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8 Frequent Issues when installing Autodesk Products | CADnotes - 虚幻引擎4.26版全新及更新功能概述



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New: Added controllable length to ArrowComponent and expose in TargetPoint, which grants ability to use them as an editor visualization from Blueprints. 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.

They will open in the Data Only Blueprint editor if they contain no nodes. 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: 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. 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 wildcard connections to the wildcard pins in the Format text node so that it can be used inside of macros.

New: Added a simpler preview subUV that works better and is easier to start from. Improvement: Improved behavior when using the Blueprint debugger object filter on an actor that was dynamically spawned. 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 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 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.

This avoids commandlets failing because of errors logged during access to DDC. This avoids scope event names to get additional quotes and avoids the overhead of using macros with dynamic string as scope names. This could lead to attaching the wrong log file to a bug report. 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. 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. 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 a hang in UnrealHeaderTool when a class inherits an interface with the same name except for the prefix. 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 issue where application aborted when plugins failed to load due to EnableAllPlugins command. The original code was not causing a buffer overrun because of the 16 bytes alignment. 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. Bug Fix: Fixed TSet properties text import of a struct type, where the struct doesn't initialize all of its members in the constructor.

This fixes the construction of a TArrayView from an initializer list. This could result in invalid symbols added to the ImportNames table which resulted in increasing the engine start time. This fixes a situation that prevented a group without FScopeCycleCounter from being activated if no other group was activated. 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: 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 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. Bug Fix: Fixed access violation in subsystem container startup discovered with the command '-stompMalloc". 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 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 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 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 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.

Avoids a potential startup crash in monolithic builds. 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: When cooking, references to editor-only FProperties will be nulled out. Bug Fix: FFieldPaths will no longer attempt to resolve themselves to new fields after the original field they resolved to has been destroyed.

Bug Fix: When converting UProperties to FProperties, the engine will rename the old property so that it doesn't collide with potentially valid objects of different type.

Bug Fix: Fixed memory stomping occurring when a long command line is used. Modified FGenericCrashContext to perform safe string copies which caused TLazySingleton to crash due to static memory being overloaded. 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.

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: 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 append operators have been simplified to append anything convertible to a string view. New: Added Emplace functions to SparseArray. 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.

This function checks for a valid root. These are like their Get equivalents, but return whether a value was found or not. 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 the Get function to TTuple to enable developers to get a tuple element by its type rather than by its index. The overload for pointers is deprecated because it caused arrays to decay to pointers. New: Added a check for VS redist, and to trigger the prereq installer if it isn't found.

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.

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: Added policy support to delegates, allowing them to take a user policy to configure behavior and state. The log is emitted with the Editor analytics to help diagnose crash in the crash reporter.

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.

The class definition is placed into Event. Implementation is placed in ThreadingBase. 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. This could result in invalid symbols added to the ImportNames table which was increasing the engine start time. New: Added new code comment inside TUniquePtr; containing advice for when its use inside UObjects causes a compile error.

New: Added a new compile error when binding a delegate with a const object pointer and non-const function. New: Added a new TVariablePagedArray implementation with fixed-size pages, but a page may have unused items either at the beginning or at the end of it's items array. New: Added a TPimplPtr type which can be used as a substitute for TUniquePtr of an incomplete type; without forcing the outer class to define all of its special member functions in the.

New: Added a TInvokeResult trait for getting the return type of a callable with given argument types. New: Added templatized InitializeDependency to subsystems. Also modified InitializeDependency to return the subsystem. New: Created a new trace event " Diagnostic.

This event includes improved formatting that utilizes string type fields and handles the new event in the DiagnosticsSessionAnalyzer. New: Enabled the unhandled exception filter on Windows for all applications. This is to capture crashes in non-engine threads, additionally, this captures some crashes from Windows callback that are not going through the main thread except blocks.

New: Added Ensure when getting the correct case for the project path during engine startup on the Windows platform. This no longer resolves directory junctions at the same time as it can cause problems for p4 operations.

New: Added Ensure that the project directory is updated after the first time that the project file path is set. New: Added Silence warnings regarding the possible loss of precision converting from integer to floating-point types. This prevents values closer to 1. New: Added Ensure to no longer resolve directory junctions when also getting the correct case for the project path during engine startup on Windows.

This can be useful when doing deterministic benchmarking. New: Added the command line option '-d3d12instrumented" to control the use of the instrumented d3d driver.

New: Added a new CSV tool for binary support. All CSV tools will seamlessly read. New: Added a fallback so that '-mempro" and '-memprollmtag" will work if the command line wasn't initialized when FMemProProfiler::Init when it was first called,. Added a support for reading. These contain metadata and stat names, so they are faster to read than the full CSV when filtering with '-metadatafilter".

New: FString now supports construction from an FStringView with an additional memory slack in its internal buffer. New: Added support for enabling mempro and specifying tags without the need for execcmds. New: Added a cooker parameter -DevelopmentAssetRegistryPlatformOverride which allows DLC cooks to override the platform name used to find and load the development asset registry. Allows different platforms to use a single registry where that makes sense. Guard a loop that accesses asset registry data for cases where that data doesn't exist.

New: Added FScopedMemory, which will scope out the difference in Physical and Virtual memory in addition to capturing other threads allocating. New: Refactored stage time only encryption config to be "explicit" groups that can take normal assets and external non-UAsset based files for encryption. New: Reduced the constant memory cost of keeping FProperty related references from 32 to 8 bytes per UStruct. New: Added additional asserts when failing to remove UObjects from hash tables due to a rare crash in Garbage Collector.

New: Only inject encryption key asset metadata into the cooked asset registry for platforms that actually require it. New: Added logic to change how background generation of distance fields works in the editor, Instead of creating a new thread pool for the distance field tasks the editor will now use GLargeThreadPool when available.

This reduces thread spam in profilers and reduces overhead on machines with a large number of available logical processors. New: Core will now be aware of multiple CPU groups to make better use of high-core systems.

New: Added. New: Refactored sandbox file system creation so it gets funneled via a factory function, to support multiple implementations. New: Parsed int64 value with basic math expression without losing precision. Added the option to only parse FText to number parsing only if the parsed number is inside the limit of the desired type and the option to clamp that value to the limit of the desired type.

New: PluginManager now takes into account the default editor target config param when trying to decide which editor target to use. New: Moved the hardcoded list of ini suffixes in the staging system out into lists in the deployment context so that projects can choose to override them. New: Added a PreModifyDeploymentContext callback to the project params struct which will be invoked after the deployment context is created, but before any files are processed by the staging system.

New: Fixed staging chunk assignment from failing when there are case mismatches between paths in the staging manifest and the pak chunk lists. New: Changed how FFieldPaths are internally stored and serialized. Now instead of storing the full path from the outermost UPackage to the innermost FProperty, FFieldPaths will store the owner's UStruct reference and a short path to its property or inner property of its property.

