New: UBT is now configured using XML files instead of Environmental Variables.
New: UBT quits early with error message when particular build configuration is not supported.
New: CameraAnims are now supported, including in Blueprints.
New: Added debug display in game of active Anim Graph.
New: Added localization import support for Portable Object (.po) files.
New: Native animation notifies now supported.
New: Multi-select now supported in the notify panel in Persona, drag/drop and copy/paste updated to work with multi-select.
New: Animation asset references in parent animation Blueprints can now be overridden in child Blueprints.
New: Added native animation notify state to control start/stop on a looping particle emitter.
New: Motion axes can now be bound to input components in both C++ and Blueprints.
New: Asynchronous loading time limits can now be set per game. You can modify AsyncLoadingTimeLimit or PriorityAsyncLoadingExtraTime on UEngine. When priority loads happen during cases like seamless travel, it will use all available time even if blocked on I/O, for much higher throughput but a CPU cost.
New: Added CreateInstance function to ULevelStreaming and exposed it to Blueprints. This change allows to create a copy of existing level streaming object with a new unique name, so user will be able to stream-in/out multiple instances of a particular map package.
New: Made Behavior Trees a Blueprint type to allow Blueprint authors to use it as a property.
New: Added a Blueprint-implementable event "OnPosses" for AIController.
New: Introduced concept of generic AIRequestID to be used with AI requests like movement and EQS queries.
New: Added a function to AIController making it use the indicated Blackboard Asset, to be used independently of Behavior Trees.
New: Character movement can now be affected by external forces.
New: Touch input now supported on HUD hit boxes.
New: Mouse smoothing based on FOV properties now available in Input Project Settings.
New: You can now query for assets in the asset registry without including in-memory assets. This is almost never what you want to do, but it provides a good perf gain in some cases.
New: Added SCOPE_LOG_TIME_IN_SECONDS to do the same SCOPE_LOG_TIME log, but in seconds instead of milliseconds.
New: Added sub-stepping support for mobile devices and non APEX builds.
New: Added Vehicle anim instance and wheel handler for vehicle.
New: Added simple Look at control.
Made foliage snap to all modified landscape components when sculpting, not just those in the current level.
Moved SpringArmComponent tick into PostPhysics to resolve some camera jitter
Upgraded NVTT (NVIDIA Texture Tools) to v2.0.8
Updated PVCT exporter to now export images with dimensions greater than 4096. Source image will come from 1st image in the mip chain where the largest dimension is <= 4096.
Reorganized a lot of vehicle tuning data for official release.
Changed units from cm to m.
Added and moved tuning variables for official release, any existing tuning will likely need some fixing up.
Updated the HUD hit box click and Component OnClick events to now respond to both double and single clicks.
Updated Radial Damage to now default to "unblocked" unless the visibility trace finds an explicit blockage. Use bCanBeDamaged to toggle damagability.
Updated CreatePlayer to now be callable from Blueprints.
Improved PlayerStart selection. All Player Starts will be considered and preference will be given to "unoccupied" start points.
Refactored Streaming Manager so that it's not so specific to textures.
Optimized shadow clearing / resolving so that you can clear and resolve whole shadow targets rather than using subrects.
Updated Behavior Trees to clean up orphaned behavior tree nodes when the tree is regenerated.
Updated String Asset References to now properly detect and repair references to Play in Editor objects when duplicating for Play in Editor.
Changed owned Components (components that have an Actor in their Outer hierarchy) so they can now have Outers other than the Actor itself.
Changed Audio Compression Info class so they can be selected by cooked platform.
Changed Unreal Version Selector (and .uproject engine association in general) to now be compatible with Perforce distributions.
Changed launching the editor with out of date binaries will now attempt to compile them for you.
Changed opening a project with an editor in a different location than before will now prompt you to copy/upgrade-in-place, and regenerate project/recompile binaries as necessary.
Fixed Crash reports are so they now are always evaluated client side, in case there were bits of the callstack that are viewable.
Fixed Skeletal Mesh Components, in the level editor viewport, to now correctly update their LODs.
Fixed an issue that caused worlds with editor offsets to re-offset themselves every time the visibility of the world is toggled off and on.
Fixed an accounting error in ToggleBetweenPIEandSIE that caused StartMatch to never be called since the game mode thought there were no players, only spectators.
Fixed an issue running tappy chicken on PC Fixed an issue with control menus in vehicle game sample.
Fixed an issue that was preventing some folders from being properly removed during uninstall of Unreal Engine.
Fixed a crash at shutdown in DirectoryWatcher. Cancelled I/O requests must be completed before closing the handle and deleting the request.
Fixed a bug that caused non-assert crashes to fail to produce a callstack in the log.
Fixed if statement logic in Blueprint loading that would only access a variable if it was NULL, instead of only if it was !NULL
Fixed Network connections to no longer time out in Play in Editor, after all, the servers are local.
Fixed socket renaming display bug in Persona
Fixed bug with derived Blueprints not showing inherited properties
Fixed crash when loading a skeletal mesh if an attached asset could not be found
Fixed bug in Layered Blend Per Bone where moving to 0.0 would fail to update the pose properly.
Fixed invisible collision in landscape splines if the mesh is deleted.
Fixed re-import of 8-bit heightmaps to an existing landscape.
Fixed various landscape editor commands getting run on the pie world by accident (causing crashes).
Fixed ramp and landscape splines tools not updating landscape collision/navmesh.
Fixed "camera" and "visibility" trace flags on landscape splines.
Fixed bug on mobile devices where ragdolls rendering was not being properly updated.
Fixed sub-stepping support for dedicated servers.
Fixed PhAT body selection not working when translucent picking is disabled.
Fixed destructible mesh chunk islands not being properly updated.
Fixed crash in Form extended destructible mesh.
Fixed collision detection for instanced static mesh.
Fixed texture visualization to work correctly when camera constraint black bars are being displayed, and when using resolution scaling (r.ScreenPercentage).
Removed sculpting-only options from landscape editor flatten tool when in paint mode.
Removed the Mouse Wheel Spin input mapping.
Removed bUseSingleBodyPhysics from Skeletal Mesh.