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Changelog

New:

  • Unreal Engine 5.1 to 5.8 (1.0.0 supported 5.6 to 5.8).
  • Looks: six built-in looks, your game’s own, and eight slots for the player, shown as tiles with pictures, with share codes and a code box that checks the code as you type. See Looks & share codes.
  • Clips: GIFs on every platform and MP4 videos on Windows, with camera motion and ping-pong loops; the gallery plays them. See Clips.
  • Scene tab: sun height and direction, or your time-of-day system. See Scene.
  • Tripod lock on the Camera tab.
  • Ability system tags while photo mode is open (Gameplay Ability System, Lyra). See Abilities.
  • Thirty-six more stickers in six themed packs (61 in all); the Stickers tab shows a pack as a grid of pictures.
  • A refreshed screen: one-line rows, tab icons, a recording indicator, progress and “saved” messages for clips, and a gallery that plays clips with play / pause, time and Open file.

Fixed:

  • Photos work with HDR displays (before, photo mode waited and showed “The photo could not be taken”).
  • Characters with separate head and body meshes no longer show an old pose after being off screen.
  • A held key no longer fires twice when photo mode opens, closes or changes page. On UE 5.7 the open key or Hide the menu could repeat at once.
  • The bundled frames, stickers, icons and shutter sound no longer list a source file from our build machine.
  • The plugin links to its Fab page (Edit > Plugins shows the Fab link).
  • More robust build (no shared names between source files in unity builds).

Profiles, input assets and remembered settings from 1.0.0 load unchanged.

Initial release.

  • Photo mode that opens with P in any level, with no setup, or from your own menu with Enter Photo Mode; blockable during cutscenes; everything it changes is restored when it closes.
  • Camera: free or orbit around a character, distance limit, collision that passes through characters, speed, roll, focal length in millimetres; Paused, Frozen, Slow motion and Live time modes.
  • Lens: depth of field with Auto, Character, Locked point (follows moving objects) and Manual focus, aperture, exposure, vignette, film grain, chromatic aberration and bloom.
  • Filters: eleven built-in looks plus your own (colour grading, LUT, post process materials), with strength, contrast, saturation and temperature.
  • Characters: poses from your animations on a stand-in copy (Animation Blueprints untouched), look at the camera with head and eyes, eight built-in expressions from morph targets, turn, hide player and hide others; the Lensman Subject component.
  • Photo lights: up to four spot lights with six presets, angle, height, distance, brightness, colour and softness.
  • Frames, stickers and logo: eight nine-sliced frames, twenty-five stickers, your logo; eight aspect ratios and five composition guides.
  • Photos: PNG or JPEG, above screen resolution with Capture Scale, with frame, stickers and logo drawn in; thumbnails and JSON sidecars; in-game gallery with delete.
  • Controls: keyboard and mouse or gamepad, switching on the fly, with prompts from the mapped keys; editable Enhanced Input assets; held keys repeat rows and values.
  • CommonUI: the Lensman Activatable Host and controller data icons.
  • Lensman Areas, the LensmanHide tag and the TALensman Aware interface.
  • Custom UI: style, named widgets, or the menu as data.
  • Blueprint and C++ API through UTALensmanSubsystem, with events.
  • Localizable texts; settings remembered between sessions.
  • Supports Unreal Engine 5.6, 5.7 and 5.8 (runtime on Win64, Mac, Linux, Android and iOS; tested on Windows). Personal license $19.99, Professional license $39.99 on Fab.