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A8 以上 (iPhone 6、iPad Air 2、iPad Mini 4 以上) の Apple デバイスでサポートされています。 Bugfix:Persona animation preview tooltip no longer crashes when switching between blendspaces with different numbers of samples


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Bug Fix: When attempting to load an animation to make sure it doesn't exist on disk, the Engine will no longer log warnings as it's expected the animation may not exist. Bug Fix: Fixed some cases of Garbage Collector hitches on some platforms


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New:Top-level state machines are now reinitialized when they become relevant. Bugfix:Fixed a number of animation 'fast path' corner case issues: Bitfield pins are now properly supported. Note that this also means it can be disabled for the entire project if added to DefaultEngine. Added compression-related asset registry tags for anim sequences. New:Added retargeting for variable-referenced sequences in animation blueprints. If false, will advance time, triggering notifies, extracting root motion if applicable, etc. Bugfix:Using undo on decorators or services will not corrupt behavior tree data. New:Import Material Curves now has a "Set Material Drive Parameter On Custom Attribute" option which can be used to set material parameter flags automatically when importing curves. Bugfix:AI perception system no longer notifies listeners of information from senses they're not registered for. cpp を見ると、UDemoNetDriver::GetExternalDataArrayForObject でどのように追加情報を抽出するのか分かります。 新規:Dynamic SoundClass Adjustment でサウンドミックスをオーバーライドする UE4 Sound Mixes は、サウンド クラス プロパティを動的に調整するパワフルなツールです。ただし、これまでのリリースでは、サウンド ミックス アセットはそれだけではゲームプレイ中に動的な変更はできないという大きな制約がありました。この制約を回避する唯一の方法は、ボリューム調整の時だけ遅延するサウンド ミックスを大量に作成することです。そして、ゲームプレイ中に、これらの静的サウンド ミックスをプッシュおよびポップして、ゲームのサウンド クラスをゲーム ステートに連結させます。この方法は複雑なためエラーになりやすく、ゲーム ステートをサウンド クラス調整にスムーズかつ継続的にマッピングできなくなりました。 4. Bugfix:Smart navlink initialization on map load works properly. GetHostileActors function no longer retrieves actors already forgotten by AI. New:Added duplicate slot option to Montages. New:Behavior Tree editor will now always display nodes' execution index, rather than child index. Bugfix:Fixed values not being copied correctly when layered blend per bone was accessed from a struct in the "fast path". AIController's SetFocus function will now implicitly clear any location focus at the same priority. New:Added a blueprint function to set named parameters for use when running an EQS query from blueprints. Bugfix:The "Linear" alpha blend option now returns a clamped Alpha value. EQS tests' "Sweet Spot" feature has been renamed to "Reference Value". Unclamped values could cause negative transition weights in state machines. Helps users identify possible candidates for removal to improve performance. Bugfix:Navigation export works correctly for destructible meshes without collision. Bugfix:Fixed a bug in navigation filters that could result in differences in how navigation areas work in development versus debug builds. New:Added a new node, Copy Bone Delta, that accumulates or copies the transform of a source bone relative to its original reference position. New:Allowed curve renaming in Curve Track to work for existing Curve Names. Bugfix:AI perception system stability and performance improvements. Bugfix:Fixed a crash that could occur when attempting to paste a state machine node inside the state machine itself. If true, does NOT advance time, so that notifies are not triggered, root motion is not extracted, etc. New:Added processing to animation blueprint compiler and animation instance to store and double-buffer internal machine state weights on the instance. SetExternalData は、そのフレーム上のアクタ用に好きなデータを確認するために使います。CharacterMovementCompoment. Bugfix:Forced stopping of Behavior Tree no longer results in failure if the active task required latent abort mechanics. Behavior Tree New:Added support for using service nodes directly on behavior tree tasks. Bugfix:Animations now record off-screen correctly when using the RecordAnimation command. New:Added a query count warning threshold to detect and report large numbers of queries being made in EQS. Bugfix:Merged skeletal meshes no longer crash when composed ref pose matrices are accessed before the mesh is finalized. This matches the behavior of nested state machines. Bugfix:Fixed a number of crashes when editing animation blueprint state machines and issues that could cause state machine subgraphs to erroneously get marked as read-only. New:Added an error message to Persona viewport when additive ref pose animations have a 0 scale. Bugfix:"Prev Marker not found in GetMarkerIndicesForPosition" assert no longer triggers during marker sync animation ticking.