v1.1.13
v1.1.13
The largest single release of native coverage yet.
Highlights
- IK retargeting and batch bake
- StateTree authoring stack that actually persists
- Chaos cloth read/write
- Lit material preview
- Stronger enforcement for tool discovery
Server
- IK Rig / IK Retargeter authoring + batch bake. set_ik_rig_mesh, set_ik_retargeter_rig, auto_align_retarget_pose, reset_retarget_pose, and batch_retarget_animations complete the retargeting workflow end to end.
- StateTree authoring that persists. create_state_tree now builds a proper UStateTreeEditorData (schema + root state), so authored states and tasks survive save/load. Blueprint tasks wire correctly, add_binding notifies OnBindingChanged, list_bindable_sources enumerates context sources, and get_state_tree_runtime reads a running component's active states in PIE.
- Chaos cloth read/write. read_cloth_data reports configs, LODs, and per-vertex weight maps (MaxDistances); set_cloth_config writes config properties.
- Headless automation runner. run_automation_tests discovers and runs registered Automation tests by name filter and reports per-test pass/fail.
- Enforced tool discovery. project(search_tools) does a semantic, synonym-aware search over every tool and action. editor(execute_python) is now gated behind ruling out every search candidate with a stated reason, and project(execute_python_report) measures the overlap.
- Real lit material preview. render_preview renders through the engine material thumbnail renderer (a lit sphere, all shading models) instead of a flat swatch.
- Level authoring. Instance edit on ISM/HISM (get/update/remove), Nanite enable + force-build, spawn_skeletal_mesh_actor, add_post_process_blendable, export_actor_fbx, and subclass-aware get_actors_by_class with transforms.
- Animation. inspect_anim_nodes deep-dumps anim-node structs (PoseDriver targets, RBF), compare_curves_to_morph_targets, per-segment montage replacement, and transition GUID + rule-graph name for unambiguous addressing.
- Import pipeline. FBX uniform scale (metre to cm), morph-target / physics-asset options + post-import readback, texture sRGB / compression applied at import, import_audio, export_texture, and compare_textures.
- Widget. set_style and bulk_set_properties for nested style structs, reorder_child, add_to_viewport, and invoke_runtime_function to fire live PIE widget interactions.
- Editor / PIE. capture_scene_png can frame on an actor, capture the PIE world, and force-stream textures + flush the render thread; configure_pie window resolution, pie_set_player_view, stage_game_input, invoke_function_repeating, a set_property save opt-out, and name/path invoke targeting for AI controllers.
- Reflection / project. is_class_loaded, is_module_loaded, list_loaded_modules, and list_files.
- Other. blueprint(author) for one-call authoring, gameplay(add_impulse), input modifiers by class path, material set_expression_value propertyName and array/string vector payloads, and real compiler status from compile_blueprint.
Bug fixes
- add_node editor crash. Creating a K2Node_SpawnActorFromClass or K2Node_AssignDelegate hard-crashed the editor (pins dereferenced before allocation). Pins are now allocated before PostPlacedNewNode, matching the engine spawner, and delegate nodes bind from params.
- Post-PIE world teardown crashes. level(load) after a PIE session hit a World Memory Leaks fatal; it now ends the play session and forces a GC first. Duplicating a .umap with a Level Blueprint corrupted the copy; the level script is now recompiled against the new package.
- Degenerate skinned-mesh bounds. get_actor_bounds now aggregates real component bounds, robust for skeletal meshes.
- Stale / checker capture frames. capture_scene_png force-streams textures and flushes rendering before export.
Internals
- The smoke sweep no longer invokes Live Coding handlers, so running it never disturbs a developer's Live Coding session.
- Category tool descriptions enriched for retrieval; ClothingSystemRuntime module dependencies added.