With the release of OPTIM 1.4, we have focused on polishing both the Toolkit and Collaborative Template based on the feedback we have received.
The design and functionality of the Toolkit has been polished, and the user experience has been enhanced to further improve Unreal Engine quality of life.
The Collaborative Template framework has been cleaned up and streamlined. Many bugs and performance issues have been addressed to improve the overall user experience. In addition, we've added major improvements towards both the VR and Desktop experiences.
We have improved the design, functionality, and overall quality of life of the Toolkit based on the feedback we've received.
Each category, or tab, inside of the Toolkit now has a first time introduction. These introductions give a brief overview on what that categories features are used for.
To improve the quality of life of using the Toolkit, we have added three new window options.
Automatically starts up the Toolkit upon opening a project.
Automatically hides the Toolkit when the Editor loses focus or is hidden.
Automatically hides the Toolkit when the Editor viewport is hidden.
We have added new settings to customize the look and feel of the Toolkit.
Switch between a light and dark color scheme.
Brings the important elements to the forefront by inverting the card backgrounds.
Elevates the elements on the cards to allow for an easier time differentiating the different options.
We provide multiple different accent colors to theme important elements.
The Collaborative Template installation process has completely revamped. The process is now guided, displays download and installation process, and actively sets the required input/project settings.
Note: The installation now requires a editor restart in order to properly install the Collaborative Template content files without conflict.
Selection methods have been enhanced with improved reliability and functionality. In addition, we've added a few new methods based on user feedback.
Select actors within a level by an available class type.
Select actors within a level by lightmap resolution.
Optimization methods have been tuned to provide additional performance improvements.
We have received multiple feature requests to implement a method to removed hidden, but overlapped meshes. This new method will find and remove 100% overlapped meshes.
We have improved the algorithm for both Radius and Quadrant clustered merging. These improvements should lead to more ideal clustered results. In addition, we've changed the preview from always being visible to being a toggle.
We've updated both the Jacketing & Defeaturing default values to be in-line with Epics new default values. The older (UE <4.23) values caused stability issues in UE >4.24.
New: A minimize button has been added
Update: The Selection Set Actor Location x/y/z input fields are now on the same row
Update: The Template Plugin dependencies are now automatically enabled upon installing the Template
Update: The card lists are now a lot less bouncy
Update: The Toolkit has undergone a few style tweaks based on reported feedback
Update: Multiple stability improvements
Bug Fix: Selection tooltips not display the correct information
Bug Fix: The Toolkit will now not freeze the editor when the mouse is located on a different monitor than the Unreal Engine editor.
Bug Fix: The Toolkit will now not freeze when attempting to type into a text field while Adobe is managing fonts.
We have added much needed improvements to the Desktop experience, as well as streamlined the tools to work for both Desktop and Virtual Reality. In addition, we've implemented much needed quality of life improvements to overall enhance the collaborative experience.
We have designated a new App Settings blueprint where developers can configure which levels, pawns, and tools will be available when packaged. Tools and pawn types can be enabled and disabled.
A heads up display (HUD) has been added to the Desktop mode. This mode allows access to all of the tools that Virtual Reality mode has access to.
We've added a tool that allows users to select and point at objects in a level.
HMD | Control |
Vive | Down D-Pad |
Windows Mixed Reality | Down D-Pad |
Oculus | A or X |
Desktop | Left Mouse Button |
A new 3D markup option has been added to allow users to draw in 3D space. Currently, this is limited to Virtual Reality mode.
Note: This mode is accessible when the Drawing Tool is open
HMD | Control |
Vive | Up D-Pad |
Windows Mixed Reality | Up D-Pad |
Oculus | Y or B |
A level manager has been added to allow users to switch between available levels.
Note: All users will be transported to the new selected level.
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A settings window has been added that allows users to customize their Desktop and VR experience.
Customize the user name and accent color.
Customize the various graphics settings. In addition, visualize the min, max, and current frames per second via our new graph system.
Customize the various audio settings.
Note: Currently limited to Input Sensitivity.
Display and hide different elements inside of a session.
Customize the controls and camera sensitivity during Desktop mode. If the user is in Virtual Reality mode, they will see a button that will change them to Desktop mode.
Customize the users VR experience. If the user is in Desktop mode, they will see a button that will change them to VR mode.
Displays network information such as incoming/outgoing data rate, ping, and the online session key.
Based on feedback, we've further streamlined the main menu experience. Along with removing unnecessary steps to enter a standalone session, we have improved the user experience in hosting and joining a multi-user session.
Due to feedback we've gathered from the Collaborative Template users, we have removed the session finder and replaced it with a Session Key system. When a user creates an online session, a Session Key is generated. This key will provide a direct, but secure, method for users to connect to the host.
The menu bar has been revamped to provide easier access to tools, quick speaker/microphone muting, level selection, settings menu, and logging out of a session.
We have identified and reduced many unnecessary network calls across all of the template blueprints. This has lead to increased stability when multiple users are within the same session.
The framework of the Collaborative Template has undergone a massive restructuring. File locations and naming conventions have been standardized, and blueprints have been simplified.
Our goal with this restructuring was to standardize, simplify, and to allow users to have a much easier time extending the Collaborative Template to suit their needs.
We have implemented a complete widget framework to easily create new window's, menu's, HUD's, etc, all with our pre-designated styling. You can find examples on how to use these widgets by looking at various different pre-built widgets we provide within the Collaborative Template.
Easy to implement graphs have been added to provide real-time displayed information. You can find examples of these graphs in the new settings menu.
Following overwhelming feedback, we have massively overhauled our file structure and naming conventions to follow the massively popular UE4 community style guide. This new structuring will allow both current and new users of the Collaborative Template to be able to easily navigate and interface with the file structure.