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.
UE4 is now Free!
Unreal Engine 4 is now available to everyone for free, and all future updates will be free!
For more information see our blog post here.
Coming Soon! PhAT Standard Movement Toolbar
The Physics Asset Tool well soon be using the standard movement toolbar found in the rest of the engine! This exposes all the functionality you would expect like snapping, local vs world movement, camera speed etc…
Component Lifecycle Changes
Begin/EndPlay virtual functions have been added for ActorComponent. These replace Initialize/UninitializeComponent for blueprint defined components, but are in addition to the existing functions in C++.
BeginPlay for each component is called if bWantsBeginPlay is true (automatically handled for blueprint classes if the BeginPlay or EndPlay event is placed) immediately before BeginPlay is called for the owning Actor.
For components that are dynamically spawned after their Owner has already begun play, Initialize Component is called before Begin Play when the Component is registered.
EndPlay for a component is called before UninitializeComponent when it is Destroyed during the run of play, and immediately after End Play is called for its owning Actor when the Actor is receiving an End Play call.
One other thing that recently changed is that UninitializeComponents is now called after EndPlay for an Actor keeping the order of set up and tear down consistent.