Fortnite Ecosystem v41.00 brings Sidekicks to UEFN as NPCs, expanding the types of creature-based games you can build—including monster battlers, cozy farming games, creature-collection RPGs, companion adventures, and more.
This release also introduces Custom Weapon Templates so you can reshape how Pistols, SMGs, Assault Rifles, and Shotguns look, sound, and play. Plus, expanded mobile development options with new touch controls and gesture support (experimental).
Additional updates include Skeletal Animation with Scene Graph (experimental), Live events support in Communities, more Star Wars™ characters added to the Hero device, new stability and asset management tooling, and more.
Sidekicks Now Available as NPCs for Your Islands
Fortnite Sidekicks are now available as scriptable NPCs in Unreal Editor for Fortnite (UEFN). Starting July 23, you can publish islands using Sidekicks as NPCs. You can customize how Sidekicks look, script their behavior with Verse, and animate them. You can even bring a player's own Sidekick into your game, putting the companion they already know at the heart of your experience.
Get started with the following guides:
When publishing open, we will feature creature-based islands in a new creature-based Collection page, and they will also be eligible for additional Discover featuring opportunities, via Epic’s Picks, and a Callout. For details on the Creature Callout and how to submit, visit the forums. Head over to our blog to get all the details.
Compatible Weapons
Only certain weapons can cause damage to your Sidekicks. For a complete list of weapons that apply damage to them, see Damaging Your Sidekick.
Cozy Architecture Kit, Pet Props, Foliage, and Farming Items Added
With Sidekicks coming to UEFN, we have added new galleries you can use to build your ultimate Sidekick experience.
Plumpton Architecture Kit and Prefabs: A quaint country life architecture kit and prefabs
Plumpton Farm Gallery: Crops and soil patches with multiple states to suit farming type games
Pet Props Gallery: Treats, toys, grooming gear, and accessories
Updated Foliage: New and improved grass and flower options for landscapes
Plumpton Feature Example
Get started with the Plumpton feature example for UEFN, a cozy town perfect for creature companions. This project includes Sidekick NPCs, a farmhouse, crop fields, training grounds, and more.
The template is available in the Project Browser, under Feature Examples > Game Examples > Plumpton: Environment.
Hero Device Update – New STAR WARS™ Characters
Add more iconic Star Wars moments to your islands with new playable characters in the Hero device, spanning new eras and factions. Players can transform into them and unlock power-ups, boss battles, roleplaying, and more.
Build your storyline around these new boss-level characters, each with a fully loaded inventory:
Luke Skywalker
Obi-Wan Kenobi
Mace Windu
Kylo Ren
IG-11
Moff Gideon
Boba Fett
To learn more, see Hero Device.
Custom Weapon Templates Now Available —Pistol, SMG, Assault Rifle, and Shotgun
There’s now a way to customize weapons with Scene Graph. You can add a new Entity Prefab to your island and choose from these baseline weapon templates:
Pistol (
pistol_template)Sub Machine Gun (
sub_machine_gun_template)Assault Rifle (
assault_rifle_template)Shotgun (
shotgun_template)
Reshape how each weapon looks, sounds, and plays with these four new weapon templates, making them feel purpose-built for your experience.
Presentation Properties: Swap out the mesh, effects, and sounds to give each weapon a unique visual and audio identity.
Balance Properties: Tune damage, fire rate, spread, and recoil to give each weapon a distinct gameplay feel.
To learn more, see Weapon Templates.
Persisting Scene Graph Data with Verse
To ensure entities in your islands, like the weapon templates and Star Wars lightsabers, persist correctly across player sessions, you must use the Verse persistence feature. These entities are not compatible with older saving methods, like the Save Point device.
To learn more, see Using Persistable Data in Verse and Verse Persistence Best Practices.
Level up your Island's Mobile Experience
Touch Controls, Gesture Support and HUD Controls (Experimental)
Make genres like puzzle games and tycoons mobile-friendly with new features for mobile development. Now available in Experimental.
Touch Input Gestures (Virtual Pointers): The Gesture Input API supports tap and drag inputs, unlocking more complex touch interactions on mobile devices.
