Unreal Engine 4.7 Released!

Unreal Engine 4.7 is our biggest release yet, with the power to render huge numbers of instanced objects in large worlds, beautiful rendering of leaves and foliage, HDR texture support, in-editor animation editing, along with hundreds of optimizations and improvements.

Many highly-requested features have been added: You can now assemble new actors using components right in your level, and even create your own custom component types using Blueprint visual scripting or C++! Speaking of scripting, the Blueprint Editor UI has been redesigned with a clean, unified layout. And it’s never been easier to import content in your project – Unreal Editor now detects new asset files and imports them automatically!

HTML5 platform + WebGL is ready to use – run your game in a compatible browser with a single click! You can also now build, cook and deploy Android devices on Mac. For virtual reality creators, new “VR Preview” immerses you in your world instantly from the editor. In addition, you can now access Leap Motion support if you’re building a code-based project. Finally, we now give you the full C++ engine source code in every release to make learning and debugging even easier!

release includes 38 great changes that were submitted from Unreal Engine’s amazing community of developers. Epic would like to especially thank community member Rombauts for contributing his Git source control plugin to Unreal Engine for release. Amazing work! Thanks to all of the contributors below:

ArneBezuijen, codetackler, fazouane-marouane, jsfdez, moritz-wundke, TheCodez, slonopotamus, 3dluvr, Quadtree, EverNewJoy, stephenwhittle, yaakuro.

Epic has made recent account changes to provide an age-appropriate experience for players, developers, and creators of all ages. If you don’t see your name credited here for code that you have contributed, please log into your Epic account and ensure that you have updated your account information so that we can include you for future releases. If you need additional assistance, please reach out to Support.


Full Release Notes for Unreal Engine 4.7 are available



The new Foliage Shading Model allows light to be transmitted through grass, leaves, paper, and other materials

Diffuse lighting on the opposite side of the surface becomes transmissive lighting on the side being shaded

  • Transmissive lighting is a mix of wrap-around diffuse with a view dependent lobe for backscattering
  • Subsurface color filters lighting and can be used to represent varying thickness as well (e.g. veins)
  • Note that using opacity with shading model will only affect shadow falloff distance


The foliage system has been optimized to to support huge, open environments!

We now use a hierarchical system for managing and culling of foliage that scales to millions of instances! Also, we now smoothly transition between mesh LODs with a temporal fade to eliminate the annoying pop when switching LODs!


**Components ** can now be added directly to actors placed in your level. allows you to assemble new actors out of components without having to create a Class Blueprint first. It’s great for experimenting with components and assembling new objects right inside your level.


You can now select individual components in the 3D level, move them around using familiar gizmos and edit their properties.


After you create something awesome, click “Blueprint / Add Script” to save it as a reusable class or add scripting to it. will automatically replace your actor with an instance of that class.



You can now drag and drop to place “empty actors” right into your level!


Empty pawns and characters are supported too. You can use the new in-world component editing features to build up interesting actors right in your level.


Create your own component types using Blueprint scripting! You can save these components and reuse them on any actor!

Click “Add Component”, then select “New Blueprint Script Component…” right at the top. You can do on actors in your level, from inside any Actor Class Blueprint, and even from the Content Browser’s “New Blueprint…” window.

Choose a Parent Class for your new component. “Scene Components” have a 3D position within the actor, but “Actor Componentsonly have scripting logic.

is the fun part – writing Blueprint script code for your new component. In example, we rotate the component’s owner (the actor) around the yaw axis every single frame using the Tick event. We named component “Spinner” because it spins actors around!

Now, you can drop the component onto any actor in your scene and they will start rotating when the game begins. Yay, reusable modular functionality!

You can also drop it into any normal actor class Blueprint. Your new components can always be found in the “Add Component” menu (under the “Custom” category), and also in the Content Browser like any other asset.


Importing meshes, sounds and textures has never been easier. Simply save your source art files under your project’s Content folder, and the editor will automatically import the new files, ready to be used in UE4!

If you update these files from an external application, the editor will detect that and automatically reimport your content! makes iterating on game content much faster.

is turned on by default, but you can toggle it using the “Monitor Content Directories” in the “Loading & Saving” section of editor preferences.


The Blueprint Editor has been redesigned to be easier to use! All three modes have been unified into a single screen to help streamline your workflow, along with many other improvements.


