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It currently does not support area lights, or spot and directional lights with a source area size. For more information about Anisotropy, see the Material Inputs documentation. While debugging a user interface UI , reproducing an input for example, from a Gamepad or Keyboard sequence without interfering with a process can be challenging. With this release, we provide a tool to debug UI navigation, and to visualize the static behavior of navigation events.
This enables developers to efficiently identify inputs that are related to a specific UI bug. To learn more, read about Widget Reflector. The console version of Slate Debugger now features the following profiling extensions. With GlobalInvalidation mode enabled, the debugger will help developers find Widgets that frequently invalidate the user interface. A routing option that enables developers to observe how the system selects a Widget as the event handler.
To learn more, read the Console Slate Debugger reference. The LiDar Point Cloud plugin features improvements to performance and workflow, as well as added support for more file types. The plugin now allows the user to calculate the Normal vector for points. This can be done for the whole cloud or for selections. The RAM requirements to import, process, and export point clouds have been significantly reduced.
Invert selection: A toggle has been added to allow switching between all selected and all unselected points. LidarIncrementalBudget X – if set to true, this will automatically increase point budget to very high values sub 10 FPS as long as the viewport remains stationary. The platform-specific plugins are still available in 4. You can choose whether to use the OpenXR plugin or the platform-specific plugins.
You can now designate points of interest to persist in the real world between sessions for your immersive mobile apps. This is an API update. These changes should go unnoticed by end-users who do not work with the source code.
Split transitions enable overlap of workloads on the same hardware pipeline, and more explicit state transitions result in more targeted GPU cache flushes. The new transition API requires both the current and destination states of the resource, mirroring the design of modern graphics APIs. This allows for more precise barriers to be sent to the GPU, which can improve performance in some cases.
We have also removed most of the implicit barriers which were performed internally by the RHIs, most notably those inside BeginRenderPass.
The calling code must now explicitly transition render targets to the correct state before starting a render pass. The current state of a resource can be difficult to track in some cases. We recommend using the Render Dependency Graph RDG for new rendering code, as it takes care of state tracking and barrier batching. The old transition API is now deprecated and will be removed in a future engine release. Existing code which uses these functions will trigger compiler warnings, and will need to be converted to use the new API.
We have added a validation layer which checks if resources are in the correct state when commands are submitted draw calls, compute shader dispatches, copy operations etc. This can be enabled by adding the -rhivalidation flag to the command line, and it works with any RHI. The RDG implementation now supports async compute scheduling, merging of render passes, culling of unused passes, merging of read-only states and split transitions tracked at the subresource granularity.
Uniform buffers with RDG resources are now supported. The deferred renderer has been further refactored to use a unified RDG builder instance. Everything after the depth pre-pass is now a monolithic render graph.
The Re-tessellate tool has been enhanced to give users more control over which surfaces they would like to regenerate triangles. This feature provides the same digital signal processing, or DSP, as the stereo delay for source effects, but applied to submix effects.
By favoring fast reference collection, we improved the performance of garbage collection by reducing FArchive usage. To learn more, read about Garbage Collection. The Variant Manager continues to make it easy to set up variations and toggle the visibility of Actor hierarchies. Users can now set up dependencies between Variants, use Python to set Variant thumbnails, and set a thumbnail image for Variant Sets. We are introducing a new shader compiler for Metal on Windows.
This enables Windows users to compile shaders for iOS projects with a greatly simplified workflow, as they will no longer need to use remote shader compiling. Additionally, users can re-map gamepad buttons for Xbox and PlayStation controllers at the OS level, and the OS provides handling for the button display.
As of 4. We have integrated a new patching plugin called ChunkDownloader into Unreal Engine 4. This is the system used for patching in BattleBreakers, and it is ideally suited to games with large numbers of small content files to deliver with regular updates.
When ChunkDownloader is initialized, it will download the latest version of the manifest file first. For subsequent. When you create an App Bundle build. Google’s dynamic content delivery system will install an optimized. These can be configured to be delivered at specific phases in your application.
The plugin is still in Beta and requires some manual setup to separate. The Sun and Sky Actor part of the Sun Position Calculator plugin takes advantage of the latest improvements to Sky Light rendering with real-time capture mode, removing visual discrepancies between sky and materials while improving performance for your scenes.
For more information on this plugin and its usage, see the Sun and Sky Actor documentation. We continue to improve on stability, performance, and overall memory usage with this release, including:. Arrays can be created by users and have built-in options to directly address them by index, and choose array elements randomly at spawn time, every frame, or to interpolate through the array elements with a linked attribute.
A new set of Particle Attribute Reader modules have been added that allows for one emitter to sample another emitter’s particles and make decisions from that sampling, such as spawn from them, which attributes to copy, and what to do with them once sampled. The newly generalized constraint function for rigid and flexible chains in Niagara emitters takes advantage of the Particle Attribute Reader. A new built-in Niagara Profiler that integrates with the existing stats system to provide live in-editor profiling of modules for CPU and overall script costs for the GPU.
