
Task Force
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Task Force 0.7.0.2124Nov 1, 2024 - Community AnnouncementsThis is probably one of the most important updates we've ever made. Not to be too overdramatic or emotional, but having an automated ladder system was the entire dream of this game from the get-go. You see, this game started off as a mod on Insurgency called Resurgence. It was a total conversion mod for Insurgency that created an entire 3rd person mode along with a robust server infrastructure that offered stats, rankings, and a custom clan ladder. We had our own website where players could register their clans, send/accept challenges, and schedule ladder matches. These players would then join any set of "war servers" where they could type "!ready" in the chat, and if the remote website could find a scheduled match, it would reserve the "war server" for that match, almost like going to a basketball court in a public park and starting up a game. It would download the entire roster list, prevent any players that weren't on the rosters from joining the server, and automate the entire match process. You couldn't switch teams, the maps were already preset, and everything just ran according to the rules of the ladder. However, this system was very limiting because it required a set of pre-allocated servers to basically just "sit around" waiting for people to claim them. It wasn't scalable, and couldn't be rolled out on a mass scale. But it was literally at this exact moment that we saw the future of what we were trying to create. It was essentially the complete merger of both SOCOM and GameBattles, where clans could play ladder matches without the need to have the losing team "report the loss" or require a staff of admins/referees just to deal with all that bullshit. And it is today that we finally have the modern re-creation of this system, one that we pioneered over 9 years ago on Resurgence, fully working and integrated into OUR OWN GAME BUILT FROM SCRATCH...Task Force! So without further ado, we present to you, the Task Force Competitive Ladder System!!! We've setup an entirely temporary system that allows complete access to the ladder via a Discord Bot. That means you can access the ladder even while on-the-go from anywhere, using the Discord mobile app. This system will eventually be integrated into the game itself, with custom menus, ect. {STEAM_CLAN_IMAGE}/30694736/7471ad5286e4fdf91e29331a33babf121698982e.gif You start by registering a team using the `/register` command in the chat. You can create any type of team you wish, whether it's an entire clan, squads team, doubles team, or singles profile. If you're registering a clan, you can reserve a clan tag on the ladder that NO OTHER TEAM CAN USE. It will be unique to your clan, and only members of your clan will have this tag. {STEAM_CLAN_IMAGE}/30694736/6da9c81de384c1e7cb62cab61c63f4738b16968d.gif You can then send roster invites to other players in the game using their Steam IDs: {STEAM_CLAN_IMAGE}/30694736/a227e113953e2a6069dcd21a0a5978b592b91312.gif You can use the `/roster list` command to ...Task Force 0.6.7.2078May 31, 2024 - Community AnnouncementsThis update includes a temporary workaround for a critical issue with accelerated paint that would cause some players with both dedicated and integrated graphics (usually laptops) to experience a "black screen" when booting the game. You would still hear the main menu music in the background shortly after the opening logo animation, but the entire game screen would remain black. We now have a workaround in place that detects when accelerated paint isn't working and will show a temporary popup to reinitialize the user interface with accelerated paint disabled. This means users experiencing this issue can now play the game without needing to create any kind of annoying desktop shortcut. We still plan to actually fix this problem in a future update, but for now at least players have a way to get around the issue without having to troubleshoot anything. The update also addresses a few performance-related issues that were encountered in the previous update. We rolled back a few important changes and then slowly re-implemented them with our testing group to figure out what was causing the problem, and now performance should be back to normal. There's a new TaskForceLight blueprint interface that we've added to workshop projects as well. This allows workshop mappers to setup environments with lights that will automatically turn on and off based on the "time of day" when using the built-in sky system that comes with the game. {STEAM_CLAN_IMAGE}/30694736/5119544078dd0dbb47679777976c042140ce8321.gif Finally there's an all new update system integrated into our custom workshop launcher. You can now update your workshop projects with the click of a button, rather than needing to create a new project entirely and move your files over. {STEAM_CLAN_IMAGE}/30694736/411aaa58de7ba1613ce6156eb3632cad04fc1c47.png This makes updating workshop projects a lot easier than before, and everything is carefully outlined in the documentation on GitHub: https://github.com/tracerinteractive/TaskForce#update-projectTask Force 0.6.6.2069May 27, 2024 - Community AnnouncementsThis update makes some very significant optimizations across various systems. The character rotation system, which sends quite