You can now freely rearrange panels, such as the Viewport and Graph views, and even have both on screen at the same time!

The “My Blueprint” view has been revamped to be cleaner and sparser, and it’s easier to add new functions and variables.

Selecting your actor’s name in the Components panel will show your class’ defaults (or you can click “Class Defaults” on the toolbar.) To see your Blueprint’s settings, use the “Class Settings” button on the toolbar (previously, was called “Blueprint Props”)


You can now package and run your game in a Web browser through the binary tools you get through the Launcher.


Simply install the Emscripten SDK, restart the editor and launcher, then use the Launch drop down to select a web browser!

Notes about HTML5 support:

  • Firefox, Safari, or 64-bit Chrome is required during development (shipping builds work fine in 32-bit Chrome)
  • Windows is currently required for HTML5 support. We’re working on Mac for an upcoming release.
  • Your game may take a while to prepare for HTML5, especially the first time, as assets and code in your project are optimized for the web browser.


2D High Dynamic Range (HDR) textures can now be imported from OpenEXR files! You can store images with up to 16-bits of data per channel (about 30 stops of exposure.)


(Previously, only Cube Map textures were able to be imported from OpenEXR files.)


The OS X version of Unreal Engine now fully supports Android development!


Mac users can now build, cook and package for Android, as well as deploy to Android devices from the editor or command-line.

  • You will need Java for OS X and the **** (which can be installed using the TADP installer in Engine/Extras/Android).
  • After installing, either restart the editor, or set paths to the SDK in the new section in Project Settings.


Unreal Engine now includes the** full engine C++ source code** and debugging symbols when installed using the Launcher!

allows you to** seamlessly step into engine code while debugging**, and you will have complete call stacks after a crash. You no longer need to compile the engine yourself to get full engine debugging powers.

Note that if you want to recompile the engine yourself, you’ll still need to go to GitHub to get all of the required files.


We’ve added a new “VR Preview” button to the editor! If you have an Oculus Rift device plugged in, you can instantly play your game in virtual reality.


Clicking “VR Preview” will minimize the editor window, and pop up your game directly on the Oculus Rift device.


UE4 now ships with support for the Leap Motion device through a plugin. allows you to use Leap’s hand tracking technology directly in your project. Their API is exposed in both Blueprints and code, so any project can take advantage of the tech.

For examples on how to use the plugin, please see Leap Motion’s website at www.leapmotion. Currently, plugin is only available to those who build the engine from GitHub, and those who download the plugin directly from Leap’s website.


Your game’s C++ classes are now visible in the Content Browser!


You can easily create new C++ classes right from the Content Browser! It will be automatically compiled and displayed in the editor, ready to use!

Double-click on C++ class icons to jump straight to the source code in Visual or Xcode, or right click to create a new class using the selected class as a base.


Morph Targets can now be weighted higher than 100%, allowing for exaggerated poses, or below 0% for inverse poses.



You can now add new “features” and content to your game at any time using Content Browser! Packs can contain any combination of content, blueprint classes or C++ classes.


All existing template project features are available as Packs. So you could add a First Person Pack to your game, and then later on add the Vehicle Pack and be able to use both of these features in your project!

In Content Browser, just click Add New, then click “Add or Content Pack…”. The files will be injected right into your project! Many packs may include built-in tutorials, too!


Even the Starter Content can be added to your project at any time. In fact, there is a new “Mobile Optimized” Starter Content pack you can choose, too.


You can now edit animations right inside the Persona animation tool!


Scrub the time slider, select, move and rotate bones using the gizmo and set keys at any frame. (Hint: ‘S’ key is a shortcut)


Inside Persona, all of your animation curve edits will be stored on an “additive layer”. If you decide to reimport your original animation, your modifications will be preserved! layer only exists in Persona. Simply click the “Apply” toolbar button to commit your changes and see the animation in your game!


You can also save out a whole new custom animations! Use the “Create Asset” toolbar button to create animations from either a reference post, or your current pose or animation.

Some other notes:

  • Animation curves can be disabled or deleted if you don’t need them curves
  • Once baked, export will work with the final baked animation. Additive curves are not exported.
  • When you retarget, the curves are not transferred. However, the final baked animation will be retargeted.


Bone Controller nodes can now be adjusted interactively using the viewport gizmo, rather than having to recompile each time!

