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Quick Find クイック検索 ウィジェットは、 タイミング ビュー に表示されているイベントの検索とフィルタリングに使用します。. デベロッパーは Memory Insights を使用することで、任意の時点でメモリの各ブロックに関連付けられた LLM タグやコールスタックなど、メモリの割り当てと解放に関する情報をさらに詳細に確認できるようになりました。. Unreal Trace サーバー は単一のサーバー インスタンスとしてバックグラウンドで実行され、複数のプロジェクト インスタンス間で共有することができます。これはユーザー インターフェースを持たない軽量のプログラムであり、パフォーマンスへの影響は最小限に抑えられます。.
以前のバージョンの Unreal Insights では、Insights プログラムへの接続が遅延した場合に、接続を確立する前に一度限りのイベント Important イベント が見過ごされてしまうことがありました。現行のバージョンでは Important イベントが Unreal Engine のクライアント側にキャッシュされるため、接続の際にこれらが遅延接続のマシンに送られるようになりました。. Task Graph Insights では、タスク グラフ システムのプロファイリングを行います。これには、後続およびネスト化されたタスクとタイミング イベントとの関係を示すタスク依存関係に加えて、各タスクに関連するタイミング イベントを表示する機能が含まれます。.
コンテキスト スイッチは、CPU コア トラックに関する情報を表示する新しいトレース チャンネルです。各 CPU コアには、各 CPU スレッドから実行されるイベントをそれぞれ示すタイミング イベントなど、記録したトレースの詳細を表示するトラックがあります。. Zen Loader は Unreal Engine 5.
プリロード依存関係はパッケージごとのエクスポート バンドル ノードに平坦化されます。それぞれでは、 CreateExport および SerializeExport コールのシーケンスと他のエクスポート バンドル ノードへの依存関係を指定します。. このプラグインを使用するには、[Plugins プラグイン ] メニューから CommonUI プライグインを有効にします。UE 5. ユーザーがフォーカスのないメニューと誤ってやり取りしないようにする必要があるため、複数のレイヤーを持つウィンドウやプロンプトで構成される複雑なメニューの作成は容易ではありません。 Input routing 入力ルーティング では、ゲームのビューポート クラスの入力をキャプチャし、ビューポート内で一番上に描画されているアクティブなウィジェットとその子に入力を転送することで、このプロセスを自動的に処理します。.
例えば、2 つのメニューが重なっている場合、入力ルーティング システムは上にあるほうのメニューに入力を転送します。その後、このメニューがその子に入力をルーティングします。下のレイヤーにあるメニューは入力をまったく受け取らないため、ユーザーは上のメニューが閉じられるか、下のメニューが上に移動するまで、その子であるボタンとはやり取りできません。非アクティブの状態にある Activatable Widgets も無視されます。これにより、ゲームパッドでのナビゲーションを円滑に進めやすくなります。この機能はタッチ入力やマウスおよびキーボードに対しても有効です。. UI Input Action Mapping UI 入力アクション マッピング — 特定のボタンに抽象的 UI アクションをマッピングするための入力アクション データ テーブルを作成します。. Per-Platform Action Overrides プラットフォームごとのアクション オーバーライド — 特定のプラットフォーム上で確定ボタンや戻るボタンを差し替える場合など、特定の UI アクションのオーバーライドを作成します。.
Controller Icon Management コントローラー アイコン管理 — 特定のコントローラーに向けた一連のアイコンを使って Controller Data アセット を作成し、それらを UI 入力アクションに関連付けます。 Common Action ウィジェットには、選択したアクションと、ユーザーがアプリケーションの制御に使用しているデバイスに適切なアイコンが表示されます。. 入力アクション データ テーブルに表示されるアクションは Common UI ユーザー インターフェース専用のもので、レガシー入力システムまたは高度な入力システムのいずれかのインゲーム アクションに使用されるものとは関連がないことに注意してください。. Common UI により、新しいウィジェット ライブラリが追加されました。これは UMG パレットの Common UI プラグイン に表示されます。これらの多くは、さまざまなゲームやアプリケーションでよく使用されている UI 機能です。次が含まれます。これらには、下記が含まれています。.
Common UI 向けのスタイル データ アセットは、マテリアル、テクスチャ、フォントなど、標準的な UMG ウィジェットで通常使用されるスタイル要素を含むブループリント クラスです。Common UI ウィジェットはスタイル データを自身で維持するのではなく、これらのアセットを参照します。これにより、UI デザイナーはさまざまなメニューと HUD で一貫したスタイルを確立して維持しやすくなります。. h」を参照してください。グローバル無効化 4. SWidget 階層の整合性をテストするために、複数の検証機能が追加されました。これらは [Widget Reflector ウィジェットリフレクタ ] から有効にできます。. Nanite は、バーチャル プロダクションのユース ケースにおけるムービー レンダリング キューと nDisplay レンダリング パイプラインの両方で、ベータ機能としてサポートされています。GPULM またはパス トレーサーと併用した場合は、完全な詳細度のサーフェスではなく、Nanite フォールバック メッシュが使用されます。USD サポートの対象がレベルからシーケンサーに拡大されて、レイアウトなどのプロダクション ワークフローにおいて、USD パイプラインで Unreal Engine を活用できるようになりました。.
Lumen は、MRQ レンダリング パイプライン向けのベータ機能として備わっています。その制限事項は文書化されています。Lumen は nDisplay でも機能するように見えることがありますが、インカメラ VFX プロダクションや、VR および nDisplay レンダリング パイプラインを使用する似たようなワークフローで利用できる段階ではないため、使用した際はアーティファクトが生じたり、パフォーマンスの問題が発生したりすることがあります。Lumen の開発は今後も継続され、将来的に nDisplay と VR ワークフローに対するサポートの実現を予定しています。. 映画制作者は、インカメラ VFX プロダクションにおいて Unreal Engine 5. インナー フラスタムのオーバースキャンを方向 上下左右 ごとに指定できるようになりました。インカメラ VFX のシナリオでは、動くカメラのレイテンシーに対応するためにインナー フラスタムを特定の方向に伸ばす場合や、舞台セットで部分的に隠れるフラスタムのレンダリング サイズを下げる場合に、この機能が役に立ちます。オプションとして、ビジュアル品質を維持するために、その解像度を自動的に適応させることも可能です。.
