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  1. #1
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    Default Scaleform UI to be included with UDK! (UPDATED)

    http://www.develop-online.net/news/3...e-free-for-UDK

    We're currently working hard on polishing the Scaleform GFx integration in UE3. Our plan is to use this UI system in the future for all our games. The May UDK build contains a preliminary version of the Scaleform GFx integration, which is still in development. You can start working on your user interface design using Flash editors, as Scaleform GFx is an in-game system for rendering Flash. This is the full version of the Scaleform GFx SDK, but does not include Scaleform Video, is not included in the UE3/UDK bundle, but it is available as a separate add-on for UE3 Source licensees that want integrated Flash Video support. UE3 Source licensees that are interested in Scaleform Video should contact Scaleform directly at: sales@scaleform.com.

    Once this integration is fully functional and tested, we will be phasing out our old UI system. This means at some point this year, UDK will no longer have support for the current UE3 UI system. UDK developers who wish to use an interface based on the current UI system will no longer be able to upgrade to newer UDK builds.

    As mentioned in the press release, the Scaleform GFx UI system will be useable by UDK developers at no additional cost. That means it is free for non-commercial use, and included in the UDK commercial license terms for commercial use. To clarify: UDK users do not pay any additional fees to use Scaleform for commercial or non-commercial projects. The Scaleform GFx license is included at ZERO cost for all UE3 and UDK based applications on all platforms supported by Epic.

    The only additional cost is for Adobe Flash studio, which most professional or even semi-professional users should have as part of the Adobe Creative Suite, which also includes popular tools like Photoshop, Illustrator, After Effects, and Premier. Adobe offers discounted academic versions and there are many other discounted resellers online.

    There are alternative less expensive Flash authoring tools, such as Sothink SWF Quicker at roughly $85:
    http://www.sothink.com/product/swfquicker

    However, Scaleform only provides official support for content produced by the Adobe Flash toolset. That's not to say tools like Sothink won't work, but they are not officially supported.


    Here's an update from the Scaleform development team:

    Quote Originally Posted by biribe View Post
    The latest version of Scaleform GFx 3.2 supports most Flash 8 AS2 functionality. The Unreal docs will outline all the details soon.

    Later this year (Q4 2010), Scaleform GFx 4.0 will be officially released with initial Flash 10 AS3 support. It will have its limitations in terms of the latest Flash 10 and AS3 features, but each new release will continue to be more complete, similar to the way GFx v1.0 - v3.2 continued to support more Flash 8 AS2.

    Scaleform will have alpha and beta versions of GFx 4.0 (AS3) available earlier, but it's Epic's decision on when and which version to integrate into UE3 and UDK. We normally recommend only using beta or final versions for shipping product.

    Scaleform provides a separate integration compatible with UE3 source SDK (not UDK, because it's binary only), which is updated monthly to be compatible to the latest Scaleform GFx beta and final releases. The Scaleform integration supports additional components that are optional and not required for console game developers, but that some may be interested in. Again, it will be outlined in the Unreal docs soon.

    So for now, everyone can use the latest Flash CS3, CS4, or CS5 tools to publish to Flash 8 AS2 format to create stunning front end menus, high performance HUDs, even animated Flash textures on 3D surfaces.
    Video: https://developer.scaleform.com/gdc?lang=en&v=hud

    Scaleform has also added 3Di (3D interface) rendering, which allows you to tilt and rotate any element in 3D using a simple set of ActionScript extensions. The current 3Di rendering via ActionScript is the same as Flash 10's native 3D, which will be supported in GFx 4.0.
    Video: https://developer.scaleform.com/gdc?lang=en&v=3di

    There's even a new Scaleform AMP performance tool that can be used to profile Flash content running inside your Unreal game. Please keep in mind the tool is new and limited in functionality (and may have an issue or two), but we're working hard to make it as useful and powerful as possible. We're eager to hear your feedback on how to make it even better.
    Video: https://developer.scaleform.com/gdc?lang=en&v=amp

    You can visit www.scaleform.com for more information and videos.

