.
  • Bugfix: Copy and paste operations in behavior tree's composite decorators subgraphs now work properly.
  • Bugfix: Fixed node memory allocations for injected behavior tree decorators.
  • Bugfix: RotateToFaceBBEntry no longer gets stuck when passed a blackboard key with FRotator value.
  • Bugfix: Fixed order of behavior tree graph nodes when a node is being moved.
  • Bugfix: GameplayDebugger's default settings are now applied properly.
  • Bugfix: Triangulation errors in some convex polygons recorded by visual logger have been fixed.
  • Navigation:
  • New: CompositeNavModifiers have been expanded to support use of convex and sphere physics shapes.
  • New: Enabled custom export of navigable geometry for foliage with InstancedStaticMesh type.
  • Bugfix: Streaming out of a level containing a RecastNavMesh instance no longer crashes the engine.
  • Bugfix: A bug in editor-time navigation system, resulting in removing all the saved data in static navmesh on map load, has been fixed.
  • Bugfix: A memory leak in Recast's heightfield layers building has been fixed.
  • Bugfix: Navigation bounds gathering no longer produces unexpected results while streaming levels with certain streaming setups.
  • Bugfix: NavLinkProxy no longer marks instances containing only smart links as navigation-irrelevant.
  • Bugfix: A missing NavigationSystem notification has been added to let it know about editor-time changes to ActorComponent.CanEverAffectNavigation property. This fixes situations where toggling this flag wouldn't result in rebuilding navmesh.
  • Bugfix: Added a safety feature to address navmesh generation related crashes when BP-implemented actors get their construction script re-run just after navmesh generation finishes.
  • Bugfix: "Navmesh build in progress" editor notifier no longer hangs indefinitely if it's created just after navmesh has finished building.
  • Bugfix: Crowd simulation works properly with auto-possessed pawns placed in a level.
  • Bugfix: Collision data for navigation built from mirrored PxConvexMesh now exports correctly.
  • Bugfix: Fixed geometry projection for navmesh walking mode when a pawn moves far away from the geometry on the Z axis.
  • Bugfix: Corrected HitNormal values reported by navmesh raycasts.
  • Bugfix: Fixed the influence of navmesh edges on crowd simulation near the ends of paths.
  • Bugfix: Navigation export of destructible mesh without collisions enabled now works as expected.
  • Bugfix: Fixed navigation export of NavRelevantComponent attached to an actor not affecting navmesh generation.
  • Bugfix: Navmesh tiles are no longer drawn in red, or not drawn at all, after navmesh generation finishes.
  • Bugfix: Reuse of navigation paths now updates all flags appropriately.
  • Bugfix: Corrected scoring of navmesh boundary segments in detour's crowd simulation.
  • Bugfix: Fixed UNavRelevantComponent not being included in navmesh generation when it's not attached to actor with collision component.
  • Navmesh raycast will use nearest poly containing ray origin instead of just closest one.
  • Added Z check to detour's crowd avoidance segment gathering.
  • RVO avoidance now takes the height of agents into account when culling obstacles.
  • Animation:
  • New: Level-of-Detail Threshold for Animation Graphs
  • Many animation graph nodes now have an LOD Threshold option for performance optimization
  • Apply Additive
  • Apply Mesh Additive
  • Aim Offset
  • All Skeletal Control nodes
  • Whenever the Skeletal Mesh instance drops below this LOD, the node will not execute.
  • The full changelog is available here: https://www.unrealengine.com/blog/unreal-engine-4-11-released

New in Unreal Engine 4.11 Preview 8 (Mar 25, 2016)

  • Fixed in Preview 8 - CL 2916259:
  • Fixed! UE-27462 ShooterGame fails to launch on Xbox One
  • Fixed! UE-28057 Android crash a couple minutes into StrategyGame
  • Fixed! UE-28492 Lighting needs to be rebuilt in UE4 4.11 Samples
  • Fixed! UE-28232 2D scene capture component crashes the editor when dragged into the viewport
  • Fixed! UE-28441 [CrashReport] Crash on Duplicating from Higher on Beam Emitter Type Module in LOD1
  • Fixed! UE-28491 Placing a Constant 3 Vector in a Material on Mac Metal causes log spam
  • Fixed! UE-28391 HotReload is not updating instances already placed in the level
  • Fixed! UE-27424 Reimplement GC cluster fixes in 4.11 to fix memory leaks
  • Fixed! UE-28051 Android LaunchOn camera forced down in jolts when fired rapidly
  • Fixed! UE-28442 SunTemple crashes on iPad 4 when opened multiple times
  • Fixed! UE-28201 Can select child actor component in scene outliner after loading level
  • Fixed! UE-28169 PSVR is mispredicting on several UE4 titles, need to adjust the prediction timing
  • Fixed! UE-28114 Crash in shaped text when measuring an empty range
  • Fixed! UE-28068 Eyes incorrectly offset with instanced stereo enabled
  • Fixed! UE-27892 iOS leaks all HTTP responses
  • Fixed! UE-28386 [Mac][Metal] - Panic/Crash when closing active window of packaged project
  • Fixed! UE-28000 Instanced Stereo Rendering not being used
  • Fixed! UE-27617 UnrealMatch3 not displaying UMG background material on mobile devices
  • Fixed! UE-27637 Leap Motion plugin broken with 4.11, need updated code from them
  • Fixed! UE-24713 Match3 crash on several Android devices Data != NULL
  • Fixed! UE-26167 Unreal Match 3 Movie is causing crash on startup
  • Fixed! UE-28558 Letterboxing in blueprint First Person on some aspect ratios
  • Fixed! UE-28438 Player spawns inside the floor
  • Fixed! UE-28564 Blueprint Errors not displaying in Log
  • Fixed! UE-28054 Unable to get mouse control in the server window when networking in editor
  • Fixed! UE-27863 Project freezes when launching on mobile
  • Fixed! UE-28526 Match3 does not compile in debug
  • Fixed! UE-26565 Shootergame fails to package for WindowsXP
  • Fixed! UE-25688 Some ContentExamples maps have player start outside level boundary
  • Fixed! UE-28240 Lighting needs to be built in Sanctuary map in Shooter Game
  • Fixed! UE-27855 Crash launching project on mobile devices
  • Fixed! UE-27798 Erroneous MoveFixedBody warnings when running construction scripts in game
  • Fixed! UE-27535 Starting position of physics simulated bp is different in Standalone Game
  • Fixed! UE-27154 Using StereoPano capture commands crashes the editor
  • Fixed! UE-26789 Available HTML5 browsers are not automatically listed in the HTML5 SDK project settings
  • Fixed! UE-28434 Matinee Capture Movie is rendering distorted when aspect ratio is set to 2:1
  • Fixed! UE-28293 Multiple Content Example intro boards have typos or need rewording
  • Fixed! UE-23446 If a hot reload is performed after adding a custom UserDefinedEnum class to the project, the Editor will crash.
  • Fixed! UE-28189 Crash Occurs When Duplicating Static Mesh with Foliage Placed on it
  • Fixed! UE-27824 Component in Child Blueprint Parented to Inherited Component Disappears
  • Fixed! UE-26768 Sequencer crashing engine when opening Sequencer File with Audio setup inside (FAsyncAudioDecompressWorker::DoWork() [audiodecompress.cpp:336])
  • Fixed! UE-24967 Integrate D3D12 update from MS
  • Fixed! UE-28005 KiteDemo: Deer spawn immobile in Kite Cinematic
  • Fixed! UE-28003 Fail to QuickLaunch HTML5 through UnrealFrontEnd
  • Fixed! UE-28162 Components added via IWCE in 4.11 to actor with inherited root component spawn in wrong location
  • Fixed! UE-27795 Split Pins on a referenced Macro Library will crash the editor on restart
  • Fixed! UE-28122 Plugin Warden links to invalid store page
  • Fixed! UE-28154 Math expression node text not editable on creation
  • Fixed! UE-28118 Instanced stereo rendering doesn't handle arbitrary eye gap sizes.
  • Fixed! UE-27856 "Always" Save on Compile does not save the Blueprint
  • Fixed! UE-27859 Cannot spawn tab because no spawner is registered for 'BlueprintProfiler' for multiple assets in Automation Test
  • Fixed! UE-27987 Match3 Settings menu text is inconsistent
  • Fixed! UE-27995 Match3 loses theme selection buttons after returning to Start Screen on Android
  • Fixed! UE-28312 Android store version should not be limited to 65535
  • Fixed! UE-28013 Rivalry runs very slow on Nexus 9 before Android 6.0
  • Fixed! UE-26994 Directional Light (stationary) causing blown out lighting on suntemple with Mobile Renderer
  • Fixed! UE-26900 Consistent hitch 1 minute into play on some Android devices
  • Fixed! UE-27509 Save on compile set to always causes a crash on compile
  • Fixed! UE-26284 KiteDemo: Missing foliage textures
  • Fixed! UE-24793 iPadPro uses wrong resolution
  • Fixed! UE-28196 Demo Display doesn't render text in Content Examples
  • Fixed! UE-27990 Broken textures in KiteDemo
  • Fixed! UE-28471 Shader Complexity view no longer showing particle effects
  • Fixed! UE-26194 FBX Import flips faces of mesh on Import for static meshes

New in Unreal Engine 4.11 Preview 7 (Mar 14, 2016)

  • Fixed! UE-25334 Tessellation no longer working
  • Fixed! UE-27720 Cook failure; DoesPackageExist Failed 'None' not a standard filename
  • Fixed! UE-27403 CLONE - Assert on Debug Editor load attempting to Link() a particular BP class during serialization
  • Fixed! UE-27313 Crash compiling anim blueprint with a random sequence player node
  • Fixed! UE-27236 Translucent particles not being cleared from right eye on Morpheus
  • Fixed! UE-26414 Mac is missing .emscripten file necessary for packaging or launching onto HTML5
  • Fixed! UE-26573 Crash in FLazyObjectPtr::PossiblySerializeObjectGuid when undoing/redoing
  • Fixed! UE-24721 Hot Reload fails to take effect when compiled from Xcode
  • Fixed! UE-27424 Reimplement GC cluster fixes in 4.11 to fix memory leaks
  • Fixed! UE-27292 CL# 2858947 caused a crash when opening a BP in an existing project
  • Fixed! UE-27352 Blueprint_Mouse_Interactions requires double click to interact with objects
  • Fixed! UE-27544 Crash When Raycasting Against Mesh With Multiple Materials
  • Fixed! UE-27254 SteamVR HMD Late-Update Broken
  • Fixed! UE-27751 Build lighting fails without Error in Mac Editor.
  • Fixed! UE-27717 Crash when rapidly switching menus and tapping buttons.
  • Fixed! UE-27092 With Move Controller plugin enabled, motion controller components set to 'Pad' do not follow DS4 controller
  • Fixed! UE-27091 Non-Pad motion controller components follow DS4 when plugin enabled
  • Fixed! UE-27724 Slate - Problems with RHI Thread cleanup
  • Fixed! UE-27757 Assert when changing name of an asset in between Launch On operations
  • Fixed! UE-27842 Packaging iOS on Windows fails with "Index outside the bounds of the array"
  • Fixed! UE-27196 Match3 crashes when opening Weblinks
  • Fixed! UE-27405 Functionality requires two clicks in Top Down and Puzzle Template
  • Fixed! UE-23231 Can't Upload iOS build signed on PC
  • Fixed! UE-27287 Re-opening apps to a black screen on Android
  • Fixed! UE-26168 naming box collision in player character renames overlap begin event in actor calling player character
  • Fixed! UE-25794 Sun renders dark in SunTemple on multiple Android devices
  • Fixed! UE-21895 Clicking button in the Window Switcher UI does not do anything on Mac
  • Fixed! UE-25645 Editor loses resolution when exiting play in editor with Vive attached
  • Fixed! UE-27183 [Mac] Metal SM5 is loading the wrong Shader Platform
  • Fixed! UE-27144 With Parallel rendering enabled scene renders black in certain levels
  • Fixed! UE-27145 With Parallel rendering enabled only left side of screen updates in certain levels
  • Fixed! UE-26674 Material Parameter Collections are not working on Android v 5 phones from 4.11
  • Fixed! UE-26891 GPU-ARM Mali 400 series phones will render an Opaque Unlit Material as black
  • Fixed! UE-27154 Using StereoPano capture commands crashes the editor
  • Fixed! UE-25747 StrategyGame and Sun Temple levels render as black on the several Mobile devices
  • Fixed! UE-27073 Crash Occurs When Attempting to Pass a Struct Containing an int64 into a Blueprint Function
  • Fixed! UE-23758 CLONE - [UFE] Deployments hang infinitely when attempting to deploy to two kits simultaneously
  • Fixed! UE-21157 XBOX ONE: incorrect name displayed for game
  • Fixed! UE-27377 Smart Links are Removed During Dynamic NavMesh Regeneration
  • Fixed! UE-23759 CLONE - [UFE] Project will not launch on the selected xbox, even though UFE says it succeeded
  • Fixed! UE-26640 Attempting to set skeletal mesh on vehicle blueprint during PIE crashes editor
  • Fixed! UE-27451 Splitting pins on "Make Struct" and "Set Members" struct nodes does not hide the struct pin.
  • Fixed! UE-25834 Selection rendering corrupted on iMac 5k in El Cap, intermittently on other macs
  • Fixed! UE-27552 Compile fails if GearVR plugin disabled on Android
  • Fixed! UE-27449 Mac Primary GPU reporting used for stats reporting is wrong
  • Fixed! UE-27143 Using Win key to leave UE4 breaks viewport input
  • Fixed! UE-27374 Map picking in Maps and Modes settings page is poor
  • Fixed! UE-27417 Static shadows are not rendered correctly on Galaxy S6 Android 6.0.1.
  • Fixed! UE-27150 Format Text nodes and split nodes reporting warning that override pins are removed.
  • Fixed! UE-25015 Separate Translucency disabled in the Project Settings will not render asset
  • Fixed! UE-24067 Post processing rendering artifacts Nexus 6
  • Fixed! UE-27713 User not able to get mouse control in viewport
  • Fixed! UE-25111 Signal 11 error when closing project on Linux
  • Fixed! UE-25804 Shootergame UI text is corrupted on mac with Metal
  • Fixed! UE-27649 FTextLocalizationManager::UpdateFromLocalizationResource is discarding data
  • Fixed! UE-27490 Crash after reaching a certain number of active reverbs
  • Fixed! UE-27583 Metal Uniform Buffer Reuse Is Unsafe, Reports Incorrect Free Memory
  • Fixed! UE-27811 Morpheus visual corruption when not tracking
  • Fixed! UE-27688 Game thread using too much CPU time when application is paused on Android
  • Fixed! UE-27722 SetWidgetToFocusOnActivate removed, not deprecated.
  • Fixed! UE-25904 GPU particles on SM4 no longer have collision
  • Fixed! UE-27367 Localization is out of date in 4.11
  • Fixed! UE-24248 AppleTV there is no audio for the installed project on AppleTV
  • Fixed! UE-27172 Add cvar to control additive baking
  • Fixed! UE-24843 Project launcher splash does not disappear after project opens on Linux
  • Fixed! UE-24373 The IOS Third Party library Bolts has an incorrect file name in its Build.cs file
  • Fixed! UE-27432 Projects show {GameName} when launching multiple times on any platform
  • Fixed! UE-27608 DirectoriesToAlwaysStageAsNonUFS does not get remapped on IOS
  • Fixed! UE-26861 Crash Redoing closing a tab in Persona
  • Fixed! UE-27094 Failed to package project for AppleTV from Windows machine
  • Fixed! UE-26710 Match3 gets stuck at "Attempting to Restore" when cancelling signin
  • Fixed! UE-25977 -precompile crashes UBT in a user non-friendly way on Linux
  • Fixed! UE-27568 Mac Crash Reporting Replaces the Game Log with System Log
  • Fixed! UE-24967 Integrate D3D12 update from MS
  • Fixed! UE-26860 Ogg-vorbis decoding not thread safe
  • Fixed! UE-27535 Starting position of physics simulated bp is different in Standalone Game
  • Fixed! UE-27133 SunTemple floor tile design has changed in 4.11
  • Fixed! UE-27855 Crash launching project on mobile devices
  • Fixed! UE-27798 Erroneous MoveFixedBody warnings when running construction scripts in game
  • Fixed! UE-23446 If a hot reload is performed after adding a custom UserDefinedEnum class to the project, the Editor will crash.
  • Fixed! UE-24689 CrashReporter: Send and Restart option fails when the agree to be contacted box is unchecked
  • Fixed! UE-26931 Noise Node used in UI Material is rendering Black
  • Fixed! UE-27080 Input Axis Continues to Fire After Standalone Window Loses Focus

