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Releases: LukasFratzl/TurboSequence

UE Version 5.5

12 Nov 21:46
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Core Features in this update:

  • Added Vertex Color Mode, you can now choose in the Control Panel to generate UVs or Vertex Colors on the Mesh
  • Added UV Channel override in the Material if you need to adjust the used UV Channel
  • Fixed Add/Remove Instances and added Demo Map

How does this update change my coding style:

  • Some Assets are saved in UE 5.4 which mean it's not backward compatible

Tested On:

  • Windows

When you encounter wrong vertex positions on your TS mesh, please press the Invalid Cache button close to the open control panel button in the Turbo Sequence Drop-down menu, close UE and open it again, TS will now regenerate the meshes

Special thanks to my Discord Group which motivated me to this update!

UE Version 5.4 | Hotfix 1

02 Oct 18:34
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Core Features in this update:

How does this update change my coding style:

Other Changes:

  • Fixed Crash when running TS with networking enabled

Tested On:

  • Windows
  • Linux

When you encounter wrong vertex positions on your TS mesh, please press the Invalid Cache button close to the open control panel button in the Turbo Sequence Drop-down menu, close UE and open it again, TS will now regenerate the meshes

Special thanks to my Discord Group which motivated me to this update!

UE Version 5.4

23 Apr 22:27
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Core Features in this update:

  • Better GPU Memory Management
  • Better CPU Memory Management
  • Smaller Data to Transfer between CPU and GPU
  • Performance improvements around ~40% faster -> From 60 FPS, to 100 FPS in the Demo
  • Motion Vectors are now Accurate
  • Extended API
  • Reworked Demo Code Files for clearer understanding about what things do

How does this update change my coding style:

  • Mesh ID is now an int32 and is valid in a range between 0 - int32_Max all < 0 is Invalid
  • Functions got a reformation to fit the UE Coding Style, you maybe need to find the lines again on different spots
  • Footprint Asset is not a Blueprint anymore, it's now a standard Data Asset, the Docs already reflect this changes
  • Small changes on the Support URL, please look up the Repository and or the Plugin Meta Data for more Info
  • Some Assets are saved in UE 5.4 which mean it's not backward compatible

Other Changes:

  • Bone Transform Texture is now always 16 Bit
  • Meshes are now Animated when frustum culling disabled but behind the Camera
  • Changed the Visual Appearance on the Feature Demo Map
  • Cleaned up the Default Niagara System

Tested On:

  • Windows
  • Linux

When you encounter wrong vertex positions on your TS mesh, please press the Invalid Cache button close to the open control panel button in the Turbo Sequence Drop-down menu, close UE and open it again, TS will now regenerate the meshes

Special thanks to my Discord Group which motivated me to this update!

UE Version 5.3 | Hotfix 2

01 Mar 00:51
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Fixes

  • Solved Compatibility bugs from User Feedback

UE Version 5.3 | Hotfix 1

29 Feb 22:24
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Fixes

  • TS Crashed because one index was not valid when the mesh asset getting cached wrong previously

UE Version 5.3

29 Feb 19:33
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Changelog

  • Added Support for UE 5.3
  • Frustum Culling supports now Vertical or Horizontal FOV

For bugs, issues or feature requests, please use the GitHub Issue UI!
You are awesome! ✌️

UE Version 5.2

29 Feb 05:07
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Changelog

  • Fixed Compatibility issues with UE 5.2 and Turbo Sequence

Known Bugs

  • On Low FPS the LOD switching is noticeable, causing Niagara

I hope you like it and, please create an Issue if you encounter a bug!
You rock! πŸ‘

UE Version 5.1.1

29 Feb 00:36
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Initial Release

  • Watch README.md about all features

Special thanks to all people who believe in this project, without this people this project may not come to a release ... But it did πŸ’―

Please give it a star when you like it!