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A wildcard pin type in the Select node now allows changes to the existing pin types using drag-and-drop. Added the ability to choose multiple Static Mesh resources for the Mesh Renderer selectable via Particles.
Added a Mesh Renderer Info data interface, to enable systems to query info about their mesh renderers such as the number of meshes selected and the bounds of each. New menus and features have been added to the Niagara Editor. This includes options for better filtering, as well as a “Suggested” section in the modules, dynamic input, and Script action menus that will list often used actions at the top. Scripts and Modules can be marked as “Suggested” in the metadata. Added a random seed offset to Niagara System instances, to allow for variance between duplicated deterministic systems this must be set on either the component or from Blueprint before activating the system when spawning.
The Select and Static Switch nodes driven by an enum will now automatically refresh when the enum is changed. This excludes Static Switch nodes created before this release. Render target Data Interfaces can now be an iteration source. You can not read from the render target, as they do not handle flipping buffers correctly, so they are considered write-only. You can use a Define to control partial write code generation; this enables you to keep the same functions for reading in, making it compatible with CustomHLSL.
It also means Niagara doesn’t rely on the compiler to strip out the bindings for input values, which has been unreliable on some platforms. Added “Source Mode” to the Skeletal and Static Mesh Data Interfaces, so users can more explicitly identify where the source mesh should come from.
The default is set to 24 bits, triangle 8 bits probability, allowing for For Niagara 2D gas fluids, added offset to the Advect Scalar Module, to allow for the parent velocity to be used without it integrating into the sim’s local velocity grid. If a Static Switch is switching on an enum that isn’t registered yet, it now can be registered as a Niagara-wide enum using the new context option.
Previous command for Emitters is now only available if any Emitter is selected in a System ; it is always available when in an Emitter Asset. Added a new Waveform Module and Dynamic Input which can be used to generate and combine many different waveforms, including: triangle, square, sawtooth, trigonometric functions and multiple spline variants.
In Niagara 2D Fluid, added a world space noise option to the turbulence field module the default is “Off”. Added “Renderer Visibility” to the Component Renderer, and fixed a bug where components would be deactivated but not set to invisible when a particle dies. Improved Niagara’s indirect dispatch argument buffer allocation scheme the buffer that is used for GPU systems and for culling and sorting meshes and sprites. New Static Switch nodes that switch on an enum will now automatically refresh upon load, or if it’s open.
Old Static Switch nodes will not do that, they do not break existing usages. CVar “Niagara. EnableAutoRefreshOldStaticSwitches” has been introduced to enable refreshes on old static switches as well. New : Enum context options for Select and Static Switch when user performs a right-click on these nodes.
Added the ability to right-click and select “Auto-fill all options” on various array properties in Niagara such as “Filtered Bones” on a Skeletal Mesh Data Interface. Added unused attribute trimming for Niagara particle scripts.
Made updates to static VectorField. For supported platforms, it reduces memory cost from 16 bpp to 6 bpp and improves sampling time 2x speedup. Refactored significance handling.
This now allows for various metrics such as Age and Distance. Projects can also define their own game-aware significance calculations. Spawn Only EffectTypes also have the option to consider the significance of Systems when spawning.
New : Added a new Data Interface that allows checking of the current platform. As an example, this can drive specific behavior that only works on a certain platform. Optimized FNiagaraScalabilityManager for cases where there are large numbers of registered components. It now tries to meter out updates to scalability state over a number of frames, limited by a new cvar fx.
ScalabilityMaxUpdatesPerFrame and based on the frequency of updates. It cleans up how significance is processed, so that it is done only for necessary components. Added a new instance count culling option, to cull for each System as well as for each effect type. Older paths still operate, but they are suppressed from creation. Added a new experimental feature to Niagara Skeletal Mesh Data Interface, for generating and querying a quadtree mapping UV to the vertex index.
A quadtree is created on demand for a given Skeletal Mesh when referenced by the Data Interface. Prevented byte code generation by particle scripts for GPU emitters; this reduces runtime memory costs and compile time costs, and eliminates some edge cases where shader warnings can be generated. Implemented RibbonRender DistanceFromStart to allow for correct train track-style UV tiling with minimal effort; spawn modules are being updated to set this by default.
Added a new module to the Skeletal Mesh Data Interface supporting adjacency information. A buffer containing up to 8 adjacent triangle indices for each vertex is created at runtime. Currently two methods are supported on GPU only : one for retrieving an indexed element from the buffer, and one for finding the first adjacent triangle.
Niagara now supports reading barycentric coordinates and adjacency information. This allows users to traverse Skeletal Meshes using those values. New : Implemented tube ribbons with sides, and custom shaped ribbons with sides. Changed “Simulation is invalid Added a new mode “Fail if not previously set” to defaults; it makes Niagara generate a compile error if the variable hasn’t been set previously.
