The following is a meta-article, which explains a concept which usually falls out of one of the wiki's categorizations, yet it's still important to explain something.
Here's the changelog of the different versions released between January-June 2015 for Unreal Tournament 4, including those months.
Fix r.RefractionQuality for low and medium settings.
High scorer on each team has "leader" snowman head.
Fixed dropped pickups being spawned in the floor in some cases.
Receive Decals=False on all pickups and pickup-bases.
Fixed jump boot accessed none on dedicated server.
Server Administration[]
Hub servers now pass their listen port to their instances.
RConExec allows rcon user to run console commands
Networking[]
Fixed synchronizing slide between client and server.
Improved deciding whether to send or delay servermoves (don't delay important moves including jump, dodge, direction change).
Revised how sending servermoves is delayed to manage bandwidth use. Can now have an arbitrary number of pending moves.
Don't need LastSentMoveTime, just use ClientData->ClientUpdateTime.
Now set bShotSpawned for shots caused by continuous firing.
Replicate bShotSpawned and save it in saved positions.
If client successfully fires right after equipping, server will also fire even if not quite done equipping when serverfire is received (no more skipped shots at end of equip).
Fixed server not firing shots that were fired on client because reload not quite done on server.
Mark the last saved position as where a shot the server couldn't fire synchronized was spawned so can synch firing to client position.
Improved shot synchronization between client and server when fire button held down.
Updated Enforcer blueprint for hand placement/scale.
Restored weapon blueprint event the translocator was using
Fixed crash when impact hammer auto-fire results in shooter being killed
ClassicGroup Weapon property holds group values used in past UTs, so users can easily opt for that configuration.
First pass of new weapon groups and priorities (not enabled).
Added (hacky) support for redeemer bringup and putdown sounds playing without real anims.
Updated audio for Redeemer to match new raise/lower times
Fixed rocket launcher desync when the player loads rockets but only has 1 or 2 available
Removed ToggleTranslocator functionality (temporarily). translocator still bound to Q by default, now it's SwitchWeapon 0.
Fixed blueprint set material instances on first person weapon getting clobbered by invisibility powerup handling
Layered in more "oomf" to Shock primary
Pre-Game[]
Improved spawn selection code to avoid having respawn options too close together, and to avoid having two players given the same playerstart as a respawn choice.
Now can choose playerstart before first spawn in Duel.
bHasRespawnChoices is false for TDM, since there are potential issues if multiple people are selecting at once.
Increased time to pick your spawn point.
Temp visual polish for spawn selection on HUD.
Fixed respawn choices being up during spectator
Show scoreboard pre-match during ready up phase.
Show spectator bar with ready up info for pre-match scoreboard.
Fixed showing ready up messages on CTF scoreboard pregame.
Removed bMustBeReady (always want players to ready up).
MaxReadyWaitTime if 0 implies infinite wait for players to ready, 1 will basically start game right away.
Cleaned up match start countdown text a bit.
Hack for coloring the message indicating what team you are on.
Alt-fire to change teams on pre-match ready screen. Don't allow team changes in Duel.
Don't show pre-game option to switch team for Duel.
If teams are balanced, team switch requests are saved so players can swap sides (pending switch request shown on menu).
Added MaxWaitForPlayers. If this is set to some value other than 0, match will start after this many seconds even if MinPlayersToStart have not joined, and bots will fill in the required spots.
Pre-game UI tells players that game is waiting for more players to join.
Make sure you can't start a game with too many players
Fixed going into behindview in pre-match.
HUD and Scoreboard[]
Weapon bar shows Q and 0 instead of 0 and 10 since those represent the keys actually used to switch to those weapon groups.
Simplified and fixed next weapon/previous weapon selection code.
By default leave space for 5 weapon groups in HUD.
Fixed HUD weapon bar ordering of group slot weapons so next/previous weapon selection doesn't skip around.
Only assign new GroupSlot to weapon if desired slot is already occupied.
HUD weaponbar inserts weapons into group in consistent order based on GroupSlot.
Updated Scoreboard Icon to less less tempart-ish.
Fixed skinny jump boots
Fixed misaligned helmet
Replaced skull with helmet icon
New Health Icon (temp WIP)
Friends list support (WIP)[]
Added friends/persona mcp service endpoints
Linked in friends and chat system and added log-in call
Work in progress social widget and styles
Hubs (WIP)[]
Multi-gametype hubs WIP
Game setup and launching works
More Lobby work in progress
Added Max Players and Join in progress
Hooked up hub debugging to a console command
Fixed replication of MaxPlayers/bJoinAnyTime and bSpectatable to clients in a HUB
Fixed DM hiding the Max players slider in the hub
Lobby WIP - Lobby Badges
Match badges in the hub
Refactored lobby game settings to use the same code path as the single player Create Game dialog, so custom gametype settings will work.
Allowed a hub to not define an "allowed maps" list to allow all maps that it has available
Fixed Duel hub settings
HUB Browser WIP
Added GUID to map info passed by lobby system (will be used later to make sure clients have the right content)
Added default badge message
Fixed out of order replication issue with GameModes and Badges
Fixed returning to a match blowing out host match settings like MaxPlayers/bJoinAnyTime
Fixed rich text tag issue with team game messages.
Added action text controls for Join in Progress vs Spectating vs Can't do anything.
Engine and mod support[]
Updated to 4.7 preview build, addressed fall out.
Changed UTInventory property PainSound to ReceivedDamageSound.
Made AUTHUD::BuildHudWidget() public as requested by mod authors
Made GetAllBlueprintAssetData() UNREALTOURNAMENT_API for plugins
Package content button and UI in UT editor. WIP simple process for packaging several types of content: accessories, weapon blueprints, and levels).
Fixed startup BeginPlay() sequence to match prior UT games (i.e. if an Actor is spawned from a startup object's BeginPlay(), the new Actor gets BeginPlay() called immediately instead of deferring).
Changed default game mode settings to fix crashes in PIE in some cases
Removed FiringState/FiringStateType hackery for weapon editing now that the editor properly supports changing subobject references in blueprints
Fixed erroneous error message when mutator specified by shorthand is actually found but not in the first pass
Rename asset registry when packaging dlc to avoid overwriting main asset registry
Added ResolveKeybindtoFKey so can display the key an action is actually bound to.
Made both ResolveKeybind and ResolveKeybindToFKey blueprint callable
Automation changes to support dlc release assetregistry.bin
Deferred decal distance fading (optimization)
Fixed BSP collision issues
Fix for crash for mesh without a phys asset
UI[]
Added UTPlayerController::ResolveKeybind to turn a command in to a list of keys for HUD/etc.
Potential fix for the keybinding issue in the menus. NOTE: you will still need to both clear your profile AND delete your inis but it should be fixed after that.
Added bot config menu to the create game screen.
Fixed control menu breaking input bindings.
Polish for the create game menu.
Hat selection in player settings.
Scale the UI with resolution.
Switched 15yr logo back to Base UT logo.
Removed some test weapons from weapon priorities menu as well as some whose priority is irrelevant (Instagib rifle).
In game credits points to community contributor web page.
Bots[]
Added AI for specifically targeting superpickups (chest armor, shield belt, timed powerups, etc).
Improved responsiveness of attacking bots in CTF returning the friendly flag when opportune.
Fixed "navmesh needs to be rebuilt" message not showing up when level is saved without rebuilding when automatic navmesh generation is turned off.
Bots switch teams to balance them if necessary.
Fixed paths on CTF-Blank.
Misc. Gameplay[]
Merged github pull request #123 by cardonator/Sir_Brizz: Weapon replacement mutator with UMG interface.
All armor has delayed initial spawn.
New UTArmor property ArmorImpactEffect is played whenever player with that armor is hit - now play effect for all armor types.
Weapon spree announcement support, added several.
Disable behindview while controlling a Pawn by default unless standalone.
When entering sudden death overtime in DM, force respawn any top scoring players that are dead (fixes them getting stuck unable to respawn and also makes sure they don't stall out the game).
Don't spawn in players that haven't finished loading (unless they are unresponsive and force respawn is on).
Fixed high score attachment being shown when the player has invisibility.
Fixed jump boot accessed none on dedicated server.
Don't log every player kill (spammy).
Fixed level music not playing on clients by moving it to world settings.
Fixed various issues with flag scoring when a half is about to or has already ended.
Fixed the crash due to MatchInfo going away before the disconnect happens.
Hats get notification of kill sprees.
Fixed health keg not showing up in pregame.
Fixed FFA overtime issue.
Fixed some edge cases with an incorrect weapon attachment being attached to corpses.
Added /Game/RestrictedAssets/Environments/TeamDecos/Blueprints/BP_TeamDeco.BP_TeamDeco and 5 other(s) to collection: CTF
Hat flash count support.
Fixed leader head not working in standalone.
Animation/Character Mesh[]
Switched to latest malcolm rig.
Fixed Malcolm team color and flag positioning.
Set Malcolm team color in content to white instead of red so any replication bugs there are obvious.
Moved bApplyWallSlide to UTCharacter for easy replication.
Added WallSlideNormal to replace WallDirection (gives normal of wall character is sliding against, for better animation control).
Networking[]
Optimized client to server bandwidth use.
Fixed issue with checking movement mode synchronization between client and server.
UT specific implementation of server-side movement synchronization error checking.
On disconnects while we have a PendingNetGame, transition to the world that has the PendingNetGame object if there is no world yet on the PendingNetGame object (this happens when we've requested to join a server but haven't gotten the NMT_Welcome message yet).
Limit frequency of replicating client adjustments so don't get multiple redundant ones in high ping situations.
Force immediate client adjustment if something happened on server that will definitely require correction.
Fixed case where dodge inputs were being sent to server even when failed on client (would still fail on server).
Fixed lift movement not being replicated correctly in PIE.
Fixed client/server synch issues due to 1 frame falling/walking mismatches and sudden sprint acceleration transitions.
Limited camera updating on server (shouldn't need cameramanager at all on server).
Fixed dodging after flying a redeemer (reset the movement timers on restart).
Using Test build rather than Dev build for release for improved performance.
Mac/Linux client and Mac editor fixes and optimization.
Linux server issue is an unfortunate by product of new focus on Linux client. See this thread for a work around. We apologize - this will be fixed next week.
Players spawn with a helmet, and Sniper rifle is never prevented from headshots.