The same applies to serialization: both the owner UStruct reference and only the short path will be serialized. Serializing the owner reference will enable proper handling of any owner struct package renames as well as greatly increase the initial field resolution performance. Improvement: Improved delegate system comments and added pointer from DelegateCombinations. Improvement: Optimized TSet::Empty to avoid a pathological case where the hash size would be large, without many elements populated in the hash set.

Improvement: Implemented FString equality optimizations that checks length before touching data and incurring cache misses. Improvement: Removed redundant ToLower calls which caused slowdowns when launching console while using -stompmalloc. Improvement: Significantly improved MarkObjectsAsUnreachable phase of Garbage Collection performance in scenarios where there are many root objects.

Improvement: TBitArray fixes and optimizations. This allows to remove them completely in the next version and to modify IsAudioThreadRunning and IsInAudioThread functions to work correctly even without the audio thread. Deprecated: Added deprecated support for Cast and CastChecked functions for FProperties to minimize compilation errors when upgrading to the new engine version.

Crash Fix: Fixed a crash that was occurring when cooking a scene containing a runtime-generated static mesh. Bug Fix: Fixed a bug where a substring could be replaced multiple times when path remapping is done when using COTF server. Bug Fix: Fixed a bug to ensure the DDC graph used when launching a command-line cook from the editor is the same one used in the editor. Bug Fix: Fixed bug where recursive directory traversal would not reach plugin or platform extension directories when using the cook on the fly server.

Bug Fix: Added a warning to resave static meshes that invalidate physics when loaded. Meshes that generate the new warning need to be resaved to suppress the warning and ensure deterministic cooking.

It must be resaved before it will cook deterministically. Bug Fix: Fixed a bug where platform-specific raytracing data is incorrectly stripped during a cook. Bug Fix: Fixed a non-deterministic cook issue with hierarchical precompiled Level Sequence data.

When processing requests, the load dependencies of FPackageData are read from the asset registry, and dependencies are inserted into the LoadQueue ahead of the requested package. New: Added a diagnostic during cooking that shows the number of open file handles. New: Cooker LoadQueue Preloading.

This is useful for test assets or incomplete assets that are known to give errors on load. New: Added an option to not populate the entire asset registry when cooking for DLC. Improvement: Avoided having native packages look up on disk by considering them "fully loaded" without checking if a file already exists on disk for them.

Improvement: Improvements to PostLoad and Serialize profiling instrumentation in the LoadTimes channel for use during a cook. Improvement: Avoided scanning and sending superfluous files under the Plugins directory server during initialization.

Avoided requesting the same package as a. Avoided having the network file system server do two passes recursively iterating over directories to get file timestamps. Fixed the network file system to handle looking for packages with FindPackageFileWithoutExtension as a. Improvement: Avoided calling SerializeInlineShaderMaps during a save if the archive save pass is non-persistent, is an object reference collector pass, or should skip bulk data.

Improvement: Avoided excessive realloc and memcpy overhead when regenerating procedural foliage. Deprecated: Deprecated the -DiffCookedPackage command-line argument with a warning in the log when used.

Deprecated: Deprecated the -dumpsavestate and -dumpsavestatebyarchetype command line support with a warning in the log when used. Please note that the aforementioned commands will be removed in a future version.

Bug Fix: Fixed console variable usage to work on threads other than the game thread. Bug Fix: Fixed calculation of total memory in TrackFree which was using int64 - uint32 , and getting additions of large uint32 instead of subtraction of small uint When running on a large project, Cook Margin Capacity was causing the cook time to become arbitrarily slow. New: Added FullClassName option to "obj list" command.

If present, this will output the full pathname of each class rather than the short name. Crash Fix: Network Profiler will no longer cause a crash when it's enabled before a map is loaded. Bug Fix: Fixed the "check all connections" checkbox in the networking profiler which had stopped working. Bug Fix: Fixed an issue in the networking profiler where profiles with fewer than 30 frames of data could not be loaded. Crash Fix: Fixed a crash after removing a property from a struct while being used in a Blueprint that's also open in the Editor.

Bug Fix: Fixed some bad logic for calculating when padding is needed in Pak files. Bug Fix: Fixed UnrealPak patch generation crash when the crypto. Bug Fix: Fixed Crash Report Client dealing with crashes that occur very early in the process lifetime. Bug Fix: Fixed async purge phase to finish with the same multithreading settings before switching multithreading off for the exit purge to prevent an assert. Bug Fix: Fixed classes that have potential thread-safety issues with their destructors when they are not destroyed asynchronously by Garbage Collection.

Bug Fix: Fixed disregard for the Garbage Collector pool, it no longer needs to be enabled for Garbage Collector clustering to be enabled. AddStructReferencedObjects should not be const because GaC will attempt to null references to pending kill objects when calling this function.

Bug Fix: Disabled permanent object pool when disregard for Garbage Collector pool is disabled due to permanent object pool objects becoming marked as unreachable and potentially becoming destroyed. Bug Fix: Fixed issue with plugin stack traces not resolving correctly in logs. This manifested as "UnknownFunction" entries in the logged stack trace. Bug Fix: Fixed issue where CrashReportClientEditor would crash while exiting due to the "request exit flag" not being set.

Bug Fix: Added Ensure for getting the correct case of project path during engine startup on the Windows platform. Bug Fix: No longer load pak verification data if pak verification is turned off, this leads to a slight reduction in memory footprint. Bug Fix: Fixed a small bug in which pak verification data was being loaded, when pak verification was turned off.

This is always in memory so represents a small memory gain. New: Moved environment command-line parsing earlier. This allows setting up for example log output using environment variables in automated scenarios. New: Added Ensure fix for getting the correct case of the project path during engine startup on Windows platforms. The case will no longer resolve directory junctions at the same time as doing so can cause problems for p4 operations.

New: Added Ensure to the project directory so that is updated after the first time the project file path is set. It functions the same as omitting the " ddc" argument, but useful for CI environments. New: Refactored TFastReferenceCollector template arguments to use enum options instead of multiple bool flags.

New: Added a callback to allow custom property types from plugins etc to be converted from UProperties to their respective FProperty types.

Avoid emptying the file content buffer in FArchiveFileReaderGeneric when performing a seek but staying within our current buffer window. Avoid emptying the file content buffer in FArchiveFileReaderGeneric when performing a seek outside the buffer window then a seek back into our buffer window without any read in between. New: Added more debug info to ensure triggered by invalid object path when setting Soft Object Path. New: TraceLog channels now use refcounting to track enabled state.

In order to easier manage enabled channels and initialization, Trace::FChannel now uses reference counting. Negative values mean the channel is disabled.