以前のバージョンでは、トランスフォーム操作を nDisplay ビューポートに適用するには、スタティック メッシュか、カスタム UV マッピングを含む外部の. obj ファイルが必要でした。最新のバージョンでは、回転やスケールなどのトランスフォーム操作を、 nDisplay コンフィグ エディタ の [Output Mapping 出力マッピング ] パネルでビューポートに直接適用できるようになりました。. nDisplay クラスタのフェイルオーバー ポリシーを有効にできるようになりました。現時点では Drop S-node on fail というフェイルオーバー ポリシーが使用可能です。このポリシーでは、セカンダリ ノードの接続解除時、またはセカンダリ ノードがネットワークのタイムアウト設定を超えた場合に、そのセカンダリ ノードがクラスタからドロップされます。ドロップ後は、フェイルしたノードなしにクラスタが続行されます。プライマリ ノードがドロップされた場合はクラスタが終了します。.
以前のリリースでは、OpenCV はバーチャル プロダクション ツールセットに含まれていましたが、今回のリリースではスタンドアローンのプラグインになりました。このプラグインでは OpenCV バージョン 4. 再バインディング: 以前に作成したリモート コントロール プリセットを開き、新しいシーン内のアクタにこれを再バインドして、コントロールを再リンクできるようになりました。. テンプレート: シンプルなコントロールを含むアクタの複数のインスタンスが必要な場合に、アクタのテンプレートとして、一連のコントロールをリモート コントロール Web アプリケーションに設定できるようになりました。Web アプリケーション内でアクタのインスタンスを切り替えると、そのインスタンスのコントロールを使用できるようになります。.
今回のリリースでは、レンズの歪みと節点オフセットのキャリブレーションのための 2 つの新しいアルゴリズムが試験的に加えられたほか、レンズ キャリブレーション プロセスが改善されました。改善点には次が含まれます。. Level Snapshots for nDisplay プラグインを削除して、 Level Snapshots プラグインに nDisplay サポートを追加しました。.
新しい Sequencer Playlist シーケンサー プレイリスト 機能により、レベル シーケンスの準備、キュー、トリガーをオンザフライで行えるようになりました。プレイリストにより、バーチャル プロダクション、ブロードキャスト、ライブ イベント ステージのアニメートされたコンテンツとのインタラクションにおいて柔軟性と俊敏性が向上し、エディ内での再生のために、すべてのサブシーケンスのタイミングを事前に設定する必要がなくなりました。. Unreal Engine 5 の新しい Nanite 仮想化マイクロポリゴン ジオメトリ システムでは USD ステージ アクタを使用できます。これにより、数百万にも及ぶポリゴンで構成された映画品質のソース アートのインポートが可能になり、3D アーティストによるアセットの高解像度および低解像度バージョンの作成時の制限事項が取り払われます。. ライブ コーディング コンソールでは、コンパイル ステータスのアウトプット ログが提供されます。これは標準的なアウトプット ログとは異なるもので、ライブ コーディングのビルド情報のみが表示されます。.
ビルドが成功すると、コードに応じた変更が直ちに表示されます。ライブ コーディングは、Unreal Editor が開いているとき、PIE を使用しているとき、ネイティブのデスクトップ環境でパッケージ化されたビルドにアタッチされているときに機能します。コンソールやモバイル デバイスで起動した場合には機能しません。. cpp ファイルに実装されたコンストラクタで設定した値は、オブジェクトの既存のインスタンスでは更新されないことに注意してください。ただし、これらを. h ファイル内で変更した場合は、その変更が反映されます。.
ライブ コーディング自体は、値の変更や関数の調整など、比較的小さなコードの変更を簡単に処理するものです。しかし、 [Object Reinstancing オブジェクトの再インスタンス化 ] が無効のまま、構造に関するより大きな規模の変更にライブ コーディングを使用すると、予期しない動作となってクラッシュする場合があります。詳細については、後述の「オブジェクトの再インスタンス化」を参照してください。.
これには、アクタと UObject インスタンス自体、関連する変数から派生したブループリント ノードのインスタンス、これらのマクロを使って Unreal の反射システムによって作成された他のオブジェクトが含まれます。. これを有効にすると、大規模なコードの変更を処理する際のライブ コーディングの安定性と一貫性が大幅に高まります。ただし、コードに再インスタンス化可能なオブジェクトへのポインタが含まれる場合、それらのポインタを更新するか、キャッシュを無効化して後に再び設定できるようにするためには、ReloadReinstancingCompleteDelegate と ReloadCompleteDelegate を使用する必要があります。ホット リロードでは、多くの場合、再インスタンス化されたオブジェクトの不適切な逆参照が許容されますが、ライブ コーディングでは、再インスタンス化されたオブジェクトのデストラクタとの競合が原因でエディタがシャットダウンされるときに、クラッシュが発生します。.
Address Sanitizer ASan:アドレス サニタイザー. Thread Sanitizer TSan:スレッド サニタイザー Android には未対応. Undefined Behavior Sanitizer UBSan:未定義動作サニタイザー. Memory Sanitizer MSan:メモリ サニタイザー Linux のみ. これらを使用するには、目的のサニタイザーの UBT コマンドを使って Unreal Build Tool を実行します。これにより、最終的な実行可能ファイルで目的のサニタイザーがリンクされます。例えば、次のコマンドでは ASan がプロジェクトにリンクされます。. bat MyGame Android Development -WaitMutex -FromMsBuild -EnableASan. Clang のサニタイザーの詳細については、このツールの全容について説明する「 Clang のドキュメント 」を参照してください。. Unreal Engine 5 に RAD Game Tools 社開発の Bink Audio コーデックが組み込まれました。Bink Audio はマルチプラットフォーム向けの、高度に最適化された、メモリ効率の高い汎用的なオーディオ エンコーディングです。Format ヘッダの下にあるシンプルなチェックボックスをオンにすることで、これを SoundWave アセットで有効にできます。.
Turnkey は Unreal Automation Tool UAT に加えられた新しいシステムで、SDK のインストールやデバイスへのビルドのデプロイを含むプラットフォーム サポートを簡素化します。Turnkey は、組織内のほとんどのユーザーがワンクリックで処理できるような一般的操作のパイプラインを提供することを目的としています。.
Turnkey には、コマンドラインから「RunUAT. bat Turnkey」を実行することでもアクセスできます。これによってコマンドライン メニューが表示され、Turnkey のあらゆるオプションを、. Turnkey はビルドとデバイスの管理に使用できますが、Turnkey の最も強力な機能は SDK インストールの自動化です。多くのプラットフォームでそれぞれの SDK が頻繁に更新されますが、Unreal Engine のすべてのバージョンは、リリース日に基づいた特定の SDK バージョンのみと互換性があります。デベロッパーにとっては使用すべき SDK の判断が難しくなり、特に異なる バージョンの Unreal Engine を使って複数のプロジェクトを扱っている場合はなおさらです。さらに、アップグレードについて、組織内のすべてのユーザーが常に最新の状態を維持しているかどうかも問題なります。Turnkey により、ユーザーが使用している Unreal Engine のバージョンに応じて、利用可能な SDK から最適なものを自動的にフェッチしてインストールすることで、このプロセスが簡素化されます。.
