NOTE: The audioplayer_device was renamed to audio_player_device. Please update your scripts with find and replace.
RELEASE NOTES
Editor
- When reloading a project, reopen it as the current project if it was the current project.
- Reload project if removed external dependencies are still being referenced. Same with project plugins removal. Also improved confirmation dialog.
- Improved messaging around unauthorized access to project on the content service when opening the project. Made “No” the default answer (don’t change project bindings).
- Bug Fix: Team selection drop down items in project browser do not have empty display names.
- Bug Fix: Fixed an issue with missing textures on post gltf import.
Infrastructure
- Removed extra pass that always resaved all external actors. This was breaking incremental staging for upload. This is a fix for: Critical - Launching a session takes much longer (15 mins) / freezes - #2 by Flak.
- Stop ensures in the content worker cook from failing the build
- Bug Fix: Fixed crash on error report from External Content loader.
Revision Control
- New: Automatic checkout and automatic undo on failed checkout when working with Unreal Revision Control.
- Add an undo buffer barrier when the skein async checkout operation begins
- Make sure auto checkout is only active in UEFN and/or if skein is enabled
- Add UI control for turning on and off Auto-checkout/Auto-undo in Source control settings
- Add async background checkout operation when an asset is dirtied, based on Editor Preferences
- Bug Fix: Fixed ‘asset revert …’ not reverting missing files.
- Bug Fix: Fixed issue could cause irrelevant undo operations when triggering multiple checkout operations in quick succession by editing a scene
- Bug Fix: Fixed an issue where building a mini-map may create an empty level.
- Bug Fix: Fixed auto checkout crash on shutdown.
Verse
- Bug Fix: Making it so that animation_controller cannot be constructed by end users (it must be created via GetAnimationController)
- Bug Fix: The Presenter use a stack base on priority for UI input. With ui_input_mode.None, widget should be display in front of one another. The bigger the number the more in front you are.