Unreal Tournament 4 Changelog

What's new in Unreal Tournament 4 Pre-Alpha (2015 08 24 Update)

Aug 25, 2015
  • We’ve got another new public build of Unreal Tournament, with lots of new features and improvements as you can see from the detailed change notes.
  • We have an updated sniper rifle mesh and material from community contributor Aberiu. There’s still some visual and animation polish left to do, but the sniper rifle is really shaping up nicely. You can see it in the shot below, held by the new necris female character (necris female is coming soon, not yet in this build). In addition, we’ve adding animated hands to the first person weapons, with support for different hands for each character.
  • The main menu page has been revamped to make it easy to get to where you want to be in Unreal Tournament. This is still a work in progress, and we’d love to get your feedback on the forums.
  • We also revamped the hub interface to improve the experience of finding and creating online matches and chatting with other players.
  • This build has an all new status announcer voice, with new announcements to improve player understanding of match state. We also have a very work in progress first pass of support for bot voices (taunts and status messages).
  • There are notable improvements in gameplay as well, with weapon balance tweaks and networking improvements included in the build, addressing some of the feedback we’ve seen in the forums. We’ve continued to refine and make improvements to the CTF-Volcano and CTF-Lance shells. Lea Observatory, by community contributor CaptainMigraine, has some significant gameplay, visual, and performance improvements. This build also includes some effects improvements, including new shock rifle visual effects.
  • The new advanced graphical settings menu makes it easier to optimize Unreal Tournament performance and visuals for your PC. We also now support custom crosshairs, with a menu allowing you to customize the crosshair used for each weapon.
  • This new build also includes improvements in our features to let you review your matches. We’ve made significant improvements to replays, and we’ve added more new stats to both in-game and persistent global stats, like number of shots fired and accuracy for each weapon. We’ve also made it possible to view the persistent stats of your friends and recent opponents.
  • The new Showdown game mode is an experimental round based duel prototype. This build includes some updates to Showdown, including a new spawn selection system (see below), and various experimental roundbreaker options that can be toggled in custom games. We’d love to get your feedback about these options, and any other suggestions, on the Unreal Tournament forums.

New in Unreal Tournament 4 Pre-Alpha (2015 05 28 Update) (May 29, 2015)

  • TLDR: Major Changes This Build:
  • Frag Center in game for viewing community submitted videos and news.
  • Polish and improvements for Enhanced Spectator System.
  • Polish and improvements for first person spectating.
  • New map shells DM-Solo, DM-MorbiasTest, and CTF-Mine.
  • In game match stats displayed on the scoreboard.
  • UI support for custom match creation for standalone and hub matches.
  • New Air Rocket and Amazing Combo reward announcements.
  • Levels:
  • New duel focused map DM-Solo, classic map DM-MorbiasTest, and aysmmetrical CTF map CTF-Mine.
  • CTF-BigRock:
  • Fixed Bigrock WeaponShield BP playing pawn entry effects in the wrong location.
  • Rebuilt paths and lighting.
  • DM-Chill:
  • Fixed Malcom Statues with the old mesh being replaced.
  • Added a normal health pickup behind the Sniper tower.
  • CTF-Dam:
  • Flag base tweaks.
  • CTF-Blank:
  • Can no longer get out of map.
  • Fixed window exploit.
  • DM-Lea:
  • Updated with low detail settings and less blue lighting.
  • Renamed DM-Circuit to Outpost23_Shell.
  • Rebuilt paths on DM-Deadfall and DM-DeckTest.
  • Rebuilt and updated Example_Map info frames.
  • Weapons:
  • Tweaks to Flak Cannon primary fire.
  • Translucent trail on Rocket grenades to make them easier to track.
  • Reduced momentum imparted by shock balls.
  • Fixed not having first person footstep sounds with hidden weapons.
  • Actually hide main weapon mesh with hidden weapons in addition to moving it behind the camera.
  • Fixed enforcer left mesh not being hidden in 3p/hidden weapons.
  • Fixed some projectiles being able to hit through thin walls, particularly lifts.
  • Use new trace type for translocator disk - defaults to same properties as previously but allows blocking volumes to block only translocators or only characters.
  • Added shell casing audio to Enforcer.
  • Fixed unlimited ammo cheat for shock combos and link pull.
  • Improved Flak Cannon first person mesh visuals by fixing ambient occlusion, and using it as a test for vertex shader allowing full size mesh with no clipping.
  • Current Match Stats:
  • Improved CTF scoring play summary and presentation.
  • Added team scoring stats breakdown for all team game types, including each team's top killer, top scorer, and top K/D ratio.
  • Added individual stats pages for each player, currently including a scoring details stats page and a weapon stats page.
  • Highlight player's best weapon, and weapon kills that have achieved reward level.