Developer Customizable Touchscreen Controls: You can build a touch layout as a UMG User Widget with Touch Control Layout Override widgets for each action (Jump, Shoot, Reload, Aim, Crouch, Sprint, and more), and then assign it to a HUD Controller device to reposition, restyle, or hide individual buttons.
Touchscreen controls for disabled Verse inputs are hidden by default. If you unsubscribe from a default action in Verse, the engine automatically hides the corresponding touchscreen button.
Tappable Custom HUD Widgets: A custom HUD widget can now act as a touchscreen button. Use it to drive logic from gem counters, reward notifications, inventory icons, and similar HUD elements. You can also repurpose default actions your experience doesn't use.
Platform Controls Query: A new Verse API detects whether a player is on a touch-enabled device and which controls are relevant for that platform, so you can route players to the appropriate experience for their platform.
Learning Content
We've published Designing for Mobile, a new guide that includes principles and best practices for designing mobile games in Fortnite with UEFN. Learn what makes a great mobile experience and how to use UEFN's latest tools to build one.
Stability and Asset Management Tools
Spatial Profiler Workflow Improvements
There’s a new Monitor Performance checkbox in the Launch Session menu, which you can use to monitor your island's memory usage without opening the Spatial Profiler window.
This includes:
A memory health status that is visible in the UEFN status bar, as well as toast notifications when memory usage exceeds recommended levels for sustained periods.
A new Memory Snapshot panel, which you can open from the memory usage indicators mentioned above. This panel surfaces a breakdown of the estimated memory cost of assets directly linking to any actors that reference them. The breakdown helps bridge the gap between performance alerts and what is loaded in memory.
For more information, see Memory Snapshot and Spatial Profiler.
Asset Health Tooling
New asset validation warnings now flag and report static meshes that exceed 30k vertices for LOD0. This check helps you make sure your islands run optimally on lower-end platforms.
To avoid errors associated with uploading memory intensive assets, review the requirements and guidelines here: Simplify Static Meshes.
Update: Follow a Developer on Exit Flow
In v40.40, we added the option for players to follow a developer in the Exit sidebar when leaving an island. With v41.10, we will introduce the previously announced change to remove the Follow a Developer button from the Developer Profile Link device—the device itself will still be usable and existing follower counts are not affected.
These updates give players a consistent way to follow their favorite developers across Fortnite and prevent differences in how developers use the device influencing follower counts.
If you direct players to the device to follow your profile today, you'll need to update those callouts before v41.10.
Skeletal Animation in Scene Graph (Experimental)
An early Experimental version of the Skeletal Animation API is available to try out in this release. Using the new experimental PlaySkeletalAnimation Verse API, you can play skeletal animations directly on Scene Graph entities. Animation becomes a composable part of your entity alongside meshes, VFX, sound, and Verse logic. You can build modular animated characters and props once, and drive them at runtime with Verse.
The API is limited for now, but is expected to expand over time. You can’t publish islands using this feature yet. To learn more, see Skeletal Animation in Scene Graph.
New Session Monitoring and Publish Readiness Tools
Live Edit and Iteration Improvements
With Live Edit, edit operations update the active session automatically, no manual push required. This release expands Live Edit support and makes in-session iteration more transparent.
Starting with 41.00, Push Changes incrementally cooks only the modified parts of your project. Previously, each push triggered a full project cook. This change reduces iteration time when updating your session. Additional asset types now support Live Edit, including Sound Control Bus Mix and Level Sequence assets.
The improvements also include:
Edit List Panel - New panel that displays all edit operations in real time, showing which changes are already live in the session and which still require a push.
Launch Session Button - Consolidates Push Changes, Push Verse Changes, and Refresh Session into a single control. A Verse icon badge on the Push Changes button indicates when code changes are pending.
Start Game Button - Moved into the Session status area.
Pause and Restart Buttons - New buttons available during Game Mode.
Operations - New section in the Session dropdown provides one-time session actions like Push Verse Only and Validate Project.
Live Edit Status - New status column in the Outliner, which indicates what assets require a push.
Session Camera Controls - Has moved to the viewport toolbar and now supports camera bookmarks from the Editor, as well as in-session teleportation.
To learn more, see Live Edit and Iteration Improvements.