{/INSERTKEYS}{/PARAGRAPH} They can be queried cross-machine without issue. Bugfix:Path Following Component block detection no longer results in testing against different a mechanism than requested. Bugfix:BlendSpace now merges the weights of identical samples. The new Querier Object is available through all of the blueprint-implementable functions on the context which return location s or actor s :Provide Single Actor, Provide Single Location, Provide Actors Set, Provide Locations Set. This option reduces spawn time for Skeletal Mesh Components. New:Added "Test Skeleton Curve Names for Use" menu option to Persona to list all curves on all animations that don't drive a morph target or material parameter. Bugfix:Incorrect bone transforms are no longer being pushed to the renderer during Set Skeletal Mesh. Bugfix:Execution index displayed on nodes of behavior tree now update correctly after move or undo operations. Bugfix:Fixed an issue with not serializing metadata in the Anim Montage or Anim Composite. Bugfix:Multiple blocking hits in geometry conforming for NavWalking movement mode will now be handled correctly. New:The "Look At" node will now accept a socket as the target. Bugfix:BP notifies are now displayed in the "Add Notify" context menu when they derive from an abstract base class. Navigation New:Added acceleration-driven path following, controlled by the "Use Acceleration For Paths" flag in movement components. Object pins are now properly supported in cooked games. New:Added editable fixed bounds for skeletal meshes, exposed getters to blueprints. Perception stimulus of a expired actors is marked accordingly, but not removed. Debugging Tools Bugfix:EQS debugger stores data properly when a subsequent Option is the one that produces the end result. Bugfix:Fixed invalid state for Skeletal meshes having their mobility set to static. Bugfix:Fixed a crash when trying to convert curves to metadata after importing an anim sequence. This presented as motion blur artifacts in the editor. New:Added new option to Environment Query system EQS to do tests using depth rather than breadth. Bugfix:Navmesh raycasts no longer fail due to 2D checks performed on the last node. Added a warning when trying to rename a curve to a name already in use in current sequence. Added invalid cached curve data test to Skeletal Mesh Component's Refresh Bone Transforms evaluation logic so invalid cache data will not be used. Bugfix:Split pins now working as anim graph node inputs. Bugfix:Memory leak removed from crowd simulation manager. Animation New:Added ability to force-reset states as they are re-entered even if they haven't completely blended out. New:Retargeting a skeleton now copies sockets as well. Note:Using a sync group forces advancing time regardless of what this option is set to. Added indicator displayed on animation nodes when they use the "fast path". Bugfix:Fixed issue with different materials with same parameter name not working in Animation Curves. Bugfix:Fixed a bug in EQS that occasionally reset the scoring equation on query asset load. New:Added flag to Skeletal Mesh Component Initialize to initialize to ref pose instead of ticking the anim instance. ini, etc. New:Navmesh markup for Nav Modifier Component will now combine all relevant shapes of its parent actor instead of creating simple box. Bugfix:Fixed navigation updates of attachments when actor is being moved in editor world. In addition to being an optimization, this fixes an issue with evaluating marker-based syncs in the same sample with different data. New:Animation Retargeting supports scale and root motion. {PARAGRAPH}{INSERTKEYS}リプレイにより、通常のネットワーク ストリームとは別に情報を格納できます。この機能を使うと Character Movement コンポーネントの位置のスムージングが大幅に改善されます。位置データは別に格納されているので、ストリームで先を見ることができるようになり、キャラクターの予定位置がエフェクトと他のイベントとうまく一致するように測定することができます。 ACharacter::PreReplication を見ると、この機能の使い方が分かります。ChangedPropertyTracker. ini, DefaultGame. Bugfix:Persona animation preview tooltip no longer crashes when switching between blendspaces with different numbers of samples. Defaults to true to maintain prior behavior. New:Added "Teleport To Explicit Time" option to Sequence Evaluators. Anim graphs are now debuggable in the Persona graph editor. New:Added functionality for driving named parameters from animation data using the bone-driven controller. Bugfix:Fixed duplicate slot names in anim slot groups. Bugfix:Behavior tree search does not skip over branch when restart request comes in while task is aborting. Bugfix:Fixed a bug that was preventing "On Value Change" BT decorator observation mode from working as expected. General Visual Logger stability improvements. Added filtering to animation node asset pickers so that the wrong type of animation can not be set on an existing node. Bugfix:Visual Log now grabs logged element's "snapshot" even if it's not an Actor. EQS's "Average Instance Response Time" stat now uses milliseconds instead of seconds. Bugfix:Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition. Bugfix:Crowd simulation state of agent is now being set correctly. Bugfix:Bone transforms are no longer harvested from a pose when the bone isn't valid for the current LOD. New:Added bone name display to titles of anim dynamics nodes. Bugfix:Fixed INF being generated which turned into NaNs when bone scales were close to zero. New:Added a new version of the shader complexity viewmode that also shows quad overdraw cost. By default this is disabled, but easily enabled through a config file value change to QueryCountWarningThreshold and QueryCountWarningInterval in Game ini files e. New:Added support for using Tri Mesh Collision as navigation obstacles.