Softwares letra chica
Unreal Engine 5
Unreal Engine 5 Migration Guide
Steps and requirements for migrating your Unreal Engine 4 projects to Unreal Engine 5.
Esta página no está disponible en el idioma seleccionado. Se mostrará en English por defecto. Si prefieres verla en otro idioma, prueba a seleccionar uno distinto.
This guide describes how to upgrade your Unreal Engine 4 projects to Unreal Engine 5 (UE5).
Unreal Engine 5 (UE5) introduces a series of changes, upgrades, and new features to the systems that made up Unreal Engine 4 (UE4). Although there have been significant changes to the engine, the built-in conversion process handles most of the work involved in migration without requiring any user action.
To begin, open UE5 from the Epic Games Launcher. If UE5 is already running, from the main menu, go to File > Open Project from the main menu. Then, select the project you want to upgrade and click Open.
Click the Open a Copy button to upgrade a separate copy of your project, leaving the original unchanged.
If you click More Options on this dialog, you can choose to either:
- Skip the conversion, which attempts to open the project as-is.
- Convert in-place, which attempts to convert the existing project rather than make a copy of it.
When you convert a project to UE5, we highly recommend using the Open a Copy workflow described above. The Convert in-place and Skip conversion options may not work as expected and may lead to data corruption and data loss.
Once you update a project to a newer version of Unreal Engine, you won't be able to open it in an older version. Attempting to do so will fail.
Once the conversion process is complete, most projects will be ready to build and run in UE5 without further action. However, certain new or upgraded features benefit from, or even require, some manual updates to operate properly in UE5 and take advantage of its full capabilities. Among the largest systemic changes are Nanite, Lumen, and Chaos. Nanite and Lumen will require some of work to get graphics-centric projects looking the same as they did in UE4, and heavily physics-based projects that have not already switched to Chaos will need some configuration and Asset modification.
This page covers mandatory updates and other noteworthy system changes, such as system deprecations and replacements. If you are using these features, you will need to perform the updates described in the Mandatory Updates section to bring your UE4 projects into UE5 successfully. Updates described in the Other Changes section may or may not impact your projects, but it is worth to keep them in mind.
Version-Specific Conversion Notes
Refer to the table below to understand how your project will convert depending on the Unreal Engine version it was created with.
Project Created With Version Conversion Notes
Unreal Engine 4.0 to 4.26
Your project will load in any version of Unreal Engine that is the same or newer than the version it was created with.
The Unreal Engine API has changed over time, which means some projects created with much older versions may not load correctly. For example, Blueprints saved all the way back in 4.0 might call functions that were deprecated in 4.10 and no longer exist in 5.0. However, the project should still load and let you fix up the references that were deprecated or removed.
Unreal Engine 4.27
Your project will load in Unreal Engine 4.27, 5.0, and newer versions. Note that your project will not load in Unreal Engine 5.0 Early Access.
This was communicated as part of the Unreal Engine 5.0 Early Access compatibility notes.
Unreal Engine 5.0 Your project will load in Unreal Engine 5.0 and newer versions.
Unreal Engine 5.1 and newer versions Your project will load in any version of Unreal Engine that is the same or newer than the version it was created with.
Asset Compatibility
Assets saved in an older version of Unreal Engine can be opened in a newer version. For example, if you save an Asset in Unreal Engine 4.26, you can open it with Unreal Engine 5.0.
Assets saved in a newer version of Unreal Engine cannot be opened in an older version. For example, if you saved an Asset in Unreal Engine 5.0, you will not be able to open it in Unreal Engine 4.26.
Mandatory Updates
The following sections describe changes that you may need to make to your UE4 project in order to bring it into UE5. Some of these changes are mandatory, while others are optional but recommended and will become mandatory in future versions of UE5.
Development Platform Changes
If you write C++ code in Visual Studio, you must switch to Visual Studio 2019 if you are not already using it. This is also the default Visual Studio IDE for the latest version of UE4. UE5 does not support Visual Studio 2017 or Visual Studio 2015.
UE5 does not support 32-bit platforms, and there are no plans to add 32-bit platform support in the future.
UE5 standardizes Target Platform Names. You will need to update build scripts and, in some cases, DeviceProfiles.ini files. This primarily affects you if you run these scripts directly; if you use UAT, you should not need to make changes.
