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Errant Paths 0.6

· One min read

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).