Fixed color correction in Shipping builds (UE5.3).
Version 1.2.4
Fixed videos rendered as white when the used UMediaTexture is configured with EMaterialValueType::MCT_TextureExternal (the default in UE5.3).
APanoramicDirector now automatically creates the UMediaPlayer and UMediaTexture objects required for video playback if they've not been configured by the user (we still strongly recommend to manually define them).
Version 1.2.3
Fixed flag HiddenInEditor not working when PanoramicTexture is not set.
Version 1.2.2
Fixed the placement of UMG Widgets on Panoramic Stages using 360 videos starting to decode with a delay due to buffering.
Version 1.2.1
Fixed the Navigation Lookup Texture feature in UE5 Shipping builds. Lookup texture data are now retrieved asynchronously from the GPU, working around the current limitations of the IoDispatcher loading system (used by default in UE5 Shipping builds).
Version 1.2.0
Added support to Unreal Engine 5 (UE5.0).
Updated shaders with better performance and precision, in particular on lower-end devices (like on mobile and Oculus Quest VR devices). Offloaded UV calculations from the pixel shader to the vertex shader, using Customized UV in full (highp) precision. For reference, the instructions count of the pixel shaders on Android Vulkan devices have been reduced, in average, of the 49%-58% (with a theoretical speed-up factor of x1.96-x2.38). On desktop (SM5) the average reduction is around 6%-9%. Full precision UV calculations fix issues on some devices where UV rounding artifacts were visible (e.g. on the right lenses of some Oculus Quest models - thanks mikeactrio for reporting it).
Fixed clean-up of Input Bindings in the Panoramic Directory when custom defined bindings are present (thanks sergio for the report).
Version 1.1.0
Added support for a new Opaque rendering mode: is more efficient to render (especially on low-end mobile devices) but objects in the surrounding 3D scene that overlap the panoramic sphere will appear inside. This mode supports rendering custom 3D meshes inside the panoramic sphere out-of-the-box. See 'Blend mode' for more details.
Refactored the plugin materials, using now UE4 Instanced Materials, to simplify end-user customizations.