Session Inspector
Gain insight into the Live Edit workflow with the Session Inspector tool. This UEFN status and debugging tool provides visibility into the process of launching a session and live editing your project.
You can use to the tool to:
Monitor the specific state of cook jobs for a project's modules.
Get quick links to the Module and Cook job status in Content Service.
Provide an at-a-glance view of the current project's dependencies.
To learn more, see UEFN Session Inspector.
Publishing Report
We added the publishing validation workflow into UEFN to streamline the publishing process. You can prepare your island with the Publishing Report tool in UEFN. The new panel surfaces potential issues with your island before publishing. It provides a single place to evaluate publish viability against a required checklist of project requirements.
Verse Warning
In this release, we’ve improved the Verse warning that may appear when you open a project. The warning panel now lists each issue individually, and includes a button that opens the relevant location in VS Code.
After all issues have been resolved, the project can be compiled successfully and is ready to work on again.
Editor Gizmo System
We're introducing a new Editor Gizmo System designed to deliver a more consistent and flexible interaction experience across the editor. Built on top of the Interactive Tools Framework, the new system consolidates multiple legacy gizmo implementations into a single framework used across viewports and tools. This unification improves reliability, interaction consistency, and extensibility for developers building tools within the editor.
The redesigned gizmos also include a range of visual and usability improvements inspired by workflows familiar to artists and level designers from tools like Maya and Blender. With improved hit targets, clearer visual feedback, customizable interaction presets, and enhanced precision controls, the new system provides a faster and more predictable workflow for manipulating objects and assets.
Find more details on the Editor Gizmo System and other editor improvements introduced in v41.00 in our forum post.
Physics UI Update
The option to enable Physics in UEFN has moved from under Beta Access in the project settings to the Island Settings under the World section.
Physics remains a Beta feature with the move.
When enabled, your island runs a physics simulation, creating dynamic environments where assets respond to gravity, collisions, and forces. To learn more, see Getting Started with Physics.
Illegal Property Override Warnings Are Now Errors
In v40.00, we fixed a bug that caused incomplete hidden property validation, which produced "Illegal property override" warnings for some properties. These warnings are now errors as of v41.00.
What this means:
New or updated islands with illegal property errors are blocked from publishing.
Current published versions where the warning appeared will stay live.
Content Browser and Inventory Updates
Check out all the new devices and items available this release!
Player Movement Device Update
Locomotion options from the Island Settings have been brought over to the Player Movement device for more control over which players are affected by the settings. New options have also been added to the Player Movement device to allow for more granular tuning over parkour-related movements.
| Options Added from Island Settings | New Options |
|---|---|
|
|
Device Updates and Fixes
Fixes:
Fixed an issue where players were unable to mantle after respawning when using a Side Scroller Controls device.
Fixed an issue where the Ball Spawner device did not spawn correctly when added to the quickbar.
Fixed an issue where the Launcher device gave a small boost when a player landed on it with a parachute in a Physics-enabled world.
Fixed an issue where the Pinball Flipper device ignored changes to the "Reset Time" setting. The device now respects the configured reset time.
Fixed an issue where Physics island settings conflicted with the Damage Volume device, causing a delay in damage being applied. Damage is now applied immediately as intended.
New Weapons Updates and Fixes
New:
Vanguard Burst Rifle
The Voidblade’s Burst Rifle
Extending Focus Shotgun
Reacher Extending Shotgun
Chaos Exploder Rifle
Dark Voyager’s Chaos Rifle
Exotic Overdrive Pulse Rifle
Exotic Recon Bow
Exotic Leaping-Lightning Gun
Fixes:
Fixed the materials, particles, audio, and animations of Shadow Midas’ Drum Gun. The particle effects are easiest to see in low light.