Improvement: Optimized Pak file indices by computing the PathHashIndex in Unrealpak rather than using strings at runtime. This removes the need to shrink the string indices for performance, which was triggering a bug due to unsynchronized multithreaded access.

It will now be whitelisting classes instead of blacklisting resulting in memory and performance optimizations for async destruction of UObjects. Improvement: Optimized internal Garbage Collector functions by removing inline in order to optimize compile times.

Crash Fix: Fixed a crash that occurred when importing variant data from some DeltaGen scenes. Crash Fix: Fixed a crash that occurred when trying to import meshes from Cinema 4D scenes that have more than 7 UV channels.

Crash Fix: Fixed a crash after clicking Execute button in a Dataprep asset instance. Crash Fix: For OpenNurbs importer, a potential crash if the scale vector was non-uniform was fixed.

Bug Fix: Fixed an incorrect export time field in a Datasmith scene when imported from Revit. Bug Fix: Fixed Variant Manager variants with unspecified dependencies being marked as invalid dependencies for others; fixed Variant Manager variant dependencies not being updated when the target variant has been removed.

Bug Fix: Fixed the blend shape and animation bugs that occurred when the same SkelRoot was referenced multiple times in the same USD stage. Bug Fix: Fixed an issue where Cinema 4D objects would always use display color materials even when set to off. Bug Fix: Components name collision is now better handled when importing through Datasmith.

Bug Fix: SkeletalMesh now outputs logs with the mesh name when there is a compute tangent error. Bug Fix: Fixed an issue where, in some cases, the Corona default light units conversion wasn't correct, making the lights too bright in Unreal. Bug Fix: Scene hierarchy from a Revit Datasmith export no longer has duplicates. Bug Fix: Dataprep no longer creates assets that cannot be moved to dataprep subfolders. Bug Fix: Incorrect names on subcomponents imported with Datasmith integrated from Dev-Enterprise no longer occur.

Bug Fix: Fixed the parent SwitchActor option switching, clearing the chosen choices of child SwitchActors; fixed child SwitchActors being able to set children as visible when they themselves are unselected. Bug Fix: Illegal characters in a texture name will now survive a Datasmith export when integrated from Dev-Enterprise. Bug Fix: Entities in Revit exporter Datasmith scenes no longer have offsets on their meshes.

Bug Fix: Fixed incorrect camera transforms when opening or importing stages with Z as the up-axis. Bug Fix: It is now possible to drag and drop actors onto empty Variant Manager actor lists. Bug Fix: Fixed additional static mesh and components from being generated when collapsed USD prims update under some circumstances. Bug Fix: Stabilized behavior of AUsdStageActor during some complex editor interactions such as undoing deletes, undoing stage changes, and map changes.

Bug Fix: Fixed an issue where imported USD assets were not being updated in some circumstances when reimported. Bug Fix: Fixed mesh with partial material assignment not receiving DisplayColor materials on unassigned faces when importing USD scenes.

Bug Fix: Fixed Normals being unnecessarily discarded and recomputed in some scenarios when importing Cinema 4D scenes. Bug Fix: Fixed a warning when creating an import package with an invalid name when importing USD scenes. The USD plugin no longer crashes when opening USD stages both via USD Stage Editor as well as importing with generated static meshes containing more than material slots if the ray-tracing plugin is enabled.

A crash that happened in some scenarios when importing the same skeletal mesh twice in a row from USD scenes no longer occurs. USD skeletal mesh reimports now only consider vertex positions when deciding whether the skeletal mesh was changed on disk.

Skeletons now import alongside their skeletal meshes when importing USD scenes in some scenarios. Now keeps intended UV set indices when importing or opening USD scenes, as opposed to always packing them sequentially. Fixed SkinnedMeshComponents generated when opening USD scenes not refreshing their render state when undoing or redoing changes. Added support for sharing meshes and using material overrides when importing USD static and skeletal meshes via the USD Stage Editor window or direct import.

Fixed the USD Stage Editor window to correctly remember the stage variant state between different openings of the same stage. Minor tweaks were made to the USD Stage Editor window so that column splitters can be used for the variant and variant sets panel. Bug Fix: When importing an Alembic file as a Skeletal Mesh, normals will be computed for each of the generated morph targets. Bug Fix: Fixed duplicate objects being spawned when importing Cinema4D scenes with instanced nodes; also fixed animations of instanced nodes not importing correctly from Cinema4D scenes.

Bug Fix: Fixed an issue where material instance parameters that were overridden in Unreal were not preserved during a reimport. Bug Fix: Fixed mesh reimport not using tessellation parameters specified at import time. Bug Fix: Improved support for lights with no attenuation when importing Cinema4D scenes. Bug Fix: Fixed SwitchActor label incrementing twice when dragging and dropping it onto the viewport.

Bug Fix: An issue with Materials was fixed where material parameters were not updated when parent master material changed by reimport. Bug Fix: Fixed a reimport issue where new components would be created instead of updating the existing ones in the case where the label of a component had changed since the last import.

Bug Fix: Improved support for the standard 3ds Max blend material. Its conversion has been updated to use the newer Datasmith UE Pbr material system.

Bug Fix: Dataprep folder import no longer creates an unexpected folder hierarchy. Bug Fix: The scene orientation of the OpenNurbs. Bug Fix: The failure message when trying to import huge meshes bigger than 2Gb has been improved.

Bug Fix: Fix a bug when reparenting an actor during reimport did not give the proper result. Bug Fix: Fixed color- and contrast-related issues when importing LAS files containing bit components. Bug Fix: Fixed a bug in the DatasmithSDK that would prevent exporting 2 textures with the same file name but different paths.

A suffix is now added to the conflicting file name instead of ignoring that texture file. New: Pivot for files imported from Rhino now set to geometry bounding box center.

New: Support now in place for exporting and importing variant data from. New: Setting thumbnails to the Variant Manager's variant sets is now allowed, along with setting Variant Manager thumbnails at runtime with Texture2D objects. An event was added that is fired whenever Variant Manager thumbnails are updated. New: Multiple transform animations are now combined into the same LevelSequence when importing animated DeltaGen scenes.

New: Some materials are now always set on the base imported mesh when importing Cinema 4D scenes, even if there are multiple overrides.

New: Added support for exporting materials to USD as preview surface materials with baked textures. New: It is now possible to import Alembic velocities. This is useful when the topology is not constant during an animation since Unreal cannot compute motion vectors without matching vertex pairs between frames.

If the velocities are available in the Alembic file, they can be imported, and motion vectors will be deduced from them. New: Removed an icon that showed when moving a node onto itself and replaced the associated message. New: Import of folders has been speeded up by making use of multi-core processing.

