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 July-December 2015 for Unreal Tournament 4, including those months.
New asymmetric CTF shells CTF-Volcano and CTF-Lance
New recording and replay system enabled by default on all Epic Hubs, with UI for searching and playing past matches.
New work in progress Link Gun and Sniper Rifle meshes.
Networking improvements, fixes, and optimization, fixed firing synchronization issue.
Movement improvements to floor slide and wall slide, plus improved overall responsiveness.
Significant AI improvements.
Upgraded to Unreal Engine version 4.8.
New map vote system at the end of matches, replaces specifying a map list before instance is launched.
Improved animations, including hit reactions and improved movement transitions.
Levels[]
New asymmetric CTF shells CTF-Volcano and CTF-Lance.
Actually included DM-Morbias this time.
Rebuilt paths on all levels.
CTF-Mine
Reworked processing flag base.
DM-Vortex
Moved beserk to old biorifle position, area should not be so powerful now.
Biorifle now near flak down the ramp.
Chest armor platform is now much easier to land on, don't need to be a air control ninja to get it.
DM-Solo
Reworked shock area.
Added slide spots and tweaked some geo.
Added door/udamage passage to courtyard.
CTF-Dam
Tweaked pathing to fix a ramp that wouldn't build and added a lift jump to the vials near the flak cannon.
Weapons[]
Fixed ambient occlusion on Flak Cannon, Shock Rifle, and Enforcer.
Hooked up work in progress prototype Link Gun mesh & animations.
Hooked up work in progress prototype Sniper Rifle mesh & animations.
Reduced weapon switch times 10-20%.
Added extra visual shards for flak shots to define overlap hit spheres better and mostly just look better.
Fixed flak shard centered damage scaling.
Fixed remote controlled redeemer blowing up when it hits water.
Fixed Rocket Launcher alt fire mode text being displayed after weapon is dropped.
Fixed inconsistencies with projectiles detonating redeemers depending on the order of collision.
Link projectile overlap radius back to default.
Fixed weapon hand for nonlocal players on server, so centered/invisible weapons always have centered shots in net play.
Bouncing projectiles ignore corpses client-side.
Fixed bio globs not being damaged by certain weapons.
Fixed edge cases where projectiles with nonzero collision could be shot through very thin surfaces.
Hide bio rifle glob with hidden weapons.
Fixed projectiles not hitting pawns.
Movement[]
Improved ground movement responsiveness.
Increased player acceleration.
New separate brakingfriction property, allows increased movement friction, so running direction changes are crisper.
Increased sprint delay, and also increased sprint acceleration.
Movement speed is now immediately limited to normal ground speed if strafe while sprinting, but also get full normal acceleration.
Increased braking deceleration.
Improved floor slide.
CrouchHeight and slide height are the same (not necessarily final value though).
Slide after dodge starts off faster than regular slide speed.
Can slide down a slope as fast as sprint speed, depending on steepness of slope and speed when started.
Limit floor slide initial speed if sliding up a slope based on incline.
Slide and crouch are both controlled from crouch key (slide engages if movement direction key is currently pressed and character moving at close to full run speed).
Fixed limiting slide speed after dodge.
Can tap crouch right before landing and get a slide - don't have to hold through the landing.
Separate lower eyeheight for floor sliding.
Improved wall slide.
No more auto slide. Wall slide now triggered by holding jump.
Fixed bApplyWallSlide getting cleared every frame after physics, keeping sound and animations from working properly.
Now stay locked to wall once wall slide has engaged and still holding jump, can look around while sliding.
Camera roll while sliding, dependent on camera orientation relative to wall.
Slightly longer and flatter wall slide. Start wall slide effects before reach peak of jump.
Improved falling movement responsiveness.
Separate air control values for regular jumps and dodges.
Increased regular jump air control.
Made dodge slightly flatter (slightly faster + less vertical impulse = same total distance).
Networking[]
Fixed network firing synchronization. No more shots fired one frame off on server.
Replicate compressed version of acceleration as part of FRepUTMovement.
Use replicated acceleration to update simulated velocity of other players.
Update client-side simulated velocity before simulating movement to match server more closely.
Improved client simulation of transition from dodge to sliding.
Reduce lifespan of projectiles in proportion to forward prediction of movement. This fixes flak center shard doing too much damage at long range, and inconsistent life span for impact shield making it seem like projectiles were inconsistently blocked.
Network property replication optimizations by reducing precision of some replicated positions.
Optimized bandwidth use of various RPCs.
Fixed WalkMovementReductionTime unnecessarily always updating and therefore always being replicated to owner.
Much more efficient RPC for stats replication, using bytes instead of FNames.
Fixed active zoom forcing move replication unnecessarily.
New replication system for movement events, used currently by jump, dodge and slide. Replicated struct includes movement event type and location.
Fixed ragdolls getting teleported on net clients due to position smoothing bug.
Fixed HeadArmorFlashCount and slide sound replication.
Fixed synchronization of network firing for charged fire (Rocket Launcher alt, bio rifle alt, and impact hammer primary). This fixes the net correction when impact jumping.
HUD and Scoreboard[]
Put /numplayers back onto DM game clock widget.
Fixed powerup left side bar stacking.
Fixed including spectators in HUD leaderboard.
No team coloring for power up indicators or weapon bar.
Can cancel team switch requests before match again.
Updated rank badges to use Liandri logo instead of medal (temp art).
Characters and Animations[]
Added more additive transition support.
Upper body blend has its own interpolation blending time now matched to transition animation times to keep upper body from spinning around backwards the shortest distance.
Converted enforcer idle and all current enforcer transition animations to additive animations and poses.
Backpedal bool improvements.
Changed how transitions work, much more reliable using acceleration.
Fixed dual enforcer going to a t-pose while moving. Hooked it up as an additive as well with only one idle pose to drive all the running and transitions for now.
Updated dual enforcer to be additive when running, both enforcer and dual enforcer; still need a better solution for blending while transitioning run directions.
Improved enforcer additives while changing direction transitions.
Updated crouch fwd rifle to be lower, WIP for testing.
Updated arms/weapon translation and rotation for quick example of ideal weapon placement.
Added hit reactions, with hit reaction direction event to hook up some additive hits.
Wall runs updated to account for downward momentum, change in location for a few animations that were in the wrong spot.
Updated state machine to allow transitions from direction changes to sliding. Before direction change animations had to finish before the slide could trigger.
Consider 'none' physics as 'walking' in the animation blueprint for purposes of feign death recovery.
Stats[]
New stats back end.
Fixed top kills and top K/D for team determination in net games.
Fixed suicides stat not being replicated.
Added Reward Stats page to scoreboard.
Fixed up and down keys moving player when being used to change stats page.
Don't show stats page for spectators.
Fixed scoreboard stats page scaling issues.
Hubs and Server Browser[]
Hub Instance Map Vote system added.
Only select 1 map in the game selection screen.
Vote for next map to play at end of match.
New Dedicated instance support.
Any server can be a dedicated instance of a hub.
Added a list of allowed hub keys to the UTLobbyGameState.
Dedicated servers can be connected to a HUB using the -HUB=<ip> -HUBKey=<key> comandline (or config values)
Return destination server GUID is passed to instances, available in the GameState.
Hosts can now assign teams and force spectators
Fixed a crash when the host disconnects mid-match setup.
Only attempt to talk to hubs if you're an instance (fixes standalone/ded servers ensuring inside NotifyLobbyGameIsReady).
Hubs now use the asset registry for displaying maps/game/etc..
Changed the map screenshot code to use async loading to stop it from blocking.
if the hub instance lobby switches to a map you don't have the client will request a download.
Delay joining an instance if you are still downloading paks.
Game rules now define what map prefixes to pull maps from and will show all maps that meet the optimal player # requirements.
Custom mutators now work in the hubs.
Added a method for mutators to pass and receive their options via url.
Fixed mutators not showing up in the hub menu.
Cleaned up how the lobby generates its allowed assets lists to be consistent.
Removed the initial lobby timeout.
Changed how players are tracked via instances.
Changed how instances report their data to the MCP and how instances are displayed in the browser.
Fixed players not properly leaving a match if they cancel the initial setup
Keep the session alive between map changes.
Replay System[]
New replay system saves recorded matches to central repository.
Recorded matches can be watched live or later, with DVR like functionality.
Watch menu provides options for searching for, filtering, and viewing replays.
Full enhanced spectating system functionality available when viewing replays.
Enhanced Spectating System[]
Spectator slide out is now clickable.
Pause/Play/Rewind/FF now part of spectator slide out if viewing recorded match.
Added logic + LD override for specifying power up team side in slide out.
Now display Super Health status on slideout.
No longer scale player names on slide out. Scale slide out weapon icon when it is firing.
Fixed spectator camera jitter when viewed player is backed against wall.
Fixed displaying of suicide messages when spectating.
Added console command "startcastingguide" to start the multi screen casting guide from in-game (must already be spectator)
Separate spectator password "?SpectatePassword"
Give weapons a chance to update team color if the weapon was already brought up (when viewed by spectator).
Announcer[]
Fixed up some reward announcements.
Added new alt and at 5 reward announcements for special weapon kills.
Added reward message for close up flak kills and flak sprees.
More new announcer rewards for impact hammer kills and sprees.
Translocator telefrag reward messages.
AirSnot reward announcement based on difficulty of bio rifle alt shot.
New announcement for really outstanding combos. Implemented precaching of reward and weapon spree announcements.
Improved ordering of spree/reward announcements when multiple happen simultaneously.
Added support for cancelling announcements based on pre-existing announcements.
Improved flag announcement interruption logic.
Audio balanced announcer files.
Single Reward and Status announcer actor, so no announcements on top of each other.
New announcement prioritization for inserting announcements into pending queue.
Reduced multikill interval.
Improved CTF announcement cancelling.
CTF scoring messages interrupt more other messages.
Switched time message to differentiate between the advantage countdown and end of match countdown when overlapping.
No tenths in time to respawn message.
Made amazing combo reward harder to get.
Fixed Losing advantage audio spam
Added announcer countdown to complement the "Losing advantage in..."
Fixed timer messages when timelimit is 0.
Engine and Editor[]
Upgraded to Unreal Engine version 4.8.
Fixed issue where BSP surface transforms could get broken when applying them to geometry surfaces which are out of sync with the owner Brush (because Auto Build BSP is disabled).
Plugin descriptor support for silently ignoring load failures.
Attempt to use whitelist platform instead of bNotRequired.
Custom content download support[]
Fixed issues with Hubs supporting custom content.
Fixed http downloads timing out from continuous async reads on Windows.
Fixed redirect progress bar on Windows
Fixed crash when custom content is a bad URL.
Made redirect download information human comprehensible.
