The Font Creator Program v1.1.1c serial key or number

The Font Creator Program v1.1.1c serial key or number

The Font Creator Program v1.1.1c serial key or number

The Font Creator Program v1.1.1c serial key or number

A to Z Softwares වල Serial Keys ( Letter - F2 )





Fly Calculator v :
s/n:

Fly Fishing v :
Name: DSG TeAM
s/n: WF

FlyBum v :
Name: webmastaDC
s/n: flyxxx

FlyCrypt v :
Name: kaN-LSD
s/n:

FlyingColor v :
Name: ED!SON '96
s/n:

FlyWheel v+ :
Name: Freeware Version
s/n:

FlyWheel v :
Name: TRDonJuan [Odt]
s/n:

FlyWheel v :
Name:CoKeBoTtLe99
s/n:

FM BOX v RC 6 :
Name: CaO
s/n:

Fmail v or or 1.x :
Name: CEPHYR[MGE]
Key1:
Key2:

Fmail v :
Name: The GuaRDiaN aNGeL
Key1:
Key2:

Fmail v for Dos and OS/2 :
Name: You!
Key1:
Key

Fmatch v :
Name: Bisoux
s/n:

FMBox v Beta 5 :
Name: CaO
s/n:

FMBox v Beta 7 :
Name: CaO
Company: (Anything)
s/n:

FocAudit Six vC :
Name/Company: (Anything)
s/n:

Focus v :
s/n:

Focus Six Report Server :
Name/Company: (Anything)
s/n:

Folder Chart v :
Name: mRFANATIc [DSi]
s/n: MB10FC-I

Folder Guard v :
Name: MiRaMaX [RBS]
Users:
s/n:

Folder Guard v :
Name: Virus
Users: 1
s/n:

Folder Guard v :
Name: Virus
Users: 1
s/n: or
Name: Black Thorne - Phrozen Crew
Users:
s/n:

Folder Guard vd :
Name: Cobra
Users: 1
s/n:

Folder Guard vf :
Name: draXXter
1User:
10Users:
Users:
1,Users:
10,Users:

Folder Guard v :
Name: BaRT SiMPSoN
Users: 1
s/n: FWARP

Folder Guard v :
Name: Gordon
Users:
s/n: FWARP

Folder Guard :
Name: MegaDoc UCF
Users:
s/n:

Folder Match v :
Name: TUC PC99
s/n: omwgaml

Folder Remarker v :
Name: TEX98
s/n:

Folio Viewer v :
s/n: 30WVU

Folio Viewer va :
s/n: 31NFA

Folio Viewer v :
s/n: 42PFT

FoneSync v :
s/n: FS

FoneSync (European) v :
s/n: FS

Font Control v :
Name: Steve Hsu
s/n:

Font Creator Program vc :
Name: Freak
Company: Pyrodex
s/n: LLLL

Font F/X v build :
s/n:

Font F/X v :
s/n:

Font F/X DCSi v :
s/n:

Font FX Express v :
s/n:

Font FX Express v :
s/n:

Font Finder v :
Name: DrRhui CORE
s/n:

Font Finder v :
Name: team blizzard
s/n: f

Font Finder v :
Name: VERSUS
s/n: f

Font Finder v :
Name: Jagar
s/n: f

Font Finder v :
Name: zaarnik-BLiZZARD
s/n: f

Font Finder v :
Name: EinZtein
s/n: f

Font Finder v :
Name: Delphic
s/n: f

Font Folder Lite v :
s/n:

Font Folio v :
s/n: AWWR

Font Impressions v :
s/n:

Font Impressions v :
Name: Reanimator^LasH
s/n:

Font Look v :
s/n:

Font Look v :
s/n:

Font Magik v :
Name: SiraX
s/n:

Font Man :
Name: Steve Hsu
s/n: FCD

Font Monster v :
Name: BETA TESTER
s/n:

Font Print Magic v :
Name: BaMa
Company: MANiFEST
s/n: FPM

Font Print Magic v :
s/n: FPM

Font Printer v :
Name: GhostRiders
s/n:

Font Viewer v :
Name: STARDOGG [PC]
s/n: PBG

Font Wrangler vc :
Name: CRYSTAL
s/n: FNNwPb

FontEzy v :
s/n: ksofd

FontLab v :
s/n: FMV

FontLab vF :
s/n: FRZ32P

FontLib 98 v :
s/n:

FontLook v :
s/n:

FontMagik v :
s/n: JHa

FontoGrapher v :
s/n:

Fontographer v :
s/n:

Fonts In Motion v :
Name: n03l
s/n:

Fonts In Motion v :
Name: draXXter [Faith]
s/n:

FontShow v :
Name: n03l
Company: Faith98
s/n:

FontShow v :
Name: boring
Company: ESSENCE
s/n:

FontShow v :
Name: fjalar
Company: TEXTURE
s/n:

FontsList v :
Name: draXXter[Faith]
s/n:

FontsPlay v :
Name: draXXter[Faith]
s/n:

Foobar v :
s/n: A5CF

Foobar v :
Name: kaN-LSD
s/n: A1

Food Watcher Plus v :
s/n:

Food Watcher Plus v :
s/n:

Foongrep II vb :
Type this in a DOS box:
manicapital.com -+ win:kmrhrgksjhlvhmhpihtnwpwnmkptrm "Krohne"

Football Companion 98 v :
s/n:

Football Pool Manager v :
Name: Attiude [C.o.R.E]
s/n: FPM-V

Football Pool Manager v :
Name: IBH-RiP [Blizzard]
s/n: FPM-CC or
Name: Black Thorne - PC'98
s/n: FPM-CC

ForeHelp vb :
s/n: FHE

ForeHelp v :
s/n: FHE

ForeHTML Pro v :
s/n: HTE

Foreign Language Tutor v :
s/n:

ForeVB vf :
s/n: VBE

FORGE Dark Room Pro v :
s/n: spo

ForKeeps v :
Name: Denise S. Harvé
s/n: Type: DéM

ForKeeps v :
Name: Brian Jones
s/n:
Type: BSM
ProgramType: zi

Form Keeper v :
s/n:

Form Publisher v :
s/n: FPW

FormEd v :
s/n: zzzzzzzzzzzzzzzz (16 z's)

FormEd v :
Name: Daniel Desjardins
s/n: mcab

FormelBaska 98 Pro v :
s/n:

FormKeeper v :
s/n:

FormPAL v :
Name/Company: High Voltage
s/n: c90fd

FormPAL Standard v :
s/n: cd9fdf

FormPAL Standard v :
Name: Joseph Sciandra
Company: None
s/n: c91fd

FormPrintery v :
Name: Arcane - CiA '99
s/n:

FormTools Gold v :
s/n:

FormTools Gold v :
s/n: FPF

FormTools Gold :
s/n: C1

Formula One Professional ActiveX v :
s/n: manicapital.com

Formz Renderzone v :
s/n: Z

Forte Agent vf :
s/n: WHGWGLVH8SBR-8E5X
R2MD-WZ5BUJUTBYFNSW

Forte Agent v :
s/n: JYJ13VTV-6HXMBZFE-VFG2EKKW

Forte Agent v :
Name: DESYNC DOMiNATiON
s/n: HH2W7UBXFPKKJ-TEK34USF-
7VH8LEGC-L8N6PG4U-GA67M6RB

Forte Agent :
s/n: WD6VZ3HP-WGS8ZDLKVF5AY-
GN1RZ6TLTWGRWS-ZMT92YH3 or
s/n: HH2W7UPW9NK4J-1ZRC-DVRCMYRG

Fortres v :
s/n:

Fortress Central Control v :
Start the setup program when told to enter the code, don't.
This will install the program in demo mode.
After installation start settingsThen chose register and enter:
s/n:

Fortune Teller v :
Name: IBH-RiP [Blizzard]
s/n: YZKZK

FotoExplorer v :
s/n: a68

FotoStation v Build 19 :
Name: (Anything)
Company: (Anything)
s/n: 06FKAF8
ProductKey: QA6C9DCDD
(Leave the Quark XTension Key as it is)

FotoStation v Build 42 :
s/n: 61AR A76F
CDVersion: T55EB59D47D9
IMVersion: T7CEC19D47D4
EDVersion: T1BEDD9D47C7
ProVersion: T22EE99D47D8
DCS-ProVersion: TCD47F1

FotoStation vd :
s/n: 06FKAF8
Key: QA6C9DCDD

FotoTouch v :
s/n: SCALF

Four Seasons v :
Name: PEIDO98
s/n:

Four Solitaires from Russia v :
s/n: SSG

Four Times v :
Name: zIP/PGC
s/n: QV

Four Times v :
Name: BaRT SiMPSoN
s/n: 43AB1DB0DAE

Four Winds v :
Name: Riz la+
s/n: 4W

FourSuns WebWorks v :
Name: SiraX
Company: CORE
s/n: 27ng49D28FB2

Fox v+ :
Name: iCEMAN [uCF]
s/n: FX

Fox Base v :
s/n: FMD
Password: EMZXPYEI

Fox Fire 13 Solitaire v :
Name: PEIDO98
s/n:

Fox Pro vb :
s/n:

Fractal Dabbler v :
s/n: or
s/n: or
s/n:

Fractal Design Add Depth :
s/n: AW

Fractal Design Dabbler v :
s/n: DWRAZVDHD

Fractal Design Dabbler :
s/n:

Fractal Design Detailer v :
s/n: VWRAZCVMT

Fractal Design Expression v :
s/n: EW

Fractal Design Painter v : for the X2
s/n: AQK

Fractal Design Painter v :
s/n: PWRAZEANY

Fractal Design Painter v :
s/n: PWEAZBXYE

Fractal Design Painter v :
s/n: PARAZGGSM

Fractal Design Painter Pro v :
s/n: PWRAZQHJJ

Fractal Design Poser v :
s/n: FWRAZNTHV

Fractal Design Poser v :
s/n: FARAUYDAQ

Fractal Design Ray Dream Studio v :
RayDream-Main-Program: SW
3D Fun-Pack: FP
The-Four-Elements-Pack: 4E
SuperMesh: ZA

Fractal Design Sketcher :
s/n: NFF

Fractal Designer v :
s/n:

