UDK May update has landed. Hit the flip for the deets.
You can get the update at the normal place; the official UDK website or more specifically the May update page as well. Not the largest update, but there's at least one feature I could use personally in my day job. Below is a cut and paste for the newsletter update for those that like to read such things:
May Beta Upgrade Notes
Unreal Editor
- You can now select multiple actors and transform them as a group!
- http://udn.epicgames.com/Three/ActorGrouping.html
- In light of the new actor grouping system, the old grouping system and group browser have been renamed to Layers.
- The ability to toggle the visibility of specific in-editor sprite categories has been added.
- Unreal Landscape now automatically performs LOD-independent lighting without artist input.
- The editor now allows packages to be auto-checked in along with maps.
Unreal Kismet
- Easily find and add named variables to your Kismet using the new "Named Variables" right-click sub-menu.
- You can now copy and paste vertex colors when painting meshes.
Other Improvements
- AnimSets can now be edited as a group from Unreal Content Browser.
- Skeletal mesh import time has been drastically decreased.
- Skeletal mesh compression is now per LOD, not per mesh.
- Skeletal mesh actors can now be converted to SkeletalMeshCinematicActors without losing data.
- It is now possible to view different UV channels in the Static Mesh Viewer without changing the Unreal Lightmass UV coordinate index.
- The UV previewer in the Static Mesh Editor now defaults to LightmapCoordinateIndex channel when possible.
- Unreal Cascade allows the removal of duplicate modules from the system via the Particle Systems context menu's "Remove Duplicate Modules" entry.
[r13 edit: OMG I want this now.]
Replies
^ this
Pretty nifty
"- It is now possible to view different UV channels in the Static Mesh Viewer without changing the Unreal Lightmass UV coordinate index."
Happy day. Best change up there. I hated having to rebuild lights just because I wanted to check the UVs of a mesh.