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)andeditor(teleport_runtime_actor)cover the PIE runtime work that previously needed Python.landscape(sculpt)andlandscape(paint_layer)write through edit layers, which is the only way a write survives on 5.8.chooser(list_object_references)andchooser(remap_object_references)read and repoint asset references inside nested chooser tables.level(list_actor_descs)andlevel(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)takeseditFlagandprivate, so a variable's edit state round-trips exactly.instanceEditableremains as the two-state shorthand.get_message_logreads real listings. With nologNameit reports which listings exist and their counts.- Niagara module inputs are discoverable, and
set_module_inputreports which path it wrote through.
Bug fixes
play_sequencenever worked. It issuedSequencer.Play/.Pause/.StopthroughGEditor->Exec, and no such console commands exist, so it returned success for a call that did nothing. Rewritten againstULevelSequenceEditorBlueprintLibrary.spawn_nav_modifierproduced a volume with no brush, so it bounded nothing regardless of area class. It also ignoredareaClassandextententirely. The same missing-brush bug is fixed in the Neon Shrine demo's PCG volume.- Eleven parameters were documented, accepted, and discarded:
areaClass,extent,parentClasson five framework creators,senses,baseClass,physMaterial,mirrorAxis,templatePath,logName, andplay_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:otherPathwas required by the handler and absent from the schema.- Blueprint paths never resolved for
parentClass,baseClassorareaClass. A generated class lives atPath.Asset_C, notPath_C. add_perceptionmutated the Blueprint before validating senses, and its idempotency check then made every retry a permanent no-op.set_variable_propertiesmutated 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_motionand several other PIE-aware reads ignoredpieInstanceand always answered from the server world.- Asset paths in the
/Game/Foo/Barform returned byasset(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 scenariocallact step. One-shot calls areeditor(invoke_function)andeditor(invoke_object_function).get_message_logno longer defaults to a listing. Blueprint compile results never went to the old default, so it answered "clean" regardless.play_sequenceerrors when no sequence is open instead of returning success.spawn_nav_modifierbuilds 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.