Fractal Imager v :
s/n: ffffff

Fractal Poser v :
s/n: FWRAZNTHV

Fractal RayDream Studio v :
s/n: SW

Frame v : bbs: G.!.$
Name: The GuaRDiaN aNGeL
s/n: TA7O3O5WMUJTTKTEPQIS8LNGRVHKEQ

FrameBuilder :
s/n: AE2D     Frame-IT v :
Name: tHATDUDE
s/n:

FrameMaker v :
s/n: or
s/n:

FrameMaker v :
s/n:

FrameMaker v :
s/n: C2F-3C9DB0 or
s/n: CFDEDC

FrameMaker v :
s/n: D4A-D62C70

Framemaker v :
s/n: AABDD6

Framemaker v :
s/n: CB57E

Framemaker v :
s/n: D2FEC16

Framemaker+SGML v :
s/n: CFC44ad

Framemaker+SGML v :
s/n:

FrameTool WYSIWYG HTML Design Tool v :
s/n: S Judy Miller

FrameWork v :
s/n: E-2E00D2

FrameWork IV v :
s/n: or
s/n: or
s/n:

FrameWork Studio for Rational Rose v :
Name/Company: (Anything)
s/n: fws

Franklin Audio Rack v :
s/n: AR

Franklin Audio Rack v :
s/n: Ar

Franklin BlackJack v :
s/n: BJ

Free2Fax :
s/n:

FreeCell Plus vb :
Name: Steve Hsu
s/n:

FreeCell Wizard v :
Name: PAMELA WILLIAMSON
s/n: b8z3v37dr9

FreeCell Wizard v :
Name: RUBY BARNETT
s/n: magptchmxx

FreeDom of the Press v :
s/n:

FreeFilter v :
s/n:

FreeFTP v :
Name: SiR_Ta0 [KFK]
s/n: freeftp4u2have

FreeHand v :
s/n: FHW

Freehand v :
s/n: FHW

Freehand v :
s/n: FHW

Freehand Graphique v :
s/n:

Freehand Graphique v :
s/n: FHW

FreeMem Pro v3 :
s/n:

FreeMem Pro v4 :
s/n:

FreeMem Pro v :
s/n:

FreeMem Pro v :
s/n:

FreeTel :
s/n:

Frequency Filer v rev 1 :
Code: HERZ
Number: (Anything)

Fresh Water Fishing Doorgame :
Name: Wayne Moore
s/n:

Friends ScreenSaver :
Name: ZIUHU/TEX99
s/n: F15F0C00

Frigate v :
s/n:

Frigate v :
s/n:

Frog Hop vb :
Name: DSG TeAM
s/n: $81

Fromino Lute tab editor v :
Name: JaZzMaStR
s/n: rhd,npn

FrontDoor v : (edit manicapital.com)
line1: KeyName
: The GuaRDiaN aNGeL
line2: Keynumber: CD21B

FrontDoor v :
s/n: FD

FrontDoor v :
Name: The GuaRDiaN aNGeL
s/n: FDMMi1MwMz9MMiMMiMMi

FrontDoor va :
Name: The GuaRDiaN aNGeL
s/n:
s/n:

FrontDoor v :
Key: UCF-UCF-UCFUCF-UCF2G4
Code: ASFGFD-ASWDHH-EWFD80
Data: RyDeR_H00k! [UCF]

FrontLook v :
s/n: DPA

FrontMan Designer v :
Password: transfer

FrontMan Webpage Server v :
Password: ocean

FrontMan Webpage Server v :
Password: ocean

Frontpage 98 v :
s/n:

Frontpage 98 :
s/n:

Frontpage 98 :
s/n:

Fruity Loops v :
Name: fungus/factor
s/n:

Fruity Loops v : Press Ctrl+Alt+F3 then enter:
Name: 3-ZenTaur Arts
s/n:

F-Secure Antivirus v :
s/n:

FTbar! v :
Name: stalker
s/n:

FTGate v :
Name: Attitude [C.o.r.E]
s/n:

FTGate v :
Name: jog/DNG
s/n: or
Name: Attitude [C.o.r.E]
s/n:

FTGate v :
Name: PREMiERE
s/n:

FTGate v :
Name: BaRT SiMPSoN
s/n:

FTP :
Name: Steve Hsu
s/n: IKELSTC:EM

FTP Browser v :
s/n: jaft1casjm

FTP Control v :
Name: forcekill
s/n: FZojB
Email: xxx@manicapital.com

FTP Control v :
Name: EzD - VERSUS
s/n: ZwrG

FTP Control v :
KeyRoot: Registered
RegKey
: ZhEnTnTkWkGCLJM
Email: (Anything)

FTP Control v :
KeyRoot: Faceless
RegKey
: TeEnEnQkWkL&lh
Email: faceless@manicapital.com

FTP Control Pro v :
Name: Eugene R Harden
s/n: TfEnEnTkWkDKLr$

FTP Explorer :
Name: Trog@DCD
s/n: 75AEDE0C33B-9C49B

FTP Express v :
Name: G-RoM
s/n:

FTP Express v :
Name: +JUANDA
s/n:

FTP Express v :
Name: ThE STaRDoGG CHaMPioN [PC]
s/n:

FTP Express v :
Name: Poltergie/PGC
s/n:

FTP Express v :
Name: CZY
s/n:

FTP NetDrive v :
s/n:

FTP NetDrive v :
s/n:

FTP OnNet :
s/n: or
s/n:

FTP Serv-U Daemon vi :
s/n: .Va7/0nRUR./Kermu

FTP Serv-U Daemon va :
Name: Arcane [UCT]
s/n: CC-
EBD

FTP Serv-U Deamon v :
s/n: r8fZajeU3JY,ED!SON '96

FTP Super TCP Professional v :
s/n: D

FTP Voyager v :
Name: blastsoft
Email: nowhere@manicapital.com
s/n: e59

FTP Voyager v :
Name: ThE STaRDoGG CHaMPioN [PC]
Email: SDC@manicapital.com
s/n: be

FTP Voyager v :
Name: forcekill
Email: xxx@manicapital.com
s/n: a6

FTP Voyager v :
Name: Weapon 98
Email: arsonic@manicapital.com
s/n: 7e9fe5fecff8ab30e1fe17

FTP Voyager v :
Name: PREMiERE
Email: premiere@manicapital.com
s/n:

FTP Voyager v :
Name: High Voltage
Email: nelder@manicapital.com
s/n: effafa8e1fe5c

FTP Voyager v :
Name: hV
Email: ehaden@manicapital.com
s/n: daf5aa6c3cfcf32c2bff
accbfbbca

FTP Wolf v :
Name: CORE/JES
s/n: FW

FTP Wolf v :
Name: MCVD
s/n: FW

FTP Wolf v :
Name: CORE/DrRhui
s/n: FW

FTP Wolf v :
Name: RAGGER/CORE
s/n: FW

FTP Wolf v :
Name: manicapital.com@manicapital.com
s/n: FW

FTP Wolf v build :
Name: knoweffex
s/n: FW

FTP Wolf v2.x :
Name: SNH
s/n: FWO

FTP Wolf manicapital.com :
Name: DanThaMan/fACTOR '98
s/n: FW

FTP Wolf v :
Name: Blackstar TRPS98
s/n: FW

FTP Wolf v build :
Name: SiR_Ta0 [KFK]
s/n: FW

FTPEdit v build 24 :
Name: Pjotr 97
Company: JaZZ
s/n:

FTPEdit v build 35 :
Name: cheerokie - ml
s/n:

FTPEdit v build 49 :
Name: cTT
Company: TRPS '98
s/n:

FTPEdit v :
s/n:

FTPEdit v :
Name: HarvestR
Company: CiA
s/n:

FTPMax v :
Name: BLiTZ / [PC97]
s/n: NGVJGJ6XSAY4EJ

FTPMax v :
Name:
Name: Killa(core)TM
s/n: 3HX16NP2VPCCBK

FTPorter Client v :
Name: justarius
Company: inside
s/n: 5A9DAC54FBEEC33

FTPorter Server v :
Name: justarius
Company: inside
s/n: 5A9FAC8CEG31

FTPPro98 v :
s/n:
Key:

FTPPro98 v :
s/n:
Key:

FTPro v :
Name: Azrael
Company: Phrozen Crew
s/n:

FTPro v :
Name: N0-Body
Company: dIGITAL fACTORY
s/n: or
Name: Azrael
Company: Phrozen Crew
s/n:

FTPSync v :
Name: Slick-LSD
s/n:

FTPSync v :
Name: Skalagi [LAXiTY]
s/n:

FTPSync v :
Name: DESYNC DOMiNATiON
s/n:

Fuel v :
s/n:

Fuel Consumption Calculator v :
s/n:

Fujitsu Cobol v L10 :
s/n: 16 [ ]

Full Control v :
s/n: R

Full Control v beta 5 :
s/n: FullControl

Full Control vb :
s/n: R

Full Control v :
s/n: M

FullDisk v :
Name: Byte Ripper
s/n: AC6

FullDisk v :
Name: Warp
s/n: 7B75F4EA or
Name: Faith
s/n: 8C1E

FullDisk v :
Name: Warp
s/n: 7B75F4EA

FullDisk v :
Name: Azrael Ruless
s/n: A9AAD32A

FullDisk v :
Name: Orion
s/n: 9BBCD or
Name: RayBieZ
s/n: 72B32CE9

FullFind v :
s/n: Jr7

FullFind v :
Name: MANiFEST
s/n: Jr7

FullShot 99 v :
Standard:
Pro:

FullShot 99 Pro v :
License:
PreviousLicense: FS
Name: manicapital.com [WkT!99]
Company: Whiskey kon Tekila

Fund Manager v :
Name: SiraX
s/n:
Code: hRgmy4nr

Fund Manager v :
Name: SiraX/CORE
s/n:
Code: hQgme4jr

Fund Manager v :
Name: PROPHECY '98
s/n:
Code: mKJnm3kr

Fund Manager v :
Name: wizdaz[Warp]
s/n:
Code: oThmm8vc

FundRaiser Basic v :
Name: elmopio [iNSiDE]
s/n: WHD-HRF-GBNW

FunE-Cards v :
Name: Azrael [PC]
Code: Jump0Start48

Funnel Web v :
s/n: FWBAA

Funnel Web v :
Name: +YOSHi
Company: PGC/HCU
s/n: PGCYP

Funnel Web Pro v :
Name: ShadE
Company: TRPS
s/n: DEMDZ

Funnel Web Pro v :
s/n: RAKMZ

Funnel Web Standard v :
Name: ShadE
Company: TRPS
s/n: RAKMZ

Funnel Web Standard v :
s/n: RAKMZ

Fusion DBL CD :
s/n:

FusionMail va :
s/n: FM

FusionPC v :
s/n: C5CE

FWB HDToolkit v :
s/n: JAB3I

FWS Easy File :
Name: Demon
s/n:

FX Edit v :
Name: fjalar
Company: TEXTURE
s/n:

FX2 v :
s/n:
Источник: [manicapital.com]
, The Font Creator Program v1.1.1c serial key or number

Unreal Engine Release Notes

What's New

With the release of Unreal Engine , we continue our journey to help you build the most realistic worlds with tools that make you more productive than ever. Teams of any size should be able to create believable worlds and experiences that draw users in and keep them engaged. We have added numerous tools and improved workflows across the board to help you bring your vision to life.

