Skip to main content

1.3.4

This update adds support for UE5.5

  • UE5.5: Set MI_ClothPodium_01 material to Two Sided to resolve issues with shadow introduced in 5.5

Detailed file diff

1.3.3

This update adds support for UE5.4

  • Enabled "Is Enabled in PIE" on the Render Widget so that the Cancel button can be pressed again
  • UE5.4: Removed Bridge plugin from the uproject file
  • UE5.4: Removed deprecated ray tracing functionality
  • UE5.4: Disabled the new AutoLOD feature for hair strands in Project Settings, so it matches the behavior of previous versions
  • UE5.4: Renamed Reflections Max Roughness on the Core blueprint to clarify it’s only a viewport optimization that gets overridden with a high quality setting when rendering the final image

Detailed file diff

1.3.2

This update adds support for UE5.3

  • UE5.3: Removed deprecated Path Tracer Filter Width parameter in Core blueprint

Detailed file diff

1.3.1

This update adds support for UE5.2

  • UE5.2: Fixed deprecated Get Effective Resolution Output nodes in the Modern and Minimal Burn-in blueprints
  • UE5.2: Fixed deprecated Console Variable nodes in RenderWidget blueprint

Detailed file diff

1.3.0

This update adds support for UE5.1 as well as multiple new features and bug fixes.

  • Enabled "Enable alpha channel support in post processing" in Project Settings, to be able to output alpha out of the box
  • Set "Accumulator Includes Alpha" in Movie Render Queue settings in the Deferred Rendering and Path Tracer modules, to be able to output alpha out of the box
  • Made it possible to choose Font on the BurnIn blueprint
  • Enabled Virtual Shadow Maps in Project Settings so it's easier to use them if needed (ray tracing is however still the default)
  • Added dropdown to the Light blueprint so you can choose between Ray Traced shadows and Virtual Shadow Maps
  • Added project settings to Asset Guidelines for Camera, Core, and Light blueprints, so it's easier to enable the correct settings when migrating to another project
  • Refactored burn-in blueprints so they read Resolution in a more robust way
  • Added Frame Rate, Frame Number (Master), Frame Number (Shot), Timecode (Master), Timecode (Shot), Shot Name, Sequence Name, and Camera Name to Burn-ins
  • Updated splash screen to match the new UE5 size
  • UE5.1: Enabled SM6 in Project Settings
  • UE5.1: Enabled High Quality Translucency Reflections for Lumen by default in Core

Detailed file diff

1.2.0

The UE5 update

The project still defaults to ray tracing because it gives the most accurate GI and reflections. You can however choose Lumen in the GI Method dropdown in the Core blueprint if you want to use that instead.

This is also the last version that will be released for UE4.

  • The Screenshot button will now use the Samples Per Pixel value from the Core blueprint, if present, when the Render Method is set to Path Tracer in Render Settings
  • Added HDRI Saturation parameter to Core
  • Added Custom Version option to Burn-in
  • Added Focus Distance option to Burn-in
  • Added White Balance option to Burn-in
  • Added Resolution option to Burn-in
  • Added Filter Width and Denoiser parameters for Path Tracing to Core
  • Open Folder button in Render Widget now also opens the correct subfolder
  • Made the Focus Distance reading in Burn-in more accurate by reading the value directly from the camera component instead of the Camera blueprint
  • Updated the documentation for UE5 and migrated to Docusaurus
  • UE5: Updated project file to 5.0, removed VR plugins now that they're disabled by default
  • UE5: Added settings in Project Settings to enable all ray tracing features again
  • UE5: Fixed warning in Render Widget about Get Editor World being deprecated
  • UE5: Updated the GI dropdown options for UE5 in Core blueprint
  • UE5: Made sure that Reflection Method changes automatically when changing GI Method
  • UE5: Added Film Grain parameters to Core
  • UE5: Enabled Reference Depth of Field by default for path tracing renders
  • UE5: Updated RenderWidget design to match the UE5 UI

Detailed file diff

1.1.0

  • Added Light Target to the Light blueprint (light target needs to be in the same level!)
  • Updated LS_Turntable with HDRI Rotation example
  • Added HDRI Rotation parameter to Core that also works on render
  • Enabled Full Precision UVs and High Precision Tangent Basis on the backdrop meshes
  • Made the default light color perfectly white with a D65 white point cheat
  • Tweaked the M_Refractive material to be more physically correct with the path tracer
  • Set r.PathTracing.ApproximateCaustics to 0 in the default render settings, to get more accurate caustics when using the path tracer
  • Set r.PathTracing.ApproximateCaustics to 0 by default in the Core blueprint, to get more accurate caustics when using the path tracer
  • Set Max Ray Tracing Refraction Rays to 8 by default in the Core blueprint
  • Increased Ray Tracing Reflections Max Bounces default value from 2 to 4 in the render settings
  • Tweaked Viewport High quality settings to be a little bit more performant without any significant quality loss
  • Added version metadata to assets for easier troubleshooting
  • Added color options to the Checker parameter in M_Standard
  • Xtra group renamed to Checker in M_Standard
  • Updated the tube light visualization in Light blueprint to be more accurate
  • Changed MI_Shaderball_Black to match charcoal

Detailed file diff