Currently works with TwoBoneIK, ModifyBone & Fabrik nodes, but we will be adding more.


You can now record physics simulation in the physics editor (PhAT) and save that as an animation!


Start by clicking “Record” on the toolbar, then interact with your object in the viewport to create an interesting simulation! After you’re done, click “Stop” to save the simulation as an animation.

You can also capture animation right from your level!

  • In the Level Editor, click the “Simulate” button in the Play toolbar drop-down
  • Find the simulated Skeletal Mesh in your scene
  • Right click on the mesh and select “Keep Simulated Changes” (or press the ‘K’ key) to save an animation!


The new Project Launcher interface allows you to easily run or package your game with more control!


Project Launcher has features to help test your game on multiple types of devices and configurations, as well as running* multiple sessions simultaneously*. Launch your project on any connected device, with easily customizable build types and cooking preferences.

Use Custom Launch Profiles to create builds specific to your needs.

  • All our advanced options are exposed.
  • Select exactly the content you want to build.
  • Build multiple platforms at once.
  • Package and store builds for others to run, or to run later.

Of course, you can still run your game using the convenient “Launch” button on the toolbar. But if you need more flexibility, just open up the the Project Launcher from either the “Launch” toolbar drop down menu, or the Window menu.


You can now merge different Blueprints together using the new Blueprint Merge Tool.

tool shows a visual comparison of two Blueprints and assists you in combining them! It’s great for merging versions of a single Blueprint that were modified by different team members.


There are three ways to use tool:

  • Click on File -> Merge in the Blueprint Editor
  • Right click on an asset with a source control merge conflict and select Merge
  • From the command-line, run: UE4Editor.exe -diff [options] <File A> <File B> <Common Base File> <Output File>


Thanks to community member ** Rombauts** for graciously contributing his excellent Git source control plugin to Unreal Engine!!

If you connect your project to a Git repository, the editor supports most source control interactions such as adding and removing files, committing changes, displaying file history, diffing files, and displaying the source control status of any asset.


The AI Perception System can now be configured using Blueprint scripts! Just add an AI Perception Component to your AI, then inspect and tweak its properties and events.



Each New Project Template now has its very own Overview Tutorial that provides a brief outline of how each of that template’s assets and classes work.


Just click the ‘Play’ button on the Tutorial thumbnail in the Content Browser to start it!

Content Packs and Packs can also have their own tutorials too! If you add a pack to your project, look for a tutorial that you can play that will teach you about that or content pack!


The editor now displays asset thumbnails using a new colorful style


Also, both C++ classes and Blueprint classes will now display a live 3D thumbnail when possible, as well as a small icon in the corner that indicates what the parent class is.


We’ve added lots of useful layer editing features to the Tile Map editor!


  • Layers can be reordered, moving them up or down with respect to each other
  • Selection in the layer browser now controls which layer will be painted on rather than always painting on the topmost layer
  • The selected layer is remembered across editing sessions
  • The selected layer now has a helper grid rendered at the correct depth with a wireframe outline being drawn for all unselected layers
  • Layer renaming now works exactly like renaming an actor in the World Outliner with a more obvious visual style and intuitive click interaction
  • Layers can now be duplicated
  • Tile maps can now be reusable assets or instances in the level, with a command to promote to an asset
  • Newly added layers have more meaningful names


Flipbooks allow you to create** 2D animations out of images** that play in a sequence. Now, you can define collision properties for your animation frames!

Flipbook assets have a new Collision Source property that controls the source of collision data for the flipbook (if any)

  • No Collision: The flipbook has no collision
  • First Frame Collision: The flipbook has non-animated collision based on the first frame of the animation
  • Each Frame Collision: The flipbook changes collision each frame based on the animation (Note: setting can be expensive as it requires recreating the physics state every frame)

Some notes on usage:

  • In many cases it may make more sense to attach collision components (e.g., a box component) to a socket on the flipbook component rather than directly generating collision from source frames, especially if you want some collision regions to overlap while others block
  • Character movement still relies on the collision capsule, in most cases you want to use a different collision channel for the flipbook than BlockAll to prevent the capsule from getting stuck on the flipbook (move/be blocked based on the capsule, and test for overlap or collision with projectiles based on the flipbook)


You can now create custom Widgets to use as Software Cursors in your project. You can use all the functionality of Unreal Motion Graphics to add text, health meters, tool-tips or whatever you desire to your cursor.