The following table contains the list of changed Target Platform Names:
UE4 Target Platform Name UE5 Target Platform Name
Windows WindowsEditor
WindowsNoEditor Windows
MacNoEditor Mac
Mac MacEditor
LinuxNoEditor Linux
Linux LinuxEditor
LinuxAArch64NoEditor LinuxAArch64
PhysX and Chaos Physics Systems
UE5 uses the Chaos Physics engine for physical simulation, replacing PhysX as the default. Physics simulation under Chaos Physics behaves differently from PhysX, requiring developers to make adjustments in order to see consistent behavior.
The physics tick rate will change for any newly created projects by default. The tick rate change will be accessible from Tick Async Physics within Project Settings (menu: Edit > Project Settings). This new feature will simulate Physics on its own thread instead of on the Game Thread.
This change improves determinism by running physical simulation updates at a fixed rate. As a result of having a fixed update rate, networked physics simulation is easier to keep synchronized because client and server systems run at the same interval.
No longer running on the Game Thread means that there is a potential delay between input to the physics system from the Game Thread and the physics system's reaction to that input. You must account for this delay to avoid unpredictable behavior in projects where gameplay logic relies heavily on physics simulation. Running Physics-heavy gameplay code in C++ callbacks which execute on the Physics Thread can mitigate this, but will require modifying project code to use this approach.
Console Variables for Shader Debugging
For the release of Unreal Engine 5, the console variables used for debugging shaders have changed. The table below offers a guide to these renames.
If your project use any of these variables in their configuration files, you will need to update them when migrating to UE5 to continue using the generated data for shader debugging.
Old Console Variable Name New Console Variable Name Description
r.Shaders.KeepDebugInfo r.Shaders.Symbols Enables debugging of shaders by generating symbols and writing them to disk for consoles. Desktop symbols are stored online.
N/A r.Shaders.ExtraData Generates shader names and any additional shader data.
r.Shaders.PrepareExportedDebugInfo r.Shaders.GenerateSymbols Generates symbols but does not write them to disk. Instead, symbols are stored in the Derived Data Cache (DDC).
r.Shaders.ExportDebugInfo r.Shaders.WriteSymbols Writes symbols to disk if they have been generated.
r.Shaders.AllowUniqueDebugInfo r.Shaders.AllowUniqueSymbols Generates symbol associations based on shader source. By default, this is off.
r.Shaders.ExportDebugInfo.Zip r.Shaders.WriteSymbols.Zip When writing symbols to disk, they are written out as a single ZIP file.
The console variable r.Shaders.KeepDebugInfo has been split into two console variables (r.Shaders.Symbols and r.Shaders.ExtraData) to remove the changes to runtime shader data when only symbols are required. It is useful for platforms that support exported debug information because it allows symbols to be generated for shipping builds without changing the final shader data.
For more information about this process, refer to the Shader Debugging page.
Other Changes
These updates are not required to get your Unreal Engine 4 (UE4) project running in the Unreal Engine 5 (UE5), but may be required in future versions, or may help you to take advantage of the engine's full capabilities.
Read through this page to learn how to prepare yourself for future versions of Unreal Engine 5 (UE5), and to get the most out of the engine's new and upgraded features.
C++ Object Pointer Properties
The following section only applies to projects using C++ code. Blueprints Visual Scripting users do not need to take any action. C++ Licensee projects can keep using raw object pointers or optionally begin to use TObjectPtr.
UE5 introduces TObjectPtr, a template-based, 64-bit pointer system, as an optional replacement for raw object pointers in editor builds. This system adds dynamic resolution and access tracking in editor builds, while performing identically to raw pointers in non-editor builds. TObjectPtr variables also convert automatically to raw pointers when passed to functions or stored in local variables. Many engine classes that once featured raw pointers in UPROPERTY variables now use TObjectPtr. While most interactions with TObjectPtr types will implicitly convert to raw pointers, there are some rare cases where direct interactions with engine class member variables need to change from raw pointer semantics to TObjectPtr semantics. For example, the RootComponent property in AActor was a USceneComponent* in UE4, but is a TObjectPtr<USceneComponent> in UE5; in some rare cases, you may need to update direct interactions with RootComponent, though calls to GetRootComponent, which still has USceneComponent* return type, can always remain as they are.
Although it is optional, we recommend using TObjectPtr<T> over T* for UObject pointer properties and container classes found in UCLASS and USTRUCT types. Since TObjectPtr converts to raw pointers for non-editor builds, this will not impact the behavior or performance of a shipped product, but may improve your experience when developing in editor builds. Use the following methods to adapt your programming style to this new pointer system:
When calling the "Find" family of container functions, use TObjectPtr<T>* instead of T** to capture the return value.
