Epok Engine v0.1.1
START WITH THE BIG PICTURE
What does this part of Epok do?
Version 0.1.1 unified scene authoring around typed Actors, improved Blueprint creation and compilation feedback, and switched new Third Person projects to progressive output.
- 01Migrate existing scenes to Actors
- 02Re-check Blueprint compilation feedback
- 03Confirm your project's display mode
What is happening under the hood?
- Scene documents moved to the typed Actor model; the older Entity and Behaviour format was retired.
- Progressive PlayStation output avoids the interlaced motion artifacts visible on physical displays.
- Existing projects keep their saved resolution; the change applies to newly created Third Person projects.
Field note: This is the oldest release with notes on this site. Projects older than it need the Actor migration before a current editor will open them.
Epok v0.1.1 unifies scene authoring around typed Actors, improves Blueprint creation and compilation feedback, and makes new Third Person projects use progressive PlayStation output to avoid interlaced motion artifacts.
Compatibility
This release contains breaking project and scripting changes. Projects authored with the previous Entity/Behaviour model must be recreated. Older maps, Blueprint formats and .epokscript sidecars are rejected with a diagnostic; opening them does not automatically convert or rewrite their source files.
Create a project with the current Basic, Sample or Third Person template, copy reusable source assets, and rebuild maps and scripts using Actors and ActorComponents. Keep the original project separately. See the project recreation guide.
The current formats are map version 6, Blueprint version 5, and reflection schema 9. Distribute and run the editor and epok-header-tool together.
Actors and scene authoring
- Replace separate Entity/Behaviour ownership with
Actor3D,Actor2DandUIActor, each with the appropriate spatial root component. - Use the same inheritance and component ownership rules for native C++ and Blueprint classes, including owner-domain and component requirement validation.
- Create Actors through a searchable class hierarchy filtered by the active 3D, 2D or UI view. Attach compatible logic through Add Component.
- Convert placed Actors and their child hierarchy into reusable Actor Blueprints while preserving component identities, placement overrides and internal references.
- Keep logical grouping separate from spatial attachment, and manage each map's embedded Blueprint through a
SceneScriptActor. - Update runtime lifecycle, spawning, scene transitions, audio and other component services to resolve Actor ownership. Update shipped templates, MCP tools and SDK documentation to the same model.
Blueprint workflow fixes
- Create and attach compatible Actor or ActorComponent Blueprints with explicit assignment feedback. If attachment fails, the created asset remains available for retry.
- Show compile results, actionable diagnostics and build options inside the Blueprint window. Missing or incompatible transform targets identify the responsible node, and invalid graphs block Build/Play.
- Treat lifecycle events as graph entries without incoming execution or data pins; event parameters are outputs.
- Enforce one destination per execution output. Reconnecting replaces the previous edge with Undo support; use Sequence for explicitly ordered branches.
- Resolve
Self,Get Owner, transform targets and component references through typed Actor identities.
Build and Play
- Include Actor/component overrides, scene script values and native class/default changes in scene staging and build provenance so the affected outputs must be regenerated.
- Record preparation failures and stage diagnostics in
.epok/Build.log, including failures that occur before the native compiler starts. - Create new Third Person projects at 320 x 240 progressive, with position interpolation enabled. Existing projects retain their saved resolution. The progressive setting resolved the reported movement artifacts in the user's physical-console test; it does not establish compatibility with every display chain.
- Update Third Person documentation to describe the existing movement, jump, collision and orbit-camera controller, and clarify progressive versus interlaced output in Rendering settings.
Release validation
- Build the companion reflection extractor before tests in local Make targets and both GitHub workflows. Keep publication tests and optimized compilation in separate steps so a failed test cannot be hidden by a later successful build.
- Update the reflection grammar regression for the 28 current native class declarations.
- Repair the sprite/particle host fixture to create real Actor owners and verify owner destruction, slot reuse and inactive-owner behavior.
- Pass 561 editor tests and 9 extractor tests, plus two explicitly run Blueprint interface checks.
- Pass native Actor/lifecycle/service tests, Blueprint host and MIPS checks, sprite/particle checks and clear packets for all ten video modes.
- Build the optimized editor and extractor, then create and compile fresh Basic, Sample and Third Person projects to PS-X EXE using the v0.1.1 executable.
The full local make check command still reports existing Clippy warnings as errors. These lint issues are not presented as passing validation. GPU/emulator tests excluded from the default suite and cross-platform distribution testing are separate from the automated Windows release checks.
Full comparison: v0.1.0...v0.1.1