This is a sub-page of A Hat in Time (Windows, Mac OS X)/Version Differences/Object Code Differences.
October 9th Build#
- Oddly, despite being unused, the scrapped Hover Hat ability was updated to check if the player is currently using the Ice Statue ability, and if so, do not trigger the hovering ability. It's unknown why this was updated, but it could be that a slightly later version of the Hat Ability was accidentally left out of a repository update for the game, and was only added in this build.
- The unused 'Hat_CableWheel' class Actor, which was made for Sand 'n Sails, was deprecated in this build.
- Minor behind-the-scenes coding changes to the speedrun timer HUD element.
- Several other HUD menus, mostly in the Settings, received some minor coding adjustments, likely to fix some bugs.
- NPCs were made able to speak a voice line if the player attacks them.
- A very small coding adjustment was made to the player's camera class file.
- Mafia Boss now drops Health Pons in the final phase of this boss fight if the player has died to him multiple times. When he drops Health Pons, they also now drop further apart, so that the player doesn't unwillingly pick up multiple at once.
- Some coding was added to the base bot class file for all bosses in the game to handle calculating safe positions to jump to.
October 11th Modding Beta Build#
- In the 'GameMod' class file, several changes: A string variable was added called 'FirstMap', which "// Indicates that this is probably a level mod". A native function was added called 'UpdateLocalModInstallsOnce'. A static function called 'OnHeartBeat' that was added at this point "// For debugging".
- In the 'Hat_ClassHelper' class file, coding was added to try to spawn a dynamic object, called "PlayAsMuTwo". Unknown was this was for, exactly, but might've been related to a workshop mod that was released fairly early in Modding Beta, which also happened to have been created by one of the developers in Gears For Breakfast. A native static function was also added, called 'GetScriptClass'.
- The telescopes in the Spaceship can now be prevented from being accessed unless a certain Actor is destroyed. This was likely introduced to try to prevent people from getting into the finale without having all of the necessary Hat Abilities, as the Dweller Mask, Ice Hat, and Brewing Hat are needed to access its telescope.
- In the class file that handles cheats, a new command was added: "ModExists". Likely used to debug whether mods were working and running per frame.
- A bug was fixed with Relics which involved Relics not appearing on the Relic Map HUD due to invalid location data.
- A minor visual bug with taking a number ticket at the start of the finale was fixed.
- When choosing to quit the game, if saving is disabled, the text for 'Save and Quit' is now updated to state that the game will not be saved.
- Several minor changes and fixes for the Settings menus.
- Fixed an obscure bug where the player would sometimes not be sent back to the Spaceship hub after obtaining a prize in the Time Rift Roulette.
- The player can no longer take damage while they're posing in midair when collecting an item.
- A new class file was added: "Hat_SeqCond_IsRemixEnabled". It checks if a collectible remix is currently enabled.
- A small issue was fixed involving the game being unable to properly generate the amount of contracts the player can get in Subcon Forest when the player steps inside a Snatcher Trap.
- If the player ignores Mustache Girl's tutorial on Yarn after she appears in the Spaceship and clears Down With the Mafia, Rumbi will now drop a single Sprint Yarn if attacked, as Mustache Girl gives the player a Sprint Yarn during the tutorial that the player would then have permanently missed.
- Two new in-game collectible Remixes were added, which are the orchestral Snatcher Boss remix and the Train Rush Electro Swing remix.
October 17th Modding Beta Build#
- Checkpoint Volumes were added to the game.
- Mafia can now show a homing attack tutorial when they guard against the player's umbrella attacks.
- Tutorials were added for using the crawling and using the Helper Hat.
- The credits were updated to credit Casey Billadeau for art assistance.
- The mod list menu's coding was greatly improved and expanded upon for additional functionality.
- In the 'Hat_SeqAct_SetCheckpoint' class file, the unused and commented-out "IslandID" variable was removed.
October 21st Build#
- Dialogue bubbles had their text positioning adjusted very slightly.
- The unused 'Hat_TimePieceDisplayCase' class was set to 'notplaceable' in this build.
October 24th Modding Beta Build (Version 1)#
- The telescopes had some behind-the-scenes coding changes that determines how the camera that is used when a telescope unlocks is set.
- If the player is homing attacking Mafia Boss, he will now wait for the homing attack to end before advancing further in his coding. This prevents a new attack from Mafia Boss from interrupting a homing attack. Some coding related to a "SuperVersion" was removed, as well.
- The class file that handles cheats had the new "ModExists" command removed.
- The HUD that appears while executing a homing attack had its coding updated to appear properly during Mirror Mode, which is interesting as that mode was properly introduced into the normal game until DLC 1 released almost a year later.
