SpatialOS GDK for Unreal Plugin
Unreal GDK version 0.8.0-preview is go!
Note: this is a preview
release. Preview releases are only tested against Improbable partner projects and have incomplete documentation. We do not recommend upgrading to this version unless you have production support from Improbable. We are preparing a public release including all these changes in the near future. For more details see the Versioning Scheme page.
This is the last GDK version to support Unreal Engine 4.22. You will need to upgrade your project to use Unreal Engine 4.23 (4.23-SpatialOSUnrealGDK-0.8.0-preview) in order to continue receiving GDK releases and support. Guidance for performing this upgrade can be found here.
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
You can read the full release notes here.
Happy developing!
GDK team
Unreal GDK version 0.6.4 is go!
The corresponding Engine version is: 4.22-SpatialOSUnrealGDK-0.6.4 The corresponding ExampleProject version is: 0.6.4
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
Happy developing!
GDK team
Unreal GDK version 0.7.1-preview is go!
Note: this is a preview
release. Preview releases are only tested against Improbable partner projects and have incomplete documentation. We do not recommend upgrading to this version
unless you have production support from Improbable. We are preparing a
public release including all these changes in the near future. For more details see the Versioning Scheme page.
The corresponding Engine version is: 4.22-SpatialOSUnrealGDK-0.7.1-preview The corresponding ExampleProject version is: 0.7.1-preview
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
Happy developing!
GDK team
Features listed in the internal section are not ready to use but, in the spirit of open development, we detail every change we make to the GDK.
CN
launch region. When Improbable's online services are fully working in China, they will work with this version of the GDK. You will be able to create SpatialOS Deployments in China by specifying the CN
region in the Deployment Launcher.Setup.bat
and Setup.sh
both accept the --china
flag, which will be required in order to run SpatialOS CLI commands in the CN
region.CN
in order to create SpatialOS Deployments in China.Unreal GDK version 0.6.3 is go!
The corresponding Engine version is: 4.22-SpatialOSUnrealGDK-0.6.3 The corresponding ExampleProject version is: 0.6.3
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
Happy developing!
GDK team
Features listed in the internal section are not ready to use but, in the spirit of open development, we detail every change we make to the GDK.
CN
launch region. When Improbable's online services are fully working in China, they will work with this version of the GDK. You will be able to create SpatialOS Deployments in China by specifying the CN
region in the Deployment Launcher.Setup.bat
and Setup.sh
both accept the --china
flag, which will be required in order to run SpatialOS CLI commands in the CN
region.CN
in order to create SpatialOS Deployments in China.Unreal GDK version 0.7.0-preview is go!
Note: this is a preview
release. Preview releases are only tested against Improbable partner projects and have incomplete documentation. We do not recommend upgrading to this version
unless you have production support from Improbable. We are preparing a
public release including all these changes in the near future. For more details see the Versioning Scheme page.
The corresponding Engine version is: 4.22-SpatialOSUnrealGDK-0.7.0-preview The corresponding ExampleProject version is: 0.7.0-preview
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
Happy developing!
GDK team
typeinfo.h
and replaces it with typeinfo
. This change causes errors when building the Unreal Engine. This issue only affects Visual Studio 2019 users. You can work around the issue by:SpatialType
UCLASS specifier, or by checking the Spatial Type checkbox on blueprints.14.1.0
:spatialos.json
file in the spatial/
directory of your project.sdk_version
value and the version value of all dependencies with 14.1.0
.14.1.0
.SPATIALCLASS_NotPersistent
to a class or by entering NotPersistent
in the Class Defaults
> Spatial Description
field on blueprints.SpatialMetrics
which triggers when worker metrics have been received.launch.log
which will contain logs relating to starting and running a deployment. Additionally it will contain worker logs which are forwarded to the SpatialOS runtime.Worker Log Level
which allows configuration of which verbosity of worker logs gets forwarded to the SpatialOS runtime.launch.log
file.SpatialType
UCLASS specifier, or by checking the Spatial Type checkbox on blueprints.OverrideSpatialOffloading
command line flag. This allows you to toggle offloading at launch time.The release notes are published in both English and Chinese. To view the Chinese version, scroll down a bit for details. Thanks!
Release notes 将同时提供中英文。要浏览中文版本,向下滚动页面查看详情。感谢!
Unreal GDK version 0.6.2 is go!