New in Unreal Engine 4.11 Preview 6 (Mar 2, 2016)

  • Fixed! UE-23231 Can't Upload iOS build signed on PC
  • Fixed! UE-26423 Crash moving a static mesh in viewport after closing a widget blueprint
  • Fixed! UE-26606 Ensure adding animation montage to level
  • Fixed! UE-25272 IHeadMountedDisplay Crash
  • Fixed! UE-26793 Need to rev LibOVRMobile to 1.01
  • Fixed! UE-24871 Crash upon selecting the eyedropper in the color picker within the material editor
  • Fixed! UE-25769 Crash when Copy+Pasting numbered umaps in the content browser
  • Fixed! UE-26670 Crash exiting D3D12 on GTimerQueryPool
  • Fixed! UE-27003 LogVisualizer crash related to deleting stored logs
  • Fixed! UE-26761 Crash When Compiling Child Blueprint Containing a Custom Event with the Same Name as its Parent's Event
  • Fixed! UE-26132 Crash in FWidgetBlueprintEditorUtils::VerifyWidgetRename
  • Fixed! UE-27011 Directories to never cook, causing packaging to fail to Win64
  • Fixed! UE-27015 User's editor crashes when using the a certain EidtorLayout.ini
  • Fixed! UE-25797 Crash when opening SunTemple on iPad Mini
  • Fixed! UE-25524 ContenExamples' Audio map opens to missing NodeGuid warnings
  • Fixed! UE-26867 GitHub 2049 : Added missing inline qualifier to fix compile error when TargetRules.ShouldCompileMonolithic() is enabled
  • Fixed! UE-26221 Unable to package QAGame for HTML5 missing UE4-GameplayDebugger.bc
  • Fixed! UE-26679 Allow external access to runtime modifications to OpenGL shaders
  • Fixed! UE-26045 Unable to save blueprint based on character after modifying mesh and undoing
  • Fixed! UE-22435 Creating a Data Table Using a Struct with a Slate Brush Variable Causes the Editor to Crash
  • Fixed! UE-24959 "Send and Restart" brings up the Project Browser
  • Fixed! UE-25341 Compile failure for Android QAGame
  • Fixed! UE-26503 A Mixer with a Concatenator node won't loop with a Looping node
  • Fixed! UE-26719 SetDecedentMobility can crash if null entry in AttachChildren array
  • Fixed! UE-25804 Shootergame UI text is corrupted on mac with Metal
  • Fixed! UE-26828 Setting skeletal controller's LOD Threshold lower than -1 will stop it from executing at all LOD levels
  • Fixed! UE-26715 Crash compiling anim blueprint after adjusting chain length in Trail Controller
  • Fixed! UE-26637 Unable to cancel launch on process
  • Fixed! UE-25751 Ctrl + z still active in PIE
  • Fixed! UE-26622 Crash on exit of editor after working with lights
  • Fixed! UE-26858 In App Purchase Callbacks not called if the game is paused
  • Fixed! UE-26109 Can't undo scaling of a Character in the details panel
  • Fixed! UE-26838 Crash undoing deleting a function
  • Fixed! UE-26817 Reparenting Blueprint causes unmodifiable event dispatchers
  • Fixed! UE-25451 Construction script on child actor components not respected in PIE
  • Fixed! UE-26642 Switch Skeletal Mesh node crashes the editor if the blueprint is compiled.
  • Fixed! UE-26818 CRASH: Undo after a "Node Refresh"
  • Fixed! UE-26860 Ogg-vorbis decoding not thread safe
  • Fixed! UE-27098 Memory leak in shaped text
  • Fixed! UE-22037 Vehicle Advanced template crash during play in Safari
  • Fixed! UE-26135 GitHub 2002 : Fix Assertion failure in -[NSNextStepFrame lockFocus].
  • Fixed! UE-23208 Crash occurs switching to Render Preview level Mobile on Mac
  • Fixed! UE-26934 Landscape brush no longer visible in Unlit and Wireframe mode
  • Fixed! UE-26794 Framebuffer fetch compile errors on Adreno 5xx devices
  • Fixed! UE-26181 Debug Created Players in -game on Mac Metal do not render anything except for the skybox
  • Fixed! UE-26830 Debug symbols are required for the Shipping packaging configuration
  • Fixed! UE-26620 Packaging fails after changing from Dynamic to Static Nav Mesh Runtime Generation
  • Fixed! UE-25802 GDC2014 (FeaturesTour2015) level is washed out on Mac
  • Fixed! UE-25894 Crash occurred after signing into orion -game
  • Fixed! UE-27140 GearVR camera late-update missing
  • Fixed! UE-25554 Child Transform Malfunctions if Parent Static Mesh Component is Rotated in an Actor
  • Fixed! UE-26826 Replacing a blueprint that is referenced within a level blueprint with a duplicated blueprint and pressing play crashes the editor.
  • Fixed! UE-25746 Translucent Materials deployed to device only render world grid material in 4.11
  • Fixed! UE-26728 SteamVR motion controller late update sampling old transforms
  • Fixed! UE-26746 Read only transition graphs in Third Person Template
  • Fixed! UE-26639 Compiling multiple projects with DebugGame will cause subsequent builds to fail
  • Fixed! UE-25264 FBX Import for Skeletal Meshes normals not correct
  • Fixed! UE-25066 [CrashReport] Crash When Attempting to Enable the Stereo Panoramic Capture Plugin
  • Fixed! UE-27067 Packaging for DLC with plugin multiple times causes failure due to file path length

New in Unreal Engine 4.10.4 Hotfix (Feb 23, 2016)

  • Fixed! OPP-4947 Installation Error code R-1638 / Unable to upgrade to 4.10.1 through launcher if 4.11 has been installed
  • Fixed! UE-13030 Crash related to loading sub-level - UEngine::LoadMap()
  • Fixed! UE-22075 Crash on compile when nodes use same name - FPersistentFrameCollectorArchive::operator

New in Unreal Engine 4.10.3 Hotfix (Feb 18, 2016)

  • Fixed! OPP-4947 Installation Error code R-1638 / Unable to upgrade to 4.10.1 through launcher if 4.11 has been installed
  • Fixed! UE-13030 Crash related to loading sub-level - UEngine::LoadMap()
  • Fixed! UE-22075 Crash on compile when nodes use same name - FPersistentFrameCollectorArchive::operator

New in Unreal Engine 4.11 Preview 5 (Feb 15, 2016)

  • Fixed! UE-25870 Crash opening level blueprint
  • Fixed! UE-25927 Crash upon selecting the character in the First Person templates
  • Fixed! UE-24480 Hiding root actor does not hide ChildActor
  • Fixed! UE-25604 Pressing compile on the Vehicle Blueprint in vehicle advanced and Vehicle Templates Cause the Editor to crash
  • Fixed! UE-25593 UnrealHeaderTool does not detect program plugins enabled by default
  • Fixed! UE-25266 HTML5 packaging code project fails could not verify LLVM version
  • Fixed! UE-25069 [CrashReport] Editor crashes if pointlight is added to level on El Capitan
  • Fixed! UE-25553 Cinematic camera broken in Infiltrator
  • Fixed! UE-24815 Crash upon undoing actor selection on a static mesh when paint mode is enabled
  • Fixed! UE-25713 Crash when adjust sound spatialization through blueprint
  • Fixed! UE-25123 Mac Editor Freezes after connecting and disconnecting a mobile device
  • Fixed! UE-24730 Crash loading QA-Promotion FDeferredShadingSceneRenderer
  • Fixed! UE-25233 Unable to add Chrome as a platform in the HTML5 SDK option. This prevents launching a project in Chrome.
  • Fixed! UE-24757 Editor crashes when exiting and having a widget blueprint open.
  • Fixed! UE-25272 IHeadMountedDisplay Crash
  • Fixed! UE-25774 Editor Crashes When Attempting to Constrain a Component to Itself
  • Fixed! UE-25011 Crash when selecting a revision with the Blueprint Diff Tool
  • Fixed! UE-24650 Materials using separate translucency stop rendering if r.SeparateTranslucency is 0
  • Fixed! UE-24411 Unable to push to SteamVR while Oculus service is running
  • Fixed! UE-24712 Cannot select a Point Light or Sky Light by clicking on the sprite in the viewport on Mac
  • Fixed! UE-24300 Crash changing a setting in the Details panel with multiple components selected
  • Fixed! UE-25753 Slate Renderer Crashing on Shutdown
  • Fixed! UE-25752 Widget Component crashes on destruction
  • Fixed! UE-25625 Failing to compile will cause blueprint variables to reset to their default values
  • Fixed! UE-25605 ContentExamples' Math Hall map opens with Blueprint compiler warnings
  • Fixed! UE-25573 ContenExamples' LevelScripting map opens with Blueprint warnings
  • Fixed! UE-25323 Opening a project that contains an actor in viewport with a child actor component of type TextRenderActor crashes the editor
  • Fixed! UE-25146 Crash occurs texture painting on Mac with Metal
  • Fixed! UE-25129 Crash occurred painting on landscape sublevels with Retopologize tool
  • Fixed! UE-25118 Retopologize tool does not line up with cursor
  • Fixed! UE-25065 [CrashReport] UE4Editor_Persona!FPersonaMeshDetails::IsSectionSelected() [personameshdetails.cpp:1179]
  • Fixed! UE-24967 Integrate D3D12 update from MS
  • Fixed! UE-25788 Plugin Warden Fixes
  • Fixed! UE-25665 FastDecimalFormat doesn't handle overflow when rounding correctly
  • Fixed! UE-25633 ContentExamples' NetworkFeatures map opens with Blueprint warnings
  • Fixed! UE-25520 The new BP gather method is ignoring non-root level BPs
  • Fixed! UE-25507 Vehicle Advanced Template's dashboard view camera on ground in VR
  • Fixed! UE-25377 Spinning logo in Blueprint_Communication map is the incorrect size
  • Fixed! UE-25093 Landscape tool switches to Manage New Landscape when hiding a level with landscape mode open.
  • Fixed! UE-22632 Building the Engine using Visual Studio 2015 can fail if Windows Driver Kit is installed.
  • Fixed! UE-25680 Right stick is shown but not used in Flying template
  • Fixed! UE-25675 Player can leave the map in Rolling Template
  • Fixed! UE-25676 Player can get stuck under bridge in Rolling Template
  • Fixed! UE-24737 Console Command autocomplete displaying in wrong area
  • Fixed! UE-25805 Map load errors for RoomNight in RealisticRendering
  • Fixed! UE-25477 BlueprintOffice has missing NodeGUID warnings on open
  • Fixed! UE-25529 ContenExamples' BlueprintSplines map opens with blueprint warnings
  • Fixed! UE-25866 A bug in UBTService_BlueprintBase makes it impossible to create "deactivation-only" BP implemented BT services
  • Fixed! UE-25739 Crash closing Binary editor with Oculus Audio Plugin enabled
  • Fixed! UE-24237 Audio not playing at Start Time set by Play node on PC
  • Fixed! UE-25851 Typo in SkinRendering 1.1 content example
  • Fixed! UE-24528 Listener Focus Priority Scale doesn't work with Sound Concurrency
  • Fixed! UE-25682 Broken animation is created if the user records from gameplay but exits PIE before stopping
  • Fixed! UE-25891 Slate standalone renderer font cache is 1 frame behind
  • Fixed! UE-25889 Shaped text doesn't handle some characters correctly
  • Fixed! UE-25013 Editing right-to-left text is very unstable
  • Fixed! UE-25693 Some maps in ContentExamples have inconsistant Player Start node positions
  • Fixed! UE-25611 Disable writing NoOBBInstall batch file
  • Fixed! UE-25886 Content Examples Blueprint_Communication example 3.1 flickers upon looping
  • Fixed! UE-24006 Game does not launch from UFE using cook on the fly
  • Fixed! UE-22731 Crash undoing the redo of deleting a bp instance with edits after modifying class
  • Fixed! UE-25582 Crash moving message log window while messages being pumped to it
  • Fixed! UE-24872 Camera translates up when clicking in the viewport after working in subeditors
  • Fixed! UE-25876 Content Examples player has wide slider selection area
  • Fixed! UE-25947 Portal IPC doesn't filter message scope to just the active users OS account
  • Fixed! UE-25759 Decals do not render on some Android devices
  • Fixed! UE-25791 TVOS templates failing to build on EC
  • Fixed! UE-25521 Editor font doesn't render Arabic glyphs
  • Fixed! UE-25644 First Person BP and Code gun has odd rotation
  • Fixed! UE-22270 Interface functions inherited after a duplicated actor blueprint is reparented to the blueprint it was duplicated from cannot be deleted.
  • Fixed! UE-25961 Untested GameplayDebuggerPlugin enabled in QAGame
  • Fixed! UE-25575 Long Google Play App ID can cause an invalid error
  • Fixed! UE-25710 ContentExamples' BlueprintsOverview map opens with Blueprint warnings
  • Fixed! UE-25704 BlueprintMouseInteraction interactive box moves upon PIE or Launch On
  • Fixed! UE-22471 Crash when attempting to PIE after undoing deletion of a component
  • Fixed! UE-25718 Top Down pointer decal is partially missing when on walls
  • Fixed! UE-25853 Vehicle Advanced BP template has inconsistent lighting
  • Fixed! UE-25841 Top Down decal and shadow do not affect the template text
  • Fixed! UE-25786 MatineeFightScene has warnings and errors effecting performance
  • Fixed! UE-25763 Matinee ContentExamples map has misaligned sequences
  • Fixed! UE-25679 ExampleProjectWelcome map has inconsistent icon use
  • Fixed! UE-25699 BlueprintInputExamples map giving PIE errors when playing pixel ship
  • Fixed! UE-25835 "Auditorium" reverb effect no longer plays in Audio map example 1.9 in Content Examples
  • Fixed! UE-25878 Content Examples buttons are green when display is not active
  • Fixed! UE-22705 Inconsistent values from input Y-axis on motion controllers
  • Fixed! UE-24187 Editor hangs after selecting submit to source control from drop-down
  • Fixed! UE-25479 Unable to package a BP project for Linux missing UE4Game binary
  • Fixed! UE-25815 Error loading the editor with Oculus Audio Plugin enabled
  • Fixed! UE-25351 Setting the Falloff Distance of a Sound Wave/Cue to 0.0 will no longer Play Sound

New in Unreal Engine 4.11 Preview 4 (Feb 1, 2016)

