Release notes
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Changelog
Version 1.43.0.1
Released 24 Jul 2023
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 |
EnhancementUnreal Engine | Added compile time checks to stop creating data-binding models from unsupported types |
EnhancementUnreal Engine | Improved resource handling of streaming textures |
EnhancementUnreal Engine | Prevent registering of BluePrint struct models received by copy |
EnhancementUnreal Engine | Moved update of the resource loading in the Game thread in a regular tick |
EnhancementUnreal Engine | Made the plugin installer report failures during installation |
EnhancementUnreal Engine | Transitioned the CoherentSample project to the Enhanced Input system |
FixUnreal 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 |
FixUnity | Added automatic switching between Mono and IL2CPP scripting backends |
FixUnity | Added automatic detection for HDRP and URP rendering pipelines |
FixUnity | Fixed WebSockets not being able to connect with slower networks |
Fix | Fixed possibly skipping notifications for Layout tasks with task based concurrency mode |
FixUnity | Resolved the Unity3D integration samples CSS HTML and JS warnings. |
FixUnity | Fixed rendering artifacts on iOS |
What’s new
Unreal Engine
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.
Unreal Build Settings Version V2
Switched to Unreal BuildSettingsVersion.V2
and Include-What-You-Use(IWYU)
The Prysm 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
toPCHUsageMode.UseExplicitOrSharedPCHs
- Setting the
ShadowVariableWarningLevel
toError
level - Disabling the
bLegacyPublicIncludePaths
property
All relevant .Build.cs
and .Target.cs
files have been updated.