Fixed UI scaling issues at different resolutions.
Fixed control config saving issues.
Significant weapon tweaks and fixes to Sniper, Link gun, Flak Cannon, Bio Rifle and translocator.
Weapons[]
Sniper Rifle can always headshot, not prevented based on player movement.
Fixed Sniper staying hidden if the user switches weapons while zoomed
Fixed Link Gun linking counter (fixes crazy damage values when team linked).
Fixed link beam firing off center
Fixed Bio Rifle projectile velocity replication
Added Translocator disrupted message when try to recover disrupted disk.
Added MinOverlapToTelefrag to UTCharacter to control how hard it is to telefrag.
Made telefragging harder.
Translocator disk light is not shadow casting.
Increased Flak Cannon shard projectile sphere from 10 to 20
Made Flak shard BounceDamping editable in blueprint.
Flak shard bounce has less velocity damping.
Less self damage from bounced Flak shards unless really close bounce.
Tweaked Impact Hammer alt-fire rate.
Fixed tiny Impact Hammer attachment.
First pass on new Shock Rifle effects.
Stinger alt-fire shard stakes players it kills.
Pre-Match and Post-Match[]
Pre-match, ready to play and pending team switch are mutually exclusive: Ready-up will cancel a pending team switch, and requesting a team switch will cancel Ready if not granted.
Fixed demorec spectator blocking games that are waiting for players to ready up.
Delay bringing up scoreboard at end of match so can see victory screen.
HUD and Scoreboard[]
Added status announcements for overtime, advantage time, half time, and team identification.
Switched to new fonts and added drop shadows for HUD announcements.
Tweaked announcement message colors and sizes
Weapon name display uses same font as other HUD widgets.
Updated suicide messages.
Removed excess exclamation points from various announcer text, added control for whether to use small or large font with various game messages.
Clamp and word wrap chat messages
Fixed having duplicate messages on screen when pick up weapon and immediately switch to it.
UTLocalMessages rather than HUDWidgetMessage now responsible for specifying color and large/small font.
Each message area has two font sizes it can use.
Added some hooks for a concept of scoreboard pages.
Restored scoring plays page to the scoreboard in CTF (WIP);
Arrow keys while scoreboard is up switch pages (currently only CTF).
Cleaned up scoring summary to more closely match current scoreboard design.
Fixed game messages playing announcement voice when desired.
Networking[]
Fixed unresponsive console if there is a World but no PlayerControllers (currently can happen in certain network error states).
Added a message over the black screen that can happen during certain connection problems due to an engine bug.*
Friends list support (WIP)[]
Latest OnlineSubsystemMcp from main branch
Latest FriendsAndChat module from main branch
Initial checkin of work-in-progress social UI content
Added friends list widget with quick UT color skin.
Hubs (WIP)[]
Hub browser
Hubs can be gated to player skill.
Lots of other Hub and lobby UI improvements.
Engine and Mac/Linux support[]
Using Test build rather than Dev build for release for improved performance.
Initial ShaderCore-level cache to start addressing shader hitches [UE-7536]. At present it is only configured by Mac OpenGL.
The console variable "r.UseShaderCaching" controls whether the cache should be used.
Made UT's PackageContent plugin compatible with Linux and Mac.
Fixed hitproxy rendering crashing the editor in OpenGL.
Fix [UE-8343] - need to set the unpack alignment for Apple GL client-storage as it relies on this value for the cases where an additional internal copy may still be required.
Use runtime check instead of PLATFORM_MAC define when generating post process shaders to solve issues with shaders cooked for Mac on PC
Workaround for crash in Mono 3.12 when checking exit status for current process.
Fixed tabs do not render when moving after returning to editor on Mac.
Fixed Mac crash on shutdown when ShaderCache has not been initialised.
Miscellaneous other Mac functionality and performance fixes.
Allocate GL queries on heap, fixes UT4 Linux crash on start.
Merged Ryan Gordon linux fixes.
UI[]
Fixed UI scaling issues at different resolutions.
Fallback for the controls menu when using old .ini's after controls are added/removed
Hooked up level screenshot to the create game dialog
Renamed Emote to Taunt in control settings menu.
Removed prototype emote selection menu from player settings menu.
Fixed time limit text in midgame menu
Switched create game and bot config dialogs to use the standard style for white text.
UI text tweaks
Armor[]
Players spawn with a helmet.
Increased helmet absorption pct.
Added sound and effect feedback for when you headshot someone wearing a helmet.
Added more "ping" to Helmet Headshot audio
Improved armor hit effect (still programmer art).
Scale blood down if playing armor hit effect.
Misc. Gameplay[]
Faster horizontal weapon bob on direction changes to give crisper movement feel, with new property defining deflection rate.
Fixed end of match view not being in behindview.
Fixed weapon stay.
Fixed a couple of UT game code crashes.
Skill rating for FFA DM.
Made skill ratings not show up in the stats page until 10 matches have been played.
Hooked up preliminary knee slide animation that replaces roll.
Renamed some slide properties to better reflect functionality. Added new slide input action that can be bound separately.
Removed obsolete "Playerclass" and "Weaponstay" command line options (use mutators).
Fixed flag AutoReturnTime setting not working.
Fixed UT game crash during regular gameplay with bots.
No shadow casting with CTF flag lights.
Stop firing all weapons when the game ends to avoid looping sounds playing indefinitely until level transition.
Fixed weapons accepting level decals.
Added DM-Spacer to default map list.
Fixed carried flag being hidden for local player even in behindview.
Cosmetic Items[]
Hats properly pop off when player dies and go physics.
Fixed shot down remote Redeeemer not blowing up on client.
Fixed remote redeemer not damaging client side things.
Slightly increased shot down redeemer explosion radius.
Give shooter kill credit if the shot down redeemer blows up in the launching player's face.
Fixed remote redeemer projectile being left around invisibly
Redeemer explosion center adjustment not necessary
Redeemer plays raise/lower sound on owner, not self.
Reduced disrupted trans disk reset time to 15 seconds.
Added disrupted effect (placeholder) for disrupted translocator disks.
Bio web link sound has attenuation.
Modified sniper zoomed HUD headshot indicator to gold if target has helmet on.
Increased weapon spree count for Instagib from 15 to 60.
Added final Shock Rifle 1p & 3p mesh with 1p wip animations. Hooked everything up for shader work. Did a first pass tweaking of all weapon scale & postion blueprint settings.
Shockrifle FX updates
Converted Shock Rifle shader to Master Shader for weapons, setup masking and functions to easier support additional behaviors.
Fixed shock rifle on-mesh ammo display
Fixed second enforcer scale in 3P
Got the enforcer left hand muzzle flash in a better position (not 100% because sockets on negatively scaled meshes don't work)
Fixed holstered weapon crash if the player has no other weapons
Disabled self shadow only on weapons temporarily until lighting issues with it are fixed.
HUD[]
Removed some HUD team coloring (particularly the team score area).
Basic scaling animation system for HUD messages.
Set up scaling animations for a number of HUD message classes.
HUD message widgets can control the scale in direction of scaling HUD messages.
No damage indicator if no damage (no green friendly fire momentum indicators).
Reduced some announcement message lifespans.
Don't scale down game messages on HUD.
Fix for occasional GetKerning() crash.
Fix for occasional HUD crash.
Make our UI work better with new word wrap (fixed perf issues with HUD text renderihg)
Tweaked flag held message
Networking[]
Increased internet bandwidth cap per client to 15000 to handle super high frame rate clients.
Fixed crash if hub goes down.
Friends list[]
Enabled Friends List by default
FriendsAndChat - added presence images for Launcher and Fortnite.
Skinning FriendsAndChat UI in UT.
Added user info header to the friends list panel (switched off by default on UT for now).
Bots[]
More realistic bot aiming error with lower skill bots having worse aim.
Bot aim now includes a tracking accuracy error and an offset error that reduces over time when target and/or bot is stopped. Still needs tuning.
First pass support for bots generating alternate assault paths to CTF flag.
Fixed some translocator and jump path issues when the navmesh around the jump source point is a large poly with significant Z difference.
Fixed too many bots leaving when a player joins a server.
Added bot skill to scoreboard in standalone mode (replaces ping).
Oldskool addbots console command.
Added KillBots console command.
Engine, Editor, and Mac/Linux support[]
Don't multi-thread renderer if logical processor count is low.
Package content plugin loc text adjustments
Add dialog after content is published that allows user to open explorer/finder to the item
Fixed OpenGL compile of Malcolm shader failing.
Fixed splash screen persisting sometimes in Linux (and causing crashes).
Improved handling content with case-sensitivity problems. Makes uncooked UT work on Linux, still uncached and suboptimal.
Fixed Mac cursor.
Fixed Linux dedicated server crashing.
Worked around Linux limit of open file handles.
UI[]
Main Menu WIP.
Create Game WIP.
Player settings menu now displays a render of the selected character options.
Added support for custom character meshes.
Custom character/hat/eyewear now go through UUTLocalPlayer before the profile settings in case players aren't logged in (saved to .ini in that case).
Fixed some UI bugs.
Fix for the console bringing up the menus when it shouldn't
Animation[]
Retargetted animations to new skeleton.
Imported new idles for rifle, pistol, and dual pistol as well as new aimoffsets for all of those.
Updated new temp malcolm mesh to new skeleton, updated character BP to use this mesh.
Misc. Gameplay[]
Fixed playing" you have won the match" sound for humiliating defeat.
Don't play armor hit effect for first person owner.
Fixed jump pad arc rendering
Fixed weapon pickups not vanishing when picked up on clients if weapon stay is on
Added allow behind view mutator
Changed minplayerstostart to 2. To play by yourself from commandline, add ?minplayers=1
Scale down scores shown on CTF scoreboard by 1/10.
Fixed sound amplification for hit sounds caused by local player.
Fixed UTImpactEffect animated light not being cleaned up when it's no longer visible
Added the ability to set up curves for light parameters for UTImpactEffects
Fixed disabled weapon pickups being visible on clients
Faster UTPlayerState replication of team and ready state properties.
Added select sound for pre-game options.
Highlight pre-match selected spawn point.
Cosmetic Items[]
Added Malcom re-sized for new skeleton static mesh for head texture fix.
Updated mesh sockets for Malcolm to make hats & glasses work
Allow hats to have relative rotation and location.
