This repository has been archived by the owner on Aug 29, 2024. It is now read-only.
GDK for Unreal Alpha Release 0.4.0
Unreal GDK version 0.4.0 is go!
The corresponding Engine version is: 4.20-SpatialOSUnrealGDK-0.4.0
Make sure to upgrade your GDK and Engine fork to the latest release. Either use the 0.4.0
tagged commits or switch your projects to the release
branches and git pull
.
Make sure to run Setup.bat
and regenerate your project files after upgrading!
Happy developing!
GDK team
Release Notes 0.4.0
Features:
- The GDK now uses SpatialOS
13.6.2
. - Added CHANGELOG.md.
- Added an error when unsupported replicated gameplay abilities are found in schema generation.
- Demoted various logs to Verbose in SpatialSender and SpatialReceiver.
- You can now use the Project Settings window to pass command line flags to local deployments launched from the GDK toolbar.
- You can now adjust the SpatialOS update frequency and the distance an actor must move before we update its SpatialOS position.
Documentation:
- New Technical Overview section describing how the GDK works.
- New Unreal features support page showing the state of support of different Unreal features with the GDK.
- New Known Issues and Public Roadmap boards (moved to Github).
- New Workflow reference pages - local development, cloud development.
Bug fixes:
- The worker disconnection flow is now handled by
UEngine::OnNetworkFailure
rather than the existingOnDisconnection
callback, which has been removed. - Fix duplicated log messages in
spatial CLI
output when running in PIE. - Fixed deserialization of strings from schema.
- Ensure that components added in blueprints are replicated.
- Fixed potential loading issue when attempting to load the SchemaDatabase asset.
- Add pragma once directive to header file.
- Schema files are now generated correctly for subobjects of the Blueprint classes.
- Fixed being unable to launch SpatialOS if project path had spaces in it.
- Editor no longer crashes when setting LogSpatialSender to Verbose.
- Server-workers quickly restarted in the editor will connect to runtime correctly.
- Game no longer crashes when connecting to Spatial with async loading thread suspended.