Releases: iTwin/itwin-unreal-plugin
Releases · iTwin/itwin-unreal-plugin
0.1.13
SYNCHRO 4D SCHEDULES
- Fixed crashes when Elements metadata cache initialization has failed (happens when entering PIE from Unreal Editor with a set-up iModel)
- Fixed missing animations along 3D paths, when several resources are assigned to the same 3D path
- Support configuration of iModel tileset's "Create Physics Meshes" and "Maximum Screenspace Error" settings in the ".ini" file
- see last paragraph of Documentation/InstallationAndUse
0.1.12
SYNCHRO 4D SCHEDULES
- Added support for Synchro4D transformations along 3D paths (but not yet for static resource-to-task assignment transformations)
- Added basic support for retrying failed queries (iModel Elements metadata and 4D web api)
- Cached downloaded 4D schedules on the local filesystem to speed up considerably loading times of already used iModels
- Reduced loading times using concurrent queries and local caching for iModel Elements metadata
- Fixed new tiles never made visible when the 4D schedule animation is disabled and using mode bSynchro4DMaskTilesUntilFullyAnimated=true (not the default)
- Fixed incorrect animation when tasks have a null time range
- Fixed some animation visibility settings incorrectly applied (mostly in Maintenance tasks)
- Fixed missing animations when a Synchro resource was used in multiple tasks
SAVED VIEWS
- Added support of visibility status.
- Added functions GetSavedViewFrustumFromUnrealTransform() and GetSavedViewFrustumFromPlayerController() to compute the frustum data (origin, extents and focus distance) necessary to load the saved view correctly inside Design Review
- Added function to get saved view extensions (useful for retrieving hidden elements ids that are now stored in extension data instead of saved view data)
- Retrieved saved views's creation time when retrieving saved views (even newly added ones).
- Taken into account iModel manual offset/transformation.
- Fixed wrong rotation after Unreal -> Itwin conversion (in some cases).
UI/UX
- Fixed AITwinIModel::ZoomOnIModel() to take into account manual offset.
0.1.11
SYNCHRO 4D SCHEDULES
- Reduce waiting times and improve display quality by pre-fetching all 4D Schedule data before applying the 4D animation
- Expose parameters controlling Synchro4D queries size used to adjust download speed vs. server/DB load compliance
- Optimized 4D Schedule download speed by fetching all bindings up-front
- When the 4D Schedule is available and playing or paused, geometries are not visible until the Schedule settings (color/opacity, cut plane) have been applied. There can thus be cubic holes in the model's displayed geometry, but no more randomly floating parts due to not-yet or only partially animated geometries.
- Fixed translucent parts being incorrectly made visible again when changing the viewpoint (typically at the beginning of the animation, when the corresponding parts are totally hidden).
SAVED VIEWS
- Fixed random failure of Saved Views retrieval because of overlapping queries
- Fixed AITwinSavedView and AITwinIModel::AddSavedView methods, available in the Outliner and Blueprints, which were using obsolete and broken geolocation code
- Fixed location of saved views created (or retaken) from the SDK in geolocated iModels
UI/UX
- Fixed random artefacts in selection highlights (disappearing by themselves after a few changes of selection...)
ITWIN API
- Fixed the potential usage of an expired token when the current session exceeds the initial authorization duration.
MISC
- Fixed loading of Unreal "Level" assets with pre-configured iModel, broken with symptoms like "HTTP 403" Cesium errors and/or 4D schedules not downloading
- AITwinIModel's ChangesetId member now accepts the special value "latest" to ensure use of the latest changeset even when using the Automatic loading mode (especially useful when loading an Unreal "Level" asset)
0.1.10
SYNCHRO 4D SCHEDULES
- Make 4D schedules data querying and animation replay work in Editor (not just "in-game")
- Major speed up of 4D schedules data querying
- Make "ScheduleTime" and "ReplaySpeed" properties of 4D schedules components accessible through blueprints (both readable and writable)
- Fixed “ResetSchedules” not restarting query of all elements already in the scene
- Automatically call "UpdateIModel" when entering "Play-in-Editor" with already loaded tilesets
- Fixed 4D animation not applied on new LOD tiles received from the mesh streaming service
- Fixed new Schedule time not applied in some cases, typically when doing "Jump to beginning" the first time after the Schedule data was downloaded
- Fixed missing Elements animation in case of hierarchical relationships between Elements
- Fixed missing Elements animation in case of overlapping tasks in SynchroPro-first iTwin projects
- Fixed Elements animation not applied when animation is paused, and the plugin receives new timelines from the 4D service
- Fixed regression causing Elements to be translucent whereas they should not
- Fixed misleading error in the logs (querying NextGen schedules server without proper permissions)
- Avoid misleading error in logs because of unfinished NextGen schedules support
- Added UITwinSynchro4DSchedules::OnScheduleQueryingStatusChanged delegate assignable in blueprints to get notifications of Schedules query loop status changes (rnuning/idle)
- Added UITwinSynchro4DSchedules::OnScheduleTimeRangeKnown delegate assignable in blueprints to get notifications of a Schedule's full time range once it is known
- Fixed Schedule data requests not restarted when entering Play-in-Editor
- Attempted to fix "401: unauthorized" request errors for Schedule data (only in case the problem is an obsolete token used by the Schedule component, which remains to be seen)
- Fixed potential crashes when a same Element ID belongs to different primitives (internal subset of a tile corresponding to an individual mesh in Unreal) and is part of a Synchro 4D schedule.
