Hi !
This is a preview of features that we are implementing in a future binary release and is available on GitHub now for source users.
Engine News
New Features
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Rendering**
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Sky Light GI
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Static and Stationary Sky Lights have one bounce of diffuse GI computed by Lightmass now. You can use IndirectLightingIntensity on the sky light to control how bright the bounce lighting is.
Just like all Stationary lights, if you change the color or intensity at runtime, it only applies to the direct lighting, since the bounce lighting is baked into the lightmap.
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Original*
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With GI*
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Blueprints**
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Data & Curve Table Support
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Evaluate Curve Table Row will return you the output value for Row Name at XY:
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Get Data Table Row** will return you a Row struct that can be broken into its individual component variables:
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Expand Enum As Execs for Output Pins**
Previously you had to have the function return a bool, and then check the bool with a branch like so:
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Now you can just create an enum, have one as an output parameter for your function, and mark that output parameter it as ExpandEnumAsExecs in the UFunction metadata:
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Now you just have to remember in the definition of your function to set the output enum value to the correct type, and it will just work, like so:
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Expand Enum As Execs** has also existed in the past for function inputs, for example Move Component To uses them:
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Static Mesh Editor**
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Static Mesh Collision Primitives**
The Static Mesh editor now supports adding multiple collision primitives of differing types, allowing for the quick creation of a custom collision setup, and modifications to existing collision to fix any issues affecting gameplay.
This can be used to make it easier to shoot through or traverse more complex geometry, as well as place blockers when you do not want to user to be able to. For example:
The Static Mesh editor now supports Capsule/Sphyl collision geometry too.
It attempts to calculate the correct axis it should align itself with, along with the best fit for the mesh. For example, Shape_NarrowCapsule:
All the collision primitives can be selected with the mouse and moved, rotated, and scaled with the editor widget (Spacebar and W,E,R keys toggle manipulation type).
Collision primitives can also be multi selected (Ctrl+LMB), focused (F key), duplicated (Alt+drag) and deleted (delete key) if they are no longer needed - all of which should be transactional.
Misc.
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Editor**
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New Icons For Behavior Trees.
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Added Editor-only functions to allow nodes to override their in-editor icon display.
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Added Blueprint icon to show which nodes use Blueprint for their logic.
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Moved the project locations array into the game .ini for launcher created projects.
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Added a comment explaining why **CachedAutoWrapTextWidth** was cached in **OnPaint() **rather than **Tick()**.
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Removed all animation classes from **EnginePrivate.h** and edited their files to include only their dependencies.
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Persona**
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Altered animation import to detect and scale existing animation curves on import and reimport to avoid keys becoming inaccessible.
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Automation**
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User can now toggle Track history which will monitor subsequent tests and store a log in Saved/Automation/Logs. - We track and show up to 5 by default, this is configurable between 1 and 10.