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v1.1.36

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@db-lyon db-lyon released this 30 Jul 22:44

v1.1.36

Fifty-five commits closing long-standing issues, plus five rounds of adversarial review that found the fixes themselves were wrong and fixed those too.

Server

  • editor(set_movement_mode) sets a live PIE character's movement mode and velocity. Modes are named rather than raw enum numbers, because a wrong number reads as success and then behaves as None.
  • editor(read_bone_transforms), editor(invoke_object_function), editor(get_object_properties), editor(list_pie_instances) and editor(teleport_runtime_actor) cover the PIE runtime work that previously needed Python.
  • landscape(sculpt) and landscape(paint_layer) write through edit layers, which is the only way a write survives on 5.8.
  • chooser(list_object_references) and chooser(remap_object_references) read and repoint asset references inside nested chooser tables.
  • level(list_actor_descs) and level(load_actor_descs) make World Partition actors visible instead of silently absent.
  • animation(read_control_rig_graph) returns RigVM nodes, pins and links instead of a node count.
  • gameplay(get_applied_imcs) reads Enhanced Input mapping contexts across every PIE world.
  • blueprint(set_variable_properties) takes editFlag and private, so a variable's edit state round-trips exactly. instanceEditable remains as the two-state shorthand.
  • get_message_log reads real listings. With no logName it reports which listings exist and their counts.
  • Niagara module inputs are discoverable, and set_module_input reports which path it wrote through.

Bug fixes

  • play_sequence never worked. It issued Sequencer.Play/.Pause/.Stop through GEditor->Exec, and no such console commands exist, so it returned success for a call that did nothing. Rewritten against ULevelSequenceEditorBlueprintLibrary.
  • spawn_nav_modifier produced a volume with no brush, so it bounded nothing regardless of area class. It also ignored areaClass and extent entirely. The same missing-brush bug is fixed in the Neon Shrine demo's PCG volume.
  • Eleven parameters were documented, accepted, and discarded: areaClass, extent, parentClass on five framework creators, senses, baseClass, physMaterial, mirrorAxis, templatePath, logName, and play_sequence's target.
  • Handler rollbacks never replayed. The factory task dropped the descriptor, and what survived named a task the runner could not resolve.
  • blueprint(diff) was uncallable: otherPath was required by the handler and absent from the schema.
  • Blueprint paths never resolved for parentClass, baseClass or areaClass. A generated class lives at Path.Asset_C, not Path_C.
  • add_perception mutated the Blueprint before validating senses, and its idempotency check then made every retry a permanent no-op.
  • set_variable_properties mutated on a no-op return, could not restore the state it captured, and silently promoted private variables.
  • Object out-params from PIE calls were exported without checking the call had not destroyed them.
  • read_actor_motion and several other PIE-aware reads ignored pieInstance and always answered from the server world.
  • Asset paths in the /Game/Foo/Bar form returned by asset(list) now resolve where handlers previously required /Game/Foo/Bar.Bar.

Breaking

  • editor(invoke_function_repeating) is removed. Timed call sequences are PIE test automation and belong in PIE Studio; use its scenario call act step. One-shot calls are editor(invoke_function) and editor(invoke_object_function).
  • get_message_log no longer defaults to a listing. Blueprint compile results never went to the old default, so it answered "clean" regardless.
  • play_sequence errors when no sequence is open instead of returning success.
  • spawn_nav_modifier builds a real brush. Volumes already placed by earlier versions stay zero-sized; re-create them.

Internals

  • Five adversarial review rounds, each auditing the previous round's fixes. Round five found sixteen defects in round four's work, including three actions that had never functioned. One fix hard-crashed the editor in live testing and was caught before release.
  • Smoke suite: 729 handlers, 726 responding, 0 failures, 3 skipped.