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Changelog — Hapbeat Unreal SDK

  • Replaced the single-stream runner with endpoint-scoped StreamHub sessions. Each exact PONG endpoint receives one unicast STREAM session, while logical sources on that endpoint mix independently with Gain, Pan, Loop, and Stop.
  • Stream output is normalized to 16 kHz stereo PCM16. Unresolved sources remain Deferred(NoResolvedEndpoint) and never broadcast STREAM packets; empty endpoint sessions linger for 300 ms before END.
  • An unambiguous logical-route change migrates its endpoint session in place, preserving runner and cursors without END / BEGIN. Exact endpoints sharing only an IP or address remain separate; ambiguous routes are not collapsed.
  • Runtime Playback.Loop is authoritative for existing, late, and rejoined endpoints. An EOF source can rejoin at frame 0 when Loop is enabled.
  • Removed remaining public runnable broadcast-fallback parameters. STREAM sessions accept exact unicast endpoints only.
  • Test Play now collects PONG replies and unicasts to known devices, falling back to broadcast only when no device is known.
  • SDK send failures are surfaced once per failure period and report recovery without flooding Output Log.
  • Multi-homed-PC discovery now targets each local subnet instead of relying only on limited broadcast.