- Minor coding changes to fix a bug that prevented players from being able to select Alpine Skyline's finale Act from the Act Select menu.
- Coding was added to expand the player's inventory.
- While the player is talking to Badge Seller, the pause menu is now disabled.
- The way the player 'taunts' was overhauled, which includes sitting on benches, kissing, teasing, and more. A function called 'taunt' was changed to 'PlayCustomAnimation', which is now how the player's taunts are handled.
- When skipping a cutscene, all conversations the player is currently having are canceled.
October 26th Build#
- The class file 'Hat_HUDMenuMods' was removed from the game files.
- Other minor coding changes related to mods were made.
October 30th Modding Beta Build (Version 1)#
- Small coding improvements to the player's camera during a cutscene.
- The Helper Hat now points to Time Pieces above all other things if one is close enough.
- The Supporter's Hat, available for all Kickstarter backers, was added into the game.
- Several unused Hat Abilities and Badges were removed from the game files, including: "Hat_Ability_Hover", "Hat_Ability_Scooter", "Hat_Badge_Muddy", "Hat_Badge_Teleport", "Hat_Collectible_BadgePart_AirAttack", "Hat_Collectible_BadgePart_MoreEnergyFromOrbs", "Hat_Collectible_BadgePart_Electro", "Hat_Collectible_BadgePart_Hover", "Hat_Collectible_BadgePart_DamageToEnergy", "Hat_Collectible_BadgePart_Queen", and "Hat_Collectible_BadgePart_Teleport collectible".
- The large glass orbs that contain Pons and other goodies for the player to collect within a time limit were updated to support visual counting and can display a number that shows how many collectibles the player has gotten so far.
- The coding in the unused 'Hat_HUDElementCollectibles' class file was wiped in this build. The class file still remains, however.
- The fish skeletons that jump out of the lava in Heating Up Mafia Town had minor coding adjustments to accommodate for unstable frame rates.
- The coding for 'Hat_MiniMissionCollect' received a complete overhaul. Now allows for visual counting and if that's enabled, it'll also make Hat Kid speak every time she collect an item (Up to a certain amount) and when she collects them all.
- The unused Kismet programming node, 'Hat_SeqAct_TurnInContracts', had some of its coding adjusted to accommodate the unused Badge class files being removed.
November 3rd Modding Beta Build (Version 1)#
- Several unused Actors were set to 'notplaceable' in this build, which are: the rainbow balloon object from the Alphas and Betas, all of the beehive Actors that were made for Subcon Forest, the physics plug objects that were used in the Alpha version of Mafia Town, some carryable objects (a barrel, a bird egg, and a traffic cone), the fake Dweller Fruit Actor that was scrapped from the Snatcher boss fight, the thunder cloud enemy, the flamethrower balloon, the 'Phantom Head' "enemies" made for the Twilight Dungeon in Sand 'n Sails, the Airmobile platform Actor, and the cloud platforms that were featured in Alpha Update 5 and the developer footage from the Alpha's version of Train Rush.
- Pons had a behind-the-scenes addition. A content browser icon was added for this Actor in this build. The content browser icon concept was a planned feature for the Modding Tools where the modders would be able to pick and place Actors from a menu that showed a picture of each Actor. Unfortunately, the feature was scrapped not long after this build due to technical difficulties getting it to work properly for every placeable Actor in the game. A content browser icon was also added for Health Pons in this build as well, alongside a few other collectible items.
- A couple unused HUD Elements had their coding completely wiped in this build, which are: The HUD that would display an enemy's health and the HUD for the scrapped Moon Stars Act.
- The unused mini-mission class file for Moon Stars also had all of its coding wiped in this build.
- 'Hat_NPC_Detective', the unused NPC reserved for Sam the Detective, who never made it past concept art. No longer uses Hat Kid Greg as a placeholder in this build, instead having no default model data.
November 4th Build#
- The unused yardang rock ramps from Sand 'n Sails were set to 'notplaceable' in this build.
November 8th Modding Beta Build (Version 1)#
- The Hover Badge will no longer trigger if the player has fallen into a Hat_JumpFailRecoveryVolume that has the 'fall flat death' option enabled.
- The first coding for the Death Wish version of the Conductor boss has started to be implemented, here called 'hard mode'. So far, the only changes made is for it to not drop Health Pons at all during Death Wish. In another class file used by the boss, there is, interestingly, coding that explicitly forces the player to have the heart-to-heart cutscene during Death Wish, which was completely omitted from the final version of the Death Wish version of the boss fight.
- Collectibles in the game now have a check for active Death Wishes and will destroy themselves if they aren't permitted to appear in any one of the active Death Wishes. Many other Actors in this build also received this functionality.
