Epic released their October UDK Beta so head on in for all the juicy details. This one is a doozy!
Epic's October UDK Beta is out and there is a plethora of updates. Check out the release note for full details, or skim what we've pasted for you below. If it has features you're after, head on over to their download page and grab it.
Rendering
- Foliage volumes and terrain foliage were removed.
 
- There is a new adjustable tonemapper with a more linear curve.
 
- ImageGrain and Color LUT (ColorGrading) in Post-Processing can now be used even without a tonemapper.
 

 
Motion Blur
- MotionBlurSkinning has been improved both in terms of  memory footprint and performance.
 
- Skeletal meshes now support per-bone motion blur.  This  motion blur is dependent on bone movement, on a per-bone basis.
 
More information: http://udn.epicgames.com/Three/MotionBlur.html

 
Editor
- Tool tips for shortcut keys are now displayed for the main toolbar  buttons.
 
- Support for creating new subtractive levels was removed.
 
- It’s now possible to cancel the autosave process in-editor by  hitting Esc.
 
- Perspective viewports now default to real time. Disable this via  preferences.
 
- WASD keys controlling movement can now be used without holding  right mouse.
 
- There are new hotkeys for hiding actors:
- H:  Hides the selected actors.
 
- Shift+H: Hides the unselected actors.
 
- Ctrl+H: Unhides all the actors.
 
 
- Unlock and show mouse cursor while in PIE or PIV using Shift+F1.
 
- The PIE  and PIV icons are now more distinct.
 
- A separate 'Play' menu has been created; the 'Play Level' button has  been moved to this new menu.
 
- The ability to visualize static mesh edges has been added to the  static mesh editor.
 
- The ability to accidentally right-click or middle-click on transform  gizmos has been removed.
 
- Mesh painting has been improved:
- The mesh paint tool now supports flood fill.
 
- The mesh paint tool can now push vertex color from an instance to  the mesh.
 
- The mesh paint tool now supports multi-select.
 
 
- This build includes code to fix up static mesh objects with zero  triangle elements.
- Map check warnings indicating StaticMeshes with zero  triangle  element can be fixed in the static mesh editor using the  'Mesh --> Remove  elements with zero triangles' option.
 
- Map check warnings indicating StaticMesh instances  that contain  mismatches between their materials override array and the  source mesh elements.
 
 
 
                    
                 
            
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