New Items
Seven Sliders
Limitless Seven Sliders
Brick-a-Bunker
New Prefabs & Galleries
Latte Landing
Latte Landing Bun Store Prefab
Latte Landing Big Shots Cafe Prefab
Latte Landing Krunchy Krickets Prefab
Latte Landing Espresso Experiments Prefab
Latte Landing Floor Gallery
Latte Landing Wall Gallery
Latte Landing Roof Gallery
Latte Landing Prop Gallery
Plumpton Wall & Roof Gallery
Plumpton Floor & Stair Gallery
Plumpton Prop Gallery
Plumpton Farm Gallery
Plumpton Plants Gallery
Pet Props Gallery
Plumpton Herbalist’s Hut
Plumpton Pet Shop
Plumpton Tavern
Plumpton Farmhouse
Community Events
Starting June 8, you can create events to feature in your Fortnite Communities and share in-game. Your promotion options depend on where you’re hosting: YouTube or Twitch livestreams can be promoted in Communities, while Fortnite events can reach your community both in Communities and directly in Fortnite.
Event is a new option in the More options section of the Community Post editor. Use the rich text editor to put extra details in the post that shows up in Communities.
Events in-game will be shown in several places:
The Following tab for users following you or who have favorited your island
Your Profile page
Your Island page
Your island Lobby (when the option is enabled)
We will be testing a Community Events row in the Discover tab. The row will not be available to all players, and its placement may change as we evaluate performance.
The Discover row surfaces events based on when they are starting and how many players have selected that they are “Interested” on the Communities post. Placement in the row is not guaranteed, and we prevent islands and developers from appearing more than once. For upcoming events, players can mark that they are “Interested”.
To learn more, see Creating Content and Designing a Successful Event.
Community Bug Fixes
The following fixes address issues you submitted to us on the forums. Thank you for your patience and for reporting these issues!
Fixed an issue where adding and removing entities in the world would cause server degradation.
Fixed an issue where some Physics Materials were unexposed.
Fixed an issue where launching a session on some projects would fail with a cook error.
Fixed an issue where Fortnite would not close properly after launching a session through UEFN.
Fixed an issue where the client would crash after ten minutes of spawning and despawning entities
For a full list of all scheduled fixes for 41.00, refer to this search on the Epic Developer Community Forums.
Fortnite Ecosystem Updates and Fixes
Fixes:
Fixed an issue where assets from the Tiptop Terrace Nature gallery could not be copied and pasted using the phone tool.
Fixed an issue where preview actors did not display correctly during thumbnail capture for the quickbar.
Fixed an issue where adding a prop to the quickbar with the phone tool caused a freeze.
Brand Island Updates and Fixes
New:
Added Mandalorian (Pen & Ink), Clone Wars Anakin, and Clone Wars Ahsoka outfits to cosmetic-based devices.
UEFN Updates and Fixes
New:
Added support for native iOS gesture recognizers.
Replaced the existing Pinch, Flick, and Rotate gestures, and added new Tap, Long Press, and Pan gestures.
Implemented a user notification for when island navigation is blocked during a UEFN edit session.
Added the option for haptics feedback while recording audio on IOS.
Fixes:
Fixed an issue where you could not build on Instanced Static Meshes.
Fixed an issue where child scene components did not update visually when actors were moved through live edit in VK-Edit sessions.
Fixed an issue where child mesh components on custom Verse props did not update their collision correctly when toggling Hide/Show in Verse.
Fixed an issue where switching projects in the same UEFN editor session resulted in rare client island download race conditions permanently failing matchmaking.
Animation and Cinematics
New:
Updated all 17 biped templates so the leg chains now end at the ankle/foot bone, with new foot chains covering the ball/toe bone.
Added new biped templates for Blender Rigify.
Updated the Full Body IK (FBIK) auto-setup defaults.
Added an override-set dropdown to the Batch Retarget window, so you can select override sets when using a manually supplied IK Retargeter. The selection applies to both the live preview viewport and animation export.
Improved the IK Retargeter Override Set editor with Add Child, a search bar, keyboard shortcuts (Delete or Backspace to delete, F2 to rename), duplicate, and reordering.
Added the ability to control whether additive animation attributes are preserved during batch retarget, via the Blueprint and Python batch-retarget API.
Added the EID tool for prop montage baking.
Editor
New:
Improved handling of non-integer frame rates in Capture Manager.
Relaxed iPhone take archive video naming restriction in Capture Manager.
Added an in-editor validation warning for missing hard references.
Enabled the new gizmos in the Prefab Editor.
Added the ability to get and set the Media and Import Directories in the Capture Manager editor settings via Blueprints.
Integrated Capture Manager with the Data Devices panel and deprecated the now-redundant Devices panel.
