Flax 1.8 release notes
Highlights
New UI Editor
We finally made it! New editing tools are coming to Flax. Now you can easily view and modify user interface layout right in the Prefab or Game window. This will improve UI development iterations time.
.NET 8 support
.NET SDK 8 is now used as a base version (instead of 7
) with C# 12 and the latest performance improvements. It's a Long Term Support version (LTS
), meaning it will be maintained by Microsoft until November 2026
. We plan to use the official .NET release cycle and maintain active .NET versions in Flax tools ecosystem. Both Editor and Launcher will check for the proper .NET version on the system upon starting Editor. When building your game ensure to have the latest .NET SDK installed (especially when cooking games for Android or iOS).
ASTC texture compression
Every update brings new improvements for mobile platforms. This time we've added ASTC texture compression support for iOS and Android devices. This results in up to 80% less texture memory usage. Texture compression improves rendering performance because less texture data must be read from GPU memory when texturing objects. Also, game load time is faster as there is less data to read from the device memory into the GPU.
Flax supports ASTC 4x4
, 6x6
, and 8x8
block compression formats that can be set in platform build settings (TexturesQuality
property in AndroidPlatformSettings
/iOSPlatformSettings
).
Importing model files into prefabs
Now, when importing model files (such as .fbx
) you can select the option Prefab
. It will import all meshes, materials, textures, and animations from the source file (into a subdirectory) and create a prefab asset with the whole structure of the source file. This workflow addition allows to work with larger assets that contain multiple subobjects and improves iteration time due to reimport functionality (new Model Prefab script).
We plan to continue improving this feature by adding support for importing lights, cameras, and object animations as well as streamlining workflow.
New vehicle features
Physics simulation always has been an important topic during Flax development. This time we've adding lots of new options for better vehicles driving control such as Steer vs Speed
/Anti Roll Bars
configs and tank vehicles support. (GH-2192)
Anim Graph debugging
Anim Graph editor will showcase the current playback position of the animations and state machine insights to empower debugging experience. Additionally, the new AnimatedModel.GetTraceEvents
allows to gather animation playback information in the game code.
New Root Motion feature allows to specify which components of the motion should be applied to the movement of the object (position XZ, position Y, rotation) - this fixes root motion for Mixamo characters. Also, there is a new option to calculate root motion based on the skeleton's Center Of Mass movement.
Spline improvements
Spline editor allows adding new points based on mouse screen position when holding Ctrl
and clicking the right mouse button. It can also snap spline points to other spline points when moving point while holding Shift
key (including other nearby splines). (GH-1482)
Fallback font rendering
We've added font fallback for text rendering, enabling better support for CJK characters (Chinese/Japanese/Korean characters). It handles any missing characters in the font used for rendering by picking up characters from the fallback font that contains those characters (such as CJK fonts). This feature works both in the Editor and the Game thus helping with localization and internalization of the Flax projects. (GH-2019)
Editor features
Every update brings more features and improvements to the Editor. This time we added functionalities such as:
- Saving collapsing panels state for subgroups in the Properties panel,
- Vertex Snapping (move gizmo with V key pressed),
- Refreshed collection editor interface to be more streamlined (GH-2208),
- SI units, such as meters, kilograms, in input fields for both displaying and parsing (GH-2213),
- Quick script creation right from Add script button (GH-1827).