Range-based iteration through raw pointer containers might have used auto* as the iterator variable type. Change these to auto&. We also recommend using auto& or const auto& in new code, since TObjectPtr can cache resolved object addresses, saving time on future access attempts.
Call ToRawPtr or Get on your TObjectPtr when you need a raw pointer and implicit conversion is not available. Common cases include ternary operations and usage inside of const_cast. When passing parameters to function delegates, declare a parallel delegate function as a pass-through, replacing raw pointers with TObjectPtr parameters. The following example shows a passthrough delegate function:
// Original function signature, using raw pointers, which we will use in most cases:
static bool MyFunction(UObject* FirstParameter);// In rare cases where implicit conversion is not available, use this pass-through function.
// Pass-through function signature, using TObjectPtr:
static bool MyFunction(TObjectPtr<UObject> FirstParameter);// Pass-through function body (in the source file):
bool UMyClass::MyFunction(TObjectPtr<UObject> FirstParameter)
{
return ShouldShowResetToDefault(FirstParameter.Get());
}
Copy full snippet
In most cases, such as when passing parameters to functions or storing data in local variables, TObjectPtr automatically converts to raw pointer types. There are a few rare cases, such as those described above, where you will have to perform minor code modifications, but most projects will not need this.
Optional Conversion Tool
UE5 includes UnrealObjectPtrTool, a program that automatically converts engine-visible raw pointer properties to the TObjectPtr system. You can find it in the UE5/Programs/UnrealObjectPtrTool/ section of the solution hierachy in your code IDE. The source code resides in Engine/Source/Programs/UnrealObjectPtrTool/. The executable exists in your Engine/Binaries/Win64 folder. Depending on your Operating System or Development Enviroment, this executable may be located in your Engine/Binaries/OS folder, where OS represents your operating system.
This optional program's purpose is to expedite the process of converting your code from raw pointers to the TObjectPtr system. It will update UPROPERTY variables in class and struct definitions within your header files, but will not make all of the necessary changes to your source code as described above; you will still need to make those adjustments manually and ensure that your project compiles before using UnrealObjectPtrTool.
To use UnrealObjectPtrTool, follow these steps:
Navigate to your DefaultEngine.ini UHT config file located in your Engine\Programs\UnrealHeaderTool\Config directory.
Inside of your DefaultEngine.ini file, modify the following script:
NonEngineNativePointerMemberBehavior=AllowAndLog Copy full snippetRebuild your project to ensure all the code is parsed by UHT.
Depending on how you compile your project, you may find your UHT log information in a file named Log.txt or UnrealHeaderTool.log. You can find those files in the following folder directories:
C:\Users\USERNAME\AppData\Local\UnrealBuildTool\Log.txt
C:\Users\USERNAME\AppData\Local\UnrealHeaderTool\Saved\Logs\UnrealHeaderTool.log
Engine\Programs\UnrealBuildTool\Log.txt
Copy full snippetCompile UnrealObjectPtrTool from the Visual Studio solution.
This step is only required if running the Engine from source, otherwise the UnrealObjectPtrTool is precompiled when installing from the Epic Games Launcher.
Run the UnrealObjectPtrTool executable:
UnrealObjectPtrTool.exe <UHT_LOG_PATH> -SCCCommand="p4 edit -c UPGRADE_CL {filenames}" Copy full snippetYou can add the Optional parameter: -PREVIEW or -n to get a preview of the potential changes.
Rendering
The following default settings have changed, and could affect the look of your project:
Screen Space Global Illumination: The project setting for Screen Space Global Illumination (Beta) and the related console variable r.SSGI.Enable have been removed and the previous status lost. To re-enable Screen Space Global Illumination as the project's default global illumination method, go to Project Settings > (Engine) Rendering > Global Illumination properties and set Dynamic Global Illumination Method to Screen Space (Beta). To re-enable Screen Space Global Illumination on a Post-Process Volume, go to the volume's properties and locate the Global Illumination category, then set the Method field to Screen Space (Beta).
