Author Topic: Unreal Development Kit Beta Installer May 2010 available  (Read 2369 times)

0 Members and 1 Guest are viewing this topic.

Stefan

  • Global Moderator
  • Hero Member

  • Offline
  • *****

  • 2912
    • View Profile
Unreal Development Kit Beta Installer May 2010 available
« on: May 25, 2010, 04:22:17 PM »
Quote
Many notable additions and improvements are included with this month’s beta release:
§ Scaleform GFX user interface solution now available!
§ Steam is now the default online distribution system.
§ Make more beautiful games with light shafts, exponential height fog, color grading and many other new technological advances.
§ Save time and enjoy better performance with dozens of engine upgrades.
Scaleform GFx (screenshot)
· Scaleform is now supported in UnrealEd and in-game! (watch video)
· Supports
o UI screens
o Dynamic interaction via UnrealScript or Kismet
o SWFs playing into dynamic render targets
· GFx version of UDK HUD, scoreboard and pause menu now fully functional
· Added example Adobe Flash Studio files to UDKGame/Flash/example/...
o Controller input setup for GFx movies
o Basic scene using Scaleform CLIK components to create a UI
o Files: http://udn.epicgames.com/Three/Scaleform.html#UDK Example UI Files
· New GFx import path
o Textures used by SWF movies imported from original art
o Current import path is not final; subject to change!
o More details: http://udn.epicgames.com/Three/Scaleform.html#Importing Pipeline
· Started implementing localization for GFx menus
· Additional documentation: http://udn.epicgames.com/Three/Scaleform.html
Steam
· Steam is now the default OnlineSubsystem for UDKGame Win32
· Steam now handles friends, matchmaking and server browsing in the UDK
Light Shafts (screenshot)
· Point Lights are now supported
· Added Bloom Threshold and BloomTint properties
· Documentation: http://udn.epicgames.com/Three/ContentBlog.html#Light Shafts
Exponential Height Fog (screenshot)
· New kind of global fog with density that decreases with height
· Never creates a hard line (unlike standard fog); supports one layer
· Can specify both "towards the light" and "away from the light" colors
· Rendering cost similar to two layers of constant density height fog
· Can now use different colors for the hemisphere facing the light and vice versa
Color Grading Blending (screenshot)
· Can now blend between different color LUTs on different post process volumes!
· Documentation: http://udn.epicgames.com/Three/ColorGrading.html
Editor
· UDK now supports running 64-bit binaries for the editor
· Added ‘search by object’ type to Kismet
· New mesh emitter camera facing option: "Apply Particle Rotation As Spin"
· Editor now shows up in system tray while starting up (and Alt+Tab works!)
· Can now capture content browser thumbnails from PIE viewports
· Added ability to tint editor icons similar to Point Lights
· PNGs can now be imported as textures; RGB and RGBA formats are supported
· Viewports
o New Alt+F/G/H/J shortcuts to switch between viewport types
o Greatly reduced the time it takes for volume visibility updates
Installer
· Now being localized for
o INT - English
o FRA - French
o ITA - Italian
o DEU - German
o ESN - European Spanish
o ESM - Latin American Spanish
o RUS - Russian
o HUN - Hungarian
o CZE - Czech
o SLO - Slovakian
o POL - Polish
o JPN - Japanese
o CHN - Simplified Chinese
o KOR - Korean
Editor Fixes
· Materials can no longer be placed as decals unless the decal usage flag is set
· Fixed fog volumes being created when dropping materials sometimes
· Fixed support for non-standard languages
FBX Importer
· Added support for rigid animation!
· FBX import settings are now remembered between sessions
· Importer will detect the type of asset to import by peeking at the FBX file
· New import option to override naming of imported assets