The new nondestructive, layer-based Landscape workflows enable you to build more interesting and engaging outdoor environments where the terrain automatically adapts to other elements in the world. The Sky Atmosphere component generates a physically-accurate sky that can be updated dynamically depending on the time of day, and it can be viewed from the ground or from the air to create realistic-looking planetscapes. The new experimental strand-based hair and fur system brings characters to life with realistic, flowing hair. With Screen-Space Global Illumination, you can achieve natural light-filled spaces using fewer resources.

Datasmith is now available to all Unreal Engine users, bringing high-fidelity, whole-scene conversion to the masses! The new Visual Dataprep makes automating data preparation workflows more accessible so smaller, design-focused teams can benefit from them. The Live Universal Scene Description (USD) Stage Actor creates a direct link to the USD file on disk for faster iteration and better collaboration. Project creation workflow now includes a wizard-style workflow centered around the industry or type of project you are creating so you only see relevant settings and tools.

This release includes 98 improvements submitted by the incredible community of Unreal Engine developers on GitHub! Thanks to each of these contributors to Unreal Engine

Morva Kristóf "KristofMorva", "projectgheist", Rémi Bismuth "Grouflon", "cmsmithio", "erikdubbelboer", Paul Greveson "moppius", Homer D Xing "homerhsing", Lukasz Baran "iniside", Cedric Neukirchen "eXifreXi", Nick Edwards "NEdwards-SumoDigital", Mike Slegeir "tehpola", "Next Turn", bd "bdiamond", Muhammad manicapital.com "mamoniem", Cristiano Carvalheiro "ccarvalheiro", Doğa Can Yanıkoğlu "dyanikoglu", Igor Karatayev "yatagarasu25", Alvaro "vorixo", "Filoppi", Seokjin Lee "Othereum", Joe Best-Rotheray "cajoebestrotheray", doublebuffered, Andy Maloney "asmaloney", Thomas Miller "tmiv", dorgon chang "dorgonman", Akymbo, Mikhail Zakharov "zzz77", Doug Richardson "drichardson", Cameron Angus "kamrann", David Nadaski "GlassBeaver", Zachary Burke "error", "CyberKatana", "treilhes", Ari Arnbjörnsson "Flassari", "mastercoms", Marat Yakupov "moadib", Jin Hyung Ahn "zenoengine", "KrisRedbeard", Sam Bonifacio "Acren", Xu Nie "niexuchina", Minseok Lee "codeonwort", "vrachels", "improbable-valentyn", Roberto De Ioris "rdeioris", Clinton Freeman "freemancw", "Monsho", Alexander "DecoyRS", Evan Hart "ehartNV", Alessio Sgarro "cmp-". Const* UKaosSpectrum "KaosSpectrum", Arvid Hansen Díaz "DonHansonDee", "SammyJames", Maxim Marinchenko "mmarinchenko","solaslin", The Coalition

Major Features

New: Landscape Nondestructive Editing (Beta)

The workflows for nondestructive editing of Landscapes have been significantly improved and expanded to make creating outdoor environments more flexible and efficient!

Landscape Edit Layers

Landscape Edit Layers (previously Nondestructive Landscape Layers) enable you to add multiple layers to your Landscape and edit them independently from each other in a nondestructive manner.

You can enable the Landscape Edit Layers feature by checking Edit Layers under the Manage Layers tab.

For updated documentation on this feature, see Landscape Edit Layers .

Landscape Blueprint Brushes

Landscape Blueprint Brushes enable you to create and manipulate arbitrary terrain regions using shapes defined entirely in Blueprint. You can add multiple overlapping brushes and the system composites them together to display the final result.

Landscape Blueprint Brushes consist of a 2D spline shape and a collection of properties enabling you to specify Materials, meshes, falloff, and more. You can also apply effects such as blurring, noise, and curves. Optionally, you can inject heightmap and layer weight data into a brush by overriding its Render event.

To use Blueprint Brushes, you must enable the Landmass plugin.

Landmass Plugin (Experimental)

The Landmass Plugin provides examples of using Landscape Blueprint Brushes as well as a Blueprint called BP_CameraOverlap that can be used to overlay photo reference on the screen, match up the camera perspective, and then draw shapes into the world based on the reference:

New: Physically-Based Sky Atmosphere Component

We've added support for a new physically-based Sky Atmosphere component that you can use to create an Earth-like atmosphere with dynamic time of day. It also can be used to create exotic worlds and provides ground view with sky and aerial perspectives, including ground to space view transitions.

This new component supports:

  • Physically based atmospheric attributes for Rayleigh and Mie scattering, Ozone absorption, and light multi-scattering

  • Artistic direction through Atmosphere properties and custom material setups

  • Dynamic time of day setup and integration with the Sun Positioner plugin to provide self-contained functionality

  • Different aerial perspectives for ground to sky, outer space transitions, and planetary space views

  • Detailed debug visualizations

  • And much more

For additional details, see the Sky Atmosphere documentation.

Simplified Sun and Sky Workflow

The new Sun Sky Actor enables you to set up a physically modeled sky, drive the placement of the sun based on the geographical position and time of your scene, and watch the sky respond accurately to the sun based on the real-world laws that govern atmospheric scattering and absorption.

The SunSky Actor ties together several components related to the look of the sky and the lighting of the sun:

  • The new Sky Atmosphere Component

  • Geographically accurate sun positioning

  • A standard outdoor lighting setup composed of a Directional Light and Sky Light

The SunSky Actor is the default sky setup in most of the Template Projects that you'll find in the new categories for Film, Television, and Live Events, Architecture, Engineering, and Construction, and Automotive, Product Design, and Manufacturing.

For more information, see Sun and Sky Actor page.

New: Screen Space Global Illumination (Beta)

We've added support for dynamic global illumination with Screen Space Global Illumination (SSGI). It's a screen space effect which comes with all the normal limitations of such an effect but it's scalable across Console and Desktop platforms and offers a dynamic GI solution where needed at a moderate cost to performance.

1 - SSGI Enabled; 2 - SSGI Disabled

Enable it using manicapital.com and and control it using the command manicapital.comy by choosing a value between 1 and 4 for different quality levels.

Use the Post Process Volume settings under the Global Illumination category to control its indirect color and intensity.

For additional information, see Screen Space Global Illumination documentation.

New: Live Universal Scene Description Stage (Beta)

You can now work with a Universal Scene Description (USD) Stage live in your Unreal Level, making it more intuitive and efficient to work with USD data in Unreal Engine.

  • Full two-way synchronization so you can update the content in-engine when the USD data changes, and you can edit the scene in Unreal and write the results back out to disk.

  • No time-consuming import process, and no duplicate Asset data.

  • Supports Static Meshes, Cameras, Skeletal Meshes, Variants, Animations, and Materials (PreviewSurface and DisplayColor).

  • Supports third-party USD plugins.

New: Datasmith and Unreal Studio for Everyone!

To celebrate the end of the successful Unreal Studio beta program, which consisted of more than , subscribers from a range of industries, we have added Datasmith and all other Unreal Studio features to Unreal Engine for all users to enjoy—for free!

Datasmith

Datasmith is the easiest way to get entire preassembled scenes into your Unreal Project from a wide variety of third-party design applications, such as 3ds Max, Cinema 4D, and SketchUp Pro to name a few. It preserves object hierarchies, surface materials and textures, light and camera properties, offers an iterative re-import workflow, and more.

Get started reading about it here .

Other Unreal Studio Features

You'll also get access to a variety of other previously Unreal Studio-only features:

  • The Variant Manager , which helps you set up different versions of your scene and switch between them dynamically.

  • Static Mesh editing and defeaturing (mesh simplification) in the Static Mesh Editor.

  • Jacketing : tools for culling fully occluded Actors and mesh geometry from the Level.

  • The ability to create new UV projections in the Static Mesh Editor.

  • The Collaborative Viewer Template : the easiest way to set up a multi-user design review experience across desktop, VR, and mobile platforms.

Mac OS X and Linux Support

Datasmith is now available on Mac and Linux platforms, depending on the type of file you are importing.

For details on Datasmith platform support, see here .

New: Visual Dataprep (Beta)

You can now take full control over what happens inside the Datasmith import process, and reduce the manual work it takes to prepare your 3D scenes for real-time visualization in Unreal Engine.

With the Visual Dataprep system, you can:

  • Build up a complex sequence out of simple steps, using a Blueprint-like graph editor tailored to data preparation tasks.

  • Merge geometry together, remove or substitute unnecessary Actors, replace Materials, control tessellation, generate data like lightmap UVs, levels of detail, collision meshes, and more.

  • Create standardized "recipes" that you can apply when you import any scene, and reuse them in any project.

  • Combine multiple input scenes together, blending the results into a single Datasmith Scene hierarchy.

  • Use the preview windows to validate your graph's results as you work.

For details, see the Visual Dataprep documentation.

New: Project Creation Workflow Improvements

The dialog for creating new projects has been completely redesigned incorporating a new wizard-style workflow, which simplifies the process for creating projects by breaking it up into smaller steps that are easier to understand!

Templates are now organized into discipline-specific template categories making it easier to find relevant templates. The new workflow also reduces unnecessary confusion by only displaying the settings and questions that apply to the chosen template.