a lot of data, has now been optimized so it no longer floods the network (as it was the first thing to start dropping in low bandwidth scenarios). The audio systems for bullet impacts and footstep sounds have also been optimized. This means footstep sounds or impact sounds will be completely ignored when they aren't within a certain radius of your point-of-view. The automatic level bounds system has been updated as well to include the "relevant to level bounds" option within the engine, which provides workshop mappers with more control over determining the bottom of the map. {STEAM_CLAN_IMAGE}/30694736/4c3577d63571bcb13614642a899e69f52e0f05d8.gif The "audio glitch" has been fixed! We've completely removed "bink audio" so it can no longer cause us any problems. Previously if you played for a certain amount of time (or a lot of audio data was being loaded) it would cause your weapon sounds to no longer play. This means you would hear bullets impacting around you, but even though you saw your weapon firing it wouldn't make any sounds. It also was the primary reason your game would crash. This issue even required a full restart of the game in order to fix and happened quite frequently. So having it corrected is a major step forward towards being ready to put the buy button back up on the store. {STEAM_CLAN_IMAGE}/30694736/ce88346a854524bc8944604f4d477fca3a4dd6b2.jpg We've made a very significant optimization pass on our petrochemical plant map. It should now get a much higher FPS than before as we're now properly instancing many of the modular meshes used throughout the map. There's also an initial optimization pass performed on our military outpost map since the landscape and road meshes were causing extreme FPS drops and preventing the map from being tested. {STEAM_CLAN_IMAGE}/30694736/8bcf2fa212d1d0ccb77da53a4220f2e0cdd6a6b9.jpg The climbing system has been updated so you can now press your action button to "pull up" when hanging on a ledge. Previously you would have to either move forwards or backwards to either "pull up" or "drop down" but this wasn't very intuitive for new players. So now when hanging the climb system will display another popup that says "press to climb" for those that are unaware of the existing gameplay mechanics. {STEAM_CLAN_IMAGE}/30694736/281037bab076f364fa9b6f63bb152eb99773fecb.jpg An issue where death replication wouldn't trigger has now been corrected. This would occasionally cause players to go into T-pose rather than ragdoll after dying. It was due to some network replication delays but should no longer be an issue. Another bug was also corrected that would cause your weapon trigger to get stuck when spamming buttons. This should no longer happen since the weapon system doesn't have the ability to artificially delay shots anymore. Finally the workshop system has been updated so you can setup c...Task Force 0.6.5.2041May 23, 2024 - Community AnnouncementsThis update includes a ton of new Unreal Engine 5 assets that we're testing. Here's an example of a new map we're planning for a military outpost: {STEAM_CLAN_IMAGE}/30694736/a0a6c30e51132dbb1c9568944803a027d06cd72c.jpg There's also dynamic weather that we've setup so the map is sometimes day time or night time, which will automatically enable/disable dynamic lighting such as industrial lights and spotlights. {STEAM_CLAN_IMAGE}/30694736/449f2141bc1723521b075784f404ecdca7dc6b42.jpg We plan to add a lot more assets over the coming weeks as well. This should make the game feel fresh and up-to-date prior to re-releasing back on the store. {STEAM_CLAN_IMAGE}/30694736/f60894e0368440f83e10ddccf7c9848f00917083.jpg This update also addresses a critical issue with throwables falling through the ground when landing in water. It fixes a problem with footsteps as well that caused them to sound as if they're behind the player when spectating another player.Task Force 0.6.4.2037May 21, 2024 - Community AnnouncementsThis update fixes a critical bug with water volumes interacting with bullets and the new lean mechanic. If a player was leaning in water it would cause them to "go sliding" due to the lean pushaway system hitting all the water. It was also not possible to shoot through water using the current bullet mechanics. We've now corrected these issues and leaning in water should no longer be a problem and bullets should currently ignore water completely until we implement proper penetration mechanics and particle effects for this special case scenario. The update also includes water noises when the player is moving through deep water. These sounds will scale based on the depth of the water and trigger whenever you're moving or turning in water. Finally this update addresses an important issue with footsteps sounding as if they're behind the player. We've corrected the problem and the new footstep audio system should properly keep these sounds in front of the camera for the currently visible player.Task Force 0.6.3.2034May 20, 2024 - Community AnnouncementsThis update fixes a critical issue with water replication. There were some inconsistencies with the networking between servers and clients with these new movement mechanics, so now these issues have been addressed. We've also utilized the integrated water system that comes with the engine for determining water depth which means custom water volumes are no longer required