Localization for redirect dialog (thanks Lynx).
Preserve password and spectator status on redirect reconnect.
Mod support[]
UNREALTOURNAMENT_API pass
Made Drop and SendHome blueprint callable and made score a blueprint native event.
Couple of tweaks to make UTGameMode more blueprint friendly (thanks Wail).
Made UTGameMode EndGame event blueprintcallable, as suggested by MonsOlympus.
Exposed bCanThrowWeapon to blueprints.
Added bot class to gametype properties (thanks RattleSN4K3).
Effects[]
Updated pickup spawn effects and timer.
Hooked up new holographic image for picked up inventory items.
Default to FXAA rather than temporal AA at high setting (Epic setting is still temporal AA).
Removed shard trail fx ribbon delay and toned it down a bit.
Updated LinkGun primary fire effect and primary fire impact effect.
Fixed weapon effects sometimes spawning at the origin when the shooter is not visible.
Added wall dodge and landed particle effects.
Landed particle effect spawned and scaled based on landing Z velocity.
Added floor slide effect.
Added a light to the Berserk powerup.
Fixed muzzle flash sometimes playing when first switching to a weapon.
UI[]
More robust implementation of Frag Center.
Fixed only being able to open one mutator menu per create game menu due to inverted check
Added a guard to the player card to stop a potential crash.
Hide console on travel.
Merged in community PR 199 for large aspect ratios. Thanks Dr. Daxxy.
Windows fullscreen support in the system menu. Merged from Unliterate.
Custom games pull data from Asset registry instead of LevelInfo.
Fixed custom match's botfill settings leaking into rule based matches without bots.
Fixed crash in the Custom match menu.
Fixed the create game dialog to not scroll in custom mode.
Stop firing when bring up the menus.
Fixed friends list and chat styling issues.
Implemented mutator groups in the UI
Verify game settings before allowing you to progress past the Game Setup Dialog.
Fixed input boxes not displaying their text message correctly
Additional padding for the open ip dialog.
Client connect options now persist through the password dialog
Misc. Gameplay[]
Pain volumes damage over time any pawns touching them. even if pawn center is not immersed.
Fixed being able to pick up flags at instant of half time starting and then keeping the flag when the game resumes.
Prevented flag captures when standing on the base at the end of the match.
Changed generic shootable door to generic triggered door. It can still open from damage, but now is also compatible with button blueprints.
Changed pickup collision profile to fix pickups/flags not colliding with blocking volumes.
Kill player before teamchange so the correct team loses the point.
Cleaned up ELO average calculation for badge, added CTF ELO to calculation.
Now also weight "best" gametype more heavily in ELO calculation, and no penalty for playing secondary gametypes.
Added ELO badge to CTF scoreboard.
Flag is returned if falls into pain volume.
Added AdvantageDuration as an option.
Audio[]
Added Oculus Audio to UT (HRTF 3D positional audio with headphones).
Added HRTF (Head Related Transfer Function) menu option.
Fixed non-spatialized mono sounds not working when using a plugin sound spatializer with xaudio2.
Moved audio assets into appropriate sound group and sound class.
Converted a few assets from stereo to mono to ensure that they would play with a localized source.
Fixed non-spatialized sounds not playing correctly in PIE.
Added low pass filter to Bio Audio.
Increased radius of Redeemer missile in air audio.
All first person weapons have panini distortion applied so they look consistent regardless of FOV
All first person weapons have better lighting since they can be drawn larger without clipping because of new material effect.
Adjusted positioning of all first person weapons.
Hooked up first person arms mesh; weapons can decide to use it or not by setting HandsAttachSocket.
Fixed starting with impact hammer incorrectly when auto switch on pickup is turned off (again).
Slightly reduced rocket damage radius.
Slightly reduced shock combo damage radius.
Guided redeemer temp HUD overlay.
Fixed detonating with weapon fire remote controlled redeemer missile.
Fixed redeemer missile not disappearing immediately when exploding.
Reduced shock beam imparted momentum.
Significantly reduced flak imparted momentum.
Slightly reduced rocket imparted momentum.
Tweaked flak shard impulse z momentum.
Slightly reduced main flak shard max bonus damage.
Increased flak shard damage attenuation at long distance.
Don't bounce flak shards after 1 second.
Fixed point blank flak not gibbing consistently on clients
Increased translocator disk health.
Translocator disk bounces off impact shields.
Made it easier to telefrag feigning death players.
Adjusted redeemer position when holstered.
Movement[]
Reduced max camera roll during wall slide.
Fixed bug that was causing players to engage wall slide trying to get out of water or mantle up.
Fixed issues with getting out of water.
Improved swimming movement behavior at water surface.
Clear falling state properties when fall into water. Fixes getting stuck in wall slide underwater, and various other jumping/dodging related bugs that occurred on first jump/dodge after falling into water.
Fixed ProcessLanded() not being called if went from falling to landed through a teleport. Fixes falling state properties not being cleared when translocate while falling.
Damp velocity when enter water fast.
Slightly increased floor slide speed, and decreased deceleration from initial floor slide speed.
Wall run starts earlier while still rising.
Slightly reduced how long player can wall run on sloped wall.
Make sure crouching players are limited to crouch walk speed.
Added new option to control settings allowing players to turn off slide from run (so crouch button makes your crouch rather than slide if you are moving on the ground).
Networking[]
Fixed rarely erroneously firing weapon client-side on bring up.
Fixed double combos in network games.
Don't mix client-side and server-side combo hit detection.
Fixed rare case where impact hammer alternate fire would persist forever on clients.
Don’t send clients to MatchState::LeavingMap so failed travels don't get stuck in the state.
HUD and Scoreboards[]
New Kill feed in upper left corner of HUD.
Added more fun self kill messages.
Now allow 3 death/reward messages to display, stack up rather than down.
Console death messages now start with killer name.
Desaturated health and armor numbers on HUD.
Fixed text scaling in DrawText() of UTHUDWidget.
Tweaked weapon bar ammo bar colors.
Don't show long binds on weapon bar.
Adjusted scoreboard header and footer to work better with mid game menu.
Clear scoreboard selection when bring up playercard.
Don't count replay capture spectator as a spectator in scoreboard.
Added jumpboot activation message.
Set the Scoreboards, Spectator and SpectatorSlideout widgets to ignore the hud scale.
Added the ability to change the scale of the powerup display.
Characters and Animations[]
Added additive base and rifle wall running that is directional so that the player faces where aiming while running on the wall (running backwards and forwards with aiming supported).
Fixed wall run not playing correctly on clients.
More running transition work, should have less spinning around now. Strafe is forced when crossing -180/180 threshold and run/backpedal have been separated into their own states with new rules.
Added footstep notifies to additive base runs.
Reduced angle to 140 from 160 needed to trigger backpedal as well as some anim bp changes for run transitions to reduce upper body spinning around.
Added animations for dual pistol wall run support.
Updating animations and anim blueprint to support additive crouching movement, currently only rifle pose is checked in.
Some improvements to feign death recovery.
Added new character variants to game (Thundercrash Taye, Picard, Riker, Deslok, Radcliff. Black Legion Sammael, Thannis, Grail, Judas).
Default character is now named "Taye".
First person arms for Malcolm and Necris.
Stats[]
First pass of movement stats:
Added stats for lift jumps, wall runs, and impact jumps.
Added stats tracking for slide and wall run distance.
Added stats tracking for telefrags.
Fixed page numbering for scoreboard stats pages.
Added individual and team stats for score per minute.
Fixed team stats replication.
Stats html page uses jquery toggle to tidy up display.
Replicate Inactive PRIs for match stats so top player who just left still gets credit.
Added GameState stats map to collect match stat totals
Now have stats for how many times a timed powerup is grabbed.
Moved inventory stats increment to the pickup base so you can still get a pickup credit even if you already have the inventory
Changed some gametypes into friendly names in stats view.
Fixed sprees not being recorded in stats properly
Fixed translocator image on stats page
Upload more match stats to the backend.
Hubs and Servers[]
Made ServerName and ServerMOTD GlobalConfig.
Updated hub gametype descriptions.
Fixed crash in SUWGameSetupDialog::BuildCategories().
Added code to force kill a find session when launching into an instance.
Fixed disconnected client respawn crash.
Made UI a little more robust to bad ruleset data.
First pass at new map lists for game rules sets.
Fixed Dedicated instances not getting the proper GameInstanceGUID.
Fixed DM-Lea not showing up on hubs for selection by players who have the entitlement for it.
Added ServerRefreshCheckpoint and set it default to 24hours. This will cause a hub to refresh itself if 100% empty after 24 hours.
Fixed server not sending their flags to the MCP.
Added additional code to check if a match is full for both players and spectators in a hub.
Fixed custom matches in the hub not properly setting the bTeamGame flag.
Fixed crash in a client that doesn't have a map that is selected in a hub.
Fix for instances not timing out.
Game rules now have manually controlled map lists with a set # of slots.
Custom games still offer all available maps in a given game type.
Rules are more configurable (admins can now remove Epic rules from their hubs).
Changed the style on the map selection button to be more visible.
Made the LAN and Password server icons white to match the colors.
Added -LAN to denote a lan server.
Training[]
New training UI, with persistent storage of best training mission runs.
Visual pass on training levels.
Training map flow improvements.
Ghost character system to support showing players exactly how to perform training tasks. Will also be useful for machinima.
Player Cards[]
Added current match stats to player card.
Player card information now organized into tabbed pages.
Add country flag to player card.
Added buttons for cycling through player cards of players in the match.
EpicID is shown on the player card.
Don't show kick button on playercard of bots and yourself.
Chat[]
Limit max chat message frequency to stop aggressive users.
Moved the clickable chat icon from the right end of the chat bar to the left end.
Added some solid background colors to make friend’s chat window easier to see.
Removed player name from System and MOTD chat destinations.
Allow chat in standalone games.
Fix for Friends and Chat invite crash.
Quick Match[]
Initial implementation of assessing beginner status for quickmatch (using skill rating and number of matches played).
Beginners quickmatch into beginner hubs, non-beginners into non-beginner hubs.
Faster Quickmatch without joining a hub first..
Adjusted quickmatch tradeoff between ping and matched players.
Fixed Quickmatch going south when it attempted to connect you into an instance that was still starting up.
Added a delay so that you can't abuse the quickmatch system.
Fixed the quickmatch dialog opening in the wrong place.
Fixed Quickmatch with passworded servers.
Fixed cancelling a quickmatch that is waiting for the match to start.
Replay System[]
Added button to take 4K screenshots to the replay UI.
Added UI for recording videos from replays.
Videos are compressed to WebM format.
Videos can be automatically uploaded to YouTube.
Added annotations to replays, with bookmarks on the replay slider.