The corresponding Engine version is: 4.22-SpatialOSUnrealGDK-0.6.2 The corresponding ExampleProject version is: 0.6.2
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
Happy developing!
GDK team
Unreal GDK 0.6.2 版本已发布!
相应的引擎版本为 4.22-SpatialOSUnrealGDK-0.6.2 相应的 Example Project 版本为 0.6.2
确保按照 以下步骤 将 GDK、Engine 分支、Example Project 升级到最新版本。
祝编程愉快!
GDK 团队
The release notes are published in both English and Chinese. To view the Chinese version, scroll down a bit for details. Thanks!
Release notes 将同时提供中英文。要浏览中文版本,向下滚动页面查看详情。感谢!
Unreal GDK version 0.6.1 is go!
The corresponding Engine version is: 4.22-SpatialOSUnrealGDK-0.6.1 The corresponding ExampleProject version is: 0.6.1
Follow these steps to upgrade your GDK, Engine fork and Example Project to the latest release.
Happy developing!
GDK team
SpatialGDKSettings QueuedIncomingRPCWaitTime
) are now executed even if there are unresolved parameters. This stops unresolved parameters from blocking the execution queue.Unreal GDK 0.6.1 版本已发布!
相应的引擎版本为 4.22-SpatialOSUnrealGDK-0.6.1 相应的 Example Project 版本为 0.6.1
确保按照 以下步骤 将 GDK、Engine 分支、Example Project 升级到最新版本。
祝编程愉快!
GDK 团队
SpatialGDKSettings QueuedIncomingRPCWaitTime
的默认值) 的 RPC 现会被执行。 这样,未解决的引用参数不会阻碍执行队列。Starting from Unreal GDK version 0.4.2, the release notes is published in both English and Chinese. To view the Chinese version, scroll down a bit for details. Thanks!
自从 Unreal GDK 0.4.2 版本开始,Release notes 将同时提供中英文。要浏览中文版本,向下滚动页面查看详情。感谢!
Unreal GDK version 0.6.0 is go! The corresponding Engine versions are:
Make sure to upgrade your GDK and Engine fork to the latest release by following these steps.
Happy developing!
GDK team
0.6.0
.4.22-SpatialOSUnrealGDK-release
) in order to continue recieving GDK releases and support. See our Unreal Engine version support section for more details.13.8.1
.Play
. This means you no longer need to select Start
in the GDK toolbar before you select Play
in the Unreal toolbar.Play
the deployment will automatically restart.<GameRoot>\spatial\logs\localdeployment\<timestamp>\runtime.log
.Show spatial service button
has been added to the SpatialOS Settings menu. This button can be useful when debugging.Auto-start local deployment
.WriteLinuxScript.exe
to just write the launch script (for use in custom build pipelines).OnWorkerFlagsUpdated
, a delegate that can be directly bound to in C++. To bind via blueprints you can use the blueprint callable functions BindToOnWorkerFlagsUpdated
and UnbindToOnWorkerFlagsUpdated
. You can use OnWorkerFlagsUpdated
to register when worker flag updates are received, which allows you to tweak values at deployment runtime.SpatialStartRPCMetrics
to start recording RPCs and SpatialStopRPCMetrics
to stop recording and log the collected information. Using these commands will also start/stop RPC tracking on the server.bAlwaysRelevant
and clients will always checkout Actors that have bAlwaysRelevant
set to true.improbable
namespace has been renamed to SpatialGDK
. This prevents namespace conflicts with the C++ SDK.NotSpatial
types are no longer queued forever and are now dropped instead.StartEditor.bat
is now generated correctly when you build a server worker outside of editor.<ProjectRoot>/spatial/snapshots
. This prevents an issue with absolute paths being checked in which can break snapshot generation.SpatialGDKServices
, on which SpatialGDK
and SpatilGDKEditorToolbar
now depend. This resolves a previously cyclic dependency.Unreal GDK 0.6.0 版本已发布!
相应的引擎版本为:
确保按照 以下步骤 将 GDK 和 Engine 分支升级到最新版本。
祝编程愉快!