New: Improved support for 3ds Max Corona materials when exported through Datasmith. New: Support is now available for display and document color when importing Cinema4D scenes. New: Datasmith importers should now only recompute invalid normals and tangents, and leave valid ones intact, as opposed to discarding them all and recomputing the entire set. New: Individual LiDAR Point Cloud assets no longer have a 2-billion point limit, which allows virtually unlimited amounts of points per asset.

New: It is now possible to calculate the Normal vectors for points, either for the whole cloud or for only a selection.

The current model is best suited for urban and human-made surfaces. With it, it is now possible to export Datasmith scenes in C on Mac. New: Datasmith OpenNurbs. With it, it is now possible to export material graphs using the DatasmithFacade. AddElement when adding materials to the scene. Bug Fix: VSCode - Stopped iterating to parent directories when the root directory is reached, as there can not be any relevant compiler options specified further up than that.

Avoids reaching the root of the drive. Bug Fix: Fixed an error that occurred when the ParentDirectory property was used on non-windows paths and it would iterate to the root index out of bounds exception. Bug Fix: Fixed an issue with converting UnrealTargetPlatform to a string when parsing command-line options.

Added a "TypeConverter for UnrealTargetPlatform Added" check to verify if a type converter exists when parsing command-line arguments. Bug Fix: Fixed excluded files in VsCode for foreign projects. Hid the. Reduced the normal path verbosity to Warning from Error. Bug Fix: The editor Perforce plugin will now sync all revisions up to the specified changelist instead of just the specified change. Support for disabling frame trace captures via cmd line was added as a workaround.

Win64 development is still mapped for each target so run a build for it to make UHT generate the headers in the expected location. New: The RenderDoc plugin no longer loads when automation is not allowed to take frame traces. Loading the RenderDoc plugin is disallowed when RayTracing tests are being run. If latency to the node is greater than or equal to this value then the node will be marked as slow which disables touching and reduces file stats.

If a path is set but not accessible, the user will be prompted and able to retry if they had to start a VPN or mount a drive. New: Added a "-Info" option for UnrealPak to dump some header information about a pak file.

Improvement: Disabled attempting frame trace captures when the cmd line is specified. The usage of slashes resulted in a part of the path being truncated by PathRemoveFileSpec which was preventing the test of local DLLs from succeeding. The previous code prevented the DeveloperTool modules from being compiled if there were no Runtime modules in the plugin.

New: Added a callback to the UAT project parameters so a script that uses buildcookrun can choose to modify the deployment context before staging. New: Exposed a function from the staging code which allows remapping staged file paths based on the project remapping configuration. Missing target receipts are now ignored when staging a DLC plugin. A content-only DLC plugin can now be staged using the previously-built executables from the staging of the original project.

New: In UAT, added a staging option to disable the use of existing. Bug Fix: Corrected the ConfigHierarchy parsing of negative integers. New: Added code in UBT to detect circular dependencies in module references early in the build process. This will display an error message such as: Error : Circular dependency on PhysicsCore.

New: Added an option to UBT project generation to allow users to specify include paths to be omitted from project files. This speeds up parsing, reduces the memory footprint, and allows irrelevant symbols to be excluded from IntelliSense suggestions.

Example usage in BuildConfiguration. Switched to the json interface and removed local task execution, allowing all task scheduling to be handled by SN-DBS. New: Added a minor fix for the bCreateHotPatchableImage property setter which ignored the requested value. New: Exposed a function to clear plugin and directory caches. New: When generating visual studio project files, projects with multiple editor targets will now use the default editor target config setting, if it exists, to determine which editor target should be added to the main project file.

All others will generate separate projects inside the VS solution. Improvement: Turned off parsing of platform data that fails for disabled plugins during project generation.

Bug Fix: Added a static assert to detect that inherited UStructs are not polymorphic unless basestruct is also polymorphic as this is currently not supported by the reflection system.

Crash Fix: Fixed a crash in the P4 Source Control plugin when parsing the history of an asset that was deleted, then added back. Crash Fix: Duplicates are filtered out when gathering Source Control states, preventing a crash when syncing Editor data. Crash Fix: Cancelling a transaction now cancels the entire transaction instead of a part of it.

Crash Fix: Updated ObjectTools where we de-referenced an Editor transaction without checking its validity. This caused a crash when using these functions from commandlets. Crash Fix: Fixed an issue where canceling the PIE multiplayer client while loading would cause a crash. Crash Fix: Fixed an issue with scripted toolbar buttons where implementing IsVisible or CheckState functions would cause a crash because no UFunction was allowed. Crash Fix: Fixed an issue where newly-created redirectors would be garbage-collected before being renamed, causing a crash.

Crash Fix: Fixed a crash when opening a recent level that had changed to a redirector. Crash Fix: Fixed a crash when trying to restore a package at startup that no longer exists. Crash Fix: Fixed an Editor crash when toggling to full screen after a layout change.

Crash Fix: Fixed an issue where re-importing a SpeedTree that had its original materials removed from the Project caused a crash. Crash Fix: Fixed a crash when re-importing a Skeletal Mesh with new bones that had animations using that skeleton. Crash Fix: Fixed a crash when re-importing a Skeletal Mesh that failed to re-import. Fixed the file sharing service to gracefully handle the case where the file containing the list of active processes using the service failed to open or save.

The service will only delete the expired files after one hour, rather than removing the entire shared folder. Crash Fix: Fixed crash when syncing out-of-date Assets in the Editor if a dependency package was not found. Crash Fix: Fixed a crash when the frame rate was zero in the animation timeline.

Crash Fix: Fixed an issue where accessing certain static functions caused a crash due to the EditorStyle module not being loaded first.

Crash Fix: Fixed a crash when importing an FBX file containing degenerate tangents or invalid meshes. Crash Fix: Fixed a potential crash when force-deleting textures or materials used by BSP geometry in the current Level.

Bug Fix: MessageBus: Fixed infinite message sending when sending a direct message to a combination of local and remote recipients. Bug Fix: In the Content Browser, the Asset file path is no longer cleared in the Editor after cancelling and closing the browser. Bug Fix: Painting is no longer permitted on textures with an unknown number of bytes per pixel.

Bug Fix: Updated CSV import factory to prevent setting the import path to an empty string when importing text directly. Bug Fix: The Play dropdown menu now reflects the correct value for the number of clients.

Bug Fix: Fixed several issues with Editor UI interaction when using single-process multiplayer mode, and fixed the client number in the window name to always match the log client number. Bug Fix: Fixed nodes that were placed in unexpected locations on Material, Blueprint, and Niagara graphs.

Bug Fix: Fixed legacy world rename handling, avoiding potentially renaming map build data with the name of an existing build. Bug Fix: Fixed FName and exponential behavior when fixing up Meshes with many duplicate material names.