· Textures can now be imported (with or without a material being created)
· The FBX import dialog has been improved
· Updated to the latest FBX SDK (2011.2)
· Can now re-import skeletal meshes from FBX files
· Fixed smoothing group warning dialog spam on mesh import
UDKGame
· Scaleform / UI
o Added (prototype) Scaleform-based front end and HUD to UDKGame
o Added GFx example content to ExampleMap
o Scaleform implementations of HUD, Pause Menu, Scoreboard
· Code clean-up
o Moved UT-specific functionality from Weapon to UTWeapon.
o Moved HUDIcons and HUDCoords properties from UDKVehicleBase to UTVehicle
o Cleaned up UDK default engine.inis down to two
o Moved DeathTime from UDKPawn to UTPawn
o Removed unused UDKPawn property LookYaw
o Removed PlayFiringSound() call from Weapon.FireAmmunition() (not implemented for any game except UTGame)
o Moved bio death material effect system from UDKPawn to UTPawn
· Enabled tone mapping and color grading support to UDK
o Enabled by default now so all scenes will receive contrast-enhancing tone mapping
· Misc
o Changed input handling of controller demo to not recurse, therefore stopping the CLIK button from swallowing the GAMEPAD_A event
o Spawn player as spectator if ?causeevent=flythrough is passed on the commandline
o Set bFixedPlayerStart=true, bForceRespawn=true, and bQuickStat=true if ?causeevent=flythrough is passed on the commandline
Swarm
· Fixed several issues related to version numbers and matching Agents to Jobs
· Change usage of "localhost" to using the localhost IP address (127.0.0.1) instead
Gameplay Profiler
· Replacing old UE2 ueScriptProfiler
· Adds ability to drill into actor and component tick
· Documentation: http://udn.epicgames.com/Three/GameplayProfiler.html
Attachment Editor
· Draw bone/socket label on connector for actors attached to skeletal meshes
· Allow nodes to be manually moved around
· Allow attachments to be made in a more 'Kismet like' way
NavMesh
· Lots of runtime navmesh optimizations (mostly related to dynamic submesh builds)
o Huge speed gains
AnimSet Viewer
· Added copy and paste animations to the AnimSet browser
· New options for calculating Bone Break
o Default: Both meshes have to influence to use rigid
o Auto Detect Rigid: Detects rigid when soft body misses the weight
o Alternate weight preferred: Second weight has more priority
· Added "Delete selected bone weighting" option
· "Toggle Mesh Weights" option
o Displayed if there is a valid set of weights for the current LOD
o Otherwise, the option is disabled
· Added info to display chunks/sections when swapping vertex weights
Max Quality Mode
· Added MaxQualityMode option for taking high-resolution screenshots
· Increases texture res and shadow quality regardless of performance
Property Multi-Select and Cut-Paste
· Control-Click on properties to add to selection
· Control-C, Control-V or right click to copy and paste!
Lighting Changes
· Improved unbuilt lighting performance
· Changed bUseBooleanEnvironmentShadowing to default to TRUE for best performance
o Light environments will not receive dynamic shadows from the static environment unless bUseBooleanEnvironmentShadowing is changed back to false!
· Primitives with bShadowIndirectOnly=true no longer cast dynamic shadows
· Added bForceNoPrecomputedLighting to WorldInfo, allowing maps with fully dynamic lighting to skip time-consuming light building during a full rebuild
· Hid light environment settings that are rarely used, edge cases, or only set by gameplay code to simplify the interface
Scene Capture Optimizations
· 'Max View Distance Override': Set a culling distance for objects rendered into the reflection
· 'Skip Update If Owner Occluded': Skip rendering to the scene capture entirely if it's not going to be visible
· 'Skip Rendering Depth Prepass': Controls whether a depth prepass is performed when rendering the scene capture