First pass of kill data indexing on the replay bar.
Add flag caps, returns, and denials replay events.
Added multi kills to replay events.
Drop down on replay slider that lets you choose a bookmark set
Filter kills and multikill bookmarks by current viewed player.
Add spree kill bookmarks to replays
Made first person replay spectator work.
Fixed some instances of scoreboard showing up during replay spectating.
Fixed crash when opening a replay while in a replay.
Fixed replay to replay transition not opening a new time slider.
Fixed replay crash when pressing tab to view scoreboard.
Fixed mouse not interacting with spectator slideout
Scale the replay bar for different resolutions.
Fixed Replay bar, player name, and camera list overlap.
Fixed taken pickups vanishing when scrubbing replays.
Show halftime scoreboard in replay.
Set proper end game focus and show scoreboard at the end of the match while watching a replay.
Hide replay bar when opening menu.
Fixed replay scrubbing interaction with time dilation and clocks.
Smooth harder on replay first person camera.
Hide menu when opening a replay.
Return to menu before showing the replay error dialog to avoid lockup.
No longer auto-start replays when loaded.
Show/hide replay time bar on menu open/close.
Auto hide replay time bar. Move mouse to the bottom of the screen to show.
Moved replay time bar to the bottom and extended width for better time precision.
Added replay time slider tooltip.
Don’t play messages while the replay is fast forwarding, to get rid of the kill message spam.
Fixed losing which player was being followed by replay spectator when scrubbing.
Include the HTTP response code in the logs if an HTTP request to the replay service fails.
Enhanced Spectating System[]
Fixed showing wrong DM score in first person when spectated player is dead.
Smaller text for camera binds on spectator slide out.
Moved name of viewed player to right side of screen.
Spectator player slide out layout improvements.
Moved slide out down so can always show kill messages.
Fixed unwanted messages displaying for spectators in freecam mode
Interpolate third person camera over larger distances that have line of sight - makes translocating a little less jarring for spectators.
Added button to bring up playercard in spectate view
Reduced color saturation on spectator slide out.
Fixed first person spectating not showing weapon when it was picked up off the ground instead of a pickup base.
Announcement messages only to spectators identifying player who picks up powerup or armor.
Fixed spectating in hubs.
Allow weapons to customize behaviour of rep FiringInfo for first person spectating.
Pack the Firemode in top 4 bits of FlashCount to prevent misfires when alternating projectile shots.
Let spectator weapons handle their own effects.
Replicate weapon zoom so spectators can see zoom when first person spectating.
Fixed first person spectating for various weapon states:
Impact Hammer charge.
Rocket Launcher alt-fire.
Bio Rifle alt charge.
Enforcer.
Link Gun beam.
Shock Combo effects.
Announcer[]
Fixed 'Shredded' message being triggered incorrectly.
Added pancake reward for killing someone by landing on their head.
HatTrick reward announcement for 3 flag caps.
Fixed incorrect time and announcer audio when transitioning into overtime from advantage time.
Engine and Editor[]
Added Panini projection material expression for use in distorting weapon meshes to counteract distortion caused by FOV.
Area shadowing for precomputed shadows from stationary lights.
New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now
G8 is used for shadowmaps when only one channel is needed, like in the case of a single stationary directional light, which reduces the shadowmap memory by 4x.
BSP editing fixes.
Fixed bug where BSP surface textures might become broken when building geometry.
Fix editor changing game user scalability settings to max.
Re-added some graphics scalability code that got lost in the upgrade to UE4.8. Improves performance of default settings for lower end systems.
Fixed crashes due to empty string.
Custom content download support[]
Fixed downloading content.
Restored the content exists check
Fixed the % display while downloading content
Made reconnect after downloading content keep all previous url options.
Fixed Redirects not being found properly in lobby matches.
Cleaned up the custom map redirects to be easier to use.
Made sure we don't check for local entitlements on a dedicated server.
Mod support[]
Made ScorePickup, ScoreDamage, ScoreKill, ScoreObject and CheckScore Blueprint native events.
Made TravelToNextMap() blueprintable.
Added a blueprint event to UTCharacter to allow disabling feign death.
Added AddDefaultInventory() blueprint function to mutator.
Made ghost character events extendable for modders to use.
Exposed FOV scaling to blueprints.
Moved UT specific network version code to initialize from StartupModule() instead of UUTGameInstance so it works for cooking.
Make UTCharacter OverlayMesh blueprint accessible for mods.
Added bCanPickupItems and OverrideFellOutOfWorld() to UTCharacter for blueprints.
Effects[]
Shock combo visual tweaks
Fixed forcing high LOD for own shock combos.
Adjusted gibbing thresholds/enabling for various damage types.
Added Gold rim effect on character for hits blocked by armor.
Display armor flash instead of regular hit flash if damage taken > 90 or final health+armor > 90.
Show blue hit flash for players with super health if damage taken is > 90 or remaining health > 90.
Show pickup timers for weapons even if weapon stay is on.
Pickup holograms no longer cast shadows.
Removed big colliding rocks from redeemer explosion effect.
Fixed weapon powerup overlay sometimes being visible with hidden weapons.
Only set CustomDepth on main mesh for spectator tac-com overlay as it causes the character to render always which breaks various optimizations and gameplay features.
UI[]
Fixed messages boxes not wrapping correctly at anything but 1920x1080.
Don't reopen menu when switching maps with the console open.
Ignore all input that occurred during loading.
Force UI to close on level transition.
Show HUD settings in the Main Menu.
Add HUD UI options for Kill feed and death messages
Fixed the UI not working correctly at various aspect ratios.
Reduced lens flare off Shock rifle in character select menu
Grey out Weapon Priority arrows when selection is at top/bottom of list.
Better handling of input focus with dialogs.
Allow widgets to be added to the ViewportWidget without aspect scaling
Improved Map vote.
Fixed most flickering issues.
Fixed crash.
Game status text for when map vote is occuring.
Organized character names by team in character select menu.
Fixed the bot config menu to not have a scrollbar.
Attempt at fixing the focus issues between Slate/Console/Viewport.
Misc. Gameplay[]
Added Showdown - experimental round based duel prototype.
Damage caused by world doesn't get scaled if player affected is holding UDamage.
ThrowWeapon bind no longer works while the weapon is firing
Don't score kills that occur during mapvote.
No feigning when match not in progress
Kill any upward Z momentum and don't add additional velocity to flag dropped by translocation.
Fixed dropped pickups not working if they are overlapped in their initial spawn position.
Slightly increased weapon pickup radius
Added a mutator which adds a translocator to the players' default inventory.
Added a game rules set for iCTF with translocators.
Increased instagib boosting based on Raxxy’s recommendation.
Force uncrouch when entering ragdoll.
Fixed various actions still being possible while in cinematic mode.
Allow match start and resume from half-time to be controlled by a caster, using ?CasterControl=1 on server command line and ?Caster=1 on client command line.
Don't allow view bob above default.
Hide eyewear when invisible.
Put last team player was on in the URL so it will be maintained on travel.
Balance teams doesn't prevent players' initial team selection (in HUB or from previous match) unless the game starts and teams are still unbalanced.
Persistent inventory system WIP.
Stop player camera at KillZ.
Audio[]
Added music to DM-Outpost (Mekalopolis2015), DM-Spacer and CTF-Bigrock (Dissolution).
Don't play exit sound for projectiles leaving water or pain volumes.
Fixed playing splash sound when dodge sliding into water.
Fixed audio spam of translocator disk slide.
Moved Slime audio into Character Sound Class to fix attenuation.
Increased volume/radius of rocket ambient audio.
Bots[]
More fixes for bots on jump pads, including when they're trying to do combat moves and hit one accidentally.
Fixed bots' use of bio rifle altfire.
Fixed bots prediction of enemy going behind a wall when using splash or lob weapons.
Gave each archetype bot a unique appearance (all Thundercrash males and Black Legion males).
Improved bot use of impact hammer in combat.
Bots more likely to select enforcer when have dual enforcers.
Arena mutator modifies arena weapon AI rating so bots understand that's the best they're going to get.
Fixed crouch paths not building correctly in some cases, and; use a darker green for crouch path debug display.
Fixed old character sizes still be used for path building in some cases.
Path building checks lift jumps for ceilings a bot might bump its head on and marks the path to adjust jump trajectory accordingly.
Skill Ranking[]
Adjusted ELO levels for badges.
Fixed issue with unplayed gametypes causing issues with average rank calculations.
Added debug logging to average rank function so power users can decipher their rank calculation.
New Hub interface with improved match and chat display.
New status announcer.
Updates to CTF-Lance, CTF-Volcano and Lea Observatory.
Updated sniper rifle mesh and material..
A bunch of weapon balance tweaks.
New advanced graphical settings menu.
Networking improvements.
Significant improvements to replays.
FIrst pass of bot voice support.
New shock rifle visual effects.
Stats improvements, including ability to view stats of friends and recent opponents.
Added weapon shots fired and accuracy stats.
Custom crosshair support.
Animated first person hands.
Updates to experimental Showdown gametype.
Levels[]
Lea Observatory
Scaled map 4% larger using Rattlesnake's awesome mapscaler blueprint script.
Changed windows from physical window shutters, to a force field material to help with visibility. Will promote more strategic fighting through windows.
Removed collision on most meshes, which will result in more reliable projectile collision and ricochet.
Enlarged biorifle room, and the doorway that interconnects the center of the map. 2k4 players should approve.
Removed a healthpack near vest armor to help prevent in control player from having a bit of extra health.
Changed helmet near sniper into a thighpad
Made most windows taller, and moved them down slightly so that it's easier to fire through at eye level.
Converted all nonessential blueprints to static meshes, reducing max drawcalls by thousands.
Combined many similar meshes and split them into groups, reducing max draw calls by thousands.
Converted all BSP floors into static meshes, which offers a slight performance boost and is also visually better looking in some areas (smooth ramps).
Increased brightness/contrast of post process volume so the map is brighter on high graphics.
Increased roughness of floor puddle decals to make the reflectivity less distracting.
CTF-Volcano
Added another option for escaping with a flag in volcano base.
Raised flag in volcano room slightly giving more cover for escaping with a flag.
Added "stepping stones" in lava flood area so it's possible to take the flags that way while flooded, but it's dangerous.
Increased duration of the lava flood by 10 seconds.
Tweaked armor and shock placement in temple base.
Removed 1 of the 2 health kits in center of map, added a few cover rocks.
CTF-Lance
Reworked tower base, pushing flag and spawn areas further back and making things a little more open overall.
Fixed out of environment bug
Weapons[]
Added Aberiu’s Sniper Rifle final assets and base material setups.
Rocket min damage is now 20, damage radius reduced to compensate.
