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July UDK Beta Released

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    July UDK Beta Released

    CARY, NC (July 9, 2010) – Epic Games, Inc. has released the July 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 www.udk.com/download.
    Check out the best UDK games and applications at www.udk.com/showcase. Are you working on something interesting? Post your work in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are welcome.

    It’s easy to sign up for 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 many upgrades, including:
    • New Reference Tree tool
    • New Package Revert tool
    • Additional FBX import/export support
    • Improvements to Gamecaster virtual camera support
    • Motion blur and depth of field (DOF) enhancements

    Here’s the full list of improvements in detail:
    Reference Tree Tool

    • Easily find how objects are being referenced with the new Reference Tree tool.
      • Shows all of the actors and other objects that are referencing the selected asset
      • Lists the reference chains for a specific asset




    New Package Revert Tool
    • Improved revert support in the Content Browser
    • Prevents reverting files on accident and gives a clear indication as to what exactly is being reverted


    Other New Stuff

    • Integrated June FBX drop, which includes additional import/export support
    • Physical Material Masks for material instances now available in-editor
      • Enables users to apply two physical materials to different parts of a graphical material

    • First round of bigger improvements to motion blur and depth of field (DOF)
      • Enhancements unify code, improve performance and yield smoother results
      • Further quality improvements will follow

    • Drag and drop prefab support
    • Press Alt+X in the editor to toggle fullscreen
    • Added Gamecaster Matinee recording enhancements
    • Movable decal actors can now project on fracture static mesh components
    • Added 'Save All Writable Packages' button to editor toolbar
    • Added mesh UV display to the AnimSet viewer (click View -> Show UVs)
    • Memory size is now displayed in Content Browser tool tips for loaded assets
    • Improved VisualizeTexture console command to be more useful
    • When importing from a terrain, it now automatically generates a UMaterial from the TerrainLayerSetups using TerrainLayerWeight and TerrainLayerCoords material expressions
    • Fixed script compiler crashes when using '%' in some cases
    • Normal maps can now be used for rendering simple light maps
      • Enable the new 'Use Normal Maps for Simple Lighting' option in World Properties
      • This allows Lightmass to bake bump maps into simple light maps


    UDN Pages


    Additional notes, code samples and more are available at the Unreal Developer Network (UDN):
    http://udn.epicgames.com/Three/DevelopmentKitHome.html

    UDK Developers on LinkedIn: www.linkedin.com/groups?gid=2493123
    UDK on Facebook: www.facebook.com/pages/UDK/183744733429
    Epic Games on Twitter: www.twitter.com/EpicGames


    © 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
    Wha??? Already? Craziness!

    Comment


      #3
      Why is CastleGame.u part of UDK? 2nd time, too.

      Comment


        #4
        Originally posted by eAlex79 View Post
        Why is CastleGame.u part of UDK? 2nd time, too.
        I wonder that too and when looking at the source code of it it seems that it's a game for the iPhone because it is calling iPhone console commands( i.e. "iphone startloading udkdmload" ) this might mean that UDK will come to the iPhone or they included it by accident.

        Comment


          #5
          PhysX Destructables still isnt working, when ever I go to make one the editor freezes for a second or two then closes, saying that "UDK.exe has stopped working" (This has been happening since the June Build of UDK)

          My Computer is an Alienware Aurora:
          Windows 7 Ultimate 64-bit
          Intel Core i7 Quad-core 3.36GHz
          12 GB DDR3 1333MHz RAM
          Dual NVIDIA GeForce GTX 260 SLI
          Two 1 TB Hard Drives

          Comment


            #6
            Dang that's fast. This has got to be the best supported engine I've ever seen and that's why I'm here.

            Comment


              #7
              Originally posted by Eliot View Post
              I wonder that too and when looking at the source code of it it seems that it's a game for the iPhone because it is calling iPhone console commands( i.e. "iphone startloading udkdmload" ) this might mean that UDK will come to the iPhone or they included it by accident.
              Nah. That just means that the UE3 builds the licensees get contain iOS support.

              I wonder if it will be even interesting to use UDK for commercial iPhone applications. Because Apple also takes a 30% cut, so you would only get ~52% of the revenue (assuming a steam like construction rather than then 30+25).

              Comment


                #8
                "New Package Revert Tool"

                What is it exactly ?
                I don't understand what it does.

                Comment


                  #9
                  Originally posted by Froyok View Post
                  "New Package Revert Tool"

                  What is it exactly ?
                  I don't understand what it does.
                  It's for use with Perforce

                  Comment


                    #10
                    Originally posted by Hitpawz View Post
                    Dang that's fast. This has got to be the best supported engine I've ever seen and that's why I'm here.
                    We appreciate that Hitpawz

                    Comment


                      #11
                      July PhysX doesn't work well...

                      sorry for asking question (that may be already solved), but:
                      why July beta crashes every time when I try to CreateNewPhysXDestructible in Fracture Mesh options? I watched in log file but it says about *texture coordinates*.....

                      ...first PhysX slicing goes well but then....

                      here is the end of log file:

                      [0574.87] Log: Chunk 0: 226 rigid vertices, 0 soft vertices, 9 active bones
                      [0574.87] Log: Chunk 1: 258 rigid vertices, 0 soft vertices, 9 active bones
                      [0574.98] Log: Section 0: Material=0, Chunk=0, 93 triangles
                      [0574.99] Log: Section 1: Material=1, Chunk=1, 102 triangles
                      [0575.03] Critical: appError called: Invalid number of texture coordinates
                      [0575.03] Critical: Windows GetLastError: ?5@0F8O CA?5H=> 7025@H5=0. (0)
                      [0583.06] Log: === Critical error: ===
                      Invalid number of texture coordinates

                      Address = 0x776cfbae (filename not found) [in C:\Windows\system32\KERNEL32.dll]
                      Address = 0x5a06a1 (filename not found) [in C:\UDK\UDK-2010-07\Binaries\Win32\UDK.exe]
                      Address = 0xe87407d5 (filename not found)
                      Address = 0xe87407d5 (filename not found)

                      Comment


                        #12
                        are you using a custom texture/material on it?

                        Comment


                          #13
                          In the UDN flash archive the file to '#include "..\prototype\InputHelper.as"' for UI_Popup.fla is missing.

                          Comment


                            #14
                            I used default BunkerWall static mesh with default material for fracturing - no any custom textures or materials...in earlier versions of UDK beta all PhysX slicing process was normal, but in July version editor crashes.....

                            Comment


                              #15
                              Precomputed visibility isn't in this build I suppose?

                              Comment

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