Hi!

IMG1: Every mecha can now be configured and controlled; previously only test-mecha can be controlled while only platform-mecha can be configured
Updates:
This is another progress update. There is an unexpected issue with DirectX compatibility which prevented a stable build. All improvements below will be included in the next build (not yet available in the current game)
Mecha
- Implemented new interaction collision system with new visual for Platform and Mecha control
- Implemented new cinematic camera component system when configuring a mecha
- Implemented mecha duality control system; different input between config vs control mode
- Improved several intercommunication systems (Mecha-Component-Attachment, Platform-Prototype-Factory, etc)
- Improved collision and physics setting of mecha when entering/exiting control/config mode
- Improved initial camera centering position
- Offloading locomotion simulation data update to dedicated MovementManager class
- Selection visual status is now correct and more lightweight
- Fixed unable to unpossess mecha if far away from the main avatar
- Fixed mecha body and capsule collision not reverting to the default normal after deactivating mecha simulation
- Fixed body cant be selected in config mode after previously in control mode
- Fixed dependency mecha needing a valid platform to be configured
- Fixed locomotion wheel detaching during possession
- Fixed selection visual still showing when entering different phase other than prototyping

IMG2: Material/ color changes can now be applied differently from component to component
Component
- Improved component initialization and data synchronization
- Improved mouse detection behavior (click, hover etc)
- Enabled material modification in component level
- Implemented mechaless component concept; useful in internal isolated dev testing/ future improvements
- Fixed sometimes custom material data not saved correctly
- Fixed a component can be selected while rotating the view camera with RMB
Attachment
- Fixed attachment removal sometimes not working correctly
- Fixed attachment addition sometimes updating the wrong slot UI
Widgets/UI
- Improved internal widget management system; now not caching unnecessary widgets (~8 times as few in extreme case)
- Newsticker now handles time-sensitive calls more efficiently
- Nativitized several blueprints widgets
- Various other minor and major improvements (notification logic, material config, production panel, clock, etc)
- reenabled active prototype sorting in the market overview
- Transaction history now showing content without delay
- Fixed material selection not showing the correct initial selection
- Fixed unlock cost was processed as income
- Fixed research tree item not updating the unlockable status after unlocking an item
- Fixed part comparison edge case crash when hovering on remove button in an uninstalled component on part selection
General
- Updated Save version to v0.38
- Updated to Unreal Engine 4.23.1
- Improved mechs-time stability, will now load correctly every time. Previously dependent subobjects (FactoryPlayer, Resource, PlayerController, etc) will now also init correctly
- Improved initial main avatar load location
- Improved performance by using more light-weight delegates (Multicast->Event/Delegate)version in several implementations
- Creation of several dozen test level and objects to aid in isolated testings
- Refactored several modules, several header optimization/settings, cleanup several dozen Core Redirects
- Implemented various logging category and verbosity level and configuration to aid in faster debugging
- Implementation of several static functions to help runtime input action bindings management
- Fixed game initialization logic
- Fixed crash during load in
- Fixed main avatar collision sometimes unable to walk over a small gap
- Fixed player resource widget not updating correctly during game load
Next update: 1st November 2019
Thank you