It also works for Emitter and System scripts. For the latest information, see the Niagara Visual Effects documentation. Using random number dynamic input now defaults to only calculating the random number once at spawn time, simplifying the use of random numbers in update scripts.
When used in an emitter or system script, the spawn can be set to recalculate once per loop. For instance, such as calculating a spawn burst time every loop. The new Array Inputs are available in a new set of random array dynamic inputs that are available with Select X From Array , which automatically creates an array of numbers that are either randomly chosen or can be addressed directly in the stack UI using an array index. We now have a Cascade to Niagara Converter plugin that enables you to quickly migrate your particle systems from Cascade to Niagara.
To use it, enable Cascade to Niagara Converter in the Plugins window. Once enabled, you will be able to right-click on Cascade particle system assets and select “Convert to Niagara System” to generate an equivalent Niagara System in the same directory.
The generated Niagara system saves a log of the conversion process to help guide upconverting from the Cascade paradigm. It is suggested to use this Converter tool as an introduction to authoring FX assets in Niagara with equivalent behavior to Cascade, and as a guide for assisting in upconverting Cascade systems.
The Niagara Component Renderer is an experimental node that can be added to your Niagara Emitters under the Render stack. It provides per platform scalability overrides with a variety of component types available in the editor. The Component Renderer enables you to quickly assign any component type, such as a point light or static mesh component, and allows you to bind data front our particle simulation to any of the component properties.
It is ideal for artists and designers who want to iterate quickly on ideas for their projects with a range of new features. Niagara now supports high quality shadowed lighting from particle simulations using the Component Renderer node using the Point Light Component. This is ideal for those targeting high-end and cinematic projects. Unlike the Light Renderer node, which only provides basic properties and lighting for your simulations, a Component Renderer that uses the Point Light Component provides artists and designers with the full set of light properties and features.
It’s now much simpler to play audio from particle interactions using a simple one-shot “fire and forget” sound effect or with more complex control over the audio, such as controlling the pitch of the sound while it’s playing. This improves workflow over exporting particle data to Blueprint to trigger any audio effects that are needed. For One-shot sound effects that keep playing even if the Niagara system is disabled or destroyed, you can set them up by adding the Play Audio node to a module stack and configure it there.
Now, everytime the module is evaluated, it checks the Particles. PlayAudio attribute and creates a sound effect if that attribute is enabled. For full audio control that enables advanced control over audio that will keep playing when the enabled binding is true and stops when the Niagara system is destroyed or reset. You can set this up by adding a Play Persistent Audio module to a module stack and configure it there.
To change the properties of a running sound, add the Update Persistent Audio module to the stack and configure it there. To get started, check out the updated Content Examples project available on the Learn tab of the Epic Games Launcher, where both of these approaches are showcased. The Content Examples project adds many new Niagara particle examples to learn from with this release.
You can access these latest additions by downloading the Content Examples project from the Epic Games Launcher under the Learn tab. For example, read diffuse color, world normal, custom depth, scene depth, scene color, etc. OpenGL was deprecated in 4. It is now removed as a desktop option in 4. Vulkan is the supported RHI on Linux.
OpenGL can still be used to run the mobile renderer on desktop to debug GLES problems by passing these flags on startup: “-game -opengl -featureleveles31”. Passing “-opengl” alone will show an error and use the default RHI for the platform. As the complexity, scale, and fidelity of real-time cinematic content continues to push the envelope of quality in Unreal Engine, we can critically assess the runtime capabilities of Unreal Engine’s cinematic tool, Sequencer, and identify areas of optimization potential.
Re-organising the runtime data structures and logic using data-oriented design principles has enabled greater optimization potential when dealing with large data sets, enabled greater third-party extensibility, and paves the way for more interactive and dynamic sequenced content in the future. To read more about these system changes, behavioral changes between older versions and 4. Tree groups enable you to create custom views of specific tracks.
This enables you to easily view and adjust specific tracks without having to adjust the track hierarchy. Sequencer now supports access to the scripting layer in Python. You can now use the following through the Editor Utility widget:.
You can now playback specific frames and stop at any point. This helps with cueing systems for live events and broadcasts. We’ve updated the Live Link Face app to officially support iPads as well as iPhones so you can easily utilize the larger screen for face captures.
Use Color Correct Regions to apply color grading to a region in your Unreal scene. For an in-camera VFX shoot, you can match the lighting and shadows between your real-world set and the Unreal scene displayed on the LED volume. In this release, we have added several features for capturing timecode data.
Now it will automatically generate the in-between timecode values instead of repeating them. The plugin Timed Data Monitor aligns the evaluation of multiple Live Link and Media sources based on their source timecode.
In the Timed Data Monitor panel, you can manage the multiple sources and view their synchronization status. We have added support for custom timecode attributes on nodes. Take Recorder generates custom attributes using the current timecode when recording both Actors in Sequencer and Animation assets.