Moved Accessory Tutorial content (hat/sunglasses/reference objects) into RestrictedAssets.
Major overhaul of character animations in progress.
New mid game menu.
Added arena mutator - replaces all weapons in game with selected weapon.
Added selectable country flags.
New skill rating system to help with matchmaking work in progress.
Working on polishing in-game support for mod content.
Levels[]
DM-Tuba:
Tweaked slope dodges.
Fixed bot pathing.
Other misc minor tweaks.
Weapons[]
Added new Flak Cannon and first pass animations.
Checked in first pass Enforcer mesh and anims.
Fixed some enforcer bugs.
Fixed Rocket Launcher alt-fire animation issues.
Reduced Rocket Launcher alt-fire burst interval (rockets fire closer together).
New iterations to Shock Rifle vfx, materials.
Shock combo animation hooked up.
Fixed combo effect orientation being incorrect on clients
Fixed Instagib rifle positioning
Migrated Instagib effects to new shock rifle and team colored beams
UDamage Sniper Rifle headshot overrides helmet.
Character continues to be affected by physics while guiding a Redeemer.
Fixed Bio Rifle goo colliding with water. Bio goo now is slowed when in water.
Fixed Stinger projectile not working correctly with water volumes.
Fixed weapon self shadowing, turned it on again.
HUD and Scoreboards[]
Don't draw health/armor HUD after game is over even when viewing a player.
Don't draw ammo display for weapons that don't need it (impact hammer, translocator, instagib rifle).
Cleaned up some obsolete weapon ammo drawing code.
Don't draw weapon bar unless have at least 2 weapons (so no weapon bar in instagib).
Better fonts for HUD game state text.
Added ForceScores to UTHUD to allow the menus to force up the scoreboard.
Extended the scoreboards to make them wider to fit more text.
Clear advantage when enter overtime.
Fixed CTF scoreboard getting stuck on the scoring summary after halftime and added text indicating how to switch between that page and the player columns.
Fixed instagib kill message.
Custom Content Support[]
Switched to md5 checksums instead of crc for checking content compatibility.
Query cloud to check if in sync before starting a server.
Unmounting pak support, possibly dangerous (for handling custom content mismatches).
Unmount and delete paks that are the wrong crc and in download.
Fixed redirect dialog not reconnecting to server properly.
Added initial support for querying user entitlements for marketplace items.
Friends list[]
New Friends and Chat interface
Rich Presence is stubbed in (Join via Presence is broken at the moment).
Hubs and Server Browser[]
Fixed server browser listing all servers as max 32 players.
Cleaned up game session handling so that the player will properly leave the current session before entering a new one
Don't allow hub game mode to accept localhost connections without a login because the hub code requires a login to work
Fixed joining a game as a spectator from the browser
Fixed the session locking the game to just Max # of players
Send our own MaxPlayers and MaxSpectator values
Random internet server HUB now shows # of players and # of spectators across all internet server
Servers now display #/Max spectators
Hub server options set in the .ini file by admin that are not exposed in the UI are no longer lost when an instance host changes settings (so e.g. can enforce that all instances have instagib selected)
Integrated MCP changes needed for Join via Presence.
Pass online identity to dedicated server when started from the menu.
Prelogin will now reject players without an active Epic id.
Players now connect via the session interface.
The ServerBrowser should now resolution independent re: to the list.
Skill Locking of matches, allows match creator to limit skill level of joining players.
Fixed bug where the match wasn't updating the initial badge correctly.
Skill Rating[]
Added AverageRank to the UTPlayerState.
The BasePC now makes a server call back to set the AverageRank and replicate it.
Added Rank Badge to the Match Badge
Added Rating medals to the DM/TDM scoreboard
First pass rules for skill ranking badges based on DM Elo ratings.
Bots[]
Tweaked bot aiming and rotation rate at low skill levels.
Fixed a rare bot crash
Engine, Editor, and Mac/Linux support[]
4.7 preview 5 upgrade.
Turned off CCD on generic lift mesh to attempt to fix ragdoll/lift collision crash.
Use cheaper translucency lighting volume settings.
Removed some LogModuleManager log spam.
Deferred decal change to improve performance.
Scale Mac resolution options to avoid situations where Mac screen res can be larger than slate allows.
Fixed CanvasRenderTarget2D flushing the rendering thread on update so game thread doesn't get stalled.
Shapes from static light sources rendered in reflection captures.
Game name check should be case insensitive.
UI[]
New Mid-game menu.
Added selectable country flags.
Fixed rendering 3d character preview in cooked build in player settings menu.
Switched the player settings preview to lit mode with a directional light
click and drag on the window now rotates the character in the preview window.
Dialog adjustment for focus issue.
Added new country flags from _Lynx as options.
Added PRE ALPHA text to menu background.
Better icons.
Fixed Menus force hiding the hud.
Added LocalPlayer::MessageBox for when just OK is needed
Changed the Profile filename to "user_profile" instead of the account name to fix issues with spaces, etc.. Can you say Profile Wipe?
Fixed some bad function references in SUInGameMenu.
Fixed some bugs activating panels.
Lots of menus tweaks and changes.
Added a Training button to launch tutorials and training missions (coming soon).
Added an event chain for when the player returns to the menus (so he can leave the session).
Fixed dedicated server panel with cloud id parameter missing a space.
Animation[]
Fixed setting bIsAgainstWall properly on clients for other falling players (Fixes animation of other players).
Added 12 new run animations, 4 different directions for each weapon type.
Added 3 blendspaces for directional running, 1 for each weapon type.
Added new jump animations for each weapon type.
Start, Loop, PreLand, and Land for 4 different directions and for standing still.
Added a directional blendspace for each jump segment: Start, Loop, PreLand, and Land.
Updated animbp with new run blendspaces for each weapon type, new jump anims and blendspaces for rifle, added a new local direction vector variable and changed the way jumping works as it's now directional.
Added pistol jump animations and blendspaces for all directions.
Added dual pistol jump anims for idle, currently idle is used for all directions.
Fixed backwards weaponbone on left hand while running fwd dual pistol.
First pass dodge improvements. using a new blendspace with new dodge poses. Also no longer using a blend alpha to go to dodging.
Added dodge start anims for rifle so characters now visible kick/push off a wall during wall dodges (currently rifle is used for all weapons and for ground dodging as well as wall dodging, wip).
Changed dodge functionality to no longer lerp with a dodge blend alpha, transitions are handled with transition animations and transition rules in anim graph.
Renamed Dodge*Start anims to WallDodge*Start
Tweaked anim bp to get dodges to play jump start anims when on the ground and wall dodge anims when off the wall. Temporary until something more proper for ground dodge animations are checked in.
Misc. Gameplay[]
Added arena mutator - replaces all weapons in game with selected weapon.
Improved weapon replacement mutator to not unnecessarily load ammo classes.
In Duel, avoid picking starts that are too close to the pending start of the other unspawned player.
Fixed not identifying ragdolls as being in the water (which meant feigning death could hold your breath forever).
Gave some buoyancy to ragdolls in water.
Drown if feigning death in water for too long, even if bobbing near surface.
Fixed not being able to unfeign while floating in water.
Helmet headshot effect properly attached to shot player's head.
Disrupted translocator disk effect is in local space so it doesn't get weird if disk gets knocked around.
Completely turned off bOnlyTheStrongSurvive, as it is still flawed (what if one or zero players are alive on transition to overtime).
Always allow behindview if PIE.
Added gib audio to gib explosion.
Let hats live for 7 seconds after death.
Removed Instagib spree
Made sure no projectile meshes had any collision turned on (use collision sphere for colliding them).
Don't teleport feigning characters.
Fixed crash in SampleGameMode.
Fixed crash in SUWHUDSettingsDialog.
Fixed crash in UTWeaponStateFiringChargedRocket
Standalone games skip network synch check in CanRestartPlayer().
UTAnalytics - Set updated UserID on startup/login/logout.
Fixed crash when not logged in.
Made sure Duel doesn't prevent respawning in overtime.
Leader hat is now a concept
bDelayedStart is now respected, true by default for UT game modes.
Added bClearPlayerInventory to UTGameMode, if true removes all items from character inventory list, before giving him game mode's default inventory.
Added bDamageHurtsHealth to UTGameMode, true by default. If false, players take all damage effects except for health reduction.
Updated tutorial gametype to use these settings.
Added demigod cheat which toggles bDamageHurtsHealth.
No countdown if bDelayedStart is false.
bDamageHurtsHealth does not affect bots (they always take damage).
Added ClientGenericPlayerInitilization to UTBasePlayerController that is called via BaseGameMode's GenericPlayerInitialization.
New Basic Training tutorial map is available from the Training option in the main menu.
New Game tutorial videos by Zaccubus are also available from the Training option.
Lots of new and improved player animations including new taunts!
Flak cannon now has real material and textures.
Lots of mesh and effects polish for various weapons.
Levels[]
Basic Training
New Basic Training tutorial map is available.
DM-DeckTest
Fixed crouching under ramp by slime pit.
Weapons[]
Flak Cannon vfx and some tweaks
Flak cannon now has real material and textures.
Reduced flak shard overlap sphere.
Added Stinger mesh, animation, and montage assets, hooked into blueprint.
Updated Enforcer anims & new base material.
Updated Impact Hammer mesh
Updated Translocator mesh
Refined Shock Rifle anims.
Projectiles don't rotate to follow velocity if velocity is zero.
Fixed link gun beam sparks when viewed from a distance (bad LOD)
Always tick anims for local player's currently held weapon (fixes sniper playing late fire anim after zooming then firing)
Optimization work ongoing on the updated weapon effects.
Added failsafe to keep weapon from firing again too early, fixing exploit to fire slightly early if start and cancel weaponchange quickly.
Fixed handling rocket alt-fire tap for last rocket ammo.
Polished weapon scale & placement.
Polished UT3 weapon textures (lightened) to work better with PBS and sync better visually with new weapons.
Pawn still runs movement code while guiding remote redeemer.
HUD and Scoreboards[]
Fixed UTHUDWidget::DrawText to return the proper size of the text
Make sure correct weapon name is always displayed on HUD for weapon switching.
Fixed team scoreboard double counting spectators.
Friends list[]
Added join game functionality from friend ui.
Auto join a game invite on comand line provided by launcher.
Don't fail game invite if session id does not match.
Load mcp configs *after* delegate callback to allow for being able to override the embedded configs.