  • Track stats for armor pickups and powerup control.
  • Added rating system and reward announcement for impressive shock combos.
  • Added stats display for headshots, air rockets, combo kills, and best combo rating.
  • Adjusted CTF scoring values and rules, and now display scoring details as part of current match stats.
  • Now track flag grabs (off enemy base).
  • Keep track of and display top flag runner, defender and support role in CTF team stats.
  • Movement:
  • Fixed clamping velocity when slide ends with player falling.
  • Tweaked LandingAssistBoost to match with LandingStepUp.
  • Networking:
  • Improved shockball/shock combo in net games by using consistent client view of projectile position when possible.
  • More fixes for player ragdolls in net games.
  • Fixed camera going into ground issues with feigning and death cameras in net games.
  • Clamp frame rate based on negotiated netspeed.
  • Fixed issue causing errors in ping calculations.
  • Fixed replication crash.
  • Made some UTGameState properties replicate initial only.
  • Fixed crash in ClientReceiveLocalizedMessage() if the received message type is invalid (bad call or networking serialization failure).
  • Increased HTTP timeout to 10 minutes.
  • HUD and Scoreboards:
  • HUD clock/score widget clean up/polish.
  • Adjust flag HUD widgets to fit new HUD layout better.
  • Don't show team victory message at end of duel match.
  • Weapon bar now shows bound keys for weapon slots.
  • Added goalscore info to CTF scoreboard header.
  • Tweaked player beacon alpha.
  • Cleaned up font use, got rid of unneeded fonts.
  • Armor pickup messages show amount picked up.
  • Scoreboard now controls whether to draw spectator message or not, incorporating it into the scoreboard footer when necessary.
  • Adjusted position of console message widget.
  • Hooked up new friendly - don't fire crosshair.
  • Tweaked in-world flag icon scale and opacity.
  • Reduce in world flag indicator opacity when near the crosshair.
  • Scale in-world flag icons based on distance to them.
  • Adjusted death message color.
  • Scoreboard layout fixes.
  • Hubs and Server Browser:
  • Fixed QuickMatch games not removing quickmatch from the url.
  • Added code to skip unresponsive hubs during quickmatch.
  • Fixed crash when entering a hub.
  • Changed how hubs and create game manage bots and player limits.
  • Fixed a bunch of hub bugs from the new system
  • Fixed crash going from HUB -> single player via the console.
  • Hooked up Server Trust levels to the ServerData that's pulled from MCP.
  • Added Raxxy's server icon..
  • Don't allow quickmatch to a password protected hub.
  • Fixed hubs not aborting matches properly.
  • Fixed banned players being able to join a match in progress.
  • You now auto-ready up when entering a match in the lobby.
  • Hosts can start the match when players are not ready.
  • kick voting that temp bans a player for the rest of the map.
  • Fixed a possible crash bug in the lobby that Raxxy is seeing.
  • Effects:
  • First pass new translocation effect.
  • Hooked up parts of the new pickup effects (incomplete)
  • Added GPU particles to link gun primary fire.
  • Characters and Animation:
  • Added first pass additive system for enforcer to start sharing more animations.
  • Added a new rule to allow blending directly to the sliding anims from the jump state.
  • Added option to blend from landing state to slide.
  • Polished left arm motion and posing for enforcer running additives.
  • Added anims and support for additive strafe running with enforcer.
  • Added new idle for pistol and additive pose for pistol idle.
  • fixed rules allowing running transitions being played while crouching
  • Removed most of the linear damping from the character physics asset because it caused an exploit-friendly terminal velocity.
  • Weld cosmetics when attaching
  • Frag Center
  • New in game web page for viewing community submitted videos and news.
  • Can open up a separate web page to navigate to outside links.
  • Added Javascript functionality to support Frag Center to Chrome Embedded Framework.
  • Enhanced Spectating System:
  • When spectating in third person, camera now automatically tried to maintain optimal orientation when following a player.
  • Holding left mouse gives the spectator camera rotation control when following a player in third person.
  • New best camera manager automatically switches to camera with currently the best action, if spectator hasn't assumed manual control of camera switches (by switching manually).
  • Return to auto best camera with the key.
  • Added powerup timers to spectator slide out, with team icon identifying the power up in team games with multiple powerups of that type on the map.
  • Show equipped weapon on spectator slide out.
  • Show all players on spectator slide out, even if they don't have a camera bind, and fill in empty bind slots in spectator viewplayer binds (due to players dropping).
  • Scale name rather than pulsing bar color on spectator slide out for in action players.
  • Improved scalability of spectator slide out, and reduced its size.
  • Added skull on slide out for dead players.
  • Send personal localized messages like reward messages to spectators viewing player as well as owning player.