This is optional within graphs, but is set any time a variable is linked in the stack. This is only for new changes, as old Assets in the field “work” but will likely be using these defaults unintentionally. Implemented Emitter mode rendering for the Mesh Renderer. Implemented material parameter binding for both the Mesh Renderer and the Ribbon Renderer. Parameters are automatically created when an MPC is assigned, and the backing parameter store is updated as changes are made to the MPC.
Niagara Outliner tab in the Niagara debugger now allows gathering and display of information about the current state of Niagara systems on the connected debugger client. Fixed an issue with disabling simulation stages; they will no longer generate a shader for the stage. Updated debug draw UI, so it only shows the option to turn it on or off if the module contains debug switches.
Added the ability to output compiler metadata, called Compiler Output Tags. This will allow users to get named metadata, like MaxLifetime or bIsImmortal, out of a complicated particle System. Added a category field for Niagara Emitters, to specify a sorting category when adding an Emitter using the New Asset wizard or the asset picker.
Added preprocessor directives to limit the scope of FSimulationContext for simulations using shader stages. Reduced compilation time by 20x for serial compilation, about 10x for regular usage in the editor. GetNotifyProgress returns a progress value between the notify’s beginning and end for a given mesh component. Added a unified FX Budget. You can now track and budget Cascade and Niagara runtime costs together. Niagara has some new scalability features to act upon this, such as reducing cull distances and max instance counts when budget usage is high.
Bug Fix: Fixed a bug where linked module outputs could be renamed to a wrong namespace. Bug Fix: Dialogs and graph pins now correctly show tooltips for intrinsic Niagara parameters. Bug Fix: Fixed a crash caused by checking compile results when the rendering thread is suspended.
New: You don’t need to create full copies of scripts and graphs when compiling. You can reuse objects instead, using an object pool that increases compile performance. Bug Fix: Fixed a bug where the Parameters panel would show all attributes and not filter by Static Switch selection.
Bug Fix: Fixed a bug where the Script. Usage and Script. Context Static Switches would generate an error if a new default value was defined behind one of its branches. Bug Fix: When duplicating a parameter in the module editor, metadata is also copied. Bug Fix : Fixed an issue where the Simulation Stage iteration source was showing unrelated items in the dropdown.
Also fixed a problem with Simulation Stag iteration sources not updating on rename. Bug Fix: Fixed a bug where a deleted renderer’s name remained in the Editor data. Bug Fix : Fixed a bug where tooltips for Map Get were not showing the parameter description from the metadata. Bug Fix: Fixed a bug where creating a duplicate parent created a redirector instead of a new Emitter Asset. Bug Fix: Fixed a bug where various engine constants were not displayed. Also improved sorting in the “add” menu.
Updated Niagara sprites and meshes so they provide precise motion vectors for motion blur and temporal anti-aliasing by default as opposed to the prior linear motion approximation. A project setting was added to the Niagara project settings Default Motion Vector Setting to globally choose between the previous behavior and the more precise new behavior; the setting can also be overridden individually for each renderer.
Fixed issues occurring with Niagara mesh shadows when the shadows are frustum culled, or culled using VisibilityTag. Fixed crashes that could occur in the Niagara Mesh Renderer when reloading the Static Mesh Asset, and then changing the mesh. Fixed crashes that occurred when re-importing a static mesh that was being used by a Mesh Renderer. Added copy-paste support for comments in the Niagara Overview graph. Emitter node positioning has been updated to be consistent with comment nodes when pasted, and will be pasted at the cursor location.
Fixed an issue occurring when trying to sample a Skeletal Mesh that has no valid LOD data streamed in. Dynamic Parameters beyond Cascade’s range now return the material default value rather than the same value for all inputs.
A bug was causing incorrect removal of instances from the SpawningDataSet when they were in the MainDataSet; this has been fixed. Fixed bugs caused by Particle Read Data Interfaces referencing emitters that are excluded when cooking for the target.
Wait for all simulation to complete before performing tick group update, to avoid potentially accessing simulation data that is still running concurrently. Fixed an issue causing a crash when applying vertex painting to a Static Mesh that was being used for a Mesh Renderer in an active Niagara Editor. Fixed issues that occurred with GC and pooled components when debugging was not enabled. The objects were created with the wrong outer, allowing them to be garbage-collected while playing.
Bug Fix : Removed strong reference from pool debugging to avoid confusion between different build configs; originally this was causing the shipping config issue to be masked due to the strong reference. Previously, it was possible to use rapid iteration parameters in a worker thread while also accessing on the game thread. This has been resolved. Ensured that pool prime does not occur inside PostLoad.
In certain cases, such as when there is no Asset set, a crash could occur. Fixed a crash that occurred when CalculateTickGroup is called from the SystemSimulation, as the prereqs were not updating. Fixed an issue where dump was not working with cooked out Emitters; modified the dump command so that we can perform a full dump of all Systems. Also fixed potential nullptr access to SkelMesh.