Improved Log Categories performance in the Output Log.
Added Ctrl + Shift + Z as an alternate shortcut for Redo.
Added Convert To Timescale for overflow-safe milliFPS computation.
Added a Transient Media Profile in Live Link Hub (no .uasset exposure).
Included a prompt for calibration when processing MetaHuman Performance for stereo footage without depth.
Fixes:
Updated the Stat FPS frame-time indicator to use the same smoothing factor as Stat Unit.
Exposed gizmo editor settings to UEFN.
Fixed a crash that could occur on editor shutdown related to Capture Manager settings.
Fixed an issue where static meshes were transformed incorrectly in the viewport.
Fixed a memory leak that occurred in the Content Browser when removing a collection.
Fixed an issue where component names were inconsistent across ingest devices.
Fixed an issue where a Media Profile did not always exist from startup.
Fixed an issue where opening upgraded MetaHuman Identity assets from older UEFN versions could cause a crash and data loss.
Fixed a SIGABRT crash in test code.
Fixed Invalid Frame Rate for Android HEVC ingest without Third Party Encoder.
Fixed frame count mismatch for sub-30fps footage in the MetaHuman Performance asset.
Fixed an issue where entity collision did not appear when collision view mode was toggled.
Fixed crash in Handle Sequencer Global Time Changed during teardown
Guard unprotected TMap accesses in MetaHumanPerformance.
Fixed an issue where audio was muting after processing a MetaHuman Performance.
Fixed an issue where opening a MetaHuman Performance asset would cause a crash if media was missing.
Fixed an issue that would cause a DDC commandlet crash when deserializing MetaHuman Identity assets.
Re-enabled Physical Material asset view permissions.
Fixed an issue where the mode switcher appeared in sub-editor toolbars in Live Link Hub.
Fixed an issue where the Live Link Hub UI hung when selecting a MetaHuman video source.
Fixed an issue where File menu commands didn't work when the Media Profile editor was focused in Live Link Hub.
Deprecated:
Deprecated the Lit Wireframe view mode. Use the new Mesh Edges toggle in the View menu to show mesh edges with any view mode.
Removed the experimental gizmo option from the level editor viewport; it has moved to gizmo settings and profiles.
Editor UI
New:
Added a Crash Diagnostics panel to the Editor Diagnostics window so you can view recent editor crashes.
Added a button to automatically clean up "more overridden materials than referenced in source mesh" map-check errors. The button appears on the affected source-mesh field, and you can use Select actors by message in the map-check dialog to fix these errors in bulk.
Reduced VRAM use slightly: maximized editor windows no longer allocate an oversized swapchain.
Enabled delayed change notification on SceneOutliner search.
Added Dynamic Invalidation to the Material Editor graph.
Fixed cursor-locking so the cursor can now reach the outermost pixels in borderless game windows.
Added recursive expansion with the arrow keys in tree views, matching the shift-click expansion behavior.
Moved the player's teleport menu into the Viewport Toolbar.
Fixes:
Fixed an issue where certain UEFN projects would fail to generate a thumbnail.
Fixed an issue where gizmo drags and some other interactions became unresponsive while background tasks such as static-mesh compilation were active.
Environments and Landscapes
New:
Landscape grass types can now be remapped per landscape proxy, so you can spawn different grass types (or none) without re-authoring the entire landscape material.
Fixes:
Fixed an issue where re-importing the same heightmap or weightmap image required reloading the map.
In-Game UI
New:
Added an OnItemsChanged event to the panel widget view extension, broadcast after all slots are replaced.
Fixes:
Fixed an issue where inventory, pickup, and ping-marker UI did not correctly display the description, rarity, and icon from Fortnite items.
Fixed an issue where players were prompted to choose "Stay with Team" twice during the post-match menu.
Modeling
New:
Added an option for the smooth brush to favor PolyGroup edges, better preserving quads on meshes where quads were imported or enabled via PolyGroups.
Improved performance of the Paint Maps tool.
Improved performance of the Vertex Sculpt tool.
Changed the sculpt smooth brushes to default to the Preserve UV Flow setting for both primary smooth and shift-smooth.
Added boundary-locking support to the Vertex Sculpt tool.
