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Releases: metaworking/channeld-ue-plugin

v0.7.4

21 Jun 02:59
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  • Feature: Implemented the cross-server physics;
  • Feature: Implemented the ChanneldWorldSettings;
  • Feature: Support spatial-replicated static objects;
  • Bugfix: Spatial channel related issues in the Open World levels;
  • Bugfix: Codegen issues for UE5;
  • Doc: Added the doc for ChanneldWorldSettings;
  • Known issue: Open World levels may have failed assertion on client when calling UpdateLevelVisibility()

You can find the Cross-server Physics demo (TestPhysics) in the demos project:

v0.7.3

24 Apr 09:10
4af2180
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  • Added support of UE 5.3;
  • Added StaticGuidRegistery;
  • Added support of FastArray serialization;
  • Added support of GAS replication;
  • ChanneldConnection now supports receiving fragmented and combined packets (thanks @Lee97)

v0.7.2

23 Dec 02:38
34b23b6
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  • Fixed the codegen issues;
  • Added support of the World Partition;
  • Added the UE log metrics;

v0.7.1

27 Nov 12:56
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  • Updated benchmark of 1K CCU
  • Added wait and alert mechanisms to SynNetId()

v0.7.0

21 Sep 02:16
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Features

Documentations

  • Doc Site and English docs;
  • Added Benchmark doc;
  • Added hints regarding UE5 in the getting-started docs;
  • Updated the using-spatial doc with the usage of ChanneldCharacter and ChanneldGameMode;

Bugfixes

  • Rep notify functions are now called in right timing and with proper parameter(#64, #67. @Augkit);
  • StaticMeshComponent is now replicated properly (#55. @indiest);
  • Array property is now replicated properly (#66. @laughxing);
  • Property pointer memory offset is calculated properly on different platforms (#69, #73. @Kureans);
  • Fixed struct-related codegen (#63. @ganibc);
  • Fixed some handover issues caused by the player initialization;

发布说明

功能

  • 支持UE5;
  • 支持单Actor上存在多个同步组件;
  • 支持资产类型的对象同步;
  • 生成的C++代码会自动进行代码格式化;

文档

  • 增加了文档网站并支持英文文档;
  • 增加了性能测试文档;
  • 在快速开始的文档里增加了UE5相关的提示;
  • 在“使用空间频道”的文档里增加了关于ChanneldChararcter和ChanneldGameMode的使用;

修复

  • OnRep回调函数现在可以在正确的时机被调用,并且支持参数了;
  • 静态网格体组件现在可以正常同步了;
  • 数组类型的属性可以正常同步了;
  • 属性指针的偏移量现在通过运行时计算,解决了跨平台的问题;
  • 解决了结构体相关的代码生成问题;
  • 修复了空间频道的一些因为玩家初始化导致的迁移问题;

v0.6.0

07 Jun 07:03
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Features

Tools & Workflows

Documentations

Bugfixes

发布说明

功能

  • 实体频道;
  • 基于组的迁移和迁移锁定;
  • 全世界可见Actor,即AActor::bAlwaysRelevant
  • Actor同步频率;

工具和工作流

  • 频道数据模型编辑器;
  • 支持一键上云的云部署工具;
  • 支持同步代码生成后热加载;

文档

  • 推荐工作流;
  • 客户端兴趣管理;

修复

  • 修复了一些针对Linux平台的编译和运行错误;
  • 解决了TArray类型的同步属性没有出现在生成的同步器代码中的问题;
  • 限制了RPC重定向的最大次数;
  • 修复了数据包可能超过允许大小的问题;

特别感谢 @Augkit@laughxing 的贡献!

v0.5.0

17 Mar 07:48
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First release as a plugin repo (separated from the demos repo). The previous release notes can be found here.

Features

  • Client Interest Management with Static Spots, Sphere, Box, and Cone AOI;
  • Replication Code Generation;

Tools & Workflows

  • Add channeld as the plugin's built-in program which can be launched directly inside the Unreal Editor;
  • Use the Replication Registry to control the replication codegen;

Docs

  • Getting started
  • Basic concepts
  • Configuration
  • Comparison with UE's replication