GDK 团队
13.8.1
。<GameRoot>\spatial\logs\localdeployment\<timestamp>\runtime.log
中找到 SpatialOS 运行时日志。Show spatial service button
(显示 spatial 服务按钮)的选项现已添加到 SpatialOS Settings 菜单。您可以在调试时使用该按钮。spatial service
(spatial 服務) 都会重启。这确保该服务一直在正确的 SpatialOS 项目中运行。要停止该功能,您可以在 SpatialOS Settings 的 Auto-start local deployment 中禁用该功能。BuildWorker.bat
生成,现在可以通过 WriteLinuxScript.exe
独立生成。WriteLinuxScript.exe
仅 用于编写启动脚本(用于自定义的构建流程)。0
禁用该功能。OnWorkerFlagsUpdated
,可以直接绑定在 C++ 中。要通过 Blueprints 绑定,使用 Blueprints 函数BindToOnWorkerFlagsUpdated
和 UnbindToOnWorkerFlagsUpdated
。您可以使用 OnWorkerFlagsUpdated
标记 worker flag 的更新,这样您可以在部署运行时微调值。SpatialStartRPCMetrics
用来开始记录 RPC,SpatialStopRPCMetrics
用来停止记录并将收集的信息记录到日志。使用这些命令同样可以开启/停止服务器上的 RPC 追踪。bAlwaysRelevant
标记,客户端会自动获取 bAlwaysRelevant
设为 true
的 Actors。improbable
命名空间与 C++ SDK 冲突,现已将命名空间变更为 SpatialGDK
。uproject
文件中用相对路径关联到 Unreal 引擎的目录。NotSpatial
类型的 RPC 不再一直在队列上,而是被丢弃。ROLE_Authority
。StartEditor.bat
可以正确生成。<ProjectRoot>/spatial/snapshots
目录。这避免了使用绝对路径会导致快照生成失败。SpatialGDKServices
,SpatialGDK
和 SpatilGDKEditorToolbar
依赖该模块。这解决了之前循环依赖问题。Starting from Unreal GDK version 0.4.2, the release note is published in both English and Chinese. To view the Chinese version, scroll down a bit for details. Thanks!
自从 Unreal GDK 0.4.2 版本开始,Release note 将同时提供中英文。要浏览中文版本,向下滚动页面查看详情。感谢!
--------------------------------------------------------------------------------------------
Unreal GDK version 0.4.2 is go!
The corresponding Engine version is: 4.20-SpatialOSUnrealGDK-0.4.2
Note: there are no changes in the corresponding engine version between 0.4.0
and 0.4.2
.
Make sure to upgrade your GDK and Engine fork to the latest release by following these steps.
After upgrading, be sure to delete<GameRoot>\Content\Spatial\SchemaDatabase.uasset
. This is necessary because some GDK upgrades change how we handle schema, and this sometimes invalidates previously generated schema.
Happy developing!
GDK team
BeginPlay()
is not called on all WorldSettings
actors #937
DEBUG
or WITH_EDITORONLY_DATA
macros are not supported #939
ServerWorker
when using Blueprint or C++ breakpoints during play-in-editor sessions #940
bNetLoadOnClient = true
) will not delete the Actor #941
--------------------------------------------------------------------------------------------
Unreal GDK 0.4.2 版本已发布! 相应的引擎版本为: 4.20-SpatialOSUnrealGDK-0.4.2 注意:相应的引擎版本在 0.4.0 和 0.4.2 之间没有变化。
确保按照 以下步骤 将 GDK 和 Engine 分支升级到最新版本。
升级后,请务必删除 <GameRoot>\Content\Spatial\SchemaDatabase.uasset
,这是因为部分 GDK 的更新会改变我们处理模式语言的方式,这有时会使先前生成的模式语言无效。
祝编程愉快!
GDK 团队
BeginPlay()
无法在WorldSettings
Actor 中被调用 #937
DEBUG
或 WITH_EDITORONLY_DATA
宏中的属性复制 #939
ServerWorker
将关闭客户端连接 #940
bNetLoadOnClient = true
) 之后连接的客户端将不会删除该 Startup Actor #941
Unreal GDK version 0.4.1 is go!
The corresponding Engine version is: 4.20-SpatialOSUnrealGDK-0.4.1
Note: there are no changes in the corresponding engine version between 0.4.0
and 0.4.1
.
Make sure to upgrade your GDK and Engine fork to the latest release. Either use the 0.4.1
tagged commits or switch your projects to the release
branches and git pull
.
Make sure to run Setup.bat
and regenerate your project files after upgrading!
Happy developing!
GDK team