MultiWorld 1.6.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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Changelog

Changelog

Changelog of the MultiWorld plugin.

Version 1.6.0

Migration notes (from v1.5.0):

New features:

  • Added support for Unreal Engine 5.1.
  • Added support for the World Partition feature in UE5.1 (this feature is not supported on UE5.0).

Bug fixes:

Version 1.5.0

New features:

Bug fixes:

  • Fixed ULocalPlayer referencing the wrong UPlayerController during UWorld ticking of Background Worlds.
  • Fixed Level Streaming refreshing content on World Switching.

Version 1.4.1

  • Fixed: UMG Widgets can be garbage collected when initialized in a Background World.
  • Fixed: the audio device handle used by the viewport is not synced with the one of the Active World.

Version 1.4.0

Migration notes (from v1.3.0):

  • The following methods of UMultiWorldOverrides have been renamed for consistency:
    • AddViewportWidgetContent() is now GameViewportClient_AddViewportWidgetContent();
    • AddViewportWidgetForPlayer() is now GameViewportClient_AddViewportWidgetForPlayer().
  • In the documentation of each method of UMultiWorldOverrides is now described how the call to the Super implementation must be handled, review your implementation accordingly.
  • UE5.0.2 fixed the issues introduced with UE5.0.0 and documented in the notes about UGameplayStatics::GetPlayerController(). The described workarounds are no more needed in UE5.0.2.

Bug fixes:

  • Fixed a crash in UE5.0 when closing a PIE session started with Net Mode set to Play As Client.
  • Fixed renaming packages in UE5.0 when using the Zen Loader (mainly in non-editor builds). One of the possible issues was UMultiWorldManager::LoadWorldAsync() freezing.

Version 1.3.0

Migration notes (from v1.2.0):

New features:

  • Added support for Unreal Engine 5 (UE5.0). Check notes about UGameplayStatics::GetPlayerController() for important notes.
  • You can now use the common Pause/Step/Resume debug buttons when multiple Worlds are ticking in a Play-In-Editor session.
  • Breakpoints on Blueprints are now pausing all the ticking worlds.

Bug fixes:

  • UMG Widgets added to the viewport during the tick are now handled correctly: if they don't live in the Active World (e.g. because crated in a Background World), they will be added later when the corresponding owning world will become the Active one.

Version 1.2.0

New features:

Bug fixes:

  • If no Audio Device Manager is detected, all Secondary Worlds will share the same audio device of the Main World (thanks to Luben for the report).
  • Fixed UWidgetComponent appearing also as 2D widgets on screen when switching the Active World (thanks to lovewater for the report).
  • Fixed missing calls when closing a Secondary World (in particular: EndPlay() on actors and flushing of streamed levels).
  • Render Target textures used by UMultiWorldSeamTransition are now properly resized if the viewport size changes between distinct transitions.

Version 1.1.0

New features:

Bug fixes:

  • (breaking change) Removed the property bDuplicateOnLoad from FMultiWorldLoadParameters: duplicating packages with cooked data could cause errors at runtime, so now the package is renamed with an unique name instead of duplicating it. Note that this implies that calling UMultiWorldStatics::LoadWorld() a second time on an already loaded map will force a new load of the corresponding package.
  • Fixed an issue when UMultiWorldStatics::EndWorld() is called on a ticking world while PIE.
  • Fixed a possible assert on UE4.26 when FMultiWorldLoadParameters::bCreateDedicatedAudioDevice is false.

Version 1.0.1

  • Fixed an issue with level streaming and World Composition when Playing-In-Editor.

Version 1.0.0

  • First release.