Latest Releases
December 2009: UDKInstall-2009-12-BETANew UDK features and tools
* DLLBind feature
o This significant feature enables UnrealScript to call functions implemented in Windows DLLs.
o UDK users can now write native C++ code to interface with script.
o “DLLBind” gives users the ability to extend the functionality of UDK.
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http://udn.epicgames.com/Three/DLLBind.html * Material vertex shader control
o Offset static mesh vertices from within the material using world position, vertex colors and “WindDirectionAndSpeed” data.
+ Artists can now modify vertex world position in the material editor, which allows arbitrary deformation effects and custom ambient animation for different types of objects.
+ “WindDirectionAndSpeed” is useful for obtaining wind parameters from any wind actors placed in the level, which can be changed at runtime.
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http://udn.epicgames.com/Three/WorldPositionOffset.html * New visual-only “InteractiveFoliageActor”
o Simulate a spring based on input touch and damage forces.
+ Walk through tall grass and bushes, which will be pushed out of your way and then sway back when you stop pushing them.
+ Weapon projectile and explosion damage will also apply forces to the foliage actor.
o Extremely low performance impact; costs nearly the same as a static mesh and therefore can be used extensively.
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http://udn.epicgames.com/Three/InteractiveFoliageActor.html + Includes example videos for explosions, walking through fields and advanced foliage animations.
* New Unreal Editor features
o UDK users can now import 32-bit BMP images.
o View original, displayed, and effective texture resolution in the new Texture Info panel.
o Check out the many other editor upgrades here
* Navigation mesh additions
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http://udn.epicgames.com/Three/NavigationMeshTechnicalGuide.html o
http://udn.epicgames.com/Three/NavMeshManualCreation.html o Added new path debugging tool.
+
http://udn.epicgames.com/Three/NavigationMeshPathDebugging.html o Build only selected pylons at a time for faster iteration and rapid partial map rebuilds.
+ The option is called “bDontBuildThisPylon” and is listed in the advanced category.
o
http://udn.epicgames.com/Three/NavMeshConstraintsAndGoalEvaluators.html * ActorX has been updated to support 3ds Max 2010!
o UDK users using 3ds Max 2010 can now export skeletal meshes and animations to binary file formats that the Unreal Editor can import using the ActorX plugin.
o Find it in the /Binaries/Tools/ActorX directory.
* Custom lighting and transmission improvements
o Custom lighting can emulate Phong for two-sided materials via new “TwoSidedSign” node.
* In-game debugging tool
o "ToggleDebugCamera" now supports selection and shows all materials used by mesh components.
o UDK users can now select meshes at runtime to view what is in front of the player.
* Translucent sorting features
o New translucent hair custom triangle sort-order editing mode now available.
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http://udn.epicgames.com/Three/TranslucentHairSorting.html Improved UDK Features and Tools
* Level Browser improvements
o New tagging and filtering system with keywords makes searching levels easier than ever before.
o Persistent level actors can now be easily hidden or shown.
o New "PIE Only Visible Levels" toolbar toggle limits which levels get loaded in PIE to only levels that are currently visible.
o New “Lock/Unlock/Hide/Show” settings for all levels via right mouse button (RMB) are now available.
o New "Find in Content Browser" option has been added to the Level Browser.
* Unreal Kismet upgrades
o Kismet editor now has navigation history. Handy “Back” and “Forward” buttons make it easy to toggle between actions in the history log.
o Dropping Kismet nodes down on top of ports now auto-wires the node.
o New "Select in Level" option to Kismet right-click menu is now available.
* Particle improvements
o New camera-facing options for mesh emitters will override “AxisLock” settings.
* Unreal Lightmass
o Scene data exported to Lightmass is now compressed.
+ Reduces disk usage and network bandwidth.
+ Increases speed of Lightmass startup.
* Mesh Paint Tool
o Interpolating actors (InterpActors) can now be painted on in level viewports using the “Mesh Paint” tool.
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http://udn.epicgames.com/Three/MeshPaintReference.html * Animation
o Support for post-physics skeletal control is now available.
o Movie tutorial for animation pipeline
* Miscellaneous editor improvements and fixes
o Greatly improved “Convert Light” tool now supports all light types. Simply right-click on lights in the level viewport to convert them to other types of light.
o New material for geometry mode editing makes it much easier to align volumes and BSP in the world: New Geometry Mode Texture
o AnimSet Editor log spew has been fixed.
o UDK users can now build old UE3 lighting on SM2 cards.
* BSP and "Accept Lights" change
o Lights no longer "bleed" through BSP corners.
New and Supplementary UDK Documentation
* Over 170 new video tutorials
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http://udn.epicgames.com/Three/VideoTutorials.html * Taking better photos for source material
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http://udn.epicgames.com/Three/TakingBetterPhotosForTextures.html * Using UnrealScript structs
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http://udn.epicgames.com/Three/UnrealScriptStructs.html * Animation documentation
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http://udn.epicgames.com/Three/AnimationOverview.html o
http://udn.epicgames.com/Three/ImportingAnimationsTutorial.html o
http://udn.epicgames.com/Three/UsingSkeletalControllers.html o
http://udn.epicgames.com/Three/RootMotion.html o
http://udn.epicgames.com/Three/AnimationNodes.html o
http://udn.epicgames.com/Three/AnimSetEditorUserGuide.html