· Capture will be culled if last-bound time of the render target texture is more than a second ago
Rendering
· Added map check warning for large shadow casters unless they have bAcceptsDynamicDominantLightShadows=false
· New mesh emitter camera facing option: bApplyParticleRotationAsSpin
· Changed bRenderAsVelocity to default to TRUE for RadialBlurComponents as they are much faster to render this way
· Mesh area lights now affect dynamic objects!
o UE3 creates a spotlight at the center of the emissive area which is applied to dynamic objects
· Added a new volume type: LightmassCharacterIndirectDetailVolume
o Lightmass generates higher density indirect character lighting samples inside these volumes
o Useful for sections where characters are not over static ground, e.g., elevators
· Using down-sampled scene texture for depth of field, bloom and motion blur http://epicwiki.epicgames.net/display/UEWiki/DOF+and+Bloom
UDN Documentation
· New
o http://udn.epicgames.com/Three/CharactersTechnicalGuide.html
o http://udn.epicgames.com/Three/GameplayProfiler.html
o http://udn.epicgames.com/Three/Scaleform.html
o http://udn.epicgames.com/Three/Steam.html
o http://udn.epicgames.com/Three/UDKCustomCharacters.html
o http://udn.epicgames.com/Three/UsingUDKWithQuadro.html
o http://udn.epicgames.com/Three/VisualizeTexture.html
· Updated
o http://udn.epicgames.com/Three/AnimationNodes.html
o http://udn.epicgames.com/Three/AssetConsolidationTool.html
o http://udn.epicgames.com/Three/BulkImport.html
o http://udn.epicgames.com/Three/ColorGrading.html
o http://udn.epicgames.com/Three/CommandLineArguments.html
o http://udn.epicgames.com/Three/ConfigSavegameSystem.html
o http://udn.epicgames.com/Three/ConsoleCommands.html
o http://udn.epicgames.com/Three/ContentBlog.html
o http://udn.epicgames.com/Three/ContentBrowserDatabase.html
o http://udn.epicgames.com/Three/ContentCooking.html
o http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
o http://udn.epicgames.com/Three/DevelopmentKitFirstScriptProject.html
o http://udn.epicgames.com/Three/DevelopmentKitHome.html
o http://udn.epicgames.com/Three/DistanceFieldShadows.html
o http://udn.epicgames.com/Three/DLLBind.html
o http://udn.epicgames.com/Three/DominantLights.html
o http://udn.epicgames.com/Three/ExecFunctions.html
o http://udn.epicgames.com/Three/GameStateReplication.html
o http://udn.epicgames.com/Three/GammaCorrection.html
o http://udn.epicgames.com/Three/KismetExamples.html
o http://udn.epicgames.com/Three/LevelOptimization.html
o http://udn.epicgames.com/Three/MaterialsCompendium.html
o http://udn.epicgames.com/Three/PerformanceDebugging.html
o http://udn.epicgames.com/Three/ShaderModel2Fallback.html
o http://udn.epicgames.com/Three/StatsDescriptions.html
o http://udn.epicgames.com/Three/UDKCommunityLinks.html
o http://udn.epicgames.com/Three/UDKContentCreationHome.html
o http://udn.epicgames.com/Three/UDKLevelCreationHome.html
o http://udn.epicgames.com/Three/UDKProgrammingHome.html
o http://udn.epicgames.com/Three/UIEditorUserGuide.html
o http://udn.epicgames.com/Three/UnrealFrontend.html
o http://udn.epicgames.com/Three/UnrealScriptReference.html
o http://udn.epicgames.com/Three/VideoTutorials.html
o http://udn.epicgames.com/Three/ViewModes.html
o http://udn.epicgames.com/Three/WorldPositionOffset.html

Warnings
· Exporting TGAs is temporarily broken and results in weird interlaced images
Upcoming changes (as of the next UDK build)
· SM2 support will be removed

Additional notes, code samples and more are available at the Unreal Developer Network (UDN):
http://udn.epicgames.com/Three/DevelopmentKitHome.html

Community links:
UDK LinkedIn user group: www.linkedin.com/groups?gid=2493123
UDK on Facebook: www.facebook.com/pages/UDK/183744733429
Epic Games on Twitter: www.twitter.com/EpicGames