since everything just automatically works now. We've addressed another issue with workshop maps that prevented certain engine assets from loading due to the content not being part of the game. Now workshop mappers should be able to utilize all types of water assets without having any broken materials after cooking and uploading your map.Task Force 0.6.2.2028May 16, 2024 - Community AnnouncementsThis update overhauls all the animations for the new leaning system. The character will now keep their feet more planted and actually moves the weapon to the left when leaning to the left. So now your "other right" (left) can finally shoot around corners too! {STEAM_CLAN_IMAGE}/30694736/de863b7a326050b5116a58fb21b9304cbd31bdd9.gif Please note this is a slowed down view of the animation. We also have an all new ADS system coming in a future update with new FPS arms along with sights, scopes, and snipers. So until then the animation only needs to support hip fire for the time being. The update includes all new water mechanics as well. There are now "water volumes" available which slow down player movement based on the water depth. If the water is not shallow enough then you will be prevented from proning. The same goes for crouching where you cannot crouch in water that's deep enough to put your weapon underwater. In both these situations the movement system will automatically force the character to stand up. {STEAM_CLAN_IMAGE}/30694736/6cc7b46827ca7e9dcadbbf7e6bec434b9cbea5d1.gif If you find yourself in water that is so deep you cannot even stand in it without your weapon being underwater, then you will be killed with a "has drowned" killfeed message. So don't tread out too far! This should prevent players from abusing water areas on various maps. The footsteps system has been updated as well so that you make proper splashing sounds when moving through shallow water. However we haven't setup any special effects for deep water scenarios just yet, such as ripples and whooshing noises. We've setup buoyancy for ragdolls too! {STEAM_CLAN_IMAGE}/30694736/6844fdfc05c018209fb85be52df172d45fd1da4b.gif There's also a new water blueprint that's available for workshop mappers to designate which areas of their map consist of water. In a future update we'll include more buoyancy support for other physics-based objects as well. Finally the update addresses an issue with footsteps not registering when running downhill on certain types of objects. Now these sounds should register a bit more often, but there's still some testing and fine tuning required for things such as staircases.Task Force 0.6.1.2015May 13, 2024 - Community AnnouncementsThis update includes a ton of new Unreal Engine 5 assets that we're testing. Here's an example of a new map we're planning for a petrochemical plant: {STEAM_CLAN_IMAGE}/30694736/7d3e4c8016bcb9906fac0592e81fa479c72ee792.jpg There's also dynamic weather that we've setup so the map is sometimes party cloudy, raining, or even an all out thunderstorm. {STEAM_CLAN_IMAGE}/30694736/20abb79b4ad5a5b9696460fb6c104dcd8971447e.jpg We plan to add a lot more assets over the coming weeks as well. This should make the game feel fresh and up-to-date prior to re-releasing back on the store. {STEAM_CLAN_IMAGE}/30694736/e8f8ed3ae8183a31f5c1a127ecce96383aa73ba7.jpg The update also makes some critical changes to explosive forces, which will apply most specifically to grenade damage priorities. The previous system would just randomly loop through each player on the map and didn't provide any concrete output in terms of the order that players were killed. Now explosive forces will apply any and all damage to each hostage or VIP inside the damage radius before applying damage to each individual player based on their distance. This means an explosion will damage the closest player and then work outwards applying damage as a real explosion would. However this also prevents players from abusing the mechanic by killing a player first even though that explosion would have actually killed the hostages or VIPs as well. {STEAM_CLAN_IMAGE}/30694736/1494cb26cd390e4529340b75cbcbf34a866ea6d9.gif The update implements a new system for console messages that allows dedicated servers to redirect output to clients. This is very important to admin commands as there was previously no information being provided when a command was submitted, which made it quite difficult to know why a command wasn't actually working. We've added an automatic AFK kicking system that monitors whether or not players are actually playing each round. If a player is AFK for a certain period of time the server will kick this player while still allowing them to rejoin, whereas the admin kick command would prevent the player from rejoining for a certain period of time. There's also a custom disconnect message that says that player was "kicked for being AFK" rather than "disconnected" so other players can know when someone was kicked automatically rather than by an admin. There's now a physics restriction on weapons when dropping them to the ground which limits the speed at which they can move. This should prevent weapons from flying very far or unrealistically whereas they should now fall to the ground more appropriately. We've also added some important debug output for the new user interface system as more DirectX 12 functionality is built out behind