We’re excited to share a few of the new features now available on the Master branch on GitHub. To be able to try out these new features, you will need to download the source code for the Master branch and build the Engine yourself. For more information about how to build the Engine from source code, please see this page. The Master branch on GitHub is constantly being updated and is not quality tested so it may be potentially unstable. We do not recommend using the Master branch for project development. If you wish to wait, these features will be made available to all in an upcoming official release.
Engine News
New Features
New: Asset Size Mapper
Ever wondered how much memory an asset takes up?
Well, we have a new editor feature called “Size Map” that helps you figure that out!
It shows the memory used by an asset along with everything it depends on. Use the mouse wheel to “drill down” into referenced assets, and double-click to jump to that asset in Content Browser.
You can also view the sizes of lots of assets at once! Size Mapper will show all assets that are shared between your selected assets inside its own top-level group.
You can access this feature all over the editor:
- Content Browser: Right-click on assets (or a whole folder full of assets) and select “Size Map.”
- Level Editor: Right-click on actors and select “Size Map”, or press Alt+Shift+M with actors selected.
- Reference Viewer: Right-click on some nodes and select “Size Map.”
- Any asset editor: Open the File menu and choose “Size Map.”
New: Shared Editor Layout and Keybinds
Your editor layout and keybinding settings are now shared between all of your projects!
Previously, every project had its own saved layout/keybinding settings, and it was cumbersome to rebuild your layout with every project you switch to. In the future we’ll be moving even more editor preferences to be globally shared between all projects.
New: Customizable Editor and Project Settings
There is now a system for C++ programmers to expose customized settings for their game or engine feature to the Editor Preferences or Project Settings UI.
Simply create a class that extends from UDeveloperSettings. Your class’s DisplayName will control the section text for the settings, and anything you write in the comment for the settings class is the tooltip for the section. Here’s an example of exposing an “Audio” settings category to the Editor Preferences.
// Audio settings
UCLASS( config=Engine, DefaultConfig, meta=(DisplayName="Audio") )
class UAudioSettings : public UDeveloperSettings
{
...
};
&stc=1
This also works for games too! Say you are on a game team and want to make some config settings that show up in the editor. Just use the “Game” config type, like this:
// Game related settings
UCLASS( config=Game, DefaultConfig )
class UGameGlobals : public UDeveloperSettings
{
...
};
&stc=1
If you don’t specify either “Engine” (for Engine Preferences) or “Game” (Game Preferences), your custom settings will be visible in the Project Settings by default.