Migration Guide
- .NET SDK 8 is now used as a base version (instead of
7
). It's a Long Term Support (LTS
) version, meaning it will be maintained by Microsoft untilNovember 10, 2026
. We plan to use the official .NET release cycle and maintain active .NET versions in Flax tools ecosystem. Both Editor and Launcher will check for the proper .NET version on the system upon starting Editor. - Objects rendering matrices are now using proper propagation of the parent transformations instead of a single
TRS
-style transform which properly handles nesting transformations. Existing scenes might have visual difference. - Changed
DebugDraw.DrawWireArrow
andDEBUG_DRAW_WIRE_ARROW
accept additionalcapScale
parameter that controls arrow cap size. - Added
DebugDraw::DrawRay
withRay
structure,DEBUG_DRAW_RAY
changed to useRay
structure
Changelog
Version 1.8.6512.2 - 22 May 2024
Contributors: mafiesto4, GoaLitiuM, Tryibion, Harloys, tecnessino
PRs merged: 35
- Add watermark attribute to add watermark to string fields in editor
- Add removing selected blend space point with
Delete
key - Add margin to item tree in toolbox
- Add shift scroll for panels and textbox
- Add control transform to
General
group for better usability - Add trimming content item name and actor name on rename to prevent dangling whitespace
- Add drag drop controls to Actor Toolbox
- Add font and case options to Label and Textbox
- Add color properties to Panel's scroll bars
- Add width padding for tooltip text
- Add tree node guidelines for Editor hierarchies
- Add checkerboard background to color picker dialog color
- Add support for adding script via drag drop on actor
- Add minor improvements to UI Editor widget drawing
- Add better error messages to
NetworkReplicator::SetObjectOwnership
for incorrect usage - Add layer masking for
PostFxVolume
against Camera'sRenderLayersMask
- Add
OnStaticFlagsChanged
to Actor - Add Gameplay Global combobox to default to the last type of variable
- Add
For Distribution
to be enabled by default inRelease
builds - Add Windows on Arm build support for PhysX and NvCloth libs
- Add test case of nested types in scripting
- Add option to move all selected UI Controls while holding
Shift
key - Optimize navmesh building and reduce scene lock time
- Rename
Options
toEditor Options
and move underEdit
menu - Refactor
Color.FromRGBA
and add matching old logicColor.FromARGB
- Fix looping root motion
- Fix error when using undo after removing Multi Blend node
- Fix odd offset between 1st property and property label
- Fix empty layers to be ignored by LayerMask Editor
- Fix TreeNode not rendering all nodes properly with invisible children
- Fix editor to focus prefab window on item spawn
- Fix textbox caret not showing on empty string
- Fix caret location on text box with no text
- Fix drawing an extra character with
Render2D.DrawText
- Fix actor type drag spawn to correctly assign parent
- Fix editor game window focus while cursor is not visible
- Fix smooth step visject node width
- Fix color picker dialog
- Fix item search to clear on select prefab
- Fix incorrect
async
methods used as RPCs (not supported now) - Fix
ReadOnly
attribute handling in collection editors - Fix UI navigation when using multiple canvases
- Fix TAA in editors debug view modes
- Fix compilation warnings when using 64-bit coords
- Fix compilation when using non-strongly typed enum as default value
- Fix Editor not launching if custom interface fonts are missing
- Fix creating virtual terrain collision of actor that is not in a game
- Fix missing camera model preview in Prefab viewport
- Fix missing curve initialization when loading from json
- Fix windows cursor to force show or hide based on cursor hidden value
- Fix bindings code generation for nested types
- Fix deadlock between content storage and asset that is being updated during load
- Fix crash when using scripting object as interface implementation in object property displayed in Editor
- Fix crash when unboxing of array type Variant
- Fix crash when Visual Script event binding instance is invalid
Version 1.8.6511.1 - 27 April 2024
Contributors: mafiesto4, GoaLitiuM, Tryibion, rkrahn, Zode, xxSeys1, Menotdan, Muzz, duarteroso
PRs merged: 25
- Add support for importing
.exr
textures - Add logging and cleaning up leaked scene objects after play mode in Editor
- Add trading minor optimizations in MSVC Development builds for compile speed
- Add automatic restoring Anim Event tracks when reimporting animation asset
- Add
ShowDebugDrawSkeleton
to preview Animated Model skeleton via Debug Draw - Add toggle orthographic view hotkey (
Numpad Decimal
) - Add locking actor selection in properties and prefab windows
- Add displaying all actors in Actor toolbox search tab when no filter is applied
- Add better anim events visuals in timeline editor
- Add sorting search actor toolbox
- Add
Tags.Find
utility - Add statically disabled tessellation on macOS/iOS