Bug Fix: The Details panel no longer attempts to select separator nodes, which resulted in an invalid selection. Bug Fix: Fixed viewports getting stuck upside down after orbit because of pitch locking.

Bug Fix: The Message Log now uses a fixed size font, and duplicate tooltip text was removed. Bug Fix: User configuration is now preserved across package copies. Copying a package no longer causes packs like StarterContent to re-import and overwrite changes. Bug Fix: Disabled editing of data table rows in the composite data table editor since changes are not saved. Bug Fix: Properties that have subcategories specified for them and have the ShowOnlyInnerProperties metadata flag now display correctly.

Bug Fix: The Parameters menu size has been clamped to no longer appear larger than the screen, also preventing flickering. Bug Fix: When resetting Transform from the Details panel, the Transform of the rendered instance updates correctly.

Bug Fix: When resetting Curve Atlas Row, the row value resets correctly and no longer locks the user out of editing the value. Bug Fix: If the index is greater than the default array size, you can now export the last item of an array containing default values. Bug Fix: There is no longer a prompt to save content when the user has bUseSingleProcess turned off, regardless of whether or not their PIE session was occurring in a separate process.

Bug Fix: When invoking CodeLite, a path name that includes spaces is now recognized correctly. The ProxyLOD plugin no longer generates uninitialized vertices at the end of the vertex buffer. Bug Fix: The Editor analytic now correctly accounts the computer hibernation time as idle time. It no longer moves to the corner of the screen. Bug Fix: When joining a multi-user session with in-memory change, the notification message has been rewritten for clarity.

Bug Fix: Fixed an issue where double-clicking a water mesh would cause a run-time error if the engine was compiled from source. Bug Fix: Editor actions that try to focus a particular tab, like Blueprint debugging, will always work, even if the window is minimized.

Bug Fix: Fixed an issue where the Show in Explorer menu was not working properly for plugins in the Content Browser folder tree. Now, if there are more than instances controlled by CVar r. MaxNumInstancesDetails , a performance warning displays with a button to show or hide instances per user preference.

Bug Fix: Fixed the map-built data not being saved when closing a Level due to a save prompt re-entrance guard. Bug Fix: Fixed an issue where changing the preview rendering level to Android and creating or opening a new Level would cause a mismatch between the tool button status and the feature Level. Bug Fix: Fixed an issue where clicking the Clear option for a Streaming Volume was not working correctly. Bug Fix: Fixed an issue where CreateNewStreamingLevel would try to load a streaming level of abstract type, causing an error.

Bug Fix: Fixed source control errors during rename of a file open for an add operation. Bug Fix: Fixed an issue where opening the Landscape Spline Tool would cause a run-time error if the engine was compiled from source. Bug Fix: Fixed an issue where a redirector was being saved as a. Bug Fix: Fixed an issue where users were able to create a new streaming layer with a streaming distance of 0 when distance streaming was enabled.

Bug Fix: Fixed a bug where resizing the Content Browser was not updating the hit detection correctly. Bug Fix: A 1. Bug Fix: Fixed an issue where a column customization passed to the PropertyTable widget was ignored. Some UI delegates were not unbound properly. Bug Fix: Fixed an issue where importing a Skeletal Mesh with custom LODs and no skinning was resulting in incorrect remapping of the bones.

Bug Fix: Fixed an issue to ensure that the Skeletal Mesh source data supports 16 bits of materials to be on par with the render data.

Bug Fix: Fixed an issue where the Editor would check for a pre-existing realtime override on viewports when doing a blanket removal. Bug Fix: Fixed an issue where the Project Creation dialog would display a blank selection for the Starter Content option if the Feature Packs folder was unavailable. Bug Fix: Changed the sharpening method for mask textures so that each color channel is processed separately.

Bug Fix: Fixed an issue where an old reduced Skeletal Mesh asset with a disabled section would not keep the disabled section state after a re-import. This prevents the Unreal Engine tooltip from rendering over the top of other applications. Now, it correctly multiplies the mesh bounding box by the node global scale transform to test the real bounding box size.

Bug Fix: Fixed an issue where an old package was not properly deleted when renaming a package. Bug Fix: Fixed crash on map load when world legacy rename handling was renaming over other existing maps. Bug Fix: Fixed source control checkout errors when a package is saved. Errors will no longer appear if the file is already open, or being renamed. Bug Fix: Fixed an issue where the Editor transaction buffer was being cleared when hiding levels. Bug Fix: Fixed an issue with the transaction system in the Editor where intermediate transactions would record incorrect information due to using a different serialization algorithm.

Bug Fix: Fixed an issue where the message dialog would appear after a FBX import if no import error was found. Bug Fix: Fixed an issue where the last item of an array would not export if it contained default values and the index was greater than the default array size. Bug Fix: Fixed an issue where selecting a spline point in one viewport and manipulating that point in another would result in the entire spline component being transformed, instead of the selected spline point.

Bug Fix: Added a fix to ensure that the Editor style module is loaded before calling its static functions from MeshPaintMode. Bug Fix: Fixed an issue that occurred when attempting to convert a procedural mesh component without materials to a static mesh. If no material is assigned, the new static mesh will now use the default material. Bug Fix: Fixed an issue where a code-less project would fail to compile after adding a feature pack. Actor component visualizers can also draw to the HUD.

New: Added list of real-time overrides for level viewports. Previous APIs were deprecated or renamed to better indicate that a list of overrides is keyed to a system name. A system name is now required to ensure the caller removes the override they actually want to remove.

This solved the problem where various systems added or removed real-time overrides in interlocked ways, especially when starting or stopping a PIE session. New: Added Package class filters similar to transaction class filters in multiplayer mode. When a package is filtered out, the package event is not sent out to the server and the file is locally persisted instantly.

New: Pasting properties in a Details panel now retains the existing item expansion state, when possible. New: When all items are filtered from the Details panel, a message displays indicating that there are active filters.

New: Added the display of native component names in the Simple Construction Script tooltip. New: Added Mesh CSG operations union, intersect, subtract, and a self-union to resolve self-intersections to the modeling tools. Class template. By implementing a child class of UPluginClassTemplate in a plugin's Editor module, developers can override the default code UClass generation of their given class provided by the Class Generation Wizard.

New: Added a context menu when there is no valid selection that allows you to select all Actors or place an Actor.

New: The DisplaceMeshTool was updated. Multiple layers of Perlin noise can be combined. For each layer, the user can specify the frequency and amplitude. A new option was added to apply the offset only to vertices with normals pointing in a given direction.

