Week 41: Monday
20.5k lines changed147 commits72 modules80 devs
Experimental
UAF FastGeoStreaming Workspace NaniteDisplacedMesh DynamicWind PhysicsControl ChaosMover EditorDataStorageFeatures WaterExtras Mover
Modules
Renderer CoreUObject Engine Configuration EngineBuild Chaos EngineShaders Core Sequencer UnrealEd (+32 more)
Plugins
GameplayCameras ControlRig Mutable PCG Niagara GeometryScripting GameFeatures nDisplay PoseSearch ModelViewViewModel (+7 more)
Commits
cef983f UAFEditor
Variable Watch 0.1
* All very subject to change.
* Foundation work for the workspace interfacing with rewind debugger.
* When a rewind debugger session is active and a UAF workspace is active, debug objects are selectable in the workspace for objects alive at the rewind debugger playhead.
* The variable watch tab currently will display the hierarchy of graph instances and upon selecting an instance will show the variable values of variables in that instance.
* This tab will morph into a more traditional variable watch window similar to visual studio once the design has evolved.
#was-backout 46527035
#rb Jurre.deBaare
#rnx
[CL 46583377 by lucas dower in ue5-main branch]
eea56f4 FastGeoStreaming
[FastGeo] Fixed crash when using "r.MaterialQualityLevel" in cooked builds.
- Implemented IPrimitiveComponent & IStaticMeshComponent interfaces without creating UObjects
- Enabled IPrimitiveComponent & IStaticMeshComponent implementations to run on cooked builds
#rb sebastien.lussier
#jira UE-318822
[CL 46585249 by richard malo in ue5-main branch]
1ce0472 UAFAnimGraphEditor
UAF: Fix crash when creating a BP variable of factory params type
#rb Nicholas.Frechette
[CL 46590986 by thomas sarkanen in ue5-main branch]
3595dc3 UAFEditor
Adding a new shared variable within a System asset doesn't show the new variable until you reload or reopen a graph
#jira UE-314786
#fix update outliner assets for any RigVM change as well
#rb jaqueline.wieland
[CL 46584685 by jurre debaare in ue5-main branch]
4b7441c PhysicsControlUncookedOnly
[UE] RBwC Support for setting physics collision type for world collisions
- Add three new bool properties to the RBwC node that determine the physics collision types that a world physics object must have to be included in the immedidate physics simulation.
- Added some pretty UI to set these flags
[REVIEW] Danny.Chapman
[FYI] Charles.Anderson
#rb danny.chapman
#DisabledValidations Preflight
[CL 46601372 by nick brett in ue5-main branch]
70e2837 UAFEditor
Fix add/remove function notify catching from RigVM
#rb jaqueline.wieland
[CL 46584752 by jurre debaare in ue5-main branch]
3970c58 UAF
Rename various AnimNext trace code to UAF
#rb Nicholas.Frechette
#rnx
[CL 46588323 by lucas dower in ue5-main branch]
88c275a FastGeoStreaming
[FastGeo] Fixed cases where some FastGeo Container were registering to the Navigation System which was not yet initialized for the world.
#rb joel.riendeau
#jira UE-347525
[CL 46591224 by richard malo in ue5-main branch]
ded6010 UAFUncookedOnly
Crash dragging bound variable into new asset for shared variable
#jira UE-315085
#fix changed check to error log
#rb jaqueline.wieland
[CL 46584889 by jurre debaare in ue5-main branch]
197d19b FastGeoStreaming
[FastGeo] Small refactoring to facilitate readability in UFastGeoWorldSubsystem::AddToComponentsPendingRecreate.
#rb joel.riendeau
[CL 46597367 by richard malo in ue5-main branch]
(+137 more)
Experimental lists all experimental plugins touched today.
Modules shows the top engine modules ranked by impact score.
Plugins shows the top plugins ranked by impact score.
Commits highlights the most significant changes ranked by impact score.
Main Radar is experimental and generated automatically from Unreal Engine's ue5-main branch. It may make mistakes, and I'm improving it day by day. If something looks off, please let me know — feedback helps make it better.
This project is part of my broader work at Mundus Creatus.
Member discussion