Show friends on Hubs.
Show friends on the scoreboard.
Hubs and Server Browser[]
Fixed non-host game panels not updating.
Modified Engine to cancel the pending level but not disconnect when a pending connnect error occurs.
Added a virtual ShouldShutdownWorldNetDriver() to control if the engine should kill the current netdriver in Browse.
Fixed incorrect hub display when a player readies up, leaves the match, then enters/starts another match.
Fixed hub issues if a client spams clicks due to multiple RPCs of the same type not being handled.
Fixed Server Browser columns so that they all save again.
Added the proper password recovery link.
Fixed the server browser so it showed # of friends.
Changed the text on the random server hub to show # of servers not # of matches.
Fixed players getting kicked to the main menu when the server travels.
Added a handler for when you connect to a full server.
Precheck the search results before attempting to travel to a server to make sure you can get in.
Networking[]
Fixed movement replication after alt firing redeemer.
Make sure client clock is accurate for short matches (player joins with 1 minute or less to play).
Fixed duplicate tracers in laggy net games.
Fixed sending netspeed control message when server isn't expecting it after failing a join attempt.
Limit lifespan of delayed projectiles to avoid doubled projectiles on high ping clients.
Don't update client ping when don't have pawn, as it's not accurate if servermoves not driving packets.
Fixed replication issues with translocator.
Fixed real projectile synching to an about to be timed out fake projectile.
Engine, Editor, and Mac/Linux support[]
Merged to latest UE 4.7 preview code.
Fixed crash when lifts interact with ragdolls.
Can now take screenshots in menus.
Fixed weapon flickering or missing in UT Linux client.
No longer changing ViewDistanceScale in UT because it could cause players with low settings to gain a sight advantage. View distance is controlled manually and uniformly via cull distance volumes instead.
Added a few expensive effects to be managed scalability settings, so they can be turned off for low end machines.
Tweaked dynamic decal default lifespan and lifespan slider in settings.
UI[]
Added Training dropdown to main menu.
Hooked up Sid's Basic Training map
Added SUTWebBrowserPanel and hooked up the community videos by Zaccubus.
Tweaking player preview window - changed FOV and mesh position.
Fixed mid-game menu change team functionality.
Split player settings and weapon settings into two menus.
Weapon config menu now available from main and mid game menu settings drop downs.
Fixed "listen server" option in create game dialog.
Make sure the server instance run for the listen server option exits if the client goes away even if it crashes, is end task'ed, etc
New Exit menu (and sub menus).
New Login Menu.
Fixed attempting to login if both user id and password are not present.
Clicking on the login while logged in will allow you to switch accounts. Properly handles in session, etc.
Popup Login dialog if non-epic user attempts to go to the server browser or quick match.
If Login is called with no user name, it will attempt to fill out the last known best user name.
Added AA quality to the system settings.
Fix for the menu not being displayed again when you get kicked during prelogin.
Reworked player settings color picker so that it works in fullscreen.
Animation[]
Added wall dodge start anims for when dual pistol.
Added dodge poses for mid air when dual pistol.
Added blendspaces for wall dodging and dodging when dual pistol and hooked them up in animation blueprint.
Fixed crouching not working when idle.
Added new knee slides for rifle, 4 directions, created blendspace and hooked up for rifle.
Added kneeslide anims and blendspaces for dual pistol.
New wall slide rifile poses added.
New NoNo taunt anim and montage added.
Updated Taunt_PelvicThrust and Taunt_SlitThroat anims, polish.
Updated crouch anims and blendspace to more accurately represent speed.
Updated crouch idle so feet are in same spot as regular idle.
Changed playrate of runs and crouch walks to play at normalized playrate based on player speed so anims are playing at the correct speed when speed modifiers are applied. (current crouch anims have their playrate in the anim asset set at 2.1111 so play time is equal to the runs and then slowed back down based on the normalized playrate)
Misc. Gameplay[]
Fixed not updating the respawn choice shots in Duel on successive spawns.
Some improvements to ragdoll physics in water.
Really fixed showing advantage message in overtime.
Create MIDs for all player mesh slots instead of just 0.
bAllowOvertime, bForceRespawn, bOnlyTheStrongSurvive, and bHasRespawnChoices are no longer config properties.
if UTProjectile::OverlapRadius is zero, detach the PawnOverlapSphere (perf improvement).
bForceRespawn true by default in team DM.
Improved bot balancing of teams when players leave/enter midgame.
Fixed crash picking up shieldbelt coming out of feign death.
Removed code clamping of decal projection depth. Need to set decal depth individually.
Reduced mobility on light components found in various BP where appropriate for performance reasons.
Fixed pressing jump during feign death while having jump boots causing a jump boot activation immediately upon returning to normal.
Fixed bio explode effect particles having collision.
Disable other player's projectile flight lights at low detail settings.
Effects use detail modes to disable some parts of the effect at low detail settings.
Cosmetic Items have bUseAsOccluder false.
Force shadow casting off on all impact effect lights unless at Epic effect quality.
Flak shard bounce effect light is high detail only.
Added bLowPriorityLight flag to UTProjectile. For projectiles not fired by the local players, low priority lights and all projectile flight lights if effects detail is low or medium are turned off.
Link projectile has low priority light.
Added system to allow impacteffects to specify a lifetime scaling for their decals.
ImpactEffect sets component location before registering it. Fixes particle system LOD being base on a position at (0,0,0).
Enforcer and link impacteffects scale decal life by 0.5.
ReflectionEnvironment disabled at low and medium settings.
Added ability to play fireeffects at greater than 1 shot intervals. Minigun tracers now happen every other shot.
Turned off lit translucent lights in particles. Super expensive, don't ever use.
Checked in new 3 level LOD's for all 3p weapon meshes.
Added option to force impact effects to use LOD 0 if created by the local player. Shock combos fired by you now always render at LOD 0
Optimized BoneDataVertexBBuffer updates to only copy the data needed, can be merged into main, saves memcpy time in the render thread
Engine and Editor[]
Unreal Editor customized for UT is now available for free from Launcher.
New set of web tutorials to teach you how to create content and mods for UT.
Cleaned up editor content organization and fixed up redirects.
Improved movement collision, reducing stickiness in some spots.
Rebuild navmesh prior to saving if out of date; turned off "build navigation automatically" by default for UT.
Fixed projection distance of various weapon impact decals so they are properly applied to curved surfaces.
Bound Ctrl-B to build geometry.
Auto rebuild geometry off by default
Fix for Linux server crashing because OSS attempts to cancel HTTP requests after the HTTP module has been unloade
Explicitly clear timers when actors are destroyed because engine isn't auto clearing looping timers of destroyed objects.
UI[]
Re-skinned and updated Launcher.
Updated game splash screen and editor splash screen.
Updated Main Menu background.
Updated loading screen.
New Menu top bar and icons
Updated menu graphics and styles.
New layouts and look for player settings menu.
New layout and look for system settings menu.
Added tooltips to system settings menu.
New layout and look for create game menu.
Tweaked dynamic decal default lifespan and lifespan slider in settings.
Fixed the Slate combobutton double click issue.
Fixed text sizes and backgrounds on various dropdown menus (Settings, About)
Added Connect via IP to the Play Now submenu
Added a bunch of Common styles (EditBox, NormalText, BoldText)
Fixed being able to choose from all country flags.
Added anti-aliasing selection combo box and screen percentage slider to system settings menu.
Fixed a case where the level summary gets the wrong internal object name so the UI can't find it
Fix UT menus still allowing gun fire when open.
Lots of friends and chat system fixes.
Added delegate callback to the movie player when it finishes playing movies and can safely return to gameplay.
Fix crash if attempting to interact with the game while the eula prompt is up. The eula is now shown after loading movies are finished.
Fix separators on UT main menus changing size when resolution changes.
Removed confusing dedicated server button from create match server panel. (all servers are dedicated servers now)
Added a warning message when creating a server while local custom content is out of sync with the user's cloud storage
Added a connecting... dialog after entering an IP to join instead of closing all the menus
Fixed controls reset to defaults switching show menus and show scores.
Added a basic warning about running a server from a LAN and what ports to open when hosting a game
Added the player preview environment to the entry level to improve response time opening that menu; hooked up level screenshot in the hub.
Hooked up "No Screenshot available" image.
Fixed number of combatants create game option being respected for net games.
Fix race conditions when updating textures from an SWebBrowser.
Introduced a new thread safe way to update a texture (this is expensive as it requires an extra memcopy).
Added in-game toasts when getting a game invite, friend invite or friend request accepted.
Added a button to auto-detect settings again after startup in the settings screen
Characters and Animation[]
New Malcolm character is now the default character.
New Necris character is selectable.
New cosmetic items in marketplace by KazeoHin-TechAE and TeriyakiStyle.
Replaced swimming animations, added dual pistol versions as well.
Hooked up new swimming aniamtions with playrate based on speed.
Added dual pistol wall slide poses and hooked up.
Misc. Gameplay[]
No longer spawn with helmet.
Lifts are not blocked by dropped cosmetic items.
Fixed tutorial shouldn't have time limit.
Hooked up new gore and blood effects.
If player feigns and is unable to get back up after several attempts, kill him.
Damagetypes now define the text of the centered self suicide message.
Added new feignfail damagetype with custom death messages.
Fixed feigned player falling out of world when killed while a ragdoll.
Fixed Instagib spawn protection time.
Fixed crash at end of idle team game that was never actually played.
Fixed dropped pickups blocking lifts only on clients
Fixed flak and rocket decals attaching to lifts.
Lifts crush ragdolls they can't push aside, including players feigning death.
Scale down head bone to 0.001 instead of 0 when taking a head shot so that any attached effects still work.
Unhooked the annoying train sound.
Unlimited ammo now controlled by gametype with bAmmoIsLimited.
Ammo not limited in BasicTraining.
Fixed powerup overlays not applied to left hand enforcer right away when acquired
Fixed left hand enforcer mesh being invisible if dual enforcers are acquired directly by a player who had no enforcers at all (lost due to feign death or gametype doesn't come with them)
Fixed feigning death blocking lift function.
Fixed teleport velocity not being transformed correctly
Fixed gibbed corpses still having (Unreal) physics turned on
Fixed playing hitscan impact effect if no hit (like linkbeam).
Improved player lighting and shadowing, still more work to be done.