この機能をデスクトップとコンソールで使用するには、組織が SDK ファイルをアクセス可能な場所でホストする必要があります。Turnkey では、これらの SDK ファイルをホストする場所として Perforce、Google Drive、またはローカル ファイル パスをサポートするため、Turnkey が参照すべき場所や、組織内で利用可能な SDK の対応プラットフォームについてのルールを設定できます。. Turnkey の設定と使用に関する詳細については、「 Turnkey のドキュメント 」を参照してください。モバイル プラットフォーム向けの Turnkey の機能については、後述の「 モバイル向けの Turnkey サポート 」を参照してください。. Android SDK の設定に Turnkey を使用すると、必要なバージョンの Android Studio のダウンロードや、追加の設定ステップおよびスクリプトの実行など、ほとんどの設定ステップが Turnkey によって自動化されます。それでもインストール ウィザードを手動で実行する必要はあるものの、これによってエラーのリスクが大幅に軽減されます。SDK を手動で設定することも可能ですが、このプロセスが推奨されます。.
iOS、tvOS、iPadOS のプロビジョニングは厳格に制御されているため、Turnkey では現時点で iOS の自動プロビジョニング設定はサポートしていません。ただし、Xcode セットアップと SDK チェックはサポートされます。. ビルド作成時にファイル サーバーをプロジェクトに埋め込む Android File Server AFS プラグインが UE 5. このプラグインが有効な場合、開発およびデバッグの各ビルドでは、AFS を使ってファイルを Android デバイスにプッシュします。USB 接続を使用するか、WiFi 経由でローカル エリア ネットワークに接続されたデバイスにプッシュできます。デプロイメントをより迅速に行うには、 [USB and Network Combined USB とネットワークの併用 ] を使ってファイルを両方の方法で同時にプッシュできます。ファイルの転送でいずれかの接続が占有された状態になると、もう一方の接続で処理が継続されます。これはデプロイメント プロセスの一部として統合されています。.
少なくとも SDK バージョン 23 以降を使用するプロジェクトでは、以前の形式の代わりに、パフォーマンスを向上して起動時間を短縮する新しい GNU Hash ELF セクションを使用します。それに加えて、プロジェクトで Android 特有の圧縮形式である APS リロケーション テーブル圧縮のメリットを得ることもできます。たとえば、当社のテストでは、サイズが 62 MB のリロケーション テーブルが約 8 MB に削減されました。. 少なくとも SDK バージョン 28 以降を使用するプロジェクトでは、APS よりもさらに効率的な RELR リロケーション テーブル圧縮 のメリットを活用できます。例えば、62 MB のテーブルはおよそ KB になり、2 桁分削減されます。. MinSDKVersion を 23 以降にアップグレードすることで、別のメリットを得ることもできます。Andoroid OS でアプリケーションの APK から. so バイナリを直接ロードできるようになり、これらをデバイスごとにアンパックしてインストールする手間が省けます。.
Google Play ストアでシッピングされるプロジェクトでも、ユーザーがアプリをダウンロードする際に、より優れた APK 圧縮をオンザフライで利用できるというメリットを得ることができます。ただし、他のアプリ ストアではこのメリットは保証されません。Unreal Engine ではデフォルトで APK 圧縮を実行します。これを無効にするには、次のコンフィグ変数を使用します。.
UE5 では、Vulkan および OpenGL ES3. Vulkan については、UE 5. OpenGL ES3. モバイル フォワード レンダラで サブサーフェス プロファイル シェーディング モデルをサポートするようになりました。これにより、モバイル アプリケーションでスキンやワックス、プラスチックなどのマテリアルをより詳細に、精度の高いライティングで表現できるようになります。ディフュージョン プロファイルは、効率を高めるためにルックアップ テーブルに事前統合されました。これはランタイム時に調整可能です。モバイル サブサーフェス モデルには曲率マップが必要ですが、それを除けば、デスクトップおよびコンソールのサブサーフェス プロファイルで使用されるすべてのパラメータと互換性があります。. ini」ファイルを見つけます。次に、ターゲット プラットフォームに適切な「ShaderPlatform DistanceFieldShadowing を「1」に設定します。その後、レベル内の光源でディスタンス フィールド シャドウを有効にします。.
ディスタンス フィールド シャドウには深度プリパスが必要ですが、これによってドローコールの数がおよそ 2 倍になることに注意してください。これによってモバイル ゲームのパフォーマンスに深刻な影響を及ぼす可能性があるため、これをゲームで使用することを決定する前に、必ずターゲット ハードウェアでパフォーマンス テストを行ってください。. 動的ライティングに大きく依存するラージ ワールドでは、離れた描画距離にある、潜在的に数百にも及ぶスタティック メッシュに対して動的シャドウが必要になるため、レンダリング パフォーマンスの負荷が非常に高くなる場合があります。特にモバイル デバイスでは、このような状況を避けなければなりません。Unreal Engine 5.
これは実験段階の機能であり、パフォーマンスの向上を保証するものではありません。CSM キャッシュではドローコールの数が削減されますが、帯域幅コストを高めるシャドウ マップ コピー パスも追加されます。デベロッパーはターゲット ハードウェア上で比較を行い、CSM キャッシュがプロジェクトに有益かどうかを判断する必要があります。. モバイル プロジェクトで SkinCache がサポートされるようになりました。これは、スケルタル メッシュのスキニングをフレームの開始時に一度だけ事前計算し、その計算を同じフレーム内の別のレンダリング パスに再度使用するものです。これにより、多数のスケルタル メッシュを使用するモバイル プロジェクトのパフォーマンスが顕著に向上する可能性があります。.