Ray Tracing support with Lumen Hardware Ray Tracing: Standalone Ray Tracing features are being deprecated in Unreal Engine 5 . However, the engine's ability to compute these lighting effects is not being removed, since Lumen covers these lighting features. What is being removed is the standalone Ray Tracing system that has been developed in Unreal Engine 4. Those features worked mostly in isolation of one another, meaning that they weren't guaranteed to support the same features of the engine equally or consistently. Lumen is adding entirely new implementations of ray tracing features for reflections and global illumination to its Hardware Ray Tracing path. As UE5 continues to develop, the ray tracing features of Lumen will continue to improve, offering wider support and feature parity with other parts of the engine.
- Ray Tracing Reflections, Global Illumination, and Shadows have been separated into their own features that can be enabled independently of each other. Each of these features can be found in Project Settings > Rendering and requires that Support Hardware Ray Tracing be enabled to use them.
Under the Global Illumination section, select the Dynamic Global Illumination Method preferred. Under the Reflections section, select the Reflection Method preferred. * Under the Hardware Ray Tracing section, check the box for Ray Tracing Shadows to be used.
- Reflections and Global Illumination can also be set using a Post Process Volume to select from the Global Illumination and Reflection methods.
Generating Mesh Distance Fields: Lumen's Software Ray Tracing features largely rely on Signed Distance Fields for mesh representation. The Default Voxel Density of all Distance Fields has increased from 0.1 to 0.2. This is neccessary to achieve good software tracing quality with Lumen, but it significantly increases Distance Field memory usage. To adjust this property, go to Project Settings > (Engine) Rendering, where you will find the Generate Mesh Distance Fields checkbox and the Distance Field Voxel Density property. You may need to restart the editor after changing this setting for it to take effect.
Removals
Nanite obsoletes most use cases for Hardware Tessellation. Hardware Tesselation has been removed from UE5. For use cases that Nanite does not support, users may want to increase the resolution of their assets if necessary.
Lumen replaces Light Propagation Volumes and Distance-Field Global Illumination (DFGI).
Compared to Light Propagation Volumes, Lumen provides additional features, much higher quality, and is under active development, although it has a higher baseline performance cost.
DFGI was an experimental feature; developers should use Lumen instead of DFGI for dynamic global illumination.
Over time, Lumen Global Illumination and Reflections will replace the majority of ray tracing features with similar or higher-quality results.
Legacy Tonemapper, which was deprecated in UE4, does not exist in UE5. No developer action is required.
Deprecations
- Cascade will be deprecated in UE 5.0, and removed in a later release. UE5 developers should switch to Niagara. An automated converter to upgrade Cascade data to Niagara is in development.
- Some Ray Tracing features are being deprecated and moved from a standalone system that requires support to having these features integrated into Lumen's Hardware Ray Tracing system. This means that Reflections and Global Illumination will be directly integrated into Lumen. These standalone features have been deprecated to provide a unified experience with broader support of engine features. (See the "Rendering" section above for more details.)
World Building
Deprecations
World Partition is the system UE5 uses to handle large, streaming worlds. The World Composition system that UE4 used still exists, but is deprecated and will not receive upgrades, fixes, or support. World Composition will be removed in a future version of UE5.
To convert your maps to the World Partition system, use WorldPartitionConvertCommandlet on your project, and provide the name of each map to convert, one at a time. As an example, to convert the TM_WorldComp_P map, found at /Game/Maps/Tools/Landscape/TM_WorldComp_P in the packaged QAGame project, run the editor with the command-line options:
QAGame -run=WorldPartitionConvertCommandlet TM_WorldComp_P -ConversionSuffix -SCCProvider=None Copy full snippet
This will convert the TM_WorldComp_P map to the World Partition system. The -ConversionSuffix causes the converted map to save as TM_WorldComp_P_WP instead of overwriting the original map. Because of the -SCCProvider=None option, the commandlet will run without interacting with your project's source control provider. This process will also generate a TM_WorldComp_P.ini file containing the settings used to convert the map, and for potential future conversions. The conversion process itself builds runtime grids (for the World Parition system) out of the existing World Composition data, and assigns the map's Actors to the appropriate grids.
Developers using C++ can see UWorldPartitionRuntimeSpatialHash::ImportFromWorldComposition and UWorldPartitionRuntimeSpatialHash::GetActorRuntimeGrid to examine or modify the logic involved in generating grids and assigning Actors to them.
Tools
Removals
New geometry editing tools will replace the experimental Legacy Editable Mesh Plugin.
Movie Render Queue will replace Movie Scene Capture.
VR Level Editing will be stripped down to only support VR preview, but UE5 continues to support virtual production scouting.
