Epic Games Releases October 2011 Unreal Development Kit Beta

unreal_devkit2011

Epic Games, Inc. has released the October 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

unreal_devkit2011

Epic is committed to providing the Unreal Engine community with regular software releases at no charge, and the latest beta is available now at www.udk.com/download

October 2011 UDK Beta Upgrade Notes

iOS

  • God rays and shadows support added on iOS
  • Facebook
    • Added dialog support for creating wall posts
    • Added friends list download support
    • Added support to request additional permissions from a user
  • Input changes
    • Added support for tilt/touch outside of MobilePlayerInput, moved support up to Input/PlayerInput (MobileInputZone handling is still in MobilePlayerInput)
    • Added Kismet events for generic key/axis input (for key presses and mouse/tilt)
    • Added a new Kismet event for touch handling
    • SeqEvent_MobileMotion/MobileRawInput still work, but they are now marked with [Old]
    • Added aTouch and aBackTouch axes to PlayerInput.uc, so script code can get touch events easily

Foliage Settings Paint Tool

  • Added a new paint tool for applying settings to foliage quickly and easily!
  • The following foliage settings can be painted:
    • Slope alignment, randomized angle and scale settings
    • Cull instances based new on slope, height or landscape layer criteria
    • Minimum radius between foliage instances
    • General density of foliage instances (add new foliage, or thin out areas)

New Unreal Landscape and Foliage Features

  • Paint tool: Added feature to paint layer weights to a certain fixed weight amount, with stroke history to handle falloff for overlapping strokes
  • Flatten tool: Changed behavior for painting layers to be the same as when painting heights
  • Noise tool: Added painting to a specified noise value and scale
  • LandscapeLayerBlend node now supports order-independent height-based blends between layers
  • Added dialog to the move-to-level tool to allow the user to move shared resources (material, layers) out of the persistent level into a shared package
  • Prevented painting on landscapes in locked and hidden levels
  • Component tool now considers brush size
  • Added a landscape info panel to UI, with component count, size, etc.

Other Improvements

  • Unreal Editor
    • Matinee recorder now works in DX11 mode
    • Static mesh LOD now works on InstancedStaticMeshComponents used for foliage
    • Unreal Kismet: Added a debugger callstack window
    • Added hotkeys Ctrl+G for grouping, Shift+G for ungrouping and Ctrl+Shift+G for group mode toggle
    • Added options in the Tools menu to Lock/Unlock read-only levels so they can’t accidentally be modified
    • Node connections can now be moved from node to node or connector to connector by dragging a connection between to ‘like’ (input/input or output/output) connectors in the Material Editor
    • “Copy TranslationBoneNames to Selected AnimSet” now copies to all the selected animsets, not just the first one selected
    • Added new confirmation prompt when placing Actors into hidden levels
    • Objects added to Layers now have their visibility updated immediately
  • FBX
    • Fixed morph targets not importing when using “T0 as Ref Pose” option
    • Fixed Matinee cameras importing with wrong orientation
    • BSP surfaces can now be selectively exported
    • Added subtractive brush export support
  • Particles
    • Added a new option to ribbon particle emitters that, when enabled, will spawn a particle as soon as the emitter begins to move
    • Added MacroUV override to the particle emitter’s Required Module so that it can now be applied on a per emitter basis
  • Misc
    • Settings are now saved in UnrealFrontend any time a setting is changed
    • Flurry analytics implementation for game stats added
    • Audio feature: Ability to add EQ presets to a Volume similar to the Reverb Volumes Paint tool

 

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