New: Added "cheatscript" functionality to CheatManager. This enables users to combine a set of console commands into a single script accessible via a single command.
New: Actor and Component OnClicked/OnReleased events can now be triggered by more than just Left Mouse Button.
PlayerController now contains a list of keys that will trigger a OnClick/OnReleased event if the cursor is over an Actor/Component that implements the event.
OnClick/OnReleased events now have an additional argument that specifies which key was responsible for the event.
New: Actor delegates OnTakeAnyDamage, OnTakePointDamage, OnActorBegin/EndOverlap, OnBegin/EndCursorOver, OnClicked/Released, OnInputTouchBegin/End/Enter/Leave, OnDestroyed, and OnEndPlay have all had a new parameter added to allow binders to know which Actor the event occurred on in cases where a single event entry point is bound to multiple Actors.
New: A "Strength Over Time" Curve Float parameter has been added to Constant Force root motion source for scaling constant force over its duration.
New: Added support for tag redirectors on Gameplay Tag structs. It works the same as Tag Containers using the GameplayTagRedirects section of Engine.ini. Invalid gameplay tags (which are no longer in the tag dictionary) will now warn at load time.
New: Added "Velocity Mode On Finish" setting to Apply Root Motion Move To Force ability task node. Can now choose to set character velocity to a specific value when root motion ends.
New: Added AbilityTask_WaitAttributeChangeRatioThreshold for triggering logic when the ratio of two attributes matches/stops matching threshold comparison.
New: Added AbilityTask_WaitAttributeChangeThreshold that triggers when the state of an attribute starts/stops matching some comparison threshold.
New: Added a configurable slow frame printout (prints out the length of any slow frames over a threshold of t.SlowFrameLoggingThreshold seconds).
New: Added a method called "Get Default Resolution Scale" to Game User Settings to return the desired resolution scale based on Desired Screen Height and the current resolution.
New: Added 'Get Game Time Since Creation' function to Actor.
New: Added option to allow Camera Shakes to blend out when stopping according to their blend-out time (default behavior is unchanged).
New: Added optional LineThickness parameter to HUD DrawLine function.
New: Added support on listen servers for smooth interpolation of the local view of remote characters.
CVar "p.NetEnableListenServerSmoothing" controls this. It is on by default.
Added separate tuning settings for interpolation lag on listen server (ListenServerNetworkSimulatedSmoothLocationTime, ListenServerNetworkSimulatedSmoothRotationTime).
This implementation interpolates the mesh location (similar to how clients interpolate it), but does not simulate movement of the collision capsule on intermediate frames where the server updates without a client update.
New: Added Tau to Blueprint function library.
New: Added the ability to filter DataTable Assets by their row using the metadata. (meta = (RowType="MyRowName”).)
New: All Axis keys can now have their properties edited through the Input section of the Project Settings.
New: Can now query if an Actor Is Replicated in blueprints.
New: Primitive Component delegates OnComponentHit, OnComponentBegin/EndOverlap, and OnComponentWake/Sleep have all had a new parameter added to tell binders which Primitive Component the event occurred on in cases where a single event entry point is bound to multiple Primitive Components.
New: Scene Component Snap To and the blueprint version of Attach To now return a boolean indicating success.
New: Text Render Components can now specify a vertical spacing adjustment.
New: Vertical Alignment can now be set from Blueprints for Text Render Components.
Bugfix: Component overlaps now end (triggering the OnComponentEndOverlap event) whenever an overlapping component is destroyed.
Bugfix: Child Actors of the Preview Actor being moved will no longer be collided against when snapping to ground.
Bugfix: Child Actors will no longer bleed into other blueprint thumbnails.
Bugfix: ChildActors now inherit their visibility from the owning component and actor visibility.
Bugfix: Crashes related to WorldSettings not being found after hot reload when a game specific World Settings subclass is in use have been fixed.
Bugfix: ApplyRootMotionMoveToForce ability task can now set Movement Mode to non-Falling modes.
Bugfix: Customizations applied to a child actor from the parent construction script are no longer being lost when recompiling the blueprint of the child actor's class.
Bugfix: Duplicate overlap events when moving the same component again during an overlap event no longer happen.
Bugfix: Fixed a fatal error that could occur when loading a game's default map fails. This could happen if, for example, the asset for the default map specified in the project settings was deleted, and then the game tries to connect to a server and fails.
Bugfix: Box Component, Sphere Component, and Capsule Component now update bounds when extent, radius, or capsule size change.
Bugfix: Fixed bug in Gameplay Cue Tag details customization where the Notify field wouldn't refresh properly when the selected tag changed.
Bugfix: Fixed cases where child actor component copies could be orphaned in the editor level.
Bugfix: Fixed crash when a Child Actor Component is marked pending kill and does not get destroyed cleanly until garbage collection runs.
Bugfix: A Sound Cue containing a Sound Quality node being referenced from a native constructor no longer causes a crash.
Bugfix: Fixed crash when player stands in a Physics Volume that streams out. Primitive Components with Should Update Physics Volume set to true are prevented from continuing to reference Physics Volumes in a level that is streamed out.