  • Fixed! UE-25870 Crash opening level blueprint
  • Fixed! UE-25927 Crash upon selecting the character in the First Person templates
  • Fixed! UE-24480 Hiding root actor does not hide ChildActor
  • Fixed! UE-25604 Pressing compile on the Vehicle Blueprint in vehicle advanced and Vehicle Templates Cause the Editor to crash
  • Fixed! UE-25593 UnrealHeaderTool does not detect program plugins enabled by default
  • Fixed! UE-25266 HTML5 packaging code project fails could not verify LLVM version
  • Fixed! UE-25069 [CrashReport] Editor crashes if pointlight is added to level on El Capitan
  • Fixed! UE-25553 Cinematic camera broken in Infiltrator
  • Fixed! UE-24815 Crash upon undoing actor selection on a static mesh when paint mode is enabled
  • Fixed! UE-25713 Crash when adjust sound spatialization through blueprint
  • Fixed! UE-25123 Mac Editor Freezes after connecting and disconnecting a mobile device
  • Fixed! UE-24730 Crash loading QA-Promotion FDeferredShadingSceneRenderer
  • Fixed! UE-25233 Unable to add Chrome as a platform in the HTML5 SDK option. This prevents launching a project in Chrome.
  • Fixed! UE-24757 Editor crashes when exiting and having a widget blueprint open.
  • Fixed! UE-25272 IHeadMountedDisplay Crash
  • Fixed! UE-25774 Editor Crashes When Attempting to Constrain a Component to Itself
  • Fixed! UE-25011 Crash when selecting a revision with the Blueprint Diff Tool
  • Fixed! UE-24650 Materials using separate translucency stop rendering if r.SeparateTranslucency is 0
  • Fixed! UE-24411 Unable to push to SteamVR while Oculus service is running
  • Fixed! UE-24712 Cannot select a Point Light or Sky Light by clicking on the sprite in the viewport on Mac
  • Fixed! UE-24300 Crash changing a setting in the Details panel with multiple components selected
  • Fixed! UE-25753 Slate Renderer Crashing on Shutdown
  • Fixed! UE-25752 Widget Component crashes on destruction
  • Fixed! UE-25625 Failing to compile will cause blueprint variables to reset to their default values
  • Fixed! UE-25605 ContentExamples' Math Hall map opens with Blueprint compiler warnings
  • Fixed! UE-25573 ContenExamples' LevelScripting map opens with Blueprint warnings
  • Fixed! UE-25323 Opening a project that contains an actor in viewport with a child actor component of type TextRenderActor crashes the editor
  • Fixed! UE-25146 Crash occurs texture painting on Mac with Metal
  • Fixed! UE-25129 Crash occurred painting on landscape sublevels with Retopologize tool
  • Fixed! UE-25118 Retopologize tool does not line up with cursor
  • Fixed! UE-25065 [CrashReport] UE4Editor_Persona!FPersonaMeshDetails::IsSectionSelected() [personameshdetails.cpp:1179]
  • Fixed! UE-24967 Integrate D3D12 update from MS
  • Fixed! UE-25788 Plugin Warden Fixes
  • Fixed! UE-25665 FastDecimalFormat doesn't handle overflow when rounding correctly
  • Fixed! UE-25633 ContentExamples' NetworkFeatures map opens with Blueprint warnings
  • Fixed! UE-25520 The new BP gather method is ignoring non-root level BPs
  • Fixed! UE-25507 Vehicle Advanced Template's dashboard view camera on ground in VR
  • Fixed! UE-25377 Spinning logo in Blueprint_Communication map is the incorrect size
  • Fixed! UE-25093 Landscape tool switches to Manage New Landscape when hiding a level with landscape mode open.
  • Fixed! UE-22632 Building the Engine using Visual Studio 2015 can fail if Windows Driver Kit is installed.
  • Fixed! UE-25680 Right stick is shown but not used in Flying template
  • Fixed! UE-25675 Player can leave the map in Rolling Template
  • Fixed! UE-25676 Player can get stuck under bridge in Rolling Template
  • Fixed! UE-24737 Console Command autocomplete displaying in wrong area
  • Fixed! UE-25805 Map load errors for RoomNight in RealisticRendering
  • Fixed! UE-25477 BlueprintOffice has missing NodeGUID warnings on open
  • Fixed! UE-25529 ContenExamples' BlueprintSplines map opens with blueprint warnings
  • Fixed! UE-25866 A bug in UBTService_BlueprintBase makes it impossible to create "deactivation-only" BP implemented BT services
  • Fixed! UE-25739 Crash closing Binary editor with Oculus Audio Plugin enabled
  • Fixed! UE-24237 Audio not playing at Start Time set by Play node on PC
  • Fixed! UE-25851 Typo in SkinRendering 1.1 content example
  • Fixed! UE-24528 Listener Focus Priority Scale doesn't work with Sound Concurrency
  • Fixed! UE-25682 Broken animation is created if the user records from gameplay but exits PIE before stopping
  • Fixed! UE-25891 Slate standalone renderer font cache is 1 frame behind
  • Fixed! UE-25889 Shaped text doesn't handle some characters correctly
  • Fixed! UE-25013 Editing right-to-left text is very unstable
  • Fixed! UE-25693 Some maps in ContentExamples have inconsistant Player Start node positions
  • Fixed! UE-25611 Disable writing NoOBBInstall batch file
  • Fixed! UE-25886 Content Examples Blueprint_Communication example 3.1 flickers upon looping
  • Fixed! UE-24006 Game does not launch from UFE using cook on the fly
  • Fixed! UE-22731 Crash undoing the redo of deleting a bp instance with edits after modifying class
  • Fixed! UE-25582 Crash moving message log window while messages being pumped to it
  • Fixed! UE-24872 Camera translates up when clicking in the viewport after working in subeditors
  • Fixed! UE-25876 Content Examples player has wide slider selection area
  • Fixed! UE-25947 Portal IPC doesn't filter message scope to just the active users OS account
  • Fixed! UE-25759 Decals do not render on some Android devices
  • Fixed! UE-25791 TVOS templates failing to build on EC
  • Fixed! UE-25521 Editor font doesn't render Arabic glyphs
  • Fixed! UE-25644 First Person BP and Code gun has odd rotation
  • Fixed! UE-22270 Interface functions inherited after a duplicated actor blueprint is reparented to the blueprint it was duplicated from cannot be deleted.
  • Fixed! UE-25961 Untested GameplayDebuggerPlugin enabled in QAGame
  • Fixed! UE-25575 Long Google Play App ID can cause an invalid error
  • Fixed! UE-25710 ContentExamples' BlueprintsOverview map opens with Blueprint warnings
  • Fixed! UE-25704 BlueprintMouseInteraction interactive box moves upon PIE or Launch On
  • Fixed! UE-22471 Crash when attempting to PIE after undoing deletion of a component
  • Fixed! UE-25718 Top Down pointer decal is partially missing when on walls
  • Fixed! UE-25853 Vehicle Advanced BP template has inconsistent lighting
  • Fixed! UE-25841 Top Down decal and shadow do not affect the template text
  • Fixed! UE-25786 MatineeFightScene has warnings and errors effecting performance
  • Fixed! UE-25763 Matinee ContentExamples map has misaligned sequences
  • Fixed! UE-25679 ExampleProjectWelcome map has inconsistent icon use
  • Fixed! UE-25699 BlueprintInputExamples map giving PIE errors when playing pixel ship
  • Fixed! UE-25835 "Auditorium" reverb effect no longer plays in Audio map example 1.9 in Content Examples
  • Fixed! UE-25878 Content Examples buttons are green when display is not active
  • Fixed! UE-22705 Inconsistent values from input Y-axis on motion controllers
  • Fixed! UE-24187 Editor hangs after selecting submit to source control from drop-down
  • Fixed! UE-25479 Unable to package a BP project for Linux missing UE4Game binary
  • Fixed! UE-25815 Error loading the editor with Oculus Audio Plugin enabled
  • Fixed! UE-25351 Setting the Falloff Distance of a Sound Wave/Cue to 0.0 will no longer Play Sound

New in Unreal Engine 4.11 Preview 3 (Jan 21, 2016)

  • Rendering Updates:
  • New physically based shading model for realistic hair based on the latest research from film. It models 2 specular lobes, transmission, and scattering.
  • New physically based shading model for eyes.
  • New physically based shading model for cloth. This combines the standard shading model with a layer of velvet fibers. This layer simulates fuzz and fabrics.
  • Capsule Shadows - We now have support for very soft indirect shadows cast by a capsule representation of the character
  • Lightmass Portals - Skylight quality indoors can be massively improved by setting up Portal actors over openings. Portals tell Lightmass where to look for incoming lighting, they don’t actually emit light themselves. Portals are best used covering small openings that are important to the final lighting. Placing large Portals all over the level will dramatically increase build times.
  • Per-vertex translucency lighting - There are two new translucency lighting modes available in the material editor which compute lighting per-vertex. PerVertex lighting modes use half as many shader instructions and texture lookups.
  • We now have support for 3 lighting channels. You can set which channels a PrimitiveComponent or a LightComponent is in.
  • We’ve integrated Intel's Embree ray tracing library into Lightmass and we got a huge lighting build speedup from it, as the majority of lighting build time goes toward tracing rays to figure out how light is bouncing.
  • We’ve integrated updates to the D3D12 RHI to allow better CPU utilization while generating rendering commands in parallel.
  • Improved quality and performance of the SubsurfaceScatteringProfile shading model.
  • Circle Depth of Field post process - New Material Functions to render small particles with out of focus.
  • Materials using separate translucency can now be rendered at a lower resolution, which can be useful to improve GPU performance for fillrate and overdraw heavy geometry (for example particle effects).
  • The resolution is controlled via a console variable, r.SeparateTranslucencyScreenPercentage, which expresses separate translucency as a percentage of current screen resolution.
  • Static mesh LOD transitions now supporting dithering.
  • Core Updates:
  • CrashReporter Server available
  • Improvements
  • Garbage Collection up to 4x faster
  • Dependency preloading - brings us close to seek free loading (90% of the time seek free), faster package loading
  • UnrealHeaderTool makefiles - iterative UHT runs are 5x faster
  • Platform Updates:
  • Metal on Mac
  • AppleTV support
  • Fast Semantics on XboxOne
  • VS2015 on XboxOne
  • Code plugins for PS4
  • Deterministic cooking "bug-finder" commandlet
  • Background content precaching for most-recently-cooked-platform
  • Editor/Tools Updates:
  • Sequencer improvements
  • New tracks: Shot/director, play rate, slomo, fade, material, particle parameter tracks.
  • Improved movie rendering, exr support
  • Improved/consistent keyframing behaviors, copy/paste keyframes, copy keys from matinee, 3d keyframe path display
  • Master sequence workflow
  • Spawnables workflow
  • UI improvements: track coloring, keyframe shapes/coloring, track filtering
  • Framework Updates:
  • Anim Dynamics Skeletal Control for Animation Blueprints - allows dynamic motion to be procedurally added to skeletal meshes without having to use a full physics solution. This is accomplished using the new “Anim Dynamics” node in the Animation Graph of an Animation Blueprint.
  • Networking Updates:
  • Packet handler system
  • Easy interception of packets for things like encryption, compression, etc
  • Added CryptoPP, and packet handler components that support it out of the box
  • Oodle integration (SDK purchase required)
  • Client-side replays
  • Blueprint Updates:
  • The Blueprint search tool has been updated to support more advanced search functionality (to get more targeted results).
  • Native C++ functions marked BlueprintCallable can now also be optionally marked as DevelopmentOnly. This new metadata allows calls to those functions to be disabled (compiled out) of all Blueprint function graphs in cooked/packaged builds without breaking the execution flow.
  • Mobile Rendering Updates:
  • Support for hardware instancing on iOS and many Android devices, reducing draw calls for Foliage and InstancedStaticMeshComponents.
  • Improved reflections on mobile, optionally interpolating between up to 3 reflection captures and performing parallax correction
  • VR Updates:
  • Instanced Stereo Rendering
  • Head Mounted Display Camera Refactor
  • Stereo Layers
  • SDK Updates: Oculus SDK 1.0, SteamVR 1.0, PlayStationVR SDK3 Updates, and Gear VR LibOVRMobile 1.0 (not yet updated for Preview 1, but will be by final release)
  • Landscape/Foliage Updates:
  • Landscape layer whitelisting, allowing you to control which landscape components should accept which layers in the painting tool
  • Landscape layer usage view mode, to quickly see which landscape components are using which layers
  • Support for baking WorldPositionOffset changes into landscape collision
  • Additional features and updates may be added to this list over time.
  • Known Issues:
  • UE-25646 Can't interact with the Blueprint_Mouse_Interaction content example
  • UE-25644 First Person BP and Code gun has odd rotation
  • UE-25633 ContentExamples' NetworkFeatures map opens with Blueprint warnings
  • UE-25632 Asset produces error "Failed import for object property" upon loading editor
  • UE-25630 ContentExamples' Matinee map opens with PIE warnings
  • UE-25626 Asset with child actor component (documentation actor) crashes upon level load
  • UE-25625 Failing to compile will cause blueprint variables to reset to their default values
  • UE-25611 Disable writing NoOBBInstall batch file
  • UE-25605 ContentExamples' Math Hall map opens with Blueprint compiler warnings
  • UE-25599 [CrashReport] Auto-Convex Collision Generation crashing with specific Mesh
  • UE-25593 UnrealHeaderTool does not detect program plugins enabled by default
  • UE-25575 Long Google Play App ID can cause an invalid error
  • UE-25573 ContenExamples' LevelScripting map opens with Blueprint warnings
  • UE-25571 Can't Launch On or Package code templates on iOS
  • UE-25560 ContenExamples' Cloth map opens to SkeletalMesh warnings
  • UE-25553 Cinematic camera broken in Infiltrator
  • UE-25549 Closing Editor Crashes in OpenGL
  • UE-25548 Project Launcher Crashes in OpenGL
  • UE-25543 Actors that are scaled too small have incorrect collision responses
  • UE-25529 ContenExamples' BlueprintSplines map opens with blueprint warnings
  • UE-25524 ContenExamples' Audio map opens to missing NodeGuid warnings
  • UE-25521 Editor font doesn't render Arabic glyphs
  • UE-25520 The new BP gather method is ignoring non-root level BPs
  • UE-25507 Vehicle Advanced Template's dashboard view camera on ground in VR
  • UE-25506 Vehicle Template's dashboard view camera on ground in VR
  • UE-25502 Major artifacts in Shootergame bullet decals
  • UE-25495 Lots of Warnings for Kite demo when building via EC for the Launcher
  • UE-25493 Kite demo and Tappy CHicken fail to build via EC: Assertion failed: NewProperty [File:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 665]
  • UE-25479 Unable to package a BP project for Linux missing UE4Game binary
  • UE-25477 BlueprintOffice has missing NodeGUID warnings on open
  • UE-25474 Callstacks are not properly written within a clients logs after a crash has occured
  • UE-25451 Construction script on child actor components not respected in PIE
  • UE-25444 SceneCapture(HDR) malfunctions on Mali devices.
  • UE-25433 UFE: HTML5 custom on the fly deployment stalls when trying to connect in Firefox.
  • UE-25422 Actor loses and regains net relevance, replicated references to it not handled correctly
  • UE-25411 Tappy Chicken does not display a numerical score on iOS
  • UE-25387 First Person projects packaged in Shipping for HTML5 constantly rotate upwards
  • UE-25383 UFE: Unable to deploy content to Android_ETC1 in custom profile. It stalls at the deploying stage and goes on indefinitely.
  • UE-25377 Spinning logo in Blueprint_Communication map is the incorrect size
  • UE-25355 Polygons are black in KiteDemo levels
  • UE-25352 Crash when loading 'GDC_KiteCine_Map' sublevel of GDC_Landscape01 in KiteDemo
  • UE-25334 Tessellation no longer working in 4.11 Preview 2
  • UE-25333 Mac project packaged in Shipping does not have a UE4 icon
  • UE-25328 Rendering artifacts when hovering over menu buttons on AMD card
  • UE-25323 Opening a project that contains an actor in viewport with a child actor component of type TextRenderActor crashes the editor
  • UE-25315 Improve code practices in Match3
  • UE-25313 iOS crash on launch on some devices
  • UE-25272 IHeadMountedDisplay Crash
  • UE-25267 Crash in IHeadMountedDisplay::ApplyLateUpdate
  • UE-25266 HTML5 packaging code project fails could not verify LLVM version
  • UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed
  • UE-25235 Collision volumes don't keep their color in cooked game
  • UE-25233 Unable to add Chrome as a platform in the HTML5 SDK option. This prevents launching a project in Chrome.
  • UE-25214 LaunchOn for Firefox fails during the downloading of packaged data.
  • UE-25199 Crash when using +CVars=r.MobileContentScaleFactor=2
  • UE-25150 iOS build failure in 4.11 preview 1
  • UE-25147 ASTC textures with alpha channel corrupted by -alphablend optioion
  • UE-25146 Crash occurs texture painting on Mac with Metal
  • UE-25143 Crash occurs opening level sequence assets in QAGame
  • UE-25129 Crash occurred painting on landscape sublevels with Retopologize tool
  • UE-25123 Mac Editor Freezes after connecting and disconnecting a mobile device
  • UE-25118 Retopologize tool does not line up with cursor
  • UE-25111 Signal 11 error when closing project on Linux
  • UE-25097 TextureSampleParameter2D ignored in PostProcessMaterial
  • UE-25093 Landscape tool switches to Manage New Landscape when hiding a level with landscape mode open.
  • UE-25069 [CrashReport] Editor crashes if pointlight is added to level on El Capitan
  • UE-25065 [CrashReport] UE4Editor_Persona!FPersonaMeshDetails::IsSectionSelected() [personameshdetails.cpp:1179]
  • UE-25025 Undoing a change to equation of Math Expression node breaks output link
  • UE-25021 Project Thumbnail is distorted on Mac
  • UE-25015 Separate Translucency disabled in the Project Settings will not render asset
  • UE-25014 Persona viewport flickers when viewing a skeletal mesh on Nvidia driver 361.43
  • UE-25011 Crash when selecting a revision with the Blueprint Diff Tool
  • UE-25006 Merge bug fix for Vertex Colors in UI Materials into 4.11
  • UE-24994 Character is discolored and has a square shadow on Galaxy S5
  • UE-24993 Color Picker closes when selecting color in the Level Details Panel in a Blueprint actor
  • UE-24992 Undo not stepping back properly when the UMG widget is added to a sequence
  • UE-24968 Double clicking a widget will cause details properties to disappear
  • UE-24967 Integrate D3D12 update from MS
  • UE-24959 "Send and Restart" brings up the Project Browser
  • UE-24954 Enabling wifi while a game is running causes the device to freeze or crash
  • UE-24948 First Person template has odd reflections on the Galaxy S3 Mali
  • UE-24913 RecieveTick_Copy not working - Should not be able to make event copies
  • UE-24908 Cloth crash when changing frequency to 0
  • UE-24878 Crash when Converting 4.10 Project to 4.11 possibly related to Oculus Config Utility
  • UE-24843 Project launcher splash does not disappear after project opens on Linux
  • UE-24833 Crash undoing the adding of a Child Actor Component
  • UE-24822 Widget must be selected twice to transform newly added components in the blueprint viewport
  • UE-24813 Skylight Indirect lighting Intensity has no effect
  • UE-24793 iPadPro uses wrong resolution
  • UE-24792 Blocky terrain artifacting on iPadPro
  • UE-24757 Editor crashes when exiting and having a widget blueprint open.

