Unreal Engine Daily Report - 2026-06-02 - Commits Total:112 #244
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✨ New Features
Added Network Waste Tab to Unreal Insights
在Unreal Insights中添加网络浪费标签页
Extended GPU Radix Sort to support indirect dispatch
扩展GPU基数排序以支持间接调度
Added NvdbgGenerator tool for NVIDIA Aftermath shader debugging
添加NvdbgGenerator工具用于NVIDIA Aftermath着色器调试
Added in-app store review support for Android
添加Android应用内商店评论支持
Added EQS Oriented Point item type
添加EQS定向点项目类型
Added StateTree Events View window
添加StateTree事件视图窗口
Added Niagara Validation Rule for FX Mesh Properties
添加Niagara FX网格属性验证规则
Added support for scoped types in UAF anim node runtime
在UAF动画节点运行时中添加对作用域类型的支持
Added basic cache pose support for UAF Layering
为UAF分层添加基本缓存姿势支持
Added Audio Asset Processor for SemanticSearch plugin
为SemanticSearch插件添加音频资产处理器
Added
AddOrUpdateDefaultValueto analytics provider interface在分析提供者接口中添加
AddOrUpdateDefaultValueAdded
additionalJavaSrcDirsnode to UPL在UPL中添加
additionalJavaSrcDirs节点Added
FOnConversationUpdatedwith source application reference添加带有源应用程序引用的
FOnConversationUpdatedAdded
bAllowEngineStdioOutputtarget rule for programs为程序添加
bAllowEngineStdioOutput目标规则Added heightfield collision support for baked simulation rivers
为烘焙模拟河流添加高度场碰撞支持
Added ability for compress and encrypted per file with op-based chunk assignment
添加了基于操作的数据块分配中按文件压缩和加密的能力
Added data layer/EDL support to PCG runtime gen scheduler
为PCG运行时生成调度器添加数据层/EDL支持
Added
SortPriorityonFAutomationTestInfofor explicit test ordering在
FAutomationTestInfo上添加SortPriority以实现显式测试排序Enabled UE version stamping for non-P4 repos
为非P4仓库启用UE版本标记逻辑
Enabled process racing for non-farm users on Windows
为Windows上的非农场用户启用进程竞赛
Enabled Cloud DDC startup probe by default
默认启用Cloud DDC启动探测
Added
EAutomationTestFlags::EnableAutoRTFM添加
EAutomationTestFlags::EnableAutoRTFM🚀 Major Changes
Consolidated IInputDevice module registration into GenericApplication layer
将IInputDevice模块注册整合到GenericApplication层
Re-organized Game Input NuGet location and module naming
重新组织Game Input NuGet位置和模块命名
Routed ControlRig world transform through a data source for Verse/UAF hosts
通过Verse/UAF宿主的数据源路由ControlRig世界变换
Updated minimum supported Visual Studio version to 17.14
更新最低支持的Visual Studio版本至17.14
Defaulted
EnableSandboxto true for AI Assistant将AI Assistant的
EnableSandbox默认设置为true⚡ Performance
Pulled GPUSkinCache and SubmitBufferUploads out of "Unaccounted" in CSV Profiler GPU Breakdown
将GPUSkinCache和SubmitBufferUploads从CSV Profiler GPU细分中的“未计入”中分离出来
Avoided creation of unnecessary RWLock for each UMaterialInterface
避免为每个UMaterialInterface创建不必要的RWLock
Improved TEDS Outliner performance by batching sort node updates
通过批量排序节点更新提高TEDS Outliner性能
Fixed Motion Blur incorrect output with wave intrinsics
修复了使用波内联函数时的运动模糊错误输出
🐛 Bug Fixes
Fixed crash in Material Translator (MIR) with dead parameters
修复了包含无效参数的材料翻译器(MIR)崩溃
Fixed crash in RemoteObjects serialization for TObjectPtr
修复了RemoteObjects中TObjectPtr序列化的崩溃
Fixed RemoteObjects migration for UAnimInstance with linked anim nodes
修复了具有链接动画节点的UAnimInstance的RemoteObjects迁移
Fixed
UAbilityTaskPostMigrate logic for ability counts修复了
UAbilityTask中关于能力计数的PostMigrate逻辑Fixed Horde PerforceMaterializer dirty state on unshelve with no actionable files
修复了Horde PerforceMaterializer在取消搁置无操作文件时的脏状态
Fixed
FMeshWeights::CotanCentroidSafedegenerate fallback修复了
FMeshWeights::CotanCentroidSafe的退化回退Fixed public exposure leakage when asset move fails
修复了资产移动失败时的公开暴露泄漏
Fixed crash in BPI (Blueprint Interface)
FNodeTextCachetooltip priming修复了BPI(蓝图接口)
FNodeTextCache工具提示准备时的崩溃Fixed PCG default point seed value being 0 instead of 42
修复了PCG默认点种子值为0而不是42
Fixed PCG alpha channel preservation when saving RGBA float textures
修复了PCG保存RGBA浮点纹理时的Alpha通道保留问题
Fixed cook dependency errors in batch duplicated MetaSounds
修复了批量复制MetaSounds中的烹饪依赖错误
Fixed Mover component crashes when editing Details panel during PIE
修复了在PIE期间编辑详细信息面板时Mover组件的崩溃
Fixed ScrollBox child widget size being forced to 0 in test/shipping builds
修复了ScrollBox子控件在测试/发布版本中大小被强制设为0的问题
Fixed MetaHuman DNA translator crash during triangulation
修复了MetaHuman DNA翻译器在三角剖分期间的崩溃
Fixed Mutable node Skeletal Mesh Transform with Bone not compiling
修复了Mutable节点中带有骨骼的骨骼网格变换无法编译的问题
Fixed shader preprocessor assert with variadic macros
修复了带有可变参数宏的着色器预处理器断言
Fixed MetaHuman Identity/Performance/SkeletalMesh UEFN validation errors
修复了MetaHuman Identity/Performance/SkeletalMesh的UEFN验证错误
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