New: Added GameMenuBuilder module for quick creation of simple menus.
New: Added functions to detect if a mouse is connected during runtime.
New: Added shadow option to debug text and cleaned up the DrawText function in HUD.
New: Added new functions GetInstanceTransform, UpdateInstanceTransform, GetInstanceCount, RemoveInstance and SetCullDistances to InstancedStaticMeshComponent. These are also callable from Blueprints.
New: Added latent Blueprint node that allows dynamic manipulation of force feedback based on game events.
New: Added possibility to log histogram-like data to visual logger and extended LogVisualizer tool to display that data as 2D graphs onscreen.
New: Added support for tutorials to be able to open IDE at a given line.
New: Added support for tutorials so they can open or highlight an asset.
New: Added support to change the filter on an asset picker after it has been created.
New: Added support for setting object properties by FAssetData via PropertyHandles.
New: Added CameraActor 'AutoActivateForPlayer' option, so cameras placed in a level can automatically be linked to a PlayerController.
Added Blueprint events for Actors when they start and stop being the viewtarget for a PlayerController (OnBecomeViewTarget / OnEndViewTarget).
Native C++ events for these (BecomeViewTarget / EndViewTarget) already existed and now trigger the BP events.
Changed the order of calls to EndViewTarget / BecomeViewTarget from the PlayerCameraManager, so that the End event occurs first on the old target, followed by the Begin event for the new one (previously it was reversed).
New: Allowed static components to move during RerunConstructionScripts for a level that has not been fully added to the world, and add threshold to position/rotation equality checks to prevent unneeded updates to component position.
New: Any previous scale value other than (1,1,1) that was set on "non-native" root components (i.e. not created in C++) will be auto-reverted back to (1,1,1) on load.
Previously, the default scale value for non-native root components was being ignored at construction time.
As a result, we're implicitly reverting those values on load to ensure that both existing instances and new instances will continue to appear at the same scale as they did prior to the update.
New: Bind functions for Axis, AxisKey, and VectorAxis added to InputComponent that do not take a delegate to facilitate binding the axis for the purposes of using get value functions.
New: Created tutorial for Blueprint-based first-person template.
New: Created tutorial for code-based Rolling template.
New: Characters walking on SkeletalMeshComponents now maintain relative position and rotation to the bone they're standing on, moving over animated bones rather than staying in place relative to mesh origin.
New: Dynamic parameters now copy their parameter names from pre-existing dynamic parameters.
New: Editing transform defaults in "Components" mode within the Blueprint editor has been slightly changed.
Previously, location, rotation and scale were all exposed, but only for the default scene root as well as for any root component created in Components mode.
After the update, location and rotation are now hidden, and scale is now exposed for both "native" (i.e. created in C++) and "non-native" root components.
New: Force feedback now supported on PC for XInput devices.
New: Force feedback can now be disabled via the PlayerController.
New: Full-size screenshots are now displayed in a resizable window.
New: Get Display Name now available in Blueprints for class variables.
New: InstancedStaticMeshComponents now set the FHitResult.Item property with the index an instance hit by a collision event. This can be used with the above functions to remove a specific instance and replace it with a real StaticMeshComponent to provide interactivity with Foliage or other behavior.
New: Introduced UNavigationPath for BP usage - not much one can do with it just yet.
New: Instigator can now be set as part of Spawn Actor Blueprint node. If the Instigator is not explicitly set via a wired in pin, the Instigator will automatically be based on the calling context. If Spawn Actor is called from a Pawn context, the Pawn will be the Instigator. If Spawn Actor is called from an actor context, the actor's Instigator will be the Instigator.
New: PawnActions have been introduced in the AIModule. Early access level currently.
New: The Curve Table editor now displays data in a grid widget.
New: Touch events (but not touch over events) are now enabled by default on Player Controllers.
New: VisLog file name can be now customized by game-specific code.
New: VisualLog is now acquired as a reference rather than a pointer.
A level's transform is no longer retained when loading a sublevel after having it's persistent level loaded.
Custom splash screen now displays correctly.
Deprecated AActor::GetControlledPawn() to avoid confusion with AActor::GetPawn()
Disallowed moving actors to another level if any actor is referenced by an open Matinee.
Diffed assets no longer appear in the asset picker.
DestroyApplication virtual function is properly called for the FApplication.
Documented all class metadata tags.
Ensured package metadata is loaded when trying to use it.
Ensured that rendering resources have been released when a level is deleted.
FSlateApplication::SetJoystickCaptorToGameViewport now captures all joysticks.
Hid FNavigationPath's properties from public access.
ICU initialization provides better diagnostics on failures.
Improvements and fixes to LogVisualizer tool: log item double-click reaction to show location in a world, filters for log items and 2D graphs, performance optimizations.
Improved display (or not) of edit boxes next to pins on Blueprint nodes.
Improved support for OneSky localization services by adding source file information as an extracted comment and a reference comment.
Improved localization gathering so that it doesn't gather culture invariant text.
Improved localization gathering so that culture invariant text doesn't flag its containing archive or package as requiring localization.
Improved localization gathering so that warnings and errors aren't reported for text that isn't gathered.
Improved whitespace check when flagging packages/archives for localization gathering based on text contents.
Improved navmesh projection precision.
Made UNavigationComponent's path recalculation is being done by the path itself now.
Pawns without a PawnMovementComponent can still use AddMovementInput() and read the results.
Moved ControlInputVector from PawnMovementComponent to Pawn. There are "internal" methods on Pawn for use by the component to access/modify it.
Added movement input accessors to Pawn: GetMovementInputVector(), ConsumeMovementInputVector(), IsMoveInputIgnored().
Exposed PawnMovementComponent::IsMoveInputIgnored() to Blueprints.
Removed inappropriate menu options for Shooter Game sample when running PIE.
Removed path variation feature (unused and broken).
Revised text chat in Shooter Game sample. Improved visibility flags and stopped focus being changed on clients.
Revised the 2D side-scroller C++ template and reduced its Blueprint dependency.
Revised Platformer game menus to use new GameMenuBuilder.
Several revisions to Vehicle sample game to improve multiplayer support.
Widened tooltips (primarily) so that class comments do not get odd wrapping behaviors.
Fixed EQS (Environmental Query System) incorrectly timeslicing.
The update was subtracting the time remaining for all prior steps after each step rather than subtracting the time remaining based on the time it took to execute the current step.
Fixed crash in Shooter Game sample.
Fixed crash in GetMousePosition() if Player is null.
Fixed navigation links' direction RightToLeft issue.
Fixed navigation path's checking if it intersects with a give FBox.
Fixed Functional Testing crashing in game mode.
Fixed project collision settings (custom profiles/channels/object types) not being saved in the DefaultEngine ini.
Fixed a crash that could occur when starting PIE with an open, uncompiled Blueprint.
Fixed attachment issues with Blueprint components during RerunConstructionScript
Potentially fixed a crash that reportedly occurred while loading a few unique Blueprint assets that were missing a root component.
Various fixes to SplitPin feature.