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
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
IMPORTANT NOTICE
We currently expect v37 to be the final major release before MSquared transitions to Unreal 5.5, which is anticipated to bring significant improvements.
To minimize disruption, we strongly recommend upgrading your project to v37 in preparation for this change.
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
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.
Please note that it is not possible to mute an individual in the crowd.
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
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
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
Note: There is a known issue with the base release (v33.0.0
), which has been fixed in hotfix version v33.0.2
: Some M2 assets fail to package correctly
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.
Removed Remote Viewer related Live Config schema
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
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
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:
Allow the users to force Morpheus Actors into Foreground
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
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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