New Features / Improvements
Multiple global performance improvement, including significant responsiveness increase of selecting and dragging PointCloudActors on the scene.
Improved rebuilding times of clouds.
Screen-size based LOD system replaced the curve-driven one. This should simplify the process, as well as increase visual quality and performance.
NOTE: If you’re upgrading from previous versions, then any existing clouds will need to have their LOD options set again.
Support for LOD Coloration view mode.
NOTE: Because the sprites are actually generated in the shader (which is being replaced by the view mode), the cloud will be rendered using points instead. UE4 only has visual indication of up to 8 LODs, any consecutive one will be rendered using the LOD7 color.
Improved sprite size adjustment mechanic. This should now produce much better visual quality while having the same or better performance.
Custom sprite texture and masks can now be selected via Rendering panel of the asset.
Option to override cloud colors using point’s height or position.
Custom materials can now access all rendering parameters set using Point Cloud Asset UI via MF_PointCloudParameters node.
If RGB mode is selected, Color property will now act as a tint instead of being ignored.
Low Precision mode now supports RGB colors using 5:6:5 depth.
Material scanning has been removed and replaced with more robust approach. As a result, assigning and modifying custom materials should no longer risk crashes.
Several Blueprint tweaks and fixes
Explicit Solid Color rendering mode has been removed and replaced with default use of intensity channel (if available)
Explicit CustomMaterial render mode has been removed. Instead, the custom material will automatically be used as soon as it’s assigned (cloud rebuild required). To set custom material at runtime, simply call the SetCustomMaterial function, then Rebuild the cloud. To return to the default material call the function again with empty material.