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What’s new in alpha?

If you’ve used the GDK in pre-alpha, you may be interested in the latest changes.

Iterative improvements

  • Upgraded the SpatialOS Unreal engine fork to support Unreal Engine 4.20.3.
  • Upgraded to the new SpatialOS load balancer, providing fast multi-worker iteration.
  • Removed the incremental build-time overhead of using the GDK by implementing Dynamic Typebindings. This removes the additional code generation and compile step.
  • Schema generation is now the default for all classes.
  • Clients no longer automatically connect to a deployment when not in PIE, unless you pass it a command-line argument.
    For example:

    "%UNREAL_HOME%\Engine\Binaries\Win64\UE4Editor-Win64-Debug.exe" "%~dp0%PROJECT_PATH%\%GAME_NAME%.uproject" 127.0.0.1
    
  • The GDK now saves startup Actors into the snapshot.

  • Various stability fixes.

New features

  • Authority is now based on SpatialOS authority.
  • There is easy switching between native-Unreal networking and SpatialOS networking with a toolbar checkbox.
  • The GDK is an Unreal plugin, so you don’t need to symlink UnrealGDK directories.
  • Improved component replication support allows you to attach multiple components of the same type to an Actor (or “entity” in SpatialOS).
  • Cross-server RPCs facilitate communication with Actors for which another server is authoritative.
  • ClientTravel allows you to move clients between deployments, regardless of whether these deployments are local or in the cloud. (See the documentation on Map travel for further information.)
  • ServerTravel allows server-workers in local or cloud deployments to move between maps and take clients with them. (See the documentation on Map travel for further information.)
  • You can define Singleton Actors as “server only”.
  • There is initial limited support for Unreal’s Ability System Component. This is available on single-server implementations only.

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