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.
Data Table Editing
Data Row Editor**
The new Row Editor lets you edit data in a row directly. All of the values in the selected row will be unrolled into a property grid where you can edit values like you would on other objects.
Creating New Data Tables**
You can now create new Data Tables in Content Browser. Previously, you’d have to import a spreadsheet as a .csv file to create a Data Table. Now you can create one from scratch and add rows using the new Row Editor feature.
Blueprint Data Access
We’ve added a new Get Data Table Row Names node so you can easily pull data from your table object in Blueprints.
Simplified C++ Subobject Construction
We’ve simplified how you construct sub-objects in C++ constructors for UObject classes.
MyBox = **ObjectInitializer.CreateDefaultSubobject<UBoxComponent>(this, **TEXT(“MyBox”));
You can now use:
MyBox = **CreateDefaultSubobject<UBoxComponent>(**TEXT("MyBox”));
No need to specify an ObjectInitializer. This means you can create sub-objects even in classes that have constructors with no arguments! This is part of our work to make UObject classes behave more like regular C++ classes. Finally, you can still use the older syntax if you want to.
• Added calls to PostEditMove when dragging an actor into the world.
• Modified AnchorIDs so children now get navigated to correctly.
• Converted the LiveEditor to use FText with Slate LiveEditor now makes use of LOCTEXT to support localized text, rather than using FString.
• Atlas visualizer improvements, and added a font atlas visualizer. Moved the existing atlas visualizer out of the Slate RHI renderer and instead made the resource manager for each renderer implement the ISlateAtlasProvider interface to provide information.
• We renamed certain functions to make it obvious that don’t modify the original vector. So you now have:
o UnsafeNormal -> GetUnsafeNormal
o ClampSize -> GetClampedToSize
o ClampSize2D -> GetClampedToSize2D
o ClampMaxSize -> GetClampedToMaxSize
o ClampMaxSize2D -> GetClampedToMaxSize2D
o SafeNormal -> GetSafeNormal
• Added in-game HUD demo timeline to shootergame, shows demo playback position, current time, total time, etc.
• Added mouse wheel support for changing playback speed to shootergame.