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[2020.06.16-22.15.21:750][ 1]LogWindows: Error: === Critical error: ===

[2020.06.16-22.15.21:750][ 1]LogWindows: Error:

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: Fatal error!

[2020.06.16-22.15.21:750][ 1]LogWindows: Error:

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000002c

[2020.06.16-22.15.21:750][ 1]LogWindows: Error:

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a31c86ea Twinmotion-Win64-Shipping.exe!UResourcePathActor::onLoadEnded() [w:\twinmotion\project\source\twinmotioncore\private\resources\resourcepathactor.cpp:362]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3288d7f Twinmotion-Win64-Shipping.exe!CStorageConverterTwinmotionLoadBase::setCurrentObject() [w:\twinmotion\project\source\twinmotionstorage\private\storageconvertertwinmotionloadbase.cpp:511]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3272446 Twinmotion-Win64-Shipping.exe!CStorageConverterTwinmotionLoad2020::applyPropertyValueAsString() [w:\twinmotion\project\source\twinmotionstorage\private\storageconvertertwinmotionload2020.cpp:162]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a328029c Twinmotion-Win64-Shipping.exe!CStorageReaderUnreal::read() [w:\twinmotion\project\source\twinmotionstorage\private\storagereaderunreal.cpp:204]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a327d09f Twinmotion-Win64-Shipping.exe!CTwinmotionStorage::loadFile() [w:\twinmotion\project\source\twinmotionstorage\private\twinmotionstorage.cpp:968]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a327e1a0 Twinmotion-Win64-Shipping.exe!CTwinmotionStorage::onProjectLoadRequest() [w:\twinmotion\project\source\twinmotionstorage\private\twinmotionstorage.cpp:247]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3264d3d Twinmotion-Win64-Shipping.exe!TBaseFunctorDelegateInstance<void __cdecl(UProject *),<lambda_965a24b6c02e3a6ae4c5165a1712ed89> >::ExecuteIfSafe() [w:\engine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1000]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2ef7edc Twinmotion-Win64-Shipping.exe!TBaseMulticastDelegate<void,FUniqueNetId const &>::Broadcast() [w:\engine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1013]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a313cff8 Twinmotion-Win64-Shipping.exe!UProject::open() [w:\twinmotion\project\source\twinmotioncore\private\project\project.cpp:461]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a34a2d94 Twinmotion-Win64-Shipping.exe!CLoadProject::synchronize() [w:\twinmotion\project\source\twinmotionumg\private\project\task\loadproject.cpp:28]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3218e85 Twinmotion-Win64-Shipping.exe!IBaseTask::update() [w:\twinmotion\project\source\twinmotioncore\private\task\basetask.cpp:152]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a321bca6 Twinmotion-Win64-Shipping.exe!CTaskManager::updateSync() [w:\twinmotion\project\source\twinmotioncore\private\task\taskmanager.cpp:161]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a354caad Twinmotion-Win64-Shipping.exe!ATwinmotionGameMode::Tick() [w:\twinmotion\project\source\twinmotion\private\twinmotiongamemode.cpp:273]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4531894 Twinmotion-Win64-Shipping.exe!AActor::TickActor() [w:\engine\engine\source\runtime\engine\private\actor.cpp:996]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4519985 Twinmotion-Win64-Shipping.exe!FActorTickFunction::ExecuteTick() [w:\engine\engine\source\runtime\engine\private\actor.cpp:171]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b6fbeb Twinmotion-Win64-Shipping.exe!FTickFunctionTask::DoTask() [w:\engine\engine\source\runtime\engine\private\ticktaskmanager.cpp:286]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b7403d Twinmotion-Win64-Shipping.exe!TGraphTask<FTickFunctionTask>::ExecuteTask() [w:\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:852]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3559e43 Twinmotion-Win64-Shipping.exe!FNamedTaskThread::ProcessTasksUntilQuit() [w:\engine\engine\source\runtime\core\private\async\taskgraph.cpp:582]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3562bc2 Twinmotion-Win64-Shipping.exe!FTaskGraphImplementation::WaitUntilTasksComplete() [w:\engine\engine\source\runtime\core\private\async\taskgraph.cpp:1465]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b7e4d0 Twinmotion-Win64-Shipping.exe!FTickTaskSequencer::ReleaseTickGroup() [w:\engine\engine\source\runtime\engine\private\ticktaskmanager.cpp:560]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b80977 Twinmotion-Win64-Shipping.exe!FTickTaskManager::RunTickGroup() [w:\engine\engine\source\runtime\engine\private\ticktaskmanager.cpp:1528]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a484a1ee Twinmotion-Win64-Shipping.exe!UWorld::Tick() [w:\engine\engine\source\runtime\engine\private\leveltick.cpp:1552]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4773f62 Twinmotion-Win64-Shipping.exe!UGameEngine::Tick() [w:\engine\engine\source\runtime\engine\private\gameengine.cpp:1669]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c6d02a Twinmotion-Win64-Shipping.exe!FEngineLoop::Tick() [w:\engine\engine\source\runtime\launch\private\launchengineloop.cpp:4485]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c7351c Twinmotion-Win64-Shipping.exe!GuardedMain() [w:\engine\engine\source\runtime\launch\private\launch.cpp:173]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c7358a Twinmotion-Win64-Shipping.exe!GuardedMainWrapper() [w:\engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c7d78b Twinmotion-Win64-Shipping.exe!WinMain() [w:\engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]

[2020.06.16-22.15.21:751][ 1]LogWindows: Error: [Callstack] 0x00007ff6a54ad6b2 Twinmotion-Win64-Shipping.exe!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

[2020.06.16-22.15.21:751][ 1]LogWindows: Error: [Callstack] 0x00007ffe94707bd4 KERNEL32.DLL!UnknownFunction []

[2020.06.16-22.15.21:751][ 1]LogWindows: Error: [Callstack] 0x00007ffe954cce51 ntdll.dll!UnknownFunction []

[2020.06.16-22.15.21:751][ 1]LogWindows: Error:

[2020.06.16-22.15.21:766][ 1]LogExit: Executing StaticShutdownAfterError

[2020.06.16-22.15.21:779][ 1]LogPhysicsCore: Error: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\PsFoundation.cpp 180) eINVALID_OPERATION : Foundation destruction failed due to pending module references. Close/release all depending modules first.

[2020.06.16-22.15.21:779][ 1]LogWindows: FPlatformMisc::RequestExit(1)

[2020.06.16-22.15.21:779][ 1]LogCore: Engine exit requested (reason: Win RequestExit)

[2020.06.16-22.15.21:793][ 1]Log file closed, 06/17/20 00:15:21

 

 

still happens in 2020.1.2

here is a link to the tm file, maybe someone can help

 

https://drive.google.com/file/d/1KDOy5stTgQCV9X5rWpVBwtcuWVHeymN4/view?usp=sharing

 

 

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Twinmotion Quick Tips - Customizing The Background in Twinmotion

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Twinmotion Quick Tips: customizing the background in Twinmotion
Resources English (US)
Jan 22, 2020 • Knowledge

TOPIC
Twinmotion provides 9 backgrounds by default, but how do you customize the background in Twinmotion RELATED ARTICLES
General Information with your own pictures? In this Quick Tip, we’ll share a tip from Twinmotion power user Jesus Carbajal. It’s
about using a textured dome to serve as a context. Webinar: Importing and working with external
Getting Started 9.55K
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Customize the background in Twinmotion in 4 steps.
Release Notes
Step 1 / 4: download the textured dome examples created by Jesus Carbajal in .tmi format. Create a PBR material in Twinmotion 23.51K
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Step 2 / 4: save them in the Twinmotion user library by copying the .tmi files to Document/Twinmotion2018
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Shadow troubleshooting

Shadow performance

Real-time shadows have quite a high rendering overhead; any GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary that might cast shadows must first be rendered into the shadow map and then that map will be used to render objects that might receive shadows.

Soft shadows have a greater rendering overhead than hard shadows, but this only affects the GPU and does not cause much extra CPU work.

Shadow acne

A surface directly illuminated by a Light sometimes appears to be partly in shadow. This is because pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary that should be exactly at the distance specified in the shadow map are sometimes calculated as being further away (this is a consequence of using shadow filtering, or a low-resolution image for the shadow map). The result is arbitrary patterns of pixels in shadow when they should be lit, giving a visual effect known as “shadow acne”.

Shadow acne in the form of false self-shadowing artifacts

The light bias settings

To prevent shadow acne, you can adjust the light bias settings.

You can add a bias to the distance in the shadow map to ensure that pixels on the borderline pass the comparison, or you can inset geometry a little bit along its normals.

In the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary, you can set these values with the Bias and Normal Bias properties in the LightInspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window when shadows are enabled.

Do not set the Bias value too high, because areas around a shadow near the GameObject casting it are sometimes falsely illuminated. This results in a disconnected shadow, making the GameObject look as if it is flying above the ground.

A high Bias value makes the shadow appear disconnected from the GameObject

Likewise, setting the Normal Bias value too high makes the shadow appear too narrow for the GameObject:

A high Normal Bias value makes the shadow shape too narrow

In some situations, Normal Bias can cause an unwanted effect called “light bleeding”, where light bleeds through from nearby geometry into areas that should be shadowed. A potential solution is to open the GameObject’s Mesh RendererA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. More info
See in Glossary and change the Cast Shadows property to Two Sided. This can sometimes help, although it can be more resource-intensive and increase performance overhead when rendering the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.

The bias values for a Light may need tweaking to make sure that unwanted effects don’t occur. It is generally easier to gauge the right value by eye rather than attempting to calculate it.

A low Shadow near plane offset value create the appearance of holes in shadows
Correct shadowing

Shadow pancaking

To further prevent shadow acne we are using a technique known as Shadow pancaking. The idea is to reduce the range of the light space used when rendering the shadow map along the light direction. This leads to an increased precision in the shadow map, reducing shadow acne.

A diagram showing the shadow pancaking principle

In the above diagram:

  • The light blue circles represent the shadow casters
  • The dark blue rectangle represents the original light space
  • The green line represents the optimized near plane (excluding any shadow casters not visible in the view frustum)

Clamp these shadow casters to the near clip plane of the optimized space (in the Vertex Shader). Note that while this works well in general, it can create artifacts for very large triangles crossing the near clip plane:

Large triangle problem

In this case, only one vertex of the blue triangle is behind the near clip plane and gets clamped to it. However, this alters the triangle shape, and can create incorrect shadowing.

You can tweak the Shadow Near Plane Offset property from the Quality window to avoid this problem. This pulls back the near clip plane. However, setting this value very high eventually introduces shadow acne, because it raises the range that the shadow map needs to cover in the light direction. Alternatively, you can also tesselate the problematic shadow casting triangles.

Shadows not appearing

If you find that one or more objects are not casting shadows then you should check the following points:

  • Real-time shadows can be disabled completely in the Quality window. Make sure that you have the correct quality level enabled and that shadows are switched on for that setting.

  • All Mesh Renderers in the scene must be set up with their Receive Shadows and Cast Shadows correctly set. Both are enabled by default, but check that they haven’t been disabled unintentionally.

  • Only opaque objects cast and receive shadows, so objects using the built-in Transparent or Particle shaders will neither cast nor receive. Generally, you can use the Transparent Cutout shaders instead for objects with “gaps” such as fences, vegetation, etc. Custom ShadersA program that runs on the GPU. More info
    See in Glossary must be pixel-lit and use the Geometry render queue.

  • Objects using VertexLit shaders can’t receive shadows, but they can cast them.

  • Unity can’t calculate shadows for GameObjects that have materials with “Unlit” type shaders. Unity can only calculate shadows for materials with shaders that support lighting.

  • In the Built-in Render Pipeline, using the Forward rendering path, some shaders allow only the brightest directional light to cast shadows (in particular, this happens with Unity’s legacy built-in shaders from 4.x versions). If you want to have more than one shadow-casting light then you should use the Deferred ShadingA rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on. Additionally, all Lights can have cookies and shadows. More info
    See in Glossaryrendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
    See in Glossary instead. You can enable your own shaders to support “full shadows” by using the surface shaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info
    See in Glossary directive.

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虚幻引擎4.26发布后,你可以 创建环境、角色、无比逼真的生物,并围绕虚幻引擎设计整个开发管线

你可以通过头发、毛发和羽毛系统(已可投入实际应用) 设计最逼真的人类和动物。你可以将体积云组件与天空大气和天空光照结合使用,以充分的艺术自由 创作和渲染逼真或风格独特的天空、云、和其他大气效果。你可以通过新的水系统 在地形中创建逼真的水域,与角色、载具和武器互动。功能集改进并扩展后,除了刚体外,你现在可以通过Chaos物理系统 模拟载具、布料和布娃娃,环境的各个细节都能栩栩如生。

Sequencer现在可结合Control Rig和全新的全身IK解决方案使用,可在Sequencer内部创建新动画,从而减少使用外部工具的需求。影片渲染队列(此前称为高质量媒体导出)已经过增强,支持渲染通道,使下游复合应用中的最终图像进一步加强。除了 能够以更高帧率渲染更多像素,nDisplay 多显示器渲染的设置和配置更轻松,从而提高性能并使用现有硬件支持更大的LED体积。协作查看器模板已大幅改进,可增强协作设计查看体验,并使更多的用户加入会话。远程控制API改进后,可将虚幻引擎中的属性和功能与UI控件无缝连接,使用户能够 从外部设备快速更改属性,如舞台上美术师通过 iPad 更改天空旋转或太阳位置。

此版本中包括GitHub上虚幻引擎开发人员社区提交的改进!感谢以下虚幻引擎4.26贡献者:adamnv、Aintaer、aknarts、Ale Segovia Azapian、aleksei-romanov-varjo、andrewhwood、Antonrr、asansottera-ba、bdiamand、bitdewy、blakeanator、broly、Bruno.Torijano2、Bryce Hutchings (Microsoft)、CheshireDev、ckendal3、cmsmithio、codeslicer0、CodyDWJones、3adKnight、dboehle-modumate、dd-sbinet、DecoyRS、dogles、doublebuffered、drichardson、erebuswolf、eugene-rho、fakersaber、Filoppi、FLo.Schar、francis.hurteau、GBFS、geordiemhall、GlassBeaver、gmpreussner、guillermo.quesada、gunsungithub、HafdisE、hgamiel、HSeo、HughMacdonald、ibbles、IGood、iwlasny、jackknobel、Jackson Fields (Microsoft)、Jason Stewart、JayouZheng、Jeff Rous、jessicafalk、jgilbert-ca、jiahuah-owi、JorgeQuesada、jpark37、Juan.Canada、kristjanvalur、KristofMorva、LizardThief、lolmx、Magic Leap、Mattiwatti、mengran3275188、mhoelzl-br、MichaelBell、Microsoft、moppius、muchcharles、muchcharles (charlesalexander(at)gmail.com)、ngemonji(at)gmail.com、nklose、Oculus、oehrl、paxamit、pdfrod、projectgheist、RobertMarrMS、Robmaister、RPG3D、SertacOgan、simon.therriault、Skylonxe、smallshake、stephan-nordnes-eriksen、The Coalition、Thomas.Kilkenny、tommybear、valval88、Vawx、vsolobay、Wang Hao、WenchaoXia、windkey、yaakuro、ymurata1、Zeblote、zompi2

主要功能

毛发、毛皮和羽毛已可投入实际应用

随着本版本的发布,我们无比兴奋地宣布,毛发渲染系统现已就绪,并可随时可投入实际应用!在过去的几个版本中,我们一直在改善毛发渲染的视觉效果,使其在中高端设备上具有高性能和可扩展性,并且在虚幻引擎中支持更广泛的功能。

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Groom资产编辑器

在全新的Groom资产编辑器中,属性编辑器被替换为一个全功能编辑器,允许你在单独的视口中编辑导入的Groom的视觉效果。

在Groom资产编辑器中,你将能够:

  • 对Groom进行插值、发束外观和长度、物理等方面的微调

  • 使用编辑中工具生成和设置发束、发片和网格体细节层级(LOD)

  • 管理各种毛发的外观材质

更多信息,参见毛发渲染和Groom资产编辑器文档。

天空、云层和环境光照

此版本达到了前所未有的高度,将来自天空、大气和云系统的动态昼夜变换光照带到大型场景中。我们还添加了统一窗口,可以在单独的位置创建和编辑这些环境和光照组件。

体积云

我们添加了新的云渲染系统,用于大规模的云景和大气雾,提供了全动态的材质驱动型工作流,可以在主机和桌面平台上以可扩展质量创建云。该系统支持实现电影和电视制作的电影级质量。

材质驱动型工作流提供美术师友好型方法,该方法使用体积纹理创建任意数量的云类型和变体,包括向大气中延伸的浪云、沉闷的阴天甚至是可以与你创建的天气效果结合的旋风。

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云系统完全集成并支持与来自天空大气、天空光照和两个定向光源(代表太阳和月亮)的环境光照的交互。快速上手云系统的使用,将 体积云 组件拖动到场景中并为它分配具有体积纹理的材质。你可以在引擎内容文件夹Engine/EngineSky/VolumetricClouds/m_SimpleVolumetricCloud中找到已为你设置好的入门云材质示例。

更多信息,参见体积云文档。

天空大气组件改进

这一版本的天空大气组件新增和改进了几个功能,使用起来更方便,提高了整个项目的质量。

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  • 天空现在可以接收来自不透明网格体和体积云的阴影。

    • 启用 在大气上投射阴影(Cast Shadows on Atmosphere) 和在定向光源上 投射云阴影(Cast Cloud Shadows),以支持大气阴影。

    • 使用 云阴影强度(Cloud Shadow Strength)大气上的云阴影强度(Cloud Shadow on Atmosphere Strength) 控制阴影强度。

    • 可以通过设置适当的阴影贴图分辨率和阴影覆盖范围来控制不透明阴影距离、深度偏差和可伸缩阴影贴图分辨率,从而实现良好的性能。

    • 云还会遮挡其下方多次散射的大气。这种环境光遮蔽是创建黑暗险恶风暴的重要工具。

  • 使用滑块对用于追踪大气的样本进行计数,从而提高可扩展性。

    • 追踪大气时,启用不透明网格体或云的体积阴影需要更多的样本,以确保捕获所有的体积阴影细节。采样质量现在可以在天空大气组件上调整。

    • 对于过场动画,要获得较高质量的效果,可以使用控制台变量r.SkyAtmosphere.SampleCountMax提高样本计数上限,并在天空大气组件的属性字段中键入较高的值。

详情请参阅天空大气文档。

实时天空光照捕获

天空光照现在支持对大气、云、高度雾和不透明网格体(使用启用了"为天空"的无光照材质)的实时场景捕获,与蓝图节点相比,效果更佳,速度更快。天空光照上的 实时捕获(Real Time Capture) 模式在GPU上执行所有计算,不会在捕获场景时产生任何CPU回读解析故障。

详情请参阅天空光照文档。

环境光源混合器

新的 环境光源混合器(Environment Light Mixer) 将用于天空、云、定向光源和天空光源的环境光照组件纳入同一个窗口,便于访问和编辑。设计师和美工可从此窗口中创建和编辑这些组件,并选择属性面板显示的细节层级。

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在主菜单的 窗口(Window) 下拉菜单下选择环境光源混合器,即可在你的场景中使用它。

详情请参阅环境光源混合器文档。

水体渲染和网格划分系统(实验性)

我们拥有一个功能齐备的全新水渲染和网格体系统,它支持大型开放世界,你可使用基于样条的工作流快速创建河流、湖泊和海洋。水系统还提供了统一的着色和渲染管线集成以及表面网格体,支持游戏的物理交互和流体模拟。

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水(Water) 插件利用现有的 Landmass 插件,使水体Actor能够使用无损级的地形编辑图层功能与地形表面交互。

水系统代表了世界编译的两个功能组件,编译和编辑河流、湖泊和海洋以无缝地与你的世界融合,以及使用材质和后期处理来定义外观和感觉的渲染和着色管线。

水渲染和着色功能

水渲染管线做了许多改进和增强,并包含大量属性,可以帮助定义你的世界中水的外观。这意味着你能够创建自己的材质,或者可以从引擎随附提供的可编辑默认材质着手。你可以从一开始就创造出任何类型的水,并拥有你定义的外观,比如浑浊的湖泊,流动的河流,或者美丽的蓝色海洋。

以下属性和功能可用于执行水渲染和着色:

  • 一种水下后处理材质,基于摄像机位置自动应用,允许部分浸没在水中。

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  • 水体类型之间的具体转换是由材质所驱动的,如流动的河水转换到平静的湖泊。

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  • 一种散焦线生成工具,帮助你定义和渲染自己的散焦材质,可以应用于浅水表面下。

  • 一种单层水着色模型,提供具有一个深度图层的物理水面,支持折射和用户定义的散射、吸收和消光系数。

水体Actor和编辑

无论你是在小场景还是在开放性世界中添加水,相关的创建和编辑工作都应该是相当无缝且毫不费力的。利用水体Actor,你可以从各种各样的水体类型中进行选择,它们可以放置在你的关卡中来表示水,例如河流、湖泊和海洋。基于样条的工作流使这些水体类型看起来直观且容易上手,并可快速创建和编辑你的关卡。

新的水体Actor拥有以下功能:

  • 使用不同的水体Actor创建或简单或复杂的世界,支持混合和编辑地形表面。像地形一样,水体网格体使用放置的图块基于距离动态地缩放,以实现高度的曲面细分,使近距离水表面清晰,远距离水表面略粗糙。