New: Hair and Fur Rendering and Simulation (Experimental)

Unreal Engine now includes realistic hair and fur rendering and simulation using a strand-based workflow to render each individual strand of hair with physically accurate motion!

With this release, the feature supports:

  • Importing an Alembic (.abc) groom from an external DCC application, like Maya or 3ds Max

  • Creation and setting up of Groom Components

  • Authoring and editing of Hair Materials

  • Using Niagara to set up hair physics with some tweakable settings for customization

For additional information, see Hair Rendering and Simulation documentation.

New: nDisplay Setup Improvements

With the changes that we've made to the foundations of the nDisplay distributed rendering system, it's now easier to create immersive experiences that synchronize displaying your Unreal Engine content on multiple devices or projectors.

  • This release eliminates the special Pawn and GameMode classes that nDisplay used to require. Instead, the nDisplay system automatically creates a new type of component at startup, the DisplayClusterRootComponent, and it attaches an instance to the active camera.

  • Every frame, nDisplay uses the position and rotation of this root component as the starting point for the hierarchy of scene nodes that you set up in your nDisplay configuration file. The effect is that all devices and projectors in the whole nDisplay cluster automatically render the scene from the point of view of the active camera.

  • If you don't want nDisplay to create and assign the DisplayClusterRootComponent automatically, you can instead add one yourself to any Blueprint class as the child of any CameraComponent. nDisplay will use the one you set up instead of creating one on the fly.

These changes simplify the nDisplay system to work with almost any project right out of the box. You can now render your project through nDisplay without changing any of the usual Pawn, Character, Controller, or GameMode classes that you use when rendering to a single viewport.

For more information on getting started with nDisplay, see Rendering to Multiple Displays with nDisplay .

New: Ray Tracing Improvements (Beta)

In Unreal Engine , Ray Tracing adds many new features, optimizations, and stability improvements.

These improvements include:

  • First-class support for instancing that makes rendering Instance Static Meshes and Hierarchical Instance Static Meshes much more efficient, and support for large worlds more feasible.

  • Added support for additional geometry types that include World Position Offset for Static Meshes and Ribbon emitters for Niagara VFX.

  • Added support for reflection multi-samples per pixel denoising.

  • Multi-view support for virtual reality and split-screen.

For additional details, see the Real-Time Ray Tracing documentation.

Improved Ray Traced Global Illumination Method (Experimental)**

We've added an alternative, and currently experimental, ray tracing based global illumination method in get that aims to win back runtime performance with some trade offs in other areas.

This new final gather-based technique is a two-pass algorithm that distributes shading points at a fixed rate with a screen space history and then attempts to reconnect them to amortize the cost of the method.

To enable the final gather RTGI method use

For additional details about this new method, see the Real-Time Ray Tracing documentation.

New: Runtime Virtual Texture Updates (Beta)

We continued to make Runtime Virtual Texturing more efficient and stable with improvements to the workflow when creating these complex procedural or layered materials.

New Material Types

There are now four Runtime Virtual Texture Material options to choose from:

  • Base Color

  • Base Color, Normal, Roughness, and Specular (see note below)

  • YCoCg Base Color, Normal, Roughness, and Specular

  • World Height (new in )

For any Runtime Virtual Textures that were using "Base Color and Normal" Material option in , they have been converted to "Base Color, Normal, Roughness, and Specular" for

New Streaming Virtual Texture Build for Runtime Virtual Texture

When a Runtime Virtual Texture covers a large world with many Actors, rendering to the low resolution mips of the Runtime Virtual Texture can be a slow operation. This also means that world Actors need to be permanently resident to be available to render to low mips that represent parts of the world, which can be expensive for memory.

We now support baking these low resolution mips to stream to the runtime virtual texture. The higher resolution mips are still rendered at runtime, and in this way a single virtual texture can make the best use of both streaming and runtime approaches.

Improved Runtime Virtual Texture Asset Settings

Several configurable settings have been added to the Runtime Virtual Texture Asset. These enable you to better optimize and tune the generated runtime virtual texture to your own projects and platforms.

New Runtime Virtual Texture Base Color Storage

The new Material Type for "YCoCg Base Color, Normal, Roughness, Specular" has been added to allow for different encoding of Base Color in the runtime virtual texture. This material type reduces artifacts that can happen due to RGB compressed BC1 textures that have a smooth gradient. It comes at some additional costs to performance and memory but improves quality with these types of artifacts.

New Runtime Virtual Texture Normal Storage

Normals are now stored with X and Y values in a BC5 texture (or in the Alpha channels of two BC3 textures). Also, the normal Z direction is stored, allowing for the storage of world space normals.

New Runtime Virtual Texture Asset Actions

There are two new actions available from the Runtime Virtual Texture Asset right-click context menu:

  • Find Materials Using This finds and highlights in the Content Browser all Materials that reference this Runtime Virtual Texture Assets.

  • Fix Material Usage provides an automated way to fix all materials after changing an Runtime Virtual Texture Asset Material Type. It finds all Materials and Material Functions that contain a "Runtime Virtual Texture Sample" node which references an Runtime Virtual Texture Asset. If the Virtual Texture Material Type doesn't match the Material Type in the Runtime Virtual Texture Asset, the node will be fixed to match it.

Added Scalability Options and Console Variables

We've added a number of new console variables and modified some existing ones to allow for additional performance optimization and scalability options for your projects. This means that they can be adjusted per-project and per-platform as needed.

Runtime Virtual Texture Pool Improvements

We've changed the syntax for Virtual Textures pools to now contain multiple textures all being referenced by the same virtual texture page table entry.

It now works so that the pools are set up per-texture format group and tile size. The tile size is now defined as a range of sizes, and when defining Allow Size Scale, the manicapital.comzeScale scalability setting will apply these to a memory pool.

Runtime Virtual Texture Parameter Support

We've added a new Runtime Time Virtual Texture Parameter node which is created directly or by selecting "Convert to Parameter" in the context menu of an existing "Runtime Virtual Texture Sample" node.

This node behaves in the same way as a Runtime Virtual Texture Sample node but exposes the Runtime Virtual Texture Asset being sampled as a parameter for Material Instances to override. Note that this override only applies to Runtime Virtual Texture assets that are of the same Material type set in the Runtime Virtual Texture Sample Parameter node.

New: Inertial Blending (Beta)

Inertial Blending is a high performance alternative to traditional animation crossfading that produces natural transitions as a post-process. Once an inertial blend is activated, the source pose is no longer evaluated at all. By contrast, traditional blending evaluates both the source and target poses for the duration of the transition to combine them into a blended pose. To use inertial blending, your animation graph must contain an Inertialization node.

This feature was contributed by our good friends at The Coalition where it was developed to boost performance for 'Gears of War 4'.

Please see Blend Nodes for more information. The Animation level in Content Examples has also been updated with an example demonstrating Inertial Blending.

New: Animation Blueprint Linking (Beta)

An extension to the Sub Anim Instances system, Animation Blueprint Linking enables dynamic switching of sub-sections of an Animation Graph and can result in significant memory savings as the main Animation Blueprint will no longer load animation assets that aren't in use. In addition, Animation Blueprint Linking allows for easier multi-user collaboration.

Please see Using Animation Blueprint Linking for more information. The Animation level in Content Examples has also been updated with an example demonstrating Animation Blueprint Linking.

New: Control Rig Track in Sequencer (Experimental)

Control Rig tracks are now embedded with all other tracks in the Sequence so you can animate control rigs in the context of a cinematic.

New: Audio Mixer Enabled

The new audio mixer is enabled by default bringing an enhanced audio feature set to all platforms supported by Unreal Engine!

In addition to supporting the majority of existing features in UE4 (Sound Cues, Sound Classes, Sound Mixes, Attenuation), the audio mixer provides a significant extension of audio features such as a new submix graph for applying post-mix DSP effects to groups of sounds, the ability to apply DSP effects to individual sound sources, and many other features. The audio mixer also provides a common audio API for third parties to create their own audio DSP effect plugins.

New: Audio Stream Caching (Beta)

Stream Caching enables Unreal Engine to load audio at any point and release it when it has not been used recently. When enabled, almost all compressed audio data is separated from the USoundWave asset and divided into separate chunks at cook time, so designers can reference as many audio assets as they want, without overrunning memory boundaries. Engineers can load and reference chunks of compressed audio, without relying on state managed by the audio engine. This method of memory management is popular for open world games, where it is difficult to determine the audio required ahead of time.

New: Audio Mixed Modulation (Beta)

Mixed Modulation is a new audio mix system that enables designers to have better control over common audio parameters from the Blueprint and Component systems. Features include:

  • Creating a generic, flexible, and decoupled mix system for the Unreal Audio Engine.

  • Establishing a robust set of tools for auditioning and debugging a game's mix.

  • Providing an API that can be easily extended and used for further modulation of plugins.

New: Audio Synesthesia (Beta)

With the addition of the Audio Analyzer module and Audio Synesthesia plugin, designers can now drive animations, effects, and other elements that are tightly coupled to the sounds being played in-game by exposing extracted audio analysis data that can be used for gameplay scripting.

New: Sound Cue Templates (Beta)

Sound Cue Templates enable programmers to quickly build a Sound Cue node graph in code, enabling consistent and reliable iteration. General class properties are inherited, and it's possible to expose only specified parameters in the nodes to designers.

New: Variant Manager Improvements

Set up different variations of your scene in the Variant Manager more easily than ever, and toggle the visibility of whole Actor hierarchies by changing a single property.

  • Activate the new Auto-expose button on any Variant to make it automatically record all changes you make to Actors and properties in the current Level as you work.

  • Use the new Switch Actor in your Level to control the visibility of whole trees of child Actors. Only one child of the Switch Actor may be visible at any time, so setting one child to visible in a Variant automatically hides all other children and their descendants.

  • In addition, we've expanded the types of Actors you can use with the Variant Manager to include Post-Process Volumes, and made the Variant Manager UI work with string properties.

For more information on the Variant Manager, see Working with Scene Variants and Using the Switch Actor .

New: In-Editor UV Improvements

You can now have more advanced control of the way textures wrap around your Static Mesh Assets by creating new UV layouts right in the Unreal Editor.

  • Use the Unwrap UV command in the contextual menu for any Static Mesh Asset, or launch it from the Toolbar of the Static Mesh Editor.