Take Recorder will replace Sequence Recorder. Take Recorder includes all of the features that Sequence Recorder offered.
Camera Animation Sequences will replace Camera Anims.
UE5 also removes Editor Feature Packs associated with removed plugins. Users of those plugins will need to ensure that they do not reference the removed content in their projects.
Deprecations
Sequencer will fully replace Matinee after the full release of UE5. Matinee was deprecated, but still existed in UE4.
Control Rig
Changes
Spaces are renamed to Nulls.
Gizmos are renamed to Shapes.
Set Initial Transform from Current now reads as Set Offset Transform from Current.
Deprecations
Collections are now replaced by Arrays.
Transform Constraint node is deprecated and replaced with individual point, rotation, and parent contraint nodes.
The new Parent Constraint node can be used in place of a Project to New Parent and Set Transform nodes.
Space Switching can now be used instead of Parent Switch Constraint.
Bezier Data Type is replaced with the Splines plugin.
ControlRigHierarchyModifier no longer is in use for Python, this is replaced with RigHierarchy for querying rig elements and RigHierarchyController to author rig elements.
ControlRigBlueprint no longer has a property named controller. To access the main RigVMController, use the function: ControlRigBlueprint.get_controller().
Mapping is not handled in Construction Script, but on Pre-Initialize of Control Rig Component.
Audio
Removals
Unreal Audio Mixer will replace the deprecated Legacy Audio Backends by UE 5.0. Users do not need to take any action. UE5 will use Unreal Audio Mixer and leverage modern audio backends by default; these are compatible with all preexisting audio features.
Deprecations
Audio Volumes, Sound Class Mix, and Sound Cues will be deprecated by UE 5.0, with plans to remove them in a future release of UE5.
Sound Cues will be superseded by MetaSounds, which will be available in UE 5.0.
Sound Class Mix will be superseded by the Modulation and Submix systems, which are now available.
Audio Volumes will be superseded by a new system currently in development, which will be available in UE 5.0.
Users are encouraged to move to the new versions of these systems as soon as possible.
Gameplay Framework
Removals
Blueprint Nativization will not exist in UE5. Projects that leveraged this feature should not see any changes or need to receive any modifications in order to function properly, though performance may be impacted. If this happens, developers will need to take other optimization approaches.
Networking
Deprecations
AES, RSA, and RSA Key AES Encryption Handlers are deprecated and planned for removal.
Core
Removals
Zen Loader will replace the Event-Driven Loader. Since most users do not interface directly with the Event-Driven Loader, this change use not require any actions during project migration.
Deprecations
Unreal Insights instrumentation will replace the Stats System after the full release of UE 5.0. The Stats System will continue to exist in UE 5.0, but will eventually be removed in favor of Unreal Insights.
Política de privacidad
Felizgroupxmayor
1. Antecedentes generales.
Al acceder y utilizar este servicio, usted acepta los términos y disposiciones de este sitio (www.felizgroupxmayor.cl) junto a la legislación chilena vigente y demás políticas descritas a continuación.
El presente documento se considerará parte de las transacciones efectuadas a través del sitio Felizgroup.cl entre los usuarios y Feliz Group Chile (Nº Registro INAPI:180153), domiciliada en Bascuñán Guerrero 474, comuna de Santiago.
2. Promociones.
Todas las promociones contenidas en Felizgroupxmayor.cl permanecerán vigentes durante sus respectivos plazos de duración y mientras exista disponibilidad de stock; de igual forma, se proporcionarán los datos específicos que permitan a los clientes conocer las condiciones para aplicar a la respectiva promoción.
3. Información de otros sitios web.
Feliz Group es responsable de la información proporcionada en esta página con respecto a los productos. A fin de evitar dudas, establecemos como único sitio web www.felizgroup.cl y en él se encuentran todos los artículos ofrecidos.
4. Medios de pago aceptados.
El medio de pago que se puede utilizar para efectuar compras en FelizGroupxmayor.cl es únicamente a través de Webpay y Mercado Pago.
5. Reclamos.
El cliente dispone de 5 días hábiles una vez recibido el paquete para realizar cualquier tipo de reclamo referente a su compra (producto defectuoso o falla de este). Además, tiene el deber de informar sobre la recepción de los productos el mismo día que estos fueron recibidos, adjuntando fotografías y de preferencia videos que comprueben el estado de estos. De exceder el tiempo indicado, el reclamo no podrá ser ingresado.
