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  1. #1
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    Default April UDK Beta Released

    The UDK licensing site is now open! Signing up as a commercial UDK developer is a very simple process that takes little time to complete. Anyone can purchase a UDK commercial license through www.udk.com/licensing.

    Please be aware that the UDN website updates overnight (US) and some pages may not yet be available.

    Many notable additions and improvements are included with this month’s release:

    • Unreal Engine 3’s new procedural building system enables users to very quickly create and edit good looking city buildings.
    • UTGame, the example game content included with UDK, has fully transitioned to UDKGame. All content included with UDK (except for skeletal meshes) can now be used by commercial UDK games and applications.
    • Cascaded shadow maps, dynamically shadowed translucency, and improved unbuilt lighting previews have been added to the lighting system.
    • A new map, GDC_FeaturesDemo, is now included with UDK.
    • The perspective viewport now supports depth dependent halos, making wireframe views much easier to read.
    • The new asset consolidation tool provides a simple way within the editor to consolidate multiple assets into one asset.
    • Also included are dozens of upgrades to the Unreal Editor, Unreal Matinee, Unreal Content Browser, and other Unreal Engine systems and tools.

    For the complete list of notes, please visit:
    http://udn.epicgames.com/Three/Devel...radeNotes.html

    April 2010 Beta Upgrade Notes

    • UTGame
      • Renamed to UDKGame
        • All the tools now refer to this game as 'UDKGame'
        • UDK content directory is now named UDKGame, not UTGame.

      • All UTGame native functionality is now either removed, moved to UnrealScript, or moved to UDKBase if more generally useful.
        • This means that the UTGame package can be removed by removing it from the EditPackages and not referencing any classes from it in your maps or ini files.

      • Removed unused UTGame properties and functionality.
      • UDKPawn client update smoothing using mesh translation
        • Controllable via new UDKPawn properties bSmoothNetUpdates, MaxSmoothNetUpdateDist, NoSmoothNetUpdateDist, and SmoothNetUpdateTime.
        • This improves the smoothness of other players’ movement on clients.

      • Improved comments for various UDKBase and UTGame classes (work in progress).
      • Removed obsolete localization files from UDKGame, and added UDKGameUI.int with UDKBase specific localization references.
      • Removed hoverboard towing support.
      • Hint loading system (for loading movies) is no longer hard-coded, and is now useable by other UDK apps.
      • Separated UDK versions of ini files from UTGame specific ini entries, adding new DefaultEditorUDK.ini, DefaultEngineUDKBase.ini, and DefaultGameUDK.ini files.
      • Fixed UDKGame code to spawn dedicated server.





    • Upgrades/Updates


    • Attachment editor
      • 'Delete' now breaks links while still keeping hierarchy intact
      • ALT-click on link now breaks links
      • Double-clicking a node centers the view on that actor
      • Added keyboard shortcuts
        • ALT-A adds selected actors to the attachment editor
        • ALT-C clears all nodes from the attachment editor
        • CTRL-Right selects all nodes below selected nodes

      • Added attachment editor context menu
      • New attachment editor menu command for removing actors from the graph
      • Attachment editor now has more visual cues to show attachment states



    • Content browser


    • New "Source -> Find in Explorer" right click command for assets!
      • This takes you straight to the folder where the source asset lives

    • New "Source -> Open in External Editor" right click command
      • Use this to launch Photoshop, 3ds Max, etc., straight from UnrealEd!

    • New filters in package view for "modified" and "checked out" packages

    • Users can now type multiple packages into Content Browser's package search
    • New drag and drop menu for placing actors! (hold shift key on drop)

    • Consolidation tool can now delete 'root set' objects (with prompt)
    • New "Quarantine Mode" in Content Browser for hiding old or invalid assets


    • Matinee


    • Users can now CTRL + click to toggle selection of keys in the 3D view
    • Restored support for Matinee material parameter tracks modifying multiple materials simultaneously
    • Exporting linear and constant curves is now supported
    • New 'bake-keys-on-import' option in Matinee menu (defaults to 30 fps)
    • Clicking on empty space of a track now selects that track in matinee
    • Improved Matinee material parameter track workflow
    • Better tuning for game controller in Matinee recording viewport
    • Many improvements to camera workflow between Matinee and Maya/3ds Max


    • Nav mesh




    • Other Unreal Editor improvements


    • New toolbar button for toggling "real-time audio"
      • Audio is now completely independent from real-time rendering modes!

    • Sound notifies can now set volume and pitch directly
    • Texture stats browser is now enabled for use!
      • Located in the main browser tab list
      • Helps optimize texture usage in levels

    • Extreme content can now be previewed in AnimSet Editor
    • When duplicating over an existing asset, users can now choose to replace that asset
    • Facade now has param/color 'swatches' (assigned in right click menu)
    • Users can now hold '/' while clicking to place a target point
    • Changed Kismet to not select on mouse-down (makes it easier to pan around)
    • Material editor now draws a red indicator in viewport when previewing nodes
    • Facade: added new "Cycle" rule type!
      • Kind of like an advanced "Repeat" node
      • Cycle through N different outputs, passing along "remainder"

    • Added new map check warning for streaming volumes with no levels associated
    • Users can now hit "Alt+0" to switch to lightmap density view mode
    • Scene manager filter combo box is now sorted alphabetically
    • New "Find Levels..." right click option for streaming volumes!
      • This selects the levels attached to that volume in the level browser