  • Tweak the angle threshold and area weight to control the resulting layout.

  • Save the new UV layout in an existing channel, or create a new channel for it.

Alternatively, if you prefer using the UV projection tools in the Static Mesh Editor to create your UV set, the new in-viewport manipulator offers better control over the final layout.

For details, see Working with UV Channels .

New: Datasmith Interop Improvements

With every release, we continue to improve the way Datasmith works with third-party applications and file formats.

Alias Studio

We've completely reworked our Alias .wire importer to make automotive visualizations based on Alias models faster and easier to create. We've brought the process of importing an Alias model, and the results you get in Unreal, into line with the way Datasmith behaves for other types of source files. For example:

  • We've improved surface tessellation, exposing parameters for you to control the balance between the accuracy and complexity of the resulting mesh and the way mesh surfaces should be stitched together.

  • The importer creates new Master Materials based on the shader models used in Alias, and a Material Instance for each variation on those shader models that you've used in your scene.

  • Each Material Instance exposes a set of properties similar to the ones you're already familiar with from Alias, so you can easily tweak the look of your model after import.

  • Datasmith imports all layers that you've set up in your Alias scene into your Unreal Engine Level. You can use these layers to control the visibility of your Actors in the editor.

  • You'll benefit from the same re-import and re-tessellation workflows available for other Datasmith file types.

  • With these changes, we're moving .wire file support out of Beta.

3ds Max

  • Datasmith now supports V-Ray Blend Materials (VRayBlendMtl) from 3ds Max, converting them automatically into new Master Materials and Material Instances in Unreal Engine.

  • It's now significantly faster to export most scenes, especially when you have certain kinds of objects selected (such as Forest Pack Pro objects).

SketchUp

  • The importer now inverts UVs correctly on import. As a result, you can now assign textured Materials from other sources to your SketchUp models, and assign textured Materials imported from SketchUp to other Unreal Engine Assets, without the textures appearing upside down.

  • The Datasmith importer now orients models exported from SketchUp the same way as models exported from other applications such as 3ds Max, Revit, and so on. This ensures that Datasmith coordinates are consistent across all supported applications, to support workflows that involve bringing scenes into Unreal Engine from multiple sources.

  • When the importer needs to scale a model to convert it between different unit lengths, it now scales the vertex positions in the Static Mesh geometry instead of changing the scale of the Actor.

  • You can now rename Components in Unreal Editor without the importer creating unnecessary duplicates the next time you re-import your scene.

  • The importer now supports metadata that you attach to components in SketchUp.

Revit

  • The Datasmith importer now makes it easier to visualize entourage by importing placeholder meshes for the RPC objects you've added to your scene in Revit.

  • The importer now creates Actors for the project base point and survey point, and sets up the Actors with Datasmith Metadata that contains the coordinate data you set in Revit.

  • The name of your Revit View is now integrated into the exported filename generated by Datasmith. This makes it easier to combine data from multiple Views into the same Unreal Engine Project.

  • The Datasmith importer now orients models exported from Revit the same way as models exported from other applications such as 3ds Max, SketchUp, and so on. This ensures that Datasmith coordinates are consistent across all supported applications, to support workflows that involve bringing scenes into Unreal Engine from multiple sources.

  • To avoid visual clutter, 2D level symbols from Revit are no longer exported as scene elements.

  • To simplify the scene hierarchy, walls embedded in curtain panels are now imported as children of the curtain wall Actor.

  • We've improved the way the Datasmith exporter deals with missing image textures. First, it tries to resolve paths using any additional render appearance paths you've set up in Revit. If it still can't resolve all the paths, it now warns you in Revit of the missing file names.

CAD

We've made improvements to the Datasmith CAD importer to improve the way it handles object hierarchies, object naming, and importing technical metadata.

AxF

We've updated our AxF importer to improve visual fidelity and to remove dependencies on third-party technology.

As of this release, AxF import is no longer provided by Datasmith. To import an AxF file, you'll now have to enable the Importers > AxFImporter plugin.

New: Editor Performance Improvements for High Actor Counts

We have improved performance when dealing with large scenes and data sets resulting in major performance and memory improvements when your scene contains many thousands of Actors. These improvements are especially evident when importing, selecting and deselecting, toggling visibility, deleting Actors, and generating UV layouts.

New: RoboMerge (Beta)

RoboMerge synchronizes large-scale development across Perforce streams by monitoring commits and descriptions for commands that tell it to merge between branches. Bulk merges are problematic because chasing conflicts is time-consuming and error-prone. Also, without a tool automating merge changes, default resolutions can introduce bugs until the work is revised, which typically has to be completed by the original author, and this is where RoboMerge can help.

Being a low-level tool, we recommend advanced users review RoboMerge's source code and documentation, which are under Engine/Extras/RoboMerge. Additionally, help is available when the product is running.

The RoboMerge tool and source code are provided as-is. Support may be limited.

New: BuildAgent (Beta)

BuildAgent is a utility for managing agents on a build farm that supports the fast cleaning of Perforce workspaces using locally stored information about file timestamps, as well as the fast-switching of workspaces using a local cache of files addressable by MD5 digest. It also includes functionality for parsing errors and warnings from build steps and propagating them to UnrealGameSync for user-display.

While paying a modest price for a base footprint and unique content in each branch, BuildAgent will have fast workspace cleaning and fast stream switching with the local cache.

Being a low-level tool, we recommend advanced users review BuildAgent's source code, which is under Engine/Source/Programs/BuildAgent. Additionally, run "BuildAgent -Help" from the command-line to see a list of available commands.

New: AutoSDK (Beta)

The AutoSDK system enables users to distribute target platform SDKs while configuring them for the engine on demand. UnrealBuildTool , AutomationTool , and the Unreal Editor Manual are all designed to work seamlessly with AutoSDK, and the switching between SDKs is handled by UnrealBuildTool, which is invoked by the other tools.

While removing the need to manually manage installed packages, the AutoSDK feature was designed for build machines that need to serve multiple branches with different SDK requirements. Also, it may be used by developers that do not require a full SDK install.

Information about adding SDKs for each platform is provided by the "manicapital.com" files in the Engine/Extra/AutoSDK/HostPlatform/TargetPlatform subfolders.

For additional details, see the AutoSDK Reference .

New: Extended Editor UI Layouts

Unreal Editor now supports creating workflow-specific UI layouts designed to improve usability and efficiency! These layouts can be saved and loaded as well as shared with other users.

This update will not remove your current layout. Previously, the Editor was already able to restore the last UI layout in place before the Editor was closed. This new feature is backward-compatible, so the layout you were using in your previous version of the Editor will still be present when you upgrade to the latest release. Therefore, you will be able to save your current layout before playing with this tool.

The new layout functionality is available in the Window menu under Layout.

New: Sparse Class Data (Beta)

The Sparse Class Data feature reduces the footprint of actor instances by converting unchanging variables into shared, class-wide constants. This can lead to significant savings if a commonly-occurring actor class has properties that native and Blueprint code don't change after construction, and that doesn't vary between instances. In addition, this process has minimal impact on code; after replacing the appropriate properties with shared values, developers working in native code will only need to replace direct references to the old properties with calls to their new getter functions, while developers working in Blueprint will be entirely unaffected. Even the current values of the properties will be preserved by the conversion process. This feature has its greatest impact when developers use it on actors that appear in large numbers, and contain several properties that can be converted to shared constants.

New: Auto-Instancing on Mobile

Automatic Instancing, which reduces draw calls to improve graphics performance, is now supported for mobile devices. To enable mobile auto-instancing, set the following in the manicapital.com file for your mobile platform of choice:

Because of limitations on Mali devices, there is also an option to use a texture instead of a buffer by adding this line to the manicapital.com file for your mobile platforms:

It is recommended that you profile your project's performance to evaluate whether or not it provides significant gains before you ship with mobile auto-instancing. Auto-instancing has been found to be most effective on heavily CPU-bound games rather than GPU-bound games.

New: Steam Sockets

The new SteamSockets plugin enables you to take advantage of Valve's recent improvements to the Steam SDK resulting in smoother and safer online experiences for players when using Steam. New features enabled by this plugin include:

  • Ping calculation support for Steam lobbies

  • Built-in DDoS Protections

  • End-to-end encryption

  • Improved NAT traversal over the old SteamNetworking protocol

Games that support matchmaking over Steam can take advantage of the newly exposed connection data to find the best games for clients to join, and dedicated servers will be able to function over IP addresses as well as the Steam internal relay network.

SteamSockets gets stripped from builds for platforms other than PCs.

For more information about SteamSockets, see the manicapital.com on the new Networking API.

New: Network Engine Test Suite

We have added support for automated testing of networking features through Net Test Actors. Net Tests can be used to evaluate all types of RPCs as well as replication of variables, structs, and arrays in both Actors and Actor Components.

You can create a network test by extending AFunctionalNetTest, then create steps for that test by extending UFunctionalTestStep for each one. Each test step must be designated as a Server or Client step, then added to the Test. You can then run a test by placing it in a level.

New: DTLS Support

Unreal Engine now supports a DTLS-based encryption scheme for network traffic as a more secure alternative for the existing AES packet handler. To use it, you must enable the DTLS Packet Handler plugin and add the following in your manicapital.com file:

New: Niagara Editor System Overview (Beta)

The System Overview panel gives a high-level overview of the system or emitter being edited, combining the pan-and-zoom Graph node view with compact versions of the Emitter Stack. This provides an experience that is similar to the Cascade editor, but matching the form, elements, and style of Niagara.

This panel is designed for easier navigating between different parts of the data, and it gives you an at-a-glance view when you open an emitter or system for the first time. This panel can also ease the transition from Cascade to Niagara. You can drag-and-drop elements to and from the stack, and can even drag-copy by pressing the ALT key!

The primary interaction with this UI is to select which data is displayed in the Selection panel (on the right by default). Selecting a row in the Timeline will give the traditional "full stack" view, where the system information is on top, followed by the emitter information below. However, you can also select a certain group or module in the System Overview, and the Selection panel will show only that group or module. If you have large systems with many emitters, or if your emitters have many modules, you no longer have to scroll up and down through the full stack.