- Add statically disabled geometry shaders on mobile
- Add CPU profiler events for UI drawing
- Add setter for crword agent position and velocity
- Add option for using Address and Thread sanitizers
- Add hiding TAA settings if TAA isn't enabled
- Add
Time.Synchronize
to stabilize engine loop - Add
Engine::UpdateCount
to sync gameplay logic updates with game loop rather than draw frames - Add improved size of Multi Blend nodes
- Add undo for Multi Blend points moving
- Add context menu to Multi Blend node points
- Add tooltips to Multi Blend points
- Add
Ctrl
to snap points to grid in Multi Blend editor - Add improved visuals of points in Multi Blend
- Add grid labels drawing to Multi Blend
- Add live debugging of blend position in Multi Blend
- Add add/remove buttons to Multi Blend
- Add better
const
correctness inMesh
andSkinnedMesh
api - Add
Write
/Read
methods toNetworkStream
forINetworkSerializable
sending in C# api - Add more useful orientation settings to Android
- Add exported property to activity element in
AndroidManifest.xml
template - Add basic Android version settings to editor
- Optimize
DrawBatch
for faster sorting - Optimize draw calls sorting in opaque passes
- Optimize TreeNode rendering
- Optimize ActorTreeNode reparent when it's not collapsed but one of the parents is
- Optimize Anim Graph node size and remove limit of max
64
state transitions - Refactor engine loop to have better sync between game update, physics and drawing
- Refactor
UpdateGraph
to run after engine services and game scripts - Refactor Visject Graph nodes data for unlimited size
- Refactor Multi Blend nodes to support up to
255
blend points - Update
DirectXTex
tomar2024
- Change default collision type to
ConvexMesh
fromTriangleMesh
- Fix default diffuse color value when importing material
- Fix Editor viewport aspect ratio scaling to be removed from camera mouse movement
- Fix numpad enter to normal enter on Linux
- Fix Two Bone IK to have correct bone roll
- Fix blend shapes transformation applying
- Fix blend shapes normals usage
- Fix blending nested animations to properly handle it per-node
- Fix nested animations sampling
- Fix animated model skinning precision issues
- Fix errors on using spline editor in Prefab window
- Fix error when applying prefab changes with Spline
- Fix deselecting actors when using camera orbiting in viewport after releasing LMB when Alt is up
- Fix text underline being in wrong spot on different DPIs
- Fix particle emitter creation from templates
- Fix various bugs in code detected with address/thread sanitizers
- Fix
EyeAdaptation
bug to flash on play mode start in Editor when time gets reset - Fix heightfield not saved when editing splatmap of terrain with physical materials in use
- Fix editor toolstrip by moving game cooking and building to the right for less missclicks
- Fix panning Visject Surface with middle mouse button (right button does it) to prevent missed connections removals
- Fix Debug Log scrolling when many entries are added at once
- Fix cloning value utility for object references
- Fix missing UI Control preview when changing UI Widget type
- Fix surface node context menu to not show when moving surface
- Fix margins issues in context menus
- Fix
FindRandomPointAroundCircle
to always find a valid point on a NavMesh in the radius - Fix NavMesh to initialize earlier and prevent issues with crowd agents on a scene
- Fix .NET runtime validity checks with daily runtime builds
- Fix
CachedAttributeGetter
holding references to collectible types - Fix to release Prefab assets when unloading Scripting service
- Fix freeze when selecting ModelPrefab referencing a removed asset
- Fix terrain heightmap to use higher range format when decompressed
- Fix bug in
ValueContainer.HasDifferentTypes
causing incorrect editor setup - Fix model tool importing to use temp file only for Assimp
- Fix deadlock when parsing invalid HTML text in
RichTextBox
- Fix crash on prefab preview with lightmap in use
- Fix crash when accessing physics objects state in
OnLateFixedUpdate
- Fix crash when resizing window on Vulkan
- Fix crash when removing Anim Event visual script that is used in opened Animation timeline
- Fix crash when using old
Blend with Mask
node in Anim Graph - Fix crash when playing uninitialized audio source
- Fix crash when reimporting animation with translation set
Version 1.8.6510.0 - 29 March 2024
Contributors: mafiesto4, Tryibion, stefnotch, abrasivetroop, Withaust, MineBill, z1dev, GoaLitiuM, NoriteSC, Menotdan, nothingTVatYT, plemsoft, GasimoCodes, whocares77, RuanLucasGD, envision3d, Tesla-J, Chikinsupu, rkrahn, dustytrailsdev, cNori, lifeformed
PRs merged: 108
- Add red tint highlight for CPU profiler table entries based on event duration
- Add selecting actor spawned in the prefab window
- Add color box to
ColorTrackBall
- Add events tracing feature to Animated Model for animation playback insights
