v.1.3.0 - Unreal Engine 5.0 is now supported
Hi Version 1.3.0 of MultiWorld is now available. It adds support for Unreal Engine 5.0! Please read carefully the migration notes below. With this new version (for UE4.26, UE4.27 and UE5.0), it’s now easier to debug your Blueprints at run-time.
Changelog
Version 1.3.0
Migration notes (from v1.2.0):
- If you are using a custom Game Viewport Client class instead of the provided UMultiWorldGameViewportClient, you must implement few new overrides:
- AddViewportWidgetContent()
-
AddViewportWidgetForPlayer()
Check the documentation in UMultiWorldOverrides for details.
- UE5.0 introduced a bug in a few commonly used functions, read section Setup and Checklist - Unreal Engine 5 for the needed workarounds. This does not apply to UE4.
New features:
- Added support for Unreal Engine 5 (UE5.0). Check Setup and Checklist - Unreal Engine 5 for important notes.
- You can now use the common Pause/Step/Resume debug buttons when multiple Worlds are ticking in a Play-In-Editor session.
- Breakpoints on Blueprints are now pausing all the ticking worlds.
Bug fixes:
- UMG Widgets added to the viewport during the tick are now handled correctly: if they don’t live in the Active World (e.g. because crated in a Background World), they will be added later when the corresponding owning world will become the Active one.