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  • 水体采用高度可定制的盖斯特纳波模拟,可用于创建简单或复杂的水面,以更简单的方式创建和编辑放置于在世界场景中的每个水体的外观。

  • 利用基于样条的工作流,可以快速编辑和复制水体以填充你的世界。

  • 一种交互式流体物理模拟,可在水面上实现角色和对象互动。代表示例有水波纹、泡沫和溅起的水花。

影片渲染队列的工作流及功能强化(测试版)

此版本通过添加新的工作流和导出功能,对 Movie Render Queue(原名为High-Quality Media Export)的功能做了进一步的扩展。

全新工作流

有数个全新的工作流支持导出和渲染:

  • 支持Final Cut Pro XML到EDL

  • OpenColorIO集成

  • 支持实现在运行时进入用户自己的应用程序

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渲染通道支持

为生成用于标准制片流程(例如样片、后期、剪辑等)诸多方面的内容,渲染影片队列(Movie RenderQueue)在新版本中能在单独的通道中渲染不同数据。当前支持以下通道:

  • Matte IDs (Limited) / User Defined Layers

  • Z深度

  • 世界位置

  • 世界法线

  • 环境光遮蔽

  • 反射

除通道之外,还有其他数项改良:

*可以启用或禁用单个镜头,以隔离要渲染的特定镜头。

*现在可以将队列保存到资产中,该资产会存储当前作业、设置和镜头蒙版。

*某些配置现在可以逐镜头调整。

此外,新版本还对使用第三方渲染管理工具(如Deadline)简化导出和批量渲染进行了一些UI UX改良。

专业媒体编码解码器支持

Render Movie Queue现支持以下编码解码器:

  • Apple ProRes(更高的位深度 10-12位)

  • Avid DNxHR(810-12位)

  • 多通道EXR (16、32位)

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以下是支持的EXR压缩设置:

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你可以在

[](AnimatingObjects/Sequencer/Workflow/RenderAndExport)

查阅与Render Movie Queue相关的所有文档。

Sequencer非线性动画(NLA)工具(测试版)

借助非线性动画,你可以快速创建、修改、添加和混合动画资产,以便创建新的动画和过场动画。它改进了与动画序列有关的重用和创建流程,这对虚拟制片特别有帮助。

这点可以通过多种方式得到支持:

  • 允许可预测地和非破坏性地将序列混合在一起。

  • Root Motion解决方案现在可以更无缝地与游戏集成。

  • 能够通过Sequencer编辑骨架结构中的单个骨骼。

  • 增强和简化了各种Sequencer工具,以便进行非线性编辑

将控制动画导入到Sequencer中的ControlRig(实验性)

现在,你可以通过FBX将稀疏动画数据从DCC Rig中的变换导入到Sequencer中的ControlRig。这意味着你不再仅限于将骨骼动画数据导入到Sequencer中。

如需导入FBX数据,请通过 ControlRig 轨道选择 导入Control Rig FBX。你可以指定要导入的控件,还可以筛选选项,选择如何将动画曲线映射到Control。

nDisplay改进

在此版本中,我们在 nDisplay 中增加了若干功能来改善用户体验,并确保能渲染到不同类型的显示界面上。现在,你可以轻松地使用JSON文件格式自定义nDisplay配置文件,并将二进制格式与集群事件一起使用,以便改善数据吞吐量和延迟。

nDisplay配置查看器(测试版)

使用全新的 nDisplay配置查看器 来轻松配置你的nDisplay设置。查看器可以显示配置层级、渲染节点、窗口、视口、输入、摄影机和投影策略的树状结构,每个都有自己的 细节 面板。你还可以看到视口的2D布局和投影策略的3D显示。

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通过NVIDIA NVLink获得多GPU支持

我们通过NVIDIA NVLink添加了多GPU(MGPU)支持,以便能够将**nDisplay**扩展到大容量LED。现在,你可以使用配置文件中视口的**GPU_NODE**参数指定应使用系统中的哪个GPU渲染nDisplay视口。在摄影机内VFX方案中,如果指定一个GPU渲染摄影机内部锥体,并指定另一个GPU以较低的屏幕百分比渲染外部锥体,则可以看到性能的提高。

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nDisplay VIOSO集成(实验性)

我们在虚幻引擎中增加了对VIOSO技术的集成和支持,以便在高度复杂的表面上进行投影弯曲和软边缘混合。你可以使用以下nDisplay投影策略加载原生VIOSO格式(.vwf)的弯曲和混合文件:

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nDisplay 穹顶投影投影工具集成 (实验性)

我们在虚幻引擎中增加了对DomeProjection投影工具(ProjectionTools) 技术的集成和支持,用于在巨大的穹顶表面上实现投影弯曲和柔和边缘混合。你可以使用nDisplay投影策略 原生SDK集成 加载原生DomeProjection格式的弯曲和混合文件。

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Chaos的确定性集群渲染(测试版)

我们为 Chaos 等实时功能增加了确定性渲染,以实现跨集群渲染节点进行渲染时的视觉一致性。

修复了天空大气渲染的问题

天空大气由nDisplay所用的场景捕捉组件捕捉,但是即使标记为不捕捉,也会导致场景的上半部分更亮。我们提供了一种解决方法,因此在nDisplay中应该不会再出现此问题。

镜头内视效模板

你可以使用镜头内视效虚幻项目模板(in-camera VFX Unreal project template)作为设置实景LED舞台的起点。该项目所演示的功能包括:

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  • 镜头内视效相关的nDisplay配置和蓝图设置

  • 内视锥和外视锥

  • 使用基于网格体的弯曲来定义nDisplay中的LED墙面

  • Live Link

  • 色度键和跟踪标记

  • 颜色校正区域

  • Web远程控制

  • OSC

协作查看器模板改进

在此版本中,我们重新设计了用户界面,并为协作会话添加了更多用户输入。我们还提高了性能,以便你的会话可以扩展到更多的用户。

协作会话中的语音通信

你可以使用项目中默认启用的IP语音与会话中的其他用户进行通信。你可以在桌面用户界面中打开或关闭语音通信。

重新设计的用户界面

所有的用户界面元素都经过了重新设计,包括2D桌面用户界面和VR菜单。3D替身已经更新,现在假如远程参与者不在视线中,会出现一个指示器。

网络改进

我们对网络蓝图进行了性能改进,以避免出现瓶颈和连接中断。网络设置已针对高负载进行了调整,因此你可以拥有更多参与者,从而使对象操作和移动更加流畅。

双手交互

现在,你可以使用双手或控制器在沉浸式体验中同时与不同对象交互。

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远程控制API(测试版)

远程控制API现在是完全兼容的REST API,拥有GET、PUT、POST和DELETE访问权限。我们还添加了一个附带默认窗口控件(如滑块、面板和按钮)的Web应用程序,用于远程控制引擎中的属性。

  • 持久Web连接 - 你的WebSocket连接现在会持续存在,因此你可以在不关闭连接的情况下接收实时数据。

  • 打包应用中的Web服务器 - 你现在可以在打包应用中运行Web服务器,以便通过Web应用远程控制它。

  • 远程控制预设 - 我们添加了远程控制面板,以显示远程控制预设资产中显示的所有控件。借助此面板,你可以公开UI中的属性,并显示公开细节面板中不可见的函数库。

  • 远程控制预设API层 - 除了让远程控制预置变得界面友好,我们还为它增加了一个API,让你可以方便地访问场景中的信息,例如检索所有公开的Actor。

  • Http服务器端口更改 - 远程控制接口的默认Http服务器端口现在是30010。

Chaos物理系统(测试版)

Chaos物理系统 是《堡垒之夜》中的轻量级物理模拟解决方案。在此测试版中,我们将向学习使用此功能的开发人员提供此功能。在虚幻引擎4.26(可通过Epic启动程序获得)中,PhysX默认处于启用状态。等到我们将来默认启用Chaos物理系统后,PhysX将被废弃。

不久后,我们会提供一个特殊版本,该版本将默认启用Chaos解算器。

以下功能将在Chaos物理系统测试版中提供。

Chaos车辆(实验性)

如需了解如何创建Chaos车辆,请阅读Chaos车辆设置指南。如需了解如何将PhysX车辆转换为Chaos车辆,请阅读转换指南。

Zen加载器(测试版)

我们将发布适用于下一代主机的运行时 Zen加载器,以利用最新的硬件技术,其优势包括:

  • 改良的加载时间

  • 缩短流送和启动进程的加载时间

  • 全新的输入/输出机制,提供一个低开销的数据存取接口

  • 整合次世代存储API,使数据能够以最小的CPU开销直接读入目标内存

尽管Zen Loader基于现有的EDL加载器,但其并不支持EDL加载器的完整功能集。

网格体创建工具改良(实验性)

网格体创建(Mesh Creation)已拓展更多工具和改良,进一步提升了引擎中网格体资产的创建。对工具集的更新创建了一个拓展的工作流,用于编辑器中的基本建模和编辑任务。

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导航至顶部菜单条的 编辑(Edit) > 插件(Plugins),启用 Modeling Tools Editor Mode 插件,即可使用这些工具。插件启用后,点击工具栏中的"模式(Modes)"按钮,并选择 建模(Modeling) 选项并按下 Shift + 7 组合键。

图元创建工具栏

参数图元拥有了自己的工具栏,用户可以更轻松地访问可自定义图元形状的这个标准集合。

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旋转网格体工具改良

我们为自定义旋转网格体的创建添加了两个新工具。美术师可以交互式地在编辑器窗口中绘制一个新的交叉区,或选择现有内容再将其旋转,创建大量的独特形状。

  • 用户定义的轴,用于自定义旋转

  • 借助用户定义的参数,让形状更上一层楼

镜像工具改良

用户现在可以围绕一个指定的轴对选定的网格体进行镜像。可以选择将新网格体与原始网格体合并,或生成另一个新网格体:

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镜像工具加入了数项改良,移除了对对称的依赖,并将几个重复的功能组合到了一个单一工具中,以便使用者合并网格体、反转法线,并沿轴对资产进行镜像。

布尔工具

网格体创建(Mesh Creation)工具集现在加入了 布尔工具(Boolean Tool)。布尔运算利用多个静态网格体的交叉、结合或差异来创建一个单一的静态网格体。

1, Boolean: Union; 2, Boolean B-A.

布尔工具集还提供了减去两个静态网格体重叠的选项,以及提取这些网格体被删部分的选项。

网格体编辑工具改良(实验性)

网格体编辑(Mesh Editing)工具集已加入新的工具,纳入了常用的建模技术和方法。此外,现有工具也加入了新选项,以提高易用性。

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  • 借助 插入边缘(Insert Edge),可以交互式地对基于四边形的多边形分组进行拆分,对结果网格体进行二次三角剖分,以便更清晰地拓扑。

  • 边缘循环(Edge Loop) 工具可用于在拥有基于四边形的多边形分组的网格体上添加单个或多个边缘循环。

  • 洞填充(Hole Fill) 工具已强化,加入了平滑洞填充的新选项。

  • 美术师现在可以创建带壳的网格体;或使用 偏移 工具按指定值对网格体进行偏移,拓展现有的网格体形式。

  • 现在可以使用 编辑切线(Edit Tangents) 工具在一个选定的网格体上配置或重新计算切线。

造型工具改良(实验性)

造型(Sculpting)和变形(Deformation)工具已拓展新功能和笔刷选项。美术师现在可以在引擎中创建自定义权重贴图,其能增强平滑(Smooth)和替换(Displace)工具的功能。

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Navisworks的Datasmith导出器插件已可投入实际应用

我们进一步扩展了Datasmith支持的3D应用。现在Autodesk Navisworks也得到支持了。

我们的Navisworks导出器插件包含其他Datasmith导出器相同的功能,并支持Navisworks 2019、Navisworks 2020和Navisworks 2021。

导出元数据

此插件完全支持从Navisworks场景导出元数据。数据将使用以下格式前置在标签名前方:

[TabName]_[PropertyName] = [Value]

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上图中的结果将如下所示:

MyTab_MyStringProperty = "MyStringValue"

MyTab_MyBooleanProperty = "Yes"

MyTab_MyFloatProperty = "0.000"

MyTab_MyIntegerProperty = "0"

Rhino的Datasmith Exporter插件已可投入实际应用

我们的目标之一就是支持大量的3D应用程序,因此虚幻引擎现已支持直接从Rhino导出Datasmith文件。

我们的新导出器工作原理与现有的Datasmith插件类似,支持MacOS和Rhino 6。此插件将维持Object名称、枢轴点、材质名、图层、层级等内容与现有UE 4.25 Rhino导入插件完全一致,或高度相似。

元数据

为协助保留重要的细节,用户在新版本中可以将资产上的自定义属性作为键值对添加,再将这些值作为Datasmith元数据转移到场景中:

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Rhino工作对话数据

Rhino导出器插件可以将通过工作会话加载的数据进行导出,并且是作为场景的一部分导出。Datasmith会将这些对象视作本地场景的一部分并导入数据。

改进的USD Live Actor和阶段导入器(测试版)

新版本提升了虚幻编辑器对来自Pixar的通用场景描述(USD)交换格式的支持力度。增加了使用USD格式的数个不同应用程序和数项强化,将虚幻引擎整合到现有的生产流程中:

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USD阶段改良

  • 你现在可以直接在Sequencer中设置UsdGeomXformable变换的动画,并将动画写回USD。

  • 添加了对USD灯光(UsdLuxLight模式)的支持。

  • 添加了对来自USD预览曲面的法线贴图的支持。

  • 增加了对USD混合变形作为虚幻变形目标的支持。

  • USD几何动画现在将通过虚幻几何缓存播放,以提高性能。

USD 导入期改良

  • 全新的USD导入器可以导入我们的USD阶段支持的所有USD模式。

  • 全新的导入器将导入静态网格体、骨架网格体、变形目标、动画序列、材质、Actor、摄像机、光源和分层静态网格组件(HISM)。

  • 通过使用变体集和变体来处理以USD表示的LOD级别。

USD导出器改良

  • USD导出器现在可以在导出静态网格体时会导出顶点颜色、不透明度、LOD和材质指定内容。

  • 烘焙并将虚幻引擎材质直接作为USD预览曲面输出到USD。

  • 添加了导出骨架网格体和变形目标的功能。

其他USD改良

  • 在MacOS上增加了对USD的支持。

  • 支持USDZ文件扩展名。

  • 将支持Python 3的USD SDK升级到20.05。

改良Alembic流送(测试版)

在媒体和娱乐产业中,Alembic广泛用于缓存复杂的静态或动画数据,传入硬盘上可流送缓存文件。虚幻引擎现在支持将缓存的Alembic数据直接流入引擎,无需再先导入为几何体缓存。

进程间的GPU纹理共享(测试版)

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TextureShare 是一款全新的插件,可以高效地发送和接收GPU纹理,并在虚幻引擎和任意其他进程中缓存,同时绕开CPU。TextureShare支持同步机制和线程障碍,因此可以保证共享应用程序之间的一致性。可以在nDisplay或standalone中使用此功能。

全新虚拟摄像机(测试版)

我们重建了 虚拟摄像机 的架构,使其成为一种模块化的 组件,这样你就能自定义、扩展或创建自己的专属虚拟摄像机。我们还提供了一个全新的虚拟摄像机实现(基于这个重新设计的架构),以便实现可投入实际应用的解决方案。不使用该新架构的虚拟摄像机将被废弃。

全新的虚拟摄像机包含以下内容:

  • 编辑器 中的所有功能,支持多用户。

  • 重新设计了用户体验。

  • 虚拟摄像机开发的核心架构变为可拓展。

  • 能够将虚拟摄像机的输出发送到 Composure媒体框架编辑器 视口或任何运行 虚幻远程(Unreal Remote) 应用的设备。

  • 能够在输出上覆盖自定义的 UMG 控件,并在编辑器或设备上与它们交互。

  • 除触屏之外,内置控制器和其他硬件输入的支持。

  • 新增 修改器 系统,可对摄像机数据进行过滤、跟踪、自动对焦等自定义效果操作。

  • 可从ARKit切换到自定义追踪系统。

  • 桌面操作器面板,便于使用摄像机操作器。

  • 更新iOS应用Unreal Remote,以便改良UI和流送体验。应用程序中的ARKit数据现在通过 Live Link 发送。

保证帧准确性的视频反馈(测试版)

新版本进行了数项改良,提升视频反馈中的帧准确性:

  • 播放基于图块的媒体时,只会将摄像机视图中的内容流送到GPU。这意味着不需要流送整个剪辑片段,能够缩短处理时间,让播放迅速而高效。

  • 媒体轨道现支持Apple Pro Res和Avid DNxHR编码解码器剪辑片段。

*EXR Reader GPU模块现已优化,可在EXR使用未经压缩的RGB或RGBA时提高速度并将CPU使用量降至最低。

DMX插件已可投入实际应用

DMX (Digital Multiplexer)插件将虚幻引擎连接到使用DMX协议的第三方控制器和设备。通过ArtNet和aSCN网络上的双向通信和交互,使用者就能在虚幻引擎中控制舞台效果和照明灯组,并在设计阶段在虚拟环境中提前展示效果。

DMX改良

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DMX插件加入了更好的UX、统一的UI元素、改良的性能、重构的代码及DMX矩阵支持,为主播和实时活动制作人带来了成套的品质改良。新版本除了在虚幻引擎中加入DMX按钮外,还改良了以下功能。

  • DMX监控器

  • DMX控制器面板

  • DMX输出控制台面板

  • 灯组类型(Fixture Type)面板

  • 灯组补丁(Fixture Patch)面板

  • DMX属性贴图

此外,此插件现在支持DMX组播和单播,并增加了DMX GDTF的支持。

DMX和Sequencer

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DMX和Sequencer 已经整合,开发者可以使用实体DMX和虚幻引擎来构建舞台效果。此整合能够创建自定义DMX时间轴,让用户可以轻松快捷地利用动画和事件触发来打造线性光照体验。结合Sequencer,可以利用曲线或子序列之类的功能来对DMX进行编程和控制,而不需要用到蓝图脚本或C++程序。

DMX像素映射(实验性)

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DMX像素映射 会将像素缓冲(渲染目标)转译到一个DMX流送。拥有此机制后,开发者就可以使用实时渲染目标纹理数据来驱动DMX灯组或驱动低分辨率LED面板和设备。本质上,每个像素都代表一个DMX灯组。

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DMX像素映射LED灯条

DMX像素映射含有以下内容。

  • 包含XY坐标采样和排序的工具

  • 使用纹理数据来设置LED灯条或低分辨率LED显示屏的动画

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DMX灯组和VFX蓝图

许多用户有志为多行业实时节目设计者、音频视觉(AV)整合者与专业人士、创意机构和制作公司提供DMX支持。为了协助这些用户,我们在新版本中加入了 DMX灯组和VFX蓝图,增强了DMX的用户体验。该蓝图在DMX模板中有所展示。

DMX灯组(DMX Fixture)系统现在利用了基于C++的模块化系统,让用户能够启用或禁用大量子功能,其中包括以下操作:

DMX灯组系统还包含质量级别可调的体积光束着色器、以及一个矩阵和条灯组模型。此外,针对蓝图脚本用户,我们提供了一套启用了DMX的VFX蓝图Actor,包括以下内容:

DMX模块

我们创建了一个测试版 DMX模板 来展示以下功能:

  • 接收并发送Artnet + sACN协议

  • 灯组补丁和GDTF支持

  • 属性映射

  • 灯组代理

  • Sequencer集成

  • DMX录制

  • 像素映射

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DMX模板

我们还向开发者展示了如何预显示(previz)实时场地、利用灯组控制,以及使用实时内容触发器。

实时场地视效预览

借助DMX,用户便能利用以下功能预显示实时节目舞台和大量实时场地。

  • 灯组补丁

  • DMX输入和蓝图逻辑

  • Sequencer整合和DMX录制

灯组控制

用户可以借助虚幻引擎的以下功能来控制DMX灯组:

内容触发器

用户可以利用虚幻引擎中MDX的以下功能来触发实时、生成或预录制内容:

欲知详情,请下载模板并阅读DMX模板文档。

阶段监视器(测试版)

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新的 阶段监视器 工具连接到多用户会话中的所有机器,并报告性能统计数据和故障,如FPS和GPU使用率。你可以从会话中的任何计算机查看这些报告,并且可以将报告设置为关键部分的上下文以便于过滤,还可以将它们导出为JSON文件。

Switchboard(测试版)

Switchboard 是一个可扩展的PySide应用,其能够协调诸多设备和工具与场景交互,并生成虚拟制片舞台上的数据。Switchboard支持以下操作:

  • 在不同机器上启动多个虚幻引擎和 nDisplay 实例,并自动将其与 多用户编辑器 连接。

  • 在所有机器上将内容与Perforce同步。

  • 通过 镜头试拍录制器(Take Recorder) 在虚幻引擎中和其他更多性能采集软件和设备上设置镜头试拍命名和初始录制。

  • 提供关于nDisplay同步状态的诊断信息。

Live Link XR插件

用户现在可以使用XR设备作为虚拟摄像机进行性能采集,或作为 Live Link XR 插件实时动作拍摄的实时摄像机跟踪。无论使用XR设备或是其他追踪系统,Live Link工作系统都相同,因此可以根据项目的需求和使用的设备来修改跟踪系统。在这个版本中,Live Link XR只支持基于Steam的设备。