Software cursors can be useful in a number of cases:

  • Adding cursors to platforms that do not have hardware cursors. For example, a virtual mouse cursor on a console.
  • Adding cursors which are visually rich, have animations, or have complicated interactions.
  • Adding cursors that look consistent across PC, Mac, Linux without having to worry about the platform specific formats.

You can use the new “** Interface**” section of Project Settings to setup your game’s software cursor Widgets. If you do not specify a cursor, you will get a default hardware cursor.

Note: Software Cursor motion will be limited to your game’s frame rate, unlike a regular mouse cursor that is rendered by your operating system. is the tradeoff to consider.


The binding system for widgets has had a massive overhaul to allow support for binding to sub-properties and functions on the widget, and to greatly improve performance!

Some notes about new Widget Bindings

  • Bindings are based on a dynamically evaluated set of fields rather than using Blueprint scripting.
  • Direct bindings to both C++ or Blueprint functions are supported!
  • Trivial conversions are handled automatically (e.g. Linear Color to Slate Color, Texture2D to a Slate Brush.)
  • Binding to properties have gotten much faster with change! (about 10x speed improvement)
  • Old bindings will continue to work, but you should update them to the new system to take advantage of the performance improvements


We have a whole new Visual Logger tool with lots features. is designed to help you debug and fine-tune AI in your project!


  • Log out events, then use powerful tools to search on a timeline. video shows an example.
  • Items on the timeline with warnings are now shown in yellow, and items with errors in red.
  • You can use a special Debug Camera to fly around while the game is paused.
  • Save out generated ‘reports’ from visual logger events. Hyperlinks in the reports allow you to filter the log, making it easier to analyze


new allows you to configure the order that the renderer draws translucent objects. is really useful for 2D games!

In your project’s Rendering Settings, check out the new Translucent Sort Policy options

  • Sort by Distance: Sort based on distance from the camera to the object’s bounding sphere center. is the default and typically the best for 3D games.
  • Sort by Projected Z: Sort based on the post-projection Z distance to the camera. setting can cause popping as the camera rotates.
  • Sort Along Axis: Sort based on the projection onto a fixed axis. is typically the best option for 2D games. The axis to sort along is called Translucent Sort Axis and can also be edited in the renderer project settings (defaults to -Y)


Blueprint loading has been redesigned so that it should be able to handle any “cyclic” scenario you throw at it. Your Blueprints can intermingle and cross-communicate all they want, and most importantly: they will load up properly next time around.

addresses many Blueprint on-load crashes, and other scenarios where Blueprints could be loaded in a malformed state!


We’re continuously working to make C++ in Unreal Engine easier to use and more familiar to .

  • No special constructors needed! Your class constructors no longer need to take an Object Initializer argument.
  • Creating sub-objects for Unreal classes now has a new simple syntax.


Animation pose calculations are now offloaded to multiple CPU cores reducing the overall amount of time the engine takes to calculate animation.

improves performance in games with many animated skeletal meshes!


OpenGL ES 3.1 (combined with the Android Extension Pack) gives you the ability to use much of the** full desktop rendering experience** on Android devices! is currently in beta testing, please provide feedback.

  • ES3.1+AEP” is now a selectable target in for building and cooking.
  • Tegra K1 devices (for instance, the NVIDIA Shield Tablet) have been used for testing and development. More and more devices will be supporting AEP in the future!
  • Enable it via the “Enable OpenGL ES31 + AEP” option Android Project Settings.
  • Note: Currently, you’ll need to compile the engine yourself from the source on GitHub to use .
  • Note: Blueprint-only projects will need to recompile the base UE4Game executable with OpenGL ES 3.1 support by enabling bBuildForES31 in the engine’s BaseEngine.ini file.


Downloadable content (DLC) can now be packaged up for distribution!

Currently is in beta testing and requires a command-line tool. Create your add-on DLC inside a game plugin Content folder, and use the new packaging tool to “cook” and optimize your content for your platform of choice.

makes use of the game’s asset registry to know what content is already supplied in the shipped game, and will cook anything needed from the game’s content into the DLC.

To use , run the cook utility for your game with “-CreateReleaseVersion=x.y”, then again for each DLC plugin with “-BasedOnReleaseVersion=x.y -DLCName=MyPluginName”.


