In this update, we've focused on enhancing performance and fixing critical issues.
New Featuresโ
- Introduced new tags for brushes, allowing filtering selection and preview.
Improvementsโ
- Improved performance(up to 10x) by more aggressively reusing textures in the Stamp Brush.
- Added texture pool owners names, ensuring errant landscape resources are properly tagged in the resource view.
- Added
SetSplineParamsOnStampBrushComponent
to the Blueprint API, allowing easier creation of spline-based brushes. - Updated editor settings to allow users to disable the selection limit, enabling selection of all actors in errant landscape mode.
- Modified the UI to display
TexturesMipLevelsResidentTime
in seconds, clarifying unit confusion. - Enhanced the UI to display the asset name in the header/title of the map item in the brush component.
- Added notification when forcing an update if updates are disabled.
- Added an option in Noise to disable location-based noise seed, preventing noise changes when moving the brush.
- Improved performance in
SplineStaticMesh
by performing mesh updates only once per frame. - Restricted biome generation in the UI if biomes are not ready.
- Prevented brush visualization from showing in the game view.
- Introduced a warning in the UI for the use of weight-blended maps on multiple layers.
- Added a warning in the UI for rotated landscapes.
- Implemented a notification in the UI when creating a new brush.
Bug Fixesโ
- Fixed an issue where the brushes were failing to render if the last layer was hidden.
- Partially fixed the issue of brushes dirtying landscape proxies on level load
- "Create Asset" button now shows when selecting mask assets.
- Corrected the brush hardness preview when mask painting.
- Resolved an issue in mask selection list where changing the visibility of a selected item was not possible.
- Corrected an invalid width length in
SplineStaticMeshComponent
. - Fixed an issue in Masking where the post-process RT was not clearing properly after a user-requested clear.
- Fixed an issue in Viz Weightmaps where nothing was showing up in the weightmap list.
- Addressed an issue in Masking with the invalid format for
MaskSerializationTexture
, causing incorrect saving. - Resolved an error spam issue when renaming biome masks that are currently being previewed.
- Fixed a crash when settings too big Mask Render Target Size.
- Ensured the Priority UI rebuilds the list when opened, leading to fewer issues with the list not being populated.
- Fixed visibility mask rendering issues.
- Addressed crashes in commandlets on worlds with Errant Landscape brushes.
- Fixed incorrect normals for spline mesh
- Fixed a warning in Utils SplineStaticMesh for uninitialized physics.
- Resolved compilation issues when placing the plugin in the engine directory.
- Addressed an issue where brush
PostRender
was being called even if nothing changed. - Resolved an issue in biome masks with invalid updates when using mask names and assets simultaneously.