SkinCache は、すべてのプラットフォームでデフォルトで無効になっています。これを有効にするには、[Project Settings] の [Support Compute Skin Cache スキン キャッシュの計算をサポート ] を有効にします。. GPU シーン インスタンス化とカリングを有効にするには、「DefaultEngine. Unreal Engine 5 の Unreal Editor に Datasmith Direct Link のサポートが追加されました。これにより、Direct Link を使用して、外部のデザイン アプリケーション Revit、Rhino、Archicad、または Direct Link によって Datasmith をサポートするその他のデザイン アプリケーション でシーンに加えられた変更を Unreal Editor でリアルタイムで可視化できます。.
glTF ファイルの Unreal Engine へのインポートに対するサポートが引き続き改善されています。今回のリリースでは、次の PBR スキーマ向けのサポートを glTF Importer プラグインに加えました。. Datasmith CAD インポートが大幅に更新されました。Unreal Engine の以前のバージョンと比べると、ユーザー インターフェースとワークフローはほぼ同じですが、インポートの結果は異なります。.
JT ファイル内で、パラメトリック データまたはメッシュをインポートするかどうかを指定できるようになりました。これにより、柔軟性が大幅に高まり、Unreal Engine にインポートするデータをより細かく制御できるようになります。. SitchingTolerance コンソール変数を使用します。この値は Unreal 単位です。. udatasmith ファイルにエクスポートする際の忠実度が向上します。. Level of Tessellation テッセレーションのレベル : Revit API の定義に従って、Revit によるメッシュの作成時に使用するテッセレーションのレベルを指定します。. Neural Network Inference NNI プラグインは、Unreal Engine 内でニューラル ネットワークをリアルタイムで評価する際に使用する新しいプラグインです。このプラグインでは、非常に高解像度の頂点オフセット データを ML ネットワークを介して圧縮し、リアルタイムで再生することを可能にする、機械学習ベースの ML デフォーマ システムなどの機能が提供されます。このシステムは、アニメーション、ML ベースの AI、カメラ トラッキングなど、開発課題の解決に向けた多くの ML ベースのアプローチの基礎となるものです。.
NNI は業界標準の ONNX モデル形式をサポートし、標準的な ML トレーニング フレームワーク PyTorch、TensorFlow、MXNet など から ONNX としてエクスポートされるあらゆるモデルを実行できます。これにより、ユーザーは ML モデルをあらゆる場所から取り入れて、エンジンで直接実行することができます。当社のチームは Microsoft との緊密なコラボレーションを通じて、Microsoft の ONNX Runtime プロジェクトを NNI プラグインの推論システムの中核として使用しました。.
Visual Studio – Visual Studio v PhysX は UE5 ではサポート対象の物理バックエンドではなくなりました。さらに UE5 では、UE4 PhysXVehicles と ApexDestruction との後方互換性がサポートのない新しい車両システムと破壊システムが提供されます。. Magic Leap プラグインは Unreal Engine 5 には含まれていません。Unreal プロジェクトで Magic Leap デバイスをターゲットにしている場合は、引き続き Unreal Engine 4. HoloLens プラグインとそのすべての機能は Unreal Engine 5 に完全に統合されました。このため、HoloLens プラグインは不要になり、これをプロジェクトに追加することもできなくなりました。HoloLens プラグインを使用する既存のプロジェクトがある場合は、UE5 へのアップグレード後に初めてそのプロジェクトを開いた際に、このプラグインのコンフィグ データを削除するよう Unreal Engine 5.
These ignored actors will not be included in the filter or score operations. Fixed an issue where an EQS query instance was using an incorrect EQS query asset that had the same name as the intended asset. This resulted in the query using an asset with an incorrect location. Added an additional check to the Environment Query Manager to check for a valid Blackboard component if the dynamic parameter is configured to read from a blackboard.
Fixed an issue where running an EQS query that resulted in all items being filtered out was sometimes flagged as successful. Fixed an issue where EQS contexts created in Blueprints could sometimes retrieve null actors or invalid locations via the ProvideContext call.
Added a log category that shows when a dirty area is affecting one or more Navmesh tiles. This shows you how many tiles on a navigation mesh are being dirtied and who are the biggest offenders.
Added a way to change the font size used by the Gameplay Debugger via the console variable, gdt. The value specified will get stored in the user’s. ini files. Added an optional feature to the Navmesh Data called “Use Virtual Geometry Filtering And Dirtying. This feature uses virtual methods to check if an actor needs to be added to the navmesh providing the ability to create custom logic on extended navmesh classes.
This change also prevents dirtying navigation areas that have been requested by an actor that is not on the navigation mesh. Switched NavMesh to use Oodle compression bias for size in editor, bias for speed in standalone.
Reduced the memory footprint of the Navigation Mesh by using smaller data types when possible, fixing struct alignment to reduce padding, and factoring out settings that were unnecessarily included in each dtMeshHeader.
Added support for Large World Coordinates LWC to Recast and Detour Crowd Manager. Added support for Large World Coordinates LWC to navigation mesh serialization as either floats or doubles.
This is achieved by serializing as doubles in either case. Fixed an issue where the navigation mesh was not generating correctly when the NavMeshBoundsVolume was placed perfectly flat on the floor surface.
Added a safety check when loading a navigation mesh to check if code referencing an older version of the navigation mesh attempts to load a newer version of the navigation mesh.
Fixed an issue where the navigation mesh was being unnecessarily rebuilt based on the number of bits required to store maxTiles. Fixed an issue where the Navigation System would rebuild the navigation mesh during OnWorldInitDone for DynamicModifiersOnly navigation if the AutoGenerateNavigationData was disabled. Fixed incorrect uncompressed buffer size passed by DetourTileCacheBuilder to calculate maximum compressed size.
Added UAnimDistanceMatchingLibrary, which exposes Anim Node functions for driving animations based on distance.
Added UAnimCharacterMovementLibrary, which exposes functions for predicting where a character will stop or pivot. This is used as input to the distance matching functions. Added UDistanceCurveModifier, which is an Animation Modifier that generates curves used for distance matching library functions. The modifier generates the distance curve based on root motion information from the animation. Added SyncMarkerAnimModifier, which is a Blueprint Animation Modifier included with the Animation Locomotion Library.
It provides an example of how to generate Animation Sync Markers automatically. Added a Python Command Log tool in Control Rig for printing of equivalent Python commands when performing actions in the Control Rig Editor.
Added Control Rig Spline plugin, which enables the creation of Spline-based controls in Control Rig. Added example Control Rig Context Menu commands written in Python: Add Null Above Selected, Add Controls For Selected, and Alignment tool.
Added Copy Python Script button in Control Rig Class Settings which copies the entire Control Rig to Python in order to replicate a Control Rig. You can now toggle the effector transform on the FABRIK node in Control Rig. This addition aligns with how the FABRIK AnimGraph node works. Motion Warping is a new experimental plugin which allows you to dynamically adjust root motion to align to targets. SkeletalMerging is a new plugin which exposes Skeletal Mesh merging to Blueprints, and adds SkeletonMerging functionality which allows for merging of Skeletons.
