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Feature

Added support for the HTML template element

Enhancement

Added CSSStyleDeclaration.removeProperty

Enhancement

Added compile time checks to stop creating data-binding models from unsupported types

Enhancement

Made CSSStyleDeclaration.setProperty work with non-custom properties

Enhancement

Stopped creating layers for color matrix or blur filters that do not result in visual changes

Enhancement Unreal Engine

Added compile time checks to stop creating data-binding models from unsupported types

Enhancement Unreal Engine

Improved resource handling of streaming textures

Enhancement Unreal Engine

Prevent registering of BluePrint struct models received by copy

Enhancement Unreal Engine

Moved update of the resource loading in the Game thread in a regular tick

Enhancement Unreal Engine

Made the plugin installer report failures during installation

Enhancement Unreal Engine

Transitioned the CoherentSample project to the Enhanced Input system

Fix Unreal Engine

Fixed first sampler being forced on all sampler slots for Vulkan

Fix

Fixed objectBoundingBox masks for SVGs

Fix

Fixed a regression with getElementsByTagName('*'')'

Fix

Fixed inline RTL text being displayed in the wrong order for right-to-left languages

Fix

Fixed a case where a multiline text may get truncated at the bottom

Fix

Fixed crash when using multiline bidirectional text

Fix Unity

Added automatic switching between Mono and IL2CPP scripting backends

Fix Unity

Added automatic detection for HDRP and URP rendering pipelines

Fix Unity

Fixed WebSockets not being able to connect with slower networks

Fix

Fixed possibly skipping notifications for Layout tasks with task based concurrency mode

Fix Unity

Resolved the Unity3D integration samples CSS HTML and JS warnings.

Fix Unity

Fixed rendering artifacts on iOS

Switched to Unreal BuildSettingsVersion.V2 and Include-What-You-Use(IWYU)

The Gameface plugin now utilizes the BuildSettingsVersion.V2 (more on the UBT Build Properties here) and the Include-What-You-Use(IWYU) (controlled by the IncludeOrderVersion property) build settings, both of which should result in faster build times.

Additional build properties that were explicitly set in accordance with the latest UE version are:

  • Changing the PCHUsage to PCHUsageMode.UseExplicitOrSharedPCHs
  • Setting the ShadowVariableWarningLevel to Error level
  • Disabling the bLegacyPublicIncludePaths property

All relevant .Build.cs and .Target.cs files have been updated.

Added integration for the Surface Partitioning feature to our Unreal Engine plugin. This feature allows you to skip creating a big texture that covers your entire screen, and instead render only the visible parts of your UI in small, separate textures, thus reducing your memory footprint. The feature works with both UMG and HUD setups, and enabling it is as easy as clicking a checkbox in the Unreal Engine editor, then marking the parts of your UI to be drawn in the HTML. For more information, check out the new Surface Partitioning sample map or the Unreal Documentation.

Using the surface partitioning feature, you can create textures only for the circled parts of the UI

Using the surface partitioning feature, you can create textures only for the circled parts of the UI