New in Unreal Engine 4.11 Preview 2 (Jan 14, 2016)

  • Rendering Updates:
  • New physically based shading model for realistic hair based on the latest research from film. It models 2 specular lobes, transmission, and scattering.
  • New physically based shading model for eyes.
  • New physically based shading model for cloth. This combines the standard shading model with a layer of velvet fibers. This layer simulates fuzz and fabrics.
  • Capsule Shadows - We now have support for very soft indirect shadows cast by a capsule representation of the character
  • Lightmass Portals - Skylight quality indoors can be massively improved by setting up Portal actors over openings. Portals tell Lightmass where to look for incoming lighting, they don’t actually emit light themselves. Portals are best used covering small openings that are important to the final lighting. Placing large Portals all over the level will dramatically increase build times.
  • Per-vertex translucency lighting - There are two new translucency lighting modes available in the material editor which compute lighting per-vertex. PerVertex lighting modes use half as many shader instructions and texture lookups.
  • We now have support for 3 lighting channels. You can set which channels a PrimitiveComponent or a LightComponent is in.
  • We’ve integrated Intel's Embree ray tracing library into Lightmass and we got a huge lighting build speedup from it, as the majority of lighting build time goes toward tracing rays to figure out how light is bouncing.
  • We’ve integrated updates to the D3D12 RHI to allow better CPU utilization while generating rendering commands in parallel.
  • Improved quality and performance of the SubsurfaceScatteringProfile shading model.
  • Circle Depth of Field post process - New Material Functions to render small particles with out of focus.
  • Materials using separate translucency can now be rendered at a lower resolution, which can be useful to improve GPU performance for fillrate and overdraw heavy geometry (for example particle effects).
  • The resolution is controlled via a console variable, r.SeparateTranslucencyScreenPercentage, which expresses separate translucency as a percentage of current screen resolution.
  • Static mesh LOD transitions now supporting dithering.
  • Core Updates:
  • CrashReporter Server available
  • Improvements:
  • Garbage Collection up to 4x faster
  • Dependency preloading - brings us close to seek free loading (90% of the time seek free), faster package loading
  • UnrealHeaderTool makefiles - iterative UHT runs are 5x faster
  • Platform Updates:
  • Metal on Mac
  • AppleTV support
  • Fast Semantics on XboxOne
  • VS2015 on XboxOne
  • Code plugins for PS4
  • Deterministic cooking "bug-finder" commandlet
  • Background content precaching for most-recently-cooked-platform
  • Editor/Tools Updates:
  • Sequencer improvements:
  • New tracks: Shot/director, play rate, slomo, fade, material, particle parameter tracks.
  • Improved movie rendering, exr support
  • Improved/consistent keyframing behaviors, copy/paste keyframes, copy keys from matinee, 3d keyframe path display
  • Master sequence workflow
  • Spawnables workflow
  • UI improvements: track coloring, keyframe shapes/coloring, track filtering
  • Framework Updates:
  • Anim Dynamics Skeletal Control for Animation Blueprints - allows dynamic motion to be procedurally added to skeletal meshes without having to use a full physics solution. This is accomplished using the new “Anim Dynamics” node in the Animation Graph of an Animation Blueprint.
  • Networking Updates:
  • Packet handler system
  • Easy interception of packets for things like encryption, compression, etc
  • Added CryptoPP, and packet handler components that support it out of the box
  • Oodle integration (SDK purchase required)
  • Client-side replays
  • Blueprint Updates:
  • The Blueprint search tool has been updated to support more advanced search functionality (to get more targeted results).
  • Native C++ functions marked BlueprintCallable can now also be optionally marked as DevelopmentOnly. This new metadata allows calls to those functions to be disabled (compiled out) of all Blueprint function graphs in cooked/packaged builds without breaking the execution flow.
  • Mobile Rendering Updates:
  • Support for hardware instancing on iOS and many Android devices, reducing draw calls for Foliage and InstancedStaticMeshComponents.
  • Improved reflections on mobile, optionally interpolating between up to 3 reflection captures and performing parallax correction
  • VR Updates:
  • Instanced Stereo Rendering
  • Head Mounted Display Camera Refactor
  • Stereo Layers
  • SDK Updates: Oculus SDK 1.0, SteamVR 1.0, PlayStationVR SDK3 Updates, and Gear VR LibOVRMobile 1.0 (not yet updated for Preview 1, but will be by final release)
  • Landscape/Foliage Updates:
  • Landscape layer whitelisting, allowing you to control which landscape components should accept which layers in the painting tool
  • Landscape layer usage view mode, to quickly see which landscape components are using which layers
  • Support for baking WorldPositionOffset changes into landscape collision
  • Additional features and updates may be added to this list over time.
  • Known Issues:
  • UE-25214 LaunchOn for Firefox fails during the downloading of packaged data.
  • UE-24843 Project launcher splash does not disappear after project opens on Linux
  • UE-24793 iPadPro uses wrong resolution
  • UE-25111 Signal 11 error when closing project on Linux
  • UE-25097 TextureSampleParameter2D ignored in PostProcessMaterial
  • UE-25029 Playing movies using PS4 MediaPlayer become dimly white.
  • UE-25006 Merge bug fix for Vertex Colors in UI Materials into 4.11
  • UE-24908 Cloth crash when changing frequency to 0
  • UE-24974 Baked shadows from static meshes that fall on dynamic objects causes artifcats with instanced stereo
  • UE-25147 ASTC textures with alpha channel corrupted by -alphablend optioion
  • UE-25137 Linux platform does not appear in Windows Binary
  • UE-25123 Mac Editor Freezes after connecting and disconnecting a mobile device
  • UE-25197 Unable to build ShooterGame BlendOutTime is not a member of UAnimMontage
  • UE-25192 Unable to build Shootergame FOnLoginUIClosedDelegate is not a member
  • UE-25118 Retopologize tool does not line up with cursor
  • UE-25143 Crash occurs opening level sequence assets in QAGame
  • UE-25146 Crash occurs texture painting on Mac with Metal
  • UE-25141 Irregular behavior for cursor when painting with Landscape Retopologize Tool
  • UE-25129 Crash occurred painting on landscape sublevels with Retopologize tool
  • UE-25115 No assets are created for static meshes in the level when generating LODs
  • UE-25096 Viewport flashes black and white when moving in the scene on latest Nvidia drivers
  • UE-25093 Landscape tool switches to Manage New Landscape when hiding a level with landscape mode open.
  • UE-25088 Mac editor freezes when Android device is unplugged
  • UE-25057 Text variable types in BP Structure cause crashes
  • UE-25070 Crash when overriding an animation in a child Anim Blueprint and then undoing
  • UE-25073 FirstPersonCharacter2 causes invisible wall collision
  • UE-24992 Undo not stepping back properly when the UMG widget is added to a sequence
  • UE-25025 Undoing a change to equation of Math Expression node breaks output link
  • UE-24941 UE4 Releases: 4.11 Match3_EditorGame compile timeout on CL 2815533
  • UE-24948 First Person template has odd reflections on the Galaxy S3 Mali
  • UE-25014 Persona viewport flickers when viewing a skeletal mesh on Nvidia driver 361.43
  • UE-25011 Crash when selecting a revision with the Blueprint Diff Tool
  • UE-24968 Double clicking a widget will cause details properties to disappear
  • UE-24871 Crash upon selecting the eyedropper in the color picker within the material editor
  • UE-24822 Widget must be selected twice to transform newly added components in the blueprint viewport
  • UE-24789 iOS Platform not found when packaging
  • UE-24757 Editor crashes when exiting and having a widget blueprint open.
  • UE-24813 Skylight Indirect lighting Intensity has no effect
  • UE-24833 Crash undoing the adding of a Child Actor Component
  • UE-24792 Blocky terrain artifacting on iPadPro
  • UE-25065 [CrashReport] UE4Editor_Persona!FPersonaMeshDetails::IsSectionSelected() [personameshdetails.cpp:1179]
  • UE-25015 Separate Translucency disabled in the Project Settings will not render asset
  • UE-24913 RecieveTick_Copy not working - Should not be able to make event copies
  • UE-24878 Crash when Converting 4.10 Project to 4.11 possibly related to Oculus Config Utility
  • UE-24959 "Send and Restart" brings up the Project Browser
  • UE-24993 Color Picker closes when selecting color in the Level Details Panel in a Blueprint actor
  • UE-25068 [CrashReport] UE4Editor_Kismet!TArray::Pop() [array.h:856]

New in Unreal Engine 4.10.2 (Jan 11, 2016)

  • Fixed! UE-23845 Crash when using "Set Key Time" on an animation key in UMG
  • Fixed! UE-24685 Matinee movie recording is broken in 4.10
  • Fixed! UE-22573 A REINST error occurs in widgets that reference one another
  • Fixed! UE-24115 Cannot launch the editor in DebugGame Editor configuration from Xcode
  • Fixed! UE-24563 Editor should launch launcher silently
  • Important Note - 'VisualStudio2015 Update 1' is not compatible with the UE 4.10 release. Please do not update to VisualStudio2015 Update 1 while using UE 4.10.2

New in Unreal Engine 4.11 Preview 1 (Dec 23, 2015)

  • Rendering Updates:
  • New physically based shading model for realistic hair based on the latest research from film. It models 2 specular lobes, transmission, and scattering.
  • New physically based shading model for eyes.
  • New physically based shading model for cloth. This combines the standard shading model with a layer of velvet fibers. This layer simulates fuzz and fabrics.
  • Capsule Shadows - We now have support for very soft indirect shadows cast by a capsule representation of the character
  • Lightmass Portals - Skylight quality indoors can be massively improved by setting up Portal actors over openings. Portals tell Lightmass where to look for incoming lighting, they don’t actually emit light themselves. Portals are best used covering small openings that are important to the final lighting. Placing large Portals all over the level will dramatically increase build times.
  • Per-vertex translucency lighting - There are two new translucency lighting modes available in the material editor which compute lighting per-vertex. PerVertex lighting modes use half as many shader instructions and texture lookups.
  • We now have support for 3 lighting channels. You can set which channels a PrimitiveComponent or a LightComponent is in.
  • We’ve integrated Intel's Embree ray tracing library into Lightmass and we got a huge lighting build speedup from it, as the majority of lighting build time goes toward tracing rays to figure out how light is bouncing.
  • We’ve integrated updates to the D3D12 RHI to allow better CPU utilization while generating rendering commands in parallel.
  • Improved quality and performance of the SubsurfaceScatteringProfile shading model.
  • Circle Depth of Field post process - New Material Functions to render small particles with out of focus.
  • Materials using separate translucency can now be rendered at a lower resolution, which can be useful to improve GPU performance for fillrate and overdraw heavy geometry (for example particle effects).
  • The resolution is controlled via a console variable, r.SeparateTranslucencyScreenPercentage, which expresses separate translucency as a percentage of current screen resolution.
  • Static mesh LOD transitions now supporting dithering.
  • Core Updates:
  • CrashReporter Server available
  • Improvements
  • Garbage Collection up to 4x faster
  • Dependency preloading - brings us close to seek free loading (90% of the time seek free), faster package loading
  • UnrealHeaderTool makefiles - iterative UHT runs are 5x faster
  • Platform Updates:
  • Metal on Mac
  • AppleTV support
  • Fast Semantics on XboxOne
  • VS2015 on XboxOne
  • Code plugins for PS4
  • Deterministic cooking "bug-finder" commandlet
  • Background content precaching for most-recently-cooked-platform
  • Editor/Tools Updates:
  • Sequencer improvements
  • New tracks: Shot/director, play rate, slomo, fade, material, particle parameter tracks.
  • Improved movie rendering, exr support
  • Improved/consistent keyframing behaviors, copy/paste keyframes, copy keys from matinee, 3d keyframe path display
  • Master sequence workflow
  • Spawnables workflow
  • UI improvements: track coloring, keyframe shapes/coloring, track filtering
  • Framework Updates:
  • Anim Dynamics Skeletal Control for Animation Blueprints - allows dynamic motion to be procedurally added to skeletal meshes without having to use a full physics solution. This is accomplished using the new “Anim Dynamics” node in the Animation Graph of an Animation Blueprint.
  • Networking Updates:
  • Packet handler system
  • Easy interception of packets for things like encryption, compression, etc
  • Added CryptoPP, and packet handler components that support it out of the box
  • Oodle integration (SDK purchase required)
  • Client-side replays
  • Blueprint Updates:
  • The Blueprint search tool has been updated to support more advanced search functionality (to get more targeted results).
  • Native C++ functions marked BlueprintCallable can now also be optionally marked as DevelopmentOnly. This new metadata allows calls to those functions to be disabled (compiled out) of all Blueprint function graphs in cooked/packaged builds without breaking the execution flow.
  • Mobile Rendering Updates:
  • Support for hardware instancing on iOS and many Android devices, reducing draw calls for Foliage and InstancedStaticMeshComponents.
  • Improved reflections on mobile, optionally interpolating between up to 3 reflection captures and performing parallax correction
  • VR Updates:
  • Instanced Stereo Rendering
  • Head Mounted Display Camera Refactor
  • Stereo Layers
  • SDK Updates: Oculus SDK 1.0, SteamVR 1.0, PlayStationVR SDK3 Updates, and Gear VR LibOVRMobile 1.0 (not yet updated for Preview 1, but will be by final release)
  • Landscape/Foliage Updates:
  • Landscape layer whitelisting, allowing you to control which landscape components should accept which layers in the painting tool
  • Landscape layer usage view mode, to quickly see which landscape components are using which layers
  • Support for baking WorldPositionOffset changes into landscape collision
  • Additional features and updates may be added to this list over time.