Levels[]
DM-Cannon
Polish, minor tweaks to layout around cannon.
Minor room shape tweak, moved player start.
Minor changes to spawn points, ammo placement.
Blocked off area that could be slid under.
DM-Overlord
Built paths on DM-Overlord (note: bots don't use special features).
Weapons[]
Reduced flak shell damage radius.
Fixed very short range stationary/crouched sniper shots not getting the full head sphere.
Fixed holstered weapons getting attached to the character mesh when dropped while not dead.
Fixed guided Redeemer driver being able to be damaged when bDamageHurtsHealth is false.
Don't show powerup overlays on holstered weapon, only when equipped.
Fixed rare weapon crash.
HUD and Scoreboards[]
Correct place suffixes for FFA HUD.
Clamp player names shown on FFA leaderboard so they always fit.
Fixed pre-game scoreboard overlap with 32 players.
Fixed scoreboard spectator count text.
Tweaked skull positioning for DM HUD score.
Hubs and Server Browser[]
Hooked up canceling the session and fixed the bug where if a dead result times out after the rest of the positive results the UI doesn't progress.
Fixed QuickMatch's search results getting confused with the server browsers search results.
Fixed players who join in progress or joined as a spectator not begin tracked as in a match.
Updated MaxInstances to 16.
Adjusted the log of MatchIsReadyToJoin so that it will allow in people joining a match that is loading if that match is join in progress or owned by the joiner.
Fix for beacon log spam and occational dropped server instances.
Lobby fixes.
Default lobbies to Deathmatch and 20 player max.
Apply lobby chat text limit in the UI instead of just on the RPC to be more clear and also fix some UI issues.
Fixed dedicated instances not showing up in the hub.
Don't let hub match host kick him/herself.
Fixed initial map selection in the hub.
Added map name and player count to hub badges for games in progress.
Instances now properly reset their search code before trying to join a hub by GUID.
clients now reset their session search before trying to join.
Added a warning dialog if the OS/Engine decides for some reason it can't start a match from a hub.
Update the lobby session info more frequently (on user change, on match start, end).
Fixed GetNumMatches() to only consider valid games in progress.
Restored the "Return to Hub" menu item.
Added the Hub's server name to the menu.
MOTD is displayed in chat when you join a hub.
Chat now switches to the proper channel when joining/leaving a match.
Quickplay should now put players in the match menu and properly show it's loading.
Clear out the Hub GUID after returning to the hub.
Client crash can occur after completing HUB instances and interacting with the UI.
Server Browser speed improvements.
Pings hubs first.
ini configurable ping buffer size.
General server browser cleanup.
Updated CheckInstanceHealth to make sure dead matches are being recycled.
Fixed MaxPlayers so we can limit players in the match.
Engine and Editor[]
Fixed crash using Play In Editor in UT editor.
Fixed tutorial hat being useable in game.
Fixed OSSMCP headers in FriendsAndChat module makes UT github repository unbuildable.
Packaging content for sharing now first prompts you to save assets if necessary.
Set product name and product identifier for UT editor. Using the same name as the standard UE4 editor causes config files (eg. the autoload-project setting) to overlap.
Fix bugitgo falling through the world.
Put UNREALTOURNAMENT_API on UTGameObjective.
Turn off TiledDeferredShading again, was lost in a merge conflict.
Fixed crash copying UTCharacters in the editor.
Reduced the log visibility of network messages that aren't indicative of a bug.
Fixed "open" console command to be relative like it's supposed to (again).
Made UTLift abstract since it requires the blueprint to supply additional details.
UI[]
Removed streaming level DM-Circuit_FX from UI map lists
Don't apply FOV from the profile since it became a system setting (fixes FOV resetting).
Don't render hudwidgets if the hud or the widget is PendingKill.
Fixed mutator config menu weapon lists showing weapon types that are marked to be hidden.
Fixed weapon priority settings not being applied to currently alive weapon instances when in a game.
Controls dialog has a clear duplicate binds button now.
Work around some crashes with Slate trying to load UObject resources from another thread.
Fixed force respawn UI option.
Disabled friends list menu on Linux until supported.
Characters and Animation[]
Fixed and improved Ambient Occlusion for characters.
Polished material definition on Malcolm body, and tweaked face material.
Updated and tweaked foot blob shadows.
Decoupled taunt from hard references on ut character. Gave it a cookable class for modability.
Wrote a fixup for PlayEmote1-3 to PlayTaunt keybinds.
Fix taunts not working in net play.
Misc. Gameplay[]
Possible fix for rare crash with character having an invalid weapon.
Don't let hats receive decals.
Really fixed jump boots activation after feign death.
Stop active firing while taunting.
Increased MaxReadyWaitTime to 60.
Never auto-start match in standalone mode.
Players can't shoot off helmets of teammates.
Last minute time synch every 12 seconds instead of every 10.
Networking[]
Workaround for rare disconnection crash.
Fixed crash associated with player getting signed out.
Fixed crash if player's login becomes invalid while connected to a hub.
Fixed weapon pickup state getting out of sync on clients if the local player is standing on it as it respawns.
Fixed server crash if a server becomes full for a player between prelogin and login.
Fixed zombie instances on Linux Hubs because processes weren't properly released.
Linux socket code changes so don't need work around for Linux Hubs to communicate with instances.
Added RandomBounceCone to Flak shards to randomize bounces slightly.
Added BounceDamagePct to Flak shards, reducing damage after bounce.
Added FirstBounceDamping to Flak shards, so first bounce rebound can be different from successive bounces.
Increased Flak shard bounce dampening.
Fixed Instagib beam colors.
New Link Gun beam momentum design:
Still causes reduced acceleration/friction restricting targets temporarily.
Pull is no longer constant but rather a triggered action by pressing primary while holding alt.
Imparts substantial effect but has a refire delay.
Added color parameters to Link Gun beam fx.
Q is toggletranslocator again, returns you to past weapon when pressed while Translocator is selected.
Reduced disrupted Translocator disk reset time.
Translocator weapon mesh will now display red if in FFA as the current temp material does not support arbitrary colors (disc projectile remains white in FFA)
Changed Sniper zoom trace check for the headshot circles so they aren't displayed through surfaces that can be seen but not shot through (unbreakable glass, etc)
Added Rocket Launcher third person animations.
Added particle effect and animation to 3p rocket launcher to show rocket loading.
Better hack for first person weapon positions at different FOVs.
Fixed crash in ComputeHomingAcceleration().
Fixed crash in UTWeaponStateFiringSpinUp::BeginState().
Fixed weapon crash dying with holstered weapon.
Possible fix for overlay material on first person weapons sometimes not being displayed
Deleted Shock Rifle pickup physics asset - not needed and was breaking the bounding box
HUD and Scoreboards[]
Adjusted kill/spree/multikill message area up.
Improved HUD CTF flag taken representation.
CTF assists on the scoreboard now properly matches assists shown in the scoring summary.
Moved translocator on HUD from weapon bar to powerups bar (test).
Clamp displayed player names to available space on scoreboard.
Only call UTHUD CalcStanding() when have hud widgets that use the information.
Movement[]
Fixed dodge sliding getting stuck on if auto wall slide is enabled.
Sprint stops if you run directly into a wall (can still sprint sliding along a wall).
SprintMaxWallNormal specifies how directly you can run into a wall before it stops sprinting.
Fixed issues with uncrouching through ramps.
Fixed unfeigning through ramps.
Unfeign into crouched position so can fit in more spaces.
If fail to unfeign, nudge the ragdoll.
Hubs and Server Browser[]
Allow hub and/or individual gametypes to specify min players to start an instance.
Reduced max player counts for hub matches to more reasonable numbers per gametype.
Updated rich presence to show a player is in a hub or starting a match.
Fixed CheckForExistingMatch to properly place players back in matches in some cases.
Removed some additional debug log info.
Fixed being able to kick/ban yourself in hubs.
Force users who are connected to a server but become not logged in to return to the main menu
Pass a URL option to signal returning from an instance, so user returning to hub after exiting to main menu won't ever drop right into a match lobby.
Made the server browser correctly handle the changing of logins, so it will refresh after logged in player changes.
Added better handling for cancelling quickmatch searches.
Friends invited in to a hub will join their friend's match if they are still in one.
Adjusted AddGameFilters to look at the ping list as well as the server list.
If a hub instance loses connection to the hub but has no players and isn't a dedicated instance, just shut it down rather than constantly trying to reconnect to the hub just to tell the hub to kill the process itself.
Fixed blueprint-only gametypes crashing hub instance creation if the instance owner takes too long to change settings.
Removed client check for match having too many players when starting a lobby instance in case the client is inaccurate.
Added workarounds for servers losing MCP sessions due to backend issues
Cosmetic Items[]
Cosmetics now support variant sets.
Added test hat shadow mesh to Malcom_Beenie & Malcom_Beret.
Merged hat functionality updates from TimEh.
Support for ambient occlusion for hats.
Delete leader hat when switching to another hat mid-game.
Friends[]
Fixed default image next to a players username when you delete them as a friend and re add them while having a chat active.
Fixed drop down box text in the social menu is difficult to read.
Fixed no indicator for receiving a social interaction while in menus.
Mac and Linux[]
Mac performance improvements: hlslcc & Metal
Implemented desktop OpenGL support for GL_ARB_separate_shader_objects without requiring any additional shader platforms to reduce shader compile/link hitches.
OpenGL separate shader objects require that the shader hash be set even when the shader cache is not in use. The calculated CRC will suffice.
Removed an unnecessary workaround from FOpenGL3::MapBuffer.
Shader caching has been updated to include the option to record draw-states used for each shader so that they may be pre-drawn to reduce in-driver hitching.
Updated format versions in ShaderFormatOpenGL to force shaders to recompile correctly.
Fix for ICU being dynamic on Mac game which is monolithic.
Added prebuilt ShaderCompilerWorker for UT Linux client.
Convert Linux server and game builds over to Test.
Engine and Editor[]
Added ability to cook dlc using in-editor cookserver.
PackageContent plugin using cookserver in the editor, not doing this immediately as it still requires a second task for running unrealpak which doesn't seem faster.
Removed redirect line in DefaultGame.ini that was causing the .ini parsing to choke.
Make sure prerequisites are installed after downloading binaries.
Updated github read me to include DirectX runtime requirement. Thanks Skybladev2.
Switched to using engine version numbering code.