    UE3 Source licensees and evaluators should register at www.scaleform.com/register to receive additional Flash/Scaleform support. We have many C++ and Flash experts on staff to help.

    UDK developers will be supported through the UDN community.

    We look forward to working with everyone!

    -- Brendan
    www.scaleform.com
    Last edited by Steve Polge; 05-27-2010 at 09:32 AM.

  2. #2

  3. #3

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    when you say UE3 UI system you mean the HUD as well as the UIScene?

  4. #4
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    Yes, you can use Scaleform to implement your HUD. We'll continue to support the use of Canvas (like UTHUD) for in-game HUDs, but our tests show that the latest version of Scaleform GFx has quite good performance. We'll provide example HUD implementations in UTGame both using the Canvas approach (the current UTHUD) and a new HUD using Flash.

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    To be clear, the Canvas and HUD classes are not going away. UIScene and all those associated classes will be going away.

  6. #6
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    This sounds great. Is the UI datastore system still used with scaleform or is it getting replaced aswell ?

  7. #7
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    Will there be any limitations to GFX in UDK since it's free?

  8. #8
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    When will we have UDK version with Scaleform GFx integrated? in April? in May? or Later?
    Scaleform GFx will soon be free to use on UDK for non-commercial use
    Later this year, users downloading the UDK will also get Scaleform GFx thrown in.
    This can be much later...
    so, What month? How long will we be waiting for it?
    Last edited by _h2o_; 04-15-2010 at 03:21 PM.

  9. #9
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    I think , UI is most most hard part in game design
    UI/ HUD is very important , if , your game UI / HUD is perfect ,your game certain good sales ! but previous , create perfect UI & HUD , your programmer skill must strong !
    my programmer skill is weakness , so UI / HUD is my weakness , I trouble ... how to design beautiful UI / HUD , how to do ???
    I stop design my game , how to create my hud ? I don't want spend so long time to create HUD.
    Now , I find scaleform GFx !!

    Scaleform GFx
    https://developer.scaleform.com/gdc?lang=en

    Oh , I aware my design way is very very wrong !!! !!!
    all game designer is use Scaleform GFx to design HUD , not only UE3 , I am so stupid !!
    why Epic no any Scaleform GFx info ?
    today , I find Scaleform GFx , now , I only use Scaleform GFx !!
    Last edited by stevenchau; 04-15-2010 at 03:34 PM.

  10. #10
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    mhm and how can we download a free version to design the ui ?

  11. #11

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    sorry but one more thing, as you said that we can begin designing out UIs, is there possibly any guidelines that we can get for make the flash part?

  12. #12
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    The datastore system can be used with the GFx integration, but this certainly isn't required.

    At the earliest, we may have the initial Scaleform GFx integration included in the May version of the UDK. We certainly won't have completed all the sample UI implementation we are planning to build for UTGame by that point.

    The GFx implementation in the UDK will be the exact same as what we will be using ourselves and providing to our licensees.

  13. #13
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    Quote Originally Posted by Steve Polge View Post
    The datastore system can be used with the GFx integration, but this certainly isn't required.

    At the earliest, we may have the initial Scaleform GFx integration included in the May version of the UDK. We certainly won't have completed all the sample UI implementation we are planning to build for UTGame by that point.

    The GFx implementation in the UDK will be the exact same as what we will be using ourselves and providing to our licensees.
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  14. #14
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    so, it will actually be possible to create something dynamically, that does not depend on that giant mess of DataStore/DataProvider/etc as well as native code?
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    Quote Originally Posted by Blade[UG] View Post
    so, it will actually be possible to create something dynamically, that does not depend on that giant mess of DataStore/DataProvider/etc as well as native code?
    Yes, that's the plan .