Loading movies and startup movies now play on Android devices! You can configure startup movies to play in your Project’s Settings.

Android movies must be in MP4 format to play correctly. Also, the movie playback requires a device with Android 4.0 or above.


You can now set the locations for the SDK components needed for Android development directly in the “” section of Project Settings. can greatly simplify the initial setup!


These settings override any environment variables that are set (you can leave them blank to use the environment variables if you prefer the original method)


You can once again access variables from other Blueprints without having to make those variables “Editable”. was already possible in the 4.6 release, but not in 4.7. Sorry about that!


Keys defined in a Blackboard asset can now be marked as ‘synced’, which synchronizes its value across all AI using it. allows you to synchronize behavior across multiple AIs, or be can be used for communication between them.
Note: Tile maps are still an ‘experimental’ in version of Unreal Engine


Full Release Notes for Unreal Engine 4.7 are available

Known Issues

is a list of some recently discovered bugs in in the Unreal Engine 4.7 release. list includes high priority bugs discovered by Epic, as well as confirmed community-reported bugs. We will attempt to resolve critical issues in Hotfixes for release. Issues deemed to be non-critical will likely be addressed in future engine releases.

Please be aware that is not a comprehensive list of all engine bugs, it is simply a snapshot of some of the latest bugs discovered with release. list will be periodically updated with new additions and to reflect which ones have been fixed internally, so be sure to check back!

Known Issues for 4.7.1

UE-11207 iOS launch fail after upgrading to 4.7.1, provision not found, signing key not found: Workaround

UE-11046 Crash in FLandscapeComponentSceneProxy::GetStaticBatchElementVisibility with tiny component size
UE-11018 Synced BB keys doesn’t work
UE-10978 ShooterGame crashes while soaking in Stand alone game for 25-30 minutes
UE-10876 Crash on Event Begin Play with UMG Widget and 2 or More Players
UE-10865 4.6.1 to 4.7 conversion crash “Assertion failed: Pin != nullptr …K2Node_DynamicCast.cpp]”
UE-10810 BTTask_MoveTo issues when AI already at goal location
UE-10708 Build failing for users project with all platforms
UE-10695 Slate crashes on Mac
UE-10683 Rolling template ball appeared blue with white blotches when launching on windows
UE-10330 project crashes after conversion if the Components tab of a specific bp is opened
UE-10285 Self Referencing Widget in a Player controller corrupts player controller blueprint
UE-10146 Crash with Shield controller plugged in “Assertion failed: NewPosition >= 0 …WindowsPlatformFile.cpp]”
UE-10079 StrategyGame crashes when loading into next match
UE-10066 Development builds crash on launch with Motorola Droid RAZRi
UE-10055 Atmospheric Fog is blown out in level
UE-10030 Crash from ShaderCompile thread Assertion fail
UE-9953 Cooking producing differing results for font assets on Xbox One
UE-9950 Creating Custom Event and Animation States don’t allow to name it right away anymore
UE-9940 Trying to type of a text box that is applied to a 3D widget will result in a crash
UE-9924 Extra Large Meshes Imported from Maya Flicker in Engine
UE-9896 Child BP does not update location when parent actor is moved
UE-9871 Lighting needs to be rebuilt for LandscapeMountains
UE-9848 Editor Drop Down Menus become out of place when moving across a small screen to a larger display
UE-9829 Access None with Event Hit to get Physical Material type
UE-9824 Widget class is replaced with a placeholder class when reloaded
UE-9701 Rendering or lighting when switching back to the level editor
UE-9528 AnimBP Bug: Print string triggered though not referenced
UE-9488 A replicated rotator variable from a Delta (Rotator) node returns different results on the Server and Client
UE-9398 Crash occurs trying to open duplicated Map
UE-9232 Crash on right-clicking or pulling off pins in blueprints
UE-9206 LODs do not function on designated meshes using the MasterPoseComponent node in Blueprints
UE-9133 Packing fails while packing for Windows XP.
UE-9127 Rolling blueprint template crashes when launching on FireFox using the Unreal Front End
UE-9084 2D Side Scroller runs with blank screen in HTML5.
UE-9021 Cannot set the Rotation value of an Instance Static Mesh component if the scale is set to zero
UE-8770 Lighting needs to be rebuilt for content examples
UE-8754 Lighting needs to be rebuilt in the audio map for content examples
UE-8589 MatineeFightScene has no sound on mac
UE-8565 Spline Mesh Component’s created at run time do not have proper collision
UE-8550 Audio cuts out during scene transitions in the Particle cinematic
UE-8534 Navigation does not work in sub-levels
UE-8415 Renaming a Blackboard Key removes it’s references in the Behavior Tree
UE-8001 There is no way to add a value to an Actor variable in a Data Table
UE-7944 Animgraph-Blend node-Alpha Scale Bias-larger values imprecise
UE-7878 The ‘Set Constrained Components’ node doesn’t set the physics constraint components correctly if used in the Construction Script
UE-7638 Collapse to Function creates a return node that cannot be deleted
UE-7635 SetMaterial allows the to add a Material which updates the GetMaterials array but not GetNumMaterials
UE-7615 Assigning an image that is not the default to the Disabled state of a button does not work
UE-7550 Umg does not Show up when using the launch button
UE-7447 Crash with FBX with LODs when distance fields and Generated Lightmaps are enabled
UE-7446 The “Release” function of a button fires off when changing focus from game to UI
UE-7282 Character does not move over mesh in example 1.2 of navmesh map in content examples
UE-7254 Movement broken for Top Down template
UE-7238 Using Cook on the fly for iOS a project with Meatal Enabled is causing the project to crash if you lock and unlock the device
UE-7195 In a new and unsaved material, copy/pasting a texture sample causes crash.
UE-6988 Game does not gain focus when launching
UE-5284 One time crash opening shootergame -game

