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UDK April 2011 Released

polycounter lvl 16
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Oniram polycounter lvl 16
just thought id share this with everyone.. even tho most people were bound to find this out soon anyway. (if you dont already know) :D


April Beta Upgrade Notes

Unreal Editor

* Unreal Content Browser now has an option to generate private collections containing the resources a specific asset references.

Generate Resource Collection

* You can now look at an object against a character using the ‘preview player height’ preview feature ("\" key). This enables users to visualize a predefined mesh in a level without having to add it to the world.

Preview Player Height

* Organize your favorite properties any way you want using the up and down arrows.

Organize Favorites

* It is now possible to view each channel individually in the texture viewer.

Texture Preview

* There are new buttons to toggle desaturation and the checkerboard pattern for transparent textures.
* Previewer padding is now adjustable as well.

Unreal Cascade

* The new particle collision module, CollisionActor, lets you pick specific actors to collide against.
* A new option to particle ‘LocationSkelVertSurface’ module allows for optionally specifying materials that limit spawning.
* A new option enables converting particle modules to their seeded equivalents if available.
* Cascade now has an optional display of approximate memory the particle system will use.

Particle Data
+ ‘Template’ is the memory the particle system template uses.
+ Instance’ is the memory each particle system instance uses.

Unreal Matinee

* Matinee has a new preset group for lighting. Adding a new lighting group adds tracks for movement, brightness, color and radius.
* A new ‘Move to end of track’ option moves the timeline to the end of the currently selected track.
* The AI Group in Matinee has been fixed so that no custom animation can overwrite current Matinee-driven animation.

Unreal Kismet

* New keyboard shortcuts for are now available for Kismet.
o ‘Ctrl-Shift-A’ selects matching actions and variables of the current selection within the active sequence.
o ‘Ctrl-A’ selects all sequence objects within the active sequence.
* The Kismet level sequences browser should no longer constantly close itself.
* When making a new comment box around a selection, the size of the box now fits properly around the selection.

Unreal Landscape

* Added ‘Flatten’ tool to the Landscape Editor.
* Landscape now has DX11 support!

Autodesk FBX

* Static meshes can be exported to FBX via Unreal Content Browser (vertex colors and UVs are exported as well).
* Whole levels or selected actors, including BSP, can be exported to FBX with world position.
* Fixed not being able to export lightmaps as FBX via the static mesh editor.
* Material auto-assignment now works for material instance constants.

Other Improvements

* Drag and drop of materials with multiple static meshes selected now applies the material to all selected meshes.
* Floating viewport configurations are now saved between editor sessions.
* Better undo and redo support has been added to the Sound Cue Editor.
* Custom triangle sorting information should now be retained when re-importing a skeletal mesh.
* The ‘SkinXX’ syntax for material order should now work correctly for meshes.
* When using mesh paint, paint and erase should now influence the same vertices.
* Importing a mesh over another one no longer erases material assignments.
* There is new a ‘Copy to clipboard’ option in the materials section of the actor right-click menu.
* ‘Brush edges’ is easier to select in the perspective viewport while in geometry mode.
* UDK has been updated to FaceFX version 1.7.4.0.
* You can now toggle SSAO and visualize SSAO from the editor, as well as by using the 'show' console command.
* There are new ‘Snap Constraint To Bone’ and ‘Snap All Constraints To Bone’ buttons in UnrealPhAT Editor Rendering.

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