Added support for importing Animation Transform Attributes from FBX by name -matching nodes within the FBX scene. SetPreviewSkeletalMesh was exposed to Blueprint and Python for Animation Blueprints and AnimationAsset derived classes. Added script exposed functionality to retrieve UAnimationGraphs and UAnimationGraphNodes of a specific class from UAnimBlueprint and UAnimationGraph respectively. Normalization for the Transform animation attribute was implemented. Added non-blendable versions of TransformAnimationAttribute, FloatAnimationAttribute, and IntegerAnimationAttribute.
An asset registry tag “SkinWeightProfiles” was added to the SkeletalMesh asset to make it discoverable and searchable in the Editor. Added project settings that allow for defining a default set of AnimModifiers to be added to any imported AnimSequence. A new flag was added to state whether or not modifiers should be automatically applied during re import. Added GUID to PoseAsset to track it against the Source Animation, and prompt the user if it has become out-of-date, which happens when the Animation Sequence is changed or reimported.
The UX was improved for PoseAsset in the details panel. GetBlendProfile is now exposed to Blueprints. Replaced Animation Recording sampling rate with FFrameRate to improve UX and integrate better with AnimDataModel. Added FinalizeAttributeEvaluationResults to SkeletalMeshComponent. This remaps the evaluated compact-pose indexed attributes to mesh-indices. Ensured that attributes are only inserted during evaluation if its bone index is present in the required bones.
Added engine-level testing for remapping between LODs with removed bones, and remapping between Skeletal meshes with different skeleton hierarchies. Fixed a crash that occurred when selecting ‘Frame from this animation’ as the Base Pose Type for an animation sequence containing animation attributes. Fixed interp alpha value calculation in AnimationBudgetAllocator so it is 1 instead of 0. Fixed bug that caused sync markers generated by UAnimationBlueprintLibrary::AddAnimationSyncMarker to have an invalid GUID, which would cause all sync markers to be deleted when one was deleted.
Expanded the list of regular expressions used to match mirrored bones to ensure the UE5 Mannequin mirrors correctly. Skeletal Mesh errors now print out the path name of the component rather than just the name. This fix means you can see what Actor instance, and class, owns the component rather than the generic name StaticMesh0. Fixed an issue with the mirror node that could result in incorrect behavior when the node was evaluated with identical bone counts but different bone indices.
Removed GetResourceSizeEx from UMorphTarget and FMorphTargetLODModel, as this functionality has been superseded by counting memory through UMorphTarget::Serialize. Fixed incorrect results generated when evaluating compressed Animation Curves containing user-weighted tangent data. Implemented changes to ensure that the CPU access flag is correctly inherited when generating a SkinWeight buffer for alternative skin weight profile s.
Made changes to ensure that users cannot generate Blend Profile names with invalid characters, as this name is used to generate a UObject.
Fixed a bug where deleting one generated sync marker would cause all of the sync markers to be deleted.
Removed the recording state from the Play button in transport controls for the Animation Editor s. This fixed an issue with the play button being shown as a pause button while recording animation in Control Rig. Added alpha lerping to the Modify Curve Animation Blueprint node when setting Apply Mode to a non-blend value. Added Maximum Duration Seconds and Sample Frame Rate options when recording animations in the Animation Sequence Editor.
Multiple montages can now be synchronized in Animation Blueprints using the Montage SyncFollow and Montage Sync Stop Following nodes. Added ‘Selected and Children’ and ‘Selected and Parents and Children’ Bone drawing modes in the Animation Editor viewport menu.
Added a blend mask mode to the layered blend per bone node. Blend masks can be used to specify per-bone weights in a skeleton hierarchy. Pose Search Databases now support root motion extrapolation so animation sequences can be used from start to finish without the need to add lead-in or follow-up sequences.
The system will extrapolate the root motion velocity to generate an estimate of the root motion beyond the limits of the main sequence. Changed the sorting in the skeleton tree so that it is alphabetical, while still maintaining the hierarchy. Selecting Meshes and Bones is now better handled in the Animation Editor Viewport.
Now when selecting, it will take into account bone visibility and cursor position to properly select either bones or meshes. Section Selection toolbar button is now removed as it is now no longer needed due to selection improvements. Fixed Show All Sections not correctly restoring all sections after filtering cloth views in the Animation Editor viewport. Fixed virtual bone skeleton tree item not also selecting when a virtual bone is selected in the viewport.
Creating an Anim Curve on an animation sequence timeline that shares the same name as an already created curve will now reference that same curve, instead of doing nothing. Fix for animation recorder manager not correctly stopping when reaching the Maximum Duration limit.
Fixed an issue with the Blend profile picker sometimes showing in a non-standalone mode outside of the skeleton editor. Generated node array properties are now marked as Blueprint visible so they can be exposed through generic FOptionalPinManager-driven nodes.
Now arrays are not needlessly exposed and can be handled with struct member get-by-ref calls rather than struct member sets. Debug visualization can now be displayed simultaneously for all selected nodes in the Animation Graph Editor viewport. New functions have been added for evaluating timecode attributes on the root bone in an anim sequence.
Added the EvaluateRootBoneTimecodeAttributesAtTime function, which can be used to evaluate root bone timecode attributes at a particular time. Added support for parsing the timecode rate as a string into the FFrameRate it represents, and accounts for the use of drop frame timecode rates with either ” Exposed CreateNodeFunctionsWidget on anim graph node widget so that non-derived types can use it. You can now use the transform manipulator in the Animation Blueprint Viewport when manipulating skeletal control nodes values.
The Animation Blueprint now shows an empty mirror node on the right-click menu when a compatible Mirror Data Table does not exist. Doubling clicking a pose watch in the pose watch manager will now frame the node in Animation Blueprints.
Improved the Linked Anim Graph with node customizations such as node color, tooltip, and title, and allowing property access bindings.
There’s now a warning when an incompatible Post Process Anim Blueprint is applied to a Skeletal Mesh. Optimized building reference and identity poses by avoiding excessive inner branching when setting a compact pose to a reference pose, and avoiding setting scale twice when resetting a transform to additive identity. Optimized property access runtime by caching the return value property, and no longer using a mem stack allocator but instead an inline-allocated array of bytes and manually aligning the base pointer.
Previously a large shared pointer destruction chain occurred when resetting tick records each frame. To reduce tick record context data overheads, individual shared pointers to context data were switched to unique pointers, while allowing shared ownership and holding a shared pointer to the entire array. Fixed crash when editing Call Sites on Property Access nodes used in the Animation Blueprint Event Graph. Fixed crash when right-clicking a child asset of a template animation blueprint that has no skeleton.