Increased Shock combo min damage to 25, reduced combo radius to compensate.
Reduced shock ammo amount.
Reduced charged bio glob max size/damage.
Reduced rocket launcher starting ammo.
Slightly increased flak spread and reduced damage bonus range.
Blow up bio globs that fail to track target.
Decreased explosion radius of charged bio.
Reduced shockball radius.
Slower shockball firing rate and slightly lower shockball movement speed.
Removed remaining link gun beam lockdown.
Increased link gun beam trace size.
Increased ammo cost of link pull.
Reduced radius that redeemer will cause damage through walls.
Fixed Rocket primary fire not being centered with hidden/centered weapons.
Fixed one frame artifacts when bringing up some weapons.
Fixed Link Gun teammate link validation logic.
Fixed rocket launcher bad roll if release charge at death.
Firing a bouncing projectile point blank into a wall will now properly cause self damage.
If have dual Enforcers, always alternate even if there is a pause between shots.
Tweaked weapon texture LOD group settings for all weapons.
Movement[]
Increased crouch/slide collision capsule height back to 60.
Added editable UTCharacterMovement property MaxSwimmingAcceleration, allowing separate swimming acceleration.
Swimming max acceleration now can be partially or wholly relative to the inverse of the character's current velocity.
Less Z velocity reduction when entering water, so dives from a height take you deeper.
Don't allow dodge attempt while feigning death.
Reduce momentum imparted on feigning teammates.
Don't allow unfeign when flying through the air, maintain XY momentum after recovering.
Networking[]
Fixed server side firing start when player is in crouch/slide transition. Now replicate exact z height from client for shots fired during transition to synchronize fire start.
Make sure delayed shots are handled before putting down weapon, so you don't get a delayed projectile if server receives fire and weapon switch requests in same frame.
Clear net delayed shot if leave firing state to fix double shots in net games.
Now use same hitscan character hit determination code whether or not using network rewind.
Fixed hitscan character hit determination to be accurate to capsule, and return correct surface hit point and normal.
Fixed incorrect minigun shard explosion effect when net predicted projectiles sync up with the replicated versions.
Fixed an edge case where the flag's position might diverge between client and server.
Fixed join-in-progress clients sometimes not seeing shield belt/invisibility that were on characters already in the game.
Fixed flag falling while held after join in progress or replay rewind.
HUD and Scoreboards[]
Custom crosshair support, with ability to select custom crosshairs and crosshair color for each weapon.
Reduced size of friendly fire crosshair overlay.
Fixed not showing HUD hit directional effect when armor absorbs all damage.
Duel scoreboard with Duel specific match stats.
Dont send spectator chat to players.
Kill messages always in kill-feed. Removed redundant hud options.
Fixed rare case where rocket mode text will continue to be displayed when it shouldn't.
Lowered rocket mode text a bit so it doesn't overlap the target enemy player name.
Don't show pending weapon name if current weapon isn't being put down (if charged up, for example).
Fixed showing CTF flag scoring play time if no timelimit.
Adjusted HUD flag taken icon color.
Fixed kick percent overlapping rank badge in scoreboard.
Show message when force balancing teams during countdown.
Bots use team flags or no flag in scoreboard rather than unreal flag.
Display beacon for all players if at halftime or end of match.
Characters and Animations[]
Added the beginnings of running, jumping and slide anims for first person arms and hooked them up.
Added first pass first person direction change anims and hooked them up.
Pushing against a wall is taken into consideration when playing direction change as well as other more state machine path improvements.
Added IK for left and right hand in first person.
Added aimoffset poses for first person weapon rotation and hooked up using interpolated delta aim rotation.
Added ik on/off anim notifies for knee slide and jump and hooked up in a way so that during those moves montages will only play on the gun IK and not the left hand IK.
Added an end anim for knee slide.
Adjusted character mesh position on z.
Added IK while standing, adjusts position and rotation for feet to align to any sloped surface, auto adjusts hips lower to keep feet in contact with the ground, and narrows stance to bring feet closer together the steeper the slope.
Added additive idle pose with a narrower stance
Updated old rifle jump idle anims so feet match the new idle stance to make sure everything is working ok with the foot offset additive, the other jumps will look a little wonky for now until I change all the jumps to additive system.
Updated look at calculations to better stay consistent during different frame rates by using units per second and changing some values.
Fixed idle to run transition always playing after landing from a jump by allowing transition directly to run if you are already moving within 80% of max walk speed.
Stats[]
Can now view stats of friends and players recently played with.
Added weapon shots fired and accuracy stats.
Projectiles get partial accuracy credit for splash damage.
New stats display page from _Lynx.
Add Keg health to stats.
Added powerup pickup counts to stats display.
Show favorite weapon on duel overall stats.
Fixed updating match summary leaders after all scoring events, including suicides and flag events.
Fixed calculating match summary team leaders client-side as well as server-side. Only server has all information needed.
Fixed demo rec spectator showing up in match stats.
Show MatchesQuit in stats html.
Allow early quit without MatchesQuit stat increment if join and quit occurs before StartMatch.
Showdown[]
New Showdown spawn selection system.
Added various experimental Showdown roundbreaker options that can be toggled in custom games.
Fixed player skipping Showdown spawn selection rarely getting assigned a spawn point that should be invalid due to the prior player's selection.
Fixed description of hardcoded Showdown ruleset in the hub.
Replay System[]
Replays are now recorded at 30 Hz instead of 10 Hz for much higher fidelity.
High res screenshot options in replay viewer.
First pass of custom post process settings in replay.
Don't pass mouse click to viewport when clicking timebar.
Fixed flag focus when watching a replay.
Don't show live replays that are shorter than 15 seconds as the replay streamer doesn't retry nicely currently.
Fixed first frame being last frame of last video in webm recorder
Some adjustments to make replay video recording better match up with audio recording
Don't render spectator slide-out when recording replay videos
Move codec cleanup past file clean up in case codec destruction crashes. Better to have the file written first than crash before writing completion.
Don't have record options on live replays, causes too much collateral damage.
If ShowMenu is called when recording a replay to video, cancel the recording.
Engine and Editor[]
Fixed crash on shutdown if preview world is open.
Fixed BSP texture align tools all being initialized to default (Contributed by yamashi).
Fixed crash with editor world settings panel when classes get re-instanced (hot reload, etc).
Fixed foliage not loading in cooked game.
Ragdolls[]
Don't scale up impulses applied to ragdolls.
Improved ragdolls floating in water.
Water currents now affect ragdolls.
Don't addforce underwater if in ragdoll recovery.
Mod support[]
UTLocalMessage blueprint pass.
Exposed UTCharacter TurnOff() to blueprints.
Added dodge inventory event.
Enforcer BecomeDual() now callable from blueprints.
Added blueprint callable UTCharacter function GetWeaponBobScaling() for animation blueprints.
Effects[]
New shock rifle visual effects.
Updated post process bloom settings globally.
Fixed post process in Outpost23.
Screen Space Reflections back on for high effects quality.
New rocket launcher effects WIP.
Invisibility shader is now applied to hands.
Don't display weapon impact effect if trace hit nothing.
Fixed rocket launcher 3p muzzle flash and loading lights.
Increased size of bio explosion effect, made it relative to explosion radius.
Fixed shock impact effect sometimes playing when local player gets hit
Tweaked armor hit effect.
Fixed bio glob not working right with invisibility.
UI[]
New main menu page.
Map vote improvements (Chat right from the map vote screen, map vote auto-opens when you bring up the menu).
Added some advanced graphical settings to settings menu.
Added ready up button to in game menu if match has not started.
Fixed simple graphics settings not being applied in the UI properly after closing and re-opening.
Frag center videos work on Mac.
Fixed benchmark dialog not closing correctly.
Fixed UK flag.
Clicking on Epic ID in the player info dialog will copy it to clipboard.
Adding UTEngineMessage so join, leave, and name change notifications display properly.
Workaround for sending key input to the chat/console when a dialog is open.
Turn reflections up to high on the player preview menus to avoid lighting issues.
Misc. Gameplay[]
Max armor stack 150 in all game types.
Fixed focusing on guided redeemer at the end of a match if winner is flying it.
Loaded cheat gives you dual enforcers.
No feigning death at half time.
Fixed more team balancing issues.
Reduced CTF score credit for flag cap.
No sniper zoom overlay when in behindview.
Keep behindview setting through respawns.
Increased camera interpolation rate between crouched/sliding and standing offsets.
Improved finding a good location for placing a dropped flag.
Added SlideTargetHeight to UTCharacter, specifies effective collision height to use when targeting a sliding character.
Fixed translocator teleport destination adjustment when disk is on ground.
Added LandedWater inventory event so that jumpboots will get removed if out of charge and player lands in water.
Fixed flag return entering pain volume.
Fixed bCanPickupItems.
Fixed gib trying to attach to itself instead of lift.
Audio[]
New Status Announcer Audio.
Fixed redeemer raise and lower sound attenuation.
Added a FastWaterEntrySound if player enters water at high speed.
Changed sound of Impact Hammer "ready" indicators.
Moved character voice audio into Effects channel so controlled by correct slider.
Moved non-voice character sounds into SFX.
Made it harder for bio rifle spam to overflow audio channels.
Made StopFarthestThenOldest the default resolution rule for too many concurrent identical sounds playing, instead of PreventNew.
Bots[]
First pass of bot character voice support (taunts and status messages), with one voice set from UT2004 currently in.
Bots now have positive or negative reactions to player awards.
Bots know how to use link pull.
Show bot skill on bot playercard.
New system for selecting bots to add to game. Prevents duplicates, allows wider skill variance if needed.
Cosmetics[]
The green ThunderCrash beanie is now unlocked by 100% completing the tutorials.
Only actual leader gets leader hat in duel.
Eyewear detaches and becomes physics object when wearer dies.
Cloth blend weight at 50% when on lifts.
Handle equipping cosmetics while invisible.
Updated hat accessories to have double sided materials & removed "Malcom" text from Thundercrash base armor material.
Hubs and Scoreboards[]
New Hub interface with improved match and chat display.
Fixed hub custom match URL parameters not working correctly.
Fixed number of friends in instance displaying wrong.
Updated Hub Browser: You can now join instances right from the browser.
Added support for seeing friends in the hub browser.
Fixed character is not being displayed when viewing a “Player Card” within the Hub menu.
Fixed a bug in how we choose what hub to send a quickmatch player to.
Sanitize custom game settings coming from clients.
Force case sensitivity for passwords.
Don't allow a hub instance to be launched with unbalanced teams if the balance teams flag is on
Hub lobby ticks at 15hz.
Content loading changes to save on hub max memory footprint.
