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TransitionFX v1.4.0
Added
Built-in Effects (+2, total 30)
- Stripe Cascade — The screen is divided into stripes that wipe closed one after another with a staggered delay, cascading across the screen. Stripe count, direction (4-way), stagger delay, and edge softness are adjustable (
SplitCount,Direction,StripeDelay,Smoothness). Adds theDA_StripeCascadepreset,M_Transition_StripeCascademaster material,MI_Transition_StripeCascadeinstance, theMF_StripePosmaterial function, README (EN/JA) Built-in Effects table entries, and theL_ShowCasesample level entry. - Box Roll — Boxes roll in from the right edge and stack up row by row until they cover the screen. Row count, roll speed, and per-column/per-row stagger are adjustable (
Rows,Speed,DTCol,DTRow). Anti-aliasing is analytic (1.5 px fromViewSize), and the whole animation is driven by the standardProgressparameter. Adds theDA_BoxRollpreset,M_Transition_BoxRollmaster material,MI_Transition_BoxRollinstance, theMF_Rotate2D/MF_SdBox2D/MF_BoxDist/MF_RowDistmaterial functions, a showcase level entry, preview GIF, and README (EN/JA) Built-in Effects table entries.
Effect-count references were updated to 30 across the .uplugin description, the Preview Tool manual, and docs/SHOWCASE_LEVEL.md.
- Project Settings page (
UTransitionFXSettings) — New developer settings class exposing plugin configuration under Project Settings > Plugins > TransitionFX (saved toDefaultGame.ini). This page is the future home for additional plugin-wide options. - Configurable effect pool size — The per-effect-class pool cap (previously hardcoded at 3) is now exposed as
MaxPoolSizePerEffectClassin the settings page. Set to 0 to disable pooling entirely.
Changed
- Plugin version bumped to 1.4.0 (
TransitionFX.upluginVersionName). - Preview panel batch capture extracted into
FTransitionPreviewBatchCaptureDriver— The dev-tools batch GIF workflows (all-effects batch and per-easing batch,TRANSITIONFX_DEV_TOOLS) moved out ofSTransitionPreviewPanelinto a dedicated driver that steers the panel through callbacks and advances on the capture engine'sOnWriteFinished. The panel drops to ~725 lines and no longer contains any batch state. Editor-only, no behavior change. - Preview panel GIF capture extracted into
FTransitionPreviewGifCapture— The editor preview panel's single-GIF capture pipeline (fixed-step frame grabbing, save-path resolution, GIF encoding, notifications) moved out ofSTransitionPreviewPanelinto a dedicated capture engine. The panel now decides the destination up front (batch modes pass an explicit path; interactive capture gets the save dialog) and the batch drivers advance via anOnWriteFinisheddelegate instead of being called from inside the capture finalizer. Editor-only, no behavior change. - Sequence playback extracted into
UTransitionSequencePlayer— The Phase 2 refactor planned since v1.2.0: sequence step/loop/delay logic moved out ofUTransitionManagerSubsysteminto a dedicated internalUTransitionSequencePlayerobject (created lazily on firstPlaySequencecall). No public API change —PlaySequence,StopSequence,IsSequencePlaying,GetCurrentSequenceStep, and the sequence delegates remain on the subsystem and behave identically. - Sample project build settings updated for Unreal Engine 5.8.
TransitionFX_Dev.Target.csandTransitionFX_DevEditor.Target.csnow useDefaultBuildSettings = BuildSettingsVersion.V7andIncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_8, clearing UBT's backward-compatibility[Upgrade]notices. The new defaults (strict MSVC inline conformance,Precisefloating-point semantics for Editor targets, and undefined-identifier / return-type / dangling-reference / unreachable-code diagnostics promoted to errors) are accepted without overrides — both plugin modules rebuild warning-free under them. Note that these UBT values require Unreal Engine 5.7 or newer; theTransitionFXplugin itself is unaffected and still targets 5.5+. The sample project'sEngineAssociationis now5.8accordingly, so project file generation and builds resolve to a UE 5.8 install (older engines' UBT cannot parse the V7 target settings).
Fixed
- Fixed a misspelled function output on
MF_CorrectAspectRatioandMF_GetMaxScreenRadius:AspectRaitois nowAspectRatio. The 15 master materials that consume this output connect by pin, so they are unaffected; only the pin label shown in the material editor changes. - Fixed a misspelled scalar parameter on
M_Transition_Pixelate:MaxResoluutionis nowMaxResolution. The shippedMI_Transition_Pixelateinstance andDA_Pixelatepreset never overrode this parameter, so the built-in effect is unaffected. If your project overrides it by name — in a custom material instance or viaFTransitionParameters— update the name toMaxResolution. - Fixed a potential freeze / stack overflow when playing a looping sequence whose entries all have a null preset (e.g. a freshly created
UTransitionSequencewithbLoopenabled and presets not yet assigned). Null-preset entries are now skipped iteratively instead of recursively, and a sequence in which no entry is playable finishes immediately with a warning (broadcastingOnSequenceCompleted) instead of cycling forever. Also guarded sequence playback against theEntriesarray being emptied at runtime while a step delay is pending.