Previously older Anim Blueprint generated classes, on first load, could contain out-of-date node type layout tables, and were unusable unless they were patched up with compile-on-load. Now non-compile-on-load paths successfully load these Anim Blueprints, although they cannot be used. Fixed an occasional crash that occurs when performing an undo while the Slot Names Editor is open.
Fixed a crash that occurs while compiling child Anim Blueprints that weren’t properly initialized. Fixed a crash that occurs when selecting property access chains involving structs with native break functions. Fixed a load ordering dependency with parent and child Animation Blueprints when child classes were PostLoaded after their parents. Fixed window focus loss when searching for parent blueprint classes while creating Animation Blueprints.
The schema type will now be checked before creating animation-specific graph pin widgets in order to resolve issues with execution pin connections. Property access generated properties are flagged as compiler-generated now, so CopyPropertiesForUnrelatedObjects will skip them. Modify bone and other edit modes now propagate to debugged objects during PIE and in Editor worlds. Previously, pose handlers were incorrectly calling a CacheBones pass on the graph during initialization.
In the base class this was not a problem, but in derived classes, such as those with input poses, this could cause CacheBones to be called before Initialize. For child Anim Blueprint overrides, the Anim Node data is now linked to the class that matches the CDO being patched. ExtensionContent now works for a FDetailWidgetRow created from IDetailPropertyRow::CustomWidget.
Optimized linking of Anim Layers with reduced calls to FindFProperty by caching generated parameter properties in FAnimBlueprintFunction and only iterating on them when linking. Fixed some bone index types, including type conversion occuring when using IInterpolationIndexProvider. We now correctly override the thread safety of return-value properties for property access when a function is marked thread-safe. You can now disable notify instances and native notify types from being called in Animation Editors.
When starting in a different tick group for Skeletal Mesh Components allow a parallel animation eval. Property access now works correctly with Blueprint refactoring tools, such as find references, renaming, and deleting. Fixed the issue where array child properties of an Anim Graph Node were still being shown when arrays were bound to pins. Linked Anim instances that have a mix of interface and non-interface layers now only unlink interface layers when unlinking.
There are now Anim Node data flags to reduce the overhead introduced by Anim Node functions. The data no longer has to be fetched out of folded constants to determine that it is invalid.
The node lookup in the Anim Blueprint compiler is used now instead of relying on the reverse DebugObjectToPropertyMap. This fixes debug weights occasionally breaking in Anim Graphs.
Fixed the issue in Animation Blueprints where exposed pins that were not exposed by default were not updating their values. Fixed assert occurring when compiling an Animation Blueprint with an Anim Node function node in the Anim Graph. Sparse class data is no longer derived from an incorrect base when used with a native base class. Fixed “Unable to push default value for pin” warning when linked anim graph node pins are connected.
Fix asserts with child Animation Blueprints by ensuring that cleaned-up sparse class data structs are moved out of the package they are in. Nested property validity filters, such as checking to see if an entry in the menu has compatible submenus, are now performed for functions.
The display name now appears for script properties and functions, and ScriptName for native ones if available. Fixed an ensure when opening some linked Animation Blueprints.
Linked Animation Blueprints can be debugged, but previously the logic to set up a debugged object based on a Skeletal Mesh made the assumption that only the main animation instance would be the class being set. The check was expanded for that fallback logic application to cast a wider net than just the preview instance.
Extra Anim Node child properties no longer appear incorrectly on unbound structs, and bindings no longer appear on un-bindable properties. Fixed an issue where a single step in the Animation Blueprint had no effect. It now steps at a fixed framerate. Fixed an issue where nested structs that were bound to Anim Node pins were not showing their child values.
Fixed issues with child Animation Blueprint compilation ordering. Also improved cleaned-up sparse class data structs. Fixed warnings caused by tagged-property-serialization with generated sparse class data structures in Animation Blueprints. Deprecated UAnimClassData, as it is no longer required by the Blueprint nativization feature, which has also been fully deprecated.
Added “Spherical Pose Reader” Control Rig node, which provides easier setup of secondary deformations by defining custom regions of influence around bone rotations. Added suite of new Python functions for getting and setting Control Rig Values and Keyframes in Sequencer. The “Duplicate and Retarget” batch process for Animation Blueprints now uses the new IK Retargeter asset. Added the following nodes to Control Rig: New Item Equals, Item Not Equals, Item Type Equals, and Item Type Not Equals.
You can now inspect live values running through a Control Rig in the Details panel’s Live Values section. There are new Control Rig nodes so you can interact with arrays of transforms to perform accumulation, project from local to global space, and draw arrays of transforms directly.
There’s a new option in Control Rig to show the Controls’ colors on the icon in the Rig Hierarchy widget. Fixed an issue where the Viewport appeared blank for additive animation. We now always retrieve a valid skeletal mesh for previewing. The Viewport has been updated to use AdvancedPreviewScene similar to the Animation Editor viewport s. Exposed TargetSkeleton and PreviewSkeletalMesh for BlendSpace factory as BlueprintReadWrite.
You can use this to create blendspaces from Blueprints and Python. Added the option to only apply out-of-date animation modifiers to an animation sequence. This option appears in the contextual menu of an Asset, and through the Details view of AnimationModifier classes. Added option to visualize Animation Transform Attributes in the Animation Editor.
You can access this option from the Show Flag menu. Added a new option to DebugSkelMesh to track the LOD of an attached instance in the Level Viewport. Added new default gizmo libraries with shapes that have uniform scale to Control Rig.
Assets from previous versions will maintain their original gizmo library. Reduced the memory footprint and runtime of Control Rig by using inline allocators to avoid allocations for minimum size cases, and batch allocating elements. Control tracks in Sequencer now correctly update their name when a Control is renamed in the Control Rig editor.
Fixed an issue where any pending Apply Preview Mesh pop-up toasts were not faded out when consecutively changing the Preview Mesh. Reduced the number of editor transactions created when dragging BlendSpace sample points.
We now create a single transaction for interactive changes. Fixed an issue with Additional Meshes where their post-process Animation Blueprints were not being evaluated correctly in Animation Editor s. Fixed an issue with Animation Recorder generating gaps or missing curve-key values by ensuring that WriteIndex is used to populate curve-key data.
Deprecated the Transform Constraint Control Rig node. Added support for importing enum FBX properties as string-typed custom attributes. Enum-typed properties in the FBX are converted to string-typed custom attributes using the string value that corresponds to the enum index.