Hub optimization by removing unused actors from UT-Entry and turning off physics tick in lobby game mode.
Lots of fixes and improvements to Hubs and Quickmatch.
Support for map vote on standalone servers.
Improved playercard with additional information and current match stats.
Improved custom content redirect system, with support for join in progress.
Improvements to experimental Showdown game mode.
Focus on game stability and crash fixes.
Levels[]
DM-Cannon
Removed pool that contained invisibility, moved invisibility to top of tower where it can be accessed with jump boots.
Tweaked waterfall area, added pillar for additional cover and wall-dodge shortcuts.
Lowered top floor of tower slightly.
Increased size of cannon trap.
Minor tweaks to Stinger area for better flow/combat spaces.
Increased trigger zone for monster so he still comes up if you fall off near jump boots, made him a little bigger.
CTF-Dam:
Fixed mismatched elevator speeds behind flag.
Added DM-Lea to default TDM/Duel/Showdown map lists.
Added DM-Chill to default Showdown map list.
Updated tutorials.
Weapons[]
Added equip animations for Sniper rifle.
Updated Sniper fire anim to have more recoil and not move so far to center screen.
Fixed thrown weapons getting incorrect velocity in some cases if they collide with the world on their first frame of movement.
Fixed headshots on crouched players.
Possible fix for impact hammer shield rarely failing to block projectiles in net games.
No friendly fire damage to redeemer missiles.
Make sure guided redeemer missile always spawns, even in tight space where it will instantly blow up.
Third person translocator now has team colours.
Match Summary Screens[]
Pre-Match player intro shows all players on each team before match starts.
Post Match summary shows highlights for top players in match.
At end of post match summary, shows your own highlights and any unlocks/progression.
Networking[]
Fixed ghost image on dynamically spawned pickups sometimes not working correctly for clients.
OnRep function for WorldGravityZ to fix clients sometimes not getting bWorldGravitySet set.
No replication condition for non-replicated web properties in bioshot.
Fixed some inconsistencies with how pickup replication is handled.
HUD and Scoreboards[]
Fixed showing match scoring summary and stats at halftime and end of match.
Reduced size of enemy name display near the crosshair.
Don't show targeting circles on invisible players (Sniper zoom reticle and guided redeemer).
Show pending team swaps on scoreboard during match, and don't draw score if have team swap request.
Fixed CTF scoreboard player stats text overlap issues.
Don't show scoreboard arrow keys message before match starts.
Use female versions of messages when appropriate (suicides, etc.).
Drawing charging indicator for impact hammer.
Characters and Animations[]
Weighting adjustment for wrists on malcolm 1stP model.
Updated shoulder position when holding sniper rifle to reduce arm/wrist stretching.
First person hands no longer receive decals.
Fixed animation breaking on clients when retrieving character head location.
Use hands anim length instead of weapon anim length for bringup/putdown timing, if available.
Do not allow freezing taunt anims while match is in progress.
Fixed taunt anims permanently freezing the character on dedicated server.
Fixed misc other minor taunt issues.
Updated crouch additive base, rifle poses and movement additives with new posing for more headroom.
Updated crouch to use new Enforcer and Dual Enforcer additives.
Updated all crouch additives and base anims to position inside capsule more uniformly.
Added a scale for landing that takes your velocity when impact happens and uses that to scale the blend of the landing anim from an idle. 0-700 is the scale with anything faster than 700 being the same.
Stats[]
Can now click on player names in Stats page match history to open their stats.
Fixed link beam shots and hits stats accumulation.
Fixed stats not refreshing if you change accounts.
CTF stats for captures, returns, assists saved to persistent stats database.
New layout for displaying persistent stats from _Lynx.
Include map name in match stats.
Sanitize ELO correctly.
Showdown[]
Render showdown map underneath scoreboard.
Fixed some positioning on showdown map to reduce overlap.
Fixed camera clipping at end of Showdown rounds for victorious player
In Showdown replace Redeemer with Invisibility instead of removing it.
Reduced the brightness of the map so that white icons (boots, etc) show up.
Fixed winner's weapon in a showdown round sometimes stuck firing during intermission.
Worked around a Slate mouse visibility issue triggered by the Showdown map.
Showdown powerup breaker spawning prioritizes spots away from walls.
Fixed Showdown intermission display issue.
Destroy corpse(s) from previous round when starting a new one.
Fixed Showdown x-ray breaker prototype not working in single player.
Fixed xray breaker trigger time.
Playercard[]
Improved player card formatting, added avatar pic.
Show all ranking badges in playercard.
Tweaks to playercard score page.
Added weapon accuracy stats to playercard weapon tab.
Fixed stats id not showing up for local player when out of match.
Blank out the ID: section if there's no stats id to show.
Performance optimization[]
Autodetect sets framerate cap based on monitor refresh rate.
Clear flag on scalability cvars so the default benchmark works properly.
Don't tick timeline components while deactivated.
Turned off bGenerateOverlapEvents for bioshot meshes.
Turned off bShouldUpdatePhysicsVolume for PawnOverlapSpheres of projectiles.
Static mobility by default on pickup bases.
Cosmetics use bAttachParentBound.
bUseAttachParentBound pass on weapon and weapon attachment.
Rocket glow particle systems should use parent attach for bounds.
Minor optimizations to character anim blueprint.
Spectating[]
Play "team wins match" message for spectators.
Fixed tac-com overlay getting lost if a player loses their shield belt;
Show binds for auto camera, show camera binds, and toggle slideout on slide out (unless viewer is a caster).
Slide out is on by default when spectator.
Player camera rating always gives a positive score so someone will always be picked.
Abbreviate numpad keys on spectator slideout.
Fixed spectator "now viewing" message with very short player names.
Show 0 on slide out next to 10th player.
Hide powerup widget on HUD if camera binds are displayed.
Fix spectator click+drag behavior to avoid edge of screen issues.
Spectator pickup messages only show the pickup numbers for duel and showdown.
Quickmatch[]
Adjusted the logic for picking a match for quick match.
Quickmatch will now prefer hubs with friends on them.
Now select the proper # of bots when starting a quickmatch instance.
Only consider Epic hubs for quickmatch.
Added a timeout for when quickmatch is waiting back for a hub to say it has room.
Replay System[]
Give replay spectator a real name so is recognizable.
Replay browser rework WIP.
Fix events stacking in replay bar when viewed player changes.
Improved multikill replay bookmark description.
Game Stability[]
Fixed nullptr crash in UTTeamInfo.
Fixed crash in spectatormessage HudWidget.
Fixed crash on client level change when some replicated Actors have been torn off.
Fixed crash in FOnlineSessionNull::CancelFindSessions().
Fixed crash in serverstartfire().
Fixed Announcer crash.
Fixed rare crash when joining at the end of a team game.
Fixed two crashes on exit.
Fixed crash when changing weapon number binds.
Fixed rare map vote crash.
Fixed potential pickup crash.
Fixed crashes due to third party libs not using our allocators.
Fixed hub display crash.
Always gracefully handle null world in primitive stats.
Dedicated servers for UT should stage needed engine content for crash reporter.
Windows dedicated servers should run crashreporter in unattend mode.
Linux dedicated servers should launch crash reporter with -unattended.
Mac[]
Try to avoid Mac editor cooking issue where it claims that PakFile is out of date
Fixed mouse position setting/reporting in fullscreen mode on Mac.
Fixed client crash on mac when viewing replays.
Fixed bug where changing the display settings from windowed fullscreen to fullscreen would cause bottom half of screen to disappear.
Mod and custom content support[]
Fixed custom content on standalone dedicated servers.
Added ability for games to have custom control channel messages.
Redirect system now works for join in progress.
It is no longer necessary in the game mode or hub ruleset to specify the pak files for the gametype, map, or mutators.
Fixed issue with asset registry loading from custom content.
Exposed ParseOption, HasOption and GetIntOption to blueprints for Mutators.
Added actor UTGenericObjectivePoint that LDs can place in maps to provide custom gametypes with good objective locations (domination points, etc).
StringAssetReferences and StringClassReferences in native CDOs now cause the linked object to be cooked.
Fixed DefaultPawnClass/PlayerPawnObject so that blueprints can set DefaultPawnClass in defaults again.
Added cook handling for TAssetPtr and TAssetSubclassOf.
Remerged asset registry trimming,
Effects[]
Moved transdisk light component up, so it isn't underground when disk has landed.
Made translocator disk trail more visible.
Added translocator landed beacon.
Tweaked duration of particle effects for translocator warp streaks.
Increased opacity of sniper tracer effect.
Added BioRifle death effects.
Added base effect to powerups and weapons.
Made shock combo effect more translucent.
Rocket explosion effect alphas out faster.
Added sparks to grenades to make them more visible.
Updated Shock Rifle barrel fx to remove fx that were incompatible with panini.
UI[]
Fixed Instagib Rifle not showing in custom crosshair menu.
Added audio menu option to enable or disable bot speech.
Fixed tutorial menu completion status display.
Fixed issue in controls menu with keybinds being unable to change with duplicate binds.
Fixed Mouse Over/Press sounds not working on the main menu.
Removed bot configuration menu - it's not how we plan to support this kind of functionality.
Added a button to show the player's player card from the main menu.
Fixed Custom crosshair settings not propagating to other default hud classes when saving.
Fixed map vote not being able to open after closing it.
ViewBob and Mouse acceleration settings now save to profile.
Fixed cosmetic settings not properly updated when changing profiles.
Pass no-cache in profile item read to reduce chance that we get stale results.
Unified the rank icons in hub, playercard and on scoreboard (temp graphics).
Misc. Gameplay[]
Tilt view back if turn head while sliding.
Player is always on blue team in standalone.
In CTF, after a half match length of time has elapsed in overtime with no score, the respawn delay increases to 10 seconds and continues increasing by 3 seconds per additional minute of play.
Show all players (including dead ones) at half-time/EOM. Added second ring so don't run out of spots for players.
Fixed flag size changing when held/dropped to be consistent.
Made flag collision radius larger.
Fixed giving assist credit to players that assist flag cap by killing enemies threatening the flag carrier.
Fixed jump pads with lowgrav mutator.
Fixed death messages and scoring for friendly fire kills.
Fixed various cases where bCanPickupItems still didn't work.
Fixed RespawnWaitTime not working.
Guided redeemer driver now has HUD beacon.
Never ever use wrong team playerstart.
Remove switchteams() exec command, changeteams is the right exec command.
Added a FriendlyFire mutator (?Mutator=FriendlyFire)
FriendlyFire Mutator - Added the option "DamPerc=[0..100] that controls the damage percentage.
FriendlyFire Mutator - Added the option "MomPerc=[0..100] that controls the momentum percentage.