the scenes until we make the switch back from DirectX 11 later this year. Task Force 0.6.0.2001Apr 29, 2024 - Community AnnouncementsThis update changes the default renderer from DirectX 12 to DirectX 11. We're making this change because after extensive testing we've determined that the game runs smoother this way without really losing too many new UE5 features that we don't necessarily need right now. That's because we value performance much more than graphics, even though we want to make a game that still has good graphics. So until we update from UE5.2 to UE5.4 later this year for some extensive performance updates to DirectX 12 in UE5, we plan to keep everything defaulted to DirectX 11 until then. If you would like to test the game on DirectX 12 then you can use a special command line parameter via a desktop shortcut in order to launch the game in this graphics mode: {STEAM_CLAN_IMAGE}/30694736/79ba723c287512f59b577584fc4a280b283b8e0b.png {STEAM_CLAN_IMAGE}/30694736/e5ed42c6bc41856d5bd16ed383fbdf5f451af376.png There are still some significant benefits to DirectX 12 along with many optimizations that save developers time so they don't have to optimize their assets as much. So by falling back to DirectX 11 you do lose some of these newer benefits, and it's worth trying out which mode works best for your current system. But again based on all of our tester feedback it appears that DirectX 11 was the preferred renderer a majority of the time, with players noticing very little change in how good the graphics actually looked. This update also overhauls the entire audio system with some very significant optimizations and reorganizations. We've setup audio priorities for every single audio sample in the game so the engine can know which sounds are most important in order to prioritize them over others to ensure they always play. This is because audio engines are limited by a certain number of channels that they can mix together before the engine has to start choosing which sounds to play and which sounds to drop. {STEAM_CLAN_IMAGE}/30694736/166bfeb834145d13352615da8b28a56ffb49fb0e.gif The weapon optimizations are very significant as we're no long spamming the game world with audio and particle components to simulate weapon fire. Instead we now have a much more robust system that properly cycles through preallocated audio and particle effects that repeat in order to simulate the effect of constant firing. This should make the shooting feel a bit snappier as the entire system is now using a lot less resources. We've also added new "dry fire" sounds to the weapons which should trigger when you try to fire the weapon when it's out of ammo. We've included accelerated paint support for DirectX 12 now as well. This means the DirectX 12 user interface will be just as snappy and quick as the DirectX 11 user interface after our previous update last week. This means accelerated paint mode is being officially rolled out across both rendering platforms and ensures that your web-based user interface (a web browser floating on top of the game engine) works at full 4K 60FPS. That's because the un...Task Force 0.5.16.1986Apr 23, 2024 - Community AnnouncementsThis update makes some significant performance enhancements to the user interface system. We are now using something called "accelerated paint" in order to provide a much more responsive and snappier UI. However this system is currently only in place for DirectX 11 and is not finalized on DirectX 12, which means you would have to manually switch into this graphics mode for the time being. However this is a huge step forward for us to ensure we have a user interface that runs smoothly at a similar FPS to the game. {STEAM_CLAN_IMAGE}/30694736/79ba723c287512f59b577584fc4a280b283b8e0b.png {STEAM_CLAN_IMAGE}/30694736/92eed0efe1fd0f6e211e42991011f69fc24907c9.png There's also been some adjustments to smoke grenades, which should now deploy faster than before, as the timer has been reduced by 1 second. We've added some new graphics commands as well to disable some newer features such as virtual shadow maps via the graphics_vsm command.Task Force 0.5.15.1980Apr 19, 2024 - Community AnnouncementsThis update adjusts a lot of settings for Lumen Global Illumination and Reflections. We've carefully tuned some default engine settings which should fix a lot of issues with existing maps and things being a bit too dark. There is now a significant amount of indoor lighting to prevent things from over-darkening along with some boosting to texture colors. There's also an important fix for auto-exposure settings which weren't originally tuned very well for a competitive shooter. These settings are what adjust the exposure of your eyes as you walk into light areas vs dark areas. We've now overridden the entire auto-exposure system in the engine so that it performs as intended. The same goes for workshop maps which should inherit all of these settings by default.Task Force 0.5.14.1979Apr 18, 2024 - Community AnnouncementsThis update enables Lumen Global Illumination and Reflections by default. It includes some optimized settings to ensure these new lighting modes run as efficiently as possible. These new features are what make everything "pop" in Unreal Engine 5, but (as we always do) we wanted to focus on performance fixes prior to experimenting with these new rendering