New in Unreal Engine 4.10.1 Hotfix (Dec 9, 2015)

  • Fixed! UE-23364 Make sure that Perforce integration works with SSL connections when compiled with VS2015
  • Fixed! UE-21181 [CrashReport] Object from PIE level still referenced. (via FWorldContext in UEngine::AddReferencedObjects?)
  • Fixed! UE-23371 [CrashReport] UE4Editor_GraphEditor!FNodeFactory::CreateNodeWidget() nodefactory.cpp:91
  • Fixed! UE-23372 [CrashReport] Indexing Blueprints for FiB data causes: KERNELBASE!
  • Fixed! UE-23230 iOS min supported version > 6.1 = Crashing Leaderboard Writes
  • Fixed! UE-23366 [CrashReport] UE4Editor_Engine!USceneComponent::OnComponentDestroyed() [scenecomponent.cpp:676]
  • Fixed! UE-23250 PS4Tracker Crash
  • Fixed! UE-23394 Intermittent crash in CacheOptimizeIndexBuffer on Editor startup on Linux
  • Fixed! UE-23302 GitHub 1751 : Fix for USceneComponent::AttachTo() crash
  • Fixed! UE-20336 Hovering over tooltip for Post Process Settings causes CPU Color Scheme Change & Win10 hard-freeze
  • Fixed! UE-23877 Lots of people running into an Ensure in PathFollowingComponent
  • Fixed! UE-23232 Metal + iOS projects = Black Screen on iPhone 6s
  • Fixed! UE-23288 Bug: No text being displayed on iPhone 4s
  • Fixed! UE-23289 Bug: Crash and to home screen on iPhone 4s
  • Fixed! UE-23382 Compile for Size Causes Animations to Play Incompletely on iOS
  • Fixed! UE-23290 Bug: No Force Feedback
  • Fixed! UE-23664 Unable to push to SteamVR in 4.10 while Oculus 0.8 service is running
  • Fixed! UE-23150 Refraction does not render correctly on Mosaic devices
  • Fixed! UE-23611 Android streaming audio repeats at start if start time is 0.0
  • Fixed! UE-23694 Rework streaming audio fix for hotfix
  • Fixed! UE-22968 UnrealFrontend Quick Launch to Android Fails While Deploying
  • Fixed! UE-23655 GitHub 1776 : Fix compile error for Android x86 and x64
  • Fixed! UE-21858 Visible dithered quantization to remove banding in New Temporal AA Quality
  • Fixed! UE-23149 Async linetraces can re-call the results delegate repeatedly
  • Fixed! UE-23362 Gnm: submitDone () is not called for X seconds
  • Fixed! UE-23415 USB Keyboard not working in shipping builds
  • Fixed! UE-23426 Changes to World.h and WorldCollision.h need to be removed
  • Fixed! UE-23662 HRTF Spatialization Broken
  • Fixed! UE-23812 Packaged games should not send hardware survey telemetry event
  • Fixed! UE-23688 Modulated shadow blending incorrect with encoded HDR.
  • Fixed! UE-23762 Setting Runtime Generation to Static Resets Upon Closing and Re-opening Editor
  • Fixed! UE-23048 UAIPerceptionStimuliSourceComponent never registers with required senses
  • Fixed! UE-22866 [4.10 P2] UI is offcenter for dropdown menus and tooltips in editor
  • Fixed! UE-23064 Target build folder does not clear when repackaging
  • Fixed! UE-23132 Wildcard Array in Macro Causes Error Message to Appear
  • Fixed! UE-23233 Upgrading Project to a New Engine Version Causes Errors When Attempting to Open Tutorial Blueprints
  • Fixed! UE-21717 Self Shadow Only causes rendering artifacts
  • Fixed! UE-22949 Unable to open UE4Editor on Linux - Bad hlslcc header found
  • Fixed! UE-23746 4.10 is gathering editor-only BP text for game loc gathers
  • Updated! UE-23365 GitHub 1763 : Update README.md / VS2013 -> VS2015
  • Updated! UE-23151 UE4 4.10 needs a Localization Update

New in Unreal Engine 4.10 (Nov 12, 2015)

