Release Notes 1.43
Changelog
Section titled “Changelog”Version 1.43.0.1
Section titled “Version 1.43.0.1”| Feature | Added support for the HTML |
| Enhancement | Added |
| Enhancement | Added compile time checks to stop creating data-binding models from unsupported types |
| Enhancement | Made |
| 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 |
| Fix | Fixed a regression with |
| 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 |
What’s new
Section titled “What’s new”Unreal Engine
Section titled “Unreal Engine”Unreal Build Settings Version V2
Section titled “Unreal Build Settings Version V2”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
PCHUsagetoPCHUsageMode.UseExplicitOrSharedPCHs - Setting the
ShadowVariableWarningLeveltoErrorlevel - Disabling the
bLegacyPublicIncludePathsproperty
All relevant .Build.cs and .Target.cs files have been updated.
Surface partitioning
Section titled “Surface partitioning”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
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