Visual Dataprep工具已可用于生产

Visual Dataprep工具提供了一个高阶构建块的清晰工作流,来描述准备流程,从数据导入到UE资产创建。Dataprep现在已可用于生产,还得到了用户界面和易用性改良。用户还可利用大量新的操作器和选择过滤器。

  • 替代材质表(Substitution Material Table) - 直接在Dataprep中创建一个替代材质表,以快速替代即将到来模型的材质。

    image alt text

  • 网格体建模操作(Mesh Modeling Operations) - 网格体建模操作器现已在Dataprep中可用。包括减面、UV生成等诸多内容。

  • 改良图形和选择工具(Improved Graph and Selection Tools) - Dataprep对图表和选择工具进行了数项改良。

  • 用户现在可以绕过图表中不必要的节点。

  • 从一组Actor中选择所有可见的Actor。

  • 选择与一组Actor重叠的所有Actor。

  • 选项变换,所有操作器和过滤器现能结合Actor组件使用。

  • 输入面板已更新,增强易读性和易用性。

  • 现在可以在使用内容预览中所选资产的场景预览中选择Actor。反向操作也能完成。

  • 使用预览过滤器时,选项将与内容预览和场景预览自动同步。

OpenColorIO支持

现在,你可以对虚幻引擎渲染的图像和线性媒体的颜色空间进行更为广泛的控制,让色彩从摄像机捕获、到虚幻编辑器中的工作、再到最终输出都保持完全一致。新版本加大了对 OpenColorIO (OCIO)颜色变换的支持力度,你可以进行以下操作:

  • 为每个编辑器视口设置一个颜色空间变换。

  • 在影片渲染队列(Movie Render Queue)中渲染镜头时设置一个颜色空间变换。

  • 为每个nDisplay视口设置一个颜色空间变换。

Control Rig分支与循环

借助分支与循环,用户就能以最少量的设置来创建灵活且动态的Control Rigs。用户可以利用循环来创建动态填充的物体集合(骨骼链条、控制列表),并在此之上进行迭代。这能极大缩小图表大小,并改良图表性能、构造时间和绑定的灵活度。

  • 全新的分支/条件节点,可以根据条件因素来对图标进行分支。

  • 循环将利用逻辑来创建更精确且灵活的图表。

  • 已添加分组物体和支持节点的支持。

Control Rig反向

借助Control Rig反向功能,用户可以将现有动画重新映射到可以使用Sequencer修改的Animation Rig上。用户现在可以轻松使用 Control Rig来修改现有的骨骼动画。全新的向后事件节点可以定义骨骼如何映射控制逻辑上。

  • 数值PreSequencer功能允许用户在Sequencer动画中每帧运行向后事件,以便烘焙到Control Rig。

Control Rig组件

用户现在可以利用Control Rig组件从蓝图访问Control Rig数据。用户能够利用蓝图中的Gameplay逻辑来驱动Control Rig、重新初始化Control Rig来匹配不同比例的角色,并直接读写其他的Control Rig数据。此外,用户现在还能用Control Rig组件中的存取器将非骨骼网格体对象附加到Control Rig层级。

  • 可利用Control Rig中的新Setup事件来初始化骨架和控制。

  • 在Control Rig初始化状态中,骨架和控制(Control)可进行放置。

  • 可在蓝图中使用Getter和Setter函数,来获取/设置骨骼,并控制变换/值。

  • Control Rig控制和调试绘制在蓝图视口中可见。

  • 可从Control Rig获取骨骼变换,以驱动静态网格体变换。

全身IK节点(实验性)

对于需要在运行时按程序修改角色姿势的用户,我们添加了FullBody IK解算器。基于雅可比伪逆阻尼最小二乘法(Jacobian Pseudoinverse Damped Least Squares),全身IK Control Rig节点具有用于控制刚度、骨骼限制、极向量和其他解算器参数的附加属性。

  • 适用于任何骨架。

  • 通过附加属性(如约束和刚度设置),用户可以优化解算器以满足特定的美术要求。

GPU Lightmass(测试版)

虚幻引擎的光源烘焙系统Lightmass现在将利用GPU来构建场景灯光。GPU Lightmass在基于CPU的Lightmass系统上有所改良,其利用了DirectX 12和DXR光线追踪功能,极大降低了构建复杂场景所需的时间,并降低基于CPU的系统出现的瑕疵。

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新的GPU Lightmass通过以下手段改良了当前的光源烘焙系统:

  • 使用了先进的光照贴图映射器,视口中有可选的实时预览。

  • 构建光照的多个模式:全烘焙烘焙所见内容

  • 极大提升复杂场景的光线烘焙速度。

  • 相比基于CPU的Lightmass,生成物理上更为精确的结果。

启用 GPU Lightmass 插件并进行以下项目设置,即可开始使用GPU Lightmass:

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  • 将默认RHI设为 DirectX 12 (需要Windows 10 1809或更新版本)

  • 启用 Ray Tracing 支持(需要能够使用DXR的显卡)

  • [任选]启用交互预览模式的 虚拟纹理(Virtual Texturing)虚拟纹理光照贴图(Virtual Texture Lightmaps)

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Unreal Insights Insights

Memory Insights(测试版)

添加 Memory Insights 之后,Unreal Insights能让开发者得知应用程序的内存使用情况,以便更好地了解自己的工作会对应用程序性能和引擎行为产生何种影响。

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默认图标轨迹可用于显示以下内容的内存使用:总计(Total)、追踪总计(TrackedTotal)、未追踪(Untracked)、网格体(Meshes)、纹理(Textures)、物理(Physics)和音频(Audio)。

要了解Memory Insights面板中的更多LLM标签,请参见Unreal Insights的更新概览。

Slate Insights

为了帮助用户界面开发者了解他们的用户界面是如何运行的,我们正在用UMG和Slate分析工具扩展UnrealInsights。开发者在使用**Slate Insights**扩展时,可以使用**Slate Frame View**获取每帧正在绘制、失效或更新的控件(Widget)列表。

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如果开发人员启用GlobalInValidation,他们就可以确定哪些控件导致了帧画面的开销比较大。

如需了解有关UMG和Slate分析工具(例如Slate Frame View)的更多信息,请阅读Slate Insights概述。

移动平台渲染改良

传统移动平台渲染流程已改良,加入了对现有功能和新后期流程的优化。

移动平台虚拟纹理压缩(正式版)

新版本增加了移动平台运行时虚拟纹理的纹理压缩支持。这能让移动设备在使用虚拟纹理时拥有更好的性能。请参见虚拟纹理参考,了解虚拟纹理使用的更多信息。

移动平台反射捕获压缩(正式版)

反射捕获组件(Reflection Capture Components) 现已支持移动设备上的纹理压缩。这将降低反射捕获的内存足迹,使其更适用于移动平台项目。

移动平台地面实况环境光遮蔽(实验性)

地面实况环境光遮蔽现已可用于移动设备。环境光遮蔽的这个实现让移动平台项目能以更低的性能开销来改良间接光照和阴影的外观。

GTAO disabled

GTAO enabled

*GTAO启用后,可在此场景的角落中发现环境光遮蔽。***_模块化建筑集由PurePolygons提供_**

在移动平台上实现GTAO之后,Mali设备将遭遇性能问题,因为他们的最大计算着色器线程少于1024。

移动平台动态聚光源阴影(实验性)

移动平台现支持动态聚光源阴影。这允许聚光源在静态和可移动网格体上投射阴影。

移动平台像素投影反射(实验性)

我们在4.26版中加入了移动设备的像素投影反射支持,让移动平台上的反射平面可以生成屏幕空间反射。

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当前支持以下模式:

  • Usual - 平面反射actor在所有平台上的功能均相同。

  • MobilePPR - 平面反射actor在PC/主机平台上将正常运作,但在移动平台上使用像素投影反射。

  • MobilePPRExclusive - 平面反射actor只用于移动平台上的像素投影反射。这留下了空间,让PC和主机项目使用传统的SSR。

光线追踪更新与改良

我们将继续扩大功能覆盖范围,并在游戏中不断提升光线跟踪的效果。比如,我们最近将光线跟踪支持引入了堡垒之夜。我们为了让堡垒之夜支持光线跟踪而付出的努力,不仅提高了实时性能,还带来了一些提高质量的优化,并且可以用于你自己的项目中。

新版本包含以下内容:

  • 优化 CPU性能,包括有效的缓冲分配器、堆管理、更快的动态路径,以及更好的RTPOS处理,这也让DirectX 12拥有了更好的体验。

  • 优化 GPU性能,可以更为精确地禁用非视觉相关世界位置偏移(WPO)计算、拥有更高效光线采样的空间结构、摄像机视图后物体的剔除选项等。

  • 提升 稳定性,解决了在游戏和项目中大量使用光线追踪时引擎中的多个崩溃以及不稳定源。

  • 光线追踪功能的多处 视觉改良,其中包括改良的全局光照质量和性能、支持两面植物、拓展半透明支持、半透明阴影等诸多内容。

欲知详情,请参阅实时光线追踪文档。

烘焙工具改良(实验性)

借助引擎的烘焙工具可以便利地将法线、环境光遮蔽、曲率、位置和纹理直接烘焙到项目的内容浏览器。美术师可以选择网格体并根据特定的UV通道来烘焙贴图。

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UV编辑工具改良(实验性)

我们的UV编辑工具继续拓展了在编辑器中显示和调整UV布局的新选项。全新的 UV显示(UV Display) 选项可以借助任意一个UV工具在编辑器视口中显示网格体的UV布局。全新的"裁剪选定边缘UV(Cut Selected Edge UV)"工具为美术师提供了一种调整静态网格体UV贴图的便利方法,无需从其3D软件中进行修改并再次导出。

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体积编辑工具(实验性)

用户可以使用最新的体积编辑(Volume Editing)工具集直接在引擎中编辑碰撞和体积形态。将BSP形态、现有体积或碰撞形态转换为静态网格体Actor,再使用网格体编辑工具对其进行编辑。完成自定义后,这些网格体又可以转换回体积或碰撞形态。

第五代时序上采样(实验性)

我们目前正积极开发一个新的时序上采样算法,专用于次世代主机平台和PC。我们目前正在使用这个新算法在4K下对堡垒之夜进行相关发布测试。虽然第五代时序上采样仍在紧锣密鼓的开发当中,但它还是能够实现更高的图像质量输出,高于当前的TAA和时序上采样;不过它需要采用更低的屏幕百分比配置,才能避免同等品质、相同帧率下所产生的额外性能开销。

Gen4 时序上采样

Gen5 时序上采样

提升质量后,时序上采样所产生的性能优势体现在降低屏幕百分比后,性能提升超过了上采样品质提升带来的开销。它通过启用或提高其他渲染功能的质量,来释放某一帧其余部分的新增的GPU预算,这些功能最终有助于获得更高质量的最终输出像素。

我们会维护较旧的Gen4平台的时序上采样(只要我们还支持这些平台),并将其与Gen5的活跃开发隔离开来,以避免现有内容出现回退。

Python 3.7.7支持

本年早些时候Python 2.x已结束使命,跟随VFX参考平台指南,我们在虚幻引擎中添加了对Python 3.x的支持。引擎中自带的是Python 3.7.7,但也包含对Python 2.7的支持。在此版本之后,Python 2.x将在引擎中被废弃。

虚幻引擎中的USD支持也已迁移至Python 3.x。如果需要继续使用Python 2.7,就需要重新编译USD插件,让引擎针对Python 2.7。要了解如何在引擎中修改Python版本,请参见使用Python对编辑器编写脚本。

Datasmith改良

我们继续对Datasmith进行了改良,加大了对大家最爱3D软件包的支持力度:

  • Revit的Datasmith导出器添加了对Revit 2021的支持。

  • 3ds Max插件的Datasmith得到了拓展,加入了对数个Corona材质和贴图的支持。

Datasmith性能提升

Datasmith获得了多项性能提升,能处理更大更复杂的CAD模型,为汽车和制造业用户带来更好的支持:

  • 借助MSVC2017以正确的优化设置来进行编译。

  • 在多线程中读取Siemens JT单块模型的临时解决方案实现。

  • 增强内存分配以优化性能。

Datasmith导出API的MacOS支持

如果你是一位第三方开发者,希望为一款在Mac OS X上运行的设计应用程序添加Datasmith支持,现在可以使用Datasmith导出API中的工具和助手类来创建你自己的导出器,将你的物体和场景数据转译为 .udatasmith 文件。

Animation Insights中的对象属性跟踪(实验性)

Animation Insights现在支持跟踪与游戏相关的对象的属性,如Actor、组件或动画实例。这使你可以可视化对象中的属性随时间变化的情况,而不需要外部调试器,并且同时支持原生类和蓝图类。

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如需要使用它,请启用 'ObjectProperties' 跟踪通道,然后在编辑器中右键单击Actor以跟踪其属性。可以通过在Insights中的轨迹上单击鼠标右键来跟踪组件和其他对象的属性。

动画节点属性访问系统

动画蓝图节点现在可以通过属性访问系统将其引脚暴露的参数绑定到游戏中的任何可访问属性。

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与通过引脚输入数据相比,这有许多优势:

  • 数据始终以线程安全的方式访问。

  • 减少手动将数据传递到动画蓝图中的需要。

  • 将多个节点绑定到同一个值时,操作更简单、更具可读性——画面也更整洁。

  • 性能比常规的 "快速路径" 提高了约25%。

  • 支持绑定到函数、数组、链接对象、嵌套结构以及以上所有组合。

Quartz(测试版)

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Quartz 是4.26中的新音频工具,可以将序列片段精准采样到音频引擎中的所有音效,处理主要的功能请求,实现音频渲染进程中更高层次的控制。

利用Quartz,用户可以在完美、采样准确的时间界限(音乐或其他)上播放世界音效,并任意在世界中同步这些音效发射器。

音频调制(测试版)

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全新的 音频调制插件(Audio Modulation plugin) 包含了源音频混合功能更为直观的一个子集,通过以下方式来动态控制并参数化音频属性:

  • 公开一个灵活、解耦且泛型的参数调制和混合系统

  • 建立一套更为强大的工具集,以便创建和调试游戏的混合

  • 提供了一个易于拓展的API;通过插件,其可用于进一步调制源、效果、子混合和诸多其他音频类型

音频流送缓存

流送缓存 可以在任何时间点加载音频,不使用时则自动释放。这样音效设计师就能根据需要来加载音频资产,不会超过内存界限。此功能在4.24版中便已作为测试版存在,而在4.26版中已成为全平台正式版。

适用于移动端的桌面渲染器(iOS-Beta/Android-实验性)

在虚幻引擎4.26中,我们为移动设备提供了前向和延迟桌面渲染器,这为兼容设备提供了改进的渲染功能集。这些设备既适用于iOS设备,也适用于使用Vulkan的Android设备。iOS相关的功能实现还处于测试版,而Android Vulkan的实现则还处于试验阶段。

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采用了桌面正向渲染器并且正在演示"渗透者"的iPad Pro

有关这些渲染选项的详细信息,请参考手册中的前向着色渲染器]。

移动延迟渲染器(实验性)

虚幻引擎4.26现在为移动渲染器提供了延迟渲染模式。此模式支持高质量反射、大量动态光源、发光贴花和其他移动正向着色不支持的技术。

移动前向渲染器

移动延迟渲染器

默认的移动正向渲染与新的延迟渲染器

目前,iPhone 6和更高版本的iOS设备以及用于Android Vulkan的Galaxy S9和更高版本的设备都支持移动延迟渲染器。

各向异性已可用于生产

各向异性(Anisotropy)现在已可用于生产!新版本改良了它的性能,将它默认公开,未使用时也不会带来任何额外性能开销。

各向异性可用于控制镜面高光和反射的形状和朝向,最常用来表现拉丝金属材质。

材质使用各向异性时将启用一个各向异性通道,它将专门为使用各向异性材质的物体发出额外的gbuffer属性。此外,如果场景包含各向异性材质,那么只有在像素包含各向异性属性时,光照通道才将照亮使用各向异性BRDF的每个像素。实际上,各向异性的开销与显示的像素数量(例如材质)成正比。

各向异性只在PC和次世代主机(XBXS / PS5)上默认启用。它当前不支持区域光源,或带有源区域大小的聚光源和定向光源。

欲知各向异性的详情,请参阅材质输入文档。

UMG和Slate输入调试工具

在调试用户界面(UI)时,不以进程干扰而重现输入(例如来自游戏手柄或键盘的输入)序列可能存在难度。这个新版本提供了一个工具来调试UI导航,并显示导航事件的静态行为。这让开发者能够有效识别与特定UI bug相关的输入。

控件(或系统) 可能会在运行时发出一个不同的结果。

要了解更多信息,请阅读控件反射器。

主机Slate调试器

Slate调试器 的主机版现已加入以下分析扩展:

  • 一个绘制选项,显示为此帧绘制的控件

  • 启用GlobalInvalidation模式后,调试器将帮助开发者找到经常使用户界面无效的控件

以及以下输入扩展:

  • 更多的过滤器和事件选项

  • 一个路由选项,便于开发者观察系统如何将一个控件选为事件处理器

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欲知详情,请阅读Slate调试器参考。

LiDAR点云改良

LiDAR点云(LiDar Point Cloud)插件改良了性能和工作流,并添加了对更多文件类型的支持。

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  • 添加了对LAZ和E57文件格式的支持。

  • 全新的LidarClippingVolume actor与场景中的所有LiDAR组件实时结合。

  • 插件现在允许用户计算点的法线向量。可以对整个云进行操作,也可以对选择的内容进行操作。

  • 大幅降低导入、处理和导出点云的RAM要求。

  • 反转选择:添加了一个开关,可以切换点的全选和取消全选。

  • 动态点预算:用新系统来控制屏幕上的点预算。

    • r.LidarTargetFPS X - 它会持续调整点预算,来维持X的整体FPS。

    • r.LidarIncrementalBudget X - 如设为true,只要视口保持静态,它就将自动把点预算增加到极高的值(- 10 FPS)。

  • 移除了每个资产20亿个点的限制。

OpenXR整合(测试版)

用户只需要将一个插件,即OpenXR插件,添加到项目中即可针对多台XR设备。OpenXR插件现支持来自商城的扩展插件,无需引擎版本就能为OpenXR添加功能。

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OpenXR和OpenXR商标由Khronos Group Inc提供。

我们在虚幻引擎的OpenXR插件中加入了对以下功能的支持:

  • 输入,如眼部追踪、手部追踪,以及捏握和瞄准手势。

  • 虚幻引擎在真实世界中的兴趣点,ARPin。

  • DirectX12 RHI。

平台专属的插件在4.26版中仍然可用。用户可以选择使用OpenXR插件,或平台专属的插件。

Azure空间锚(测试版)

可以在沉浸式移动app的不同会话之间设置真实世界中存在的兴趣点。我们在虚幻引擎中加入了ARKit和ARCore的Azure空间锚支持,并更新了C++ API。

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RHI变更:障碍重构、RDG更新

这是一个API更新。不使用源代码的终端用户应该不会注意到这些变更。

RHI源障碍/过渡API已被重构,以支持拆分过渡、子资源状态追踪和显式资源状态。利用拆分过渡可以在相同的硬件流程上启用工作量的重叠,而更显式的状态过渡会造成更多定向GPU缓存清空。全新的过渡API需要源的当前和目标状态,完全采用了现代图形API的设计。状态现在也拥有了更强的粒度:新的API中,渲染目标、SRV、UAV等内容都拥有单独的标签,替代了泛型的可读/可写状态。这允许将更精确的障碍发送到GPU,在一定情况下可以改良性能。

我们还移除了由RHI内部执行的多数显式障碍,最为明显的便是BeginRenderPass中的那些内容。在开始渲染通道之前,调用代码现在必须将渲染目标显式过渡到正确的状态。

资源的当前状态在一些情况下可能难以追踪。我们建议将渲染依赖性图表(RDG)用于新的渲染代码,因为它将处理状态追踪和障碍批处理。旧有的过渡API现已废弃,将在未来的引擎版本中移除。使用这些函数的现有代码将触发编译器警告,需要转换为使用新的API。

我们还添加了一个验证层,命令提交时(绘制调用、计算着色器调度、复制操作等)其将检查资源是否处在正确的状态。它的启用方式是将 -rhivalidation 标签添加到命令行,可以结合任何RHI使用。

RDG实现现在支持异步计算排程、合并渲染通道、剔除未使用的通道、合并只读状态,以及拆分在子资源粒度上追踪的过渡。新版本支持RDG资源的统一缓冲。延迟渲染器已进一步重构,使用统一的RDG构建器实例。深度前通道之后的内容现在都是一个单块渲染图表。

智能二次曲面细分改良

二次曲面细分工具已得到改良,用户能够对要重新生成三角形的表面进行更多控制。

二次曲面细分的新选项包括:

利用音效类进行衰减距离缩放

使用音效类时,用户现在可以根据距离来缩放音效衰减。

Submix效果

此功能提供了与源效果立体声延迟相同的数字信号处理/DSP,但应用到了子混合之上。

垃圾回收改良

我们喜欢快速引用集合,降低了FArchive使用,从而改良了 垃圾回收 的性能。

欲知详情,请阅读垃圾回收。

变体管理器改良

新版本中,变体管理器更加易用,用户能够轻松设置变化并切换Actor层级的可视性。用户现在可以设置变体之间的依赖性、使用Python来设置变体缩略图,并设置变体集的缩略图。

