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Thread: June UDK Beta Released

  1. #1

    June UDK Beta Released

    Epic Games Releases June 2010 Unreal Development Kit Beta

    CARY, NC (June 25, 2010) – Epic Games, Inc. today released the June 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides uncompromised access to the award-winning toolset used in blockbuster video games, 3D simulations, digital films and more.
    Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at
    Check out the best UDK games and applications at Our latest featured project is a first-person tower defense game called Sanctum. Developed by Coffee Stain Studios, Sanctum features a beautiful science fiction world in which players safeguard towns from hostile alien invaders by building defensive structures and using upgradeable handheld weapons.
    Are you working on something really cool? Post your work in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are welcome.
    Don’t forget, it’s easy and secure to obtain a commercial UDK license online. Our FAQ can help you determine which type of license is right for you.
    This month’s beta release includes lots of upgrades, including:

    • Numerous skeletal mesh improvements
    • Improved bloom with added properties
    • New HUD texture visualization tool
    • FBX support for custom normals
    • Penumbra scale adjustment in Lightmass
    • Game Caster virtual camera support

    Here’s the full list in detail:
    Vertex Colors and Multiple UV Sets for Skeletal Meshes

    • Users can now import vertex colors with skeletal meshes and access them in materials.
    • Works with both the FBX importer and the latest ActorX plug-in.
    • Vertex colors only work for GPU-skinned meshes (for now).
    • Up to four UV sets will be taken when importing a skeletal mesh.
    • The skeletal mesh vertex buffer only uses the amount imported so as not to waste memory.

    Bloom Improvements

    Penumbra Scale

    Custom Normals with FBX

    • FBX importer now supports custom vertex normals
    • This is useful for 'combing' vertex normals on foliage, or when you need smooth lighting continuity between multiple meshes
    • To use this, first export normals (and/or tangents) using the FBX exporter in your modeling program
    • Next, enable the new 'Explicit Normals' option while importing the FBX file into UE3

    New Tool for Visualizing Render Target Textures on the HUD

    Multiple UVs for Skeletal Meshes

    • Up to four UV sets per skeletal mesh is supported
    • Works with both the FBX importer and the latest ActorX plug-in
    • You can access these texture coordinates in materials assigned to your skeletal mesh

    Game Caster Virtual Camera

    Auto Texture Reimport

    Other New Features and Improvements

    • Major performance improvements, especially with shadows and animation
    • New per-level post process chain will override the single per-game chain if set

    • Added one-bounce GI even for areas outside the Lightmass importance volume
      • Note that this is lower quality than bounced light within the volume

    • Physical Material Masks for material instances now available in the editor.
    • Support for Shader Model 2 and fallback materials has been removed
      • Fallback materials will be automatically deleted

    • Improved screen-space ambient occlusion with new 'AngleBasedSSAO' setting
      • This will yield better quality with same sample count

    • Improvements to skeletal mesh importing of 'alternate weight sets'
      • This allows vertex data to be shared between different weighted character rigs

    • The editor's Map Check tool will now also warn you about potential performance issues
    • Various minor improvements to Scaleform GFx workflow
    • Gamma correction has been disabled throughout the GFx pipeline in order to better match the output of Flash


    • DM-Deck has been updated with some new engine features
      • Added god rays, improved bloom, and a new sky!

    • Angle-based SSAO is now enabled in UDKGame by default (improved SSAO quality)
    • Made shield projectile-blocking consistent with the old behavior
    • Various minor cleanups to PlayerController, PlayerReplicationInfo and Pawn classes

    New UDN pages

    Updated UDN pages

    Additional notes, code samples and more are available at the Unreal Developer Network (UDN):

    Community links:
    UDK Developers at LinkedIn:
    UDK on Facebook:
    Epic Games on Twitter:

    © 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.

  2. #2
    Sweeeet! Thanx Epic

  3. #3
    I though there is no june edition at the moment, but fortunately I was wrong.

    I gonna check it out.

  4. #4
    Can i just update it something like patch? or i must downlaod again big 750mb file

  5. #5
    a patch would be larger than that, RK

  6. #6
    Actually, a patch is called that for a reason. It's a small file that fixes bugs. Notice the SMALL, as it's usually less than half the size of the thing that needs patching. (The largest NWN1 patch I ever saw was 768MB, when the game itself is like 4GB.)

  7. #7
    *sigh* no more shader 2.0 support, so much for keeping my game open to everyone

  8. #8
    "Made shield projectile-blocking consistent with the old behavior" (June UDK Beta)
    what does this mean? I have been researching methods of blocking projectiles and would love some clarification

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