  16. #16
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    If Scaleform GFx provides good UI for inventory and skills system, maybe it has some for save it...
    So, does Scaleform provides any kind of save system?

  17. #17
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    “scalable data-driven Flash UI elements for videos, menuing systems, overlays, HUDs and animated textures directly on 3D objects.”
    Given the bit of the quote that I have bolded above, does that mean it will be possible to have a UI that the player can interact with rendered onto an object in the world? There was a thread concerning this recently, and an earlier one that I posted.

  18. #18

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    UIscene was a disaster, imo. I'm kinda sad to see it go, though.
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  19. #19
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    Just as I'd bothered to learn how to use UIScene, and to avoid some of it's crashes, lol
    Great news, thanks guys.

  20. #20
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    Quote Originally Posted by Steve Polge View Post
    That means it is free for non-commercial use, and included in the UDK commercial license terms for commercial use.
    While I'm otherwise ecstatic, I just want to make sure I understand. Does the above mean if I publish a commercial game, I don't owe anything other than the usual Epic Royalties still? Just want to ensure there's no separate payment owed for the use of the new UI system Thanks Epic, you rule!
    Last edited by danimal'; 04-15-2010 at 06:32 PM.
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  21. #21
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    It is included in the UDK commercial license terms, meaning you don't have to pay them separately.

  22. #22
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    This is just the type of news I wanted to hear after a bad day! Great work as usual!

    Edit: Saying that, I'm sure I heard about this months ago, I went to their website and it all came flooding back, or am I going crazy?
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  23. #23
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    Quote Originally Posted by Steve Polge View Post
    Yes, that's the plan .
    Today was a very sad day for me today, with the death of one of my favorite musicians, but you have managed to put a smile on my face, sir.
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  24. #24
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    Quote Originally Posted by _h2o_ View Post
    If Scaleform GFx provides good UI for inventory and skills system, maybe it has some for save it...
    So, does Scaleform provides any kind of save system?
    ... I don't see how UI would have a save system .. ?
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  25. #25
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    Quote Originally Posted by _h2o_ View Post
    If Scaleform GFx provides good UI for inventory and skills system, maybe it has some for save it...
    So, does Scaleform provides any kind of save system?
    Erm...no? The UI...for an inventory for example...is nothing more than a graphical representation of scripted objects, which reside in the player's scripted inventory. The UI just graphically represents those objects and lets the player interact with them (e.g. use, drop, equip, ...). The UI has nothing to do with the save system...just like the renderer has nothing to do with the audio subsystem in a game engine

    But Scaleform GFx will make it easier to create stunning UIs - both functional and beautiful.

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    This is fantastic news! I have one question:

    Will we be able to develop Flash UI elements for Scaleform with the upcoming software Flash Catalyst? I can post more information on the product if that will help.

  27. #27

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    Does Scaleform work with Adobe flex? Or do you need an additional Adobe Flash license to use it?

  28. #28
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    "free for non-commercial use..."

    Well, screw that, I have to buy enough licenses.

    Will the last UDK version before this integration is made still be made available for those of us on little or no budget?

    EDIT: Nevermind, I missed danimal's post and your response.
    Last edited by BloodReyvyn; 04-16-2010 at 01:11 AM.

  29. #29
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    Quote Originally Posted by Mr Evil View Post
    Given the bit of the quote that I have bolded above, does that mean it will be possible to have a UI that the player can interact with rendered onto an object in the world? There was a thread concerning this recently, and an earlier one that I posted.
    Hell yeah, I'm hoping for it. On the other hand, that's kinda stopping my uscript backend of game from evolving, until it will be released. As there is no point in extending UIScene right now ;]

  30. #30
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    Quote Originally Posted by VeliV View Post
    Does Scaleform work with Adobe flex? Or do you need an additional Adobe Flash license to use it?
    I really doubt it. GFx is Scaleform's own implementation of Flash and ActionScript (2.0). So you most likely won't be able to use Adobe's additional Flash stuff like Flex' runtime.
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  31. #31

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    I think Flash Action Scripting 3.0 is to be supported on the next major release (4.0).
    But as mentioned - Scaleform has to write their own compiler and is only supporting the basic functions. They are then "catching up to Adobe" and implementing what people seem to need. It is already awesome now, and the commercial games using it proves how cool this technology is (even with basic Flash script support).

