Editor Versions

Each editor release announcement below includes:

  • New feature highlights

  • Breaking changes (make sure you check when updating)

  • Known issues

See this guide on how to update your existing project to a new editor release.


Morpheus Platform Release v38.1

01/07/2025

Please note v38.1 removes support for any build on v34.0.0 on Pixel Streaming

Unreal Engine 5.5.4

The underlying version of Unreal Engine used by the Morpheus platform has been upgraded from 5.3.1 to 5.5.4.

This is a very significant upgrade, and we do recommend that users read the release notes for both 5.4 and 5.5, which are available here:

Not only does this upgrade provide a significant number of features and bug fixes, but it is also provides foundational improvements which will be necessary as we continue adding support for mobile.

Improved documentation for crowd animation

We've added documentation for the crowd animation system, including a full list of which nodes are supported in the crowd animation blueprint:

Live config per plugin

In addition to setting Live Config in your project, you can also do so on a per-plugin basis.

To do so, you could add e.g. game.schema.json to your Config/LiveConfig/Schemas folder in the plugin and it will be handled correctly.

HUD can now be hidden

You can now hide the HUD in the Example project by pressing Ctrl+Alt+H

Morpheus Platform Release v37

23/05/2025

Please note v37 removes support for any build on v33.0.3 on Pixel Streaming.

Performance guarantees

Our platform undergoes regular scale tests, and we are now publishing our Performance Guarantees.

New Unreal-based text chat

A new, less complex text chat solution which works at scale and does not require PubNub is now available: https://docs.msquared.io/creation/unreal-development/features-and-tutorials/communication/unreal-text-chat

Embedded browser now works on Mac

Support for WebUI on native clients has been expanded and it will now work on Mac, rather than just Windows.

Embedded browser logs to UE stdout

Debugging issues with the embedded web browser was challenging as it was not displaying any logging information when an issue occurred inside the browser process. These logs have been redirected and will display in Unreal's console / log files as expected.

UserID Tracker Subsystem

Regularly MSquared users needed to keep lists of clients who are involved in some gameplay functionality and needs to account for players reconnecting to the deployment. Maintaining a list of MAs wasn't sufficient as the client would be allocated a new MorpheusActor when they rejoined. To remove the need of each project having to roll out its own map between user IDs and MorpheusActors, we have a new subsytem which will do this for you: https://docs.msquared.io/creation/unreal-development/features-and-tutorials/helpers-and-extras/the-user-id-replication-component#userid-tracker-subsystem

Quality of life improvements

There's a large number of quality of life tasks which have been done for this release, which should lead to a more streamlined experience inside Unreal. Among them are:

  • Unreal Editor will now only require a single login.

  • The new map modal has been cleaned up.

  • Bot behaviors are now easier to set up.

Morpheus Platform Release v36

20/03/2025

Please note v36 removes support for any build on v32.1 on Pixel Streaming.

Static MML rendering with Carnival

MML geometry can now be rendered at scale using Carnival, unlocking new possibilities such as:

  • Configurable per-model parameters, including LOD levels, custom depth settings, and more.

  • Trigger volumes for handling overlapping events.

  • Optional physics interactions and visibility to raycasts.

UE basic name and chat moderation

Basic Unreal chat and nameplate moderation is now included in example assets, and are both turned on by default. Unreal chat moderation is configurable by setting the game live config value "EnableBasicModeration" to true or false. You can also find a list of profanity that is moderated out in live config, and tweak these to your needs.

Nameplate moderation uses the same profanity list, and can be turned on and off via the Settings Menu blueprint (you will need to make your own copy of WBP_M2Example_SettingsMenu in the content folder and adapt this).

Enable Spatial Crowd Audio muting

Spatial Crowd Audio can now be globally muted.

Visual fixes for scaled characters

Fixes have been implemented for incorrect rendering of large-scaled characters, which previously caused:

  • Clipping through the landscape.

  • Incorrect normal maps.

Morpheus Platform Release v35

20/02/2025

Please note v35 removes support for any build on v31 on Pixel Streaming.

Nameplate simplification

Nameplates have been simplified, allowing for a Blueprint-only implementation. An example has been provided in M2 Example.

AI State Tree support for bots

AI State Trees can now be used and MSquared-specific documentation is available here: https://docs.msquared.io/creation/unreal-development/features-and-tutorials/bots#using-state-tree

Morpheus Platform Release v34.1.1

10/02/2025

Please note v34.1.1 removes support for any build on v30 on Pixel Streaming.

Added experimental WebUI plugin

Support for the WebUI plugin has been added, allowing users to create web UIs which are embedded into Unreal and can talk back to the main game.

