23.10 Release Notes (January 9th, 2022)
UEFN Experience Servers
- UEFN experiences are now running on a new revision of server software with limited features and services. What does this mean?
- There is no XP support at this time.
- Persistence is disabled. This affects all devices such as Timer, Save Point, Tracker and Switch.
- There is no Game Voice Chat. Social party voice still works.
- Player states are not recorded.
If you experience any other disruptions that come that are not called out, please bring them up. This means devices, experience settings, matchmaking not working, etc.
Known Issues
- Building HLODs with World Partition results in a warning. HLODs should still have been built properly.
RELEASE NOTES
Creative
- Bug Fix: Add a check to prevent crashing in weird situations where the server RPC for ServerSendGameFlowMessage_Implementation is being called in UEFN (the client). It will still ensure with more info so we can investigate later. This crash occurred after launching UEFN into Creative Edit, closing Fortnite client, and launching it agian.
- Bug Fix: Creative start screen now shows the correct information while playing a UEFN Island. (In this case specifically max player count)
- Bug Fix: Fix for minigames not completing
- Bug Fix: Cinematic Sequence Device: Default bLevelSequenceActorAlwaysRelevant to true. Fixes issue where starting an experience with a sequence may result in a black screen.
Editor
- Replace some remaining instances of “Source Control” with “Revision Control” in text
- [UEFN] Cancel ongoing external content loading when closing the project
- Rework the project menu to have what is required for public beta. Future work includes some dialog box cosmetic adjustments (padding, etc.)
- Make auto checkout the default behaviour for UEFN
- World Partition: Always ask user to save when performing build operations, even for those that don’t require the map to be unloaded
- Bug Fix: Fix for HLOD Generation failing in UEFN due DDC error
- Bug Fix: Addressed issue where HLODs for trees appeared as flat meshes.
- Bug Fix: Fix for Imported Creative Devices in UEFN have channels in User Options. Devices in imported islands would have channel bindings instead of event bindings.
- Bug Fix: Fix for HLOD crash when building HLODs on Tilted Towers POI template.
- Bug Fix: Disable the option for “Build World Partition Editor Minimap” in UEFN until critical issues are addressed.
- Bug Fix: World Partition: Make sure backdrop and ocean are always !spatially loaded
- The Parkour Template has been updated.
- Comments and code have been updated for clarity.
- Bugs have been fixed.
- Variables renamed to PascalCase.
Infrastructure
- Added support for additional errors reported in content workers.
- Bug Fix: Fix for “Validation Failed” error when connecting to a server when playing a UEFN experience.
- Bug Fix: Fix for the issue where, Content Worker Fails while trying to re-cook already cooked textures in Niagara content… Do not attempt to get the texture source mips for generating DDC for texture source with no bulkdata payload and emit a warning
- Bug Fix: Content Worker Fails while trying to re-cook already cooked textures in Niagara content.
Turn some cooker errors into ensures as a temporary fix. The code already dealt with the error case.
Revision Control
- Bug Fix: - Fixed deadlock. - Fixes to ProjectsSnapshotGetter. - Following tests on the Tilted Towers template, which has about 5000 small files, the data indicated that a more suitable default value for number of uploads/downloads in parallel is 64. - Optimizes to speed up project creation.
- Bug Fix: SkeinUE: Fixes to SkeinAssetsTracker. - Only act if Skein is enabled. - Only act on files in the Skein project directory. - Keep local bookkeeping instead of (ab)using the InfoMessages on the Operation. This is no longer possible when multiples files are grouped for checkout in a single batch. - To use AddSP, since SkeinAssetsTracker is an TSharedFromThis, the module needs to actually store it in a TSharedPtr.
- Bug Fix: SourceControl: Fixed editor locking when dragging a large prefab into the scene while auto-checkout is enabled. If the prefab consisted of 6000 files, then the UnsavedAssetsAutoCheckout would schedule 6000 FCheckOut operations, so it batches everything together for a single Tick. It also scheduled the operation, regardless of whether the file is already saved to disk or not (which in case of dragging a prefab into the scene is not the case), so it checks for file existance now too.