  • Major Features:
  • New: Refraction Effects for Mobile:
  • Refraction effects are now fully supported on mobile platforms. Your existing shaders with refraction will automatically work on mobile devices in this release -- no extra steps are required!
  • Enabled on iPhone 5S and above and Android devices such as Nexus 5, Galaxy Note 4 and Galaxy S6
  • It can be enabled on other devices by setting the r.RefractionQuality render variable in their corresponding Device Profile
  • New: Optimized VR Rendering:
  • Your VR games get faster in this release, thanks to new rendering optimizations specifically for head mounted displays. We’ve implemented a new "Hidden and Visible Mesh optimization" to reduce the GPU overhead of VR rendering. Bullet Train VR Demo, by Epic Games
  • These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions. The hidden area mesh works as a prepass, where we take a mesh that represents the area hidden from view, and reject everything behind the mesh. Next, for the post-processing stage, we use the inverse of that mesh, which represents the visible pixels, and then only run post processing on those. By using these two techniques, you get "free" performance! On “Bullet Train,” we saw about 0.25 ms total savings on the PC, where the total frame time is only 11ms. On console platforms you can expect to see much larger performance gains!
  • New: Visual Studio 2015 Support:
  • Unreal Engine has been updated to Visual Studio 2015 on Windows platform! Visual Studio 2015 includes C++ language features like uniform initializers and delegating constructors. The new compiler is also very standards-compliant and will detect more errors in your code. You can download the free Visual Studio 2015 Community Edition Visual Studio web site. Unreal Engine supports Visual Studio 2015 Community, Professional, Enterprise as well as Express for Desktop (with some limitations.) Important: The launcher distribution of the engine now requires Visual Studio 2015 with C++ support enabled. Please upgrade your team now! If you use the New Project wizard inside Unreal Engine, we’ll help you get Visual Studio 2015 downloaded and installed. Important: The Visual Studio 2015 installer does not install C++ by default when installing manually. Make sure to choose "Custom" when prompted, then expand the Programming Languagessection, and check Visual C++. When compiling your project the first time, be on the lookout for new compiler errors reported because the new C++ compiler is more strict. Microsoft has posted document with examples of changes that could affect your code. If you need to continue using Visual Studio 2013, you’ll need to compile the engine yourself from the GitHub source code. The primary reason for not supporting Visual Studio 2013 in the launcher distribution is because the additional precompiled binaries, debug symbols and static libraries for both versions of the compiler would have significantly increased the engine size and caused project setup to be more complicated on Windows. We’ll be fully retiring support for Visual Studio 2013 in an upcoming release.
  • New: Mobile Material Quality:
  • The new Material Quality system allows your game to easily scale all the way down to low end devices, without sacrificing quality on more modern devices! You can now generate Low, Medium and High quality versions of shaders for all materials! With each tier, you can selectively disable rendering features to increase performance on low end devices. UE4 will automatically detect a good default quality level for many popular devices. Galaxy S6 Edge (High quality materials)
  • High material quality automatically selected
  • Specular reflections, roughness, metals, normal maps and directional lighting
  • Galaxy S III (Material quality scaled down):
  • Material quality automatically scaled for optimal performance
  • Specular reflections, variation in roughness, metals, normal maps and directional lighting are disabled
  • New: UE4 Platform Updates and SDKs:
  • Every release of UE4 contains improvements for supported platforms along with updated support for latest platform SDKs Platform highlights in this release
  • Oculus Rift updated to support 0.8 SDK Beta
  • Oculus Mobile SDK updated to support 0.6.2
  • Xbox One was updated to the August XDK and now compiles using Visual Studio 2015
  • Playstation 4 was updated to SDK 3.00 (with Playstation VR support!)
  • iOS support was updated to SDK 9.0
  • Mac OS X was updated to SDK 10.11 (El Capitan)
  • Xcode support was updated for Version 7
  • Android now supports Marshmallow (6.0)
  • Ongoing fixes to Linux/SteamOS, and minor improvements in lower level functionality.
  • New: Landscape Mirror Tool:
  • Using the new Mirror Tool you can easily make symmetrical landscapes. This is really useful for competitive two-team landscape levels!
  • Mirrors the heightmap, material layers and landscape grass
  • Mirror in either direction over the X or Y axis
  • New: Low-latency VR Motion Controllers:
  • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. You can see the difference between a late-updated and a non-late-updated component’s position and rotation below. The screenshot was taken during a normal speed, side-to-side arm motion.
  • This is the same technique that we use to reduce latency with head mounted displays. We now update Motion Controller Component positions twice per frame: once during the input tick, and once again right before we render. That means that controls will feel more responsive, and better reflect what the player is doing in the real world. This feature is enabled by default.
  • New: Automatic Blueprint Node Arrangement
  • We’ve added a comprehensive set of layout routines for fast automatic organization of Blueprint graphs. Just right click on selected nodes and choose "Alignment" to automatically arrange those nodes. Here’s what you can do with this feature:
  • Aligning the selected nodes based on their bounds (Top/Middle/Bottom, Left/Center/Right).
  • Distributing the selected nodes along a horizontal/vertical axis.
  • Straightening connections between the selected nodes.
  • Straightening a specific link connected to a particular pin.
  • New: Web Browser UI on Android:
  • Android now supports Web Browser widgets created either in a Widget Blueprint or in C++ using Slate code. This can be used to display content hosted anywhere on the web, for example a news messages to your users or help text.
  • On Android, the platform’s native web control is used so there is no increase in the executable size.
  • Web Browser widgets will be supported on iOS in a future release.
  • New: Gamepad Features for Android:
  • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings. The following Android controllers are automatically detected. Others will fall back to generic mappings.
  • Amazon Fire Game Controller and Amazon Fire TV remote
  • NVIDIA SHIELD Controller and SHIELD Portable
  • Samsung Game Pad EI-GP20
  • Other new features for Android controllers:
  • Mappings are now detected automatically based on the name of the controller device
  • Multiple controllers are now supported simultaneously
  • We now handle both Z/RZ and RX/RY mappings of axes to right joystick
  • Left Trigger / Brake and Right Trigger / Gas axes now work properly
  • X/Y Hat now maps to directional pad button events
  • Quick note about supporting more than one controller at the same time: Pressing a button on an unassigned gamepad will now associate the device ID with the first unassigned controller ID. Gamepad to controller ID assignments may also be queried or cleared with three new Blueprint nodes:
  • New: Xcode Project Overhaul:
  • We’ve greatly improved how Xcode projects are generated for your game! You’ll now have access to Xcode’s live issues and "Fix It" features, and indexing is much faster. Plus it’s way easier to switch between build configurations! Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target. You now open UE4.xcworkspace instead of UE4.xcodeproj in Xcode. Each project in the workspace creates a single scheme that’s used to build various UE4 targets. What is being built and run is determined by active configuration and platform.
  • New: Mobile Provisioning Profile Selector:
  • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings. Previously, a "best match" provision and certificate were used (and highlighted in green, as seen below). Now, there are check boxes next to them which will allow a particular provision or certificate to be used instead of the best match. If no items are selected, the green ones will be used.
  • AI:
  • Bugfix: AI senses registration code no longer crashes if the AI agent is missing some senses.
  • Behavior Tree:
  • Bugfix: Behavior Tree node instantiation no longer crashes when making AI switch from one Behavior Tree asset to another.
  • Added debugging tools.
  • Added keyboard shortcuts to toggle game HUD and debug messages in the gameplay debugger. Users can configure shortcuts in the engine config file.
  • Navigation:
  • Bugfix: Navigation System's navigation agent comparison can now match navigation data instances with appropriate agents in multi-navmesh environments.
  • Bugfix: Navmesh raycasts now return normal vectors in the correct coordinate space.
  • Bugfix: Editor no longer triggers full navmesh rebuild whenever a map is loaded.
  • Bugfix: Editor does not not discard valid navigation meshes on level load.
  • Bugfix: Navigation bounds gathering has been fixed by delaying navigation system initialization until actors get initialized for play.
  • Animation:
  • New: Added Anim Instance Blueprint function to request the name of a state.
  • Bugfix: Blendspace input data is no longer invalid when switching assets. Blend filter now works correctly in this case.
  • Bugfix: Blendspace editor no longer crashes when the editor opens for the first time.
  • Bugfix: Possible divide by zero removed from animation transitions using a crossfade duration of zero.
  • Bugfix: Negative curve values can be passed to animation montages and will no longer be capped to zero.
  • Bugfix: All animation sub-state machines now work properly with native bindings. Previously, only top-level state machines would work.
  • Audio:
  • New: Using a pool to reuse XAudio2 voices for PC/XBoxOne platforms.
  • Bugfix: Activate Reverb Effect successfully activates the specified reverb effect.
  • Optimized performance when many sounds are playing at the same time.
  • Blueprints:
  • New: Added alignment commands for blueprints.
  • Alignment methods for top/middle/bottom and left/center/right.
  • Distribution methods for horizontal/vertical spacing.
  • Straightening methods for connections between nodes/pins.
  • Bugfix: Crash fix for saving Blueprints during a Play in Editor (PIE) session.
  • Bugfix: Crash fix for prompting user to check out Blueprints during the compilation stage.
  • Bugfix: Crash fix when AI Controller possesses a Pawn during the Pawn's UnPossess event while exiting PIE.
  • Bugfix: Crash fix when deleting graphs or delegates while a "Create Event" node's graph is in the transaction buffer.
  • Bugfix: Crash fix when PIE fails to start.
  • Bugfix: Fixed issue with duplicating Timeline nodes that was causing "Launch" to fail afterwards.
  • Bugfix: Crash fix when removing a function input after a child's implementation had been deleted.
  • Bugfix: Crash fix after breaking and then re-adding pin connections to a Macro Instance node.
  • Bugfix: Crash fix with parent-child Animation Blueprint Class assets. (Related to crash reports detailing a TRASHCLASS assert at the Initialize Animation call.)
  • Bugfix: Crash fix for typing long names into blueprint function input and output pins.
  • Bugfix: Crash fix for a potential crash after hot-reloading a compiled game project.
  • Bugfix: Crash fix from invalid macros after deleting source graph in Macro Library.
  • Bugfix: Crash fix when clicking in the viewport while a new map is opening.
  • Bugfix: Crash fix when using "Find References" on a struct operation node (Make, Break, Set Members).
  • Bugfix: Crash fix when entering invalid values into "Make Date Time" node in Blueprints. Now it should just report an error in the log.
  • Bugfix: Crash fix when using undo/redo after deletion of components from a Blueprint.
  • Bugfix: Crash fix on undo/redo when deleted Blueprint is being restored after it has been recompiled.
  • Bugfix: Crash fix for using "Draw Debug Float History" and "Draw Debug Transform History" in Blueprints.
  • Bugfix: Using shortcut keys to add local variables will no longer crash the editor when done in a graph that does not support local variables.
  • Bugfix: Removed a potential infinite loop when adjusting Actor rotation in a Blueprint function.
  • Bugfix: Crash fix when using "Convert Selected Components to Blueprint Class".
  • Bugfix: Stopped resetting arbitrary defaults on cyclically-dependent Blueprint subclasses.
  • Bugfix: Asset Class ID variables set to reference Blueprint classes are no longer replaced with "PLACEHOLDER" class references on load.
  • Bugfix: Blueprints will no longer load with errors on macro nodes from a cyclically-dependent (out of date) macro library.
  • Bugfix: Fixed a rare case where Timelines would erroneously create redirectors in a Play in Editor session.
  • Bugfix: For Each Enum will now correctly iterate over all enum values.
  • Bugfix: User Defined Enums begin counting at 0, and will no longer increase in increments of two.
  • New placements of the Get Class Defaults node will no longer include array properties that contain object references. This is because it is a potentially unsafe connection.
  • As a side note, object properties are also not exposed for the same reason.
  • The Blueprint details view for non-member variables (either from a parent class or an external member reference), will no longer show uneditable options as editable.
  • The Get Class Defaults node now exposes Class and Interface variables.
  • Graph node comment bubbles have been improved so that they don’t obscure input pins on array graph node types.
  • Core:
  • New: Cooked packages can now be loaded in the editor if cooked for the same non-editor version of the platform the editor runs on.
  • New: Optimized custom version system so that it takes less space in saved packages and is faster to access at runtime.
  • Bugfix: Crash fix on deleting an Animation Blueprint and replacing it with another one.
  • Bugfix: Fixed high memory usage by streaming packages in cooked builds.
  • Bugfix: Crash fix when creating a Blueprint object from an archetype that is not the class default object and has multiple components added in Blueprint.
  • Bugfix: Fixed UDP Socket Receiver not resizing Array Reader to actual received size.
  • Bugfix: Fixed compilation issues arising from /Zm compiler flag in Visual Studio toolchains.
  • Bugfix: Fixed some threading problems with various binned malloc stats.
  • Bugfix: Corrected memory reporting with Binned Slack Current stat.
  • Bugfix: Corrected memory stats reporting on out of memory.
  • Bugfix: Multiline comments no longer break Unreal Header Tool parsing.
  • Bugfix: Non-contiguous values of user defined enums are supported properly.
  • Bugfix: Fixed usage of an invalid TLS slot ID in stats code.
  • Bugfix: Instanced subobjects in Blueprint are no longer with subobjects from the CDO. (Contributed by slonopotamus, Pull Request #1470.)
  • Fixed Log Compile typo in Unreal Header Tool log output. (Contributed by MrMormon, Pull Request #1460.)
  • Memory statistics will be output to log when the engine crashes as a result of running out of memory.
  • OS memory stats are no longer acquired every tick unless stats are being captured.
  • Bugfix: When using command line executable, only the call stack was visible after a crash. Now, the whole error history should be dumped to the console.
  • Bugfix: Crash report client should be packaged correctly now for all projects.
  • Editor and Tools:
  • New: Added a new experimental editor preference to enable "Sequencer"!
  • Sequencer is our upcoming level actor animation and cinematics creation tool.
  • The current version is limited in features and lacks documentation. It’s enabled for pre-alpha testing.
  • Sequencer is still in heavy development and you can expect to see major improvements with every release.
  • If you are brave enough to try it out, please be sure to send feedback on the forums or AnswerHub!
  • New: "Reset to default" button on the Image Size property of a brush now resets to the size of the brush's texture, if one is set.
  • New: Actor Merging tool now supports merging of collision primitives.
  • New: Added a feature allowing Detail Panel categories to be shown or hidden dynamically.
  • New: Added a Launch Configuration setting to the Play on Device editor settings tab, allowing you to specify the build configuration you want to use when launching from the editor Launch button drop-down menu.
  • This also fixes an inconsistency where source code projects would build and launch the same configuration the editor is running, but Blueprint projects always launched using a Development configuration.
  • The default setting is now to launch with the same configuration as the editor, but any build configuration can be specified.
  • New: Added a new editor view mode to colorize objects based on their LOD.
  • Enable from the view mode menu, or using the "viewmode lodcoloration" console command.
  • The colors to use for each LOD are configured in BaseEngine.ini under LOD Coloration Colors.
  • New: Added ability to merge physics data (collision primitives) for Actor Merging tool.
  • New: Added support to UnrealBuildTool to rebuild the makefile whenever the user changes a BuildConfiguration.xml file.
  • New: Added template to the Plugin Creator that shows how to add an example Third Party library.
  • New: Changed how actor spawning / duplication works in Simulate in Editor.
  • Now actors are always spawned non-permanently into the SIE world, and are destroyed upon exiting SIE.
  • This is more in line with other property changes to actors, which are restored to their original state when exiting SIE.
  • New: 'Device Output Log' window, currently implemented only for Android devices. Hidden under editor experimental settings.
  • New: Editor Analytics now tracks abnormal termination and crash events in order to improve stability.
  • New: Editor Analytics shutdown reporting improvements.
  • Discounts abnormal termination when a debugger is attached.
  • Improved locking of shared resources when running multiple instances to avoid missed reports.
  • New: Improved Engine Analytics settings for Editor users and End-Users of games.
  • Editor users can enable/disable their own analytics that sends usage data for their Editor sessions in "Editor Preferences->Privacy->Usage Data->Options".
  • Editor users can set the default game analytics enabled state for the end-users of their game in "Project Settings->Engine->End-User Settings->Privacy".
  • End-user's setting is easy to expose to your game UI and should be presented as an option to send usage data to Epic Games.
  • Both settings are for sending analytics to Epic Games. Developers are free to add their own analytics.
  • New: Improving SuperSearch to allow you to choose Google (default) or Bing as the search engine to use. In China, Google is blocked, so Bing will allow those users to use the builtin search.
  • New: The process of duplicating Brushes in the editor has now been hugely optimized.
  • In a test level with 227 brushes, these are now duplicated in around 2 seconds instead of nearly 4 minutes as before.
  • A dialog has been added to show progress on the operation if it takes more than a few seconds.
  • Bugfix: Crash fix to project thumbnails using corrupted PNG images. Error handling is now fixed in PNG Image Wrapper to prevent this from crashing the editor.
  • Bugfix: Crash fix to editor startup. Previous, it was crashing while loading tutorial images.
  • Bugfix: Crash fix when putting Recast NavMesh into a World Outliner folder.
  • Bugfix: Crash fix when setting a struct variable to Curve Table Row Handle.
  • Bugfix: Crash fix when expanding the viewport toolbar while in 2x2 view.
  • Bugfix: Crash fix when freelooking in editor viewports due to view rotation matrix calculation bug.
  • Bugfix: Crash fix when importing invalid FBX files.
  • Bugfix: Crash fix to renaming asset files outside of the editor while the editor is open.
  • Bugfix: Brush extrusion now works correctly when a Brush actor is rotated.
  • Bugfix: Duplicating an array of instanced objects in a Property Tree will correctly deep copy the objects instead of a shallow (referenced) copy.
  • Bugfix: Clicking a Text property field corresponding to multiple properties will no longer cause the "Multiple Values" text to be committed to those properties.
  • Bugfix: Fixed an issue where widget deltas were not being correctly calculated when the widget was positioned behind the camera. This had meant that Ctrl+Mouse Button dragging to move the currently selected actor(s) along one of their axes was not working if the widget was behind the camera.
  • Bugfix: Fixed Search Box widgets in context menus (for example, the search box in the Blueprint Editor context menu) so that clicking the clear button doesn't also close the parent menu.
  • Bugfix: Win DualShock plugin now links in Debug Editor mode.
  • Bugfix: Merge Actors tool correctly replaces the source actors with a merged one.
  • Bugfix: Mirrored blocking volumes now correctly generate collision geometry.
  • Content Browser:
  • New: Content browser asset discovery optimized. (Contributed by slonopotamus, Pull Request #1516.)
  • Bugfix: Newly added collections don’t lose their selection state once you name them.
  • Can no longer duplicate maps via the content browser.
  • Landscape:
  • New: Added a mirroring tool to allow you to mirror Landscape geometry and layers using a plane.
  • Bugfix: Fixed a crash with landscape that has painted holes when using ES2 feature level preview or the Mobile Previewer.
  • Bugfix: Fixed a race condition in material compilation that may have been causing a hard-to-reproduce crash during landscape painting.
  • Bugfix: Fixed an issue where a None entry in the Landscape Grass Output node would cause landscape grass meshes to be assigned to the wrong layer.
  • Bugfix: Fixed an issue where landscape grass with more than 5 layers only showed the last layer.
  • Bugfix: Landscape "move to level" tool doesn’t get stuck when moving components, including after the user releases the mouse.
  • Bugfix: Undoing deleted landscape components no longer leaves them uneditable.
  • Bugfix: Landscape grass no longer leaves "Lighting needs to be rebuilt" warning after a static lighting build.
  • Landscape Grass no longer wastes memory storing empty grass map data for areas of the landscape which don't have any grass instances.
  • Removed the Layer Debug viewport view mode menu item when not in landscape edit mode.
  • This view mode it doesn't make sense without the layer checkboxes.
  • Enabling it outside landscape edit mode would previously cause the landscape to disappear.
  • Material Editor:
  • Bugfix: Duplicate entries no longer appear in the results of searches in the Material Editor context menu.
  • Matinee:
  • Bugfix: Editor no longer hangs when pressing "F" to frame an object while Matinee has a locked actor defined.
  • Audio tracks will now start playing from the correct position when scrubbing in matinee.
  • Persona:
  • Bugfix: Crash fix related to state machines, states, and transitions when undoing and redoing deletions and creations.
  • PhAT:
  • New: Added Field of View slider to PhAT editor view.
  • Source Control:
  • Added support for the 64-bit git executable to the Git Source Control plugin on windows. (Contributed by SRombauts, Pull Request #1538.)
  • World Browser:
  • Bugfix: World composition no longer allows layers to be created with non-unique names.
  • Bugfix: Handled a potential issue with Hot Reload while World Composition window is open.
  • Foliage:
  • New: Visibility for each foliage mesh type can be switched on/off per Editor viewport.
  • Bugfix: Crash fix when assigning a new Static Mesh to Foliage that is painted across multiple levels.
  • Bugfix: Foliage selection highlight no longer remains after an undo operation.
  • Added a "Use as Occluder" checkbox to the foliage tool to allow foliage to correctly receive D-Buffer decals.
  • Cooker:
  • New: Stopped some editor debug content which wasn't required at run time from being cooked.
  • Bugfix: Fixed an issue with modified content not getting deployed to the devkit when the project folder name and project name don't match.
  • Bugfix: Added missing parameters like "cookall" to File -> Cook editor feature.
  • Cooking warning related to Persona tutorial will no longer appear.
  • Disabled some slow editor cooking stats.
  • StableSort is used to sort .pak files in order to preserve previous sorting by file. (Contributed by Shaijan, Pull Request #1377.)
  • Gameplay Framework:
  • New: Allow binding of the Section (§) key.
  • New: Blueprints can now draw circles via the Debug Draw Circle node.
  • Changed UTextRenderComponent to respond to the culture being changed, rather than constantly tick.
  • Child Actors will no longer become disconnected from their parent when using SetClass.
  • Bugfix: Crash fix when detaching child components if an On Attachment Change implementation also detaches a sibling component.
  • Bugfix: Fixed a potential infinite loop case in post-transform navmesh updates that could lead to a crash.
  • Content Examples:
  • Removed the Blur G-Buffer stand in the Post Processing content examples map, as that feature has been removed for some time.
  • Localization:
  • Bugfix: Crash fix on Windows (Chinese version) when changing editor language.
  • Networking:
  • New: The replay streaming system can now scrub to a new time while playback is paused. Try it out in ShooterGame!
  • Bugfix: The output log no longer spams "no owning connection" warnings when a client uses the "ToggleDebugCamera" console command.
  • Other:
  • New: Added in support for haptic feedback effects, which use curves of amplitude and frequency to define the response players feel in their motion controllers.