Reclamos y sugerencias a nuestros WhatsApp +569 78841142. Correo contacto@felizgroup.cl
6. Stock.
En caso de agotarse alguno de los productos (luego de realizada la compra), el cliente será contactado para la devolución del dinero o reemplazo del producto por otro de su preferencia que sea del mismo valor, en caso de que se genere una diferencia superior a la cancelada, deberá pagar esta, o por el contrario, se devolverá al comprador la diferencia.
7. Proceso de Compra.
Para realizar una compra exitosa en felizgroupxmayor.cl, deberás seguir los siguientes pasos:
a. Elige los productos de tu interés y agrégalos al carrito de compras, los cuales sólo serán vendidos según la cantidad de paquete de cada producto. Luego, podrás seguir navegando entre otros productos que desees o dirigirte a la sección para iniciar tu proceso de compra.
b. Ingresa tu correo y clave (hacer clic en "crear cuenta" en caso de no estar registrado).
c. Una vez que hayas ingresado, deberás elegir el tipo de despacho, indicar domicilio si corresponde.
d. Se informará en tu pantalla el producto elegido, el precio del producto, la forma de pago y el costo total de tu orden de compra.
Los pedidos que no sean con la modalidad de retiro en tienda, se realizan (únicamente) a través de la empresa externa de envíos a utilizar y ellos serán los encargados de establecer la tarifa según las especificaciones del paquete y dirección. Si desea saber un precio estimado del costo de su envío, deberá consultar directamente con estas.
e. Deberá de realizar el pago a través de la plataforma Webpay o Mercado Pago.
8. Despacho y entrega de productos.
El despacho y la entrega de productos adquiridos a través de Felizgroupxmayor.cl se podrá efectuar en las siguientes modalidades:
a. Despacho a pagar a través de Courier.
El cliente deberá proporcionar la dirección y el código de la sucursal más cercana a su domicilio o en su defecto indicar el domicilio donde desea recibir su compra y se gestionará el despacho a través de la agencia de envíos externa. El costo de este tipo de despacho será pagado por el cliente con modalidad cobro destino.
Luego de realizada la compra, se considerará de 3 a 6 días hábiles (variables, según demanda) para el empaquetado y la expedición del pedido a la casa de envíos. Seguido a esto, el tiempo adicional de entrega quedará a cargo de la empresa de envíos.
Considere realizar su compra con anticipación, para evitar cualquier retraso en las fechas.
9. Privacidad y protección de datos.
Todos los correos, nombres y números telefónicos ingresados serán tratados de forma confidencial (conforme a la legislación vigente) y se utilizarán para procesar la compra, el despacho y, en algunos casos, para el envío de publicidad sobre ofertas y promociones de Feliz Group.
El cliente inscrito en Felizgroupxmayor.cl tendrá derecho a disponer la rectificación, eliminación y/o cancelación de estos datos cuando lo estime conveniente, en conformidad a la Ley N° 19.628
10. Sitio Web FelizGroup.cl
Feliz Group se reserva el derecho a modificar cualquier dato o información contenida en www.felizgroupxmayor.cl, así como a suspender su funcionamiento de manera total o parcial. Sin embargo, esto no afectará en ningún caso las compras realizadas por los clientes.
11. Libertad para navegar y comprar productos y servicios.
La sola visita de este sitio no impone obligación alguna al comprador, a menos que este exprese de forma inequívoca, mediante actos positivos, su voluntad de adquirir determinados bienes o servicios, en la forma indicada en estos términos y condiciones.
12. Promociones y Descuentos
Las promociones y descuentos que se exponen en la página web, no son acumulables entre sí.
Las promociones serán aplicadas bajo el tiempo que feliz group x mayor estime conveniente, y se deben cumplir todos los requisitos para hacer uso de estos beneficios. Las promociones están sujetas a disponibilidad de stock.
13. Devoluciones:
Si la compra es por transferencia bancaria se regresa la totalidad del dinero, si es por WebPay o Mercado Pago se descuenta la comisión de la venta por servicio externo. Se realizará en un plazo de 7 días hábiles.
Zwsoft
Privacy Policy
ZWSOFT WEBSITE PRIVACY STATEMENT FOR EU WEBSITE USERS
Note: This Website Privacy Statement applies to EU website visitors only.