Good Lord you guys always blow me away with these features! Am I led to believe that new animations can be made from scratch within the editor? And also, what’s the word on Android GPU particles? is something I definitely need for the mobile version of Cube Ninja! Thank you guys so much for your hard work, no one can even compete!

Hooray it’s been released!! And I also have a new book to !! :smiley:

Thanks guys!

Hi, When i tried the 4.7 preview 8, I posted a few problems which I am having and wondered if update will fix those. are the 2 problems I am having with 4.7 preview 8 :

When I compile my game for testing, it hangs on compiling one of my shaders. The shader is very very basic and has just 3 inputs - dif, norm and spec.

  1. I have used the VRshooter template base which has the left and right hands linked to the steering wheel, In 4.7 they dont attach. After reading the bug list could be something to do with that :

UE-9488 A replicated rotator variable from a Delta (Rotator) node returns different results on the Server and Client

Thanks again, and looking forward to getting my project back to full functionality in 4.7 :slight_smile:

Thanks guys!

Hope the final release doesn’t crash my project like preview 8. Especially since these new features and fixes have me very excited!

Especially the UMG changes, (even if I do have lots to change now!) Landscape lighting when rotated (plagued me for so long!) and the foliage lighting model!

Wonderful! You’re the best! Thank you!

Great. Will rhe samples be updated too, especially content example to test the new features?

Awesome, Thanks for the Release and all of the hard work! I’m starting the update process now =)

Man ı wasn’t joining the previews so I missed out how much you guys improved the engine !

Simply beautifull. Nothing else to say :smiley:

I’m thrilled to have a new release, but I think it was premature. There was a lot of big impact changes made in previews 7 & 8 and we hardly had any time at all to test them.

Been waiting for HTML5+webGL.Time to upgrade from 4.5.


  • Creating sub-objects for Unreal classes now has a new simple syntax.


Any reference about ?

[= ;228229]


Blueprint loading has been redesigned so that it should be able to handle any “cyclic” scenario you throw at it. Your Blueprints can intermingle and cross-communicate all they want, and most importantly: they will load up properly next time around.

addresses many Blueprint on-load crashes, and other scenarios where Blueprints could be loaded in a malformed state!

Is that a challenge? I look forward to blowing 4.7 up with my 4.5.1 project.

Oh my gawd. Many updates.

Any reference about ?

Hey . page has the syntax, sorry about that. .unrealengine/showthread.php?53584-Engine-Features-Preview-12-5

Am I led to believe that new animations can be made from scratch within the editor?

You can definitely save whole new animations, but the current tools are designed mostly for tweaking existing animations. We’ll add more features in the future to make it easier to make animations from scratch. For example, it’s not very easy to alter the total number of frames in an animation yet. That said, there are workarounds for and people have been successful in making simple animations.


You’ve been busy!

Lot of really awesome updates in 4.7. Great job at Epic!