Added user-controllable opacity for the on-surface brush stamp indicator in the Vertex Sculpt tool.
The Catmull-Clark and Loop subdivision in the subdivide tool now carries through more mesh properties (all UV channels, weights, and more).
Added key-repeat for most brush tool hotkeys (like [ and ] ), so the brushes keep adjusting while the hotkey is held.
Added general attribute support for mesh simplification in the geometry library, handling attribute overlays with arbitrary topology (UV and normal seams), color, and weight attributes.
Fixes:
Fixed an issue with undo in the Paint Maps tool that could occur after painting on a mesh with no attribute channels.
Fixed a crash when using the GeometryScript ChannelPack method on a texture that lacks sources.
Fixed a crash in the Simplify tool when simplifying a dynamic mesh with the standard simplifier.
Fixed an issue with vertex-color material rendering in the modeling tools.
Fixed a crash that could occur when bridging boundary edges in the PolyEdit tool.
Fixed a crash that could happen when some modeling tools were run on specific meshes, due to an unhandled edge case in the spatial data-structure build.
Fixed a crash that could happen if Mesh to Collision tool was run on multiple meshes before any similar tool.
Removed the "Depth" property from sculpt brushes where it had no effect (Flatten, Fixed Plane) or an undesirable effect (Move, Grab, Grab Sharp).
Visual Effects
Fixes:
Fixed an issue where fog could be applied incorrectly to volumetric clouds in splitscreen or stereo views, causing artifacts against the sky near the edges of objects.
Fixed an issue where falling effects remained on the Newton pawn after sliding.
Physics
Fixes:
Fixed an issue where players did not stay crouched when transitioning from sliding to walking without input. The crouched state is now maintained correctly.
Fixed an issue where players fell at an unexpectedly slow speed when gliding on an island with extreme negative gravity. Glide speed now reflects the island's gravity setting correctly.
Fixed an issue where players snapped back to a standing position after falling while crouching. The crouched state is now preserved correctly during falls.
Fixed an issue where players' heads clipped below the water surface while swimming. The player now swims at the correct depth.
Fixed an issue where the Prop Mover applied multiple damage ticks on a single collision. Only one damage tick is now applied per collision event.
Fixed an issue where landing on a Launch Pad while gliding did not launch the player correctly. The Launch Pad now triggers as expected when landing in glide mode.
Fixed an issue where the idle swimming animation did not play when moving upward inside a water volume. The animation now plays correctly in all swim directions.
Fixed an issue where every other bounce on a D-Launcher did not allow the player to deploy their glider. The glider can now be deployed after every bounce.
Scene Graph
New:
Updated the Entity Prefab Editor where selecting a sub-prefab now highlights all of its entities, including entities added in that sub-prefab instance.
Entity Prefabs: creating a new prefab now prompts you to choose a base class.
Turned on prefab thumbnails by default.
Fixes:
Fixed an issue where transforms were applied twice in the entity hierarchy in the Prefab Editor.
Fixed an issue where
using { /UnrealEngine.com/SceneGraph }incorrectly compiled in Verse. Projects using this path will no longer compile. You can useusing { /Verse.org/SceneGraph }instead.Fixed an issue where updating an asset thumbnail could mark the Entity Prefab as modified unnecessarily.
Verse Updates and fixes
API
New:
Added
GetGlobalTransformto positional.Added
@docto Verse rotation.Added the
fort_vehicleAPI:Replaced
GetOccupants()withGetPassengers(), which returns all agents currently in the vehicle.Added
GetDrivers(), which returns all agents currently in driver seats.Added
AddAgent(InAgent:agent)to forcefully seat an agent in the vehicle.Added
RemoveAgent(Agent:agent)to forcefully remove a specific agent from the vehicle.Added
RemoveAll()to forcefully remove every agent from the vehicle.Added
GetSeats():[]fort_vehicle_seat, which returns the vehicle's seats.
Added
fort_vehicle_seat, a new interface for vehicle seats:Occupant:?agent— the agent currently in the seat, if any.Vehicle:fort_vehicle— the vehicle that owns this seat.InsertAgent(Agent:agent, Seat:int)— seats an agent in a specific seat.IsDriverSeat()— succeeds if the seat is a driver seat.