  • New: Updated Oculus Mobile SDK (GearVR) to version 0.6.2.
  • New: Updated Oculus SDK to 0.8.
  • Bugfix: Fixed improper reporting of Is HMD Enabled.
  • Physics:
  • Bugfix: Fixed precision issues with physics handles where rotation had to be fairly large to update target on PhysX.
  • When entering "show collision" from the console, builder brushes are no longer rendered as they are now an internal detail and not intended to be viewed.
  • Platforms:
  • New: Default movie player now has an optional bWaitForManualStop flag to prevent continuing until movie is explicitly stopped.
  • New: Support for PNG and JPG splash screen images added on Linux, Mac, Windows. (Contributed by labidus, Pull Request #1444, and x414e54, Pull Request #1399.)
  • Bugfix: Android build and iOS build and orientation setting overrides now save to .ini properly.
  • Bugfix: Pinch events now trigger correctly every time.
  • The correct texture LOD bias is now used when cooking.
  • Added Touch Event Locations to pair with touch events since we want the actual location for that event. After a release, the finger ID may be reused for another touch far from the location of the release so the wrong location would be sent for all the events.
  • Fixed editor primitives (e.g. debug wireframes) rendering flipped upside down on OpenGL ES2.
  • Android:
  • New: Support for an optional launch screen for Android projects.
  • A "Show launch image" checkbox in the Android Platform section of the Project Settings enables this feature. Examples for portrait and landscape may be found in Engine/Build/Android/Java/res/drawable as PNG files.
  • Click on the "..." link next to the image in the Launch Images section of the Android Platform section to bring up a browser to copy your own image into the project.
  • If the launch image is enabled, either or both launch images selected for the project will be included depending on the orientation setting in the project.
  • New: Added new targetSdkVersion setting for AndroidManifest.xml to allow overriding default minSdkVersion value.
  • Bugfix: Fixed backslashes in path for Android plugin XML on Mac.
  • New: Device Profile detection mechanism has been changed so that new Android devices can be detected and assigned a Device Profile using user-specified rules.
  • Instead of being hardcoded in C++, the matching rules are now specified in BaseDeviceProfiles.ini in the [/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules] section.
  • New: First implementation of Slate Web Browser for Android.
  • New: It is now possible to package for a selected set of Android texture formats rather than just all or one.
  • Check the checkboxes for the formats you wish to cook for in the Platforms, Android project settings tab.
  • Select the Android_Multi cook variant when packaging.
  • New: Multiple AdMob Ids may now be entered and Show Ad Banner now takes an index. New Get Ad ID Count BP node returns the array size.
  • New: proguard-project.txt is now generated with additions from an optional ProguardAdditions.txt file in the project's Build/Android directory.
  • New: We have reduced the number of Android OpenGL ES shaders that we cook, so your app should be slightly smaller.
  • We no longer cook separate 32-bit and 64-bit per pixel HDR shaders because the setting is chosen on the device at launch time.
  • Bugfix: Galaxy S4 device variants with PowerVR GPUs (eg GT-I9500) no longer show a black scene when Mobile HDR is enabled.
  • Bugfix: Crash fix on accepting editbox text in some potential cases.
  • Bugfix: The Device Profiles editor no longer creates blank device profiles for the various Android texture format variants.
  • Bugfix: Global (activity) audio pause handles recovery correctly in the case that the game was already paused.
  • Bugfix: Android reliably logs crash callstacks.
  • Fixed deploy to Android devices connected over Wi-Fi to ADB.
  • The device model number and make, Android version, GPU family and/or OpenGL ES version can be evaluated using comparisons or regular expressions to select a Device Profile. The Device Profile can then set console variables to optimize the performance of Unreal Engine on the detected device.
  • The default settings detect common devices and assign them a profile based on Android_High, Android_Medium or Android_Low.
  • Android now reliably logs crash callstacks.
  • Android project Build/Android/src cleanup now only deletes the OBB downloader's generated java files.
  • Keystore passwords are stripped from DefaultEngine.ini in pak files.
  • Window resize is only triggered if orientation changes on APP_CMD_CONFIG_CHANGED event.
  • Replaced default downloader background image (smaller PNG with correct aspect ratio).
  • Special characters < > & ' " in Android application display name requiring escaping are now automatically handled.
  • Updated minimum SDK option tooltip to indicate 9 is the lowest value supported.
  • Updated tooltip for Android Package Name to indicate that it must have, at minimum, two sections separated by periods.
  • Fixed fullscreen immersive with launch screen enabled
  • iOS:
  • New: Added Device Profiles for new iOS devices. (iPhone 6S, iPad Mini 4, etc).
  • Worked around an issue with iPhone 6 devices when trying to link a shader at runtime. This would cause an internal compiler error. We now will fall back to using OpenGL in this case.
  • New: Added support for adding additional linker flags for iOS builds in the iOS project settings. (Contributed by derekvanvliet, Pull Request #1282.)
  • New: Added support for controlling the idle timeout via the Control Screen Saver node for iOS.
  • New: Added support for controlling iPhone vibration for iOS.
  • New: Fix for UI User Notification Settings usage on pre-iOS 8 SDKs.
  • New: General improvements to the AV Foundation Media framework.
  • Corrected issue when playing a movie file the second time.
  • Looping is supported.
  • Bugfix: Crash fix to game startup when using MSAA with Metal on iOS devices.
  • Bugfix: Crash fix when releasing uniform buffers encountered after multiple level loads.
  • Bugfix: Fixed occasional hang in UnrealPak when utilizing pak files from File|Package in the editor on Mac.
  • Bugfix: Fix for occasional loss of audio when going to the lock screen, pressing the home button, or utilizing the slide out.
  • Bugfix: Fixed an issue with 3rd party framework access when building iOS games on a remote build server. (Contributed by judgeaxl, Pull Request #1125.)
  • Bugfix: Static libraries are now being pushed to the remote server when compiling iOS from PC. (Contributed by pluranium, Pull Request #1483.)
  • Bugfix: Fixed invalid permissions for files copied as part of a remote iOS build. (Contributed by TheSoeldner, Pull Request #1578.)
  • Fixed a compilation error when building for iOS 7 and above. (Contributed by BorMor, Pull Request #1547.)
  • Bugfix: IOS now properly links against the correct stdlib. (Contributed by ssoria, Pull Request #1568.)
  • Improved compatibility with Bundle Names which include special characters.
  • Improved compatibility with iOS App Store by removing Custom Resource Rules and enabling Full Screen for games.
  • Temporarily disabled the launch to device for iOS from Mac due to an issued discovered with the latest instruments from Xcode 7.
  • Worked around an issue with Metal on A7 devices with iOS 9 which would cause a black screen, but no crash. We now will fall back to using OpenGL in this case.
  • Linux:
  • New: Added Tanglu OS to install script. (Contributed by cpyarger, Pull Request #1577.)
  • New: All input will be ungrabbed before breaking into debugger on Linux.
  • New: Implemented Linux device profile selector.
  • New: Implemented memory prefetch functions in platform abstraction layer for Linux.
  • New: Linux: ensure() callstacks will now be symbolicated, symbolication has been sped up. (Contributed by bozaro, Pull Request #1583.)
  • New: LinuxNativeDialogs third party library is no longer built during the setup on non-Ubuntu distributions (it is no longer used).
  • Bugfix: Crash fix related to invalid windows. (Contributed by andreasschultes, Pull Request #1589.)
  • Bugfix: Corrected calculation of number of physical cores on Linux.
  • Bugfix: Corrected calculation of window coordinates when processing event queue. (Contributed by ExpiredPopsicle, Pull Request #1466.)
  • Bugfix: Fixed custom cursors on Linux. (Contributed by overlawled, Pull Request #1582.)
  • Bugfix: Fixed index out of range error in Slate File Dialogs. (Contributed by chaiyuntian, Pull Request #1548.)
  • Bugfix: Fixed modal dialog on Gnome. (Contributed by yaakuro, Pull Request #1388.)
  • Bugfix: Corrected reporting of platform memory stats (process and overall machine) on Linux.
  • Command line switch "-usehyperthreading" is now respected on Linux for consistency with other platforms. (Contributed by slonopotamus, Pull Request #1594.)
  • Mac:
  • New: Added support for automated and unattended reporting modes to Crash Report Client on Mac OS X.
  • Ensures are now reported as well as crashes.
  • Crash report files with spaces in their paths now work correctly.
  • New: Added support for p4 command line tool installed in /usr/local/bin.
  • New: Enabled subsurface scattering on OpenGL.
  • Bugfix: Crash fix at exit that if GLog was initialized before the game thread was created.
  • Bugfix: Crash fix on clicking a dropdown located in an inactive window in apps using the standalone OpenGL renderer.
  • Bugfix: Crash fix on Mac OS X Yosemite (10.10) and earlier related to debug symbols (.dSYM) being wrongly treated as dSYM bundles by the OS when next to the associated binary. Moved dSYM files out of application bundles.
  • Bugfix: Crash Report Client on Mac OS X can now reopen the correct project when 'Send & Restart' is used.
  • Bugfix: Fixed handling of mouse cursor position in non-native fullscreen modes on secondary screens.
  • Bugfix: Stopped Mac OS X compiler stripping necessary allocator overrides and causing memory errors.
  • Bugfix: Mac icon preview in the project properties no longer displays swapped colors.
  • Bugfix: Fixed splash screen rendering for images with DPI different than 72.
  • Bugfix: Fixed strange reflections in templates on Mac OS X by re-enabling seamless cube map support.
  • Bugfix: Temporal AA rendering on Mac OS X correctly handles NaN values. Disabled shader code that relies on features not yet available on Mac OS X.
  • Bugfix: Fixed window activation when clicking on a draggable widget of an inactive editor.
  • Bugfix: Fixed window reordering issues on app activation.
  • Allowed windows to be larger than a single monitor on Mac OS X so that taking screenshots of projects at iOS Retina resolutions works.
  • Android device detection in editor keeps the last ANDROID_HOME setting in .bash_profile instead of the first.
  • Re-enabled seamless cube-map support in Mac OpenGL to stop strange square reflections appearing in template projects.
  • Playstation 4:
  • New: Added ability to use unsafe command buffers to reduce CPU overhead. Enabled in PS4 projects settings. Saves approx 0.4ms of CPU on draw thread in ShooterGame when running single threaded.
  • New: PAK files are now padded and compressed in PKGs to reduce patch sizes for titles built with 4.10 and later.
  • New: Updated to SDK 3.000.
  • New: Vertex/Index buffers now always use GPU memory unless they specifically require CPU readback.
  • Bugfix: Crash fix in the PS4 GPU allocator when a chunk is destroyed.
  • Bugfix: Procedural mesh components now draw on PS4.
  • Bugfix: Touch pad now works when Morpheus is enabled.
  • Bugfix: Fixed constant reverb on all sounds.
  • Bugfix: DS4 Touch and Mouse are now initialized properly.
  • Bugfix: Touch events hit widgets correctly when running on Morpheus.
  • Bugfix: Fixed PS4 C# projects getting added to the UE4 Solution when the PS4 SDK is not installed.
  • Bugfix: Fixed directory iteration not working correctly with certain deep folder layouts. Fixes issues with missing levels when using world composition.
  • Reduced the size of command buffer blocks to 64k. This reduces the memory overhead of parallel rendering and reduces pressure on the Onion GPU memory pool.
  • Moved Vertex and Index buffers to allocate from Garlic memory unless they require CPU readback. This reduces pressure on the small GPU Onion memory, and is a small GPU perf boost.
  • Fixed a packaging bug what would cause packaging to fail if a 50GB bluray was required, but only a 25GB bluray was specified.
  • Xbox One:
  • New: Distance field ambient occlusion and shadowing are now enabled on Xbox One.
  • New: The default Xbox One XDK has been updated to August 2015.
  • New: Various rendering optimizations have been made in preparation for a future switch to the fast semantics driver.
  • Dynamic vertex and index buffers are now handled manually, saving time spent in the driver and avoiding syncing with the GPU.
  • Swapchain handling updated to latest APIs.
  • Removed some old verification code that won't work with fast semantics.
  • Shader compilation options tweaked for slightly better GPU performance.
  • Memory corruption is prevented in the case that an invalid controller ID is passed into the force feedback channel functions.
  • HTML5:
  • Bugfix: Fixed issue when copying the HTML5 helper command template due to read only file attributes.
  • Bugfix: Numerous path slash issues for HTML5 packaging on Mac have been fixed.
  • Bugfix: String Builder now outputs "\n" instead of system dependent line endings.
  • Windows:
  • Memory corruption is prevented in the case that an invalid controller ID is passed into the force feedback channel functions.
  • Programming:
  • Modified DDS cubemap loading to prevent an array overflow. (Contributed by ExpiredPopsicle, Pull Request #1315.)
  • Rendering:
  • New: Render Target 2D can now automatically generate all mipmaps. (Contributed by CoherentUE4, Pull Request #189.)
  • New: Show a warning message when going over the texture streaming budget.
  • Bugfix: Fixed a case where material billboard components were culled incorrectly.
  • Bugfix: Fixed an issue when rendering translucent materials in the HUD using Draw Material.
  • Bugfix: Cloth and skeletal meshes no longer flicker when almost out of view.
  • Bugfix: Fixed particle systems that have dirty distributions saved to disk.
  • Bugfix: Fixed dithered LOD transitions on HISMC meshes with materials without dithered LOD transitions.
  • Bugfix: Flickering due to incorrect LOD rendering no longer occurs when adjusting the transform of a Hierarchical Instanced Static Mesh instance at runtime.
  • Bugfix: Flickering due to occlusion queries no longer occurs when Hierarchical Instanced Static Mesh Components are added or updated at runtime.
  • Bugfix: Light Accumulation target are now resolved before being used in non-tiled reflections.
  • Bugfix: "Use as Occluder" checkbox now functions correctly for Hierarchical Instanced Static Mesh Components.
  • Bugfix: Fixed procedural mesh components not drawing on certain platforms due to the Max Vertex Index not getting set correctly.
  • Bugfix: Motion blur on cloth fixed. (Contributed by braindx, Pull Request #123.)
  • Bugfix: Fixed a case where an unbound depth target was causing artifacts.
  • Lighting:
  • Bugfix: Crash fix when using Light Propagation Volumes with translucency.
  • Bugfix: Fixed a case where Lightmass could hang indefinitely.
  • Bugfix: Fixed objects being culled by the near plane of the shadow frustum with RTDF shadows: shadow casters behind the camera no longer pop out.
  • Bugfix: Subsurface Profile now displays the correct colors.
  • Bugfix: Fixed skylights on translucency in projects with static lighting disabled.
  • Postprocessing:
  • New: Subsurface scattering is enabled on OpenGL platforms.
  • Fixed a performance regression in the Screen Space Ambient Occlusion.
  • Optimizations:
  • New: Added Screen Space Ambient Occlusion scalability.
  • Mobile Rendering:
  • New: Refraction on mobile, enabled by default for high-end devices.
  • Bugfix: Fixed incorrect reflection transforms when using unlit materials with forward shading.
  • Bugfix: Fixed several issues with scene capture rendering.
  • Final color captures now work with forward renderer.
  • Crash fix when using captures when mobile HDR is not enabled.
  • Fixed possible bug in post processing that could incorrectly resolve an image when a sub rect of the scene render target was used.
  • Bugfix: Crash fix when using Depth of Field in iOS platform.
  • Bugfix: Handled precision issues with Object Scale material function on some Android devices.
  • Bugfix: Crash and rendering issues on Nexus 5 with Android 4.4.4 when map has decals.
  • UI:
  • Bugfix: Crash fix during editing arrays in the Widget Blueprint property editor.
  • Bugfix: Fix animation for byte and enum properties for values greater than 1.
  • Slate:
  • New: Slate Windows whose dimensions are bigger than the work area are now clamped in size so that they are not clipped.
  • Bugfix: Crash fix when deleting a Slate Image Run that isn't set to use a dynamic brush.
  • Bugfix: Set Button Style (on Buttons) now updates hovered and pressed sounds. These sounds can be dynamically changed from a Blueprint by switching the button's style.
  • Bugfix: Fixed a rendering issue with submenu button entries which was causing their text to turn black when opening their submenu.
  • Bugfix: Resetting a slate brush image size will now correctly reset to the image size and not to the default slate size (32x32).
  • Bugfix: Text Box is now updated when Set Text has same text, but with case changed.
  • UMG:
  • Bugfix: Crash fix when dragging widgets out of Switchers in the UMG designer.
  • Fixed unsafe active widget index in Widget Switcher that could act as out-of-bounds index into child array.
  • Bugfix: Crash fix on adding a UMG widget to the viewport twice.
  • Bugfix: Crash fix with Scroll Widget Into View. Providing a null value will no longer cause a crash.
  • Bugfix: UMG editor no longer allows invalid object names when renaming widgets.
  • Having a period in the name of a widget would cause the editor to crash after copying and pasting.
  • Bugfix: Fixed an issue with UI materials where they were not gamma corrected and rendered darker on mobile devices than on PC.
  • Bugfix: Fixed Blueprint compilation issue in which UMG widgets containing an instance of the widget being edited would fail to auto-compile.
  • Bugfix: Slider value has been clamped to [0, 1] to prevent the handle from sliding off the bar.
  • Bugfix: The Left menu anchor position now offsets by the correct amount.
  • Slider Locked/Handle Indent properties are now respected.
  • The Widget Component will now correctly hit test once again.
  • Bugfix: Fixed several Slate controls, such as Slider and Checkbox, on touch devices. They once again respond to touch events.
  • Programming Release Notes:
  • Audio:
  • Optimized FAudioDevice::FindActiveSound by reducing weak object pointer comparisons.
  • Animation:
  • New: Added basic support for MasterPoseComponent to UPoseableMeshComponent.
  • Bugfix: Fixed over-counting memory issues in exclusive GetResourceSize reporting in both UAnimSequence and USkeletalMesh.
  • Navigation:
  • ARecastNavMesh::OnNavMeshGenerationFinished has been made virtual so that game-specific ARecastNavMesh-derived classes can easily react to that event.
  • Cached World pointer has been removed from NavigationData class since it had the potential to cause Garbage Collection issues.
  • Navigation Data instances get cleaned up in EndPlay now, rather than waiting until Destroyed.
  • Core:
  • New: Added custom deleter support to TSharedPtr.
  • New: Added support for nested serializable objects during conversion to JSON.
  • New: Added FVector::DistSquaredXY helper function. (Contributed by EverNewJoy, Pull Request #1365.)
  • New: FCachedReadPlatformFile can now be disabled to decrease memory usage at the expense of speed.
  • Disabled Hot-Reload functionality in game builds.
  • Fix multiline comments parsing in UHT, where end of comment was treated as start of one, e.g. /*/ Comment /*/
  • Fixed a lot of Hot-Reload errors.
  • Fixed return value of HexToBytes.
  • ModuleRelativePath Metadata will now be properly generated for structures in UnrealHeaderTool.
  • Fix "error: '&' within '|'" in EditorPerformanceTests.cpp when using clang-3.5.2. (Contributed by slonopotamus, Pull Request #1430.)
  • Fixed LogCompile typo: Tabify time was was... (Contributed by MrMormon, Pull Request #1460.)
  • Removed unnecessary memory allocations from TMultiMap::MultiFind.
  • UPackage::PackageFlags made private.
  • Classes referenced by ConstructorHelpers::FClassFinder will no longer be garbage collected when unreferenced.
  • Fixed a rare crash when streaming packages and loading objects not asynchronously in one of the streamed object's PostLoad functions.
  • Editor and Tools:
  • New: Slow Task dialogs can now be set to automatically open only after a certain amount of time has passed.
  • This can be useful if it's not necessarily known in advance how long a task will take, but where opening the dialog for only a second or so would be disruptive.
  • Fixed a bug that was causing TAssetPtrs to point to the wrong objects during play-in-editor sessions.
  • Cooker:
  • The BuildPatchServices plugin now compiles correctly on non desktop platforms.
  • Gameplay Framework:
  • New: AAmbientSound can now be extended in game modules.
  • New: ASceneCaptureCube can now be subclassed by game modules.
  • Bugfix: Crash fixed in CheckStillInWorld() after Actor has been destroyed or is not in the world.
  • Bugfix: Crash fix in RepairWorldSettings() when the UWorldSettings subclass originally saved with the map no longer exists.
  • Deprecated unused USkinnedMeshComponent::bCharDistancetDistanceFactor.
  • Fixed crash when PlayerController is given a LocalPlayer in commandlet mode.
  • Updated async trace handling to accept trace requests more widely. Avoids some asserts when poorly-timed requests would come in.
  • Using the assignment operator for FActorSpawnParameters will no longer cause a deprecation warning.
  • USceneCaptureComponentCube::UpdateContent is now callable outside of Engine module.
  • Networking:
  • Bugfix: Corrected receive buffer size in UDP Socket Receiver.
  • Fixed an issue that could cause the value of AWorldSettings::WorldGravityZ not to be applied on clients after it changed on the server.
  • Online:
  • New: FWebImage class now detects image format based on the file header instead of relying on http mime headers being set up correctly.
  • Windows:
  • New: FCachedReadPlatformFile is off by default on Windows since WindowsPlatformFile already caches the reads.
  • Mac:
  • Improved error handling in Mac media player.
  • Android:
  • New: A new Android plugin system is included in 4.10 and the GearVR plugin now uses it. Changes to the generated AndroidManifest.xml, proguard-project.xt, and GameActivity.java may be made during packaging along with staging files by adding an AndroidPlugin property in their build.cs to reference an XML file containing commands; see GearVR.build.cs and GearVR_APL.xml for an example. AndroidPluginLanguage.cs documents the commands available.
  • Fixed Resolution cache RequestedContentScaleFactor log message.
  • Fixed compile errors in GearVR plugin for non ARMv7 targets.
  • Changed the way AAPT is located to check PgkRevision instead of always using first subdirectory of build-tools in Android SDK.
  • CompileOpenGLShader for Android now only checks the compile result immediately during initial shader tests.
  • Default for Android SDKAPILevel is now "matchndk" instead of “latest”.
  • Fixed issue with bool.ToString() on Mono returning "True" or "False" instead of "true" or "false" in Android plugin language.
  • Fixed missing #include needed for non-unity Android builds.
  • PlayStation 4:
  • Fixed Visual Studio debugger .NatVis issues. TSparseArray, TBitSet, TMap, and TSet can now handle indices > 31 and invalid values now display "Invalid" correctly.
  • Rendering:
  • Bugfix: Crash fix in FDynamicSkelMeshObjectDataGPUSkin when using MasterPoseComponent on something other than USkeletalMeshComponent
  • Improved clearing render targets on D3D12. (Contributed by JeffRous, Pull Request #1621.
  • Fixed an issue on D3D12 where indirect arguments had the wrong offset.
  • Fixes for D3D12 resource binding on Tier 1 hardware.
  • Upgrade Notes:
  • C++ API Changes:
  • Multiple AdMob IDs may now be entered and Show Ad Banner now takes an index. New Get Ad ID Count Blueprint node returns the array size. ShowAdBanner() method in advertising provider now takes an int32 Ad ID Index
  • Fixed return value of the HexToBytes function. Code which uses the return value of HexToBytes should be aware that the return value is now 1 more than before
  • UPackage::PackageFlags made private. UPackage::PackageFlags has been deprecated and should no longer be set or read directly. Use Get/Set/Clear/HasAny/HasAll PackageFlags instead
  • "Reset to default" button on the Image Size property of a brush now resets to the size of the brush's texture, if one is set. IDetailPropertyRow::OverrideResetToDefault() parameters have changed to take a single parameter of type FResetToDefaultOverride that defines the override behavior.
  • Blueprints:
  • New placements of a GetClassDefaults node in a Blueprint function graph will no longer expose array properties that contain object references. This is currently needed in order to prevent mutation of a default object that belongs to an owning class
  • Existing placements will preserve any exposed property whose default value is an array of object references, but the Blueprint compiler will now emit an "unsafe connection" warning in this case, as it's a potential risk, as we don't currently support read-only object references in a Blueprint.
  • Xbox One:
  • The default Xbox One XDK has been updated to August 2015. A minimum XDK version of August 2015 is required to build using the Visual Studio 2015 XDK version on Xbox One.
  • Playstation 4:
  • PS4 updated to SDK 3.000. SDK 3.000 is now required to compile on PS4
  • If you are using Morpheus, you must edit your param.sfo and enable it in the settings.
  • Oculus:
  • Users should update their Oculus runtimes to 0.8, provided on the Oculus website.