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用于iOS的Metal Shader编译器

我们为Windows上的Metal加入了新的着色器编译器。Windows用户能够以简化的工作流来编译iOS项目的着色器,无需再使用远程着色器编译。

要使用Windows Metal Shader编译器,需要安装Windows的Metal开发者工具。之后可以在 项目设置> iOS 下启用着色器编译器。

iOS/tvOS游戏手柄输入(正式版)

iOS、tvOS和iPadOS 14现支持大量的输入设备,包括游戏手柄、键盘、鼠标和触控板。另外,用户可以在操作系统层面上重设Xbox和PlayStation的按钮,而操作系统将负责处理按键显示。

从4.26版开始,我们重构了这些设备的输入处理,以完全利用输入设备的新选项;用户可以使用蓝图中的 Get Gamepad Button Glyph 节点来获得精确到用户按键绑定的字形。

ChunkDownloader插件(测试版)

我们在虚幻引擎4.26版中加入了一个名为 ChunkDownloader 的全新打补丁插件。这是用于给《Battle Breakers》打补丁的系统,适合用来定期打数量较多但内容不大的补丁。

ChunkDownloader初始化后,它首先将下载清单文件的最新版本。为了让后续的.pak文件下载,它将使用清单来检查本地文件是否为最新、丢弃不在清单中的文件,并下载硬盘上没有的文件。

欲知如何着手使用ChunkDownloader,请参见ChunkDownloader快速入门指南。

支持Google GamePAD(测试版)

虚幻引擎也支持Google的 Play Asset Delivery 系统,其在Google Play Store上的 App Bundle 版本中。

创建App Bundle版本(.aab)时,用户可以将纹理、模型和文本文件等资产单独分入.pak文件中,让后将其作为 Asset Packs 纳入你的App Bundle版本中,并将其上传到Google Play Store。Google的动态内容交付系统将在用户的设备上安装一个优化的.apk;使用GooglePAD插件包含的库,用户就可以请求下载自己提供的资产包。可以进行配置,在应用程序的特定阶段进行交付。

请参见Google Play资产交付参考,了解在项目中使用Google GamePAD的更多细节。

此插件仍在测试阶段,需要进行一些手动设置才能将.pak文件单独分入资产包。

太阳天空插件性能改良

Sun和Sky Actor(太阳位置计算器(Sun Position Calculator) 插件的一部分)利用了实时采集模式天空光照渲染的最新改良,移除天空和材质之间的视觉差异,同时改良场景的性能。

欲知此插件及其使用的详情,请参见Sun与Sky Actor文档。

Niagara更新与改良

新版本中,我们继续提升了Niagara的稳定性、性能和整体内存使用率。具体更新如下:

  • 持续努力提升在各个平台上的性能,并降低内存使用。

  • 将Niagara粒子系统与Sequencer进行更好的整合。

  • 更新用户界面,改良用户体验和易用性。

  • 全新的 数组输入(Array Inputs) 允许在Niagara UI堆栈中加入数组。数组可以由用户创建,且拥有内置选项,可按索引来进行直接对其进行处理、在生成时间、每帧随机选择数组元素,或利用绑定属性对数组元素进行插值。

  • 添加了一套新的 粒子属性阅读器(Particle Attribute Reader)模块,允许一个发射器采样另一个反射器的粒子,并根据此采样做出决策,例如根据其进行生成、要复制哪些属性,以及采样后对其进行何种操作。此行为在GPU上运作,并启用了领头者/跟随者关系。Niagara发射器中刚性和柔韧链新泛化的约束函数便是利用了粒子属性阅读器。

  • 全新内置Niagara分析器。它整合了现有统计数据系统,能够提供CPU模块及GPU整体脚本开销的实时编辑器内分析。它也可用于发射器和系统脚本。

欲知最新信息,请参见Niagara视效文档。

Niagara随机输入重构

Niagara随机数动态(Niagara Random Number Dynamic)输入已被重命名为 Random Range X,以更好地匹配蓝图中的对应内容。现在使用random number dynamic输入默认只在生成时计算一次随机数,简化更新脚本中随机数的使用。在发射器或系统脚本中使用时,生成可设为每次循环重计算一次。例如每次循环计算一次生成喷发时间。

从数组选择X(Select X From Array) 可用的随机数组动态输入新集合中存在新的数组输入。这个随机数组动态输入集合将自动创建一个数组,可以随机选择,或使用数组索引直接在堆栈UI中进行处理。

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Cascade to Niagara Converter(实验性)

新版本中加入了一个 Cascade to Niagara Converter 插件,便于使用者快速将粒子系统快速从Cascade迁移至Niagara。

要使用它,请在插件窗口中启用 Cascade to Niagara Converter。启用后,你可以右击Cascade粒子系统资源并选择"转换为Niagara系统",在同一目录中生成一个等效的Niagara系统。生成的Niagara系统保存转换过程的日志,以帮助指导从Cascade范例进行上转换。

"Cascade to Niagara"转换器工具是实验性的,并不支持Cascade系统的所有模块、渲染器和属性,包括事件、光束和AnimTrail渲染器、向量场和逐LOD缩放。建议使用此Converter工具作为在Niagara中创建拥有类似Cascade行为的FX资源的入门工具,以便帮助你向上升级Cascade系统。

Cascade系统的转换是通过Python脚本层实现的,该脚本层支持逐Cascade模块的Drop In/Out脚本,以实现定制的资产转换,并以编程方式生成新的Niagara发射器和系统资产。

Niagara组件渲染器(实验性)

Niagara 组件渲染器 是一个实验性节点,可以添加到**渲染(Render)** 堆栈下的Niagara发射器中。它通过编辑器中提供的各种组件类型提供逐平台的可伸缩性覆盖(scalability overrides)。组件渲染器使你能够快速指定任何组件类型,例如点光源或静态网格体组件,并允许你将粒子模拟前的数据绑定到任何组件属性。它是美术师和设计师的理想之选。他们通常会希望通过一系列新功能快速迭代他们的想法。

Niagara高质量粒子光源

现在Niagara中,使用 Component Renderer 节点(其使用点光源组件)的粒子模拟能够形成高质量的投影光线。这适用于针对高端设备和画面极佳的项目。

和Light Renderer节点不同(其只能提供模拟的基础属性和光照),Component Renderer使用了点光源组件,为美术师和设计师提供了光源属性和功能的完整集合。

从Niagara粒子模拟播放音频

在新版本中,从粒子交互播放音频的方法要简单许多,可以使用简单的一次性"用后即忘"音效,或对音频进行更为复杂的控制(例如控制音效播放时的音高)。这改良了将粒子数据导出到蓝图的工作流,来触发需要的音频效果。

对于那些在Niagara系统禁用或销毁后仍在播放的 一次性音效,可以将 Play Audio 节点添加到一个模块堆栈并进行配置,以此方法来进行设置。现在每次模块计算时,它都将检查Particles.PlayAudio属性,如属性已启用便创建一个音效。

对于已启用绑定为true时进行播放、Niagara系统被销毁或重设时停止播放的音频而言,可以通过 full audio control 对其进行高级控制。将一个 Play Persistent Audio 模块添加到模块堆栈,并对其进行配置即可设置。要修改播放音效的属性,则将 Update Persistent Audio 模块添加到堆栈并进行配置。

首先请阅读Epic Games Launcher"学习"选项卡中更新的内容范例项目,其中展示了这两种方法。

Advanced Niagara Example Content

内容示例(Content Examples) 项目添加了许多新的Niagara粒子示例,供你在此版本中学习。

你可以通过Epic Games启动程序 学习 选项卡来下载内容示例工程,以此访问最新添加的内容。然后,加载 NiagaraNiagara_Advanced 关卡。

Niagara GBuffer数据接口(实验性)

此数据接口允许你在Niagara GPU模拟中从GBuffer读取属性。例如,阅读漫反射颜色、世界法线、自定义深度、场景深度、场景颜色等。打开Niagara_Advanced关卡,通过1.4示例了解如何准确使用这些内容。

已移除:OpenGL桌面渲染

在4.23版中,OpenGL便已无法再用于桌面渲染(SM4/SM5)。4.26版现在已经将其桌面选项移除。它的使命便宣告结束,无法再使用,我们也不会再提供维护。Vulkan是Linux上的支持RHI。OpenGL仍可用于运行桌面上的移动渲染器,在启动时传递这些标签"-game -opengl -featureleveles31",对GLES问题进行调试。单独传递"-opengl"将显示错误,并使用平台的默认RHI。

Sequencer的全新运行时性能系统

随着实时电影内容的复杂性、规模和保真度不断推动虚幻引擎达到新的品质,我们能够以批判的眼光来评估虚幻引擎电影工具Sequencer的运行时能力,并确定可以优化的潜在领域。

在4.26中,我们推出了一个新的底层运行时架构,使大规模电影和并发用户界面动画的性能比以前更好。通过借助面向数据的设计原则并重新组织运行时数据结构及逻辑,我们在处理大型数据集时实现了更大的优化潜力和更强的第三方可扩展性,并为未来实现更具交互性和动态化的线性内容铺平了道路。

要了解更多系统变化、旧版本到4.26的升级内容以及API中断的信息,请参阅技术博客《Sequencer through a new lens: Cinematic performance in 4.26》。

Sequencer品质强化与改良

新版本中加入了数项全新的Sequencer品质强化与改良。

UI/UX改良

  • 全局标记

  • 曲线编辑器

  • 带有编辑器内预览的摄像机抖动源抖动轨迹

  • 树分组便于用户创建特定轨迹的自定义视图。用户可以借此轻松查看和调整特定轨迹,而无需调整轨迹层级。

  • 子序列现在将在浏览器层级中显示完整的操作历史足迹(breadcrumb)。

  • 现在可以使用热键F快速锁定选中的关键帧。

流程改良

Sequencer现支持访问Python中的脚本层。用户可以借助编辑器工具控件使用以下内容:

  • GetSelectedSections、SelectSection

  • GetSelectedTracks、SelectTrack

  • GetSelectedFolders、SelectFolder

  • GetSelectedObject、SelectObject

  • EmptySelection

计算改良

用户现在可以播放特定的帧,并在任意点停下。这对实时活动和直播的字幕系统很有帮助。

iPad的Live Link Face

我们更新了 Live Link Face app,提供对iPad和iPhone的官方支持,以便用户轻松利用大屏进行面部采集。

校色区域

利用 校色区域(Color Correct Regions) 可以将颜色分级应用到虚幻场景中的一个区域。就摄像机中的VFX拍摄而言,用户可以将真实世界布景和LED屏上显示的虚幻场景的光影进行对比。

时间码及同步改良

在此版本中,我们增添了数个采集时间码数据的功能。使用AJA或BlackMagic SDI撷取卡内锁引擎时,能够以快于时间码源的速度来运行它们。现在它将自动生成中间的时间码值,而非对它们进行重复。

定时数据监控器

插件 Timed Data Monitor 将基于源时间码来对齐多个Live Link和媒体源的计算。在Timed Data Monitor面板中可以管理多个源,并查看其同步状态。

节点上的自定义属性

我们在节点上添加了自定义时间码属性的支持。在录制 Sequencer 和动画资产中的actor时,镜头试拍录制器(Take Recorder) 将生成自定义属性。此外,FBX导入和导出现在将保留时间码数据。

通过动画序列资产存储和评估的自定义属性是 实验性的,不应用于制作项目。

AR合一(测试版)

我们找出了支持AR平台功能集的常用功能,将它们整合到了虚幻引擎的一个通用AR工具套装中。拥有不限平台的AR工具套装后,用户就可以在每个平台上编译相同的API,甚至不支持也可以操作。

ARCore 1.18支持

用户可以借助最新ARCore版本中的Depth API,让真实世界的物体遮挡增强现实app中的全息投影。Depth API将使用运动深度(depth-from-motion)算法来生成带单个RGB摄像机的深度贴图。

ARKit 3.5支持

用户可以使用ARKit 3.0中的高级功能,包括场景几何体、实时AR,以及对动捕和遮挡的改良。

ARKit 4.0支持(测试版)

新版本支持ARKit 4.0及其功能,例如深度API,其使用LiDAR扫描器和几何体锚点(Geo Anchors)来设计真实世界中的兴趣点。

新增内容:平台SDK升级

在每个版本中,我们都会更新引擎来支持平台合作伙伴的最新SDK版本。

image alt text

  • Windows

    • 推荐:

    • 最低:

    • Windows SDK 10.0.18362

    • NET 4.6.2 Targeting Pack

  • Build farm编译针对的IDE版本

    • Visual Studio - Visual Studio 2017 v15.9.4工具链(14.16.27023)与Windows 10 SDK(10.0.18362.0)

      • 最低支持版本

      • 需要NET 4.6.2 Targeting Pack

    • Xcode - Xcode 11.1

  • Android

    • Android Studio 3.5.3

    • Android NDK r21b

      • 同样支持NDK r20b,并处理部分低端设备上的兼容性问题。

  • ARCore

  • ARKit

  • Linux "SDK"(交叉工具链)

    • v17 clang-10.0.1-based (CentOS 7)

  • Oculus

  • OpenXR

  • Google Stadia

  • Lumin

  • Steam

  • SteamVR

  • Switch

    • SDK 10.4.0 + NEX 4.6.4(可选)

    • 最低固件版本: 10.0.2-1.0

    • 支持IDE:Visual Studio 2017、Visual Studio 2015

  • PS4

    • Orbis SDK 8.008.011

    • 系统软件 8.008.041

    • 支持IDE:Visual Studio 2017、Visual Studio 2015

  • XboxOne

    • XDK:2018年7月 QFE-13

    • 固件版本:2月恢复版 10.0.19041.4981

    • 支持IDE:Visual Studio 2017

  • macOS

    • 支持版本

      • macOS Big Sur 11.0.1,最新版 Xcode 12

    • 推荐版本

      • macOS Catalina 10.15.7,最新版 Xcode 12

    • 最低版本

      • macOS Mojave 10.14.6,Xcode 11.3.1

    • 设备架构说明

      • 为MacOS目标添加了对原生Apple Silicon的初步支持*****

      • 某些SDK还不支持ARM64 (例如Steam、Vivox)。

  • iOS / tvOS**

    • 推荐版本

    • 最低版本

    • 目标SDK版本 12.00 - 14.XX

主要升级说明

AI

  • Bug Fix: Fixed UAIPerceptionStimuliSourceComponent's issues with unregistering from all senses if RegisterForSense has already been called during its lifetime.

  • New: The Environment Query Editor is now an engine plugin that is enabled by default; Individual users are no longer required to enable it via the experimental settings. The editor is still considered experimental and disabling the plugin will remove access to the feature.

  • New: Fixed issues in AIPerceptionComponent where perceptual data associated with actors were no longer valid and being broadcasted through delegates.

  • New: Moved AI domain automation tests to System.AI" over from System.Engine.AI'.

  • New: Removed AIController dependencies of the AIPerceptionComponent and now it can be used with non-AI agents.

  • New: Made the UE4ML plugin public. Engine/Plugins/AI/UE4ML/README.md contains the basic documentation.

  • Improved: Added a tiny optimization to avoid calling AIPerceptionSystem.OnNewPawn when the perception system is configured to not care about new pawns.

  • New: Switched AIPerceptionSystem's stimuli aging from previously using a timer to now counting elapsed time. In normal circumstances this doesn't make any difference, however, this change does help when trying to use the perception system in replays where UAIPerceptionSystem::StartPlay ends up not being called.

  • New: Added a blueprint-callable function to AIPerceptionComponent.GetPerceivedHostileActorsBySense and the native alternative GetHostileActorsBySense in addition to a new flexible filter GetFilteredActors that can use any arbitrary predicate for filtering.

Behavior Tree

  • Crash Fix: Fixed a BlackboardComponent issue resulting in a failed check crash when a new BlackboardComponent is being created as part of AAIController::UseBlackboard call and the BB asset being used has synchronized keys.

  • Bug Fix: Fixed an issue with behavior tree combo buttons in the editor resulting in creating multiple instances.

  • Bug Fix: Fixed Behavior Tree highlight for decorators using abort priority.

  • Bug Fix: Fixed stats for instance memory, number of loaded templates and number of created instances.

  • Bug Fix: Fixed computation of the child execution index of a composite node when the child is a task node with services.

  • Bug Fix: Fixed a bug where a tick function that is ready to run during the current frame could get rescheduled back to a previous frame

  • Bug Fix: Fixed a bug with Behavior Tree Component not Ticking even though ticking was still enabled.

  • Bug Fix: Fixed a bug in UBTNode::CastInstanceNodeMemory that was making it impossible for BT node child-classes to extend its parent class" memory structure.

  • New: Newly created Blackboard assets using the "New Blackboard" button are now automatically assigned to the BehaviorTree.

  • New: Added unregister queue for decorator abort to prevent removing auxiliary nodes while iterating through them.

  • New: Added unit tests when exiting a branch due to a parent decorator failure to validate that all auxiliary nodes below it are unregistered.

  • New: Made automatic creation of "SelfActor" entry in newly created blackboard assets optional. This is controlled via AddBlackboardSelfKey property in the Project Settings.

  • New: Added a failed-case warning to UBehaviorTreeComponent::RestartTree to let the user know that restarting has failed and why.

Debugging Tools

  • Bug Fix: Fixed FGameplayDebuggerCanvasContext::PrintAt functions to properly save and restore previous cursor and default positions

  • Bug Fix: Fixed EQSTestingPawn to update it's query and results upon selection in the Editor.

  • Bug Fix: Fixed SIGHT_LOG_SEGMENT and SIGHT_LOG_LOCATION AIPerception logging macros.

  • Bug Fix: Fixed Label drawing on a numerous amount of vislog shapes.

  • Bug Fix: Fixed CrowdManager from not displaying debug drawing if it's being run in Client-Server PIE.

  • New: Zoom is now applied at cursor position in VisualLogger.

  • New: Added tweakable cvars to control refresh rate "ai.debug.nav.RefreshInterval" and size of the displayed area 鈥渁i.debug.nav.DisplaySize" for navmesh through the GameplayDebugger.

  • New: AI testing framework improvements:

    • Changed signatures of test-time FAITestBase methods to give those functions a way to signal that the test went wrong.

    • Added an easier route for implementing a bunch of high-granularity tests using a common fixture. (see the IMPLEMENT_INSTANT_TEST_WITH_FIXTURE macro)

    • Switched a numerous amount of 'latent' AI tests to properly mark them as 'instant"

    • Changed how assertions are being tested to replicate how UTEST_* macros work. Updated all AI tests to utilize the new approach.

  • New: Improved FGameplayDebuggerCategory_Perception::CollectData so that it can now collect PerceptionComponent data even if the current DebugActor is not AI-controlled.

  • New: Added a console command to the gameplay debugger (gdt.EnableCategoryName) that allows setting an enable/disable state of a category indicated by a partial name.

  • New: Added a flag to VisLog settings that controls how we differentiate between logged objects. The default behavior remains, but by setting the flag ForceUniqueLogNames, we generate IDs more probable to be unique across the engine session.

  • New: Enabled the capability to summon an in-game hud for GameplayDebugger during replay playback.

  • New: Added an option to enable shadows by default for gameplay debugger's text. (DebugCanvasEnableTextShadow in Project Settings).

  • Improvement: Fixed a vislog's performance and architecture issue that resulted in vislog constantly recreating AVisualLoggerRenderingActor in client-server PIE due to vlogging with different worlds.

Navigation

  • Bug Fix: Fixed computation of the navmodifier area in the NavModifierComponent when using the failsafe extents.

  • Bug Fix: Fixed a scenario where navmesh might get deleted on load when streaming in NavigationData and NavMeshBoundsVolume from different levels depending on the loading order.

  • Bug Fix: Fixed holes in NavMesh caused by single voxel areas near the area boundary.

  • Bug Fix: Fixed computation of the vertices count between mesh and detail mesh when creating the BVTree in DetourNavMesh.

  • Bug Fix: Fixed InstancedStaticMesh components that were not registered to the navigation octree if their associated mesh was assigned post registration.

  • Bug Fix: Added error reporting and fixed calls to GetNavigationParent in UNavRelevantComponent that were being made before the cache initialization.

  • Bug Fix: Added a safe-guard to make sure FRecastBuildConfig.tileSize doesn't end up being 0.

  • Bug Fix: Fixed mesh loading dependency for static mesh using a ComplexCollisionMesh and ensured physical meshes are created before creating the nav collision. This fixes missing collisions when using ComplexCollisionMesh to create nav collisions for meshes.

  • Bug Fix: Fixed missing navmesh tiles when cooking maps from the editor 'Launch" This includes fixing multiple AI tests failing when locally running in a cooked build, and enemy bots not moving when launching Sanctuary in the ShooterGame example project.

  • Bug Fix: Changed UNavigationSystemModuleConfig::UpdateWithNavSysCDO to no longer copy the value of UNavigationSystemV1.bStaticRuntimeNavigation since it resulted in the the value of static bStaticRuntimeNavigation persist between maps.

  • Bug Fix: Fixed possible NaN when calling GetPolysInBox.

  • Bug Fix: Fixed a serious issue with FRecastQueryFilter::SetIsVirtual that resulted in losing virtual function overrides if called on a derived filter class.

  • Bug Fix: Fixed navigation octree not being updated when custom navlinks state change. This fixes dynamic navmesh updates causing navlinks to reset to their default state.

  • Bug Fix: Modified how we react to RecastNavMesh's generation-category value changes. The main goal is higher reliability while changing properties in the editor, meaning that the property being changed is the driving factor of other properties" changes which keeps the value from being changed.