features. {STEAM_CLAN_IMAGE}/30694736/07fce1e8a5e1b1c261823df298460eef07a4b891.gif As you can see, these new GI and reflection modes significantly increase the graphical fidelity of the game. There are now actual light bounces that adjust the color of surfaces to create a much more sophisticated representation of a scene. It also creates high quality reflections that can now show elements that are completely off-screen. {STEAM_CLAN_IMAGE}/30694736/0a79091ee16da02d21e2cf87d42cc9e420e69e52.gif However while these new lighting modes look fantastic, we want to ensure performance is never compromised. Therefore we've included some new graphics settings that allow players to manually enable/disable these new features if they aren't desired. The following commands can be used to control Lumen settings: graphics_lumengraphics_lumen_gigraphics_lumen_reflections These settings will save with your other video settings for the local device and are not synchronized via Steam Cloud as is the case with bindings, gameplay settings, ect. In the workshop editor, a post process system can also forcibly disable Lumen on workshop maps if modders don't want these lighting features available on their maps at all. Finally we've included an engine system that detects if Lumen is disabled and automatically forces skylights to be stationary, otherwise they would have significant shadow artifacts without Lumen enabled.Task Force 0.5.13.1974Apr 17, 2024 - Community AnnouncementsThis update fixes an important issue with server disconnect messages. There are lots of custom systems running for our workshop integration which provide automatic downloading of maps on the loading screen, map version checking, automatic map updates, ect. But if a server is out of date and has an older version of a workshop map, this will prevent players from joining that server when they have a newer version of the map. However these types of disconnects from the loading screen were not supported with our UI error messages. The only way players knew about these issues was if they checked the console to see what errors were being output. So we've addressed this issue and fully integrated the loading screen systems with our UI error messages to prevent confusion when joining servers with custom content. The update also includes all new "graphics" commands that let players adjust the quality settings of the engine. There are 3 different levels of quality (low, medium, and high) for the following graphical settings: View DistanceAnti-AliasingShadowsGlobal IlluminationReflectionsPost-ProcessTexturesVisual EffectsFoliageShadingTask Force 0.5.12.1970Apr 16, 2024 - Community AnnouncementsThis update fixes an issue where weapons would not reset when selecting a new weapon if picking up an enemy weapon. The new carry-over feature between rounds would prevent weapon selection until death and selecting a new weapon would not overwrite this feature. So this has been addressed to prevent future conflicts between selecting weapons vs picking up enemy weapons. There's also some important debugging information that we've setup to allow us to fix a critical issue with the HUD freezing between map changes. This causes the timer, player diamonds, ping graph, scoreboard, and other elements to stop working between map changes and is one of the next major bugs we'd like to get fixed. So this is an important step into addressing this issue.Task Force 0.5.11.1968Apr 15, 2024 - Community AnnouncementsThis update fixes a critical performance issue with the new UE5 ragdolls. There should no longer be any stutter when players die whereby ragdolls fall to the ground. We've also significantly optimized when players spawn into the game, which should reduce any network spikes or stutters that take place between round resets. There's a new weapon carry-over system that's been implemented between rounds. Now if you pick up an enemy weapon and stay alive until the end of the round, you'll keep that enemy weapon into the next round and continue to have this weapon until you either die or the map is over. We're also detecting if players haven't left the spawn yet, which allows you to change your weapon without waiting until the next round. Note that you can only change your weapon once per round and must not have moved from the spot where you spawned on the map. Another critical issue has been addressed that prevented players from receiving credit for kills from grenades, breach points, or C-4 if the player had already died. Therefore you should now be properly credited with a kill and the associated points if your grenade kills an enemy after you die. We've updated our anti-cheat system with some of the latest definitions, but we're not going to elaborate on this for obvious reasons. Finally some crashes have been fixed relating to when players fall out of the map or when weapons are being cleaned up by the server.Task Force 0.5.10.1950Apr 12, 2024 - Community AnnouncementsThis update makes some very important changes to the new stats and rankings system. Previously if a player left the game before it was over there was no "game over" calculations on that account when the server sends final stats after the final round. This means you could leave in the middle of a game and neither receive a loss nor a win since you weren't there for the end of the game. However for a competitive