New in Unreal Engine 4.10 Preview 4 (Nov 5, 2015)

  • Fixed! UE-22674 Android from Mac crashes on start; missing "libvrapi.so"
  • Fixed! UE-22717 Packaged project to Android from Mac crashes after splash screen
  • Fixed! UE-22672 Analytics code does not flush events on shutdown when there is no active session
  • Fixed! UE-22744 Disabling the oculus rift plugin but no the Oculus input or Oculus Library will cause a crash
  • Fixed! UE-19143 Crash when using VR Preview
  • Fixed! UE-22784 4.10 - Engine doesn't compile with VS 2015 Update 1 RC installed
  • Fixed! UE-22638 android:installLocation is not added to Android Manifest.xml
  • Fixed! UE-22637 GearVR_APL.xml "argb2" should be "arg2"
  • Fixed! UE-22452 Xbox One: Textures appear black before streaming in
  • Fixed! UE-22469 Converting 4.9 C++ projects fail to compile in 4.10 - User is not informed they need VS2015
  • Fixed! UE-22682 Crash when streaming package loads something in PostLoad
  • Fixed! UE-21718 Autokey doesn't work when setting key values from a component's transform.
  • Fixed! UE-22724 Crash applying instance changes to blueprint with one in the undo buffer
  • Fixed! UE-22768 Boolean compares in AndroidPluginLanguage on Mono are wrong
  • Fixed! UE-22574 HTML5: Amazon S3 for HTML5 does not auto generate a shareable link of the packaged project
  • Fixed! UE-22167 Application crashes when blueprint contains a copied timeline
  • Fixed! UE-22745 BaseDevicesProfile.ini has incorrect console variable settings for iPhone Device Profiles
  • Fixed! UE-22092 Major texture artifacts packaging from Mac to Android ETC2
  • Fixed! UE-22664 KiteDemo has Map Checks and Load Errors during Windows Launch
  • Fixed! UE-22327 SideScroller Code project has Failed import for CameraComponent load error
  • Fixed! UE-22640 Decals crash and rendering issues on Nexus 5 on Android 4.4.4
  • Fixed! UE-22097 Windows: PlatformerGame camera zooms out infinitely after cut scene

New in Unreal Engine 4.10 Preview 3 (Oct 30, 2015)

  • Known Issues:
  • UE-22319 UBT startup time has regressed from 2s (Jan) to 10s (Now)
  • UE-21958 Slate/UMG: Update Checkbox, Slider, ComboBox to work with controller
  • UE-21948 Create Plugin DRM API Stub
  • UE-21668 Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work.
  • UE-21304 Distance field shadows not working on AMD code workaround
  • UE-21305 Distance field shadows cull objects in front of the near plane incorrectly
  • UE-21240 Duplicating an instanced sub-object property and proceeding to undo, compile, redo will crash
  • UE-20587 UBT does not detect if it should compile for hot-reload properly
  • UE-20604 Code signing Mac when a windows host cooks and paks
  • UE-19837 Crash when HotReload UMGEditor
  • UE-18047 UEdGraphNode's NodeWidget ptr is unsafe
  • UE-22550 Toggling MobileHDR and then using Launch On Android crashes compiling shaders
  • UE-22640 Decals crash and rendering issues on Nexus 5 on Android 4.4.4
  • UE-22646 Lightmass crashes using cached data w/out LOD changes
  • UE-22628 Hot reload fails when project name doesn't match target name
  • UE-22167 Application crashes when blueprint contains a copied timeline
  • UE-22442 Find-in-Blueprints fails to collect implemented interface graphs
  • UE-22438 Replacing Selected Actors does not replace all references.
  • UE-22632 Building the Engine using Visual Studio 2015 can fail if Windows Driver Kit is installed.
  • UE-22637 GearVR_APL.xml "argb2" should be "arg2"
  • UE-22638 android:installLocation is not added to Android Manifest.xml
  • UE-22512 ClassAssetID's within a struct do not maintain their default value when reopening the struct
  • UE-22471 Crash when attempting to PIE after undoing deletion of a component
  • UE-22616 Cannot Create a New Project if Windows Username Contains a Special Character
  • UE-22655 Hang and Memory Spike when you create an endless loop in AnimBP Event Graph
  • UE-22387 Xbox One: Shooter Game crashes on start-up
  • UE-22498 Startfpschart is not capturing avg GPU time on some Macs
  • UE-22391 Particles are not showing up in P.I.E.
  • UE-22455 SunTemple landscape has rendering artifacts on low end devices
  • UE-22418 Sky sphere is flickering blue in default level using OSX Mavericks
  • UE-22406 Reflections not displaying properly in OSX Mavericks
  • UE-22460 Windows Shootergame fails to copy completed package in source builds
  • UE-22422 Projects are crashing on the iPhone 6
  • UE-22602 Using Fixed Frame Rate Increases the Speed of Auto Save
  • UE-22118 Renaming component causes Engine/Transient save error
  • UE-22367 Transparency for Widget components is not working on iOS devices
  • UE-22202 DoF Focal Distance and Region not respected in Mobile/Metal Preview or Deployment
  • UE-22206 Xbox One: Controller reconnect prompt displays "Cross Button"
  • UE-22199 UFE package shipping HTML5 hangs at Launching UAT
  • UE-22381 Deleting a Struct Attached to a Variable in a Blueprint Prevents it from Compiling
  • UE-22119 Multiprocess Cooking on Mac hangs during Cook content
  • UE-22166 HTML5 Cook on the fly will launch and then close browser
  • UE-22165 UFE cook on the fly (shipping config) fails to load descriptor file on game launch
  • UE-22074 Editor crashes upon opening with -opengl3
  • UE-22066 Side Scroller 2D example map could not be found warning
  • UE-22523 Translucent Surface Material and Additive Particles not rendering on Metal in Shipping/Distribution
  • UE-22204 Xbox One: Some particles in Elemental demo are missing
  • UE-22452 Xbox One: Textures appear black before streaming in
  • UE-22092 Major texture artifacts packaging from Mac to Android ETC2
  • UE-22097 Windows: PlatformerGame camera zooms out infinitely after cut scene
  • UE-22518 Asset Override Editor does not have vertical scrollbar until window is resized
  • UE-20526 Crash swapping to Morpheus VR screen from PC game
  • UE-21961 Surfaces in firefox are reflective when launching from Mac
  • UE-21975 Crashes on the SHIELD do not produce callstacks
  • UE-21899 Failure to load libeay32.dll causes crash when opening EngineQATest project in 4.10 Binary
  • UE-21700 BP_Spline_Location still using depreciated functions in Content Examples project
  • UE-22645 Duplicating Example Level Prevents the Copy From Being Saved
  • UE-22623 Hidden In Game option for Layers in TileMap Editor not working
  • UE-22373 Rapidly Undoing in Animation Blueprint Causes the Editor to Crash
  • UE-22192 Compressed cooked packages feature is not functioning correctly.
  • UE-22435 Creating a Data Table Using a Struct with a Slate Brush Variable Causes the Editor to Crash
  • UE-22311 Weight Layers and Alpha Layers on Material create Black areas when Painted on a Landscape
  • UE-22245 Editor Crashes When a Component and Actor Implement Two Interfaces
  • UE-22183 Duplicated Blueprint Causes Incorrect Target for Events
  • UE-22205 Reimporting a static mesh will reset multiple properties in the Static Mesh Editor
  • UE-22207 Zipping up projects with / creates folders to nest the zip in
  • UE-22271 SetMasterPoseComponent overrides any SetMorphTarget operations
  • UE-22214 Crash when viewing Lightmap Density mode and with Vert
  • UE-22193 Using the down arrow key in the Toolbar's Blueprints > Open Blueprint Class sub-menu will immediately open the first Blueprint listed
  • UE-22462 Naming an Event Dispatcher the Same as an Overridable Function Corrupts the Event Dispatcher
  • UE-22344 Opacity is not receiving Input for Material Functions
  • UE-22607 Procedural Sounds Dropping First Samples
  • UE-22622 Zooming in or out and then quickly panning to the left or right causes the camera to snap back to original position.
  • UE-21424 Console renders incorrectly on SteamVR / HtcVive
  • UE-21161 Elemental crash on PS4 when Lava Knight slams hammer down
  • UE-21644 Setting Collision Enabled with the option for No Collision on a Destrucitble after it has fractured will cause a crash
  • UE-21300 SetActorLocation does not affect WheeledVehicles
  • UE-20920 Adjusting Agent Radius in RecastNavMesh causes AI to not move
  • UE-20853 Behavior trees not firing
  • UE-20791 Building Lighting Hangs at 50% in an Empty Level
  • UE-22659 [CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:239]
  • UE-20606 Interface function has the incorrect pin type if referencing self
  • UE-20757 [CrashReport] UE4Editor_UMG!SWorldWidgetScreenLayer::RemoveComponent() [widgetcomponent.cpp:114]
  • UE-20601 Crash when Blutility saved asset deleted and restored in a level
  • UE-19673 The DemoRec console command crashes the editor if used during PIE
  • UE-21346 [CrashReport] DistanceField Crash while running Size Map on Content Folder
  • UE-22374 Widgets will not continue to tick when out of view
  • UE-20750 Opening a level in PIE after adding a variable to a struct referenced in the GameInstance crashes this project
  • UE-19929 Creating a Blueprint out of existing Blueprints removes all assigned Static Meshes from components
  • UE-19677 AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function
  • UE-19579 If an ensure() fails within an automated test, the test can still show a positive result.
  • UE-19999 Instanced subobjects are not always instantiated as expected.
  • UE-19397 Camera Shake Oscillation Duration no longer accepts -1 as indefinite
  • UE-20155 Clearcoat shader disappears if any asset using the Material leaves lighting
  • UE-22457 Static Lighting from a nested Blueprint is not saved in Lighting Build
  • UE-22483 Material Names on Import do not match SkinXX Order
  • UE-19143 Crash when using VR Preview
  • UE-22337 Nested UPROPERTY components show as direct children of the parent object
  • UE-19599 Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor
  • UE-11876 OnRep functions do not fire on the client

New in Unreal Engine 4.10 Preview 2 (Oct 23, 2015)

  • Fixed! UE-20705 Adding more than two blank strings to a Combobox using a new Userwidget causes crash
  • Fixed! UE-22148 UFE Crashes on Mac when clicking a dropdown located in an inactive UFE window
  • Fixed! UE-22182 UFE crashes on Mac in FAndroidDeviceDetection::UpdateADBPath()
  • Fixed! UE-15914 [CrashReporter] Crash when adding/editing camera to auto activate on player
  • Fixed! UE-22063 The initial compile for code projects fails in Xcode
  • Fixed! UE-21413 Exporting mesh results in a corrupt FBX
  • Fixed! UE-22076 UE4 Releases: UE4_Win64_Mono_Precompiled Compile Failure on CL 2726813
  • Fixed! UE-21962 Github editor source fails to compile with virtual memory range error
  • Fixed! UE-22101 Xbox One: Projects packaged for shipping hard-lock
  • Fixed! UE-21995 Packaged games should run the VS 2015 vcredist installer
  • Fixed! UE-21785 Log spam when deleting a Level Sequence from Sequencer
  • Fixed! UE-22051 Potential for copyData to run off the end of the command buffer
  • Fixed! UE-21707 Checkboxes and highlighting of chosen mobileprovision can be inconsistent
  • Fixed! UE-22170 Tooltips are jumping to the bottom of the editor on Mac
  • Fixed! UE-21669 Window->Developer Tools->Device Profiles doesn't show any specific Android device profiles
  • Fixed! UE-22136 Java files in project's Build/Android/src other than the templates are deleted when packaging for Android

New in Unreal Engine 4.10 Preview 1 (Oct 15, 2015)

  • Build Updates:
  • The launcher distribution of the engine now requires Visual Studio 2015. Visual Studio 2013 and 2015 are both supported on GitHub.
  • Platform Updates:
  • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.
  • Support for an optional launch screen for Android projects has been added.
  • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.
  • SDK upgrades: Visual Studio 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0
  • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.
  • Mobile Rendering Updates:
  • Refraction on Mobile enabled on iPhone 5S and above and Android_High
  • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!
  • VR Updates:
  • In order to optimize rendering for head mounted displays, we’ve implemented Hidden and Visible Mesh optimizations. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions.
  • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. That means that controls will feel more responsive, and better reflect what the player is doing in the real world.
  • Landscape Updates:
  • Landscape Mirror Tool. Easily make symmetrical landscapes!
  • Editor Updates:
  • Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
  • An experimental state for Sequencer (the future replacement for Matinee).
  • To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.

New in Unreal Engine 4.8.2 (Jul 18, 2015)

  • MAJOR NEW FEATURES:
  • Grass Rendering and Procedural Foliage Systems:
  • We've optimized our Grass Systems for use with large open worlds. Use it to produce huge amounts of grass and ground cover with temporal LOD cross-fading. We're also releasing an experimental preview of the procedural foliage system we used to paint foliage across our GDC 2015 Kite Demo.
  • Plugins Available in Marketplace:
  • We've partnered with Allegorithmic to provide our first plugin available in Marketplace. Look for more plugins from select partners in the future!
  • Post Processing Enhancements and Tools:
  • Major increase in accuracy of our Motion Blur, including morph target animations that can now generate motion blur. We've also updated our depth of field to be more physically-based, as well as added a new Tone Mapper to achieve more filmic look.
  • Multiplatform VR Support:
  • Support for all the latest VR hardware including Oculus Rift, Samsung Gear VR, Steam VR, Leap Motion, and Sony Project Morpheus.
  • Network Replays:
  • "Scrubbable" network replays with rewind support and live time scrubbing.
  • Asset Size Mapper:
  • Visualize the memory footprint of game assets in an interactive tree map UI.
  • For the complete and detailed release notes, access this link https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_8/index.html