New: Collab Viewer Template Improvements

Make your collaborative design review sessions more effective with the new, ready-to-use interaction tools we've added to the Collaborative Viewer Template. You'll find more ways for you to communicate with others, and ways to save out a record of the team's decisions and comments.

  • Draw freely in the scene using your mouse or motion controller.

  • Measure distances between objects and surfaces.

  • Save the state of your session at any time—including drawings you've made and changes to object positions and materials—and return to that point later on.

  • Easily capture the scene to images on disk for later review.

For more, see the Collab Viewer Template documentation.

New: Pixel Streaming Improvements

Our first-to-market Pixel Streaming system is now easier to set up and more flexible than ever, and produces better results in a wider range of scenarios.

  • Pixel Streaming is now supported for applications based on DirectX12

  • There's no need to run a WebRTC Proxy Server anymore. The Pixel Streaming plugin running in your Unreal Engine application now handles negotiating WebRTC client connections and streaming media directly to the browser.

  • The Pixel Streaming plugin now uses WebRTC release

  • We've detected and fixed some stream encoding artifacts, and we've improved the results of streaming over network connections with limited bandwidth (like mobile connections).

  • You can use the Blueprint or C++ API to freeze the media stream on a single frame or still image. This helps you avoid wasting network traffic when the stream content remains static, or when you suspect a user may no longer be active.

  • Added a client-side AFK system that allows to detect inactive connections and disconnect them

  • Added OnAllConnectionsClosed delegate which is broadcast when all Pixel Streaming clients have disconnected from the Unreal Engine application

  • You can now use the Media Framework to render a media stream being provided by the Pixel Streaming plugin running in a different Unreal Engine application.

  • We've introduced limited support for hardware encoding using AMD GPUs supported by the Advanced Media Framework (AMF) SDK.

  • Fixed video connection issue on Firefox 68+

For details, see Pixel Streaming .

New: Event Track Workflow Improvements

There are two major improvements to Event Tracks. First, you can now Create aQuick Binding to add Endpoints to the key without needing to go into the Sequencer Director Blueprint. This makes it easy to add multiple Event Tracks and bindings through Sequencer.

Second, you can open the Sequencer Director Blueprint to see all your Even bindings and add multiple Payload Parameters to a single Event.

For more information see Calling Events through Sequencer .

New: Local or Master Time Shot Export

When exporting an object in a Shot or Subsequence, you can determine if you want to export the Shot by Master Sequence time or Local Sequence time.

Master Sequence time is useful when you are looking at the animation holistically and in comparison to other shots. Local Sequence time is useful when you are working shot by shot. Exporting to either time maps to the shot keys in Maya, and in Sequencer you can move from Local to Master time easily.

For more information see Exporting and Importing FBX files .

New: Tagged Object Bindings in Sequencer

You can now tag object bindings in Sequencer by name and use them at runtime to override or reference similar bindings for similar types of objects, such as Cameras, Players or NPCs, across different Sequences. Bindings can apply to objects within Sub Sequences and are managed by selecting Tags in the context menu for objects in Sequencer or through the toolbar by selecting General Options > Open Binding Tag Manager.

New: Sequencer Curve Editor Enhancements

You can now manipulate curves in various ways through Curve Editor.

First, you can drag and drop keys on the grid and they will snap into place automatically. You can also adjust the grid size to help with auto-snap placement.

Second, when using the Transform Tool with multiple keys selected, the Tools Options enables you to adjust the Bounds, Scale Center, and Falloff values by changing the numerical values.

Similar to the Transform Tool, when you are using the Multi Select tool and have multiple keys selected, the Tools Options enables you to change the X/Y scales and the Pivot Type numerical values.

Lastly, you can Store Curves, which takes a snapshot of the curve data. This snapshot enables you to adjust the curve while keeping the original curve data as a reference/backup (snapshot). You can also Apply Stored Curve data to another curve, which is similar to copy/pasting data from one curve to another.

For more information, see the Sequencer Editor Reference guide.

New: Sequencer Quality of Life Improvements

There are various quality of life improvements that provide a smoother workflow when using Sequencer.

First, you can now access Cinematics from the Windows main menu, and you can open a Sequence on a specific Map in the Content Browser.

Second, you can now pin and group tracks. A pinned track does not scroll with the rest of the tracks, which is helpful for keeping a specific track in context with the rest of the tracks.

Grouping tracks enables you to bundle tracks together, so if you edit or move the group, the whole group adjusts.

For more information on these updates, see Sequencer Overview .

Lastly, the new folder icon next to the Sequencer Breadcrumbs enables you to navigate to any Level Sequencer in the hierarchy.

For more information on this update, see Sequencer Editor Reference .

New: Sequencer Track Enhancements

There are several improvements and enhancements when using Sequencer Tracks.

Evaluating Individual Tracks in a Sequence

You can now mark a track as Solo and evaluate that track separately from other tracks. You can also Mute tracks so they do not evaluate. These states are saved with the asset and persists at runtime.

Attaching Objects to a Track

Attaching objects to track creates a sub-track that adds a key for the object based on the parent track's keys. The object's space and movement is maintained locally to the parent. This enables an object to move based on the parent Track. You can also Attach multiple objects to a track, and use Trim and Preserve to adjust the endpoints of the object attachments.

The default option for attaching objects is Preserve Current, which sets a key at the time before the attach section so that the object maintains its global transform.

Spatialized Audio Tracks

You can now add a spatialized audio track to an object.

Skeletal Animation Looping

You can now loop a specific animation by setting the First Loop Start Frame Offset. This enables you to determine when the animation loop begins, rather than starting the loop at the beginning of the animation.

New: Template Sequences (Experimental)

Template sequences are sequences bound to a single asset archetype or class that can be rebound to an object in a level sequence or played "standalone" on a spawned object or on an object provided as a binding override. This can be used for camera shakes and other similar effects.

New: Chaos Fracture Toolbars

The Fracture and Cluster tools are now located in two toolbar palettes designed to naturally progress through the phases of creating a destructible mesh.

With the new toolbars, the panel has more space for the Geometry Collection Outliner and Tool Settings. Additionally, a new Statistics section has been added below the Geometry Collection Outliner, which was previously only available by using a console command. When a Fracture Tool is active, the Modes Panel switches to display the settings for that tool, followed by Fracture and Cancel buttons.

New: AVID DNxHR Support

Get pre-rendered video content on air or into your editorial pipeline faster by exporting from Sequencer into .mxf files encoded with the professional quality DNxHR codec from AVID.

For details, see Exporting Pro Media Files .

New: Virtual Scouting Improvements (Beta)

We've expanded our Virtual Scouting tools to give directors and cinematographers even more possibilities for exploring the virtual world and setting up shots in VR.

To get started, see Virtual Scouting .

New: Virtual Studio Sample Updates

Thanks to feedback from partners and customers who have used our Virtual Studio sample to get started using Unreal Engine in live on-air broadcasts, we've added a set of modular building blocks that you can use to customize your virtual set, or rebuild it from scratch to your own design.

Pick up the sample from the Learn tab of the Epic Games Launcher, and see the Virtual Studio page for accompanying documentation on its built-in media setup.

New: 3D Text (Experimental)

You can now make high-quality 3D text an integrated part of your real-time visualizations by creating it directly in the Unreal Editor!

  • Use any TrueType or OpenType font that you can import into your Project.

  • Control the extrusion depth of the letters, the beveling of the edges, and typographical settings like kerning and word spacing.

  • Apply your own custom Materials to the front, back, sides, and bevels.

  • Use Sequencer to animate the text properties over time to create your own motion graphics right in your Level.

For details, see [TODO:doc link].

New: ARKit Support

Unreal Engine now supports some of the advanced functionality available in the latest ARKit release, including People Occlusion as well as 2D, 3D, and LiveLink Motion Capture.

New: OpenXR Support (Beta)

The OpenXR plugin provides support for the OpenXR standard. OpenXR seeks to simplify AR/VR software development, providing unified support for a wide range of VR/AR devices, and true cross-platform XR experiences.

New: Magic Leap Update

Unreal Engine now supports some of the advanced functionality available in the latest Magic Leap release, such as:

  • Improved hand meshing support.

  • Improved touchpad gesture support.

  • Improved audio support via the Unreal SoundField plugin.

New: Mission AR HoloLens 2 Sample

Mission AR offers a bird's-eye view of many aspects of the historic mission, including the launch itself, an accurate model of the Saturn V, a detailed reenactment of the lunar landing, and a look at our first steps on the moon, reconstructed based on data and footage from the mission—generously provided by ILM Chief Creative Officer John Knoll. Highlights that would be difficult to convey with this combined level of detail and immersion in any other medium include the three stages of Saturn V, the form-follows-function design of the Eagle lander, as well as the lunar module's suspenseful descent to the moon's surface.

The sample features platform-leading visuals, including 7 million polygons in a physically-based rendering environment with fully dynamic lighting and shadows, multi-layered materials, and volumetric effects. Unreal Engine enables HoloLens 2 to display holograms of high detail, far exceeding what is possible with edge compute and rendering alone, using Holographic Remoting to bring high-end PC graphics to mixed reality.

Exploring and modifying this sample will help you learn how to:

  • Create immersive narrative sequences and triggered events

  • Implement touch-based input and interactivity

  • Utilize Holographic Remoting to display content streamed from PC over Wi-Fi

New: Burley Subsurface Scattering

We've added a new screen space subsurface scattering using the Burley algorithm. It is more physically accurate and aims to improve the quality of skin shading while simplifying setup using physically-based material properties. This subsurface scattering model targets high-end skin rendering at a much higher quality than separable SSS algorithm. The new algorithm has a cleaner, more accurate falloff.

1 Burley SSS; 2 Separable SSS

To use this feature, enable Burley in the Subsurface Profile and set the Editor Preview Level to Cinematic. If you're already using Separable SSS profile, minimal changes are required to switch to this method. Note that Burley SSS requires Temporal Anti-Aliasing to work properly.

New: Material Layers (Beta)

Material Layering enables you to combine your Materials into stacks using Material Layer and Material Layer Blend Assets so you can build complex Material graphs without building sections of nodes by hand. Material Layering also supports child instancing with drag and drop stack functionality.

New: Platform SDK Upgrades

In every release, we update the Engine to support the latest SDK releases from platform partners.

