Version 1.1.0¶
This is the release notes for the The Unreal SDK version 1.1.0.
While it's considered a minor release in our release cycle, it brings a lot of new features and improvements to the Beamable Unreal SDK and user experience in general including many UI/UX improvements on the build-in editor window, reworked LiveOps demo, new Documentation website and many improvements on the codebase including new OnlineSubsystemBeamable
features, and many bug fixes. You can see the full list of changes below.
Highlights¶
New Beamable Editor Window¶
The Beamable Editor Window was reworked making it easier to use the Beamable Systems in your project. Now you can easily access Home, Content and Microservices using fixed tabs on the top of the window without effort.
New Content Editor¶
The Content Editor received a complete rework improving the usability and fixing many bugs. Now the content is presented in a list of itens improving the visualization of large amount of data; The filters were fixed on the top and the search is now a
Contains
search instead of a StartsWith
search. Also, all changes in the data are now updated properly with realtime feedbacks without need to reload the window manually. You can check the new Content Editor Documentation here
New Connectivity Management Utilities¶
In this version, the SDK now exposes utilities to assist you in dealing with loss of connectivity to the Beamable servers. These utilities allow you to gracefully respond to connection losses and instability. For more details, check out this page.
New Unreal Documentation¶
The Unreal Documentation was reorganized and improved to better guide the users on how to use the Beamable System in your project. More improvements in the Documentation of all Beamable Products are coming soon.
New LiveOps Sample¶
The LiveOps Sample was improved with new UI and information. You can check the new LiveOps Sample Documentation here
Other Changes¶
OnlineSubsystemBeamable
plugin now supports Frictionless Authentication and Identity Attaching.- This is the last feature update to this subsystem as it is now discontinued.
- Samples are now selected by running
dotnet beam unreal select-sample BEAMPROJ_Name
instead ofBeamProjOverride.txt
beam_init_game_maker.sh
will now try to remove any read-only flags of files inside the existingPlugins/BeamableCore
folder. This is needed because UE's integrations with VCSs (Git, P4) will often lock binary files at the file system level; which then leads to our CLI being unable to replace the folder with newer versions (due to "access denied" problems). If you are using a VCS that makes files read-only at the file-system level, and you run into "access denied" issues when running this script, please make them not read-only and try again.UBeamNotifications::TrySubscribeForMessage
now also accepts any type implementingIBeamJsonSerializableUObject
for its message type. This enables usage of theBeamGenerateSchema
attribute in microservice code to keep custom notification payloads in-sync between Microservice and UE code.- Added support for serializing
FColor
,FLinearColor
,FVector
andFIntVector
insideUBeamContentObject
types. - Local Microservices started from the Unreal editor will now correctly terminate when the editor closes
Fixes¶
- Fixed issue that could cause an internal engine check to fail during editor startup in very rare cases (PostObjectLoad issue).
- Fixed issue that could cause a crash when re-logging into any particular UserSlot (a cleaned up operation could be waited on; no longer possible now)
- Fixed an issue that would cause a subsystem initialized with
UBeamRuntime::ManuallyInitializeSubsystem
to not load its user's data correctly if the user signed in after the system was initialized. - Fixed multiple cases where the Content Screen did not update automatically after changes
Known Issues¶
- When creating a custom event by hand, adding a
FUserSlot
parameter pin to that event can sometimes crash the engine. This also seems to happen with some Unreal types that have custom pins (the same crash happens withbool
pins, though less frequently).- This does NOT happen if you create the event using the functionality in the
CreateEvent
node OR by any other means of creating a custom event with all the pins it knows it should have. - This crash also seems less likely to happen the longer the editor stays open.
- This does NOT happen if you create the event using the functionality in the