# Changelog

## 1.4.0 - 2026-08-12

Improvements for the [First Person](first-person-setup.md) workflow:

Improved [First Person Camera Control world collision](first-person-camera-control.md?id=world-collision) to prevent clipping to the other side of a thin obstacle or ceiling:
    
- Added a second sweep from a safe origin to the desired camera location.
- Added a **Ignored Object Types** setting that allows ignoring specific object types in the sweeps and ignores Pawn by default. This prevents trying to duck under another character's outstretched arm, for example.

Added the [Sync Control Rotation To Player View](sync-control-rotation-to-player-view.md) Blueprint function. Use it before an animation-driven camera (e.g., vaulting, opening a door, pulling a lever) blends out to keep the gameplay camera from returning to its previous control rotation.

## 1.3.5 - 2026-07-07

Fixed [Quick Setups](quick-setups.md) not working in Unreal Engine 5.8 when the control rig is a new blueprint-independent Control Rig Runtime Asset (the default asset type in 5.8) rather than a legacy Control Rig asset. Both asset types are now supported.

## 1.3.4 - 2026-06-17

Added support for Unreal Engine 5.8.

## 1.3.3 - 2026-06-07

Added [Preserve Upright](aim-chain.md?id=preserve-upright) to Aim Chain (on by default). It keeps the aim element (e.g., the pov bone) upright relative to the input pose, preventing the body from tilting as it looks around.

![Preserve Upright comparison](_media/preserve-upright-comparison.mp4 ':include :type=video autoplay loop muted playsinline')

## 1.3.2 - 2026-05-30

Added a **Propagate To Children** setting to [Aim Eyes](aim-eyes.md) (default on). When disabled, child elements of eyes such as eyelids are not moved when the eye rotates.

## 1.3.1 - 2026-05-27

Fixed the ABP preview of [first person](first-person-view.md) characters facing left (facing along X axis) instead of forward (along the Y axis). The issue was with the default settings of the [Get Pawn View Transform](get-pawn-view-transform?id=view-transform-settings) function.

## 1.3.0 - 2026-05-17

Added a **Keep Eyes Focused** setting to [Aim Eyes](aim-eyes.md). When enabled (default), the shared aim target is clamped to the reachable cone of every eye to prevent the eyes from diverging when looking far to the side. Disable it to let each eye track the raw target independently.

[Eye darts](aim-eyes?id=saccade-settings) now have a Weight setting that allows making saccades more or less intense.

[Quick Setup](quick-setups.md) now correctly sets the Reference Target for the Reference Target aim mode of [Aim Element](aim-element.md). By default, it sets the reference target to 1m in front of the bone along the local aim axis in the pose the character has when you run the Quick Setup. This affects [Aim Chain](aim-chain.md), [Aim Weapon](aim-weapon.md), and [Aim Eyes](aim-eyes.md) nodes.

![NPC look-at comparison](_media/npc-look-at-comparison.mp4 ':include :type=video autoplay loop muted playsinline')

## 1.2.0 - 2026-04-19

Added [Preserve Limb Placement](preserve-limb-placement.md) and [Preserve Item Placement](preserve-item-placement.md), two new control-flow helper nodes for keeping hands, feet, and attached items where you expect them despite procedural changes from the rest of the rig. [Preserve Limb Placement](preserve-limb-placement.md) also supports [Quick Setups](quick-setups.md) for common arm and leg chains.

![Preserve Limb Placement comparison](_media/preserve-limb-placement-comparison.mp4 ':include :type=video autoplay loop muted playsinline')

## 1.1.0 - 2026-04-13

Added [body depenetration](aim-weapon.md?id=body-depenetration) to [Aim Weapon](aim-weapon.md). It pushes the weapon forward just enough to keep configurable contact points on the gun from clipping into the character's body. Depenetration is off by default but [Quick Setup](quick-setups.md) fills in the bone list with spine, neck, head bones automatically.

![Weapon body depenetration comparison](_media/weapon-body-depenetration-comparison.mp4 ':include :type=video autoplay loop muted playsinline')

## 1.0.1 - 2026-03-23

Fixed [aim weapon](aim-weapon.md) jitter in first person when the player character yaw is fixed to the camera yaw. The aim smoothing now compensates for frame-by-frame root rotation in world space before smoothing proper is applied.

## 1.0.0 - 2026-03-16

Initial release.