NOTE! both percs are integers 0 - 100 (or more if you so choose) not 0.0 - 1.0.
Renamed Mutator_WeaponRespawn to Mutator_WeaponStayOn.
Added Mutator_WeaponStayOff.
Audio[]
New reload sounds for Sniper Rifle, Flak Cannon, Shock Rifle, and Rocket Launcher.
Added TeleportInSound and TeleportOutSound to UTTeleporter, hooked up with sounds.
Bots[]
Added new placeholder bot voicepacks from UT2004.
Global taunt index so different bots don't repeat same taunt.
BotCharacter data now has editable CharacterVoice property, bots set their voice to this.
Set appropriate bot character voices for existing bot assets.
Hubs and Servers[]
Map vote on standalone dedicated servers
Fixed chat in hubs when players return from a match.
Fixed instability in hub/map vote player list sorting.
Don't allow spectators to vote to kick.
Added an additional status message for quick match.
Fixed arena mutator on hubs.
Fixed custom games getting bots if they try to set a custom player count, even if "no bots" is selected.
Fixed another case where bots could slip into a hub instance when not desired.
Don't show bots on player list panel.
Don't let spectators vote for maps.
Host of hub instance can't kick or ban himself.
Fixed assigning players to spectate in DM lobbies.
Added a lock icon for Hub servers that are password protected.
Fixed Hub server sorting in server browser.
Fixed friends who join via join request getting pulled back into an instance when returning to the hub.
Don't force menus to close when attempting to connect, wait until we actually start travelling.
Added the Game type display name to custom matches.
Join/spectate buttons in the server/Hub browser now disable if they don't apply to that match.
Fixed some connection failure dialogs not displaying.
Fixed "you need to get this map from the marketplace" message not appearing correctly.
Better support for matches that can't be joined in progress or spectated.
Hooked up the match flags so that they would work right and display in the match list.
Fixed non-hosting clients seeming to be booted out of a starting match that didn't allow join in progress.
Fixed the Match title taking up too much room and pushing the join/spectate buttons off of the menu.
Show training grounds hubs to everyone, but restrict entry.
Removed showing "no spectators" lock for hub matches, and show either "private" or "ranked", not both.
New playable visual bar CTF level Titan Pass (based on the CTF-Outside shell).
New playable visual bar CTF level Facing Worlds.
New playable visual bar CTF level Pistola Battleground, from community contributor Jayoplus.
Necris Female is now playable in game.
Skaarj Trooper is now playable in game.
Polished versions of new Sniper Rifle (from community contributor Aberiu), Rocket Launcher, and Link Gun.
New Pre-Alpha Season progression system and unlockable content.
New Offline challenges allow you to test yourself against bots.
Main menu update.
Improved bot CTF AI.
Levels[]
Titan Pass
Facing Worlds
Pistola Battleground
DM-Cannon
Tweaks to waterfall area. Removed low pillar created a bit more open space around the ramp.
Weapons[]
Visual polish of Rocket Launcher first and third person mesh, animations, and materials.
Visual polish of Link Gun mesh, animations, and material.
Updated Sniper Rifle material.
Adjusted first person weapon positions to prevent corner screen camera clipping.
Added display screen material to Rocket Launcher and Link Gun.
Translocator disks don't follow player through teleporter redirect portal.
Turn off redeemer missile collision on impact so it can’t mess up lifts.
Fixed alt (guided) redeemer shot not firing when player is pressed up against wall.
Possible fix for very rare weapon crash
Networking[]
Fixed weapon fire getting desynchronized if hold fire through a weapon running out of ammo and switching.
Force simulated characters to follow lifts even if slightly encroached replicated position.
Fixed kicked player not dying properly, breaking CTF among other things.
HUD and Scoreboards[]
Updated crosshairs to have super subtle black accents for visibility when aiming against whiter/brighter surfaces.
Force balance teams before showing player intro.
Fixed player intro player offsets with <4 players in shot.
Reduced size of Enforcer and Impact Hammer crosshairs.
Don't unhide both teams in post match if player closes summary screen.
Fixed force streaming Hat textures in match summary screens.
Fixed using female version of suicide messages when appropriate.
Fixed rare crash in AUTHUD::PostRender().
Performance and memory optimization[]
Regenerated LODs for the new weapons.
Reduced particle count for translocator disk trail.
Slate memory optimization, save 60 megs
Better texture streaming settings on low end
Increased texture pool sizes at medium and epic texture detail levels.
Spectating[]
Don't show powerup widget when displaying spectator slideout.
Properly show flag messages for spectator viewing someone in first person.
Audio[]
Added Chasing Voids music to CTF Big Rock.
Increased Facing Worlds music volume slightly.
Bots[]
Improved bot flag carrier combat logic.
Implemented advanced AI hunting logic, substantially improves bots tracking down enemy flag carriers.
Implemented bot defense points
Bots hold onto translocator less when they don't have immediate plans to use it.
Fixed an edge case where bots would insist on trying to telefrag the enemy flag carrier.
Slightly decreased low skill bot aiming ability.
Fixed bots that fired another weapon's alt fire then switched to the translocator sometimes not properly calculating translocator disc arcs.
Fixed bots sometimes jittering and/or not looking in the proper direction when camping/sniping.
Workaround for rare bot lift issue.
Engine and Editor[]
No core dumps on Linux.
Fixed crash when invalid FBX file is being imported.
Effects[]
Fixed powerup overlay sometimes not being visible on weapons if it's not the first time that life the player had one.
Tweaked helmet hit effect.
Fixed offset of rocket launcher third person load lights.
Fixed link gun beam being a frame behind.
Added support for overlay materials to include a particle effect attached to the overlay.
Hooked up UDamage pickup effects.
New CTF flag mesh, with cloth physics when being carried.
Fixed character material having blown out rim shader at distance.
UI[]
New main menu background for pre-alpha season
New loading screen.
Don't show previous and next options on playercard if only one player is present.
Fixed pause key binding
Stop the Mapvote from being re-added to the viewport on level transition.
Updated basic training UI to match current main menu better.
Fixed map vote causing input loss
Prestream hat textures in player settings menu.
Tweaked weapon stats page in playercard.
Added an audio cue when you open the pause menu.
Fixed network messages causing slate to get into an unresponsive state
Misc. Gameplay[]
Fix for lifts getting encroached because of error introduced by world to local to world transforms pushing player into wall.
When in ragdoll take "falling" damage for high velocity in any direction, not just down minor effects optimizations.
Added admin control for restarting CTF matches in progress with desired initial conditions.
Fixed freezing taunts working in some cases where it's not supposed to
Fixed killing flag carrier at point blank sometimes not returning the flag because it was already touching at time of drop.
NoCollision collision option shouldn't collide with Translocator disk.
Fixed potential crash in AUTCharacter::PositionUpdated().
Hubs and Scoreboards[]
Now support private matches in a hub. Player creating the match lobby must invite other players to join.
Proper join error for failure to join match in progress.
Better quickmatch not found message.
Fixed very rare dedicated server crash.
Don't create map vote replication data until the map vote is about to start and use a much faster path to convert short map names in the map list to long path names.
Fixed rare quickmatch crash.
Removed the quick match time restriction when you successfully connect to a quick match.
Fixed team coloring not resetting in the player list when a hub switches from a team game to a non-team game.
The match info popup now shows the rule information
When switching between DM and team games in lobby, update player team settings.
Hid the hub star indicator until the backend supports it.
Added MaxPlayersInLobby (config - UTLobbyGameMode in Game.ini) that controls the max # of players allowed in the lobby.
Fixed the menus allowing you to join in progress when you shouldn't.
Made the SessionInfo reject people if join in progress is disabled.
Moved control over your invite to the match info so it’s persistent for the life of the invite.
No ELO matching on training ground servers - beginner ELOs are not very indicative of skill yet.
Don't ELO check beginners for quickmatch joining.
Fixed Hubs blanking their instance information when you select them due to ping coming back.
Fixed endless pinging of hubs in the browser.
Fixed a case where a player could return to a hub and get set back in to a match instance that was quitting out. This caused them to show up as "Playing" or "In Match" when they were in fact sitting in the hub.
Added additional checks to handle when a player is in a match but not in the owner's match for the player list.
The MatchPanel should now properly update its map when it changes.
Removed the "hide unjoinable instances" button.
Adjusted the ShowInDock code to ignore player counts so matches don’t temporarily hide when they transition.
Spooky version of Facing Worlds with spooky pumpkins and the Boom Broom!
Special seasonal unlocks.
Special Halloween offline challenges earn special leader hats.
Tutorial improvements.
Weapon balance tweaks.
Improved custom content download support, with hub button to download all custom content at once, and support for redirects for replays.
Can now earn XP in offline challenges, with XP bonus for newly earned stars.
Now support releasing new offline challenges any time. Look for them!
Improved server admin support, including admin menu.
Trusted community hubs now give XP and replays. Look for the trusted icon in the hub browser.
Special Halloween features[]
Spooky Face with spooky pumpkins and the Boom Broom!
Earn special seasonal leader hats by picking up skulls dropped on death on all Epic hubs
200 skulls earns the Harvest Gourd.
1000 skulls earns the Harvest Spectre.
5000 skulls earns the Harvest Ember.
See your current total on your player card. Earn it and keep it after the season ends!
Earn special seasonal leader hats for completing the Halloween Offline Challenges
Five spooky stars earns the Trickster horns.
Ten spooky stars earns the Hellion horns.
Fifteen spooky stars earns the Baaler horns.
Earn the Pumpkin Fiend mask for gathering pumpkins on Spooky Face
6666 pumpkins earns the Pumpkin Fiend mask. Earn it and keep it after the season ends!
Levels[]
Tutorials
Recorded and added ghosts to movement tutorial using variant of ghost BPs based on TimeEh's prototype.
Added ambient audio.
Misc. bug fixes.
No time limit and no match summary for tutorials.
Titan Pass
Ambient audio pass
Fixed some stretchy decals.
Misc. Bug fixes.
DM-RGB
Minor tweaks
CTF-Quick
Weapon layout changes
Some layout tweaks to the flag bases
Offline Challenges[]
Now support releasing new offline challenges between builds.
Now can earn progression XP in offline challenges.
XP granted with bots is scaled by bot skill level.
Earning challenge stars now gives an XP bonus.
Separated ClanLord and Malcolm into different teams to make some of the hard challenges easier.
Tweaked medium challenge teams to make them easier.+
Reduced challenge time limits to 10 minutes for CTF, 8 minutes for everything else.
Made first few easy challenges easier.
Weapons[]
Slightly increased shock ball speed.
Slightly reduced flak shard damage and speed.
Reduced max damage from FlakShell+shards and made it more consistent by not spawning shards on direct hit and instead directly damaging the hit pawn.