Bugfix: Fixed crash when tick function with a tick interval was disabled while awaiting rescheduling.
Bugfix: Fixed editing Plane Constraint Normal on Movement Component not propagating to instances in the world after some edits.
Bugfix: Geometry sweeps will now return FaceIndex if requested. This fixes foliage color masking paint mode not respecting vertex colors.
Bugfix: Child actors that have a non identity root component scale will now be scaled correctly.
Bugfix: Camera Anim FOVs are now correctly applied.
Bugfix: Fixed issue where using BugItGo would result in the player to falling through the world.
Bugfix: Fixed issues with character getting out of water when impacting objects above the surface.
Bugfix: Player Controllers spawned in Standalone always return true in Is Locally Controlled.
Bugfix: A potential PlayerState leak was fixed.
Bugfix: Widget Component materials now work properly with Opacity Mask and Two-Sided Mode.
Bugfix: Requests for a character to crouch to a half height smaller than the radius no longer call On Start Crouch with an incorrect Height Adjust value.
Bugfix: Simulated character proxies no longer get stuck in falling if velocity reaches zero while there was encroachment without further network updates.
Bugfix: When a sub-level set to be unloaded but with visibility state set to true, Is Streaming State Pending was returning the wrong value.
Bugfix: Convert Transform To Relative (in Kismet Math Library) now performs the correct operation.
Bugfix: Character Z velocity is maintained when trying to switch to default movement mode that goes through Walking but then immediately exits walking.
Bugfix: Replicated Actors with a replicated Child Actor Component will no longer result in two copies of the Actor on clients.
Bugfix: Using the Set console command during standalone games no longer crashes.
Bugfix: Undo/redo of attachment changes of an IWCE component from another IWCE component and a BP constructed component now works correctly.
Bugfix: When the console closes it now properly restores the viewport’s input state (both focus and capture).
Bugfix: Fixed a crash during garbage collection calling Destroy Component on a sub-component.
Bugfix: Crash no longer happens if the Game Singleton class specified in Engine.ini is invalid.
Actor iterators will now include results for Actors in an associating level. This means that in Begin Play of sub-levels being streamed in, Actors in that sub-level will now be returned by functions such as Get All Actors Of Class.
Actors can no longer fail to spawn due to mesh overlap with the geometry of a child actor.
Added a warning log when trying to possess a Pawn when we don't have network authority.
Added Blueprint-exposed function to get the closest one on a Skeletal Mesh to a point.
Added Set Control Rotation From Pawn Orientation flag to AI Controller to control whether it copies the Pawn rotation to Control Rotation if there is no focus point.
Added support for Character Movement being based on sockets (not just bones).
Added teleport flag to Set Actor Rotation. Improved documentation.
Destroyed child actors are always renamed.
Changed Smooth Target View Rotation (in Player Controller) to use a tunable interpolation speed, Smooth Target View Rotation Speed.
Engine Settings classes that cannot be found will now fallback to default class instead of crashing.
Exposed Primitive Component functions Get Collision Enabled, Is Collision Enabled, Is Query Collision Enabled, Is Physics Collision Enabled functions to blueprints.
FInterpTo function now treats negative values as well as zero as instant speed, consistent with other *InterpTo functions.
Get Time Down, Get Key Value, Get Raw Key Value, and Get Vector Key Value now warn if used with AnyKey.
Improved component & actor attachment API.
Replaced enum-based attachment location with new per-component attachment rules.
Fixed "Snap to Target, Keep World Scale" not working correctly when parent was already scaled.
Improved linear smoothing for character movement under realistic network conditions with variable packet lag.
Improved swimming movement behavior at water surface.
Improved in-game console.
Italian keyboards now have a usable default key for opening the console.
Key presses on unbindable keys (e.g. multimedia buttons) no longer route to the player input system.
Made walking on destructibles work correctly so that we can follow each chunk as they move.
Improved On Teleported to avoid temporary falling state when entering water, maintain Z velocity correctly, and call Process Landed when going from falling to walking.
Create Render State For Hidden Components bool is now accessible in game, not just in editor.
Optimized spawning emitters to avoid redundant transform updates before registration.
Post-Process weight in Camera Anims is now affected by scaling, including blending in/out.
Procedural Foliage Component will now use the level bounds when a volume is not present.
Removed redundant seek for world composition-related data inside the level package in cooked builds.
We now send client-side camera updates (if enabled) when the Character is simulating physics. This prevents the character from losing network relevance when simulated (or attached to a simulated object).
Static and skeletal mesh sockets now use the supplied Relative Scale. Older-format data will reset scale to (1, 1, 1) to avoid causing problems when upgrading.
Timer Handles are now 64-bit values.
Calc Radial Shake Scale (in Player Camera Manager) uses camera location instead of actor location, since actor location is not replicated to the server.
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered.
Was Just Pressed, Was Just Released, Is Key Consumed, and Is Pressed now correctly handle AnyKey.
When blending out Camera Anims, the blendout is not restarted, since this will cause a pop if non-immediate Stop is requested again.
You can now run more than 10 Play in Editor sessions simultaneously.