An example has been provided in the Example Map for you to experiment with. Currently this feature only works on Windows and can have a significant performance impact, but it is under active development and will continue improving over the coming releases.

Initial documentation can be found here: https://docs.msquared.io/creation/unreal-development/features-and-tutorials/web-ui

Standardised approach to animations using M² Skeleton

The bone translation retargeting settings have been changed in the M² Skeleton, which is the skeleton used when loading MML avatars. Most of the bones are now set to use the Skeleton's translations, instead of the animation's translations, which should make M²'s animations more compatible with custom avatars.

Removed legacy Analytics API

Given the limitations imposed on our customers by using our platform’s analytics, the decision was made that we should avoid projects implementing analytics with our existing system. We're now providing a viable off-ramp which allows customers to handle their own analytics using JSON. More details can be found here: https://docs.msquared.io/integrations/3rd-party-analytics

Morpheus Platform Release v33

13/01/2025

Please note v33 removes support for any build on v28.0.0 on Pixel Streaming.

Removed 'WebBrowserWidget' and 'WebBrowserNativeProxy' modules

Affected Features: Web Browser

What’s broken and why?

Removed the 'WebBrowserWidget' and 'WebBrowserNativeProxy' modules as the the WebUI plugin has replaced this functionality.

How to fix it?

If using the Web Browser Widget, replace the instance with a Web Interface from the WebUI plugin. The API should be the same.

How to test it?

Play in PIE and see the web browser widget working as before.

Carnival ViewDistanceQuality Settings Rename

Affected Features: Carnival

What’s broken and why?

Carnival scalability settings for quality of meshes have been renamed in favour of model-driven new approach. This means that if any project overridden the Carnival scalability settings, they will not apply anymore, and need to be removed or renamed in favour of the new ones, which are found in BaseScalability.ini file, under ViewDistanceQuality sections.

How to fix it?

If ViewDistanceQuality scalability settings are overridden in a project, they need to match new namings found in BaseScalability.ini file, under ViewDistanceQuality sections.

How to test it?

Only the new cvars present in ViewDistanceQuality sections will have an impact on Carnival visual quality.

Removed ChatGPT node functionality

Affected Features: ChatGPT

What’s broken and why?

Removed the ChatGPT nodes as they are no longer supported.

How to fix it?

Remove the references to all now-invalid ChatGPT nodes.

How to test it?

Ensure project runs as expected.

Affected Features: Remote Viewers

What’s broken and why?

As Remote Viewers has been non-functional for several versions, we are now taking the time to clean up our live config schema as well. This means there are a number of values no longer present by default in game schema:

  • PlayerSpawn.InitialRemoteViewerSpawnArea

  • RemoteViewers.MasterRole

  • RemoteViewers.VisualizerRole

  • RemoteViewers.TimeUntilRVDespawn

  • RemoteViewers.MasterActorTickInterval

  • RemoteViewers.AllowRemoteViewerDespawn

  • RemoteViewers.AllowVisualizerAndPlayerInDeployment

How to fix it?

These were not functional in M2. If you are using these values elsewhere in your own project, please add them to your own Game override Live Config Schema. The recommendation is you copy these values from the old schema before updating, if you find you need these.

How to test it?

Ensure project functions as before.

Removed Legacy Live Config settings from Editor Preferences

Affected Features: Legacy Live Config (Live Config v1)

What’s broken and why?

The Legacy Live Config settings are no longer visible in Editor Preferences. We have a new version of Live Config (see Release Notes for v19.1.1). This change was only removing the exposed options of a defunct system.

How to fix it?

If you are still keeping values in this area of the Editor Preferences, please look over the Live Config docs and ensure you have configured your values correctly in the currently supported system before taking this update.

How to test it?

Ensure project behaves as expected once migrating any old values to the current version of Live Config.

Removed failover hook

Affected Features: Networking

What’s broken and why?

I’ve removed the event FailoverBeginPlay from Morpheus Actor. It was part of server failover, a half-implemented feature left over from 2022, and now deleted. It’s very unlikely to be used in any customer projects.

How to fix it?

Remove FailoverBeginPlay event nodes from blueprints that inherit from Morpheus Actor.

How to test it?

Ensure project builds and runs as expected. Errors will report:

Could not find a function named "ReceiveFailoverBeginPlay" in 'MorpheusActor'.

Removed references and assets for Remote Viewers

Affected Features: Remote Viewers

What’s broken and why?