- Add displaying playback position of animation in Anim Graph window
- Add SourceState and DestinationState modes to State Machine interruption modes in Anim Graph
- Add new collection editing UI
- Add option to enable Depth Test on cloth painting debug preview (enabled by default)
- Add sub-groups expanded state restoring in Properties window
- Add directions to Slider control
- Add
IsValidIndex
to Array - Add Vehicle Physics Improvements (new options, tank vehicles)
- Add
Create parent for selected actors
context menu button - Add hiding Actor's Transform for
UIControl
Actor - Add RayCast utility to UI controls
- Add
MinCount
andMaxCount
toCollection
attribute - Add require script and actor attributes
- Add option to toggle focus game window on play inside context menu
- Add reload project menu button
- Add support for multiple physical materials in terrain - one for each painted layer
- Add
Material
toRayCastHit
for surface detection logic - Add API for runtime Terrain editing and expose Terrain patch and chunk to API
- Add support for structure and script types in
JsonAsset
- Add improved Visject context menu items search
- Add vertex snapping (gizmo with
V
key pressed) - Add support for importing material emissive and roughness from
fbx
file - Add support for using pointer in
MarshalAs
in scripting types - Add quick creation of scripts via
* Add script
button on Actor - Add
ScriptingEnum::ToStringFlags
for printing flag enums into readable text - Add font fallback for text rendering
- Add spline editing improvements
- Add focus selection lock input to scene tree window
- Add
SnapToGrid
to vectors - Add
NextUnitCircleVector2
extension method - Add the option to deselect all in Editor
- Add rubberband-style selection in a Content View
- Add the ability to quickly change window modes for the game window
- Add improved category drop panel to look similar to other panels in scripts adding popup
- Add parameter to change arrow cap size for Debug Draw
- Add
DrawAxisFromDirection
andDrawRay
withRay
structure for Debug Draw - Add
Actor.GetPrefabRoot()
- Add prefab link breaking to preserve nested prefabs links
- Add skipping showing and applying changes to prefab root actor transform via Level
- Add
activeOnly
parameter toLevel::GetActors
- Add parameter to finds only an active actor from the scenes
- Add breaking node connection under mouse with middle button click
- Add
MoveFileToRecycleBin
on Linux - Add support for VS 2022 v17.10 / MSVC 14.4x toolset
- Add check to prevent incorrect
NavCrowd::RemoveAgent
usage - Add clamping multiblend value to the range set
- Add partition mode and cascade spacing for Directional Light shadows
- Add saving docking state for custom editor windows
- Add Guid picker to support asset refs
- Add
AnimationRootMotionFlags
to configure root motion component extraction - Add
RootMotionMode
to support extracting root motion from animated skeleton pose center of mass - Add skeleton mask asset parameter to Blend With Mask anim node
- Add remaining clang options for Apple and Unix toolchains
- Add initial ASTC pixel format support
- Add ‘astc’ encoder lib
- Add
BehaviorTreeKnowledgeBooleanDecorator
- Add automatic last dangling separator removal in context menu
- Add better grid gizmo rendering in Editor viewport
- Add save input and undo redo in Editor Options
- Add support for animating
LocalizedString
value in Scene Animation - Add UI Control gizmo for editing UIs (in Prefab and Game windows)
- Add resizing UI Control via widgets
- Add cursor change and showing timeline edge duration when moving it
- Add
UI Widget
to new asset creation for quick UI setup - Add physical units support to input fields in Editor
- Add
InputAxis
andInputEvent
integration with stdlib features - Add manual chunks loading before Binary Asset load in case content streaming flushed them out
- Add changes to default post process settings
- Add focusing search bar in content view and output textbox
- Add normal logs for deps build subcommands
- Add support for storing custom platform tools data in Game Cooker cache
- Add auto focus to Editor Window when nothing clicked inside it
- Add initial support for Precompiled Header Files (PCH) in MSVC compilation
- Add support for building engine target as shared library on all platforms
- Add
Stopwatch
for accurate duration measuring - Add
OutputName
to Build Settings for game output exe/package renaming - Add better win32 resource file injection to be done during linker call
- Add printing stack trace even when not using log file
- Add better stack trace reporting in crashes when running on non-Windows platforms
- Add support for using Tracy profiler on Switch
- Add removing dotnet libs for iterative rebuilds when AOT cache gets cleared
- Add custom editor for buttons that allow listening for them inside the editor
- Add support for multiple
VisibleIf
attributes - Add hold arrow key in tree to continuously scroll actors