More logging for linux process management, trying to catch pids not getting watched and turned into zombies.
Analytics event for starting a match with custom content.
Fixed crash rendering hit proxies.
Fixed Crash when refreshing/moving/deleting BP nodes.
Added a Verbose log message for verifying GC assumptions so we can make sure it's not on in the wild.
Mod support[]
Fixed clamping array index in sample game. Thanks Dingobloo.
Moved CTF mutator ScoreObject() call as requested by community.
UNREALTOURNAMENT_API for UTCharacterMovement.
Moved redirect code to UTBaseGameMode.
Moved SavedDir()/Paks/Downloads to SavedDir()/DownloadedPaks. Stops downloaded content being automounted.
Fixed custom content pak files placed in the install directory not being added to the asset registry.
Fixed client pak crash.
Move client package requirements down a level so hubs can use it eventually.
Temp storage adjustment to try to not fail on single network miss.
UI[]
Updated and polished character select menu.
Fixed crash when the player settings menu is up on level change.
Fixed globalconfig options in the create game dialog not getting saved.
Fixed some style issues.
Fixed a few spelling mistakes of the word 'received' in LOCTEXT and log messages.
Fixed instagib mutator zoom option not being saved correctly.
Fixed bot favorite weapon list.
Fixed being able to make bots with whitespace for a name and re-enabled the delete button with a hopeful fix.
Fixed error message dialog size on bot config menu.
Error message if account is locked after entering wrong password too many times.
Fixed third party software text issues.
Added needed call to force the UI to popup the mouse cursor when a menu appears.
Reworked code that searches for maps to use the asset registry instead as it is substantially faster.
Updated UI audio.
Added bExactClass to AUTHUD to find blueprint widgets easily. Thanks Unliterate.
Deleted obsolete version of create game screen.
Fixed font on the arena mutator config menu.
Characters and Animation[]
Necris materials improved.
Polished Malcolm rigging weights.
Character shaders improved: simplified gameplay fx function and added simple AO function.
Added shadow casting to head.
Tweaked character base team color values to help visibility.
Fixed pelvis area weighting on UT4_Base skeletal mesh that had a bunch of verts weighted to root.
Misc. Gameplay[]
Fixed spamming right click while spectating constantly moving the view.
Increased mercylimit in hub TDM matches.
Thighpads have same absorption percentage as Vest.
Loaded no longer gives translocator.
Multikills don't persist through respawn.
Replaced old countdown audio with temp new for consistency.
Audio mix/balance tweaks.
Added Impact Audio for Belt and all armor types.
Gave pickup tokens a unique id so we can track them persistently.
Updated team decos.
Converted lift asset box collision to convex.
Networking[]
Re-enabled bandwidth optimization for CTF scoring play data now that the engine supports it properly.
Bots[]
Added support for AI predictive firing of weapons (shoot where recently detected enemy might appear).
Fixed bots not aiming correctly at head/feet in some situations.
Fixed bots trying to do combo prediction with the Instagib rifle.
Rebuilt paths on DM-Focus.
Effects[]
ReflectionEnvironments on for low end system to fix visual quality issues.
Tweaked rocket trail FX
Fixed a few detail level settings on weapon fx.
Fixed some particle material references.
Updated lightmass ini to improve density of indirect lighting samples.
Force max LOD always for own shock combos.
Link projectile impact effect light is now high detail mode.
Added DisableEmitterLights() to Actor to support custom LOD of particle effect lights.
UTProjectile implements DisableEmitterLights() for flight effects to remove other players projectile lights at low detail.
Now include engine starter content with UT editor.
Fixed issues with downloading custom content from servers and hubs.
Server browser improvements.
Levels[]
Added new WIP asymmetrical shell CTF-Bigrock.
Added new WIP deathmatch shell DM-Vortex.
Added DM-Chill and DM-Vortex to map rotations for dm and team dm.
Weapons[]
Reduced Rocket damage radius by 15%, but now has minimum damage of 15.
Reduced shock combo damage radius by 10%, but now has minimum damage of 20.
Slightly reduced bring up time for Flak Cannon and Rocket Launcher.
Reduced flak shell inner damage radius.
Sniper headshot damage is value instead of scale.
Slightly reduced sniper headshot damage.
Minigun alt projectile speed doubled.
Tweaked rocket explosion effect size to better match rocket explosion radius.
Show "--" on Instagib.rifle ammo display.
Fixed being able to headshot yourself by pointing at very specific downward angles in a FFA game.
Networking[]
Fixed keeping link beam ammo count synched by using delayed shot handling for beams. Thanks Sir_Brizz for the fix.
Fixed networking issues with shock combos (combo in the face bug), by making sure client and server are consistent about whether combo should be determined client-side, and only if projectile is forward ticked on server.
Increased lifespan of fake projectiles spawned after a delay because of high latency, so they don't disappear before the real projectile gets replicated.
Destroy replicated bNetTemporary projectiles once they've updated their associated fake projectile on the client (perf improvement).
Don't replicate rotation if not needed for prelim servermove (bandwidth optimization).
Reset movement timers when reset client network prediction data.
Optimized bandwidth for replicating common client adjustment case when not on a lift.
Adjust server position if Z barely off and stopped.
Fixed ping calculation, using client side measurement of servermove ack response times.
Back to using RPC instead of replicated property for acking good moves.
PredictionFudgeFactor is replicated so always synched between client and server.
Reduced default PredictionFudgeFactor to 15.
HUD and Scoreboards[]
Scale HUD icon or value when pickup or lose armor and health, or pickup ammo or power up.
Interactive Scoreboard WIP.
Player Cards WIP.
Unified all loaded fonts into UTHud.
Audio[]
New armor impact sounds, with increased volume.
New CTF flag pickup/drop sounds.
Moved weapon audio into Weapon Sound Group for better playback prioritization.
Upsampled menu music quality.
Added blueprint node for playing team adjusted sounds.
Hubs and Server Browser[]
Big server browser update/WIP that should make people happy.
Browser no longers clears the list each time it's refreshed.
Live updating of all fields.
Better culling of "unresponsive" servers.
Fixed some minor hub map name/screenshot display issues.
Mac and Linux[]
Shader cache optimizations.
Prevent the shader-cache from instantiating incompatible shader resources & crashing the RHI.
Disable the ShaderCache's draw-state logging by default in all circumstances since it is currently a significant performance impact.
Fix a bug in early submission of compute shaders in the ShaderCache not using the correct hash.
Nonmonolithic staging support for Mac.
Run nonmonolithic mac build from launcher now.
Engine and Editor[]
Included engine starter content with UT editor distribution.
Added ability to hide the launch button in editor for flavored editors.
Fixed visual studio plugin missing in editor on launcher.
Set taunt when launching PIE.
Merged build patch fix to actually strip out pdbs.
Moved UTKismetLibrary to UTGameplayStatics.
Added MapUrlProtocol to work around ini parsing issues
Fixed BSP brushes that have been brush clipped cannot be copied and pasted between maps.
Fixed editing duplicated BSP brushes also edits the original brush.
Fixed navigation complete popup getting stuck on if a second one is added before the first is cleared by the user.
Turned off stylized pp by removing the temporary setting and removed stylized pp binds.
Fixed BlendPhysicsBones being run on skel mesh components that don't have any space bases.
Mod support[]
Redirect checksum checking for maps to skip redownloading if a player already has the map.
Hardcode some pak ordering to fix some issues associated with mod paks overriding files in the base game.
Don't send authorization token to non-epicgames servers when doing redirects.
UI[]
Stream player settings dialog preview mesh textures in.
Temporarily disable loading screens until we can work around the Slate threading issues.
Compile time optimizations for SUWindowsStyle.
Close any open menus upon network errors.
Fixed a rare crash with invalid UniqueIds.
Added some additional logging to detect occurrences where a menu becomes orphaned.
Fixed the server browser list style.
Removed the server config from the new game dialog.
Added some analytics so we can see the actual new game dialog usage cases.
Added a delegate to allow projects to add additional tags to UWorld (level assets) so that games can store additional searchable level information for their own UI.
Added Title to level summary (more friendly map name).
Fixed weapon not being attached correctly in the player preview.
Fixed some maps not launching from the create game UI.
Re-implemented loading screen in a way that does not use the broken Slate threaded code.
Keep the base weapon set in memory all the time to improve performance on some UI screens and reduce load times.
Use 'start' instead of 'open' for starting the tutorial so URL options from old sessions don't get carried over and break things.
Misc. Gameplay[]
Fixed kills caused by an impact hammer shield blowing up a rocket in the shooter's face not awarding kill credit to the shield user in FFA gametypes.
Fixed flag assist tracking not working correctly for the initial flag carrier if they are camping the base when the flag is returned.
CTF half time view the winning team flag.
Move winning team close to the flag.
Refactor hatclass/etc replication to playerstate as it's wasteful to keep sending it down the pawn and easier for the playercard to access the playerstate.
PickupTokens now have a registry in the profile settings.
Really fixed powerup shader on holstered weapons.
Optimized holstered weapon attachment spawning.
Don't spawn hitscan impact effects if hit pawn or projectile.
Fixed crash in UTGetDamageMomentum().
Limit armor stacking to 150 in Duel.
Fixed spectator view self when playing on a server
Fixed uncooked dedicated server crash.
Secondary taunt support is back
Made armor hit effect bigger.
Don't play blood hit effect if play armor hit effect.
Added directional indicators to Jumppad that scale with distance & time.
Bots[]
Improved bot aiming, particularly with instant hit weapons.
Improved removing bots from the game as humans join.
Fixed bots in FFA not leaving the game pre-match because they all think they're winning.
Moved READY on CTF scoreboard to avoid overlapping names.
Can now un-ready by pressing fire again.
Fixed Setname not updating name shown on scoreboard right away.
Fixed ammo counter opacity.
Hooked up chat message sound.
Fixed a crash if you select a not-logged in player in the scoreboard.
Audio[]
Added new Announcer Audio.
Added kill stingers.
Fixed broken Powerup Ambient audio.
Fixed broken ambient on Invis pickup.
Added new ambient audio for UDamage.
Increased Armor impact volume.
Don't play armor hit sound if damage type is not blocked by armor.
Don't play regular pain sound if damage type doesn't cause blood (i.e. drowning).
Updated audio for Flak Pickup/Raise.
