v3.3.1
New Features
Rendering
- Added GPU-driven indirect draw to improve rendering efficiency
- Added an option for SingleLayerWater water surface rendering support (Project Settings > Plugins > LCC4Unreal > SingleLayerWater Support)
- Added ShowCollision and ShowFPS shortcut buttons to the Actor panel
- Added reverse animation
Data Formats
- Added support for the SPZ v2 format (Gaussians exported from Marble)
- Added support for larger SOG/SPZ/PLY models
GIS Integration
- Replaced the engine GeoReferencing module with the built-in PROJ library to reduce dependencies on external modules
- SOG/SPZ/PLY Actors are now rotated automatically along the X axis to match the axis definition of external Gaussian splats
Collision
- Added navigation mesh (NavMesh) support for AI pathfinding
- Improved the rendering performance of collision debug visualization
Editor
- Added a focus root component so the viewport camera can focus on it (press F to frame the selection)
- Added multi-language localization support (Chinese, German, French, Japanese, Korean)
Improvements
- Improved collision loading efficiency, and raised the default collision load distance to 300 meters
- Improved SPZ/SOG/PLY rendering performance, significantly raising the frame rate while roaming
Fixes
- Fixed sphere clipping volume rotation not taking effect in the shader
- Fixed the editor hanging while loading a data source asynchronously
- Fixed a memory leak caused by collision data accumulating in an unbounded queue
- Fixed PROJ data files not being included correctly in packaged builds
- Fixed the Actor load state not persisting between sessions
- Fixed public key authentication not working with Unicode paths
- Fixed inaccurate nearest-point distance calculation in node culling
- Fixed a GPU sorting parameter conflict by using a separate staging buffer
- Fixed the sharp performance drop caused by insufficient video memory
- Fixed the loading animation not taking effect at runtime
- Fixed point cloud elevation coloring on SOG/SPZ/PLY Actors