- Add drag drop for actor script items into scenes and prefabs
- Add ability to use custom file proxy in Editor plugin for file type
- Add an option to skip existing materials when reimporting
- Add
Start Time
option for Audio Source actor - Add support for manually dirtying objects that use
ReplicationFPS < 0
for manual-only replication - Add sanity check to prevent crashes when Animated Model has NaN in skeleton pose
- Add support for stencil buffer on Vulkan and D3D11/D3D12
- Add clickable parsing errors in build tool
- Optimize
Matrix
decomposition to useMatrix3x3
for rotation - Optimize render targets freeing on the start of the game
- Optimize UI Control serialization
- Update Nintendo Switch support to he latest .NET 8 with Mono SGen
- Update
dotnet
fork to the latest .NET8.0.1
- Refactor win32 exe icon updating
- Refactor
ThreadLocal
when running on hardware with more cores thanPLATFORM_THREADS_LIMIT
- Refactor UI Control actor active state mirroring in UI via
Visible
properties rather than unlinked from parent - Refactor UI Control linkage in the prefab previews to prevent bugs
- Refactor undo logic for actors reparenting in Editor
- Refactor Editor UI style for selection and drag drop interactions
- Refactor collider shape raycasting utilities to the
PhysicsColliderActor
class - Refactor
PhysicalMaterial
usage to utilizeJsonAssetReference
struct - Refactor 3D audio implementation in XAudio2 backend to match OpenAL
- Refactor Visject Surface attributes data storage to use
JsonSerializer
instead of deprecatedBinaryFormatter
- Refactor engine systems to use platform time seconds rather than date time
- Remove unused
SaveTime
/LoadTime
fromScene
- Remove unused 'PixelFormatExtensions::ComputeScanlineCount'
- Rename
Navigation.ProjectPoint
intoNavigation.FindClosestPoint
to have consistent API naming - Fix Animated Model slot animations clearing on start
- Fix fog to be usable for transparent materials (if enabled)
- Fix auto-docking windows on open when system DPI scale is not
1
- Fix missing asset update when dependant asset gets saved in Editor
- Fix
unlink
usag on Unix systems to properly use returned value - Fix PostFx Materials blending for duplicated entries
- Fix stopping slot animations and playing the same frame
- Fix unpacking
Variant
structure if input value is a scalar - Fix missing default value for new Visject method parameter if method uses Vector param
- Fix shader source code preview in editor
- Fix
FileSystem::CopyDirectory
not failing when source folder is missing - Fix mouse events handling over window title bar on Windows
- Fix
HeaderAttribute
usage with default values - Fix invalid log timing when log file is disabled in cooked build
- Fix unreliable RPC calls to silently drop if we failed to find an object
- Fix for editor view's cached
CameraNearPlaneValue
getting overwritten - Fix
Dropdown
panel to scale correctly - Fix
ContextMenu
short keys as needed to accommodate for scrollbar when visible - Fix combobox window position based on what direction it opens
- Fix
AlwaysShowScrollbars
to update visibility state of the scroll bars - Fix drop location of multiple nodes to be vertical in Visject
- Fix profiling hotkeys not working while profiler window is closed
- Fix GPU profiler event percentage calculation and * Add tint highlight to spot slow entries
- Fix opening projects with PostFx material assigned in Graphics Settings
- Fix Plugins Window layout in UI
- Fix Plugin Project creation when the user types in symbols
- Fix new asset naming to always validate filename
- Fix sprite atlas limit on
4096
- Fix invalid shader codegen when using
ddx
/ddy
in material vertex shader - Fix terrain painting when using multiple layers
- Fix issue with CharacterController initialization when using Center offset
- Fix copy/paste for UI brushes
- Fix UI Control selection bounds drawing to handle rotations
- Fix
NextUnitVector2
to properly produce a vector within a unit circle - Fix asset thumbnails refresh to support multi-selection
- Fix focusing editor camera on very large objects
- Fix duplicating array values in Editor
- Fix various Editor input shortcuts binding
- Fix Slider deserialization if value range is invalid
- Fix
Transform
diff serialization to properly handle prefab changes to a single component of transform - Fix model prefab issue with scaling and rotation
- Fix differences between Assimp and OpenFBX imports in units scaling
- Fix prefab transform on drag drop with parent
- Fix Missing Script replacing in prefab
- Fix for resetting local transform of newly created prefab child
- Fix nested prefabs instance building logic
- Fix creating prefab out of actor to reset local transform of it for better instancing
- Fix cloth editing undo in Prefab viewport
- Fix incorrect vehicle wheels collisions inside trigger volumes
- Fix editor inputs processing in Game window to interferer with game inputs
- Fix no available getter/setter node and item for private parameters in Visual Script