  • Bug Fix: Fixed a navmesh rasterization offset by one when projecting spans to bottom. This is related to the usage of the bFillCollisionUnderneathForNavmesh property.

  • New: Changed the CrowdFollowingComponent dependencies to use IRVOAvoidanceInterface from the movement component instead of the UCharacterMovementComponent.

  • New: Added CSV stats for navigation generation tasks.

  • New: Added error reporting for large areas dirtying the navigation data. Error reporting is disabled as long as navigation lock is effective.

  • New: Added advanced property "DirtyAreaWarningSizeThreshold" in NavigationSystem to report warning logs when tiles larger than the specified threshold are pushed to the dirty queue.

  • Optimization: Optimized RecastNavMeshGenerator MarkDirtyTiles by reducing search size in dirty tiles set and the number of copies between containers. The order of the pending elements is now preserved if tile sorting isn't used.

  • New: Added compile switches for segment links (WITH_NAVMESH_SEGMENT_LINKS) and cluster (WITH_NAVMESH_CLUSTER_LINKS) to allow projects that don't require them to save memory.

  • New: Added support for asynchronous pathfind queries with dynamic generation.

  • New: Synchronization between the async pathfind query tasks and the game thread. The sync point is implemented in OnWorldPostActorTick. This prevents pathfind requests from running at the same time as Navmesh generation tasks or beyond the engine frame boundary.

  • New: Replaced task to broadcast async pathfinding results by a queue that is flushed by the NavigationSystem update. This prevents tasks from being started during loading or other undesired locations.

  • New: Replaced task to register new active path instance by a lock to ensure all paths are registered for potential invalidation before adding a generated tile on the main thread.

  • New: Added a new project setting bUseExtraTopCellWhenMarkingAreas to control the addition of extra cells on top of shapes when marking areas. Added a similar option on FAreaNavModifier to allow exceptions. This is useful for objects that affect navigation on the floors above them.

  • New: Made UNavCollision.AreaClass read only in the StaticMesh editor if bIsDynamicObstacle==false.

  • New: Added 'bMaskFillCollisionUnderneathForNavmesh" option on NavModifierVolume to go along with 'bFillCollisionUnderneathForNavmesh" This allows navvolumes to mark a 2D area to be ignored by the fill under feature.

  • New: Added additional logs to track geometry and their bounds when added to navigation.

  • New: Ensure to mark map packages as dirty when navmesh tiles are built, except for when automatic navigation build is occurring on load.

  • New: RecastNavMeshDataChunk can now be used to move and rotate navmesh tiles on the tile grid.

  • Added utilities to allow movement and rotation of navmesh tiles on the tile grid (dtTransformTileData and dtComputeTileOffsetFromRotation).

  • New: Added functionality to properly account for time slicing across multiple generators. The time slicing is now calculated in the navigation system.

  • New: Added some more stats to help trace down long navmesh tile generator times.

  • Improvement: Improved logging of locks and rebuild all for the navmesh.

  • Deprecated: IsNavigationBuildInProgress(bool) and IsBuildInProgress(bool). These functions behaved inconsistently between the different navmesh build types and were causing issues.

Animation

  • Crash Fix: Fixed a crash when re-opening an asset editor after a new preview mesh is applied.

  • Crash Fix: Fixed a crash when duplicating older Control Rigs.

  • Crash Fix: Fixed a crash when opening a level with a saved skeletal mesh component that has a post-process anim Blueprint.

  • Crash Fix: Fixed a crash when compiling an actor implementing an interface referenced by its mesh component's anim notifies.

  • Crash Fix: Fixed a crash when trimming a rich curve with invalid key handles.

  • Crash Fix: Renamed FComponentData in AnimationBudgetAllocator.h to FAnimBudgetAllocatorComponentData. This fixed a crash that's suspected to be caused by the compiler generating code with the size of another struct with the same name.

  • Crash Fix: Fixed various crashes when playing back Geometry Cache.

  • Crash Fix: Fixed crash when exiting while async animation compression is still in progress.

  • Crash Fix: Fixed crash in TallyErrorsFromPerturbation when animation contains a track that doesn't exist on the target skeleton.

  • Crash Fix: Fixed editor crash when exporting anim sequences with a changing UIDToArrayIndexLUT.

  • Bug Fix: Fixed FStringView overload of IAnalyzer::FEventData::GetString to now return the correct buffer size.

  • Bug Fix: Fixed notifies from not being fired for linked instances when running "root motion from everything".

  • Bug Fix: Pin watches now work for property access bindings.

  • Bug Fix: Fixed some thread safety issues with parallel physics blending.

  • Bug Fix: Fixed linear interpolation in the Pose Driver.

  • Bug Fix: Restricted fast-path MakeStruct support to split pins in order to ensure nodes update correctly.

  • Bug Fix: Fixed a bug with AnimNode_SaveCachedPose not properly propagating Initialize to children.

  • Bug Fix: Fixed linked anim graphs that were not properly tearing down their anim instances in TeardownInstance.

  • Bug Fix: Restricted Animation Blueprint compiler subsystem APIs.

  • Bug Fix: Re-enabled ticking for controlled components when the animation budget allocator is disabled.

  • Bug Fix: Implemented a Guard against tracing object properties when the channel is disabled.

  • Bug Fix: Fixed root motion playing faster when the animation budget allocator is enabled.

  • Bug Fix: Animation Layer defaults for a single group can now come from different Animation Blueprints.

  • Bug Fix: LinkAnimClassLayers can now be called from within UAnimInstance::UpdateAnimation.

  • New: Moved away from templated getters for value arrays, replaced with regular function overloading.

  • Bug Fix: Fixed baked additive data for Custom Attributes. Previously the base sequence data was not taken into account. + Changing additive automation test to use an animation sequence as base pose rather than ref-pose

  • Bug Fix: Ensure geometry caches adhere to lighting channels.

  • Bug Fix: Changed how multiple additive states are handled within the Animation Sharing system to ensure state-specific animations will be ticked.

  • Bug Fix: Fixed crash reimporting a skeletal mesh in skeletal mesh editor with LOD or weight filter applied.

  • Bug Fix: Fixed a crash when inspecting a BlendProfile property within the Blueprint Diff tool.

  • Bug Fix: Fixed SkeletalMeshes with AnimSharing from being unable to turn off ticking.

  • Bug Fix: Fixed Control Rig from folding into itself when loops are present.

  • Optimization: Heavily optimized TraceSourceFiltering plugin runtime performance.

  • Bug Fix: Added new EulerTransform Control Type to allow rotations above 180 degrees.

  • Bug Fix: Fixed collapsing hierarchy when using root motion on additive animations.

  • Bug Fix: Fixed virtual bones being reordered during removal.

  • Bug Fix: Changed how Anim Node Live Link determines whether or not an animation and basic roles are supported.

  • Bug Fix: Async anim compression now cancels existing attempts if we are requesting a new compression on the same animation.

  • Bug Fix: Fixed baked transform curves crash when the track doesn't currently exist.

  • Bug Fix: Fixed deterministic cook issue with the pre smart name skeletons.

  • Bug Fix: Fixed insert frame leaving raw/source animation data in invalid state.

  • Bug Fix: Get marquee selection is now working with Control Rig controls.

  • Bug Fix: Stopped UAnimSequence CDO from trying to load a compression scheme.

  • Bug Fix: Fixed looping in marker sync blend spaces.

  • Bug Fix: Removed filtering on async anim compression toast notification.

  • Bug Fix: Fixed blend space marker sync popping when markers land on animation boundaries.

  • Bug Fix: Fixed Apply compression in the editor from blocking the main thread.

  • Bug Fix: Added new functionality when selecting multiple Controls with different gizmo's supported (pos,rotate,scale), Select will now use the first gizmo, otherwise a flash will indicate as you cycle between them.

  • Bug Fix: Added option to edit mode in Control Rig. Edit mode will now translate multiple objects in their own local space instead of the first object's local space.

  • Bug Fix: Removed USkeleton reference from anim compression to address thread safety.

  • New: Sync groups can now optionally sync with other linked instances.

  • New: Added CustomAttribute feature to support float/int/string curve data within AnimationSequences on a per-bone basis.

  • New: Added customization details for (Baked)Custom attribute structures - Showing bone name rather than the index - Grouping the attributes according to their types - This will only show the number of keys for individual attributes. (no data)

  • New: Added support for URO/interpolation of custom attributes #misc fix attribute look-up crash with nullptr skeletal mesh

  • New: Added hide baked custom attributes property, which was causing performance issues with Slate.

  • New: Added AnimSequence.h Include into CustomAttributeCustomization.cpp

  • New: Moved deprecated functionality to AnimSequenceBase and deleted all overrides from child classes.

  • New: Reworked the TraceSourceFiltering tab.

  • Pulled out source filtering widgets into a separate CompoundWidget.

  • Wrapped different filtering widgets within SExpandableArea rather than into splitters.

  • Fixed incorrect ComboButton style name.

  • New: Reworked (SourceFiltering) World filtering tab.

  • New: Added toggle button style it, World filtering will now use toggle buttons rather than menu items.

  • New: Introduced high-level actor class filtering concept to TraceSourceFiltering plugin.

  • New: Added Actor class specific filtering.

  • New: Added Widget to SourceFiltering tab for setup.

  • New: Added Actor class filtering data to SourceFilterCollection.

  • New: Added filter picking functionality to session service.

  • New: Added ActorCollector, similar implementation to TActorIterator, this functionality filters the AActors at UObject hash table level, drastically increasing performance for a large number of actors vs IsA

  • New: Added ForEachObjectOfClasses.

  • New: Added the ability to create a data source filter class from within the Source Filtering tab.

  • New: Added Blueprint and Python exposed functionality to retrieve curve names from an Animation Sequence.

  • New: GetBoneIndex, GetRigidBone and GetBoneWeight on FSkinWeightVertexBuffer are now exported.

  • New: Converted 'a.SkinWeightProfile.LoadByDefaultMode=1" from Scalability to Default cvar. Users should set these in the device profile rather than scalability from now on.

  • New: FullBodyIK plugin - this includes a FullBodyIK Solver Node that you can use in the ControlRig.

    • Takes a list of Effectors as inputs.

    • Takes a list of Constraints, which you can apply to any joint within the chain.

    • Enables users to tweak Joint's Limit, Stiffness, and PoleVectors.

  • New: Added the ability to scale gizmo's in the Animate Panel.

  • New: Eigen library has been upgraded to 3.3.7

  • New: Added an "AddToClient" method in ULiveLinkPreset that will not destructively add subjects and sources to Live Link.

  • Improvement: Optimized TallyErrors to significantly reduce anim compression overhead and worker thread blocking.

Animation Assets

  • Crash Fix: Fixed a crash when deleting a pose if the pose was prior to a base pose.

  • New: Added Support to ControlRig AnimNode and Pose Driver to support LOD Threshold for optimization.

  • New: Added Weighted Tangents for Rich Curve in Animation Editor.

Animation Blueprints

  • Crash Fix: Fixed a crash when selecting nodes in sub-graphs of deleted nodes.

  • Crash Fix: Fixed a crash when compiling an anim BP containing an animation node with a TMap exposed as a pin.

  • Bug Fix: Prevented pasted linked anim graph nodes from referencing Blueprints with other skeletons.

  • Bug Fix: Fixed ensure when resetting a preview mesh while a specific animation is set to be previewed for an animation Blueprint.

  • Bug Fix: Fixed Linked Anim Layer nodes without input poses failing to trigger inertial blends.

  • Bug Fix: Fixed being able to place input poses in state machine state graphs.

  • Bug Fix: Fixed inertial blending not being triggered when switching a Linked Anim Layer to a child Animation Blueprint.

  • Bug Fix: Added the option to force an update on the K2Event Node, to guarantee that the node is up to date in case any function declarations have moved from parent to child.

  • Bug Fix: Sequence players can now use bindings for pin-exposed sequences.

  • Bug Fix: An orphan pin will no longer be created when hiding a pin.

  • Bug Fix: Removed experimental flag from linked anim layers.

  • Bug Fix: Fixed an issue with sync group collisions when syncing with 'component" scope.

  • Bug Fix: Fixed an issue with ConvertComponentPosesToLocalPoses.

  • New: Enabled auto-sizing functionality for bone reference widget to allow it to grow larger to show the full bone name.

  • New: Added support for CopyPose AnimNode to allow ComponentSpace Pose. This can be useful when you want to copy a part of the hierarchy as an optimization.

  • New: Added Support for CopyPose AnimNode to select which joints to copy from 'select a root bone to copy from"

Animation Tools

  • Crash Fix: Fixed a crash when tracing an animation Blueprint with linked anim graphs/layers.

  • Crash Fix: Fixed a crash when closing the animation document tab with a curve editor tab open.

  • Crash Fix: Fixed editor crash in PersonaMeshDetails.cpp.

  • Crash Fix: Fixed a crash when removing a curve that hasn't been edited.

  • Crash Fix: Fixed a crash when a native control rig is selected when creating a new ControlRig.

  • Bug Fix: Fixed Animation Insights tab from always popping up in the editor when the plugin is enabled.

  • Bug Fix: Fixed frames provider to use Algo::LowerBound, it now supports int64.

  • Bug Fix: Added FStringView overload to string store.

  • Bug Fix: Fixed to prevent animation asset preview tooltips from continuing to advance after closing.

  • Bug Fix: Added a feature to loop animation insights playback inside the currently selected range.

  • Bug Fix: Fixed notify tracks not resizing when external modifications are made to notifies.

  • Bug Fix: Added copy/paste keyboard shortcuts for anim notifies.

  • Bug Fix: Converting a curve to metadata now zooms-to-fit for a consistent appearance.

  • Bug Fix: Added safety checks to prevent OOM when panning anim timeline after an anim notify is placed.

  • Bug Fix: Fixed notify labels jittering when label color changes.

  • Bug Fix: Fixed keyboard shortcuts registered in the Insights plugins from not functioning in standalone app.

  • Bug Fix: Fixed and improved snapping in animation editor timelines.

  • Bug Fix: Fixed Animation Insights traced data not appearing until PIE is stopped when enabling tracing while PIE is in progress.

  • Bug Fix: Disabling snapping to grid when editing 1D Blend Spaces now functions as expected.

  • Bug Fix: Changed Animation Graph Overrides layout to make it more readable with long property names.

  • Bug Fix: Added Ensure to maintain global and initial transforms in Control Rig, when reparenting items in hierarchy view.

  • Bug Fix: Moved Control Rig BoneIndex to CachedRigElement.

  • Bug Fix: Added Support for debug watches on variable nodes. You can now right click pins on variable nodes and debug watch them in the editor.

  • Bug Fix: Control Rig now uses defaults when exporting RigVM memory contents. Previously the VM was storing differences to a zero mem version of each register, with this fix we now use the default for structs.

  • Bug Fix: Control Rig will now draw bones in the editor when there is no skeletal mesh.

  • Bug Fix: Fixed marking assets as dirty upon opening Control Rig.

  • Bug Fix: Fixed Bool Math Constants from not working correctly in Control Rig.

  • Bug Fix: Fixed connectability issues by allowing mutable nodes to connect to previous nodes in the execution stack.

  • Bug Fix: Fixed a bug with resetting ControlRig Mapping info.

  • New: Added basic RBF interpolation nodes to Control Rig.

  • New: Added ability to trace an Object's property to the trace stream.

  • New: Added functionality to preserve camera speeds in animation editor viewport similar to how we preserve FOV.

  • New: Moved virtual destructor to ControlRigDrawContainer from ControlRigDrawInterface.

  • New: Implemented Base functionality around interaction rigs in Control Rig.

  • New: Introduced new "offset transform" for controls which allows spatial offsets without the use of spaces.

  • New: Implemented Looping in Control Rig. Users now have the ability to build graphs which can loop, solve multiple parts of the pose sequentially or perform a computation multiple times.

  • New: Implemented RigElementCollection for Control Rig. The collection data type allows the ability to group a series of items in the hierarchy using name based search, hierarchy traversal, and group operations such as union, difference etc.

  • New: Added Support for ControlRigComponent in Sequencer.

  • New: Added Support for Curves in the Control Rig Component.

  • New: Added Mirror functionality in Control Rig for hierarchies. Includes support for bones, controls, and spaces. This functionality can be utilized by right clicking elements in the hierarchy and choosing "Mirror" to create a matching, mirrored hierarchy.

  • New: Added Support for enums in Control Rig. Controls can now represent enums. To utilize this feature, turn the Control to be of type int32 and enable the enum setting in the details panel.

  • New: Added RigVM Support for external variables in Control Rig. External variables represent unowned memory and allow the VM to read / write to those.

  • New: Added Control Rig Inversion: Added Backwards event to enable users to define the execution to invert the rig, solving from an existing pose to animation inputs.

  • New: Added Control Rig: Constant folding - allows the VM to fold constant branches into a resulting set of values to optimize runtime performance.

  • New: Added Control Rig Component - a new component to host a Control Rig on an actor and connect other components. For example, this allows the ability to drive static meshes.

  • New: Added pin redirector functionality to Control Rig. Pins / struct members now properly support redirectors. If you need to change a data structure after serializing assets, you can rely on the default pin director functionality in the project ini files. The Control Rig graph will pick up the redirection and adjust pin default values accordingly for backwards compatibility.

  • New: Enabled blueprint-side variables and implemented an upgrade path. Control Rig now uses normal Blueprint Variables (through the MyBlueprint) widget. Parameters are auto converted to public variables in UE 4.26.

  • New: Added support for if and select branching in Control RigVM. New If and Select nodes perform branching based on a value selection. To use this functionality drag a pin out and look for If and Select in the context menu.

  • New: Added Support for nested dynamic arrays in Control RigVM.

  • New: Added Aim Math node in Control Rig.

  • New: Introduced bracketing scope system to bracket init, update, setup, interaction and sync in Control Rig.

  • New: SetRelativeTransform node now replaces SetRelativeBoneTransform.

Deprecation Note: Users won't be able to create the old nodes, but content won't break. Nodes will be flagged as "deprecated" with a red node title.

  • New: Updated descriptions, keywords, and tooltips in Control Rig nodes.

  • New: Lift error reporting nodes to be interactive - nodes will now show changes as the graph is running in Control Rig.

  • New: Added new generalized GetTransform node to replace GetBoneTransform and 5 other nodes in Control Rig. The GetTransform takes in an item, and can now read any transform within the hierarchy.

  • New: Added Control Rig operation nodes : Name endswith, startswith, contains. String operation / Name operation nodes.

  • New: Control Rig will now Save default expansion state for nodes. Users can provide a default expansion state for a node and save it by right clicking the node and choosing "Save Default Expansion State".

  • New: Enabled Control Rig Component to drive the root component of an Actor.

  • New: Added a new Control Rig Ability to create collections by drag & dropping.

  • New: Added a Control Rig Collection Difference node.

  • New: Moved mode on FK Rig to UProperty instead of Control RIg.

  • New: SetTransform node in Control Rig will now replace SetBoneTransform, SetSpaceTransform, SetControlTransform, SetInitialTransform, SetInitialSpaceTransform. Users won't be able to create the old nodes, but content won't break. Nodes will be flagged as "deprecated" with a red node title.

  • New: Added support for sending events from a Control Rig to the Engine/Editor.

  • New: Added an "Additive" option to the context menu in FK Control Rig.

  • New: Added Branching support for execution model in Control Rig.

  • New: Added new Control Rig node: Propagate to Children Unit. This node enables the ability to propagate a transform change within the hierarchy to the children of a provided item. This is useful if you want to delay the propagation to a later time and manually call it.

  • New: Initialize Verlet integrator during the first run, not during init. To avoid an issue concerning determinism, we now initialize all verlet simulated nodes during the first run of the node instead of initialization time.

  • New: The Rig Hierarchy now uses Int32 for comparison of hierarchy topology versions. (adding, removing, renaming / repairing items).

  • New: Introduced notion of SliceContext per pin in Control Rig.

  • New: Added weight to fit on a curve node in the Control Rig.

  • New: Added new node to Control Rig 'Quaternion Scale Unit" A node which enables magnitude scalability of a quaternion.

  • New: Added 'Twist Bones Unit Node" to Control Rig.

  • New: Added PreSetup / PostSetup events and support units to Control Rig Component.

  • New: Added new functionality to Control Rig to support entry names + init execution.

  • New: Enabled Control Rig access to mapped elements in Blueprint.

  • New: Added Blueprint functionality to Control Rig component. You can now drive the Control Rig Component's functionality through Blueprint.

  • New: Added Hierarchy accessor units such as GetParent, GetParents, GetChildren and GetSiblings to Control Rig.

  • New: Introduction of slice context and support for a loop node in Control Rig.

  • New: Added Support for additive mode to FK Control Rig.

  • New: Introduced slices data structure to ExecuteContext and Dynamic Memory support in Control Rig.

  • New: Disabled Control Rig auto-compile during setup mode.

  • New: Added new hotkey Ctrl+Shift+G to reset all Control Rig transforms.

  • New: Provided access to event names and information about controls being accessible. The Control Rig API including the RigVM API has been extended to provide access to the supported event names as well as the accessibility of Controls.

  • New: Pin Watches now support slices (multiple values per loop) in Control Rig.

  • New: Added new node 'Item Exists" to Control Rig. Item Exists node will return false if a specified item cannot be found.