1 INTRODUCTION
ZWSOFT is committed to protecting your privacy. When you visit or make use of our website www.zwsoft.com, ZWSOFT collects and processes your personal data. This Website Privacy Statement provides the information regarding the collection and processing of your personal data in the context of our website, to the extent this processing falls within the territorial scope of the European Data Protection Regulation (Regulation 2016/679, the GDPR) as explained in more detail below.
Please read this Website Privacy Statement carefully, before using our website (e.g. submitting forms or downloading our products).
ZWSOFT reserves the right to change this Website Privacy Statement. If we make significant changes to this Website Privacy Statement, we will actively inform you about this on our website or via e-mail, prior to the change taking effect. You can always consult our website for the most recent version of this Website Privacy Statement.
2 STRUCTURE
Our Website Privacy Statement is structured as follows:
1 Introduction
2 Structure
3 data controller
4 Ways of collecting your data
5 types of personal data we collect
6 Purposes of the processing and legal basis
7 Data retention
8 Sharing / disclosure of personal data
9 location of storage and processing of personal data
10 your rights
11 protection of your personal data
3 DATA CONTROLLER
The data controller for our website is ZWSOFT CO., LTD.(Guangzhou), 32nd floor, Zhujiang City, No. 15, West Zhujiang Road, Tianhe District, Guangzhou, China. For any data protection related questions or concerns, please contact us via e-mail privacy@zwsoft.com or via phone +86 20 3828 9780.
4 WAYS OF COLLECTING YOUR DATA
Depending on how you interact with us, we collect and process different types of personal data in different ways. ZWSOFT collects and processes your data if you:
(i) subscribe to our newsletter;
(ii) inquire or request for a demo;
(iii) inquire or request for a quotation;
(iv) fill out forms for (free) software downloading;
(v) fill out forms to get the free ZW3D student version;
(vi) provide us with feedback;
(vii) create an account for the user forum;
(viii) report technical issues.
5 TYPES OF PERSONAL DATA WE COLLECT
Depending on how you interact with us and our website, we process different types of personal data in different ways. In general, if you visit our website most of the data will be processed only when you submit it to us actively (for example, if you use our web forms to download software or if you subscribe to our newsletter).
More specifically, we inter alia collect the following types of personal data:
Name
E-mail address
Country (and State)
Company
Phone number
Other
Newsletter subscription
X
X
Demo inquiry or request
X
X
X
X
X
Quotation inquiry or request
X
X
X
X
X
Job title
(Free) software downloading
X
X
X
Getting the ZW3D Student version
X
X
X
Providing us with feedback
X
X
X
X
X
Providing us with feedback
Contact for technical support
X
X
X
Product and request
Account for User Forum
X
X
Posts on the User Forum
6 PURPOSES OF THE PROCESSING AND LEGAL BASIS
Purposes
Legal basis
Newsletter subscription
Sending direct marketing communications to inform you on upgrades, new products, promotions, or special offers
Consent
Demo inquiry or request
Providing you with a free demo of our software products
Necessary for the performance of a contract.
If you do not provide us with your personal data, we cannot provide you with the requested free demo of our software products.
Quotation inquiry or request
Providing you with a local quotation for our software products.
Necessary for the performance of a contract.
If you do not provide us with your personal data, we cannot provide you with the local quotation for our software products.
(Free) software downloading
Providing you with our software products
Necessary for the performance of a contract.
If you do not provide us with your personal data, we cannot provide you with the requested software products.
Getting the ZW3D Student version
Providing customers with our software products
Necessary for the performance of a contract.
If you do not provide us with your personal data, we cannot provide you with the requested software products.
Providing us with feedback
Maintenance and development of our software products
Necessary for the purposes the legitimate interests of ZWSOFT, namely to improve our services and software products, and to assess the quality of our services and software products
Contact for technical support
Maintenance and development of our software products
Customer support
Necessary for the performance of a contract.
If you do not provide us with your personal data, we cannot provide you with the requested support.
Account for User Forum
To be able to communicate with you via the User Forum
Necessary for the purposes the legitimate interests of ZWSOFT, namely to be able to communicate with our customers.
7 DATA RETENTION
We will only retain your personal information for as long as necessary to fulfil the purposes we collected it for as set out under Section 6, including for the purposes of satisfying any legal, accounting or reporting requirements.
In general terms this means that we will retain your personal information for the duration of your relationship with us and for the length of any applicable limitation period for claims which might be brought against us later. We will remove your personal data if we no longer need it for the purposes set out under Section 6.