  • Third person camera traces no longer blocked by pawns.
  • Fixed spectator camera issues at halftime.
  • First Person Spectating:
  • Added support for first person spectating showing the weapon and firing effects (not fully matched up to real state on clients)
  • Eye smoothing fixes for spectating.
  • Fixed a lot of cases where first person spectator wanted to be treated just like the controlling player.
  • Make sure first person weapon movement is smooth by making offset always updated after player eyeoffset update.
  • Don't forward predict viewed client.
  • Show centered kill messages when spectating in first person.
  • Fixed team coloring spectator HUD to match viewed player's team.
  • Fixed crosshair when spectating in first person.
  • Fixed link gun alt beam not going away correctly when first person spectating.
  • Fixed spectator notifies for viewed player getting hit.
  • Engine and Editor:
  • LibDWARF to give line numbers in callstacks on linux.
  • Fixed lighting builds invalidating navigation.
  • Disallow "show" console command in shipping builds.
  • Mod support:
  • Marked Add/RemoveInventory on UTCharacter as BlueprintAuthorityOnly to match correct usage.
  • Duel defaults to 10 minutes.
  • Fixed inventory/character ModifyDamageTaken() event to be usable in blueprints.
  • UTGameObjective is blueprintable
  • GitHub pull request #180 by RattleSN4K3 - add CreateInventory() to make it easier for blueprints to grant inventory
  • Fixed crash with editing blueprint HudWidgets.
  • Merged gamemode blueprint compatibility coming in UE 4.8.
  • Added bIsNewSpawn parameter to ModifyPlayer().
  • Added ModifyInventory() to allow modifying items after they are added to a character's inventory.
  • Added author and description mutator fields
  • Fixed mounteddownloadedcontentchecksums map having incorrect key entries. Thanks Sir Brizz/cardonator.
  • DefaultCharacterInventory BlueprintReadWrite.
  • UNREALTOURNAMENT_API pass on UTHUDWidget classes.
  • Added WIP generic door blueprints.
  • UI:
  • Custom Match Creation Menu
  • Support for custom single player, LAN, and hub match creation.
  • Hub custom matches do not yet support mutators.
  • Hub custom matches require the creating client to already have any custom content used downloaded.
  • Default to one map selected, and removed 6 map selection limit when creating matches.
  • Added a scrollbar to the map list on the lobby menu to support more than 6 maps.
  • Non-team game rulesets default to 6 players max, and 6 bots in standalone.
  • Team game rulesets default to 12 players max, and 10 bots in standalone.
  • Tweaked gametype categories for creating matches.
  • Added Mouse acceleration options in control settings UI.
  • Workaround for crash loading mutators with UMG config menus.
  • Fixed default taunt settings.
  • Fixed display issues and potential crash in SUWGameSetupDialog if it is left open for a while.
  • Make sure to close custom mutator config menus when the create game panel is closed.
  • Audio setting dialog will set the sound volume while you manipulate the slider.
  • Binding two weapon switch commands to the same key now works.
  • Fixed Action mappings ordering issues causing controls to not be consistently bound after using controls menu.
  • Fixed Auto-detecting settings LMB spam sillyness.
  • Raised the profile cooldown time.
  • Fixed mutator config menus popping up behind other menus.
  • Turn down sound when showing a web panel.
  • Misc. Gameplay:
  • Added mutator to turn off weapon stay.
  • Reduced armor vest and thighpads armor absorption to 60%.
  • Fixed Instagib mutator preventing jump boots from dropping.
  • Fixed players with auto weapon switch turned off starting with impact hammer equipped.
  • Added air rocket kill reward message.
  • Fixed dropped pickups not being cleaned up after halftime.
  • Fixed translocator collision on various tutorial blueprints.
  • Fixes for reported crashes.
  • Added cylindrical variant of the team deco weapon shield.
  • Added support for self contained shield understanding enter/exit properly.
  • Fixed character teleport when mesh is set after ragdolling.
  • Volume tweaks to flag pickup/drop audio.
  • Shorter end of match delay for non-CTF game types.
  • Bots:
  • Fixed jump paths being generated in cases where the jump arc crosses a KillZVolume and fixed some rare cases where they are generated through walls.
  • Added a new version of AI projectile toss analysis that takes into account targets with size as well as cases where overshooting the target is acceptable (translocator) - significantly improves AI translocator usage.
  • Fixed bots getting stuck under lifts (requires path rebuild).
  • Prevent bots from trying to 'hide' on nodes like jump pads.
  • Fixed some issues with bot lift jump handling.
  • Fixed bots continuing to fight after half/game end in some situations.
  • Fixed a rare AI crash.
  • Improved AI handling of lifts and short hops.
  • Fixed rare bot crash in level with no paths.