Fixed an issue that could lead to transient namespace variables leaking between Emitters in a Niagara System. Fixed the normals for Ribbon MultiPlane. The default is to flip normals on the standard two-sided render based on the view direction. An option has been added in renderer properties, to duplicate geometry with correct normals for opposite face and to re-enable backface culling for any material that doesn’t behave correctly with the flipping normal. Updated test to show normals.
Fixed an issue with dynamic bounds calculations for Niagara components with negative coordinates. This existing work is handled by the System on load.
Regression from prior behavior. GPU Simulations were continually spawning the previous contents of their SpawnInfo struct if they became inactive. This has been fixed. Fixed an issue where device profile preview would not set correctly, because its device profile had not been loaded from its platform INI file.
Bug Fix : Fixed an issue where a Niagara-specific override console command would override the DP but would not set the fx. QualityLevel cvar. Bug Fix : Fixed an issue where after setting a DP preview, you could no longer properly use engine scalability. Fixed a problem with the Niagara Matrix Multiplication node; made it actually a mul rather than per-component scaling. Fixed an issue causing a race condition in processing Niagara shaders. Now they are only processed when they have been released from the FShaderCompilingManager.
BReleased has been added to the job, which is flipped when the job has actually been fully processed by the compiling manager. Fixed an issue for pooled Niagara components; components marked hidden in game would remain hidden when re-used from the pool. Fixed a crash that happened when passing large text blobs into Niagara scratch pad names. Limited names to characters. Fixed an issue that could lead to incorrectly culled effects, due to the LastRenderTime not being reset early enough in Activate.
Fixed an issue where Ribbon Rendering with particles was causing invalid UVs; these were either flipped or zeroed unless EdgeMode was set to Locked, due to same-age particles. Updated several Ribbon tests based on UV fixes with same-age particles, like beams, to show fixed UVs now. Fixed a crash caused by a race condition in the unbinding of the GPUExecContext combined parameter store.
Fixed an issue with non-deterministic cooking with the Texture Asset backing Niagara curves. Fixed up UNiagaraComponent::GetDataInterface so that it just uses the existing implementation for the user parameter Data Interface rather than the very specialized implementation that would only support the first GPU emitter.
Fixed Niagara VM bytecode compilation for preserving original swizzle mask during self-assignments. Fixed crashes and bugs with Niagara Data Interfaces that must rebind their VM functions after a reinit.
DDC was getting polluted with NiagaraScript results when rapidly generating compile requests. This fix ensures that the data cached is associated with the source request rather than the current CompileId of the UNiagaraScript. Fixed a problem for some cases in the Editor where CVars changed at runtime weren’t applied correctly. Also created a threadsafety fix for CVar changed callback handles. Fixed Niagara’s Pow node to clamp the base to zero; it now matches materials and prevents divergent behavior between platforms.
Deprecated nodes will continue working, but are no longer offered in the action menu. OpenSSL has been upgraded to openssl All older versions of openssl for the Windows platform have been deprecated and removed from the source tree. Added an ini-based setup for TestLeaderboardInterface, allowing ShooterGame to test its own leaderboard keys instead of using test keys.
Pixel Streaming CVars can now be set using command line arguments. See documentation for specific arguments. Multiple Pixel Streaming improvements such as parameterisation of many encoder settings, AMF encoder, and better pixel streaming stats. Significant log lines were updated to Log.
Engine Opus version upgraded to 1. Added additional platform information to the Social Platform Description in order to to group similar platforms. Added a configuration option to perform or skip the XBox Live Gold check. Defaults to XBox Live Gold account required. Promoted LogHotfixManager lines to “Log” due to community feedback that they are commonly used as a reference. Quality of Service QoS.
Quality of Service pings are now performed using non-blocking sockets on a single async task thread. Spawns one socket per protocol type such as IPv4 and IPv6, based on the list of target host addresses supplied. Commandlets are now configured to function correctly if rendering is enabled or when passing -AllowCommandletRendering.
Made SocialUser’s class method ValidateJoinTarget virtual, in order for it to be overridden at the game level. OnPartyJoined delegate listener will now clear on user logout. This fixes a crash observed when the local player changes. SocialManager no longer marks itself as PendingKill on shutdown. Instead it sets a “bShutdownPending” bool.
This macro is used in all SocialManager callbacks that might fire after a Shutdown occurs. Added new version of ProcessRequest and derivative methods that returns void instead of bool. Deprecated the previous versions for 4. Added configurable time limits for the flushing active HTTP requests when shut down or suspended. This aids compliance with platform requirements for shutdown and suspend times. The IHttpRequest interface has been modified so that a timeout can be specified on a per-request basis.