New: Category expansion state in the Details panel is now restored after clearing the Search bar. New: Added procedural animation support to the Data Charts plugin. This allows growing and collapsing data charts based on user events. New: PIE sessions that launch a new standalone window no longer double render debug safe zones and all PIE options are more consistent when handling r. XXXX cvars. New: Loading an Editor layout keeps the displayed asset sub-editors open. New: In the Graph Editor, the Tab key opens the context menu to create a node at the current mouse position.

New: Details panel dropdown menus for Enums and other items now display a Search field if there are more than 20 items. This threshold can be changed for a custom property dropdown menu using the new FPropertyComboBoxArgs structure. New: Added spline point fast selection buttons to the Spline component Details panel. New: Made the spline point details show up first in the Details panel of a Spline component.

New: The Gameplay tags are now saved to a separate configuration file to improve performance of the main Editor configuration file. New: You can now set all material properties directly in Blueprint when importing a material. New: The Place Actors panel now allows filtering by the native class name as well. For example, PointLight is now a valid search term for the Point Light item.

New: Added an option to downscale textures without Mips to allow for texture compression. 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. 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. 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. You can utilize Control Visibility within the graph to hide sets of controls. New: Added new ControlRig Component to get two auxiliary Blueprint functions which simplify mapping elements. 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. The Control Rig Picker is no longer supported and has been removed. Users won't be able to the old nodes anymore, but content won't break.

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. 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.

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: 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.

Crash Fix: Fixed a crash on an audio device hot swap when channels have changed. 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 deadlock caused by listeners attempting to access an audio device instance during device destruction when it should no longer be accessed.

Bug Fix: Low-pass filters now behave correctly when set through a Sound Class mix. 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. Bug Fix: Fixed a bug where sounds in a concurrency system were becoming orphaned and stale if set to PlayWhenSilent.

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: A fix was made for the submix envelope follower delegate not outputting the correct envelope for the submix. Bug Fix: Fixed a bug in the source effect chain initialization that caused source effects to not play in certain cases. Bug Fix: Swapped function descriptions to match audio volumes for interior and exterior settings. 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 a race condition in the audio renderer by refactoring the audio render buffers to use a thread-safe circular buffer. Bug Fix: Fixed an issue where sound cue node culling was not working in non-editor builds. Retained audio is not relevant for servers. 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 baked envelope data returning data for non-looping sounds. Bug Fix: Fixed a bug with the IR asset being in the correct category in the sound submenu.

New: Migrated modulation plugin debug commands to work properly with the au. New: A new interface was added for procedural audio generation to avoid UObject dependencies in the audio render thread: the ISoundGenerator.

New: Dry initial sound and wet repeated sound level controls were added to submixes. New: Added a new Audio Bus Asset feature that allows audio to be routed to effects but not rendered as audible. 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. 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 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 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: Additional multichannel mixing controls provide the tools needed to create a consistent convolution reverb for stereo and surround channel configurations. Deprecated: Deprecated specialized import for multiple.

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 an issue where, on some platforms, new and modified screenshots for the automation framework could not be approved in the Editor. 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 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 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: Function nodes added by dragging from the function list will now correctly snap to the grid. Previously, It was acting as a black list. 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 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: 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: 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: 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: Fixed a compiler error that occurred when removing interfaces from duplicated 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: 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. 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: 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: No longer set autogenerated nodes to transactional unless the owning graph is also marked as transactional.

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: 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: 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 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 " does not have a valid matching component".

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. This fixes a bug where only the first element in a map would be diffed against, but it would be done N times.

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.

Now every time a Blueprint function gets executed it will correctly set the "world context" which should fix issues with soft object references. New: Disabled editing of default values on soft object reference member variables. 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: Blueprint Variables now show tooltip text when hovering over the tooltip EditableTextBox in the details panel. 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: 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: 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. They will open in the Data Only Blueprint editor if they contain no nodes.

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: 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.

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 wildcard connections to the wildcard pins in the Format text node so that it can be used inside of macros.

New: Added a simpler preview subUV that works better and is easier to start from. Improvement: Improved behavior when using the Blueprint debugger object filter on an actor that was dynamically spawned. 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 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 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.

This avoids commandlets failing because of errors logged during access to DDC. This avoids scope event names to get additional quotes and avoids the overhead of using macros with dynamic string as scope names.

This could lead to attaching the wrong log file to a bug report. 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. 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.

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 a hang in UnrealHeaderTool when a class inherits an interface with the same name except for the prefix.

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 issue where application aborted when plugins failed to load due to EnableAllPlugins command. The original code was not causing a buffer overrun because of the 16 bytes alignment. 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. Bug Fix: Fixed TSet properties text import of a struct type, where the struct doesn't initialize all of its members in the constructor. This fixes the construction of a TArrayView from an initializer list.

This could result in invalid symbols added to the ImportNames table which resulted in increasing the engine start time. This fixes a situation that prevented a group without FScopeCycleCounter from being activated if no other group was activated. 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: 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 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. Bug Fix: Fixed access violation in subsystem container startup discovered with the command '-stompMalloc".

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 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 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 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 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. Avoids a potential startup crash in monolithic builds. 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: When cooking, references to editor-only FProperties will be nulled out.

Bug Fix: FFieldPaths will no longer attempt to resolve themselves to new fields after the original field they resolved to has been destroyed. Bug Fix: When converting UProperties to FProperties, the engine will rename the old property so that it doesn't collide with potentially valid objects of different type.

Bug Fix: Fixed memory stomping occurring when a long command line is used. Modified FGenericCrashContext to perform safe string copies which caused TLazySingleton to crash due to static memory being overloaded. 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.

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: 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 append operators have been simplified to append anything convertible to a string view. New: Added Emplace functions to SparseArray. 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. This function checks for a valid root. These are like their Get equivalents, but return whether a value was found or not. 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 the Get function to TTuple to enable developers to get a tuple element by its type rather than by its index. The overload for pointers is deprecated because it caused arrays to decay to pointers. New: Added a check for VS redist, and to trigger the prereq installer if it isn't found. 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. 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: Added policy support to delegates, allowing them to take a user policy to configure behavior and state. The log is emitted with the Editor analytics to help diagnose crash in the crash reporter. 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. The class definition is placed into Event. Implementation is placed in ThreadingBase.

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.

This could result in invalid symbols added to the ImportNames table which was increasing the engine start time. New: Added new code comment inside TUniquePtr; containing advice for when its use inside UObjects causes a compile error. New: Added a new compile error when binding a delegate with a const object pointer and non-const function. New: Added a new TVariablePagedArray implementation with fixed-size pages, but a page may have unused items either at the beginning or at the end of it's items array.

New: Added a TPimplPtr type which can be used as a substitute for TUniquePtr of an incomplete type; without forcing the outer class to define all of its special member functions in the. New: Added a TInvokeResult trait for getting the return type of a callable with given argument types. New: Added templatized InitializeDependency to subsystems.

