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: Project Launcher
The new Project Launcher interface allows you to package and run your game with more control. It has various features that are useful when testing your game on multiple types of devices and configurations, as well as running multiple sessions simultaneously.
Of course, you can still run your game using the convenient “Launch” button on the toolbar. But if you need more flexibility, just open up the the Project Launcher from either the “Launch On” drop down or the Window menu.
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The Project Launcher has features for cooking data for your game as well as packaging and running on multiple devices. Read below for a quick overview of the features.
The first section which we refer to as “Quick Launch” allows you to launch the game on your devices very similar to how “Launch” on the toolbar would.
&stc=1However, you can click the Advanced button to give a few commonly used advanced options, such as the configuration to build and run (Debug, Development, Shipping, etc.)
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Still need more control? Then it is time to create a custom launch profile.
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In this example we have two custom profiles.
Editing one or creating a new custom profile will let us set all the advanced options.
&stc=1Launching a profile will run all the steps associated with it. Showing the status and logged information.
&stc=1New: Software Cursor Support!
Software Cursor support has been added to both Unreal Motion Graphics and Slate UIs.
Software cursors can be useful in a number of cases:
Adding cursors to platforms that do not have hardware cursors. For example, a virtual mouse cursor on a console.
Adding cursors which are visually rich, have animations, or have complicated interactions.
Adding cursors that look consistent across PC, Mac, Linux without having to worry about the platform specific formats.
You can use the new “User Interface” section of Project Settings to setup your game’s software cursor Widgets. If you do not specify a cursor, you will get a default hardware cursor.
&stc=1Notes:
- Since the software cursor is actually a Widget Blueprint, you can use all the functionality of the UI system, add text, health meters, whatever you desire.
- It is important to remember that operating systems do special rendering (generally high frame rate composition) for the cursor, which means it is very smooth regardless of the games frame rate.
- Software cursors are rendered by the as part of the frame, so your cursor’s movement will be limited by your game’s frame rate.