2 min read

Week 47: Friday

21.8k lines changed
161 commits
91 modules
95 devs


Experimental

UAF FastGeoStreaming Dataflow ChaosVehiclesPlugin DefaultInstallBundleManager ProceduralVegetationEditor EditorTRSGizmo SubtitlesAndClosedCaptions EditorDataStorageFeatures FullBodyIK EditorPerformance


Modules

Engine Core UbaCommon EngineSource IrisCore UnrealGameSync Renderer EngineBuild IoStoreOnDemand CoreUObject (+42 more)


Plugins

ControlRig PCG Avalanche RigVM MediaPlate ProjectLauncher ChaosCloth ControlRigSpline Composite MassGameplay (+10 more)


Commits

c5256d3 UAFStateTreeUncookedOnly
Fix UAF state tree RigVM conditions only working on enter conditions

#rb Jurre.deBaare
#tests editor
#Synced-CL 48531498

[CL 48555910 by daren cheng in ue5-main branch]

47c596d ProceduralVegetation
[PVE] Grower Node Implementation WIP
Added Grower node, Added data structures needed for growth also growth params are defined,
Growth data contains the points and primitives, Each point contains the Bud Structure that contains different harmones and attributes.
Following settings are implemented
Phylotaxy, Axial , Lateral, Tunk Growth, Branching , Phototropism, Leaf Growth and Prtially Gravity.
Most of the seetings have check box to enable child settings.

#rb Zohaib.Javed

#Synced-CL 48505219

[CL 48547836 by zulqarnain abbasi in ue5-main branch]

4ed12df ChaosVehicles
OG Vehicle plugin, fix a crash where client network data is not available when game is first starting up.

#rb markus.boberg, tom.waterson

#Synced-CL 48355415

[CL 48547793 by bill henderson in ue5-main branch]

7a408be EditorTRSGizmoTests
[ITF Gizmos] Update automated tests to match fixed axis bindings. Add CVars to configure the action delay and simulated drag time. Shortens both of those times by default.

#rb None
#rnx
#Synced-CL 48556625

[CL 48558737 by taylor hadden in ue5-main branch]

5bdaa43 FastGeoStreaming
[FastGeo] Refactor to simplify/clarity interface of FastGeoComponent
- Removed ShouldCreateRenderState in favor of ShouldComponentAddToRenderScene
- MarkRenderStateDirty can be called even if render proxy was not previously created
- Removed BatchAddInvisibleLights now that MarkRenderStateDirty can be used to create a light that was not previously created
#rb sebastien.lussier

#Synced-CL 48520266

[CL 48573716 by richard malo in ue5-main branch]

f8e20da UAFUncookedOnly
UAF - Sometimes when loading a system with functions there will be a compiler error about missing function data
#fix delay subset of behaviour from UAnimNextRigVMAssetEditorData::PostLoad to UAnimNextRigVMAssetEditorData::HandlePackageDone. This ensures that any ConditionalPreload/ConditionalPostLoad(s) on UAnimNextRigVMAsset (which forwards calls through to UAnimNextRigVMAssetEditorData as well), does not prematurely trigger any behaviour reliant on recursive sub UObjects of UAnimNextRigVMAssetEditorData being fully loaded (which is guaranteed to be the case in HandlePackageDone)
#jira UE-354509
#rb lucas.dower
#Synced-CL 48508358

[CL 48547450 by jurre debaare in ue5-main branch]

a047612 UAFWarping
UAF: Fixed small latent pin issue in OffsetRootBoneTrait

#rb trivial
#Synced-CL 48507157

[CL 48551937 by daniel holden in ue5-main branch]

61e02c7 SubtitlesAndClosedCaptions
Fix subtitles settings loading the wrong widget when asked for the default.
#rb panda.parkes

#Synced-CL Unknown

[CL 48561242 by sullivan boyd in ue5-main branch]

dde08ea UAFPoseSearch
UAFPoseSearch - MMI alignment warping and steering improvements

[REVIEW] [at]ue-anim-gameplay
#rb roland.munguia

#Synced-CL 48544215

[CL 48569789 by samuele rigamonti in ue5-main branch]

cac6118 RelativeIKOp
Relative IK:
+ Floor Constraints

#rb mark.winter

#Synced-CL 48442684

[CL 48539120 by zhan zhang in ue5-main branch]

(+151 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.