Following assets removed:

  • DA_RemoteViewerVisualizerPawnSet

  • DA_Skypark_Pawns_RemoteViewerVisualizer

  • BP_M2_RemoteViewerConnection

  • BP_M2_RemoteViewerLifecycleManager_Example

  • BP_M2_RemoteViewerVisualizer

  • BP_M2_ViewerConnectionSpawner

  • BPM_M2_RemoteViewerMasterActor

  • BPM_M2_RemoteViewerVisualizer

  • BPM_M2_RemoteViewerVisualizerControlComponent

  • DA_M2_Pawns_RemoteViewerVisualizer

References to these have been removed from BP_Origin_GameMode and the following maps:

  • ApproachabilityGym

  • ExampleMap

  • ScaleTestMap

Remote Viewer roles were removed from DT_Origin_Roles

How to fix it?

The feature has been non-functional for several versions, there is no way to fix “Remote Viewers” but you may have to replace references to classes listed above if they have been used elsewhere for non-Remote Viewer related things.

Reach out to Solutions if there is need for “Remote Viewer” functionality going forward.

How to test it?

Ensure project builds and runs as expected.

Removed SkipSignInConfirmationScreen from Game Live Config

Affected Features: Boot flow / sign in

What’s broken and why?

Default Live Config schema no longer has Game value EntryFlow.SkipSignInConfirmationScreen because it was no longer functional or needed by core M2 platform

How to fix it?

Add the following to you Game schema under EntryFlow

"SkipSignInConfirmationScreen": {
	"type": "boolean",
	"default": true,
	"description": "Bypasses the sign-in confirmation screen, streamlining entry for users who are already logged in or in scenarios where authentication is handled differently."
},

How to test it?

This isn’t used in M2 so we cannot say how it should work for you, but you can check it works as expected in the context of your project by restoring the value and checking that WBP_SignInScreen works as expected, or any other project specific locations you have also used this value for.

Deprecated legacy M2 GameModes

Affected Features: Unreal maps/modes

What’s broken and why?

We have deprecated BP_GameMode and BP_Origin_GameMode. All functionality running on these game modes are implementable in project space now, so for greater transparency and ease of use, we've moved both into deprecated.

How to fix it?

If you have either selected as your global project game mode, open "ProjectSettings > Maps & Modes" and reselect your GameMode from the Default Game Mode dropdown.

How to test it?

Cook your project successfully. If you have a bad game mode selected you'll see the following error:

LogWorldBuilderEditor: Display: LogCook: Error: GlobalDefaultGameMode contains a redirected reference '/M2Content/Core/BP_GameMode'. The intended asset will fail to load in a packaged build. Select the intended asset again in Project Settings to fix this issue.

Morpheus Platform Release v32

06/12/2024

Latest Binary Version 32.0.0

Please note v32 removes support for any build on v27.0.0 on Pixel Streaming.

Improved API for interest level changes for replicated properties

Users previously encountered challenges when attempting to apply net-foreground-only or net-midground-only status effects, such as displaying a specific attachment exclusively in the midground. These effects were inherently implemented using foreground or midground variables and OnReps. However, when a player transitioned to a lower network level, the status effect persisted unintentionally.

To address this, we delivered an API designed for this use case, promoting a design pattern that ensures status effects are properly canceled and re-enabled in response to changes in the network level. While the Morpheus Actor already included a NetworkLevelChangedEvent event, we enhanced functionality by introducing more granular, property-specific handlers to provide finer control.

Morpheus Platform Release v31

15/11/2024

Latest Binary Version 31.0.0

Please note v31 removes support for any build on v26.0.0 on Pixel Streaming.

Background character inspection

  • We've exposed the Raycastable System configurations to be in blueprints, specifically the raycastable prioritization config.

  • We demonstrated this by adding more functionality to the Morpheus Inspector:

    1. Allow the users to force Morpheus Actors into Foreground

    2. Allow users to select Crowd Members via mouse clicks utilizing the Raycastable system.

Documentation is available in the Raycastables system page.

Morpheus Platform Release v30

05/11/2024

Latest Binary Version 30.0.0

Please note v30 removes support for any build on v25.0.0 on Pixel Streaming.

Support for multiple unique video streams with Millicast

Although users have been able to create multiple Millicast streams, this feature was experimental and could lead to crashes and low performance due to consuming significant amounts of RAM and VRAM. We've improved this significantly and two simultaneous Millicast streams are fully supported on scales of up to 15000 CCU.

Using more than two Millicast screens is possible and is unlikely to cause out of memory issues, but it is unsupported by MSquared and downstream projects need to test their use case and target hardware.

Support for microphone on Mac

Crowd audio is now fully supported on Mac. The user can now listen to other players, talk with them and configure the input audio device.

This required considerable changes and we are keen to receive feedback on your experience, particularly on audio quality.

Improved Mac performance

We have been focusing on improving Mac performance across the board, focusing on the Mac Studio M2 Ultra (at 5000 CCU) and MacBook Air M2 (at 1000 CCU).

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