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November 2011 is finally out

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claydough polycounter lvl 10
with only a few days of nov to spare :)!
Epic Games Releases November 2011 Unreal Development Kit Beta

Epic Games, Inc. has released the November 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more. The latest beta is available now at www.udk.com/download.

UDK Showcase: Waves
showcase-waves-3.jpg
This month’s showcase features the breakout indie game developed by Squid in a Box, which delivers addictive gameplay peppered with a confetti of striking visuals. To celebrate the arena shooter’s launch on Steam, we sat down with CEO Robert Hale to talk about his years spent making games and the decision to go with UDK. Read more.
We have showcases of some of the most outstanding UDK projects at www.udk.com/showcase and www.unrealengine.com/showcase. Also be sure to check out the Works in Progress and the Released Projects forums.

November UDK Beta Upgrade Notes



Scaleform 4 Upgrade
Nov2011-Scaleform4.png


Unreal Landscape and Foliage
  • Landscape flatten tool tool is enhanced with a flatten to slope option
    Nov2011-Landscape_SlopeFlattenTool.png
  • New Clay Brush makes sculpting of landscape vertex data much quicker and easier
    Nov2011-ClayBrush.png
  • Foliage scale axis locking allows for variable Z scale but uniform XY scale, plus z-offset settings
    Nov2011-Foliage_lockScale.png
  • New reimport Heightmap / layer button for each layer
    Nov2011-ReimportLayer.png
  • Updated Unreal Landscape documentation with info on new layer nodes
  • Updated foliage documentation with info on new features
  • Foliage now follows base component on copy/paste/move/rotate/move-to-level
  • Much improved brush painting behavior for both vertex and layers in regular (non-clay) mode. Repainting the same area no longer causes artifacts
  • Changed the regular paint tool behavior so that painting over the same area requires multiple brush strokes. The functionality is now consistent with Zbrush and prevent artifacts


Editor
  • You can now export skeletal meshes and animations from the editor, enabling bi-directional cinematic workflow
  • Added the ability to adjust sound class volume levels from a matinee track
  • The content browser's 'Packages' view now returns to previously active view (hierarchical or flattened) when filter is cleared
  • Added support for turning off startup movies and toggling cinematic mode for matinee movie captures


iOS
  • High level Twitter UnrealScript-accessible support has been added
    • You can now show the iOS 5 Tweet UI and optionally attach a local .png image and/or a URL, making use of the single-sign-on Twitter account(s) in iOS 5
    • You can also submit a generic Twitter request (i.e., get the local user’s followers)
    • Implemented for iOS 5
  • Added ADPCM sound encoding support


Mac OS X feature parity work
  • Additions and upgrades
    • Added support for "Maximize" button
    • Added full support for vertex texture fetch
    • Minor PhysX library update, addressing some rare crashes, and adding "quickload" extension support
    • Support for loops and secondary color attribute during shader generation
  • Fixed issues
    • Instanced drawing now on full parity with PC
    • Light shafts now render properly and have full visual parity with PC
    • Full-screen rendering and MSAA
    • Inconsistent lens flares compared to PC
    • Inconsistencies with anisotropic filtering between PC and Mac
    • Shadows from spotlight on dynamic / skeletal meshes


New and Updated UDN Pages

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  • Zipfinator
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    Zipfinator polycounter lvl 9
    Doesn't seem like there was much in the update, but I'm happy that they're putting more work into the landscape and foliage systems which I've been using quite a bit lately.
  • m4dcow
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    m4dcow interpolator
    They fixed importing of explicit normals which was broken in the September and October builds, but no mention in the updates.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    m4dcow wrote: »
    They fixed importing of explicit normals which was broken in the September and October builds, but no mention in the updates.

    That was broken? I'm using the October build and I imported some explicit normals a few days ago fine I believe.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    AS3 in Scaleform! Had a terrible time trying to code UI stuff in as2 with all the timeline nonsense.
  • m4dcow
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    m4dcow interpolator
    Zipfinator wrote: »
    That was broken? I'm using the October build and I imported some explicit normals a few days ago fine I believe.

    September and October got rid of the option of calling it explicit normals, and had "Import Tangents" instead, which did nothing for me.

    November version restored the explicit normals option which now works for me.

    In the Docs they also added a note that says they have been using FBX2012 since September, but I used the FBX2012 to export my meshes anyway.

    I reported my issue on the UDK forum and another dude confirmed it, so I'm pretty sure it existed. It was really noticeable in my meshes which was why I could tell it was screwed up instantly, so maybe you didn't notice it.
  • odd_enough
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    odd_enough polycounter lvl 9
    I heard some people complaining that it was broken as well, but I'm on the October build, and it definitely still works for me. Not sure why there seems to be varying results.
  • SirCalalot
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    SirCalalot polycounter lvl 10
    The Landscape 'Clay Brush' and 'Foliage scale axis locking' are nice additions :)

    It was so annoying how rough the landscapes looked after painting, meaning that the Smooth brush was a necessity rather than a choice.
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