  • New: Enabled Shift P hotkey to Parent/Unparent User defined bones. Within the Rig Hierarchy Widget or the Control Rig Editor viewport press 'Shift+P" on your keyboard for parenting or unparenting the selection to the root of the tree.

  • New: Added draw space functionality to Control Rig. The Control Rig Editor's viewport now provides the option to draw all spaces by default.

  • New: Introduced support for the constant / varying state of pins and nodes in Control Rig to prepare for constant folding.

  • New: Events coming from Control Rig will now provide a total time.

  • New: Added Ensure to set map range and other settings on alpha interp during Execute in Control Rig.

  • New: Enabled the option to retain control values within the ControlRigEditor during compile. Within the editor preferences you can now choose if you want to retain the pose of Controls during a compile or not.

  • New: Added a new menu entry for adding an FK Rig in Control Rig and removed additive and automaticbonecurve rig from the asset filter when adding a track.

  • New: Added a new setting to Control Rig that enables the automatic reset of all transforms on compile.

  • New: Control Rig / RigVM: Change MaxArraySize tag to ArraySize Since we no longer support resizing of arrays we are dropping the Max prefix.

  • New: Replaced Control Rig Name unit.

  • New: Added Copy & Paste functionality to mouse location in Control Rig.

  • New: Added Support to Control Rig for creating comments using the 'C' hotkey.

  • New: Moved all DebugSettings on Control Rig node to "details only".

  • New: Added DetailsOnly functionality for RigUnits. Pins can now provide the "DetailsOnly" meta tag to make them show in the details panel.

  • New: Implemented access to all Control Rig control values in python. This includes minimum and maximum.

  • New: Upgraded Control Rig's AimBone, BoneHarmonics, ChainHarmonics and DistributeRotation to use FRigElementKey.

  • New: Added Mirror functionality to the Control Rig graph. To use, right click on a selection of nodes to allow string replacement and mirroring of transform pins.

  • New: Control Rig Sequencer will now use a display name test to track a name, rather than the class name.

  • New: Implemented new SetControlVisibility Node in Control Rig. You can utilize Control Visibility within the graph to hide sets of controls.

  • New: Implemented RigVM access to currently active instructions.

  • New: Implemented new nodes to Control Rig 'Collection enumerate' 'Index accessor' and 'get length" These nodes enable the user to get the index of an enumeration as well as the overall count / length.

  • New: Added new ControlRig Component to get two auxiliary Blueprint functions which simplify mapping elements.

  • New: Added new Plane intersection node to Control Rig.

  • New: Implemented int32 nodes and all related int32 math nodes to Control Rig.

  • New: Control Rig will now Set Initial Transforms on Controls in order to affect Offset.

  • New: Renamed Control Rig helper nodes for item and collection.

  • New: Implemented Control Rig API for introspection on available events / entries.

  • New: Added support scale for BasicIK in Control Rig.

  • New: Added Control Rig support for auto compile during setup mode.

  • New: Added weight to Control Rig DistributeRotation node.

  • New: Replaced GetBoneRelativeTransform with GetRelativeTransform node in Control Rig. Users won't be able to create the old nodes, but content won't break. Nodes will be flagged as "deprecated" with a red node title.

  • New: Replaced AddBoneTransform with OffSetTransform node. Users won't be able to create the old nodes, but content won't break. Nodes will be flagged as "deprecated" with a red node title.

  • New: Added Control Rig functionality to apply effector transform even if FABRIK or CCDIK doesn't change bone locations. In certain scenarios FABRIK and CCDIK nodes would not perform changes to the effector in the past.

  • Improvement: Improved keyboard workflow in Control Rig with pin name list widgets.

  • Improvement: Improved gizmo material and integrated with eye adaption in Control Rig.

  • Improvement: Added Branch folding for branch, if and select nodes. Optimized Compiler to remove unnecessary dead branches when using If and Select nodes.

  • Deprecated: Removed IControlRigManipulatable and IControlRigManipulationLayer in Control Rig.

  • Deprecated: Deprecated Blend(Transform) Node in Control Rig.

  • Deprecated: Removed ControlRigPickerWidget. The Control Rig Picker is no longer supported and has been removed.

  • Deprecated: Deprecated all other get transform nodes and updated "GetUnitLabel" in Control Rig. Users won't be able to the old nodes anymore, but content won't break. Old nodes will show up as 鈥渄eprecated" with a red node title.

  • Deprecated: Removed the manipulation module and moved the GizmoActor to the Control Rig module.

  • Deprecated: Disabled Point Simulation Node in Control Rig. Please note that this node is using a deprecated point solver which is going to be replaced by another physics solver. Please do not rely on this node.

  • Deprecated: If you were using the "MaxArraySize" metadata tag in a custom Control Rig node, replace it with 鈥淎rraySize" for 4.26+.

Import/Export

  • Crash Fix: Fixed various crashes when importing Alembic as a Geometry Cache or a Skeletal Mesh.

  • Bug Fix: Fixed materials not applying correctly to a flattened GeometryCache.

  • Bug Fix: Fixed a bug when importing animations that would try to report invalid progression values on an animation with multiple channels.

  • New: Added a new Alembic import option to skip computing tangents that can improve playback performance of a streaming Geometry Cache.

  • New: Added an experimental editor plugin to stream a GeometryCache from an Alembic file without having to import it as an asset. Enable the "Geometry Cache from Alembic File(Experimental)" plugin to start using it.

  • New: Improved playback performance of animated meshes inside a USD stage.

Skeletal Mesh

  • Bug Fix: Fixed missing macros in FSkinWeightVertexBuffer and FSkinWeightDataVertexBuffer.

  • Bug Fix: Explicitly specify which UAV buffers participate in overlapped compute shaders.

  • Bug Fix: Exposed Skin Weights public API to external modules.

  • Bug Fix: Fixed PoseableMeshComponent to now tick when the transform is updated.

  • New: Added warning on mobile if skelMesh LOD number of influences per vertex is greater than twelve.

  • New: Exposed pre-skinned vertex buffer to local vertex factory so that pre skin vertex position is available to material nodes that use it when derived vertex factories generate position buffers that are post skinned.

  • New: Exposed pre-skinned vertex buffer to local vertex factory so that pre skin vertex position is available to material nodes that use it when derived vertex factories generate position buffers that are post skinned.

  • New: Added LODSyncComponent to synchronize LOD across different mesh components, for example, SkeletalMeshComponent or GroomComponent. This can be used for synchronizing LOD to ensure the intended LODs are used together between different parts.

  • New: When the recomputing tangent option is on in GPUSkinCache, allow the user to select which Vertex Color channel to use to blend between the recomputed tangents and the skinned tangents. The color green is used as the default channel color.

  • New: Allowed classes that have FBoneReference properties to specify what skeleton to use by inheriting from IBoneReferenceSkeletonProvider.

Audio

  • Crash Fix: Fixed a crash on an audio device hot swap when channels have changed.

  • Crash Fix: Fixed a garbage collection crash with an async task owned by FMixerSourceBuffer.

  • Crash Fix: Fixed a crash due to a race condition with the Audio Spectrum Analyzer.

  • Crash Fix: Fixed a crash on load with the Oculus audio plugin.

  • Crash Fix: Fixed a crash that occurred during Submix Graph editing when trying to connect certain pins to or from a parent submix.

  • Bug Fix: Cooked Quality Node Culling now works properly; when enabled, projects will only cook the branches of the quality node that are enabled for that platform, discarding all other branches. This saves memory and speeds up serialization.

  • Bug Fix: Fixed a SoundConcurrency issue where StopLowestPriority and StopLowestPriorityThenNewest had swapped logic.

  • Bug Fix: Fixed a deadlock caused by listeners attempting to access an audio device instance during device destruction when it should no longer be accessed.

  • Bug Fix: SoundCueTemplate code now utilizes the new ClassTemplateEditorSubsystem.

  • Bug Fix: The proper SoundClass per SoundWave now shows when using stat waves/au.debug.soundwaves 1.

  • Bug Fix: Low-pass filters now behave correctly when set through a Sound Class mix.

  • Bug Fix: Fixed a submix issue with muting audio output in unrelated submixes.

  • Bug Fix: Fixed issue with ambisonic decoding where rotation had to occur in both elevation and azimuth to update the decoding instead of either/or.

  • Bug Fix: Fixed a bug where SoundCues wouldn't update the Stream Caching loading behavior of their USoundWaves.

  • Bug Fix: Fixed the mic noise gate threshold for OSS VoIP.

  • Bug Fix: Fixed a bug where sounds with a short fade-in were not playing.

  • Bug Fix: Impulse responses (IRs) have been removed from the list of assets that can be created from the Content Browser. This fixed an issue when using raw imported .wav data vs. compressed data for IR Assets.

  • Bug Fix: Fixed the default device selection in OSS VoIP.

  • Bug Fix: Fixed an issue with a flipped X-axis in ambisonics decoding.

  • Bug Fix: Fixed a bug where sounds in a concurrency system were becoming orphaned and stale if set to PlayWhenSilent.

  • Bug Fix: Added a normalized version of FSpectrumAnalyzer::GetMagnitudeForFrequency() called GetNormalizedMagnitudeForFrequency().

  • Bug Fix: Fixed submixes not re-registering in editor when modifying an effect array or reparenting submixes. Also fixed a crash that occurred when attempting to call InitInternal() from a render thread.

  • Bug Fix: Fixed a memory stomp in the editor when importing audio files.

  • Bug Fix: Fixed a bug with import math for impulse responses.

  • Bug Fix: Fixed an error on the gains of the upmixing function Mix2ChannelsTo6ChannelsFast.

  • Bug Fix: Fixed an issue with AudioComponent::StopDelayed() not stopping the audio component under certain conditions.

  • Bug Fix: A fix was made for the submix envelope follower delegate not outputting the correct envelope for the submix.

  • Bug Fix: Fixed a race condition on rebuilding the submix graph.

  • Bug Fix: Fixed an issue with updating params on submixes.

  • Bug Fix: Fixed a bug in the source effect chain initialization that caused source effects to not play in certain cases.

  • Bug Fix: Fixed the ability for audio components to control source bus sends in Blueprint through SetSourceBussendPreeffect and SetSourceBusSendPostEffect.

  • Bug Fix: Swapped function descriptions to match audio volumes for interior and exterior settings.

  • Bug Fix: Fixed an issue with sound class-based distance attenuation scaling.

  • Bug Fix: Fixed the audio component start time offset for playback percentage.

  • Bug Fix: Fixed short XMA stream truncation.

  • Bug Fix: Fixed a bug with passing an incorrect target platform name for cook overrides.

  • Bug Fix: Fixed an issue with soundfield submixes connecting to incompatible soundfield submixes in the submix graph. They are now shown as disconnected and incompatible.

  • Bug Fix: Fixed an issue with submix assets not opening correctly when double-clicked in the Submix Editor.

  • Crash: Fixed a crash caused by the immediate teardown of an audio device if the device fails to initialize.

  • Bug Fix: Fixed the audio distortion when resuming after a constrain/suspend app life cycle event on Xbox.

  • Bug Fix: Fixed a buzz issue with resonance when outputting to output > 2 channels (such as for surround) and graph has no binaural sources to process.

  • Bug Fix: Fixed a crash when calling GetMMDeviceInfo.

  • Bug Fix: Fixed an assert in FinishRecordingOutput when given an invalid path argument.

  • Bug Fix: Fixed a COM exception in the audio mixer.

  • Bug Fix: Fixed an issue with the non-realtime renderer outputting silence.

  • Bug Fix: Fixed a race condition in the audio renderer by refactoring the audio render buffers to use a thread-safe circular buffer.

  • Bug Fix: Fixed an OSS VoIP failure that occurred after level travel.

  • Bug Fix: Fixed an APU crash caused by a race condition on shutdown on Xbox.

  • Bug Fix: Fixed the support for audio Niagara Data Interfaces on the CPU.

  • Bug Fix: Fixed an issue of sounds failing to cull based on priority.

  • Bug Fix: Fixed an issue where sound cue node culling was not working in non-editor builds.

  • Bug Fix: Fixed an issue with rotating ambisonics sound sources.

  • Bug Fix: Fixed to ensure on servers when USoundWave::RetainCompressedAudio is called. Retained audio is not relevant for servers.

  • Bug Fix: Fixed a regression in the way SoloSound console command works.

  • Bug Fix: Fixed an issue for when sample rate quality changes asset do not recook.

  • Bug Fix: Fixed an issue with source buses and submixes not getting properly imported or discovered when the editor is run with -nosound.

  • Bug Fix: Fixed a bug with quality 100 seekable streams (LPCM) hitting the EOF correctly.

  • Bug Fix: Fixed a bug with baked envelope data returning data for non-looping sounds.

  • Bug Fix: Fixed a hang on PIE exit.

  • Bug Fix: Fixed a shutdown for single-threaded applications.

  • Bug Fix: Fixed a rare hang when the application exits on Xbox.

  • Bug Fix: Fixed a dynamics processor key gain issue.

  • Bug Fix: Fixed an issue where the reverb dry level was not working correctly.

  • Bug Fix: Fixed a bug with the IR asset being in the correct category in the sound submenu.

  • Bug Fix: Fixed a race condition with audio device swapping.

  • Bug Fix: Fixed a Solo Sound Wave action that was not working.

  • Bug Fix: Fixed an issue with the Create New option in the editor for IR assets since they are converted from SoundWaves.

  • Bug Fix: Fixed an issue with audio assets getting compressed/retrieved from the DDC even when cooking the server, which resulted in long server cook times.

  • Bug Fix: Fixed a bug with multiple submix effects not processing.

  • New: Migrated modulation plugin debug commands to work properly with the au.debug.soundmodulators command.

  • New: A new interface was added for procedural audio generation to avoid UObject dependencies in the audio render thread: the ISoundGenerator.

  • New: Audio volumes can now send audio to submixes.

  • New: Dry (initial sound) and wet (repeated sound) level controls were added to submixes.

  • New: Improved the FAudioChunkCache::GetChunk()鈥攊f it is called with bBlockForLoadCompletion, it will perform that load synchronously instead of starting and waiting for an async task.

  • New: Added a LoadingBehavior category to the Audio Stream Caching section in AudioMemReport, as well as an on-screen debug print.

  • New: Added a new Audio Bus Asset feature that allows audio to be routed to effects but not rendered as audible.

  • New: A multiband compressor was added to the DSP library.

  • New: Multi-channel sources can now send to source buses.

  • New: Real-Time Submix Spectrum Analysis Delegate contains a host of improvements and new functionality over the existing submix spectral analysis utilities:

    • Convenience functions for creating spectrum bands make it easier to choose the right set frequencies for the sounds you want to visualize.

    • Custom delegate events and a configurable update rate provide easy control over the runtime cost of performing spectral analysis.

    • Normalization and Auto Range make the spectrum analyzer robust to all types of content.

  • New: Subtitle-related properties of Sound and Dialogue Wave are now exposed to Blueprints.

  • New: Added AssetUserData support to SoundBase.

  • New: Organized attenuation categories when they display in the Details panel.

  • New: Added a new convenience method in Blueprints for creating an OSC Server and Client that avoids common problems with the garbage collector.

  • New: Moved the Audio Modulator update to the audio render thread for smoother transitions and better audible masking of game thread hitches.

  • New: Added the ability to use PlaySound2D for non-UI related sounds.

  • New: Updated libsndfile to 0.1.9.

  • New: Added a Modulation Envelope Follower Generator.

  • New: Added a Class template.

  • New: Added the ability for plugins to define their own Modulation Generators.

  • New: Added data-driven Modulation Parameters, which are now assets that can be referenced by Modulation Destination Settings and modulator types.

  • New: Added delegates for reporting when playstate and virtualization change in an AudioComponent.

  • New: Added functions to audition Modulation Mixes in the editor.

  • Improved: Added an SIMD-optimized version of the plate reverb effect.

  • New: Added visual data and layouts for linear and unit encoding for Modulation Bus values in the editor.

  • New: Added a retrigger threshold for sound concurrency. Sounds that trigger on the same sound concurrency below the threshold will not be played.

  • New: Added new CVAR-based debug commands that replace and deprecate the older, stat-style debug commands.

  • New: Added an option for enabling all viewports in editor (present and future), as well as per viewport, by setting -allViews to on or off.

  • New: Added support for True Stereo impulse responses for the Convolution Reverb Submix Effect.

  • New: Additional multichannel mixing controls provide the tools needed to create a consistent convolution reverb for stereo and surround channel configurations.

  • Deprecated: Deprecated OnStart and OnStop synth component virtuals as they are redundant to OnBeginGenerate and OnEndGenerate.

  • Deprecated: Deprecated specialized import for multiple .wav files with special cased file names.

Automation

  • Bug Fix: Expected errors in automated tests are no longer reported as errors in commandlet runs or causing commandlet runs to return a non-zero return code.

  • Bug Fix: Fixed a typographic error ("Screnshots") for Automation errors.

  • Bug Fix: Fixed Linux packaging failure resulting from Lumin key being copied locally into Gauntlet.

  • Bug Fix: Fixed an issue where, on some platforms, new and modified screenshots for the automation framework could not be approved in the Editor.

  • New: Added stompmalloc and d3ddebug options to the EngineTest BuildGraph script.

Blueprints

  • Crash Fix: Fixed a crash on cook with Blueprint nativization enabled if an unexpected class type was specified in the 'ExcludedBlueprintTypes" list.

  • Crash Fix: Fixed crash loading a map after adding an entry to a set on an instance of a Blueprint when the set's default values in the Blueprint had at least 1 entry.

  • Crash Fix: Fixed an occasional crash during nativization of child Blueprint assets that were reparented to a native Actor class in an older editor version.

  • Crash Fix: Fixed a crash when renaming a nested UserDefinedStruct would incorrectly access pin indices after reconstruction.

  • Crash Fix: Fixed a crash when creating a Blueprint User Struct with the same short name as a C++ struct.

  • Crash Fix: Fixed a crash in SetLinker when loading actors with components that have subobjects.

  • Crash Fix: Fixed a crash that could occur after deleting and replacing references to a Blueprint asset.

  • Crash Fix: Fixed crashes that could occur after reloading Blueprint assets from the Content Browser.

  • Crash Fix: Using Undo after duplicating Custom Event nodes no longer causes a crash.

  • Crash Fix: Fixed a crash in SGraphPinKey construction of orphaned pins.

  • Crash Fix: Fixed a crash that could happen when gathering asset registry tags from a cooked Blueprint.

  • Crash Fix: Fixed an editor crash after converting a class with a user-defined type dependency when using the Blueprint native code generation developer menu tool.

  • Crash Fix: Fixed an editor crash that could occur when compiling a Blueprint Function Library with a function graph that contained an error if a dependent Blueprint contained a call to the library function in its construction script.

  • Crash Fix: Fixed an editor crash on process exit if one or more Blueprint assets were still being indexed in the background.

  • Bug Fix: Prevented pin types from propagating on the target array if it is a wildcard and there is already a connection type.

  • Bug Fix: Updated EnumEditorUtils to propagate to user defined structs as well, not just classes when the order of an enum is changed.

  • Bug Fix: Fixed the Blueprint delegate references not being updated after duplication.

  • Bug Fix: Added a missing code thunk for nativized Blueprint assets utilizing an array swap node.

  • Bug Fix: The construction script is now correctly run from FinishSpawning when an actor is spawned via Blueprint in the editor world.

  • Bug Fix: Fixed Reset Instance Changes to Default for Blueprint added components.

  • Bug Fix: Function nodes added by dragging from the function list will now correctly snap to the grid.

  • Bug Fix: Disabled adding parameters to functions during PIE.

  • Bug Fix: CompileAllBlueprints whiteList option will now work as one. Previously, It was acting as a black list.

  • Bug Fix: Fixed call in editor buttons visible in Blueprint editor.

  • Bug Fix: Fixed incorrect encoding on UHT boilerplate source files generated from a nativized Blueprint class header file with Unicode characters in one or more Blueprint function names.

  • Bug Fix: Fixed a potential C++ type ambiguity in a nativized Blueprint function call site with at least one input argument that accessed a non-native member through an unconverted stub class.

  • Bug Fix: Hid Shortest Path Pin by default on the Ease Function Blueprint node.

  • Bug Fix: Added missing nativized Blueprint typecast support for map key/value and set element wildcard-typed function call inputs.

  • Bug Fix: Fixed an edge case in nativized Blueprint ctor code generation where custom collision profile response values would sometimes not be applied to a mesh instance.

  • Bug Fix: Component Expose on Spawn properties are now correctly set before OnConstruction or OnRegister events occur.

  • Bug Fix: No longer display the bindable events if the object property cannot be resolved.

  • Bug Fix: Added Component nodes now correctly hide the comment bubble on disabled "ghost" nodes.

  • Bug Fix: TSubclassOf is now correctly reflected to nativized Blueprint C++ code for "wrapped" object ptr types.

  • Bug Fix: Fixed negative time check in K2_SetTimer.

  • Bug Fix: Instanced components will no longer remain visible in the component tree view after resetting to Blueprint defaults.

  • Bug Fix: Fixed a bug where using a reroute node connected to GetClassDefaults would cause pins to become hidden on compile.

  • Bug Fix: Fixed a bug where variables created by promoting a pin would lose their default value on undo.

  • Bug Fix: Fixed an unrecognized tab that appeared when opening a Blueprint that was not up-to-date in defaults-only editor mode.

  • Bug Fix: Fixed "Call Parent Function" nodes having an incorrect tooltip in duplicated Blueprints.

