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@github-actions github-actions released this 01 Jun 01:28
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@epicgames-ps/lib-pixelstreamingfrontend-ue5.5

1.3.0

Minor Changes

  • 113a3c1: Add an AutoEnterVR config flag (#461). When enabled, the player checks for immersive-vr support after the video is initialized and requests the WebXR session automatically. Default is off. Note: browsers may require a user gesture to start a WebXR session; in flows where there is no pending gesture (for example, a fresh-page-load AutoConnect) the request can still be rejected and the player will log a warning.
  • c3779a5: Added Viewport Resolution Scale parameter to request higher resolution streams on small screens

Patch Changes

  • 0d87533: Synthesize a MouseUp after MouseDouble in both mouse controllers so the streamer's pressed-button state stays balanced after a double-click (#10). The plugin treats MouseDouble as a press-class event (RoutePointerDoubleClickEvent / IGenericApplicationMessageHandler::OnMouseDoubleClick) but never synthesizes a release; the browser's preceding mouseup was already consumed by the prior MouseUp, so UE was left thinking the button was still held — manifesting, for example, as camera pans that latched on after a double-click. Behaviour is gated on the new MouseDoubleClickAutoRelease flag (default on); disable it via ?MouseDoubleClickAutoRelease=false or the settings panel to restore pre-fix behaviour for projects that handle the doubleclick release themselves.
  • b16fd54: - Addressing security issues raised by dependabot. (glob, js-yaml, playwright)
    • Added lint npm script to the root project. Running npm run lint will now run linting over all packages.
  • af7bde1: Map the macOS Command (and Windows Meta) keys to UE keycodes 91 (LeftWindowKey) and 92 (RightWindowKey). KeyCodes.ts now contains MetaLeft/MetaRight (and the legacy OSLeft/OSRight) entries, and KeyboardController.getKeycode normalizes the right-Cmd code so it no longer collides with ContextMenu (93) on browsers that report keyCode === 93 for it, and so Firefox-on-Mac (which reports keyCode === 224 for both Cmds) is also handled. Frontend portion of issue #276 — UE-side support for these key codes is tracked separately.
  • a7d9e91: Fix mouse-button-held tracking so dragging outside the video element keeps sending move and release events to UE (#349). When a button is pressed on the hovering mouse controller, mousemove/mouseup are temporarily moved from the video element to window, with coordinates re-computed against the video element's bounding rect. When all buttons are released, the listeners switch back to the element. This prevents the engine from being left with a stuck button when the user releases outside the video — common with DefaultViewportMouseCaptureMode=CaptureDuringMouseDown.
  • e948750: Make npm run lint work regardless of the directory it's invoked from. Each workspace's eslint.config.mjs now pins parserOptions.tsconfigRootDir to import.meta.dirname, so parserOptions.project resolves relative to the config file's own directory rather than whichever CWD typescript-eslint happens to pick by default. Previously the six workspace configs prefixed project with the workspace directory (e.g. 'Common/tsconfig.cjs.json'), which only worked under one specific typescript-eslint version's resolution behavior and broke CI when run from within the workspace.
  • Updated dependencies [b16fd54]
  • Updated dependencies [e948750]
    • @epicgames-ps/lib-pixelstreamingcommon-ue5.5@0.3.3

1.2.5

Patch Changes

  • fbbd6a7: [UE5.5] Fix: Streaming in iframe broken due to SecurityError checking if XR is supported (#734)

1.2.0

Minor Changes

  • 2d0e139: Changed module type from cjs to node16 for the CommonJS version of the package. This fixes issues with some dependencies and also brings things to be slightly more modern.

Patch Changes

  • Updated dependencies [2d0e139]
    • @epicgames-ps/lib-pixelstreamingcommon-ue5.5@0.3.0

1.1.0

Minor Changes

  • 208d100: Add: a html modal for editing text input that is shown on the frontend when user clicks/taps on a streamed UE widget.

    This edit text modal fixes the following:

    • Fix: Users can now input non-latin characters (e.g. Chinese, Japanese, Korean etc.) using IME assistance.
    • Fix: Users on mobile can now type using on-device native on-screen keyboards (which was previously non-functioning).
    • Add: Users can copy/paste from their clipboard into the edit text modal naturally.

    When adding this modal the following was also fixed and extended:

    • Fix: Typing into other frontend widgets (e.g. the settings panel) no longer sends input to the focused UE widget.
    • Add: Exposed a frontend event for when UE sends text input content, meaning customisation of behaviour is now possible.
    • Docs: Added docs explaning this new edit text modal.

    Further details about the edit text modal as mentioned in this PR: #564