SAVED VIEWS
- Fixed saved views regression due to geolocation support
RENDERING
- Avoided creating Unreal meshes (and other resources) twice when loading a tile, which could cause wrong materials to appear briefly (before the correct ones appear).
- Fixed non-animated Elements unaffected by "Fade out/Mask out non-animated Elements" when they are part of Cesium tiles with zero animated Elements
- Fixed 3D viewport's selection highlight not properly set on new LOD tiles received from the mesh streaming service
- Fixed crashes in Game (packaged) mode, when render uses Ray Tracing (depending on hardware capabilities), or disappearing meshes (otherwise), when using selection highlight or receiving 4D schedules data
ITWIN API
- Added functions to convert current unreal view to itwin saved view (while taking geolocation into account).
- Added functions to get/update saved view thumbnails.
- Added functions to get/create groups for saved views.
- Added support of groups for GetAllSavedViews (to get the list of saved views of a given group) and AddSavedView (to add a saved view to a given group)
- Improved logs in case of request failures.
MAC OS
- Added support for MacOS
0.1.9
SYNCHRO 4D SCHEDULES
- Support Synchro4D Schedules
METADATA
- Added support of iModel BIM info
GEOLOCATION
- Support iModels exported with accounting of geolocation or lack of it. Older tilesets can no longer be supported
UI/UX
- Added method "ZoomOnIModel" on AITwinIModel
SAVED VIEWS
- Fixed retrieval of some saved views where we have 'origin' instead of 'camera/eye'
STABILITY
- Fixed a crash when launching an export in Play in Editor (PIE), leaving PIE, then receiving the export result before quitting the app
ITWIN API
- Avoid opening several tabs in the web browser, when loading a level contain multiple iModels.
COMPILATION
- Fixed compilation in Game mode
PACKAGING
- Fixed packaging when plugin installed in Unreal plugin folder
0.1.8
SAVED VIEWS
- Fixed wrong camera offset when using the TopMenu blueprint from the legacy 3DFT plugin.
- Automate the fetch of the SavedView information when clicking 'Move To Saved View' in the Editor.
- Fixed callback not called when DeleteSavedView request succeeds.
- Added a parameter to callback OnDeleteSavedViewComplete, indicating which saved view has been deleted, and thus allowing to update the UX accordingly (see example in TestApp's TopMenu).
IMODEL
- In GetExports, fixed the 'ChangesetId' and 'iTwinId' fields in the export info given as output.
- Ensure the most recent export is chosen in automatic mode, when several Cesium exports are available for the selected iModel and changeset.
- When creating an iModel manually by filling its iModel ID and Changeset ID, if the selected changeset has never been converted into Cesium format, an export is automatically started.
- Fixed tilesets potentially missing when reloading a level containing ITwinIModels (happened when the authorization had expired).
- In manual mode, update the name of the iModel once the iModel ID and changeset ID are filled with valid values.
UI/UX
- Fixed selection highlights for textured meshes.
- In the TestApp, rename the loaded iModel using its display name (instead of "ITwinIModel0").
PACKAGING
- Fixed errors when packaging a project using both ITwinForUnreal and the official Cesium for Unreal plugins (conflicting symbols).
0.1.7
new release (source = ca952840)
0.1.6
new release (source = 9c881204)
0.1.5
new release (source = f080a545)
0.1.4
new release (source = ea4277ce)