Release notes:
Features:
- Path TemplateGroups can now be nested.
- Ability to render custom debugs from Path Labels only when debug is enabled for a Label.
- Added new functions to the LabelLibrary - IsAtIntervalAlongPath and GetDistanceAlongPath.
- Added a Label that detects Physical Materials (so also weightmaps).
- Added a switch EpPathSplineComponent::bAffectsComponents that controls whether a secondary PathSpline affects the shape of the Path (useful when the secondary PathSpline is needed only as a connection point for other Paths).
Fixes:
- Fixed a bug where changes to the global PathDesc asset sometimes weren't applied to Path instances.
- Fixed detecting Landscape height in example Labels for levels with World Partition.
- Fixed Label detection range when the range is entirely outside of the Path length.
- Fixed infinite update loop when Auto Regeneration is enabled and a Path regeneration is triggered manually.
- GameView now hides all the visualizations.
Optimizations:
- Labels can now be evaluated at larger interval (lower precision). Useful for Labels that are slow to calculate (ex: perform ray tracing).