Home Unreal Engine

August UDK release

Gilgamesh
polycounter lvl 12
Offline / Send Message
Gilgamesh polycounter lvl 12
August 2011 UDK Beta Upgrade Notes

New Movie Capture System

  • Integrated Matinee and in game movie capture
    • Matinees can be captured to AVI via a new button on the Matinee toolbar
    • A running game can be captured to AVI via the console commands "StartMovieCapture" and "StopMovieCapture"
Material Functions

  • Material Functions allow snippets of material graphs to be saved separately and shared between multiple materials
    • Functions can be exposed to the function library, which is a new categorized window in the material editor
    • Many new material functions have been added to the engine's function library
Material Editor Improvements

  • An improved error display listing the error node type and highlighting the offending node in red
  • Now supports marking by shift clicking connectors, which allows making connections across large materials without dragging
  • Landscape shader compiler time improvements in the material editor
    • In a test case, compilation time was 2.25 times faster
Culling Foliage Instances Based on Distance

  • New "StartCullDistance" and "EndCullDistance" parameters for culling foliage instances based on distance
    • At "EndCullDistance", entire clusters of instances are coarsely culled using "MaxDrawDistance"
    • From "StartCullDistance" a per-instance opacity value from 1-0 is generated in vertex color alpha, for use by the material to fade out the foliage
Adaptive Tessellation

  • Users can now dynamically tessellate meshes based on screen space size
Editor Improvements

  • New slider for Alpha in the Mesh Paint dialog
  • Improved Editor Startup
    • Greatly improved editor startup times due to faster Game Asset Database downloads
    • No longer steals keyboard focus when starting up
    • Shows better status information while starting up
  • New "Cancel" button to the Slow Tasks and progress dialogs
  • You can now select all Actors referenced by Kismet in All Levels
  • New ability to set and jump to bookmarks to the editor viewport and Kismet toolbar dropdowns.
  • Improved foliage window scrolling behavior - only the mesh list scrolls, with the painting parameters fixed
  • LOD UV settings in the Static Mesh Editor are now maintained after importing a new LOD
  • SpeedTrees can now be placed while in StaticMesh mode
  • "Undo" and "redo" are now supported for changes to the DrawScale boxes on the status bar below editor viewports
  • New option in editor preferences menu that, when enabled, causes BSP to auto-update after modifying a brush
    • This option is also togglable through the "Alt+Ctrl+U" keyboard shortcut
    • Geometry should still be rebuilt prior to playing the level
Unreal Matinee Improvements

  • Users can now name Matinee director tracks, and optionally display these names in the game viewport
  • Now includes an Export Animation Track Info option. This exports the director track and animation sequences along with all keyframe data to a simple text file.
Other Improvements

  • Unreal Cascade
    • New "WarmupTickTime" member allows users to specify update time for the warmup ticks
    • New Initial World Offset Particle Module includes seeded and not seeded versions
    • Support for 'Color' instance parameters when retrieving particle parameters via "GetColorParameter"
    • Auto-activated particles are no longer reset when resetting all particles in a level
    • Set particle velocity from movement generated by the orbit module
    • Mobile: Removed forcibly setting particle system LOD levels to the lowest detail
  • AnimSet Viewer
    • New FoV slider (fully settable range 5 - 170), FoV reset button, and FoV viewport info
    • New drop-downs in toolbar enable viewing specific chunks and sections of a skeletal mesh
    • Removing prefix from selected AnimSequence now supported
  • iCloud document saving for iOS is now supported
  • Using alternate bone weights in SkeletalMeshes simplified using Simplygon now supported
  • Material vertex shaders now support local to world transform translation
  • The SkinXX syntax for SkeletalMeshes is now supported in the FBX pipeline with or without materials

Replies

Sign In or Register to comment.