Engine News
New Features
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Hot-reload Improvements**
Unreal Engine now automatically “hot reloads” your C++ gameplay code after you compile in Visual !
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No need to shutdown the editor while you’re working. Just compile your gameplay code normally from Visual or Xcode, and the engine will apply your C++ changes instantly.
Rendering
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New: OpenEXR Screenshots**
OpenEXR image support has now been added into the high resolution screen shot code!
This enables full 16 bit colour depth (HDR) export of all of available intermediate rendering stages.
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Clicking the capture button writes out a bunch of intermediate targets, including scene color which is of particular interest when saved in a HDR format.
The scene color image contains the full HDR source (pre tone mapping) which you can use in Photoshop or other HDR capable tools.
Here is an example capture from the realistic rendering project in Photoshop:
In addition to scene color, the HDR format allows us to create an image containing the full scene depth (in unreal units):
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Persona
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Anim Notify Marquee Selection**
A new Marquee selection feature has been added to the animation notify panel in Persona!
It is analogous to the graph panel marquee so unmodified it replaces the current selection, modified with Shift it will add to the current selection and modified with Control will remove from the current selection.
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UnrealHeaderTool
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C++11 Enum Class Support**
C++11’s enum class is now supported within the UnrealHeaderTool!
You can write something like this:
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… and it will be treated in the same way as if you had written this:
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This change allows UEnums to be forward-declared, and thus header dependencies reduced.
However, you cannot put a UENUM() decorator on a forward declaration and UHT still needs to have parsed the enum before you can create a UPROPERTY of it, but at least the native code should be able to take advantage of forward declarations.
Note: Only uint8 is currently supported, which isn’t a limitation of UHT but rather of the property system and enums being tied to UByteProperty.
**Misc.
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Editor
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Exposed several Blueprint nodes to the interactive tutorial system.
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Tutorial system can now open the editor for any highlighted widget.
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Blueprint nodes can now be dynamically highlighted in tutorials.
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Changed the material Custom Node to use a multi-line edit box to type code into.
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Blueprints
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Added editor exposed configuration of script max loop iterations count.
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Adds range clamping to the maximum loop iteration setting and updates the script core on change in the editor.