- Fix Temporal Anti Aliasing ghosting and improve quality of blending
- Fix marshaling custom type array to C# with
MarshalAs
used - Fix missing file error in
Content::GetAssetInfo
- Fix bug with saving Missing Script into file
- Fix transform scaling applying to nested objects when drawing
- Fix uninitialized value of
NetworkConfig::NetworkDriver
field - Fix networked objects dirtying for replication
- Fix bug in
NetworkReplicator::RemoveObject
- Fix C++ Intellisense not working with latest version of Rider
- Fix incorrect including editor modules in
Game.Build.cs
when git plugin pulling - Fix incorrect rigidbody rotation in
AddMovement
when using locked axis - Fix codegen skipping
if
and writingelse if
first - Fix codegen for nested enums
- Fix missing networked object ID resolving
- Fix
JsonAsset::GetInstance
to properly check base class - Fix problem with Procedural Texture Sample flicker if using scaled UVs
- Fix getting file access time for Apple, Android and Linux
- Fix
DateTime::GetDate
calculations - Fix render view panning when bug when no camera is active
- Fix Json serializer for CSharp data to use UTF-8 text encoding
- Fix editor exit with error code when game cooking CL fails
- Fix sorting directories in build tool
- Fix building macOS with the latest Vulkan SDK
- Fix anim graph debugging to include nodes path for nested graphs
- Fix root motion preview in animation window
- Fix invalid Visual Studio solution folder nesting
- Fix color grading issue with LUT texture used
- Fix spatial audio playback in OpenAL with Large Worlds enabled
- Fix terrain smoothing brush separation issue
- Fix going into windowed mode on Windows
- Fix
rpath
on Linux to handle plugins libraries loading in Editor - Fix error loggig in headless mode on platforms that use
char16
- Fix support for utf8 character in path on unix systems
- Fix deadlock when stack overflows in the Anim Graph update
- Fix timeline tracks dragging like recent improvements to tree UI
- Fix Bone Socket transform when Animated Model pose is not yet evaluated
- Fix error in Editor when Audio Clip duration is very small
- Fix vehicle center of mass rotation used in wheels setup
- Fix loading
BehaviorKnowledgeSelectorAny
from json object - Fix incorrect mouse cursor hiding on Windows when window is not focused
- Fix preserving actors hierarchy order when performing undo of actor removal
- Fix UI size changes when saving scenes or prefabs in Editor with different layout
- Fix UI coordinate convertion in
CanvasScaler
- Fix split dragging not working in some cases
- Fix carrot and selection height based on dpi scale to correctly scale with interface options
- Fix missing debug shapes in prefab window
- Fix loading shader cache when opened with different engine version
- Fix d3d12 warning on initial gpu buffer state
- Fix small GPU buffer update on Vulkan if data size align up overflows buffer size
- Fix potential issues with shader resources bindings when using custom post processing effect
- Fix TAA jitter in post-resolve passes such as editor primitives and debug gizmos
- Fix Z-fighting issues in Debug Draw when using TAA
- Fix bug in actors duplicate action due to incorrect actors list setup
- Fix snapping to the ground actor when viewport is not focused
- Fix drag and drop regression issue on tree UI
- Fix
Revert to Default
option when property is marked asReadOnly
- Fix timeline playback control buttons visibility during seeking-only mode
- Fix game ui inputs to UI when game is paused in Editor
- Fix
Mono.Cecil
error inNetworkingPlugin
when using external libraries - Fix duplicate generation of native variant conversion helpers
- Fix
PhysicsScene
change not working in physics actors - Fix crash when scene graph node gets somehow duplicated by internal error in Editor
- Fix crash in
StaticModel::GetMaterial
when model is not loaded or has invalid entries count - Fix crash on incorrect object destruction event
- Fix crash on invalid string converted to managed string
- Fix crash due to incorrect PhysX usage for vehicle setup
- Fix crash while moving simulation disabled kinematic actors
- Fix crash when adding physics scene with auto simulation
- Fix crash when setting maanaged structure data via
Variant
- Fix crash when storage file gets deleted due to missing ref from async thread which failed to load it
- Fix crash when finding actor or level with empty name text
- Fix crash when using multi-threaded objects spawn and caching scripting VTables
- Fix crash when replicating C# object with
NetworkReplicated
attribute on derived generic class - Fix crash when using degenerated triangle in Multi Blend 2D to properly sample animation
- Fix crash when loading level with abstract script class
- Fix crash when using generic interface in C#
- Fix crash when using network replication or rpc after hot-reload in Editor
- Fix crash when using invalid
GPUTextureDescription