- The Express Owl Band gained some Death Wish related coding, which makes them follow the player more closely, allowing less time for the player to stand idle.
- Added support for swapping controllers in Co-op mode in the Modding Tools.
- Goofy Mafia now has additional check when the player approaches him while scaring him to check and make sure the player's physics are valid.
- An error sound was added for appropriate contexts within the loadout menu.
- Added coding to prevent the player from grabbing onto ladders if the player is swinging on a hookpoint.
- The first Death Wish contract classes were added, which are: "Hat_SnatcherContract_DeathWish_BirdBossHard", "Hat_SnatcherContract_DeathWish_DifficultParade", and "Hat_SnatcherContract_DeathWish_TrainRushShortTime".
November 13th Modding Beta Build (Version 1)#
- Several camera filters were added, including the unused Haze filter and its dust particle manager class file.
- For some baffling reason, coding was added in the 'Hat_GameManager' class to check if the game is running in "Beta Mode 3", and if it is, it'll display the unused Thank You HUD when returning to the hub after getting a Time Piece.
- The HUD that allows the player to rate a mod they just played was added in this build.
- The earliest known version of the Death Wish menu HUD was added, which has a very different appearance from its later design:
- In the controller configuration Settings menu, the option to set up a new controller originally said "Add a new controller!". Now it says "Configure a custom controller!". The option to configure it went from saying "New" to "Configure", as well.
- A locked icon was added to Death Wishes, which is an outline of the Snatcher stamp graphic used in normal contracts.
- The scrapped 'Pon Fanatic' Death Wish was added in this build.
- Default properties were added for the existing Death Wishes. For 'Hat_SnatcherContract_DeathWish_BirdBossHard', parent Death Wishes are DifficultParade and TrainRushShortTime. Map coordinates are (-0.3, 0.8). For 'Hat_SnatcherContract_DeathWish_DifficultParade', parent Death Wish is Intro_100Pons. Map coordinates are (0, 0.5). For 'Hat_SnatcherContract_DeathWish_TrainRushShortTime', parent Death Wish is Intro_100Pons. Map coordinates are (0, -0.5).
- The way Badge Seller's items are sold, at least the coding for it, was overhauled. Items now have costs and Time Piece thresholds in their default properties, instead of that being handled by Badge Seller.
November 15th Modding Beta Build#
- Placeholder strings were added to the coding of the rate mod HUD menu. The placeholder strings were: "Peckneck Odyssey", for the name of the mod. "peck version numbers", for the version number. "The Conductor", for the author of the mod.
- Several coding changes across many system-related class files and HUD menus regarding loading the font.
November 17th Modding Beta Build#
- Korean font was added to the game.
- When rating a mod level you just played, an new option was added to directly load into the next mod in the mod list.
- Added an option to toggle camera shakes in-game.
- The 0 A Presses Death Wish was added in this build.
November 19th Build#
- The coding for the Death Wish HUD menu was greatly expanded upon, but still pretty simplistic compared to its later incarnations. Additional textures and sounds were added to the menu.
- The HUD now checks for if a Death Wish is active, and if so, it opens the newly-added contract objectives HUD, which is the list of objectives for Death Wishes that appears on the left side of the screen.
November 21st Modding Beta Build#
- Some additional coding was added for the hookshot to check for additional grab distance.
- The game now saves the current active Death Wish when exiting the game.
- The Security Breach Death Wish was added in this build.
November 24th Modding Beta Build#
- A camera filter that makes the scene look like a poster was added.
November 26th Modding Beta Build#
- Three unused egg-related Actors made for Sand 'n Sails were set to 'notplaceable' in this build, which are: 'Hat_MadCrowSpawnerEgg', 'Hat_MadCrowSpawnerEgg_Falling', and 'Hat_RollingBarrel_Egg'.
December 1st Modding Beta Build (Version 1)#
- The inventory system for the game was given a major overhaul in this build, in order to better organize the inventory items and fix bugs with it. Several class files in the game were updated or almost completely redone to accommodate this change.
- Another unused object was set to 'notplaceable' in this build, 'Hat_CameraRoutePoint',
- The class file that handles cheats had all commands related to Water Flasks completely removed. In addition, the 'TestItemQuality' command now only gives the player the Helper Hat, instead of also giving them the Ice Hat, Sprint Hat, and Time Stop Hat. The command to open the contract HUD was removed, and the 'StitchHatAnimation' was removed as well. The 'RemoveAllContracts' command now also deletes Death Wish contracts.
- Collectible camera filters now have item qualities.
- The coding for the Water Flask collectible was wiped in this build.
- The coding for the Water Flask HUD Element was wiped, too.