Added dedicated settings for timecode custom attribute names, which can be customized for a pipeline using BoneTimecodeCustomAttributeNameSettings. Sequencer will now check for timecode properties to use as TimecodeSource when importing FBX to Control Rig. Skeletal Meshes imported from FBX now stores mesh names, number of vertices, and the start vertex offset. You can choose to store the vertex numbers from your DCC for a Geometry Cache imported from Alembic files, by enabling Import Vertex Numbers.
The Alembic Importer and Geometry Cache plugins are now no longer experimental, and are instead production ready. Fixed precision issues that could result in Anim Sequences from FBX importing at the wrong frame rate, and improved animation sampling precision on animations with larger durations. Streaming a geometry cache from Alembic with constant topologies now supports frame interpolation, This is needed for subframe sampling and motion blur.
Alembic import settings created from a script can now be used and displayed in the Import dialog. Removed support for HDF5-format Alembic. Instead, use or convert your Alembics to Ogawa format before importing in Unreal Engine. Fixed a crash when serializing morph targets on an editor platform that didn’t support morph targets.
Removed skinning pre- and post-offset. This was added temporarily in 4. The public functions were always marked as deprecated. Added Bandsplitter MetaSound nodes that split audio into discrete frequency bands, with the option to phase correct so that they can sum back together with minimal artifacts. Added a Dynamic Filter node to MetaSounds. This node is a filter with bell and shelf modes that filters based on the strength of the signal at the affected frequency range.
This node can be sidechained with a secondary audio source. Added a new UInterface that allows Actors to automatically fill out and pass an array of AudioParameters to any owned sounds from said Actor. Added a Diffuser node to MetaSounds. This node diffuses incoming audio like a reverb, but without adding a long tail. Parameter setter calls on an AudioComponent are now cached in separate “InstanceParameters” arrays and supersede changes to the “DefaultParameters” array redirected from the original InstanceParameters array.
These parameters are set as defaults on the AudioComponent. Added Unreal Insights markup to the Quartz Audio system. Various Quartz mechanisms and performance considerations can now be visualized in the Unreal Insights tool.
Added audio slider and knob widgets. These widgets can be used as standalone widgets and within the MetaSound editor. Added Editor Preferences options for various MetaSound and Sound asset types for easy access when creating new assets.
Added the ability to modulate Output Volume, Wet Level, and Dry Level on submixes with the Audio Modulation plugin. This replaces the old properties, which are now deprecated. The old volume properties will transfer to the base values of the new Modulation Destinations automatically, and will work the same even if the Audio Modulation plugin is disabled.
Added more trace events to the audio device and to Metasound rendering to get more useful performance information when viewing Unreal Insights sessions.
The dynamics process and MetaSound Compressor node can now apply upwards compression in addition to downwards compression. Upwards compression can apply up to a maximum of 36 dB of gain to a signal below its threshold.
Changed the log verbosity in the Steam Audio spatialization plugin to reduce the number of messages. Enabled the MetaSound AutoConverter nodes between enums and int32, and updated the conversion nodes style.
Reduced the number of log messages produced when using procedural SoundWaves on Sequencer’s audio track. Fixed an issue where the MetaSound block-rate AD Envelope node was not allowing attack rates smaller than one block size eg 0.
If set to under a block length, it will now skip its attack phase. Fixed an issue where ActiveSounds and AudioComponents spawned via GameplayStatics functions wouldn’t have an Owner actor assigned to them. Fixed an issue with Focus Interpolation where it would always interpolate up from 0, instead of initializing to the current Focus value. Fixed an issue where the MetaSound InterpTo nodes and Conversion nodes were not propagating their initial output values at the point of construction.
Fixed an issue where sending a normal submix to a soundfield submix could result in an incorrect init order or a crash. Fixed an issue where Soundfield Submixes would not properly re-initialize when the encoding format changed in the editor. Fixed an issue where the Audio Capture Component would crash if OpenCaptureStream hadn’t been called. Fixed an issue where sounds were cutting off if they started playing within the binaural radius, and the listener left that radius.
Added protection against a potential null pointer deref in SubmixUtils::AreSubmixFormatsCompatible. Fixed an issue where the Modulation EnvelopeFollower was not reinitializing when the AudioBus was initially unset.
Added a Multithreaded Patching MTP Remainder check in the calculation to now ignore and properly clean-up inactive outputs.
Fixed an issue where FQuantizedPlayCommand::CancelCustom was letting pending play commands play un-quantized instead of stopping the sound. Fixed an issue where audio buses were mixing in incorrect data when the sound started playing in a “paused” state. Fixed an issue where the Audio Streaming Cache would crash if the configuration caused the cache to have zero elements.
Fixed an issue where the AudioMixer XAudio2 would not recover after failing to initialize. This allows for device swapping after an open failure. Removed the PhysicalSpeaker property from being monitored for swapping and improved logging around channels changing. Fixed an issue where the MetaSoundSource of a Metasound asset would get corrupted when setting the Playback position to be non-zero. Fixed an issue where the Bhaskara and Pure Math variations of the Sine MetaSound Generator Node were not correctly handling negative frequencies.
Fixed an issue where switching back from a NULL renderer device would result in the user’s PC hanging. Fixed an issue where the WaveWriter node was creating files even when it was not connected in the MetaSounds graph. Fixed several issues with the Metasound Oscillator Generator node, including DC offset for square wave, triangle wave phase offset, and fade in for unipolar generators. Removed the Sound Visualization plugin in favor of the more comprehensive functionality in the Audio Synesthesia plugin and other parts of the audio engine.
Always include the “requires xbox live” flag in the manifest, as per the guidance from Microsoft, even if it is false.
Added support for detecting and reducing register spillage in the Xbox shader compiler. It will do multiple iterations with decreasing target occupancy to prevent it.
The final target occupancy will always be 1, and this reduces in powers of two with each iteration. Replace pthread functions with SCEpthread functions for Sony events.
The SCE version uses relative time for timeouts which handles potential errors when changing the system time. Fixed the creation of update packages based on a previous release.
The build system no longer considers MasterVersion to determine if a package is a previous release, but the highest MasterVersion is preferred when selecting from the available base packages.
Add setting for enableSingleMode option in Switch Controller Support Applet. If enabled, it specifies whether to start controller support in single-player mode.
Players are prompted to prepare controllers, including attached controllers, for one person. See nn::hid::ControllerSupportArg::enableSingleMode in the Switch documentation for more info. Added a checkbox to reset the required version automatically when launching the requested app.
