VALORANT Patch Notes 11.02

VALORANT is upgrading to Unreal 5, plus some bug fixes.

Hey, all! It’s Kenny.

Today marks a significant milestone for VALORANT. We are making the upgrade to Unreal Engine 5. While you might not notice a whole lot of change right now, this upgrade will bring a whole new world of possibilities to VALORANT in the years to come.

Don’t forget to check out your gun buddy collection later today and show off your “Hot New Engine” gun buddy if you’re a fan of cool new tech.

Beyond that, enjoy some bug fixes! Nobody likes bugs in video games, right? Unless you’re a speedrunner or something…

Anyway, that’s it. GL HF GG.


ALL PLATFORMS

ENGINE UPDATE

  • We have updated our game engine from Unreal Engine 4.27 to Unreal Engine 5.3. This has no direct implication on how you experience the game, apart from small performance improvements, but it adds a lot of value for the development team on improving the game in the future.
  • This patch download size will be larger as we are updating the engine, but one of the benefits is that the VALORANT installation size will be half of the size on your disk. After this patch, download sizes will get back to normal.
  • We also updated the minimum system requirements for VALORANT, which can be found here.

BUG FIXES

  • General
    • Fixed a bug where Light and Heavy Armor UI elements were not aligned properly in the HUD.
  • Agents
    • Astra
      • Fixed a bug where the incorrect audio cue would play when getting caught in an allied (or self-casted) Gravity Well.
    • Gekko
      • Fixed a bug where other players would hear the incorrect audio cue when a nearby Gekko (allied or enemy) used Dizzy.
      • Fixed a bug that caused Thrash’s hit indicator sound effect to not play for the enemy hit by Thrash.
    • Killjoy
      • Fixed an issue where Iso’s Undercut would suppress Killjoy’s Turret and cause it to become inactive if hit directly without hitting Killjoy.
    • Yoru
      • Fixed a bug that caused Yoru’s right hand to glow if an enemy Yoru equipped his Gatecrash within a certain range.
    • Cypher
      • Fixed an issue that caused Cypher’s Spycam dart to not display the correct VFX when seen in first-person perspective.
    • Phoenix
      • Fixed a bug that caused Phoenix’s Blaze minimap indicator to persist on the minimap for a couple seconds after the utility expired.
  • Maps
    • Corrode
      • Fixed an issue where Killjoy’s Alarmbot would not correctly path to enemies after being deployed on the edge of Corrode’s B-Site Tower.
      • Fixed a bug where Raze could super boost to a very high spot in Defender Spawn on Corrode.
      • Fixed bugs where Deadlock could use her ultimate through unintended gaps in map geometry on Corrode.
      • Fixed bugs where Jett could boost to and hover on top of unintended spots on Corrode.
      • Fixed a bug where Sova’s Owl Drone could fly higher than intended on B site on Corrode.
      • Fixed an issue where Killjoy’s Alarmbot would not correctly path to enemies after being deployed on the box in B Main.
      • Fixed a variety of other bugs on Corrode
    • Pearl
      • Fixed a bug that prevented Raze’s Showstopper from damaging enemies standing on top of Pearl’s A Link Box when the ult was aimed at the top of the box.
    • Split
      • Fixed a bug that allowed Sage’s Barrier Orb wall to be placed floating outwards from Split’s A-Site rafters without any support underneath.

PC ONLY

BUG FIXES

  • General
    • Fixed a bug where Agent ability names were misaligned when pulling up the Agent Info panel.