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The OGL (v1.0a) was originally published by Wizards of the Coast in 2000 to license the use of portions of the third edition of Dungeons & Dragons, via a System Reference Document (SRD), thus allowing third-party publishers to produce compatible material.[2][3][4] The SRD "included the basic rules and elements of D&D, such as classes, monsters, spells, and magic items, enabling the creation of legal support products for the game".[5] This move was spearheaded by Ryan Dancey[2][3][4] and it was "modeled on the various open-source licenses used in the software industry".[5] Publishers could also use the separate d20 System Trademark License to include a logo indicating compatibility. In an interview, Dancey stated:

Those individuals, groups and publishing companies that license their works under the OGL and similar documents are sometimes collectively referred to as the "open gaming movement".[44] The OGL led to the development of the stand-alone Pathfinder Roleplaying Game which is a modified version of the 3.5 game.[45][13] James Maliszewski, for The Escapist, commented that the OGL also helped launch the Old School Revival movement and that "by 2002, the idea of using the SRD to reverse engineer the out-of-print AD&D took root on Dragonsfoot and other old school forums".[5]

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You can now import Textures as 32-bit float single-channel and four-channel formats R32F and RGBA32F. For backwards compatibility, these options are opt-in and must manually be switched on, even if the source file on disk uses a 32-bit float format. (Skylights currently clamp the Specified Cubemap to 16-bit float, limiting the maximum pixel value to 65,504. This will be addressed in a future engine version.)

When DX12 is used on PC, the engine will try each enabled shader model in descending order, so if both SM5 and SM6 are enabled, it will first try SM6, and if it is not supported by the machine, fall back to SM5. If none of the enabled shader models is usable, it will fall back to DX11 SM5, unless that's disabled in the project settings. This logic does not apply if the RHI or shader model is forced via the command line, using the -dx12, -dx11, -sm5, -sm6 (and so on) flags; in that case, the engine will quit if the forced configuration is not supported.

Whereas previous versions of UE used only .txt files for word count and namespace conflict reports, UE 5.1 now supports using .csv files, providing improved clarity and organization of information. This format is enabled by default in UE 5.1, but you can change this by going to your engine's install directory, navigating to Engine/Config/Localization/Engine.ini, and setting the ConflictReportName and WordCountReportName fields to use the .txt file extension instead of .csv.

For Pixel Streaming users going forward, there should be nearly no change in your workflow. When you package your application, there will be a small script bundled with your application that, when run, will download the correct version of the Github release based on your engine version. If there are browser-breaking changes or issues between releases this repository will provide a mechanism for us to address these outside of the release windows. Additionally, we hope to encourage Pixel Streaming users to report frontend / server issues to this repository where we can collaborate with our users more easily.

In 5.1, we introduced support to decode Pixel Streaming video streams in-engine. This makes it possible to provide streaming between multiple applications and potentially between editors. This feature is accompanied by new blueprint nodes to set up stream playback in the engine without writing any C++ code. Currently, you can play back streams using a special material.

The main new addition is the ability to use full-precision for material expressions while engine shaders use half precision. This is generally more reliable than globally setting half-precision, as we have internally determined which engine shader variables are safe to use as half-precision.

To capture a memory trace, you must start the session from the command line. To start recording, run the editor or the game from the command line with the additional argument trace=default,memory. The reason you need to start with these arguments from the command line is that trace information needs to be tracked as soon as the engine initializes.

Iris is an opt-in system and will exist alongside the current replication system for the foreseeable future. Existing game code will continue to work as before. Opting into Iris requires game code to use new engine APIs, however, existing replicated properties and Remote Procedure Call (RPC) definitions in C++ and Blueprints remain compatible.

Non-engine modules and targets will have to specify the version of includes from IncludeOrderVersion in TargetRules or ModuleRules. This setting will control the value of UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX where XXX is the version of the engine.

Added UStruct::GetStructPathName and UClass::GetClassPathName functions that return an FTopLevelAssetPath type instead of an FString. This means that the engine is now enforcing UClasses and UStructs to be 'top-level objects'. Their Outer object can only be a UPackage object which has a null Outer object.

When the engine renames a garbage package that cannot be freed because of GC reference elimination pending kill is disabled, removed those packages and their exports from the async loading thread's caches.

libUnreal.so is now built against static libc++ due to issues with overriding new and delete. All our out of the box dependencies were updated to reflect this change. This was necessitated due to the engine upgrading to NDK 25b. Unreal Build Tool will scan for dependencies and throw an error if they require libc++_shared.so. You can disable this check using the bDisableLibCppSharedDependencyValidation option.You should update all dependencies in your project to build against static libc++, as mixing both static and shared libc++ within one app is unsupported by NDK and known to cause startup crashes. We still include libc++_shared.so in your .apk by default to give provide room to upgrade your project. If you have successfully upgraded your project to eliminate any dependencies on libc++_shared.so, you can skip packaging it using the bSkipLibCpp option within the /Script/AndroidRuntimeSettings.AndroidRuntimeSettings group of your .ini file.

Don't compile GPU Skin Virtual Factories for special materials when 'r.SkinCache.SkipCompilingGPUSkinVF' is enabled. This accounts for roughly a couple thousand shaders across all our special engine materials, and these shaders will not be used, even for special cases in the engine, so it is safe to skip them.

Implemented a workaround for incorrect shadow ranges in directional lights due to the changed default values in the Unreal Engine 5.0 release. Old defaults are no longer loaded if they are part of Blueprints, regardless of the engine version used to create the Blueprint.

Added the "DumpMaterialExpressions" commandlet to dump an info table of all material expressions in the engine and the plugins enabled on the project to a plain text file which includes the following output material expression fields: be457b7860

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