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.
New: Add Components to Actors**
Components can now be added directly to actors placed in your level. This allows you to assemble new actors out of components without having to create a Blueprint first. It’s great for experimenting with components and assembling objects in context with your scene.
You can now select individual components in the 3D level, move them around using familiar gizmos and edit their properties.
If you create something that you want to re-use, you can click “Convert to Class Blueprint” to save it as a reusable class or add scripting to it. This will automatically replace your actor with an instance of that class.
New: Placeable Empty Actors
You can now drag and drop “empty” actors right into your level. Empty pawns and characters are supported too. You can use the new in-level component editing features to build interesting actors right in your level.
New: Git Source Control Plugin (Beta!)
Thanks to community member for graciously contributing his excellent Git source control plugin to Unreal Engine!!
If you connect your project to a Git repository, the editor supports most source control interactions such as adding and removing files, committing changes, displaying file history, diffing files, and displaying the source control status of any asset.
Unreal Code Generation Improvements
We’re continuously working to make C++ in Unreal Engine easier to use and more familiar to everyone.
You can now have more than one Unreal class (UCLASS) in a single C++ header file!
You can declare special Unreal types (such as dynamic delegates) in a header file, even without a UCLASS in that file.
You no longer are required to name your source file the same as your class name (though we recommend doing that whenever you can.)
You can now use any name you want for properties! Previously, certain names like “Color” were reserved by Unreal’s “FName” system and impossible to use.