Deprecated Online Subsystem Twitch. The web API has not been kept up to date. This will be removed in a future engine release. Corrected SyncBodies logic for scenes with multiple custom Chaos solvers to correctly sync back results to components.
Chaos Cloth – Added fictitious centrifugal forces to compensate for when the Velocity Scale is reduced. This is more accurate than sub-stepping, but can be more taxing on performance. Chaos Cloth – Fixed issues that were occurring when a non unit scale was used on the owner component. Chaos Cloth – Corrected an issue that occurred in cases where the simulation data was queried before the simulation’s first step.
Cloth – Added tapered capsules to the primitive lists to pass as external cloth collision sources. Chaos Cloth – Fixed a crash in multi-cloth simulations caused by a race condition on the offset creation.
Chaos Cloth – Fixed an overzealous collision LOD deactivation that was preventing external collision source updates. Chaos Cloth – Fixed a bad local space simulation impulse at simulation startup, that only became apparent with a lower than one Velocity Scale. Fixed simulation sometimes starting unexpectedly in the Physics Asset Editor when editing asset properties. Keyboard navigation in the Physics Asset Editor skeleton tree view is now properly ignoring hidden elements.
The Physics Asset Editor 3D viewport and skeleton tree view are now properly synchronized when the selection changes in one or the other. Fixed the Rotation of Mass computation in all oriented implicit geometries to properly account for the rotation of the geometry axis compared to the Z axis.
Refactored Platform TextureFormat classes to be subclasses from a new FChildTextureFormat class that handles compressing with other modules, and then runs a post-process on it. New : Pulled GetPixelFormatForImage out into a separate function in ITextureFormat, so that child formats can inherit a parent format that generates without needing to compress a test texture. For GDK Pass-type entitlements, acquiredDate is appended to the receipt ID format, so that your game service can tell separate purchases apart.
If your game services parse receipt IDs, or you have already stored receipt IDs in your game services, please consider migrating to this new format. Fixed a thread safety issue that could arise when the user was querying consumables on the platform store.
Fixed a crash that occurred when the user joined a multiplayer session with verbose logging enabled. Fixed a crash that occurred while toggling between constrained and running applications. Added thread safety when handling responses from multiple checks.
When dynamically loading libraries under a Unix platform, the engine now also checks the global path. Time moving backwards has been changed to a warning over a fatal error.
This allows that time to be clamped and provides an opportunity for the system to recover. Previously, when using more than one monitor and switching from Window mode to Fullscreen mode, if the window was partially outside the virtual screen one monitor switched to Fullscreen and the other monitor only showed a single frame of the game. This has now been fixed. Ray traced ambient occlusion, shadows, reflections, GI and skydome passes use a new sampling sequence that converges faster and diffuses the visible error in screen space.
The path tracer now performs anti-aliasing with a multi-pixel filter kernel for improved quality. The width of the filter can be set in the PostProcessVolume settings. Settings such as TAA are automatically disabled while the path tracer is active. Hair passes and hair shaders shouldn’t have any performance impact on runtime when the HairStrands plugin is disabled.
Added adaptive voxel allocation to avoid overallocation, allowing for a large set of grooms casting shadow. The setting defaults to enabled to match existing functionality. Moved the location of virtual texture feedback per frame. Previously, we sampled the same location for feedback each frame, now we jitter the location over the virtual texture feedback tile to ensure we touch each location over time. Added new optional hair strands composition points after the separate translucent pass, and before the translucent render after DOF.
This is needed for ray tracing hit shaders, which should always be uniform buffers or loose parameters. Refactored per-vertex attribute interpolation in ray tracing shaders to reduce register usage.
Attributes are now interpolated explicitly inside the per-vertex loop. Removed a few variables that are no longer used. All ray tracing shaders now explicitly share the global root signature. This allows separate pre-compilation of ray tracing pipeline collection objects containing only hit shaders. Added cvars to globally control ray tracing shadows for different light types. All light types are enabled by default and are still controlled by r. Shadows as well as per-light settings.
The new cvars are intended for global easy overrides, allowing fine grained control over quality vs performance in games, without content changes. New cvars:. Moved pixel coord into an explicit field of the ray-tracing payload.
This grows the payload structure to 64 bytes and invalidates all ray-tracing shaders. Added r. This improves shadow ray tracing performance, but may theoretically result in worse shadow denoising quality. Implemented a roughness threshold for skipping any-hit shader invocation in the experimental ray-traced reflection shader. Implemented a roughness bias for experimental ray-traced reflection, controlled by r.
This can improve reflection performance in certain scenes by forcing ray directions to be more coherent. Additionally, this allows globally controlling RT reflection appearance without content modification. Ray-tracing shader creation is now skipped when run-time ray-tracing support is compiled out. Each piece is handmade and unique, and cannot be exactly replicated.
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