Moved UI sounds into appropriate sound group.
New UI audio.
Added stingers when other players' spree messages are displayed.
Hubs and Server Browser[]
Hub redirect support for custom content hosted on Hub.
When a network travel failure is detected, notify the hub so the player can be removed from the game they were trying to join.
Fixed server browser ignoring the gametype filter.
Fixed the server browser not updating the map that is playing.
Retry waiting on defunct linux processes every 60 seconds to clean up zombie hub server instances.
Added a right click menu to allow people to spectate hub matches as a temp solution until the live match menu is done.
Server Browser sorting fixed.
Fixed a potential hub UI crash.
Moved the basic Rcon access support to UTBasePlayerController so hubs can use it.
Added RconKick <UserName or UniqueId> <ban=true|false> <reason>.
Fix for Quickmatch.
Don't allow the player to change the game mode once they have launched an instance.
Fixed aborting a launching match.
Updated Instance beacons to support hub map lists.
Fix for quickmatch instances not shutting down right.
Effects[]
Added persistent jump boots foot effects while holding boots.
Loaded bio rifle globs don't cast shadows.
Updated shockcombo explosion to have a sphere instead of ring.
Tweaked combo fx to match effective radius.
Increased gib central blood effect scale.
Improved clarity on armor hit effect.
UTReplicatedEmitter uses Instigator for attachment if Owner not set, since blueprints can't set Owner on spawn.
Added UTPersistentReplicatedEmitter for replicated emitters that aren't fire and forget.
Polished JumpPad bounce FX & directional indicator.
New damage amp weapon effect,
Added fixed version of fresnel, updated shockball core to use new mf.
Large bio goo now spawns large decal.
Tweaked size and shape of landed goo and its collision (fixed the relative scaling issues).
Large landed goo now emits light.
Projectile explosions now set the particle parameters "DamageRadiusScalar" and "DamageRadiusVector" on their explosion effects so that any particle systems can be set to scale to the gameplay damage radius.
Combo FX now uses "DamageRadiusVector"
Improved visibility of armor hit effect when hitting with multiple hits within one server frame (commonly happens with flak).
Projectile light component LOD uses same function as projectile emitter lights for deciding whether to turn off.
Enhanced Spectating System[]
NOTE: Using "Predict 0" (entered in the console) may improve your spectating experience for internet spectating.
New TacCom system for spectators, toggled by PageUp key..
See through walls player overlay.
Shows Powerup timers at any distance.
New player list slideout bound to numpad Plus.
Displays number bound to player view, player name, health, armor, powerups, and flag held.
Players flash if they are currently in action.
Spectator help menu, bound to Enter, show list of all available spectating binds.
Numpad number keys are now bound to world camera positions, using UTSpectatorCameras placed by level designers.
Lots of improvements to camera transitions.
Lots of improvements to following players.
Now shows the name of player you are spectating.
Added custom bind system for spectating binds.
Keyboard number keys are now each bound to viewing a different player (1-5 red team, 6-0 blue team).
Added ViewFlag exec. View red flag is bound to / and View blue flag is bound to * on numpad.
Added ViewProjectile exec, bound to PageDown. Views last projectile fired by currently viewed player.
Added ability to toggle behindview while spectating, bound to numpad Minus.
NextWeapon/PrevWeapon (bound to mousewheel by default) now change camera distance when spectating in third person, or movement speed when flying a spectator camera through the level.
Fixed spectator cameras getting frozen and reset at half time.
Replicate player armor for spectating, show it on first person HUD.
Spectator in free cam can now switch to watching closest visible player, bound to backspace.
Show all player beacons to spectator with separate max distance for spectator viewing player beacons.
Casting Guide[]
Casting Guide spectator shows labelled views (including keybind to access) of many cameras.
Use ?CastingGuide=1 on the command line to connect as a casting guide.
Spectating player commands use consistent IDs across all clients so that the casting guide's displays are consistent with other spectators.
Casting guide default views can be set in the client .ini, defaults views 5 and 6 to view the team flags.
New Start Match flow[]
Starting a game in the hub vs starting a single player or lan game now utilizes the same code path.
Game rule sets allow easy selection of common game rules configurations.
Hub admins can add their own game rule sets to their hubs.
LG IG CTF is an example in DefaultRules.ini so admins can see how to set their own rules.
Organized game rules into multiple tabs.
Added graphical map list creation interface as part of match creation flow.
Animation[]
Added new running for rifle with one handed versions and dual blendspaces, WIP.
Updated rifle idle pose and aimoffsets.
Added anims and support for running transitions while holding rifle. Start to stop, stop to start and change direction transitions.
Updated Run_Strafe_Bwd_Rif so leg doesn't overextend IK.
First pass IK added for female arm length.
Added footstep notifies to all running animations
Added upper body blend mode when in crouch idle state to allow pistol and dual pistol posing while crouched.
Changed Jump_Rt_Rif anims to take the left hand off the gun like all the other jumps to prep for IK rules.
Added IK for holding rifle with different arm proportions.
Changed blending values in run direction blendspace.
Some renames of running assets for organization with new dual blendspace run scheme.
Anim blueprint cleanup.
Deleted old out of date anim blueprints, blendspaces and animations that should no longer be in use.
Engine and Editor[]
Fixed splitscreen rendering.
Fixed multi-client PIE crash.
Back to Test config for everything.
Put LODBias in for textures, first pass, everything down to 2048 max.
Don't force path rebuild on save and instead show a warning if paths are out of date.
Fixed selecting 'build paths' in the editor menu not building jump paths right away
Fixed ingame "navmesh needs to be rebuilt" message not appearing in the proper situations.
Build geometry no longer triggers a navigation rebuild when auto update navigation is not enabled.
Fixed a case where path building was using blocking mode when it shouldn't.
Fixed some cases of pathing being built in inaccessible areas.
Fix editor build stripping non-pdbs.
Merged blueprint inherited component fixes.
Changed ModifyDamage() event signature to work around blueprint compiler bugs.
First pass at a mesh scatter tool.
Added an ApplicationStart and ApplicationStop analytic event.
Avoid stats operations while in PIE or standalone games.
Fixed a float precision issue that prevented some jump paths from being generated correctly.
Display a progress bar for jump path generation.
Deleted obsolete effects properties from UTProjectile.
Improved "show navigation" view in the editor to more clearly show node areas and individual connections.
Mod support[]
UNREALTOURNAMENT_API for everything.
Fixed redirector crashes.
Send map checksum when cloud sharing maps.
Don't add Content/Paks to cloud share array.
Moved blueprint replicated property handling to UBlueprintGeneratedClass instead of an inaccessible static (mod/plugin support).
Exposed some game rules to blueprint defaults.
Mutators default to Game.ini.
bForceRespawn make EditDefaultsOnly and config file accessible
UI[]
Allow ESC to close the login dialog.
Fixed a crash with people spaming ESC while starting match.
Changed "return to main menu" UI to invoke console command "disconnect" so it uses a non-hardcoded default map and correctly discards existing URL options.
Fixed being able to open duplicate mutator config menus from the create game panel.
Added a socal settings menu.
Added the ability to suppress toasts when in an online game.
You can now change the enable/disabled state of UTDialog buttons.
Made the GameSetup dialogs disable their Ok/Play/Lan buttons until a ruleset is picked.
Fixed the input password dialog box.
Restored the HUD Settings dialog and updated it to the proper styles.
Moved FOV setting to player settings; it is now saved in the profile.
Fixed attachment preview on player mesh in player settings UI.
Added Taunt preview to player settings UI.
When launching a lan match from within the UI shut down any existing lan matches before starting.
Removed HUD Settings from the HUB lobby menu since it doesn't apply.
Updated SUTButton to support setting the Pressed/UnPressed state
Misc. Gameplay[]
Different rules for telefragging by teleporter and translocator - if teleporter, no min overlap, and shieldbelt doesn't block telefrags.
Don't give kill credit for environment kills caused by teammates.
Only allow one physics constraint on a ragdoll at a time to avoid breaking the physics.
Fixed drowning giving the "fell to death" message.
Fixed characters continuing to take drowning damage after they are dead.
Fixed player restart not respecting MinRespawnDelay.
Jump boots respawn time increased to 45 seconds.
Instagib mutator no longer removes jump boots.
Arena mutator spawn protection reduced to 0.5 seconds.
Added cylindrical lift variant.
Don't throw enforcer on feign death
Fixed another crash when playing wrong gametype for map.
Fix crash on exit if touching a jump pad.
Fix for jump pad touching crashing garbage collection.
Fixed spree ended message not displayed if the player reached a spree level of rampage or higher.
Fixed taunt2 not checking entitlements.
Suicide on changing player character while feigning death due to physics issues (and really, why would you do that).
Fixed a case where you could evade fall damage recovering from feign death at just the right moment.
Player visual changes (team skin, player mesh, etc) don't affect prior corpses.
Make sure health is 0 before death handling.
Skill token persistently saved during basic training
Tweaked SkillToken ambient sound.
Skill Tokens destroy properly on clients.
Bots[]
Fixed offensive bots not correcting returning the friendly flag when it is dropped.
Fixed bots getting confused after halftime of asymmetric CTF maps.
Fixed bots dodging off the world in some edge cases.
Fixed case where bots would get stuck near the end of a squad alternate route.
Improved bot handling of teleporting objects.
Improved bot pathing through and around jump pads.
Mark bots ready to play immediately.
Fixed bots' bio rifles showing the 1p bio glob effect.
Fixed multiple bot aiming bugs that prevented them from properly applying aim error in various situations.
Fixed bot crash when trying to play CTF on an unsupported map.
Fixed bots not consistently targeting the correct spot on players who are feigning death.
Fixed bots requested by name not readying up.
Cosmetic Items[]
Now have fall-back default leader hat for leaders to use if they haven't selected a hat.
Fix cosmetic crash if they don't have a primitive component.
Can remove hat during game using player settings menu.
Hair morph target support.
Stats[]
Save score in stats
Fixes to avoid writing blank stats.
Revamped the way that dropped players get stats written so they will do ELO calculations.
Frag Center in game for viewing community submitted videos and news.
Polish and improvements for Enhanced Spectator System.
Polish and improvements for first person spectating.
New map shells DM-Solo, DM-MorbiasTest, and CTF-Mine.
In game match stats displayed on the scoreboard.
UI support for custom match creation for standalone and hub matches.