Reduced the spread of flakshell shards.
Slightly increased time between impact hammer alt shields.
Slightly increased minigun primary spin up time.
Slightly increased minigun alt fire interval.
Slightly reduced rocket damage radius.
Fixed bio rifle unable to shoot a final shot with 1 ammo remaining.
Bio goo, flak shards, stinger shard, and grenades will now damage blocking actors (like damage triggers).
Player keeps redeemer in hand while guiding remote redeemer missile.
Updated Sniper first person mesh to use base material & remove glass material.
Add NotifyTeamChanged to weapon attachments.
Fixed rare weapon crash.
HUD and Scoreboards[]
Include rewards in the killfeed (sprees, multikills, weapon rewards, etc.)
Health and Armor are shown on player beacons as bars rather than numbers.
HUD paper doll is team colored.
Show flag on paper doll if held.
Added translocator icon for translocator telefrag kills
Don't show old-style death messages if spectator slideout is out.
Updated Enforcer crosshair to remove outer black dots.
Ammo bar on weapon bar use hud opacity settings.
Distance to draw player beacons is scaled by FOV, so zoomed snipers see them.
Fixed unnecessary font caching when we scale text (performance improvement).
Crosshair scaling is the same regardless of resolution.
Bots[]
First pass support for bots pathing through water areas.
Fixed various bugs with bots using lift jumps and impact jumps.
Fixed a bug that caused low skill bots to have perfect instant hit aim in certain edge cases.
Tweaked bot aiming at various skill levels. Bots are less likely to use weapons proficiently at lower skills.
Low skill bots never do headshot damage.
Respect bot speech enabled setting on network clients.
Redirect bot to wait/camp behavior in error conditions to reduce log spam.
Spectating and Replays[]
Replays support redirects (the redirect URL is that at the time of recording, so the endpoint needs to still be live);
Don't switch spectator camera at instant of death - hold for a second.
Pulse "now viewing" message when spectated player changes.
improved replay browser, with alphabetically sorted playerlist and the ability to manually enter player id.
Fix team color HUD widgets displaying differently for players and spectators.
"demorec/demoplay" console commands work again to use local files.
Fixed mouse from jumping to an old location on mouse up in replay window.
Characters and Animations[]
Added a bunch of weapon specific match poses for male and female
Moved all character textures into Character LODs instead of World LODs.
Added missing IK bones to Skaarj, regenerated lod's with new bones.
Updated first person anim blueprint to support different idles for different guns, currently additive.
Updated Sniper Rifle idle to have a better grip on the left hand.
Updated Link Gun to have separate pull animation.
Updated Rocket Launcher animations.
Updated Sniper fire and reload animations, and tweaked scale and position.
Announcements[]
Show monster kill count for extended Monster Kills.
Reduced spacing between spoken announcements, especially for CTF flag status announcements.
Fixed not seeing Godlike spree message.
Movement[]
Don't allow wall running on downward facing surfaces.
Cancel wall run instantly if feign death.
Networking[]
Fixed out of order replication causing Characters PlayerState to be set to NULL.
Don't double spawn bounce effects on net clients with predicted projectiles.
Sounds[]
Added female effort sounds.
Halloween main menu theme.
Added footstep notifies to direction change transitions.
Fixed playing footstep sounds when player is not holding a weapon.
Separate sounds for team flag taken from base vs enemy flag taken from base.
Updated Sniper Rifle firing sound.
New ambient rocket travel sound.
Fixed water entry sound spam when crouching into water.
Added ReloadSound array to Weapon, to support reload sounds played for shooter.
Mod Support[]
Made PlayerState UpdateReady() and Weapon NeedsAmmoDisplay() blueprint accessible.
Blueprints now have access to player earned flags and badges.
Made TimeLimit BlueprintReadWrite so time can be set by blueprints before a game begins.
Showdown[]
Team Showdown work in progress. Can be tried out from custom game tab.
Hooked up a temp armor icon for the Showdown map.
Fixed Showdown selected spawn point getting lost if the user clicks at the right time.
Effects and Rendering[]
New skeletal mesh gore chunks.
Reduced time that recently rendered actor is considered relevant for effects.
Added water footstep splash effects.
Fixed disabling projectile lights only for non-owners at low detail in net games.
UTImpactEffect now keeps some explosion effects lights on for instigator at low detail - set up for rocket explosion.
Added water entry splash effect.
New UDamage and Berserk effects.
Pumpkin headshot effect.
Resized shock ball to match new gameplay collision.
Updated blood decals & fx.
Link gun beam turns victims into skeleton (work in progress).
New disrupted translocator disk effect.
Hooked up flag capture effect.
Fixed tracers into skybox disappearing.
Updated CTF flags to use new flag mesh and physics, and blended animations.
Added ClothBlendHome and ClothBlendHeld properties to flag actor for artist tweaking.
See own Shockball light even in low detail mode.
Fixed FXAA not being the auto set AA mode.
UI[]
Halloween splash screens and main menu graphics
The chatbox attempts to maintain focus when other widgets are being used to make typing easier.
Better zooming in on the character in the Player Settings menu.
Don't close menu when looking at playercard in offline match.
Pause game when the console is opened during an offline match.
Updated "Clear Game Settings" text and warning message to indicate that all profile data is lost including challenge stars.
Empty DebugExecBindings in test and shipping builds. Moved ghost mode bindings (on i, o, p) from CustomBindings array to DebugExecBindings array.
Fixed various crashes in post match summary screens.
Tweaked marketplace map needed message text.
Block illegal characters from player names.
Added ability to separately select leader hat in player settings menu.
Character changes are not applied during an online match.
Fixed various issues with XP bar.
Fix for rare map vote crash.
Don't pass key events to PlayerInput in match summary.
Fix player ranks not being set up correctly on first login.
Fix rank calculation issue if player has more than 2 million matches.
Misc. Gameplay[]
Don't show teammate as killer if death is caused by environmental damage in team game.
Get headshot credit if manage to kill target despite inventory effect.
Added teleport cheat.
Added WaitToTriggerTime to generic_lift, to delay initial triggering of lift when player steps on it.
Fixed match start team balancing only moving 1 player even when more need to switch
Fix for very rare issue where flag counts as home while dropped on the ground
Improved flag interaction with lifts.
Fixed giving stats credit for guided redeemer kills.
Added "Extended overtime" message for when CTF overtime goes to longer respawns, which are now always 10 second delay.
Fixed pickup bases pointing to the wrong lightmap index.
Fixed cosmetic attachment to take into account the scale in the blueprint after applying the socket scale.
Fixed some achievement/entitlement unlock bugs.
Hubs and Servers[]
Hubs now have a download all custom content button to make acquiring custom content easier.
Redirect downloads now make sure the content doesn't already exist locally before starting a new download
Trusted community hubs now give XP and replays. Look for the trusted icon in the hub browser.
Fixed the "Refresh" button within the server browser updating all HUB and match badge information.
Can associate persistent dedicated server instances with a hub.
Hub=<ip> to say what hub to connect to (or use config var HubAddress)
HubKey=<key> to set the access key (or use config var HubKey)
Fixed some issues with hub instance beacon ports.
Added score and time remaining info to instance callouts.
Instances now auto-append -log=Instance_XXXXX.log where xxx is a unique id so it’s easier to match logs to instances.
Updated the UI to display the # of players needed to start a match.
Changed the rules for starting matches in hubs.
If the match does not have join in progress selected, it requires a fixed min # of players based on the rule.
If the match does have join in progress selected and there are no active instances then the match can start right away.
If the match does have join in progress selected and there are bots enabled then the match can start right away.
If the match does have join in progress selected but there are no bots, then the min # of players needs to be reached.
Adjusted the min # of players for CTF to 4.
Allow players to stay on beginner servers until they have played 50 matches or reached gold 1.
Fixed client crash in UUTLocalPlayer::OnLoginComplete().
New Server browser styling to match the guide.
Hub -> instance chat is now working.
Added an upper time limit for hub instance games.
Corrected reporting of matches and players per hub on hub browser
Force a full server browser refresh when logging out or changing users
Quickmatch[]
Quickmatch should never fail. Will fall back to less optimal hubs, including non-Epic hubs, if no good match is found.
Quickmatch CTF will now randomly choose between Titan Pass, Facing Worlds and Spooky Face.
Beginners using Quickmatch will create rank locked matches on non-beginner servers.
Server Administration and Cheat Protection[]
The new Admin panel.
Rewrote speedhack detection, now enabled by default.
Added client message warning about possible speedhack detected, and stop client movement to resolve.
GameDifficulty, bCasterControl, bBalanceTeams are no longer config.
Moved the main Rcon access functions into UTBaseGameMode from UTBasePlayerController so that additional processing can be done for hubs and instances.
Added the exec RconNormal to logout from admin status.
Added SendRconMessage that can be used to send admin messages to everyone (recurses into instances from a hub).
Added the AdminDialog so admins can control their servers a bit more. Once logged in as an admin type "adminmenu" at the console.
Kicks on instances act as temporary bans so the offending player can't rejoin
When you ban someone, it now stores the player name they were playing under in the ini as well. NOTE: all existing admin bans in inis will have to be redone.
Admins coming from a hub now ignore the private status of matches. They can enter matches in setup or private instances at will.
Support for Win32 Unreal Tournament in the new Win32 Epic Launcher.
Enhanced Spectating System and Replay improvements.
Improvements to Showdown and Team Showdown.
New gameplay shell CTF-Plaza.
Bot AI improvements.
Networking improvements.
Levels[]
New gameplay shell CTF-Plaza.
CTF-Volcano
Removed broken refraction from the steam that was breaking on some specs and causing bad performance.
Fixed bug with fans not automatically making the player jump into them.
Added custom lift asset to prevent players from getting stuck under them (causing weird bugs near the redeemer).
CTF-Quick
Added health pickup inside base in new side room.
Weapons[]
Reduced flak shard overlap radius.
Slightly increased shockball collision radius.
Fixed rocket launcher lock working through walls if target initially had line of sight.
Drop enforcer on death if holding impact hammer or translocator.
Explosions do visibility traces a little off the projectile impact surface to reduce the chance that irregular mesh geometry blocks it.
Fixed crash in burst firing state if no spread.
Put the new Flak face on the Flak shell.
HUD and Scoreboards[]
Brightened HUD damage direction indicator to try to make it a little more obvious.
Show team beacons even if player is not visible, with scaled down version for non visible or far away players.
Smoothly transition between beacon sizes.
Drop shadow beacon names for readability.
Fade beacons near crosshair.
Separate multiple accolades on kill feed with spaces.
Show little red square on HUD if high precision mouse is off (for debugging).
Bots[]
Improved bot vision vs ragdolled players.