More specifically, the following retention periods apply:
Newsletter subscription
For the duration of our relationship with you and up to two (2) years thereafter
Demo inquiry or request
For the duration of our relationship with you and up to two (2) years thereafter
Quotation inquiry or request
For the duration of our relationship with you and up to two (2) years thereafter
(Free) software downloading
For the duration of our relationship with you and up to two (2) years thereafter
Getting the ZW3D Student version
For the duration of our relationship with you and up to two (2) years thereafter
Providing us with feedback
For the duration of our relationship with you and up to five (5) years thereafter
Contact for technical support
No longer than five (5) business days
Account for User Forum
Until you delete your account
In some circumstances we may anonymise your personal information so that it can no longer be associated with you, in which case we may use such information without further notice to you.
8 SHARING / DISCLOSURE OF PERSONAL DATA
We handle your personal data collected via www.zwsoft.com carefully and confidentially. We do not share, sell, rent, or trade your personal data to or with third parties for promotional purposes. Below we included a list of recipients of personal data.
● Group Companies: ZWSOFT is a global company with subsidiaries around the world. We share your personal data with other companies in the ZWSOFT Group for business purposes. The relevant group companies involved are ZWSOFT CO., LTD.(Guangzhou) (our headquarters), ZWCAD Software America, Inc. and HK ZWCAD Software Limited.
● Local Resellers: We share your personal data with our local resellers, if you submit a request for a quotation or local demo, so they can
o provide you with technical support;
o or to deliver local support.
Please click here for a current list of ZWCAD local resellers, and here for a current list of ZW3D local resellers.
9 LOCATION OF STORAGE AND PROCESSING OF PERSONAL DATA
We store your data in our databases that are located in China.
We may (further) transfer your personal data to our group companies in China (including Hong Kong), and the United States of America, and to our local resellers. For the location of our local resellers, please click here for a location overview of ZWCAD local resellers and here for a location overview of ZW3D local resellers.
10 YOUR RIGHTS
You have the right of access, the right to rectification, the right to erasure, the right to restriction of processing, the right to data portability and the right to object. Please note that most of these rights are not absolute and subject to exemptions in the law. Below we set out your rights in more detail and provide you with information on how you can exercise these rights. We respond to your request within one month, but have the right to extend this period with two months. If we extend the response period, we will let you know within one month from your request.
Your right
How to use it
1
We need your consent for some of the ways we use your personal data, for example for marketing.
You can e-mail your request to privacy@zwsoft.com. If you are subscribed to our e-mail newsletter, we will also give you the opportunity to opt out through a link in each newsletter.
2
You can ask us to confirm if we are processing your personal data.
You can e-mail your request to privacy@zwsoft.com.
3
You can ask to access your personal data. Please note that to help protect your privacy and maintain security, ZWSOFT will take steps to verify your identity before granting you access to the information.
You can e-mail your request to privacy@zwsoft.com.
4
You can ask to correct your personal data if it is inaccurate.
You can e-mail your request to privacy@zwsoft.com.
Open the e-mail we send back to you and click on "Update your profile" to update your customer profile.
5
You can ask us to delete certain of your personal data.
You have a right to be forgotten and you can ask that our systems stop using your personal data.
You can e-mail your request to privacy@zwsoft.com.
6
You can ask us to restrict how we use your information.
You can e-mail your request to privacy@zwsoft.com.
7
You can ask us to help you move certain of your personal data to other companies.
To help with that you have a right to ask that we provide your personal data in an easily readable format to another company.
You can e-mail your request to privacy@zwsoft.com.
8
You can ask us to stop using your personal information, but only in certain cases.
You can e-mail your request to privacy@zwsoft.com.
9
You may request us to stop processing your personal data for direct marketing purposes.
You can e-mail your request to privacy@zwsoft.com.
10
You have the right to complain to the relevant supervisory authority.
You can get in touch with the supervisory authority in the EU Member State of your habitual residence, place of work or with the supervisory authority in the EU Member State in which an alleged infringement of the applicable data protection legislation took place.
11 PROTECTION OF YOUR PERSONAL DATA
ZWSOFT has adopted appropriate technical and organizational measures to protect your personal data from accidental, unlawful or unauthorized destruction, loss, alteration, modification, access, disclosure or use. Such measures include:
(i) access to your personal data is limited to the persons that necessarily need to access your personal data (e.g. ZWSoft's technical team);
(ii) access to your personal data is logged and monitored at regular intervals;
(iii) back-ups of your personal data are frequently made to prevent the data from loss.