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    Any information on what we'll get with Scaleform in terms of the related documentation/tutorials, updates, add-ons etc? I was reading the GDC stuff about the 3D UIs, the Scaleform Video etc, and they would be great features to utilize.

  33. #33
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    Quote Originally Posted by Wraiyth View Post
    Any information on what we'll get with Scaleform in terms of the related documentation/tutorials, updates, add-ons etc? I was reading the GDC stuff about the 3D UIs, the Scaleform Video etc, and they would be great features to utilize.
    Patience is the key Wait until UDK + GFx has been released and the tutorials and everything else we need will eventually appear You can't expect stuff like tuts or add-ons for something that's still under development And until UDK ships with GFx integration, GFx and related docs are only available to paying customers of Scaleform afaik.

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    I only ask because the GDC demos showed it integrated with UT3 and they noted that they had actually integrated it with the engine. Whether that was through DLLBind or the partnership has been long running, I'm not sure. I'm only asking becaus the UIScene samples/documentation is good, I'm hoping that even though its a more powerful UI system, the support won't slip for it because its licensed middleware.
    Aside from that, we're just starting to work on a UI design for the game I'm doing, so knowing the exact capabilities (especially in the 3D stuff) would be great to know

  35. #35
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    Quote Originally Posted by Wraiyth View Post
    I only ask because the GDC demos showed it integrated with UT3 and they noted that they had actually integrated it with the engine. Whether that was through DLLBind or the partnership has been long running, I'm not sure. I'm only asking becaus the UIScene samples/documentation is good, I'm hoping that even though its a more powerful UI system, the support won't slip for it because its licensed middleware.
    Aside from that, we're just starting to work on a UI design for the game I'm doing, so knowing the exact capabilities (especially in the 3D stuff) would be great to know
    You mean support for UIScene? Well...the old UI system will eventually be removed and replaced by GFx if I'm not mistaken, so from what I remember that means, that UIScene won't be available from that point on. Anybody...correct me, if I'm wrong

  36. #36
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    If you look through Scaleform's site you'll see that integration is already finished and complete for UE3. Not DLLBind and stuff, really integrated, Kismet nodes etc..

  37. #37
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    Correct, UIScene is being dropped and replaced completely by Scaleform. It's well past it's prime and sorely needed with either a revamp or replacement so thank goodness.

  38. #38

    Thumbs up

    Please upload complete learning to use Scaleform in UDK For all
    thanks for all

  39. #39
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    Quote Originally Posted by vahidhatefi View Post
    Please upload complete learning to use Scaleform in UDK For all
    thanks for all
    Erm...did you read the entire thread? There is no public build of UDK with Scaleform GFx integration at this point. That means, that there's no training material available on how to use UDK's GFx implementation. It has been stated, that we won'tget a UDK build with GFx implementation before May (or even later). I think it's better to wait a bit longer, so the devs have the chance to polish things up a bit and do some more testing. I'd rather like to have a 100% working subsystem with complete reference material (code), than some 98% finished stuff without well-commented code ( we want to understand how it works, don't we)

    Please mates...before asking for tutorials etc...read this thread...completely...thanks :P

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    Quote Originally Posted by Steve Polge View Post
    To be clear, the Canvas and HUD classes are not going away. UIScene and all those associated classes will be going away.
    Whilst I understand this completely, is there a reason the classes are being omitted from future builds? Leaving them in would be handy for legacy support, especially for users who may choose to 'jump up' between builds in future as their requirements change.


 
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