  • Bug Fix: Fixed non-commutative binary operators in FBasicMathExpressionEvaluator.

  • Bug Fix: Removed the ability to create a Property Reference type in the Blueprint editor as it is not functional on it's own. Native FFieldPath properties can still be used with a customization.

  • Bug Fix: Added missing code thunks for auto generated SetMapPropertyByName()/SetSetPropertyByName() call sites in a nativized Blueprint class.

  • Bug Fix: Fixed a compiler error that occurred when removing interfaces from duplicated Blueprints.

  • Bug Fix: Added IsConnectionDisallowed to UK2Node_CallArrayFunction to correctly block connections from related object classes.

  • Bug Fix: Added a KismetSystem function for setting FColor's properly, instead of incorrectly calling the setting for "FLinearColor" upon compilation.

  • Bug Fix: Added 'Self" as a reserved name for function parameters in Blueprints.

  • Bug Fix: When collapsing a to Function and Add Function in a const Blueprint, it will now automatically make the new function const.

  • Bug Fix: Updated the green "+" or 鈥渧iew" buttons in the details panel to properly utilize the ComponentTemplate class so native component delegates will show up as well.

  • Bug Fix: BP Variable sets will now only clear wildcard types if both pins are empty.

  • Bug Fix: Removed an unnecessary call to NotifyPostChange which was causing UserDefinedStruct recursion guard to trigger and not save references to assets.

  • Bug Fix: MaterialParameterCollection can now be promoted to variable in Blueprints.

  • Bug Fix: Map Variables now have an icon in the Blueprint Editor Action Menu.

  • Bug Fix: Fixed interface-typed inputs on non-native Blueprint functions leading to a compile error in its nativized C++ code if the input was cast to an object inside the function graph.

  • Bug Fix: Fixed case sensitivity for Switch on String node.

  • Bug Fix: Added soft class/object support to FDynamicOutputHelper::IsTypePickerPin. Remove invalid ensure about dynamic output pin directions.

  • Bug Fix: Updated the amount of padding for graph nodes by default so that it better fits our compact math nodes.

  • Bug Fix: Fixed non-nativized Blueprint stub functions failing to copy values back out to any output parameters after VM execution when using exclusive nativization.

  • Bug Fix: Fixed the default BlueprintNativeEvent method definitions in the DataSourceFilter/IDataSourceFilterInterface APIs to be overridable in C++ in order to support nativization of Blueprint implementers.

  • Bug Fix: Added more explicit messaging for map/set errors when attempting to create a container of non-hashable type.

  • Bug Fix: Disabled connections of exec pins to array, set, or map container nodes.

  • Bug Fix: Made local function variables global when converting from a function to an event.

  • Bug Fix: Fixed keyboard navigation issue after renaming a component in Blueprint Editor.

  • Bug Fix: Added UFUNCTION parameter name validation to UHT on native functions.

  • Bug Fix: No longer set autogenerated nodes to transactional unless the owning graph is also marked as transactional.

  • Bug Fix: Added ATAN2 naming alias which allows it to be placed in the Math Expression node.

  • Bug Fix: Removed Blueprint recompiling on rename as it is redundant with new BP Compiler updates and causes a re-entrance into FileHelpers::SaveWorld.

  • Bug Fix: Dragging off a pin in Blueprint Function Libraries will now allow the user to Promote it to a Local Variable.

  • Bug Fix: Components added directly as a child node will now have an initial transform consistent as if they were added to the root and then attached to the parent node.

  • Bug Fix: Native Components will now only display the "Add Event" context menu if editing is allowed on them.

  • Bug Fix: Duplicating a function now correctly updates the details panel to edit the new function.

  • Bug Fix: Marked child Blueprints as modified when removing an interface to prevent phantom references in the Reference Viewer.

  • Bug Fix: All subobjects are now preloaded when preloading templates for the Inherited Component Handle.

  • Bug Fix: Fixed duplicate nodes being created when Promoting a collapsed graph to a function or macro.

  • Bug Fix: Exported the FFindInBlueprintsResult and FStreamSearch APIs.

  • Bug Fix: Duplicating variables inherited from a parent class in the MyBlueprint panel now copies the default value from the old variable to the new one.

  • Bug Fix: Enabled renaming Enumerators to the same name with different capitalization.

  • Bug Fix: Self-context function calls that are implemented as an event will now be properly created as such.

  • Bug Fix: Enabled wildcard pins for assignment nodes to take on container types from other wildcard pins.

  • Bug Fix: Fixed Blueprint type-checking logic so that an error is properly raised after a member variable changes type.

  • Bug Fix: Fixed an edge case where custom collision profile response values were not being applied in nativized Blueprint ctor code.

  • Bug Fix: Refactored UEdGraphPin::GetPrimaryTerminalType to use the existing FEdGraphTerminalType::FromPinType method.

  • Bug Fix: Fixed non-functional collision in a nativized Actor Blueprint with one or more components set up to use a custom collision profile to override the component's inherited default collision response.

  • Bug Fix: Added a check to guard against a reported crash while scanning a new object redirector to a Blueprint asset when surfaced by the directory watcher.

  • Bug Fix: Fixed variables on spawned Blueprint instances from not being initialized to modified native struct types with details customization and no UPROPERTY() fields.

  • Bug Fix: Fixed a compile error during packaging when nativizing a Blueprint class with a MakeStruct node used to create an FFrameTime struct value literal.

  • Bug Fix: We now validate bound events at compile time to ensure that the owning component has not been removed from the Blueprint. This may throw Blueprint Warnings in existing assets and exposed events that were bound, but never called. The error will read "

  • Bug Fix: Blueprints with containers that reference user-defined structs that have been deleted outside of the editor are no longer unfixable. Users can now delete these references so that the Blueprint compiles again.

  • Bug Fix: Skeleton classes will now only reinstance into valid class hierarchies, enabling garbage collection to handle them properly, avoiding reprocessing during every instance.

  • Bug Fix: Blueprint diff tool's AdvanceMapIterator and AdvanceSetIterator will now correctly advance valid iterators. This fixes a bug where only the first element in a map would be diffed against, but it would be done N times.

  • Bug Fix: We no longer relocate transient ICH override templates when compiling a parent Blueprint class. This avoids archetype lookup failures on a child class load.

  • Bug Fix: Added functionality to break custom event node links when promoting from a collapsed graph to a new function graph to avoid creating a cross-graph pin link.

  • Bug Fix: Fixed an issue where Blueprint functions called from UMG or async callbacks would run in the wrong client/server context when using Play In Editor. Now every time a Blueprint function gets executed it will correctly set the "world context" which should fix issues with soft object references.

  • New: Added Move to Parent option for variables and functions in MyBlueprint list.

  • New: Added Copy/Cut/Paste Support for variables, functions, and macros.

  • New: Disabled editing of default values on soft object reference member variables.

  • New: Added "Create Matching Function" context menu option to unresolved CallFunction nodes.

  • New: Improved Replace Node References feature and promoted from experimental.

  • New: Component tick properties can now be modified by a Blueprint that has added a component of that type.

  • New: Instead of just removing connections on latent action nodes, rewire them if possible and if not then create an orphan pin.

  • New: Exposed TSoftObjectPtr

  • New: Generated new Variable GUIDs when duplicating Blueprint assets, preventing them from finding false positives in Blueprints.

  • New: Added GetPlatformUserDir to kismet function library.

  • New: Fixed static functions on network-enabled classes like Actor to correctly handle Authority Only/Cosmetic correctly.

  • New: Blueprint Variables now show tooltip text when hovering over the tooltip EditableTextBox in the details panel.

  • New: Added reverse function for arrays to Blueprint API.

  • New: Added bOpenInEditor parameter to CreateBlueprintFromActor and CreateBlueprintFromActors.

  • New: Adjusted the Blueprint debug toolbar to better fit on the screen for smaller window sizes.

  • New: Added the ability to convert functions and events from the "My Blueprint" window as well as by right clicking on the node.

  • New: Added export flag to UK2Node_GetSubsystem.

  • New: Enabled Vectors and other struct types to edit the value and slider range metadata in the details panel.

  • New: The context search will now prefer options that have been favorited by the user.

  • New: Added automatic naming of Blueprint variables to match their target pin when "Promoting to Variable".

  • New: Added controllable length to ArrowComponent and expose in TargetPoint, which grants ability to use them as an editor visualization from Blueprints.

  • New: Added GetSystemPath function for finding the full path to an Asset on disk.

  • New: Subsystems that are marked NotBlueprintType in their metadata are now hidden from showing up as subsystem targets in Blueprint editor, allowing native-only subsystems. Static functions will still be available.

  • New: Added suppressable warning dialog when attempting to rename RepNotify functions.

  • New: Added prompt when pasting unresolved function nodes to ask how they should be resolved.

  • New: Added new "Random" and "RandomFromStream" to KismetArrayLibrary.

  • New: Enabled UEdGraphPin to opt out of "Friendly" Names in Editor without explicitly declaring an override.

  • New: Added int64 type to Temporary variable action registry and GetValueFromString in Blueprints.

  • New: Actor Component Blueprints now use the same Data Only Blueprint logic as all other types. They will open in the Data Only Blueprint editor if they contain no nodes.

  • New: Blueprint debugger commands Step (Into/Next/Out) will now ignore the currently selected filter object, making it easier to trace execution from one Blueprint to another.

  • New: Blueprint Editor will now display which Blueprint library is currently being loaded so that developers can have visibility on which libraries take a long time to load.

  • New: Exposed InterpToMovementComponent's AddControlPointPosition and ResetControlPoints functions to Blueprint.

  • New: Added an on-by-default CVar that enables users to suppress warnings about events that are missing their bound components. Turning this on will result in possible silent failures of the Blueprint compiler.

  • New: Added a new Blueprint compiler safety check that will warn when a bound event's component has been deleted. This can possibly expose a lot of previous silent failures. If you wish to disable these warnings, then you can set the Config variable "bp.PinValidityCheck.bDisplayMissingBoundComponentWarning" to false in your DefaultEngine.ini file. We don't recommend turning off these warnings in the long term, but it can be useful to clean up the issues over time on large projects instead of all at once.

  • New: Added function alias "FCeil" for 鈥淐eil" on math expression nodes

  • New: Added wildcard connections to the wildcard pins in the Format text node so that it can be used inside of macros.

  • New: Added Preview Playback FPS option to SubUVMaker, changing settings will no longer reset the preview result.

  • New: Added new Macros "Create and Assign Render Target" and 鈥淐reate and Assign MID" that handle the logic to assign the resulting assets to variables and avoid re-allocating memory if the variable still contains data that matches the requested input.

  • New: Added Cloud Compositing BP tool to Volumetrics Plugin, includes some example shaders from simple billowy clouds to storms.

  • New: Made SubUV maker work with Niagara systems and capture them directly in the editor viewport.

  • New: Exposed more LiDAR interactions to Blueprints.

  • New: Added a simpler preview subUV that works better and is easier to start from.

  • New: Added override functionality for fluid simulation testing in Landmass.

  • New: Added a "DisableSplitPins" metadata tag for native make/break nodes. Adding the metadata tag to the 鈥渕eta" section of your UPROPERTY tag will disable split pins on your custom UClass/UStruct.

  • Improvement: Improved behavior when using the Blueprint debugger object filter on an actor that was dynamically spawned. It will attempt to save and restore your selected actor/object over multiple PIE sessions until the filter is manually changed.

  • Deprecated: Fixed "Quaterion" typo by renaming two functions with the type to Conv_VectorToQuaternion and Conv_Vector4ToQuaternion.

Core

  • Crash Fix: Fixed a crash in UnrealHeaderTool when you have a UInterface but no corresponding IInterface.

  • Crash Fix: Fixed a crash when using the property system to edit a TMap property with a TWeakObjectPtr key.

  • Crash Fix: Fixed rare crash occurring during LoadTime analysis threading issue where EditCpuTimeline ended up being called without being under the proper edit session scope.

  • Crash Fix: Fixed hot reload crashing when creating a new user-defined Blueprint struct.

  • Crash Fix: Fixed a crash in UnrealHeaderTool when parsing two headers with the same leaf name but different paths.

  • Crash Fix: Fixed shutdown crash in monolithic editors, this was due to a global static being marked destroyed and falling out of scope.

  • Crash Fix: Fixed an UnrealHeaderTool crash when you have a UInterface but no IInterface.

  • Crash Fix: Fixed skiprows crashing in CsvToSvg, csvdir will now read .csv.bin files.

  • Crash Fix: Fixed nullptr crash when cooking.

  • Crash Fix: Fixed a crash when running clients and -nullrhi. Ensure the preload screen manager is running even though there is no window to render.

  • Crash Fix: Fixed a rare crash when incremental Garbage Collector is running and other threads create new UObjects.

  • Crash Fix: Fixed TCHAR_TO_UTF8 crash for illegal UTF-16 strings that end with the first half of a UTF-16 surrogate pair.

  • Crash Fix: Fixed Garbage Collector crashes caused by Object class 'ClassPrivate pointer" being null, and added an assert to FObjectPropertyBase::CheckValidObject when an object class is null.

  • Crash Fix: Fixed a crash when generating native code for Blueprints that contain 'Property Reference" variables.

  • Crash Fix: Fixed a rare crash when destroying objects caused by logging code trying to log path names of destroyed objects.

  • Crash Fix: Fixed a crash when saving Blueprints with 'Set Float Attribute" node.

  • Bug Fix: Fixed potential precision error in FEngineWaitLatentCommand::Update and FStreamAllResourcesLatentCommand::Update.

  • Bug Fix: Changed DDC file writes and reads to be silent. This avoids commandlets failing because of errors logged during access to DDC.

  • Bug Fix: Fixed usage of SCOPED_NAMED_EVENT and TRACE_CPUPROFILER_EVENT_SCOPE in various places. This avoids scope event names to get additional quotes and avoids the overhead of using macros with dynamic string as scope names.

  • Bug Fix: Fixed TRACE_PLATFORMFILE_FAIL_OPEN to use -1 as an invalid handle for trace events.

  • Fixed missing TRACE_PLATFORMFILE_END_WRITE event when write operation fails to write all bytes.

  • Bug Fix: Updated ProjectManager.cpp.

  • Bug Fix: Remapped soft/weak object pointers when duplicating multiple actors.

  • Bug Fix: Fixed the FGenericPlatformOutputDevices::GetAbsoluteLogFilename() not reporting the correct log filename when more than one instance of the same application was running. This could lead to attaching the wrong log file to a bug report.

  • Bug Fix: Fixed leaked process handles on Windows.

  • Bug Fix: Fixed issue where the crash reporter was truncating some pointers.

  • Bug Fix: Fixed XMLFile. It wasn't properly dealing with a single quote in a content field.

  • Bug Fix: Fixed a race condition occurring when an ensure and a crash executed concurrently.

  • Bug Fix: Fixed the name generation of the folder containing the crash/ensure artifacts to avoid collisions.

  • Bug Fix: Fixed a race condition when generating the crash error message.

  • Bug Fix: Fixed a deadlock that could occur between an application and CrashReportClient.

  • Bug Fix: Fixed CrashReportClient HttpSendTimeout configuration having no effect because it was set before GConfig was initialized.

  • Bug Fix: Fixed a variety of subobject instance issues:

    • ComponentInstanceDataCache will now compare instances when evaluating whether objects are identical or not.

    • ComponentInstanceDataCache now preserves object names by duplicating them in unique objects rather than directly in the transient package where the name could already be taken.

    • ComponentInstanceDataCache now overwrites objects with the same name when restoring a duplicated object during the apply phase.

    • Fixed PPF_DeepCompareInstances between 2 instances not working. Now only template against template is skipped.

    • Deep comparisons now work on objects instanced in Blueprints. Instead of insisting the CDO itself has a DSO of the correct name, we simply compare that the objects have the same name and that they either have the same archetype, or one is the archetype of the other.

    • Comparisons of instanced objects in containers are now correctly using a deep comparison for property panel purposes.

  • Bug Fix: Fixed a bug that resulted in an infinite loop when launching a project where the editor was built with a Unique Build Environment.

  • Bug Fix: Fixed UnrealHeaderTool wrongly emitting a UObject::Serialize adapter function when a type provides overloads for both FArchive& and FStructuredArchiveRecord.

  • Bug Fix: Fixed UnrealHeaderTool generated code when a BlueprintNativeEvent UFunction is inside a WITH_EDITOR block.

  • Bug Fix: Fixed a hang in UnrealHeaderTool when a class inherits an interface with the same name except for the prefix.

  • Bug Fix: Fixed a bug in FVector::Coplanar. The test was returning a false result when plane B was 'under" plane A.

  • Bug Fix: Fixed usage of Encode 7bit in trace code. It may now use up to a maximum of 10 bytes.

  • Bug Fix: Fixed FString::TIsCharRangeNotCArray and FString::TIsTCharRangeNotCArray to avoid recursive template instantiation on some compilers.

  • Bug Fix: Fixed issue where application aborted when plugins failed to load due to EnableAllPlugins command.

  • Bug Fix: Removed CPF_HasGetValueTypeHash from FArrayProperty as arrays are not hashable.

  • Bug Fix: Changed the generated code emitted for properties by UnrealHeaderTool to avoid a PVS static analysis warning.

  • Bug Fix: Renamed CVar Debug.EnableLeakTest to EnableLeakTest. It was not possible to change from the console as "DEBUG" was consumed by UEngine::Exec.

  • Bug Fix: Fixed a MallocStompOverrunTest for 64 bits platforms. The original code was not causing a buffer overrun because of the 16 bytes alignment.

  • Bug Fix: Fixed a compile error TSparseArray::PointerToIndex.

  • Bug Fix: DisableEnginePluginsByDefault is now saved as part of the written Uproject JSON.

  • Bug Fix: Added support for namespaced native base types of UStructs in UnrealHeaderTool.

  • Bug Fix: Fixed a compile error in TLruCache::RemoveByPredicate.

  • Bug Fix: Fixed a compilation error with Algo::Rotate.

  • Bug Fix: Increased read buffer limit to 1MB (from 48K) for reading metadata from a trace file.

  • Bug Fix: Fixed TSet not being able to accept const pointers as search inputs when the element type was a non-const pointer.

  • Bug Fix: Fixed the nulling of properties during hot reload when a reinstanced object refers to another reinstanced object.

  • Bug Fix: Removed the "Channel" suffix from channel names when tracing them. This fixes regression for Trace Data Filtering plugin (showing 鈥淐hannel" suffix and presets not working anymore) and backward compatibility with previous traces.

  • Bug Fix: Added comments to TRACE_CPUPROFILER_EVENT_SCOPE macros.

  • Added TRACE_CPUPROFILER_EVENT_SCOPE_STR macro that receives static string parameters.

  • Fixed SCOPED_NAMED_EVENT macros adding extra quotes to named events when traced.

  • Fixed SCOPED_BOOT_TIMING to use TRACE_CPUPROFILER_EVENT_SCOPE_STR instead of the dynamic string version.

  • Bug Fix: Fixed FString::ParseIntoArray when the string has uninitialized reserved memory but is zero length.

  • Bug Fix: Fixed TSet properties text import of a struct type, where the struct doesn't initialize all of its members in the constructor.

  • Bug Fix: Fixed ObjectName:FieldName reversal bug in FField::GetPathName. Added StringBuilder version of FProperty and UObject GetPathName to optimize allocations in Niagara graph cooking.

  • Bug Fix: Changed GetNum(std::initializer_list) to return int32. This fixes the construction of a TArrayView from an initializer list.

  • Bug Fix: Fixed bias in Array_Shuffle.

  • Bug Fix: Fixed ObjectName:FieldName reversal bug in FField::GetPathName().

  • Bug Fix: Fixed TArrayView comparison ambiguity with == and != when both operands are TArrayView.

  • Bug Fix: ReadLibraryImportsFromMemory will no longer read past the end of the Imports table. This could result in invalid symbols added to the ImportNames table which resulted in increasing the engine start time.

  • Bug Fix: Allowed FStringView to be used with the ByHash TMap functions for FString TMap key queries.

  • Bug Fix: Forced stat groups to register in the constructor of their FThreadSafeStaticStat. This fixes a situation that prevented a group without FScopeCycleCounter from being activated if no other group was activated.

  • Bug Fix: Disabled copying of FUObjectItem.

  • Bug Fix: Prevented precision loss when passing an int64 value with basic math expression. The default value of the min and max is now the limit of the numeric type.

  • Bug Fix: Save INI files as UTF-8 by default.

  • Bug Fix: Subsystems will not attempt to instance non-authoritative classes.

  • Bug Fix: Avoided a stack overflow in FOutputDeviceRedirector.

  • Bug Fix: Added double overloads of IsNaN and IsFinite for Unix and Mac.

  • Bug Fix: Added an Ensure to AssetRegistry OnPathAdded and OnPathRemoved events are always fired hierarchically.

  • Bug Fix: Prevented the render thread from tracing an unmatched frame event.

  • Bug Fix: Fixed pak signature file data from incorrectly storing the original decrypted master hash after the initial load. This behavior caused future chunk hash mismatches to incorrectly report a master table corruption.

  • Bug Fix: Fixed CrashReportClient/CrashReportClientEditor sometime uploading the wrong log file.

  • Bug Fix: Fixed GenericPlatformOutputDevices to reserve and lock the name of the log file to prevent a concurrent instance to use it and ensure CrashReportClient.exe pick up.