system to function correctly we need to penalize players that try to leave "competitive mode" early before the game is over. Therefore we now find all players from the stats history of the current game that are no longer connected to the server and put a game loss on their account for leaving early. We plan to add a popup message in the next update when quitting the match early if the server is in "competitive mode" along with a "competitive timeout" so players are aware of this penalty when trying to quit back to the main menu. Note that a player can re-join a match before it is over to prevent receiving any penalty and complete the game as normal. The update also fixes an issue with the bomb icon indicator when someone has picked up the bomb. This icon would not display on the player after the round was over as all the other diamonds do, which should now be corrected. Finally an issue has been addressed in the bullet tracing system that prevented the physics types of surfaces on dynamic meshes from being known on impact. This was causing "purple impacts" to display on certain physics-enabled objects such as weapons players drop of they die.Task Force 0.5.9.1949Apr 11, 2024 - Community AnnouncementsThis update adds new "slay" and "spec" commands for server admins. They can now force players to commit suicide when they're AFK without kicking them or even move them to the spectators instead. Be sure to use the "players" command to obtain a list of players in the server along with their associated Steam IDs. The round stats screen should now display whether or not players died that round. We've temporarily slashed out any player that died until we implement some new icons for the round stats screen. An issue with certain weapons not having proper physics types has been corrected as well. You should no longer see purple bullet impacts on weapons dropped on the ground that you shoot. Finally we've included the Landmass and Water plugins within the game along with all associated content. These plugins have also been enabled in the Task Force Editor, so mappers should update their engine installation along with any project configurations in order to get the latest settings. Please note that this doesn't mean we've included built-in water mechanics that work with the game, but rather an initial water plugin that allows you to make more advanced water surfaces. We still have to program our own system for representing underwater volumes and how they affect your character depending on how deep they are in the water.Task Force 0.5.8.1945Apr 10, 2024 - Community AnnouncementsThis update implements an initial user-interface to check player rankings. The interface is very basic for now since it will only be used for testing in order to verify ranks are being calculated correctly. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time. We've also setup titles and paygrades which should now display on the player stats screen. It will say E-1 through E-9 for enlisted and O-1 through O-7 for ranked officers. Finally, the number of rounds required to become ranked has been TEMPORARILY reduced as well to allow us to test things faster.Task Force 0.5.7.1944Apr 9, 2024 - Community AnnouncementsThis update enables the new stats and rankings system on dedicated servers and implements an initial user-interface to check your stats. The interface is very basic for now since it will only be used for testing in order to verify stats are being logged correctly. In the next update we plan to build out this interface into a very robust and detailed set of data and graphs, including stats for each individual weapon along with daily, weekly, and monthly stats. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time. The rank icons next to your name in the bottom-left (and on the round/game stats screens) are now LIVE. This means they are hooked up to the rankings system on the website and will refresh your current rank after every round. Please note that these icons are only visible in dedicated servers, but do not display in user-created lobbies or offline games. These rank icons are now also relayed to Discord so they can display in your Discord activity. This means you can click on someone's profile in Discord and see their LIVE rank next to the current server info, such as current map, mode, player count, ect.Task Force 0.5.6.1942Apr 8, 2024 - Community AnnouncementsThis update adds console commands for controller players to adjust sensitivity, deadzone, acceleration, and invert the controller. These commands start with controller_* and are similar to the commands for the mouse. The FPS command has been tweaked so that it TEMPORARILY enforces a 90 FPS maximum, although it will still save your desired FPS for a future update. That means if you try to set your FPS to 144 it will still save as 144 but for now will load in as 90. We've implemented this TEMPORARILY in order to mitigate some issues we're experiencing with our UI system on Unreal Engine 5. It should prevent your user-interfaces such as the menu and HUD from becoming extremely laggy. Finally we fixed an issue with global sound configurations in the engine that were not being set correctly. This means your menu volume on the main menu will now save when you close the game, as will your music volume as well.
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