  • IDE Version the Build farm compiles against

    • Visual Studio - Visual Studio v toolchain () and Windows 10 SDK ()

      • Minimum Supported versions

      • Requires NET Targeting Pack

    • Xcode - Xcode

  • Android

    • Android NDK r14b (Windows and Mac use CodeWorks for Android 1r7u1 installer; Linux will use 1r6u1 plus modifications)

  • ARCore

  • ARKit

  • Linux "SDK" (cross-toolchain)

  • Oculus

  • OpenXR

  • Google Stadia

  • Lumin

  • Steam

  • SteamVR

  • Switch

    • SDK + optional NEX (Firmware Version: )

    • Supported IDE: Visual Studio , Visual Studio

  • PS4

    • Orbis SDK

    • System Software

    • Supported IDE: Visual Studio , Visual Studio

  • XboxOne

    • XDK: July QFE-9

    • Firmware Version: Recovery May

    • Supported IDE: Visual Studio

  • macOS

  • iOS

  • tvOS

Major Upgrade Notes

Editor

Matinee

  • You can no longer access Matinee Editor from the Cinematics Menu and Details Panel. This is part of the transition to remove Matinee from UE4 completely in

    You can still convert Matinee actors to Sequencer assets using the Matinee to Sequencer Conversion Tool .

XR

  • Action bindings that use MotionController keys need to be updated to use bindings for each platform the project is targeting. Blueprints that read MotionController keys directly need to be updated to use the action system instead. See the Motion Controller Key Deprecation page for more information.

Release Notes

AI

  • Bug Fix: Fixed BlackboardComponent key instances being used as synchronized keys.

  • New: Improved Blackboard key renaming performance by loading only the BehaviorTree assets that reference the modified BlackboardData asset.

  • New: EQS now has a new score operator called Multiply, which makes the score of an item a multiple of its test scores.

  • New: Added the option "DisplayBlackboardKeysInAlphabeticalOrder" in the UEditorPerProjectUserSettings to display blackboard keys in alphabetical order.

  • New: Added a piece of information to GameplayDebugger that allows syncing it to a specific VisLogger recording file if recording-to-file is in progress. The information can be found in the top-right corner of GameplayDebugger's HUD.

Debugging Tools

  • New: When using GameplayDebugger_NavMesh, you can switch between a debug actor and a player Actor as the position reference for the navmesh display [Shift + Subtract (-) key]. It's possible to cycle through all available navigation data [Shift + Add (+) key].

  • New: Behavior Tree's cooldown tags now get printed out in AI's snapshot in the Visual Logger.

  • Improvement: Visual Logger histogram now renders so that each line has a different color.

Navigation

  • Crash Fix: Fixed a crash in the AI CrowdManager resulting from the navigation data that the manager relies on being removed, being streamed out, or being unregistered from the NavSystem.

  • Crash Fix: Fixed a crash in the navigation system when renaming a NavigationData instance while there's already another one of that name. This would result mainly from using Undo/Redo actions, which circumvented safeguards that prevented users giving multiple objects the same name.

  • Bug Fix: Fixed a UNavLinkCustomComponent issue with unique NavLinkUserId when the UNavLinkCustomComponent's owner is loaded multiple times in different places, like when streaming sub-levels. This issue prevented custom links from working reliably when loading serialized navmesh.

  • Bug Fix: Fixed navmesh generation around Instanced Static Mesh and Hierarchical Instanced Static Mesh components marked as Dynamic Obstacle.

  • Bug Fix: FPathFindingQuery constructors now use the Navigation Data's config as NavAgentConfig instead of using a default config. This fixes an issue when a path is being recalculated (RepathRequests) where it was not using the same NavAgent config that originally requested it.

  • Bug Fix: Fixed the initialization of the NavigationLink AreaClass cache in NavLinkComponent to account for when the component gets reregistered after running construction scripts for Blueprint classes.

  • Bug Fix: NavLinkProxy now appends the link from SmartLinkComponent when it is NavigationRelevant. This enables it to be rendered with simple links.

  • Bug Fix: Fixed an issue where dtQueryFilter::passInlineFilter would not filter out null-area nav links.

  • Bug Fix: The NavLinkUserId from NavLinkCustomComponent is now restored during the Blueprint class's reconstruction process to maintain consistency with the id saved in the NavigationData.

  • New: Added support in NavLinkRenderingProxy for components implementing INavLinkHostInterface so that it can render links from NavLinkComponent.

  • New: Added bAutoDestroyWhenNoNavigation property to NavigationData. This property toggles whether NavigationData instances should be auto-removed when there's no navigation system present, and should be controlled by setting it in child classes.

  • New: Reorganized how SupportedAgents are configured. Every NavigationSystem instance now has data on the full set of SupportedAgents, as configured via ProjectSettings. Each NavigationSystem instance also has a SupportedAgentsMask that marks agents supported by that specific instance. This enables filtered per-agent NavMeshBoundVolumes to work as-expected regardless of which supported agents a NavigationSystem instance wants to support.

  • New: NavSystemConfigOverride can now specify if it should fully override a pre-existing NavigationSystem instance, or if it should simply append new information (like supported agents) to an existing NavigationSystem instance. There is also an option to do nothing if there's already a Navigation System present.

  • New: Added the function GetNavDataForAgentName to UNavigationSystemV1 in order to query for NavigationData corresponding to a given agent name.

  • New: Added a function to UNavigationSystemV1 that unregisters all NavigationData instances no longer supported by current a NavigationSystem instance's SupportedAgentsMask.

  • New: Added manicapital.comuildingSuspended as a way to suspend nav generation for a single NavigationData instance without locking the whole NavigationSystem.

  • New: Added bSortTilesWithSeedLocations to FRecastNavMeshGenerator to enable or disable the sorting of tiles to be generated. This defaults to True in order to maintain previous behavior, and it should be controlled in subclasses of the generator class.

Behavior Tree

  • Bug Fix: Fixed an issue that prevented BTMoveTo task ObservedBlackboardValueTolerance from being visible in the Editor.

  • Improvement: The AddClassFilter function of FBlackboardKeySelector now accepts Class objects. Previously, it expected UClass subclasses.

  • Deprecated: Previous implementation of FBlackboardKeySelector::AddClassFilter was deprecated.

Animation

  • Crash Fix: Fixed a problem that occurred when setting layer overlays when animation layers are ungrouped. Also fixed an alignment issue in layer interface details.

  • Crash Fix: Fixed a crash when setting a layer overlay for graphs that contain layered bone blend nodes.

  • Crash Fix: Fixed a crash that occurred when editing a notify property.

  • Crash Fix: Added handling for the case when color in an Alembic asset is stored per primitive.

  • Crash Fix: Geometry Cache no longer crashes when the asynchronous loading thread is enabled.

  • Crash Fix: A crash was occurring when a user added a new input to an AnimGraph. Fixed the layout in AnimGraphDetails, as the header widget for Details panel had changed slightly.

  • Bug Fix: CurrentMontageStop no longer ignores the OverrideBlendOutTime argument.

  • Bug Fix: Fixed an issue that sometimes caused poses to break and IKs to be disabled when using layers.

  • Bug Fix: Additive Animation states now play back correctly when using the Animation Sharing System.

  • Bug Fix: Correct selection state color is now used when drawing a GeometryCache Actor in the Wireframe View Mode.

  • Bug Fix: Fixed a problem that caused notifications to not be fired from root motion montages in cases when a sub-instance was present but not currently relevant in the animation graph.

  • Bug Fix: Fixed a problem with pose-blending when chaining Blend Multi nodes together.

  • Bug Fix: VB prefix is now stripped from virtual bones when renaming.

  • Bug Fix: Fixed missing curve names when baking transform curves.

  • New: Added the ClearLayerOverlay function of UAnimInstance as a counterpart to the SetLayerOverlay function of UAnimInstance to allow for partial graph resets when using animation layers.

  • New: Control Rigs now exist as a track under skeletal meshes instead of their own level sequence, and you can animate and key control rig controls.

  • New: Added the ability to filter Animation Sequences within the Animation Editors according to whether they contain Animation Curves or Animation Notifies.

  • New: Made Animation Modifiers retain the previously-applied version. This way, when behavior or property values change, the reverting stage is actually correct.

  • Improvement: Improved the title of the dialog box that appears when you are attempting to re-import Skin Weight data from a file that doesn't exist.

  • Improvement: Optimized animation spawning in the following ways:

    • Added deferred root node initialization. When an anim instance is set to initialize to a reference pose, this defers the first call to initialize the blend tree until just before the first Update() call on a worker thread.

    • The system skips ConditionallyCacheBonesForState in state machines in the case where we would call CacheBones_AnyThread during first Initialize_AnyThread. This avoids duplicate work being done because traversal counters will let through synchronization calls if they have yet to be updated (for example, when their count is INDEX_NONE).

    • Cache access to nodes that need pre-update, dynamic reset, or one-time initialization, as well as state machines in the generated class, to avoid iterating all anim nodes on initialization.

    • Cache access to node properties when re-linking nodes to avoid duplicate memory round trips.

    • Cache access to LUT size in FBaseBlendedCurve::GetValidElementCount, avoiding duplicate memory round trips.

    • The system now prevents FName rehashing from string (intended to strip whitespace) when initializing FBoneReferences.

    • Cache access to AnimCurveMapping smart name container on USkeleton, preventing a TMap lookup every time the smart name container is accessed.

    • USkeleton::GetCurveMetaData now uses a "fast path" when accessing by using smart name UID. In this case, we can avoid the TMap lookup as the UID is always a direct index to metadata at runtime (slow path still applies in editor builds).

    • Avoids calling FAnimNode_LayeredBoneBlend::ReinitializeBoneBlendWeights in Initialize_AnyThread, as CacheBones_AnyThread will be called straight after.

    • Cache access to curve UID count and LinkedBones array in FAnimNode_LayeredBoneBlend::ReinitializeBoneBlendWeights, avoiding duplicate memory round trips.

Animation Assets

  • Crash Fix: Fixed a crash occurring when deleting a skeleton.

  • Crash Fix: Previously, a crash occurred when using non-default curve compression assets.

  • Bug Fix: Fixed skeleton animation notifies not showing up until an animation asset is opened.

  • Bug Fix: Virtual bones are no longer missing from imported meshes.

