NEWS #
IMPACT CONTEXT #
- New architecture : use array of UObject instead of array of structure. After the update, when you open an Impact Context asset, it will automatically update to the new architecture. You shouldn’t lose any data. If you do, don’t save, close the editor, and try again. If you’re still having trouble, contact me on Discord.
- Context Surface now uses an array of FNames to determine surface properties instead of a pre-built bitflag. This allows for extensive customization of surface properties for complex visual effects.
IMPACT CONTEXT EDITOR
- New design and behavior : The select tab has been redesigned to provide better visibility and new features.
- Reorder drag&drop : The reorganization of items has been improved with a more reliable drag & drop system.
- Shortcut : The editor supports the following shortcuts: Copy, Cut, Paste, Delete, Rename.
IMPACT WEAPON
- Supports accuracy, range, reloading and animation of the shot (via an asset).
- Improving the modularity of this class.
- Laser weapons, those that produce a beam, are now supported. Use the Impact Laser Weapon class.
- Weapon Subsystem : New system allowing the addition of features to weapons such as overheating, jamming or deterioration.
- You must now specify the impact context used with a soft pointer instead of a name (FName). This helps prevent errors.
IMPACT PROJECTILE #
- You must now specify the impact context used with a soft pointer instead of a name (FName). This helps prevent errors.
SPAWNER
- Impact Tracing Spawner : Allows the use of a line trace instead of a projectile with a collision. This class is still experimental and needs drastic improvement. However, it is usable and should not cause crashes.
IMPACT EFFECT MODULE
- Compatibility with laser weapon (long impact).
- Per platform module list : You can now define the platform on which the module can be run. This allows you to disable modules that are too resource-intensive for smartphones, for example.
- Fade Screen Size added to Decal Spawner.
BUG FIXES #
- Fixed a fatal error in a packaged build related to the use of lambda functions.