- All Water Flask related functions and variables in Hat Kid's class file were completely removed.
- The 'Hat_StatusEffect_WaterFlaskRefill' class had its coding completely wiped.
- The way cosmetics and Hat Flairs are applied to the player were given almost a complete coding overhaul.
- The unused "RewardBadges" const was removed the from the Time Rift Roulette HUD.
- All of the unused 'Sketchbook' Actors and components were completely removed. These class files were used for the scrapped Subcon Map System, so base game objects no longer appear on the map system anymore.
- The Security Breach and Great Big Hootenanny Death Wishes were developed a little further.
December 4th Modding Beta Build#
- The PlayAsMuTwo check coding in the 'Hat_ClassHelper' class file was removed.
- Several more unused objects were removed, which are: The EXP Bit, The Thor and Witch hats from the Alphas and Betas, and most of the unused cosmetics leftover from the Beta's inventory system.
- All coding related to the unused Mafia Tie items within the Mafia's enemy class files was removed.
December 7th Modding Beta Build#
- The unused carryable barrel object was removed.
- The special Speedrun Event hat was added to the game in this build.
- The unused Grave Forest Dweller that appeared in the Beta's Subcon Well (Caves) was removed.
- Several HUD menus received some slight coding tweaks.
- The old leftover Beta HUD menus were removed.
- When an intruder appears in the Spaceship, if the player is set to completely skip all cutscenes, these intro cutscenes are now skipped as well.
- The player's air control is now locked when hanging on a ledge.
- The console command to open the old menu from prerelease builds was removed.
- Bloom can now be toggled in the Settings Menu.
December 10th Modding Beta Build#
- Some Modding Tools 'ContentSpriteComponent's can now be made to be animated.
- Death Wish Level Tokens were added in this build. At this point, the tokens are simply a Rift Token with shadowy materials applied.
- The giant faucet handles in Mafia Town now bring up a small tutorial prompt telling the player to attack the handles to spin them.
- The Death Wish HUD menu was updated a bit.
- The 'Beat the Heat' Death Wish was added in this build.
- Time Pieces in Alpine Skyline no longer display their objective Actor if the player has already collected them.
December 11th Build#
- A new Kismet node was added that allows for the modifying of gravity in the level.
December 14th Modding Beta Build (Version 1)#
- In the class file that handles cheats, the 'TestItemQuality' command was changed to test Ice Hat instead of Sprint Hat.
- The way skins are handled in-game was practically overhauled, but still functions the same in-game.
- Three unused skins were added: 'Hat_Collectible_Skin_ClassicCup', 'Hat_Collectible_Skin_StripedDress', and 'Hat_Collectible_Skin_YellowCloud'. Each one is shown below:


- Some minor work was done regarding Coop Mode, particularly for handling splitscreen.
- In the Death Wish Contracts HUD, some minor coding changes and additions, plus more text is colorized.
- For the Death Wish menu HUD, a debug const was added that makes all Death Wishes in the game currently available, without having to unlock them first.
- Fixed a bug where the announcer during Train Rush would sometimes say the incorrect amount of time left, or not say anything at all.
- Fixed bug where the player could try to put away their weapon while in the middle of taking it out.
- The unused ziplining Goat object made for Sand 'n Alps and Alpine Skyline was set to 'notplaceable' in this build.
- A new Kismet programming node was added that works with splitscreen Coop Mode.
- Death Wishes are now inactive if the player is not in the map that is designated in the Death Wish. This functionality actually still exists in the final game, even with non-Candle Death Wishes, but the player can never normally leave the designated level, so this goes unseen.
- '10 Seconds Until Self-Destruct' gained its own bonuses in this build, one of which differs from the final: collecting all of the Pons in the level. In the final, this was changed to collecting all of the newly-added Conductor Tokens.
December 18th Modding Beta Build#
- For some bizarre reason, the unused 2D Snatcher Actor from the Alphas and Betas was made non-abstract in this build, meaning it can now be placed in a level on its own. No idea why this was done.
- Important collectibles can now be made to skip their first-time collect message.
- Collectible remixes can now be made to not appear in the Time Rift Roulette, which is useful for modders and Death Wish rewards.
- All of the unused skins that were included with the game at launch were removed in this build.
- However, a new unused skin was added into the game, called 'Hat_Collectible_Skin_PatternExample'. This was most likely included by the developers to assist modders who are looking to make custom skins that use patterns instead of solid colors. It's still in the current final game.
- All of the coding for the unused cocoa HUD Element leftover from an early, scrapped mission in Mafia Town was wiped in this build.
- Small tweak to how the player's bubbles are generated while underwater.
- JumpFailRecovery Volumes no longer can hurt the player if they fall into them with invincibility frames.