Hey everyone!
The Feb. UDK has been released, this build contains quite a few enhancements specific to mobile development, including iOS 7 support, shader upgrades and the addition of distortion. There are also many optimizations to the Unreal Editor, tools, post-process features and Mac packager.
http://www.unrealengine.com/en/udk/downloads/
-----FEBRUARY 2014 UDK BUILD UPGRADE NOTES-----
Editor
Misc
Tools
UnrealFrontend
Rendering
Mobile
Gameplay and Framework
Engine
Landscape
Core
Platforms
Audio
The Feb. UDK has been released, this build contains quite a few enhancements specific to mobile development, including iOS 7 support, shader upgrades and the addition of distortion. There are also many optimizations to the Unreal Editor, tools, post-process features and Mac packager.
http://www.unrealengine.com/en/udk/downloads/
-----FEBRUARY 2014 UDK BUILD UPGRADE NOTES-----
Editor
- Modified the FPropertyChangedEvent to better handle arrays of structs during a call to PostEditChangeProperty.
- The index of the changed property in the array is now included in the ArrayIndicesPerObject. Also, when an element is deleted from the array or duplicated, the ArrayIndicesPerObject is now updated with the index of the affected element.
- The ObjectIteratorIndex is now being updated with the index of the object whose property was changed in the ArrayIndicesPerObject (for the case when multiple actors are selected and a property is changed on all of them).
- Added a new type to the EPropertyChangeType called ArrayRemove for when an element is deleted from an array.
Misc
- Added editor side OBJ command SETARCHETYPE with object parameters SETOBJ= and NEWARCHETYPE=. This can be used to change/update/fix an object that was created with the wrong base archetype.
- Made it a warning to have a variable used in an expression that shadows a global enumerant (now treated it as a reference to the variable, instead of the enumerant, and emits a warning)
- Archetypes can now be used with the Use selection from content browser button in property editors.
Tools
- Added debug string output to UnSetup for OS detection
- Added VS11 redists and DX compute shaders to UE3Redist
- Removed app.config from the project file
- Added support for the Optional Failed CIS state
UnrealFrontend
- Removed Shipping configs for commandlets, from anything but special UDK builds in UFE.
Rendering
- Updated post-processing feature levels to disable if low memory to avoid additional allocations for intermediate buffers, as well as prevent them if there is not high enough precision support in the fragment shaders. both of these are configurable+enabled through the engine ini
- Optimized bloom postprocess (added ability for run filter shaders with 8 and 12 samples for good quality and good performance) More shaders but better scalability for ES2 hardware (before: 1/4/16, now 1/4/8/12/16)
- Optimized shadow rendering for Mobile/ES2, color write was enabled because of clear wasn’t resetting the state
Mobile
- Added distortion for mobile
- Optimized performance of the post-process effects
- Made Depth-Of-Field symmetrical - blurs both near and far objects identically (instead of just far objects).
- Exposed the Compression None texture setting in the editor, so that any texture can be marked as uncompressed. (WARNING: It will use 4-6 times more memory!!!)
- PC -simmobile now supports fp16 rendertargets
- Added UNIFORM_SAMPLER2D_HIGH and updated mobile depth textrure samplers to use it
- Added high precision qualifier to Light Shaft down sample
- Updated mobile FXAA shader to not include __ anywhere (breaks ImgTec shader compilation if using non-preprocessed source)
- Increased lightmap resolution on 512 memory devices to reduce visible seams, set PVRTC to prefer higher resolution LODs since the compression is so much better
Gameplay and Framework
- Added support for VS2012
- Builder now passes -monolithic rather than -define monolithic_build=1
- Adjusted change to ES2RHIPublicTypes to apply only to non-Flash (Flash now has FES2OcclusionQuery be a RHIRefPlaceholder again)
- Added back ES2 occlusion query stub functions in ES2RHIImplementation for Flash only
- Removed MSAA extensions from flash to hopefully fix Flash + Full builds
Engine
- Added Google NIB file for UDK
- Disabled caching for wininet http requests
- Added new property to particle RandomSeedInfo, bRandomlySelectSeedArray; if TRUE, then randomly select a seed entry from the RandomSeeds array
- Updated IPA code signing tool to work with new Fat binary files (mulitiple Mach files) and with 64 executables.
- Modified the FPropertyChangedEvent to better handle arrays of structs during a call to PostEditChangeProperty.
- The index of the changed property in the array is now included in the ArrayIndicesPerObject. Also, when an element is deleted from the array or duplicated, the ArrayIndicesPerObject is now updated with the index of the affected element.
- The ObjectIteratorIndex is now being updated with the index of the object whose property was changed in the ArrayIndicesPerObject (for the case when multiple actors are selected and a property is changed on all of them).
- Added a new type to the EPropertyChangeType called ArrayRemove for when an element is deleted from an array.
- Commandlets executed from build scripts now properly support the selected build configuration
- Added virtual function so that UAudioDevice::CreateComponent can be forced to execute if GEngine->bUseSound is false - allows subtitles to display even if bUseSound is turned off
- Added a check for subtitles before wiping out the wave data in the USoundNodeWave::Serialize function
- Added support for locked down branches in CISMonitor
Landscape
- Matched PhysX heightfield shape as Landscape shape
Core
- Added Creation Script for the Update Crashes By Pattern Stored Procedure
- Updated db create script to reflect changes needed for recent features
- Updated copyright notices to 2014
Platforms
- Mac * iOS has been updated to IOS7
Audio
- Added virtual function so that UAudioDevice::CreateComponent can be forced to execute if GEngine->bUseSound is false - allows subtitles to display even if bUseSound is turned off
- Added a check for subtitles before wiping out the wave data in the USoundNodeWave::Serialize function
- Made it easy to see which sound waves get cut out on low-end devices
- Also made the mobile emulator filter out sounds that the settings won't allow
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