Also modified InitializeDependency to return the subsystem. New: Created a new trace event " Diagnostic. This event includes improved formatting that utilizes string type fields and handles the new event in the DiagnosticsSessionAnalyzer. New: Enabled the unhandled exception filter on Windows for all applications. This is to capture crashes in non-engine threads, additionally, this captures some crashes from Windows callback that are not going through the main thread except blocks.

New: Added Ensure when getting the correct case for the project path during engine startup on the Windows platform. This no longer resolves directory junctions at the same time as it can cause problems for p4 operations. New: Added Ensure that the project directory is updated after the first time that the project file path is set.

New: Added Silence warnings regarding the possible loss of precision converting from integer to floating-point types. This prevents values closer to 1. New: Added Ensure to no longer resolve directory junctions when also getting the correct case for the project path during engine startup on Windows. This can be useful when doing deterministic benchmarking. New: Added the command line option '-d3d12instrumented" to control the use of the instrumented d3d driver. New: Added a new CSV tool for binary support.

All CSV tools will seamlessly read. New: Added a fallback so that '-mempro" and '-memprollmtag" will work if the command line wasn't initialized when FMemProProfiler::Init when it was first called,. Added a support for reading. These contain metadata and stat names, so they are faster to read than the full CSV when filtering with '-metadatafilter".

New: FString now supports construction from an FStringView with an additional memory slack in its internal buffer. New: Added support for enabling mempro and specifying tags without the need for execcmds. New: Added a cooker parameter -DevelopmentAssetRegistryPlatformOverride which allows DLC cooks to override the platform name used to find and load the development asset registry.

Allows different platforms to use a single registry where that makes sense. Guard a loop that accesses asset registry data for cases where that data doesn't exist. New: Added FScopedMemory, which will scope out the difference in Physical and Virtual memory in addition to capturing other threads allocating. New: Refactored stage time only encryption config to be "explicit" groups that can take normal assets and external non-UAsset based files for encryption.

New: Reduced the constant memory cost of keeping FProperty related references from 32 to 8 bytes per UStruct. New: Added additional asserts when failing to remove UObjects from hash tables due to a rare crash in Garbage Collector.

New: Only inject encryption key asset metadata into the cooked asset registry for platforms that actually require it. New: Added logic to change how background generation of distance fields works in the editor, Instead of creating a new thread pool for the distance field tasks the editor will now use GLargeThreadPool when available. This reduces thread spam in profilers and reduces overhead on machines with a large number of available logical processors.

New: Core will now be aware of multiple CPU groups to make better use of high-core systems. New: Added. New: Refactored sandbox file system creation so it gets funneled via a factory function, to support multiple implementations.

New: Parsed int64 value with basic math expression without losing precision. Added the option to only parse FText to number parsing only if the parsed number is inside the limit of the desired type and the option to clamp that value to the limit of the desired type. New: PluginManager now takes into account the default editor target config param when trying to decide which editor target to use. New: Moved the hardcoded list of ini suffixes in the staging system out into lists in the deployment context so that projects can choose to override them.

New: Added a PreModifyDeploymentContext callback to the project params struct which will be invoked after the deployment context is created, but before any files are processed by the staging system. New: Fixed staging chunk assignment from failing when there are case mismatches between paths in the staging manifest and the pak chunk lists.

New: Changed how FFieldPaths are internally stored and serialized. Now instead of storing the full path from the outermost UPackage to the innermost FProperty, FFieldPaths will store the owner's UStruct reference and a short path to its property or inner property of its property.

The same applies to serialization: both the owner UStruct reference and only the short path will be serialized. Serializing the owner reference will enable proper handling of any owner struct package renames as well as greatly increase the initial field resolution performance.

Improvement: Improved delegate system comments and added pointer from DelegateCombinations. Improvement: Optimized TSet::Empty to avoid a pathological case where the hash size would be large, without many elements populated in the hash set.

Improvement: Implemented FString equality optimizations that checks length before touching data and incurring cache misses. Improvement: Removed redundant ToLower calls which caused slowdowns when launching console while using -stompmalloc.

Improvement: Significantly improved MarkObjectsAsUnreachable phase of Garbage Collection performance in scenarios where there are many root objects. Improvement: TBitArray fixes and optimizations. This allows to remove them completely in the next version and to modify IsAudioThreadRunning and IsInAudioThread functions to work correctly even without the audio thread.

Deprecated: Added deprecated support for Cast and CastChecked functions for FProperties to minimize compilation errors when upgrading to the new engine version. Crash Fix: Fixed a crash that was occurring when cooking a scene containing a runtime-generated static mesh. Bug Fix: Fixed a bug where a substring could be replaced multiple times when path remapping is done when using COTF server.

Bug Fix: Fixed a bug to ensure the DDC graph used when launching a command-line cook from the editor is the same one used in the editor. Bug Fix: Fixed bug where recursive directory traversal would not reach plugin or platform extension directories when using the cook on the fly server.

Bug Fix: Added a warning to resave static meshes that invalidate physics when loaded. Meshes that generate the new warning need to be resaved to suppress the warning and ensure deterministic cooking. It must be resaved before it will cook deterministically. Bug Fix: Fixed a bug where platform-specific raytracing data is incorrectly stripped during a cook. Bug Fix: Fixed a non-deterministic cook issue with hierarchical precompiled Level Sequence data.

When processing requests, the load dependencies of FPackageData are read from the asset registry, and dependencies are inserted into the LoadQueue ahead of the requested package. New: Added a diagnostic during cooking that shows the number of open file handles. New: Cooker LoadQueue Preloading. This is useful for test assets or incomplete assets that are known to give errors on load. New: Added an option to not populate the entire asset registry when cooking for DLC.

Improvement: Avoided having native packages look up on disk by considering them "fully loaded" without checking if a file already exists on disk for them. Improvement: Improvements to PostLoad and Serialize profiling instrumentation in the LoadTimes channel for use during a cook. Improvement: Avoided scanning and sending superfluous files under the Plugins directory server during initialization.

Avoided requesting the same package as a. Avoided having the network file system server do two passes recursively iterating over directories to get file timestamps. Fixed the network file system to handle looking for packages with FindPackageFileWithoutExtension as a. Improvement: Avoided calling SerializeInlineShaderMaps during a save if the archive save pass is non-persistent, is an object reference collector pass, or should skip bulk data. Improvement: Avoided excessive realloc and memcpy overhead when regenerating procedural foliage.