New Air Rocket and Amazing Combo reward announcements.
Levels[]
New duel focused map DM-Solo, classic map DM-MorbiasTest, and aysmmetrical CTF map CTF-Mine.
CTF-BigRock
Fixed Bigrock WeaponShield BP playing pawn entry effects in the wrong location.
Rebuilt paths and lighting.
DM-Chill
Fixed Malcom Statues with the old mesh being replaced.
Added a normal health pickup behind the Sniper tower.
CTF-Dam
Flag base tweaks.
CTF-Blank
Can no longer get out of map.
Fixed window exploit.
DM-Lea
Updated with low detail settings and less blue lighting.
Renamed DM-Circuit to Outpost23_Shell.
Rebuilt paths on DM-Deadfall and DM-DeckTest.
Rebuilt and updated Example_Map info frames.
Weapons[]
Tweaks to Flak Cannon primary fire.
Translucent trail on Rocket grenades to make them easier to track.
Reduced momentum imparted by shock balls.
Fixed not having first person footstep sounds with hidden weapons.
Actually hide main weapon mesh with hidden weapons in addition to moving it behind the camera.
Fixed enforcer left mesh not being hidden in 3p/hidden weapons.
Fixed some projectiles being able to hit through thin walls, particularly lifts.
Use new trace type for translocator disk - defaults to same properties as previously but allows blocking volumes to block only translocators or only characters.
Added shell casing audio to Enforcer.
Fixed unlimited ammo cheat for shock combos and link pull.
Improved Flak Cannon first person mesh visuals by fixing ambient occlusion, and using it as a test for vertex shader allowing full size mesh with no clipping.
Current Match Stats[]
Improved CTF scoring play summary and presentation.
Added team scoring stats breakdown for all team game types, including each team's top killer, top scorer, and top K/D ratio.
Added individual stats pages for each player, currently including a scoring details stats page and a weapon stats page.
Highlight player's best weapon, and weapon kills that have achieved reward level.
Track stats for armor pickups and powerup control.
Added rating system and reward announcement for impressive shock combos.
Added stats display for headshots, air rockets, combo kills, and best combo rating.
Adjusted CTF scoring values and rules, and now display scoring details as part of current match stats.
Now track flag grabs (off enemy base).
Keep track of and display top flag runner, defender and support role in CTF team stats.
Movement[]
Fixed clamping velocity when slide ends with player falling.
Tweaked LandingAssistBoost to match with LandingStepUp.
Networking[]
Improved shockball/shock combo in net games by using consistent client view of projectile position when possible.
More fixes for player ragdolls in net games.
Fixed camera going into ground issues with feigning and death cameras in net games.
Clamp frame rate based on negotiated netspeed.
Fixed issue causing errors in ping calculations.
Fixed replication crash.
Made some UTGameState properties replicate initial only.
Fixed crash in ClientReceiveLocalizedMessage() if the received message type is invalid (bad call or networking serialization failure).
Increased HTTP timeout to 10 minutes.
HUD and Scoreboards[]
HUD clock/score widget clean up/polish.
Adjust flag HUD widgets to fit new HUD layout better.
Don't show team victory message at end of duel match.
Weapon bar now shows bound keys for weapon slots.
Added goalscore info to CTF scoreboard header.
Tweaked player beacon alpha.
Cleaned up font use, got rid of unneeded fonts.
Armor pickup messages show amount picked up.
Scoreboard now controls whether to draw spectator message or not, incorporating it into the scoreboard footer when necessary.
Adjusted position of console message widget.
Hooked up new friendly - don't fire crosshair.
Tweaked in-world flag icon scale and opacity.
Reduce in world flag indicator opacity when near the crosshair.
Scale in-world flag icons based on distance to them.
Adjusted death message color.
Scoreboard layout fixes.
Hubs and Server Browser[]
Fixed QuickMatch games not removing quickmatch from the url.
Added code to skip unresponsive hubs during quickmatch.
Fixed crash when entering a hub.
Changed how hubs and create game manage bots and player limits.
Fixed a bunch of hub bugs from the new system
Fixed crash going from HUB -> single player via the console.
Hooked up Server Trust levels to the ServerData that's pulled from MCP.
Added Raxxy's server icon..
Don't allow quickmatch to a password protected hub.
Fixed hubs not aborting matches properly.
Fixed banned players being able to join a match in progress.
You now auto-ready up when entering a match in the lobby.
Hosts can start the match when players are not ready.
kick voting that temp bans a player for the rest of the map.
Fixed a possible crash bug in the lobby that Raxxy is seeing.
Effects[]
First pass new translocation effect.
Hooked up parts of the new pickup effects (incomplete)
Added GPU particles to link gun primary fire.
Characters and Animation[]
Added first pass additive system for enforcer to start sharing more animations.
Added a new rule to allow blending directly to the sliding anims from the jump state.
Added option to blend from landing state to slide.
Polished left arm motion and posing for enforcer running additives.
Added anims and support for additive strafe running with enforcer.
Added new idle for pistol and additive pose for pistol idle.
fixed rules allowing running transitions being played while crouching
Removed most of the linear damping from the character physics asset because it caused an exploit-friendly terminal velocity.
Weld cosmetics when attaching
Frag Center[]
New in game web page for viewing community submitted videos and news.
Can open up a separate web page to navigate to outside links.
Added Javascript functionality to support Frag Center to Chrome Embedded Framework.
Enhanced Spectating System[]
When spectating in third person, camera now automatically tried to maintain optimal orientation when following a player.
Holding left mouse gives the spectator camera rotation control when following a player in third person.
New best camera manager automatically switches to camera with currently the best action, if spectator hasn't assumed manual control of camera switches (by switching manually).
Return to auto best camera with the <home> key.
Added powerup timers to spectator slide out, with team icon identifying the power up in team games with multiple powerups of that type on the map.
Show equipped weapon on spectator slide out.
Show all players on spectator slide out, even if they don't have a camera bind, and fill in empty bind slots in spectator viewplayer binds (due to players dropping).
Scale name rather than pulsing bar color on spectator slide out for in action players.
Improved scalability of spectator slide out, and reduced its size.
Added skull on slide out for dead players.
Send personal localized messages like reward messages to spectators viewing player as well as owning player.
Third person camera traces no longer blocked by pawns.
Fixed spectator camera issues at halftime.
First Person Spectating[]
Added support for first person spectating showing the weapon and firing effects (not fully matched up to real state on clients)
Eye smoothing fixes for spectating.
Fixed a lot of cases where first person spectator wanted to be treated just like the controlling player.
Make sure first person weapon movement is smooth by making offset always updated after player eyeoffset update.
Don't forward predict viewed client.
Show centered kill messages when spectating in first person.
Fixed team coloring spectator HUD to match viewed player's team.
Fixed crosshair when spectating in first person.
Fixed link gun alt beam not going away correctly when first person spectating.
Fixed spectator notifies for viewed player getting hit.
Engine and Editor[]
LibDWARF to give line numbers in callstacks on linux.
Fixed lighting builds invalidating navigation.
Disallow "show" console command in shipping builds.
Mod support[]
Marked Add/RemoveInventory on UTCharacter as BlueprintAuthorityOnly to match correct usage.
Duel defaults to 10 minutes.
Fixed inventory/character ModifyDamageTaken() event to be usable in blueprints.
UTGameObjective is blueprintable
GitHub pull request #180 by RattleSN4K3 - add CreateInventory() to make it easier for blueprints to grant inventory
Fixed crash with editing blueprint HudWidgets.
Merged gamemode blueprint compatibility coming in UE 4.8.
Added bIsNewSpawn parameter to ModifyPlayer().
Added ModifyInventory() to allow modifying items after they are added to a character's inventory.
Added author and description mutator fields
Fixed mounteddownloadedcontentchecksums map having incorrect key entries. Thanks Sir Brizz/cardonator.
DefaultCharacterInventory BlueprintReadWrite.
UNREALTOURNAMENT_API pass on UTHUDWidget classes.
Added WIP generic door blueprints.
UI[]
Custom Match Creation Menu
Support for custom single player, LAN, and hub match creation.
Hub custom matches do not yet support mutators.
Hub custom matches require the creating client to already have any custom content used downloaded.
Default to one map selected, and removed 6 map selection limit when creating matches.
Added a scrollbar to the map list on the lobby menu to support more than 6 maps.
Non-team game rulesets default to 6 players max, and 6 bots in standalone.
Team game rulesets default to 12 players max, and 10 bots in standalone.
Tweaked gametype categories for creating matches.
Added Mouse acceleration options in control settings UI.
Workaround for crash loading mutators with UMG config menus.
Fixed default taunt settings.
Fixed display issues and potential crash in SUWGameSetupDialog if it is left open for a while.
Make sure to close custom mutator config menus when the create game panel is closed.
Audio setting dialog will set the sound volume while you manipulate the slider.
Binding two weapon switch commands to the same key now works.
Fixed Action mappings ordering issues causing controls to not be consistently bound after using controls menu.
Fixed Auto-detecting settings LMB spam sillyness.
Raised the profile cooldown time.
Fixed mutator config menus popping up behind other menus.
Turn down sound when showing a web panel.
Misc. Gameplay[]
Added mutator to turn off weapon stay.
Reduced armor vest and thighpads armor absorption to 60%.
Fixed Instagib mutator preventing jump boots from dropping.
Fixed players with auto weapon switch turned off starting with impact hammer equipped.
Added air rocket kill reward message.
Fixed dropped pickups not being cleaned up after halftime.
Fixed translocator collision on various tutorial blueprints.
Fixes for reported crashes.
Added cylindrical variant of the team deco weapon shield.
Added support for self contained shield understanding enter/exit properly.
Fixed character teleport when mesh is set after ragdolling.
Volume tweaks to flag pickup/drop audio.
Shorter end of match delay for non-CTF game types.
Bots[]
Fixed jump paths being generated in cases where the jump arc crosses a KillZVolume and fixed some rare cases where they are generated through walls.
Added a new version of AI projectile toss analysis that takes into account targets with size as well as cases where overshooting the target is acceptable (translocator) - significantly improves AI translocator usage.
Fixed bots getting stuck under lifts (requires path rebuild).
Prevent bots from trying to 'hide' on nodes like jump pads.
Fixed some issues with bot lift jump handling.
Fixed bots continuing to fight after half/game end in some situations.