Week 42: Tuesday
32.5k lines changed193 commits97 modules118 devs
Experimental
UAF ControlRigPhysics EditorDataStorageFeatures FastGeoStreaming Mover ProceduralVegetationEditor DefaultInstallBundleManager MoverAnimNext DynamicWind ChaosMover LiveLinkControlRig
Modules
EngineBuild Engine EngineExtras Core Jupiter EngineSource ClothPainter VerseCompiler CoreUObject WebBrowser (+36 more)
Plugins
PCG nDisplay PoseSearch NDIMedia ModelViewViewModel MetaHumanCalibrationProcessing MetaHumanCharacter ControlRig MetaHumanCoreTechLib Niagara (+20 more)
Commits
01c4652 UAFAnimGraphUAF - Added group based sync marker synchronization support for legacy montages
#jira UE-348670
#rb Nicholas.Frechette
[CL 46873710 by jaqueline wieland in ue5-main branch]
87ad220 TedsTableViewer[DragAndDrop] Introduced asset drag&drop to teds table viewer.
#jira UE-309737
#rb aditya.ravichandran
[CL 46878959 by torsten strunck in ue5-main branch]
cf4beba DefaultInstallBundleManagerImplementing the Launcher Install Bundle Source to act as an interface for installing content bundles using the Epic Online Services Helper (EOSH). Bundles can be assigned to a seperate artifact from the core game content in the artifact service and requested through this install bundle source.
#rb Justin.Marcus, Jordan.Chavez
[CL 46881214 by zach harris in ue5-main branch]
ce8c2d3 ProceduralVegetationEditor[PVE] Issue 1: Replacing the exisitng skeletal mesh that is adde to scene using the ISKM causes a crashes.
Reason : For replacing the existing skeletal mesh we create a new mesh object with the same name as existing mesh. Upon build Skeltal mesh looks for components that uses the mesh and try to clean up the nanite rendeing data for the components that have this mesh assigned and dont find the valid data and crash.
Fix : Instead of creating a new Mesh object when replacing we clean up the the existing mesh and resue that.
Issue 2: In exported mesh branches disappear.
Reason : The scale node was scaling the length from root attribute incorrectly that cuases the wrong bone influences and unassigned influences for nanite assembly parts hence the parts get culled when added to level.
Fix : The scale node should just multiply the existing Length from root attribute.
#rb Zohaib.Javed
#jira UE-348666, UE-348665
[CL 46883906 by zulqarnain abbasi in ue5-main branch]
010cf0d ChaosMover[Newton] - Fixes for maintaining sprint when landing:
- Fix ground query in Falling mode to ensure query doesn't miss the ground when falling at high speeds. This avoids the capsule colliding with the ground and losing speed on impact
- Add a OnJumped simulation event and subscribe to it so that we can call OnLanded for the FortPawn. This sets, among other things, bSprintJump that prevents going out of sprint when jumping after sprinting
#rb jacques.kerner, Sebastian.Barrios
[CL 46901959 by tom waterson in ue5-main branch]
c2735c7 FastGeoStreaming[FastGeo] Removed invalid checks in FFastGeoAsyncRenderStateJobQueue::Tick.
#rb joel.riendeau, Sebastien.Lussier
#FailedValidations Preflight
[CL 46886071 by richard malo in ue5-main branch]
8279aba DynamicWindRemove the explicit UnregisterProvider in the FDynamicWindTransformProvider destructor, as FScene should have already removed it when it gets destroyed.
#jira UE-348371
#rb Jack.Porter, trevor.black
[CL 46880380 by florin pascu in ue5-main branch]
342c420 UAFAnimGraphTestSuiteRemove manual RegisterWithGC/UnregisterWithGC in the IGarbageCollection trait interface, replaced with automatic registration
#jira UE-347121
#rb Thomas.Sarkanen
[CL 46868279 by lucas dower in ue5-main branch]
86d33de FastGeoStreaming[FastGeo] Added support for DecalComponent.
- Adapted FastGeo to support non-primitive components.
- Added FFastGeoPSOPrecacheFinishedTask to share handling PSO precaching task completion
- Moved code from FFastGeoPrimitiveComponent back to base class FFastGeoComponent
#rb joel.riendeau, sebastien.lussier
[CL 46870670 by richard malo in ue5-main branch]
4814ed0 ChaosRigidPhysicsAsyncChaos API - move experimental API into Experimental folders. WIP.
#rnx
#rb benn.gallagher
#FailedValidations Preflight
[CL 46901785 by chris caulfield in ue5-main branch]
(+183 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.
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