    • New 'FindAssetReferences' commandlet
      • Finds all references of a set of assets in the specified maps

    • Editor's main status bar now displays the "current level"
    • Camera frustums are now shown in ortho views when streaming previs is enabled
    • Added pop up dialog when moving actors between levels (can take awhile!)
    • Background color is now saved with each particle system
    • Sprites are now drawn purple even when "show selection" is off
    • Cascade now has option to 'never warn me again' about removing curves
    • Editor cameras now draw in 'Stat LevelMap' HUD display
    • New "show only different properties" feature for selected objects
      • Enabled using the new setting in the property options drop-down

    • Color picker now supports HDR colors in some places!
      • Create color values beyond 1.0 (with live preview)

    • Static mesh editor now has 'real time' option on tool bar
    • New "node debugging" feature in material editor
      • Right click on expressions and choose Debug
      • 3D preview will then display shader "up to that point"

    • Resized viewport transform widgets
    • Keyboard shortcut for resetting particles is now '/' (shift=all)
    • Performance improvements for lighting builds
    • ColorScaleOverLife now shows up in CurveEditor as a colored curve
    • Added 'Fixup bad/empty elements' option to StaticMeshEditor, removing elements w/ 0 triangles
    • Added range metadata to brush builder properties
    • Vertex color view mode materials now have spline mesh support
    • Added "Find Parent Material" to MaterialInstance context menu


    • Miscellaneous Enhancements


    • Improved crowd system interaction with level streaming, including not spawning agents in areas where the navigation mesh has been streamed out.
    • Changed decal materials to default to having no specular
    • Stats Viewer enhancements (Search, Color Coding, and more)
    • Removed support for legacy shadow volumes
    • Light functions on dominant lights can only be grayscale now



    Additional documentation, 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


    © 2009-2010, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Development Kit, Unreal Editor, Unreal Engine, AnimSet Editor, Unreal Content Browser, Unreal Kismet, Unreal Lightmass, Unreal Matinee and UnrealScript are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are the property of their respective owners.
    ###
    Community Coordinator
    Epic Games, Inc.

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2010
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    45

    Default

    Awesome. I've just spent ages looking into proc buildings - it hasn't gone so well so this is perfect timing. Looking forward to using it.

  3. #3
    Skaarj
    Join Date
    Feb 2010
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    Gamertag: casbitton

    Default

    April is now available on our mirror

    Unreal Development Kit: April 2010 Beta:
    http://games.on.net/file/33753/Unrea...pril_2010_Beta

  4. #4

  5. #5
    MSgt. Shooter Person
    Join Date
    Feb 2010
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    309

    Default

    Damn, have to rewrite a lot of code cause of UTGame to UDKGame changes....a lot of work just to upgrade
    Last edited by InhexSTER; 04-22-2010 at 09:20 AM.

  6. #6
    MSgt. Shooter Person
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    Gamertag: LennardF1989

    Default

    You can download the MyDiff between the March and the April release here:

    MyDiff-March-April.txt

    Enjoy.

  7. #7
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    187

    Default

    Hmm renaming of UTGame has screwed up my project. I tried changing references to UDKGame but I can't seem to get it working (I used this tutorial to create my own project folder and it was working fine until April release).

    Can anyone please post a short/quick guide here about creating own custom game folders?

  8. #8

    Default

    Hello,

    I have just installed UDK April Beta and now I am encountering some problems.

    The material editor is not working anymore. I don't see the primary node and I don't see any expressions I have added. It just shows a grey background. This happens if I create a new material and also if I try to edit a material from my packages and the UDK included materials.

    Furthermore if I look at the details of my materials (from my package) in the content browser, it just shows 0 instructions although there have been instructions in the old UDK version (and still are if I open the same package in old UDK). This just happens to my materials, the UDK materials still show instructions but if I open them, same problem as described above, just grey background, no nodes in the editor.

    anyone the same problem?
    Last edited by DELUXEnized; 05-09-2010 at 05:44 PM. Reason: update

  9. #9

    Default Also no material editor or kistmet - just blank

    When I install I get an error with UE3dRedist.exe
    even though 2005 and 2008 Sp1 Microsoft Visual C++ has already been installed.
    The editor apprently runs ok, apart from the blank editor windows.

    The installation is on Windows XP Sp3 and tried it on Vista and that works.
    But I need it to work on XP ...

    While installing the UDK, the error is something like: VCRedist x86 failed to install.

    [Edit: When installing in XP Sp3 the UDK March 2010 installer kept giving errors about vcredist 2008 ... still, it would run the game editor but the material editor and kistmet show only empty blankness (even if there is content in an opened material etc).

    After installing with the vcredist errror, I went into C:/UDK/UDK-2010-04/Binaries/Windows/ and copied all of its contents straight out to C:
    Then I ran the UE3Redist.exe from C:/ and it worked whereas when it autoran from the UDK installer it didn't work.

    However, besides the fact that now there are no errors when installing, the material editor and kismet windows remain blank, dark grey and depressing.]

    Tom


    Tom
    Last edited by tomacmuni; 05-20-2010 at 01:18 AM. Reason: Found out extra details.


 

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