  • Bug Fix: Fixed an issue that caused the curve codec to be reset in compression assets.

  • New: Added direction display for an axis label.

  • New: Added a compression error scale to anim sequence. This change allows compression error tests to account for the playback scale of the animation (such as scaled-up characters).

Animation Blueprints

  • Crash Fix: Deleting a layer that contained an open state machine no longer causes a crash.

  • Crash Fix: Adding a linked layer input no longer causes a crash.

  • Crash Fix: Applying a class as an overlay layer that contains layer nodes itself no longer causes a crash.

  • Crash Fix: Fixed a crash that occurred when deleting an animation layer that contained a state machine.

  • Crash Fix: Previously a crash occurred when scrubbing an animation in the sequencer when the animation Blueprint contained slot nodes and layers.

  • Crash Fix: Deleting a state machine inside an animation layer while the layer node is still visible no longer causes a crash.

  • Crash Fix: Fixed a crash occurring when nodes with cached bone references existed beyond a sub-instance in the anim graph traversal.

  • Crash Fix: An evaluation crash no longer occurs when dynamically linking an animation Blueprint layer.

  • Crash Fix: Fixed a crash that occurred when attempting to initialize linked layer/graph nodes when the anim instance was reused.

  • Crash Fix: A crash that occurred when PostProcessGraph was disabled, but was still trying to update a curve from it. This was visible in the PhAT Editor.

  • Crash Fix: Crash no longer occurs when reusing an anim instance using linked anim instances.

  • Bug Fix: Fixed a problem that caused impure nodes to show up in anim graphs.

  • Bug Fix: Fixed an issue that caused shared rules to dirty anim BPs on load.

  • Bug Fix: Added filters to the animation asset browser to find assets that use specific skeleton notifies and curves.

  • Bug Fix: Fixed an issue with the "Always Update Source Pose" option on montage assets that were sending the wrong weight to the next node.

  • Bug Fix: Transition crossfade durations are now clamped to zero or higher.

  • Bug Fix: Removed checking code that assumed graphs were always contained within a Blueprint.

  • Bug Fix: Added missing compilation error checking for animation state machine states.

  • Bug Fix: Animation interface graphs now display sub-graphs in the My Blueprint tab.

  • Bug Fix: Fixed a problem that caused anim Blueprints to now show a debug execution state when a derived instance was watched in the editor via its base Blueprint.

  • Bug Fix: Fixed an issue that occasionally caused custom-blend graphs to create non-normalized poses.

  • Bug Fix: Fixed excessive anim initialization cost when using animation Blueprint layers (50ms+ hitch).

  • Bug Fix: Animation layer input's type can no longer be reset to default.

  • Bug Fix: Renaming an animation interface graph now also fixes up layer nodes that use that graph.

  • Bug Fix: The "Add new" button in animation interfaces now allows the creation of animation layers.

  • Bug Fix: Fixed a problem with graph fragments getting correctly initialized/cached when unlinking an anim layer.

  • Bug Fix: Fixed weight propagation over sub-instance boundaries.

  • Bug Fix: Fixed a problem that caused GetInstanceTransitionTimeElapsed to always return 0 in non-editor builds.

  • Bug Fix: Fixed the details panel expansion state to persist when adding an animation layer.

  • New: Added ControlRig AnimNode support Alpha value for blending additively.

  • New: Physics assets dropped on animation graphs now create rigid body nodes.

  • New: Added Inertialization node and inertial blending support for State Machine Transitions, Blend Poses by Int/Bool/Enum nodes, Linked Anim Graphs, and Linked Anim Layers.

  • New: There are now blending options for Linked Animation Graphs and Layers. Select a graph or layer in the Animation Blueprint Editor to find the new Graph Blending options in the Details panel. To blend a graph or layer, you must place an Inertialization node after the Linked Anim Graph node or Linked Anim Layer node that uses the graph.

  • New: Added mouse scrolling to SGraphTitleBar—This helps with long-path navigation.

  • New: Layer nodes now display their (potentially dynamically-assigned) linked classes when the animation Blueprint debugger is inspecting a running instance.

  • New: Added the ability to preview layer overlays and sub-instances in the animation Blueprint Editor using "preview animation Blueprint" as a container.

  • Improvement: Improved the UX for anim graph node pin toggles.

Animation Tools

  • Crash Fix: Crash no longer occurs when force-deleting an in-use notify state blueprint.

  • Bug Fix: The virtual bone text field now focuses correctly when adding a virtual bone.

  • Bug Fix: Fixed multi-selection of skeletons to be allowed in skeleton selection dialogs.

  • Bug Fix: Fixed a display issue when hovering over the boundaries of a blend-space within the Blend Space Editor.

  • Bug Fix: Animation Blueprint preview meshes now correctly persist between sessions.

Import/Export

  • Crash Fix: Fixed a crash with reimporting an Alembic file as a Skeletal Mesh while having an Animation Editor window open.

  • Crash Fix: Exporting an animation after deleting curve no longer causes a crash in the editor.

  • Bug Fix: Fixed a bug that could prevent MorphTargets from being reimported properly.

Skeletal Mesh

  • Crash Fix: Fixed an issue with morph targets flickering and crashing when there were active morph target changes.

  • Crash Fix: Fixed a crash caused by RetargetBasePose and Virtual Bones.

  • Bug Fix: Removed an extra bound that got added automatically to SkeletalMesh and caused it to have a bound that was too big.

Audio

  • Crash Fix: Fixed a crash on shutdown of Google Resonance module.

  • Crash Fix: Fixed a race condition crash between the audio engine suspend state and audio engine toggle on iOS.

  • Crash Fix: Fixed a race condition when loading DialogueSoundWaves that would sometimes lead to a crash or invalid data on the DialogueSoundWave.

  • Bug Fix: Fixed the null audio device pace. It was previously generating audio slower than it should have, since it was relying on a Sleep function to set the pace.

  • Bug Fix: Fixed edge cases that were not reporting back to AudioComponents that playback had finished (and failed).

  • Bug Fix: Fixed the MaxDuration sound calculation when cooking surround.

  • Bug Fix: Fixed an issue with SoundWaves being played via SoundCues set to PlayWhenSilent (flag wasn't being observed).

  • Bug Fix:

Источник: [manicapital.com]
The Font Creator Program v1.1.1c serial key or number

meherarfaoui09 / meher

Latest update: June 1st

Introduction

These release notes describe issues specific to the Git for Windows release. The release notes covering the history of the core git commands can be found in the Git project.

See manicapital.com for further details about Git including ports to other operating systems. Git for Windows is hosted at manicapital.com

  • On Windows 10 before , or when Developer Mode is turned off, special permissions are required when cloning repositories with symbolic links, therefore support for symbolic links is disabled by default. Use to enable it, see details here.
  • If configured to use Plink, you will have to connect with putty first and accept the host key.
  • Some console programs, most notably non-MSYS2 Python, PHP, Node and OpenSSL, interact correctly with MinTTY only when called through (e.g. the Python console needs to be started as instead of just ).
  • If you specify command-line options starting with a slash, POSIX-to-Windows path conversion will kick in converting e.g. "" to "". When that is not desired -- e.g. "" or "" -- you need to set the environment variable temporarily, like so:

    Alternatively, you can double the first slash to avoid POSIX-to-Windows path conversion, e.g. "".

  • Windows drives are normally recognized within the POSIX path as where (or appropriate drive letter) is equivalent to the Windows prefix to the . If this is not recognized, revert to the Windows style.
  • Git for Windows will not allow commits containing DOS-style truncated format filenames ending with a tilde and digit, such as . A workaround is to call , which is not advised. Instead, add a rule to .gitignore to ignore the file(s), or rename the file(s).
  • Many Windows programs (including the Windows Explorer) have problems with directory trees nested so deeply that the absolute path is longer than characters. Therefore, Git for Windows refuses to check out such files by default. You can overrule this default by setting , e.g. .
  • Some commands are not yet supported on Windows and excluded from the installation.
  • As Git for Windows is shipped without Python support, (which is backed by a Python script) is not supported.
  • The Quick Launch icon will only be installed for the user running setup (typically the Administrator). This is a technical restriction and will not change.
  • Older versions of the Windows Explorer do not calculate Git for Windows' on-disk size correctly, as it is unaware of hard links. Therefore, it might look like Git for Windows takes up GB when in reality it is about a third of that.

Should you encounter other problems, please first search the bug tracker (also look at the closed issues) and the mailing list, chances are that the problem was reported already. Also make sure that you use an up to date Git for Windows version (or a current snapshot build). If it has not been reported, please follow our bug reporting guidelines and report the bug.

Licenses

Git is licensed under the GNU General Public License version 2.

Git for Windows also contains Embedded CAcert Root Certificates. For more information please go to manicapital.com

This package contains software from a number of other projects including Bash, zlib, curl, tcl/tk, perl, MSYS2 and a number of libraries and utilities from the GNU project, licensed under the GNU General Public License. Likewise, it contains Perl which is dual licensed under the GNU General Public License and the Artistic License.

Changes since Git for Windows v
(April 20th )

Due to a bug when handling symbolic links that was fixed in this version, will show symbolic links as modified even as won't report any changes. The quickest work-around is to call which lets Git realize that nothing changed, actually.

This release comes with a Git Bash that optionally uses Windows-native pseudo consoles. Meaning: finally, Git Bash can accommodate console programs like , Python or PHP, without using the helper (see Known Issues above). Note that this is still a very new feature and is therefore known to have some corner-case bugs.

New Features

Bug Fixes

Changes since Git for Windows v
(April 9th )

Yet another security fix release: With a crafted URL that contains a newline or empty host, or lacks a scheme, the credential helper machinery can be fooled into providing credential information that is not appropriate for the protocol in use and host being contacted (CVE).

New Features

Bug Fixes

  • A recent regression in that prevented it from running in bare repositories has been fixed.

Changes since Git for Windows v
(March 23rd )

This includes a fix for CVE

New Features

Bug Fixes

Changes since Git for Windows v
(February 19th )

Changes since Git for Windows v
(January 13th )

Источник: [manicapital.com]
.

What’s New in the The Font Creator Program v1.1.1c serial key or number?

Screen Shot

System Requirements for The Font Creator Program v1.1.1c serial key or number

Add a Comment

Your email address will not be published. Required fields are marked *