This removes the need to reset the required version manually with DevMenu. Added the –no-wait command when launching an application to allow the call to RunOnTarget. exe to return immediately instead of waiting until the title exits.
This frees SwitchInputSender to do other tasks while the title is running. The Switch RHI will remove unnecessary geometry shader management functionality at compile time if tesselation and geometry shaders are not used.
This results in a small performance improvement. Added a return code to the program RegTarget to indicate whether the requested operation was successful or not. Allowing static shader platforms on Switch. This reduces runtime memory usage by around 9MB. To take advantage of these savings, choose a shader platform for the project. cs file. Previously, when taking a Low-Level Memory tracker LLM capture, the application would crash on exit.
This crash has been resolved. Previously, if the Switch’s profiler system was active, the app would crash on exit after tearing down the profiler system. The crash has been resolved by waiting on the render threads to drain before tearing down the profiler system. Previously, SwitchInputSender would crash on exit if it was closed while still running tasks when it was closed. It will now exit normally.
Previously, if FSwitchPlatformFile::OpenWrite was called, and bAppend was true, it would overwrite the existing data with any new data. Now FSwitchPlatformFile::OpenWrite will seek to the end of the file, and it will write new data at the end of the file. Previously, custom stencil lookups would not return the correct result due to the lookup referencing the incorrect texture channel.
The lookups will now return the correct data. Previously, if too many file handles were opened, FSwitchFileHandleBase::Read would assert before attempting to reopen the file. Now the assert will only fire if the reopen attempt fails. Previously, an assert would be triggered in the SwitchMediaDecoder during Cook On The Fly COTF when it attempted to read a file from staged data.
This was resolved by changing the check into an error message as staged data is unavailable during COTF. Previously, the Boost setting would not be set correctly when SwitchInputSender requested a change. The setting will now be set as requested.
Previously, an error would occur if the user lifted a finger from the Switch touchscreen and a new finger started touching the screen in the same frame. This error has been resolved by sending all TouchEnd events first, preventing a new TouchStart event from occurring before the corresponding TouchEnd has been sent.
Previously, SwitchInputSender would fail to update a kit’s firmware if the Switch console had a custom name. Now SwitchInputSender can correctly update the firmware of a Switch console which has a custom name. Previously, the error “Issue – Uses development APIs appears” would appear when packaging an application in the Shipping configuration. The functions causing this are now no longer referenced in the Shipping configuration, and the error no longer occurs during packaging.
Updated the SwitchInputSender export process to include missing assets when exporting and updated the ExportSwitchInputSender. bat file. Previously the exported version of SwitchInputSender would fail because of missing assets. Now those assets are included. Previously, SwitchInputSender would terminate the running application when connecting to a Switch console. Now SwitchInputSender will connect without the need to terminate the running application.
Previously, when setting a new memory value for the Switch console, SwitchInputSender would not reboot the console, and the setting would not take effect until the console was manually rebooted. SwitchInputSender will now reboot the console when necessary, aligning with the other options that also require a reboot.
Sparse Texture support bUseSparseTextures has been deprecated due to the lack of performance when enabled and the code complexity incurred to support them.
Disable Sparse Texture support for improved performance. Added an active timer count threshold at which we assume something is wrong and dump all timers to the log. The intention is to provide information in cases where projects have thousands of active timers at once, which can degrade performance.
Added an exec command called “DisplayCVarList” that supports a comma-separated list of CVar names to draw to the screen. This command also supports name completion; for example, you could enter “r. nanite” to see all CVars related to Nanite. Extended FResourceSizeEx to keep track of name for each memory size added. This allows for verbose reporting of resource sizes. This results in output which will dump each tracked named size. Added optional alignment awareness to the allocator model, and added support for that to TArray and FScriptArray.
Added: FArchive::SerializeCompressedNew can use arbitrary compressors, not hard-coded to ZLib like FArchive::SerializeCompressed. TMemoryImagePtr, FWeakObjectPtr, TOptional, TInlineValue and FObjectPtr debugger visualization now support visualization of dereferencing expressions. Created FTSTicker, a thread-safe version of FTicker. FTSTicker can add and remove tick delegates concurrently.
Removing a delegate can block until its execution is finishing in parallel. Added a new constexpr FPlatformString::IsCharEncodingSimplyConvertibleTo function which tests if one encoding can be assignment-per-character converted to another. Added a placeholder for HashCombineFast , which is intended to serve as a placeholder for an in-memory fast hash combining algorithm, unlike HashCombine where the results may be persisted.
h for including around third-party headers in UTF-8 mode which use their own implementation of TCHAR for example, Windows headers.
FSpinLock and generic TScopeLock. These are classic spin-locking behaviors, so use them with caution. Created the Game Thread CPU Timing platform API for more accurate CPU Percentage and CPU saturation detection.
Also added a platform API for free on Unix process performance stats Page Faults, IO, and Context Switches. Game Thread CPU Timing is guarded with the CVar: Platform. Remove unused names from package headers, reducing the amount of data and number of names that have to be serialized. We now:. FString::AppendChars, CompactBinary, and FName construction now support UTF FUtf8StringView is now constructible from both ANSICHAR and UTF8CHAR strings.
Removed the unused InstallVisualizers. bat file because Visual Studio versions above do not use it. Added a. natstepfilter for common Unreal parameter constructor functions to avoid stepping into the parameter construction when trying to step into a function that takes the parameter.
Added a Custom Config directory feature that can be used to support multiple packaging targets per platform. Added PackageName. DumpMointPoints , PackageName. RegisterMountPoint and PackageName. UnregisterMountPoint console commands to manage UnrealFileSystemMountPoints in non-shipping builds. Added GetValid Object global function. GetValid can be used in places where pointer validation with IsValid Object triggers static analysis warnings. Made the verbosity of the uninitialized reflected property check configurable through either project or engine modules.
Projects use DefaultEngine. ini, while engine defaults are in BaseEngine. Other types remain the same for both engine and project modules Display , but engine will soon change to Error as well. For example:. Added OodleDataCompression. h interface for direct access to Oodle compression. Oodle compression is now built into Unreal Engine Core and is available on all platforms for general purpose compression needs.
Optimized IsValid Object performance: In OutputDeviceFile, the async writer can now set its thread name to either the file name or a sequential number. Added support for disabling Pending Kill functionality in the engine. Pending Kill will be disabled by default for any new projects created with the next Engine release.
FGCObjects without GetReferencerName overrides will now be reported during Garbage Collection verification tests. Changed the CsvProfiler worker thread to be created on demand, rather than unconditionally. The UCLASS specifier now takes a Hidden flag.