  • Bug Fix: Fixed memory hangs when flushing async loading and the queue gets stuck on a low priority job which is not being serviced due to throttling. Please note that this is disabled by default due to a potential performance impact, but can be enabled via the CVar pakcache.AsyncLoadingAllowFlushProtection.

  • Bug Fix: Fixed a present hang detector race condition.

  • Bug Fix: Fixed initialization workflow of ExternalProfilers.

  • Bug Fix: Fixed a random memory corruption when using FMallocBinned.

  • Bug Fix: Fixed a Check failure in FD3D12CommandListManager::EndTrackingCommandListTime when running ProfileGPU.

  • Bug Fix: Fixed access violation in subsystem container startup discovered with the command '-stompMalloc"

  • Bug Fix: Disabled use of FPreloadFile for the asset registry. To re-enable define ASSET_REGISTRY_USE_PRELOAD_FILE to 1.

  • Bug Fix: TAllFieldsIterator will now iterate over nested inner fields. This fixes a bug where adding a new property to a user defined struct that's used in an array property on a Blueprint will corrupt the array values.

  • Bug Fix: Fixed up analytics WeakPtr reference by using Pin.

  • Bug Fix: Fixed Tickable objects from sometimes failing to register when re-allocated with the same address as previously destroyed ones.

  • Bug Fix: Added Ensure that FParse::Value returns a string with a correct length when used with an input string which length is greater than 4096.

  • Bug Fix: Fixed FPackageReader to copy the editor only filtering flag from the underlying reader archive to the owning package reader. It can be set by the summary reading code and affect how future serialization occurs.

  • Bug Fix: Fixed type conversions between Percentages and Multipliers.

  • Bug Fix: Fixed cooked builds using async archives, if we fail to load the package file summary then advance the async archive's load state out of "waiting for header" so that the failure can be processed gracefully and not trigger a check.

  • Bug Fix: Fixed StaticFindObject to search for any package with a package name that is only a substring of the full package name.

  • Bug Fix: Fixed a rare thread hang that could occur when reading from signed pakfiles from multiple threads.

  • Bug Fix: Fixed operator precedence and associativity in basic math expression evaluator.

  • Bug Fix: FReferenceFinder will no longer use multithreading until all native classes have been registered in order to avoid asserts when assembling token streams for classes that haven't had it assembled yet.

  • Bug Fix: Fixed FFieldPath::ToString from not removing nativized BP temp package prefix.

  • Bug Fix: Fixed a wrong printf conversion specifier for int64 type.

  • Bug Fix: Fixed final window size computation when only the window height is specified.

  • Bug Fix: Fixed global fstructuredarchive insertion operator not closing the adapter after use, added slot insertion overloads for TEnumAsByte, and enum class types.

  • Bug Fix: Fixed FAsciiSet::Skip skipping wide characters, Optimized Skip speeds, simplified ParsePropertyToken, and added some unit tests.

  • Bug Fix: Fixed issue with non-ASCII directory names.

  • Bug Fix: Added missing AddReferencedObjects functions to FDelegateProperty and FMulticalDelegateProperty.

  • Bug Fix: IncrementalPurgeGarbage will now lock the Garbage Collector guard only once to avoid too many locks.

  • Bug Fix: Made FPageAllocator a singleton to control global initialization/destruction order. Avoids a potential startup crash in monolithic builds.

  • Bug Fix: FFieldPaths should no longer re-resolve themselves each time a Blueprint is destroyed and only re-resolve if the Blueprint that owns the property they resolve is destroyed / or recompiled.

  • Bug Fix: Fixed Garbage Collector skipping some generated class references because they were incorrectly marked as CLASS_Native.

  • Bug Fix: Fixed a rare case of a compressed IO read re-using a cached buffer that it shouldn't have.

  • Bug Fix: Fixed StaticFindObject to handle nested sub-objects when searching for any package without a package pointer.

  • Bug Fix: Added ensure to fail the loading of an async package correctly when the summary load fails.

  • Bug Fix: FieldPath property's ImportText will now properly support full path names including the field type as well as delimited strings.

  • Bug Fix: UStructs with AddStructReferencedObjects are now correctly marked as containing object references, even if it contains no UPROPERTY object references

  • Bug Fix: Fixed memory stomping occurring when a long command line is used.

  • Bug Fix: When cooking, references to editor-only FProperties will be nulled out.

  • Bug Fix: Fixed wrong return type of rarely used ExportTextPathToObjectPath overload.

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  • Bug Fix: Fixed code for c++17 compilation. std::binary_function, std::unary_function and register keyword have all been deprecated.

  • Bug Fix: Added ensure to UAnimBlueprintGeneratedClass::EvaluateGraphExposedInputs" ValueHandlerNodeProperties so they now properly resolve against their class which can be in a renamed package when loading.

  • Bug Fix: TFieldPaths will now always try and use the provided struct when resolving themselves and update its path with the resolved package if it's different to the existing serialized value.

  • BugFix: The command line '-handleensurepercent=" now works correctly.

  • Bug Fix: Changed TArray version of TMap::GetKeys to reset supplied array before adding keys as the function did not work correctly if used to accumulate keys over multiple maps.

  • New: Updated API in FAxisViewportInt32 and FAxisViewportDouble. All functions from FAxisViewportInt32 and FAxisViewportDouble classes that change positions now return true if the position was changed.

  • New: Exposed a more customizable EnforceScrollLimits, in addition to UpdatePosWithinLimits.

  • New: Converted StaticConstructObject_Internal to use a parameter block.

  • New: TMap::GetKeys now resets the TArray passed into it.

  • New: Moved DeveloperSettings into its own module so it can be used outside of Engine. When inheriting from UDeveloperSettings, you will need to add DeveloperSettings as a module dependency.

  • New: Made the string builder types more generic. The string builder type hierarchy has been simplified to TStringBuilderBase

  • New: Changed TStringView

  • New: Added GridSnap and Floor as a templated function.

  • New: Added Emplace functions to SparseArray.New: Made internals of LoadFileToStringArray[WithPredicate] to support 64-bit sized files (still returns a 32-bit TArray of 32-bit FString lines).

  • New: Added Game and EditorOnly dependencies to the AssetRegistry. The information for which imports and soft package references are editor-only is calculated during SavePackage, and requires resaving packages to use; until packages are resaved, all of their dependencies are assumed to be used in-game. The interface of dependencies in the asset registry changed to support reporting the extra information for each dependency: EAssetRegistryDependencyType was split into EDependencyCategory and EDependencyProperty.

  • New: Added an option to view full reference chains (ignoring non-GC objects). Just add "full" to the argument list.

  • New: Custom versions can now register a validation function that can flag an asset as unloadable.

  • New: Added the IsValidPath function to FPackageName. This function checks for a valid root. FindOrLoadAssetsByPath (in EngineUtils) now uses IsValidPath to be able to load the content of roots. This was not possible before as IsValidLongPackageName on a root is always false.

  • New: Added FindDisplayNameTextByValue and FindAuthoredNameStringByValue functions to UEnum. These are like their Get equivalents, but return whether a value was found or not.

  • New: Updated ApplyBefore and ApplyAfter to TTuple. These functions use Invoke instead of a direct call to the callable object so that member function pointers can be used instead. Also removed TMemberFunctionCaller from the delegate system, which was doing the job that Invoke now does.

  • New: Added TDelegate

  • New: Added the Get

  • New: Updated AsConst to work the same as std::as_const. The overload for pointers is deprecated because it caused arrays to decay to pointers.

  • New: Added a check for VS2019 redist, and to trigger the prereq installer if it isn't found.

  • New: Moved AssetRegistry structs into CoreUObject - AssetData, AssetBundleData, ARFilter, and AssetDataTagMap were moved into CoreUObject. This will enable us to remove the link requirement that all functions in these structs are inlined.

  • New: Moved all AssetRegistry headers into AssetRegistry subdirectory to match include style in the rest of the engine. Includes using the invalid include path AssetRegistry/Public/ will need to immediately change to AssetRegistry.

  • New: Added "Render" thread group (trace events) also to the "RHIThread" and to the "RTHeartBeat" rendering threads.

  • New: Added support for the %hs format in FGenericWidePlatformString::GetVarArgs.

  • New: Added a TTupleIndex trait for getting the index of a type in a tuple, and a TTupleElement trait for getting the type at a given index.

  • New: Changed TTuple::Get() to work like std::get<>, which behaves differently from struct member access when elements have rvalue reference types and are extended to allow volatile tuple access.

  • New: Added a ::type typedef to TEnableIf and ::value static members to TAnd, TOr and TNot for compatibility with the standard library.

  • New: Added policy support to delegates, allowing them to take a user policy to configure behavior and state. Added .natvis support for multicast delegates.

  • New: Added IoStoreUtilities: Compression support.

  • New: Promoted the prototype RingBuffer class into Core\Public\Container, this is the recommended container for a single-threaded queue, dequeue, circular buffer, or ring buffer.

  • New: The following minor additions have been added to the TaskGraph interface:

    • FFunctionGraphTask supports functors that take the completion graph event as a parameter.

    • A shortcut for FTaskGraphInterface::GetWaitUntilTaskCompletes()->FGraphEvent::Wait().

  • New: Captured and logged the call stack of a crash inside CrashReportClientEditor.exe. The log is emitted with the Editor analytics to help diagnose crash in the crash reporter.

  • New: Memory-mapped bulk data in IoDispatcher.

  • New: Made the Algo:: Sort algorithms take rvalue refs so that they can be passed temporary TArrayViews.

  • New: Added an option for potentially increased performance when getting UTC time via FDateTime::UtcNow when PlatformUtcNow is slow. This can be enabled with 'bUseEstimatedUtcNow" located in the TargetRules.

  • New: TMap::StableSortByValue now works when your value contains a TUniquePtr.

  • New: Enabled the unhandled exception filter on Windows for games. This captures crashes in non-engine threads and from Windows Kernel callback.

  • New: Added a version of CreateOptionalDefaultSubobject which allows specification of the type to create by default.

  • New: Added a version of TMap::GetKeys that takes a TSet instead of TArray to populate.

  • New: Vectorized several FQuat operations and improved numerical stability of FQuat::GetRotationAxis().

  • New: Added .natvis visualizers for FVector, FQuat, FRotator and FTransform.

  • New: Implemented new class FEventRef - an RAII-style alternative to FEvent which gets or returns an FEvent instance from or to the pool automatically. The class definition is placed into Event.h to be close to FEvent so Users can see that there's an alternative to FEvent. Implementation is placed in ThreadingBase.cpp where FEvent and FScopedEvent implementations are.

  • New: Allowed TTuple to be constructed and assigned from tuples with different types, as long as all the destination element types are constructible or assignable from the source types.

  • New: Added Tie function for destructuring TTuple return types into individual variables, like std::tie().

  • New: Added a ForwardAsBase function which allows the perfect forwarding of a reference as a base type.

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[2020.06.16-22.15.21:750][ 1]LogWindows: Error: === Critical error: ===

[2020.06.16-22.15.21:750][ 1]LogWindows: Error:

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: Fatal error!

[2020.06.16-22.15.21:750][ 1]LogWindows: Error:

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000002c

[2020.06.16-22.15.21:750][ 1]LogWindows: Error:

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a31c86ea Twinmotion-Win64-Shipping.exe!UResourcePathActor::onLoadEnded() [w:\twinmotion\project\source\twinmotioncore\private\resources\resourcepathactor.cpp:362]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3288d7f Twinmotion-Win64-Shipping.exe!CStorageConverterTwinmotionLoadBase::setCurrentObject() [w:\twinmotion\project\source\twinmotionstorage\private\storageconvertertwinmotionloadbase.cpp:511]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3272446 Twinmotion-Win64-Shipping.exe!CStorageConverterTwinmotionLoad2020::applyPropertyValueAsString() [w:\twinmotion\project\source\twinmotionstorage\private\storageconvertertwinmotionload2020.cpp:162]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a328029c Twinmotion-Win64-Shipping.exe!CStorageReaderUnreal::read() [w:\twinmotion\project\source\twinmotionstorage\private\storagereaderunreal.cpp:204]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a327d09f Twinmotion-Win64-Shipping.exe!CTwinmotionStorage::loadFile() [w:\twinmotion\project\source\twinmotionstorage\private\twinmotionstorage.cpp:968]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a327e1a0 Twinmotion-Win64-Shipping.exe!CTwinmotionStorage::onProjectLoadRequest() [w:\twinmotion\project\source\twinmotionstorage\private\twinmotionstorage.cpp:247]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3264d3d Twinmotion-Win64-Shipping.exe!TBaseFunctorDelegateInstance<void __cdecl(UProject *),<lambda_965a24b6c02e3a6ae4c5165a1712ed89> >::ExecuteIfSafe() [w:\engine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1000]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2ef7edc Twinmotion-Win64-Shipping.exe!TBaseMulticastDelegate<void,FUniqueNetId const &>::Broadcast() [w:\engine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1013]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a313cff8 Twinmotion-Win64-Shipping.exe!UProject::open() [w:\twinmotion\project\source\twinmotioncore\private\project\project.cpp:461]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a34a2d94 Twinmotion-Win64-Shipping.exe!CLoadProject::synchronize() [w:\twinmotion\project\source\twinmotionumg\private\project\task\loadproject.cpp:28]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3218e85 Twinmotion-Win64-Shipping.exe!IBaseTask::update() [w:\twinmotion\project\source\twinmotioncore\private\task\basetask.cpp:152]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a321bca6 Twinmotion-Win64-Shipping.exe!CTaskManager::updateSync() [w:\twinmotion\project\source\twinmotioncore\private\task\taskmanager.cpp:161]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a354caad Twinmotion-Win64-Shipping.exe!ATwinmotionGameMode::Tick() [w:\twinmotion\project\source\twinmotion\private\twinmotiongamemode.cpp:273]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4531894 Twinmotion 2020.1 Patch Code Archives [w:\engine\engine\source\runtime\engine\private\actor.cpp:996]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4519985 Twinmotion-Win64-Shipping.exe!FActorTickFunction::ExecuteTick() [w:\engine\engine\source\runtime\engine\private\actor.cpp:171]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b6fbeb Twinmotion-Win64-Shipping.exe!FTickFunctionTask::DoTask() [w:\engine\engine\source\runtime\engine\private\ticktaskmanager.cpp:286]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b7403d Twinmotion-Win64-Shipping.exe!TGraphTask<FTickFunctionTask>::ExecuteTask() [w:\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:852]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3559e43 Twinmotion-Win64-Shipping.exe!FNamedTaskThread::ProcessTasksUntilQuit() [w:\engine\engine\source\runtime\core\private\async\taskgraph.cpp:582]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a3562bc2 Twinmotion-Win64-Shipping.exe!FTaskGraphImplementation::WaitUntilTasksComplete() [w:\engine\engine\source\runtime\core\private\async\taskgraph.cpp:1465]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b7e4d0 Twinmotion-Win64-Shipping.exe!FTickTaskSequencer::ReleaseTickGroup() [w:\engine\engine\source\runtime\engine\private\ticktaskmanager.cpp:560]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4b80977 Twinmotion-Win64-Shipping.exe!FTickTaskManager::RunTickGroup() [w:\engine\engine\source\runtime\engine\private\ticktaskmanager.cpp:1528]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a484a1ee Twinmotion-Win64-Shipping.exe!UWorld::Tick() [w:\engine\engine\source\runtime\engine\private\leveltick.cpp:1552]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a4773f62 Twinmotion-Win64-Shipping.exe!UGameEngine::Tick() [w:\engine\engine\source\runtime\engine\private\gameengine.cpp:1669]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c6d02a Twinmotion-Win64-Shipping.exe!FEngineLoop::Tick() [w:\engine\engine\source\runtime\launch\private\launchengineloop.cpp:4485]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c7351c Twinmotion-Win64-Shipping.exe!GuardedMain() [w:\engine\engine\source\runtime\launch\private\launch.cpp:173]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c7358a Twinmotion-Win64-Shipping.exe!GuardedMainWrapper() [w:\engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]

[2020.06.16-22.15.21:750][ 1]LogWindows: Error: [Callstack] 0x00007ff6a2c7d78b Twinmotion-Win64-Shipping.exe!WinMain() [w:\engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]

[2020.06.16-22.15.21:751][ 1]LogWindows: Error: [Callstack] 0x00007ff6a54ad6b2 Twinmotion-Win64-Shipping.exe!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

[2020.06.16-22.15.21:751][ 1]LogWindows: Error: [Callstack] 0x00007ffe94707bd4 KERNEL32.DLL!UnknownFunction []

[2020.06.16-22.15.21:751][ 1]LogWindows: Error: [Callstack] 0x00007ffe954cce51 ntdll.dll!UnknownFunction []

[2020.06.16-22.15.21:751][ 1]LogWindows: Error:

[2020.06.16-22.15.21:766][ 1]LogExit: Executing StaticShutdownAfterError

[2020.06.16-22.15.21:779][ 1]LogPhysicsCore: Error: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\PsFoundation.cpp 180) eINVALID_OPERATION : Foundation destruction failed due to pending module references. Close/release all depending modules first.

[2020.06.16-22.15.21:779][ 1]LogWindows: FPlatformMisc::RequestExit(1)

[2020.06.16-22.15.21:779][ 1]LogCore: Engine exit requested (reason: Win RequestExit)

[2020.06.16-22.15.21:793][ 1]Log file closed, 06/17/20 00:15:21

 

 

still happens in 2020.1.2

here is a link to the tm file, maybe someone can help

 

https://drive.google.com/file/d/1KDOy5stTgQCV9X5rWpVBwtcuWVHeymN4/view?usp=sharing

 

 

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  • Operating systems: Mac OS X 10.14.6 or later.
  • Recommended graphics card.
  • The CPU has more than 2500 outputs.
  • System memory.
  • 64 GB or more Disk space:
  • 30 GB of free disk space.
  • Hard disks such as SDD  or HDD  should be considered.
  • when working on a large program.
  • If you store your project on an SSD, you can download your project quickly. B courses:
  • Spatial screen brightness can only be opened in Catalina 10.15.6.
  • Twinmotion Crack may already work on the OS version, but we haven’t been able to do that explicitly.

TwinMotion 2022 Key Features:

  • Leave a comment, March 16, 2021, Twinmotion 2020.1 Patch Code Archives, Apply to HIV.
  • The amplified light indicator has advanced features.
  • Bright, happy people.
  • Twinmotion now has the ability to import characters.
  • Twinmotion is an easy-to-use epic content creation tool that produces high-quality images, including design information. This is a high-level category in the market various competitors provide information (BMN) model., fast delivery, animation images for all of the above.
  • There are notes, information meetings, and developments. Email by email: Twinmotion meets the requirements of professionals in the fields of architecture, design, construction, and urban planning. People are turning to Twinmotion for projects outside the ACC, said Mark Pitt, CEO of Epic Games Unpublished Engine. Homework can be invited a second fonelab code Archives Twinmotion 2020.1 Patch Code Archives features, including sound lights, take advantage of 3D capabilities.
  • Advanced cultivation system. The new Twinmotion tree has Ff and Quixel features. The new development tool allows users to think that a project can be seen years after it is built. New features of peat allow users to cross their thighs.

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  • Youth. Twinmotion 2020.1 Patch Code Archives replaces 3D cartoon characters with AXYZ design image values.
  • Users can choose from 62 colony symbols, each with 5 costumes.
  • Twinmotion is also ready for 82 characters.
  • Direct connection: DirectLink Twinmotion 2022 mövcuddur Available for Coxico.
  • Rinna Shrimp has been added to this issue.
  • Presentation tools. Through the TV provider, users can get a split-screen that connects Twinmotion 2020.1 Patch Code Archives points – camera paths.
  • The guide can arrange a tour or allow the public to review the design.
  • Twinmotion and Revit & ArchiCAD have added a review note for other BIM tools.
  • New materials quality. Twinmotion supports animation, Twinmotion 2020.1 Patch Code Archives, which allows users to use video as text. There is also a Stata license key Archives crystal glass material that cleans the glass expansion. X-rays can give images of walls, floors, or other objects.

New Features in 2022 Version:

  •  Global Screen Lighting  2022, Twinmotion.
  • In the version of the unloaded engine as well as the release of new measuring devices.
  • An average architect or an invisible specialist, like any building.
  • Some materials are hidden on the front to Twinmotion 2020.1 Patch Code Archives is possible to remember the tools in the most hidden parts of the interface.
  • Some materials are hidden on the front to determine.

About Twinmotion 2022:

Twinmotion rendering is a real-time program designed to optimize the image, Twinmotion 2020.1 Patch Code Archives, especially for architects without a 3D education. The program has great power, ease of use, 3D dimensional values that can be used in any landscape. So, if you are a designer, designer, or 3D artist, switch to Twwinmotion now in a few hours you will see that it will create interesting visual animations and full virtual reality.

Twinmotion 2022 Licence Key:

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How to install Twinmotion 2022?

  1. Twinmotion 2022 offers a special subscription discount with a  discount on all new releases until December 31, 2021.
  2. Especially thanks to the previous confirmation, Move releases will automatically get Twinmotion 2021 as before;
  3. Users only need to install the launcher from epic games.
  4. There is unlimited free time for those who want to learn the features before purchasing or working on non-profit projects, and a free version is available for students and teachers.
  5. All options are available on the Twwinmotion page.
  6. Thanks For Downloading🙂

Twinmotion Crack 10.7.0 + Full Free Download 2022 From PC Product Key Links Given Below!

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