Deprecated: Deprecated the -DiffCookedPackage command-line argument with a warning in the log when used. Deprecated: Deprecated the -dumpsavestate and -dumpsavestatebyarchetype command line support with a warning in the log when used. Please note that the aforementioned commands will be removed in a future version. Bug Fix: Fixed console variable usage to work on threads other than the game thread. Bug Fix: Fixed calculation of total memory in TrackFree which was using int64 - uint32 , and getting additions of large uint32 instead of subtraction of small uint When running on a large project, Cook Margin Capacity was causing the cook time to become arbitrarily slow.

New: Added FullClassName option to "obj list" command. If present, this will output the full pathname of each class rather than the short name. Crash Fix: Network Profiler will no longer cause a crash when it's enabled before a map is loaded. Bug Fix: Fixed the "check all connections" checkbox in the networking profiler which had stopped working. Bug Fix: Fixed an issue in the networking profiler where profiles with fewer than 30 frames of data could not be loaded.

Crash Fix: Fixed a crash after removing a property from a struct while being used in a Blueprint that's also open in the Editor. Bug Fix: Fixed some bad logic for calculating when padding is needed in Pak files. Bug Fix: Fixed UnrealPak patch generation crash when the crypto.

Bug Fix: Fixed Crash Report Client dealing with crashes that occur very early in the process lifetime. Bug Fix: Fixed async purge phase to finish with the same multithreading settings before switching multithreading off for the exit purge to prevent an assert.

Bug Fix: Fixed classes that have potential thread-safety issues with their destructors when they are not destroyed asynchronously by Garbage Collection. Bug Fix: Fixed disregard for the Garbage Collector pool, it no longer needs to be enabled for Garbage Collector clustering to be enabled. AddStructReferencedObjects should not be const because GaC will attempt to null references to pending kill objects when calling this function.

Bug Fix: Disabled permanent object pool when disregard for Garbage Collector pool is disabled due to permanent object pool objects becoming marked as unreachable and potentially becoming destroyed. Bug Fix: Fixed issue with plugin stack traces not resolving correctly in logs. This manifested as "UnknownFunction" entries in the logged stack trace.

Bug Fix: Fixed issue where CrashReportClientEditor would crash while exiting due to the "request exit flag" not being set. Bug Fix: Added Ensure for getting the correct case of project path during engine startup on the Windows platform.

Bug Fix: No longer load pak verification data if pak verification is turned off, this leads to a slight reduction in memory footprint. Bug Fix: Fixed a small bug in which pak verification data was being loaded, when pak verification was turned off. This is always in memory so represents a small memory gain. New: Moved environment command-line parsing earlier. This allows setting up for example log output using environment variables in automated scenarios. New: Added Ensure fix for getting the correct case of the project path during engine startup on Windows platforms.

The case will no longer resolve directory junctions at the same time as doing so can cause problems for p4 operations. New: Added Ensure to the project directory so that is updated after the first time the project file path is set.

It functions the same as omitting the " ddc" argument, but useful for CI environments. New: Refactored TFastReferenceCollector template arguments to use enum options instead of multiple bool flags. New: Added a callback to allow custom property types from plugins etc to be converted from UProperties to their respective FProperty types.

Avoid emptying the file content buffer in FArchiveFileReaderGeneric when performing a seek but staying within our current buffer window. Avoid emptying the file content buffer in FArchiveFileReaderGeneric when performing a seek outside the buffer window then a seek back into our buffer window without any read in between.

New: Added more debug info to ensure triggered by invalid object path when setting Soft Object Path. New: TraceLog channels now use refcounting to track enabled state. In order to easier manage enabled channels and initialization, Trace::FChannel now uses reference counting.

Negative values mean the channel is disabled. Improvement: Optimized Pak file indices by computing the PathHashIndex in Unrealpak rather than using strings at runtime. This removes the need to shrink the string indices for performance, which was triggering a bug due to unsynchronized multithreaded access. It will now be whitelisting classes instead of blacklisting resulting in memory and performance optimizations for async destruction of UObjects.

Improvement: Optimized internal Garbage Collector functions by removing inline in order to optimize compile times. Crash Fix: Fixed a crash that occurred when importing variant data from some DeltaGen scenes. Crash Fix: Fixed a crash that occurred when trying to import meshes from Cinema 4D scenes that have more than 7 UV channels.

Crash Fix: Fixed a crash after clicking Execute button in a Dataprep asset instance. Crash Fix: For OpenNurbs importer, a potential crash if the scale vector was non-uniform was fixed. Bug Fix: Fixed an incorrect export time field in a Datasmith scene when imported from Revit. Bug Fix: Fixed Variant Manager variants with unspecified dependencies being marked as invalid dependencies for others; fixed Variant Manager variant dependencies not being updated when the target variant has been removed.

Bug Fix: Fixed the blend shape and animation bugs that occurred when the same SkelRoot was referenced multiple times in the same USD stage. Bug Fix: Fixed an issue where Cinema 4D objects would always use display color materials even when set to off. Bug Fix: Components name collision is now better handled when importing through Datasmith.

Bug Fix: SkeletalMesh now outputs logs with the mesh name when there is a compute tangent error. Bug Fix: Fixed an issue where, in some cases, the Corona default light units conversion wasn't correct, making the lights too bright in Unreal.

Bug Fix: Scene hierarchy from a Revit Datasmith export no longer has duplicates. Bug Fix: Dataprep no longer creates assets that cannot be moved to dataprep subfolders. Bug Fix: Incorrect names on subcomponents imported with Datasmith integrated from Dev-Enterprise no longer occur.

Bug Fix: Fixed the parent SwitchActor option switching, clearing the chosen choices of child SwitchActors; fixed child SwitchActors being able to set children as visible when they themselves are unselected.

Bug Fix: Illegal characters in a texture name will now survive a Datasmith export when integrated from Dev-Enterprise. Bug Fix: Entities in Revit exporter Datasmith scenes no longer have offsets on their meshes.

Bug Fix: Fixed incorrect camera transforms when opening or importing stages with Z as the up-axis. Bug Fix: It is now possible to drag and drop actors onto empty Variant Manager actor lists.

Bug Fix: Fixed additional static mesh and components from being generated when collapsed USD prims update under some circumstances. Bug Fix: Stabilized behavior of AUsdStageActor during some complex editor interactions such as undoing deletes, undoing stage changes, and map changes. Bug Fix: Fixed an issue where imported USD assets were not being updated in some circumstances when reimported.

Bug Fix: Fixed mesh with partial material assignment not receiving DisplayColor materials on unassigned faces when importing USD scenes.

Bug Fix: Fixed Normals being unnecessarily discarded and recomputed in some scenarios when importing Cinema 4D scenes. Bug Fix: Fixed a warning when creating an import package with an invalid name when importing USD scenes.

The USD plugin no longer crashes when opening USD stages both via USD Stage Editor as well as importing with generated static meshes containing more than material slots if the ray-tracing plugin is enabled.

   

 

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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.

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. 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.



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