MultiWorld 1.5.0
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 1.5.0

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:

Version 1.0.1

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

Version 1.0.0

  • First release.