Added
IsWeakpointDamageproperty todamage_resultVerse API.
Language
Fixes:
Fixed an issue in digest generation so that
usingstatements and qualifiers respect module@availableannotations.Fixed two cases where expressions were incorrectly judged not to suspend and so were not accepted as structured-concurrency subexpressions: when the suspension is in a tuple subexpression, and when it is in the initialization of a var.
Disallowed
@editableon fields that are instances of type variables, since the editor cannot yet enforce that the set value is of the correct type.
Tools
New:
Updated error strings for asset parameters so they always appear in the digest notes, since inline comments in class definitions are purged when generating the digest.
Fixes:
Fixed an issue where referenced Verse classes were not cleaned up properly.
Updated an error popup message to be more representative.
Unreal Revision Control & Notes Updates and fixes
Fixes:
Fixed an issue where excessive debug logging flooded the log output.
Fixed FAB assets not appearing in a second editor instance after syncing.
Fixed an issue where a commit message consisting entirely of whitespace could be submitted.
Fixed empty folders outside of revision control being deleted after a Check-in Changes operation.
Fixed a silent check-in failure that logged an Invalid State error without notifying the user.
Branch Explorer
New:
Branch Explorer now supports progressive loading for improved responsiveness.
Branch merges are no longer restricted to child-to-parent relationships only.
Added a zoom indicator to the Branch Explorer.
Added a filter to hide other users' personal branches.
Branch labels are now always visible in the Branch Explorer graph.
Added progress reporting for
branch switchandbranch mergeoperations.Branch Explorer tree view state and filter state are now saved and restored per project.
Fixes:
Fixed long branch names overflowing the tooltip background.
Fixed incorrect personal branch label width in the Branch Explorer graph.
Fixed vertical branch lines occasionally overlapping branch labels in the Branch Explorer.
Fixed branch lines distorting when resizing the Branch Explorer window.
Fixed an indefinite hang when creating a new branch after deleting assets in a project.
Fixed an issue causing the branch switch process to be incorrectly initiated when already on the current Personal Branch.
Fixed a scenario in which the branch list was not synchronizing between users.
Fixed drag input in the Branch Explorer remaining active after the cursor left the window bounds.
Fixed an issue where long branch names overflowed the tooltip's background.
Fixed an issue such that the sync latest button and clock icon now correctly reflect state when changes were brought in from an earlier revision.
Fixed an issue that caused intermittent failures and unexpected results when merging one branch to another.
Branch History Panel
New:
The Merged revision control status icon color has been updated for improved legibility.
Fixes:
Fixed the Branch History tab incorrectly highlighting the left-side line for non-synchronized revisions.
Performance
New:
Some source control operations in the editor can now run in parallel, improving performance.
File history updates are now parallelized for improved performance.
Metadata extraction is now parallelized when entering conflict resolution, improving performance.
Metadata extraction has been optimized during check-in for improved performance.
Reduced unnecessary lock status queries during checkout to improve performance.
Made improvements to optimize status history update calls in situations such as performing lots of deletes and then submitting.
Removed the informational tooltip showing the number of pending changes prior to check-in to improve performance.
Removed usage of
repository status --unstagedon project-wide queries to improve performance.Removed the
--resetflag frombranch switchcalls to improve performance.Significantly decreased deletion times for large numbers of assets in projects with existing content or long snapshot histories.
Significantly improved delays occurring after duplicating or renaming assets.
Notes
Fixes:
Fixed note positions not updating correctly after undoing an action.
Fixed notes created underwater appearing at incorrect positions on the actor.
Fixed anchored notes not updating their position during landscape editing.
Fixed the note icon appearing far above a blueprint actor after its Y-axis size was changed.
Fixed the note icon becoming inactive after resizing a blueprint actor and creating a snapshot.
Fixed notes created at the same location overlapping each other.
Fixed an issue preventing notes from being placed on actors at long distances from the camera.
Fixed inconsistent icon brightness in the note edit menu.
Fixed the Create Note hotkey leaving note viewport visibility enabled after pressing cancel
Fixed screenshot attachments cropped to lower widths causing UI layout issues.
The attachment limit is now enforced at the data layer rather than the UI layer.