In addition, FBX imports and exports now preserve timecode data. Custom attributes stored and evaluated from Animation Sequence assets is experimental and should not be used for production projects. We identified common functionality for feature sets across our supported AR platforms and consolidated them into a general AR tool suite in Unreal Engine.
With the platform-agnostic AR tool suite, you can compile the same APIs on every platform, even when they’re not supported. You can have real-world objects occlude the holograms in your augmented reality app using the Depth API from the latest ARCore release. You can use the advanced features available in ARKit 3. We have included support for ARKit 4. In every release, we update the Engine to support the latest SDK releases from platform partners. Visual Studio – Visual Studio v 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. 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. Bug Fix: Fixed an issue with behavior tree combo buttons in the editor resulting in creating multiple instances. 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.
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.
New: Added tweakable cvars to control refresh rate “ai. RefreshInterval” and size of the displayed area “ai. DisplaySize” for navmesh through the GameplayDebugger. 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.
Updated all AI tests to utilize the new approach. New: Added a console command to the gameplay debugger gdt. 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.
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. 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 InstancedStaticMesh components that were not registered to the navigation octree if their associated mesh was assigned post registration. 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: Fixed navigation octree not being updated when custom navlinks state change. This fixes dynamic navmesh updates causing navlinks to reset to their default state. 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. 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.
The order of the pending elements is now preserved if tile sorting isn’t used. New: Synchronization between the async pathfind query tasks and the game thread.
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.
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. 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: 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. These functions behaved inconsistently between the different navmesh build types and were causing issues. Crash Fix: Fixed a crash when re-opening an asset editor after a new preview mesh is applied.
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.
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 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.
Bug Fix: Fixed notifies from not being fired for linked instances when running “root motion from everything”. Bug Fix: Restricted fast-path MakeStruct support to split pins in order to ensure nodes update correctly. Bug Fix: Fixed linked anim graphs that were not properly tearing down their anim instances in TeardownInstance. 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. 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. 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. Optimization: Heavily optimized TraceSourceFiltering plugin runtime performance.
Bug Fix: Fixed collapsing hierarchy when using root motion on additive animations. 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 blend space marker sync popping when markers land on animation boundaries. 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: 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. New: Added hide baked custom attributes property, which was causing performance issues with Slate.
New: Moved deprecated functionality to AnimSequenceBase and deleted all overrides from child classes. 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 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 within user filters.
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: Converted ‘a. Users should set these in the device profile rather than scalability from now on. Improvement: Optimized TallyErrors to significantly reduce anim compression overhead and worker thread blocking. Crash Fix: Fixed a crash when deleting a pose if the pose was prior to a base pose.
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: 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: Fixed an issue with sync group collisions when syncing with ‘component’ scope.
New: Enabled auto-sizing functionality for bone reference widget to allow it to grow larger to show the full bone name. This can be useful when you want to copy a part of the hierarchy as an optimization. Crash Fix: Fixed a crash when closing the animation document tab with a curve editor tab open.
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 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: 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 keyboard shortcuts registered in the Insights plugins from not functioning in standalone app.
Bug Fix: Added Ensure to maintain global and initial transforms in Control Rig, when reparenting items in hierarchy view. 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. 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 connectability issues by allowing mutable nodes to connect to previous nodes in the execution stack.
New: Added functionality to preserve camera speeds in animation editor viewport similar to how we preserve FOV. 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. 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 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 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. For example, this allows the ability to drive static meshes. New: Added pin redirector functionality to Control Rig. 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. Parameters are auto converted to public variables in UE 4.
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: Introduced bracketing scope system to bracket init, update, setup, interaction and sync in Control Rig. 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: Lift error reporting nodes to be interactive – nodes will now show changes as the graph is running 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. 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”.
Users won’t be able to create the old nodes, but content won’t break. 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.
A node which enables magnitude scalability of a quaternion. New: Added Blueprint functionality to Control Rig component. You can now drive the Control Rig Component’s functionality through Blueprint. New: Provided access to event names and information about controls being accessible. Item Exists node will return false if a specified item cannot be found.
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: 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.
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: Added Mirror functionality to the Control Rig graph. Mechanical systems analysis sees significant improvements—from the ability to view energy analytical models in 3D views to the display of detailed load and sizing reports directly in Revit.
Revit is powered by you, our users. This release reflects our commitment to listening to you and responding. We hear you on Revit Ideas and on the Revit Forum, in the Preview Community and in Futures Briefings, in our Inside the Factory events, and at Autodesk University, and through the many emails, Zoom calls, and conversations that make building Revit one of the best jobs in the world.
We thank you for the feedback and collaboration. While new features are great—and we think those in Revit are especially great—we also know that the decision to upgrade is a business decision and worthy of careful consideration. Aaron discusses what to be aware of, and why Parallax Team is recommending Revit to their customers. With that, onto the Revit highlights!
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