Added support to request additional permissions from a user
Input changes
Added support for tilt/touch outside of MobilePlayerInput,
moved support up to Input/PlayerInput (MobileInputZone handling is still
in MobilePlayerInput)
Added Kismet events for generic key/axis input (for key presses and mouse/tilt)
Added a new Kismet event for touch handling
SeqEvent_MobileMotion/MobileRawInput still work, but they are now marked with [Old]
Added aTouch and aBackTouch axes to PlayerInput.uc, so script code can get touch events easily
Foliage Settings Paint Tool
Added a new paint tool for applying settings to foliage quickly and easily!
The following foliage settings can be painted:
Slope alignment, randomized angle and scale settings
Cull instances based new on slope, height or landscape layer criteria
Minimum radius between foliage instances
General density of foliage instances (add new foliage, or thin out areas)
New Unreal Landscape and Foliage Features
Paint tool: Added feature to paint layer weights to a certain fixed weight amount, with stroke history to handle falloff for overlapping strokes
Flatten tool: Changed behavior for painting layers to be the same as when painting heights
Noise tool: Added painting to a specified noise value and scale
LandscapeLayerBlend node now supports order-independent height-based blends between layers
Added dialog to the move-to-level tool to allow the user to
move shared resources (material, layers) out of the persistent level
into a shared package
Prevented painting on landscapes in locked and hidden levels
Component tool now considers brush size
Added a landscape info panel to UI, with component count, size, etc.
Other Improvements
Unreal Editor
Matinee recorder now works in DX11 mode
Static mesh LOD now works on InstancedStaticMeshComponents used for foliage
Unreal Kismet: Added a debugger callstack window
Added hotkeys Ctrl+G for grouping, Shift+G for ungrouping and Ctrl+Shift+G for group mode toggle
Added options in the Tools menu to Lock/Unlock read-only levels so they can't accidentally be modified
Node connections can now be moved from node to node or
connector to connector by dragging a connection between to 'like'
(input/input or output/output) connectors in the Material Editor
"Copy TranslationBoneNames to Selected AnimSet" now copies to all the selected animsets, not just the first one selected
Added new confirmation prompt when placing Actors into hidden levels
Objects added to Layers now have their visibility updated immediately
FBX
Fixed morph targets not importing when using "T0 as Ref Pose" option
Fixed Matinee cameras importing with wrong orientation
BSP surfaces can now be selectively exported
Added subtractive brush export support
Particles
Added a new option to ribbon particle emitters that, when enabled, will spawn a particle as soon as the emitter begins to move
Added MacroUV override to the particle emitter's Required Module so that it can now be applied on a per emitter basis
Misc
Settings are now saved in UnrealFrontend any time a setting is changed
Flurry analytics implementation for game stats added
Audio feature: Ability to add EQ presets to a Volume similar to the Reverb Volumes Paint tool