Improved types of wall dodge scenarios supported by UTWallDodgePoint.
Added wall dodge point to Outpost23 to allow AI to get to the location where players are hiding in the challenges.
Fixed bots getting stuck on pickups in certain rare cases.
Tweaked bot wall dodge frequency and safety checks.
Fixed an issue where skilled bots would use advanced movement to reach a powerup that's about to respawn ahead of schedule, then get confused it still has so much time left.
Bots use a proper behavior for camping powerups.
Bots consider human teammates close to a powerup as having claimed it, so they generally won't try to steal it unless they think they're special (flag carrier).
Bots send messages when they head to powerups that are respawning soon and when they see an enemy take one.
Bots don't path to items when bCanPickupItems is false on its pawn
Fixed AI crash if you try to play CTF on a level that doesn't have flag bases.
Possible fix for rare instance crash when a human joining causes a bot to leave.
Enhanced Spectating System[]
Spectator slide out menu is now mouse driven.
Minimap can now be brought up in spectator slideout.
Shows players (alive and dead).
Circle around currently viewed player.
Added CTF flags and bases to minimap.
With spectator slide out, mouse cursor is hidden if you hold mouse button for 1 second, reappears if you tap mouse button.
Draw selector triangles for bringing in or out parts of spectator slideout.
Show weapon stats when click again on selected player name in slide out.
Fixed X-Ray (Taccom) performance.
Added X-Ray button to slideout.
Added button to toggle between 1st person and 3rd person on spectator slideout.
Fixed spectator slide out sometimes showing wrong status values for players temporarily after they die and respawn.
Can now select all players on slide out even if more than 10.
Improved the powerup clocks on the slideout.
Fixed showing icon on powerup clock for weapons (e.g. Redeemer).
Drop shadow for powerup clock timers to make them more readable.
Group slideout powerup clocks by team side.
No team icon for powerup clock when there is only one of that powerup.
Powerup clocks can now be clicked to switch to viewing that powerup.
Improved projectile cam, fixed it in replays.
Don't immediately move spectator camera back when flag is sent home, so scores and returns are easier to grok.
Pickups have a camera property (optional) this is the camera to use if that pickup is selected when spectating.
Scale cam bind names to fit in buttons.
Fixed windowed spectator losing game focus when clicking on slideout.
No directional damage indicators when spectating in third person.
Don't broadcast spectator messages for small health pickups.
Fixed incorrect eyeheight in first person spectating.
Fixed some kill and reward messages not showing for spectators.
Fixed some announcements not playing for spectators or replay viewers.
Spectator switches to remote redeemer when it is fired.
Replays[]
Fixes for video recording from replays.
Fixed out of sync audio issue for video recording from replays.
Replay streamer fix for instagib replays.
Fix spree kill descriptions on replay scroll bar.
Fixed NumSpectators incorrectly being decremented when the demorec spectator leaves (due to demo being cancelled, encountering an error, etc).
Movement[]
Reduced momentum applied to wall running player by friendly fire.
Slightly slow down player who translocates while sliding so they can't translocate/slide indefinitely.
Smooth view up and down stairs even if viewbob scaling is set to zero.
Networking[]
Fixed combo in the face bug in network games.
Always successfully match fake trans disk with real one, since there can be only one.
Don't allow rocket mode to change if high ping client is waiting to spawn delayed projectile.
Tweaked net prediction settings (reduced max prediction ping from 160 to 120, etc.).
Fixed hitch when spectators join.
Fixed frame rate clamping based on netspeed (framerate must be limited so will not cause upstream connection to saturate).
Sounds[]
Added reload audio to new weapon primary fire modes (WIP).
Added audio for Link primary impact.
Added anim audio for Enforcer and Link.
Updated Enforcer Chamber Action audio.
Own footstep sounds are quieter.
Moved "lose match" announcer music to music channel.
Moved FragCenter Intro music from UI to Music channel.
Mod Support[]
IsThereAWinner() (used to determine victory conditions if time runs out) is now blueprintable.
Moved Showdown minimap code up a level so it can be used by other game modes.
Fixed case where "navigation needs to be rebuilt" message could get stuck on.
Add UNREALTOURNAMENT_API to UTGenericObjectivePoint.
Exposed some UTWeapon functions to blueprints.
Merged "Blueprint support for feigning death check" from RattleSN4K3.
Merged "Fix renaming pak files" by RattleSN4K3.
Merged option to scale time after firing before weapon can be put down from Wail.
Merged export stat names by RattleSN4K3.
Added virtual function to allow changing the player color on the scoreboard in subclasses.
Merged 'Mutate' function for mod keybinds from RattleSN4K3.
Call AUTMutator::Mutate() directly instead of routing through UTGameMode; game modes can add a built-in mutator if they really need that functionality.
Exposed DefaultBrakingDecelerationWalking in UTCharacterMovement.
AUTCharacter::GetTeamNum() now calls ScriptGetTeamNum().
MainScoreboardDisplayTime is config, in the UTGameMode section of Game.ini.
Showdown[]
Added an extra 3 second delay between showing Showdown map and spawn selection for additional clarity.
Team showdown now displays spawn selection order.
Dead players in team showdown can spectate teammates.
Overcharge powerup in Showdown now pings enemy locations through walls every 2.5 seconds.
Team Showdown round time limit is now 3 minutes.
Team Showdown: reduced ammo boost to 1.5x.
Show mouse cursor during entire Showdown spawn selection phase, not just when it's the local player's turn.
Showdown map now has a preview image when hovering over a spawn point and the map has a white border when it's the local player's turn.
Increased time to pick spawn point.
Minimap uses new spawn point indicators that show direction.
New minimap icons for pickups.
Can now hover over minimap PlayerStarts to show a 3d preview.
Can now hover over minimap pickup icons to show name of item.
Showdown no longer excludes additional spawn points based on previous player's spawn point.
Added UTPlayerStart with a flag to exclude the start from Showdown.
Added Team Showdown to rulesets.
Overcharge pickup grants some ammo.
Capture the Flag[]
Moved flag capture detection to a new collision component on the flag base instead of reusing the flag's collision, which fixes some order of operation and queued movement related issues causing erroneous captures
No longer tell players they are in advantage time if overtime starts with a held flag.
Drop flag if killed while flying redeemer.
AdvantageDuration is no longer command line configurable.
Effects and Rendering[]
Fixed anti-aliasing not being able to be set via system settings.
Added flag returned effects.
Fixed sniper tracer being dim/invisible when fired at long distances.
Blob foot shadows improvements and fixes.
Fixed orientation of player landed effect.
Added ground effect for impact hammer boosts.
Added ground footstep effects for running characters.
Landed effect plays more.
Limit frequency of playing water entry effects.
Offline Challenges[]
Fixed earning XP bonus for failed challenges after having beaten them previously.
Fixed EarnedStars and RosterUpgrade message carrying over to challenge failures.
Fixed match summary roster upgrade text display.
UI[]
New Weapon Config dialog with support for configuring weapon selection groups.
F9 works for screenshot in release build
LocalBinds array can be set up in ini that isn't modified by cloud.
Fixed setting and saving weapon priorities and selection groups.
Fixed completion checkmark not showing up for game mode tutorials.
Allow dialogs to skip world rendering for performance.
Added foliage scalability setting.
Show default match badge if custom image not available.
Removed "you have earned xxx total stars" box from offline challenge menu.
Fixed input getting cleared when certain match states change even if match summary is not up.
Fixed wrong country flag displayed right after loading profile.
Fixed crashes if subclass of UT game modes try to remove certain configurables from the menu.
Added an MCP controlled new content message for the frag center.
Show XP bar when finishing a match on a trusted server.
Make sure cursor is in right place when player starts typing message in chat panel.
Escape now toggles the menu in the match summary screen.
Fixed player card showing wrong info when switching from one profile to a completely new, never before played profile.
Fixed the HUD menu closing the hub menu when it shouldn't.
Fixed a crash with the popup overlay if the game wasn't started yet.
Misc. Gameplay[]
Added game speed mutator.
Removed Halloween seasonal content.
Don’t allow cheats and team changing in basic training.
Fixed issues with leader hat when join in progress.
Hubs, Servers and Matchfinding[]
Quickmatch restructured to have instance selection done by instance, allowing significant improvements to decision making.
Fixed joining the game from the browser not respecting some of the match restrictions.
Spectators are allowed to join spectatable matches that aren't join in progress.
When you connect to a passworded server the password used is cached for the session.
Changed how ping is calculated for hubs so reported value is representative of instance pings.
Made creating a "LAN GAME" via the menus actually create a "LAN GAME".
Fixed team chat not filtering correctly when in a pre-game hub lobby.
Don't show the lock icon on rank locked instances if your rank is within the range.
Also added a display in the popup to say what the allowed ranks are. Very WIP.
Fixed the start match button not respecting the state of there are no matches.
Tweaked min and max player counts for various standard rulesets.
HUB instances no longer time out when no players are playing but some are pending connection (e.g. because they are downloading mods).
Enabled LAN server finding.
In the case of port collision, made the exit graceful to avoid potential crash dump issues on Linux.
Made sure the listen port check checks for people using -BeaconPort=xxxx.
Integrated UE4 Perf Counters and HTTP Query code for UT Servers. This is needed for ops and the UT team to track down some more specific edge cases with servers and server states.
Fixed Mapvote on a Dedicated instance hooked to a hub.
Updated the mapvote dialog to use the new UTButtons that properly work instead of the older combo buttons.
Quickmatch[]
Quickmatch should never fail. Will fall back to less optimal hubs, including non-Epic hubs, if no good match is found.
Quickmatch CTF will now randomly choose between Titan Pass, Facing Worlds and Spooky Face.
Beginners using Quickmatch will create rank locked matches on non-beginner servers.
Mac Performance[]
Improved compressed 2D texture streaming on Mac OpenGL to reduce hitching during streaming.
On OS X 10.10.5 or later disable OpenGL.UseMapBuffer when using MTGL to improve performance (at memory cost).
When orphaning an OpenGL buffer during a write-lock that will use glBufferData to update the contents the initial discard can set the buffer size to 0 and avoid a redundant attempt to allocate backing storage. This is a marginal performance improvement on AMD's OS X drivers which don't optimise this away and could plausibly benefit other drivers too.
Optimised away unnecessary changes to GL_TEXTURE_BASE_LEVEL & GL_TEXTURE_MAX_LEVEL.
Engine[]
Win32 chunking support, in preparation for Win32 launcher.
Fixed issue where material nodes do not keep their connections when copied to another material.
Disable load warnings for cosmetics on dedicated server (so users can't cause log spam), enable on clients (for debugging)
Static mesh lod bias by way of distance scalar, only on low end.