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February 2014 UDK Released - Build Notes are here!

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    #46
    I am facing an wired problem using Feb 2014 version
    All the additional Kismet scripts (example GameCenter kismet gem) wont compile if we dont place them in "C:\UDK\UDK-2014-02\Development\Src\Engine\Classes" folder.
    Earlier version (i was using Nov 2012) used to compile any .UC file if placed to "C:\UDK\UDK-2014-02\Development\Src" folder.

    Additional to this, Event - 'Render HUD' of ExtHUD doesn't toggle to off. (in Nov 2012 UDK its working fine, I have cross checked )

    Can anyone plz help me if am doing something wrong,

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      #47
      Is there any build notes for the latest build? Barely anything seems to have been fixed in this list: https://forums.epicgames.com/threads...B-2014-Version

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        #48
        When is someone making an article for May 2014 UDK along with release notes?

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          #49
          Originally posted by Gmax5 View Post
          When is someone making an article for May 2014 UDK along with release notes?
          Never. Epic believe we are psychic.

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            #50
            Never? **** that!

            I do NOT want to waste my time and bandwidth downloading a version if I can not know the updates.

            Please for God's sake do not tell me Epic Games is suddenly unable to make simple release notes that should take at least a few minutes to write.

            God dammit Epic! I expected better than this.

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              #51
              Originally posted by Gmax5 View Post
              Never? **** that!

              I do NOT want to waste my time and bandwidth downloading a version if I can not know the updates.

              Please for God's sake do not tell me Epic Games is suddenly unable to make simple release notes that should take at least a few minutes to write.

              God dammit Epic! I expected better than this.
              Given their latest track record, they won't.

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                #52
                what Epic Games should know that not everyone can run UE4 ! or maybe buy it!
                i bought it a few weeks ago and then i just found the most buggy engine which need a beast to run on !
                so like a gentleman i went back for udk to found out that they did have a may update i was happy for a second until i didn't find any build notes ...
                don't kill UDK EPIC don't KILL it !!

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                  #53
                  yep ue4 is new and doesnt work properly, or at all for some way major stuff, people need (and some paid for) udk please

                  its those lot at apple that inadvertently killed udk when ios 7 came out and broke everything mobile related.
                  not long to wait untill ios 8 now lol. great.

                  would be good to have any kind of news from epic,
                  is it now abandonware? being worked on? dog ate its homework? or what?
                  cheers

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                    #54
                    carefull what you say tegleg or maybe more posts will be deleted.

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                      #55
                      I'm really sorry if I'm posting this in the wrong place. I'm new to this forum and I have a question. How do you move around in UDK may 2014 version. Can someone give me a link to a tutorial concerning this.?I can move forward, backward left and right but I cannot go down and I cannot change the angle of the camera.

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                        #56
                        Go to preferences>flight camera controls and choose one of the 3 options to navigate.(i personaly use the third one).

                        On the other hand going back to the topic,i suspect that a new updated version of udk will comeout somewere in time but probaly when ue4 steps with both feet on the ground.In my opinion i suspect that epic is looking at udk as a rival to ue4 and mostly want the comunity to go there as fast as possible.I realy like udk and feel comftrtable using it for ios/pc but that doesn mean im gona stay in the past and not upgrade!
                        I just hope that epic realise that the the two engines can exist together.I wonder,if maybe peolpe start to pay for updates like ue4 maybe we can get more atention on the subject??.....

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                          #57
                          just pop over to the ut3 forum if you want to see where the udk one is heading,but you cant stand in the way of progress I suppose.im not adainst ue4 but as a hobbyist I cant afford to throw away 4 years of learning.as long as I can still use udk I will be happy.

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                            #58
                            what comments were deleted?

                            i too am not all that bothered about throwing away years of experience and knowledge with udk, on top of that ive actually paid for it!
                            its a good engine and at least it will run on lower/mid range specs both pc and ios.

                            when ue4 works properly it might be worth investing some more time in it, as of now its just as broken as some of the worst udk builds. sure if you plan on spending years making a game its the way to go, that is if you can have faith it will be in a stable enough state some time in the future.
                            every ue4 update i think this time it might be ok, then half an hour of playing with it reveals something that remains unfixed and usually a few new show stopping bugs. meaning even if i had a game ready to go i would be unable to release it due to major engine bugs. (aside from the fact very few people could run it if it worked)

                            i dont plan on spending years on a game, 3 days to prototype, 3 weeks to build it, 3 months and its in the shops, and anyone with a half decent (even if its old) pc or iphone can play it with no problems.

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                              #59
                              I'd agree that UE4 is still rough but there's one assumption I believe you're wrong about,

                              Originally posted by tegleg View Post
                              (aside from the fact very few people could run it if it worked)
                              there's only a little more than 5% of Steam users using WinXP anymore. this means they have at least a DX10-hardware GPU, and so they can play UE4 games out of the box (minus tessellation and other gfx-only features that do require DX11).
                              ok, here I'm assuming here that the steam population is representative of the potential customers for any game, which might not be accurate. but UE4 now supports WinXP via OpenGL so even if your game loses any high-end graphical features, it will have up to mobile-like graphics.
                              sure the editor in UE4 is more bloated now, but if a UE4 game can run on a mobile phone why wouldn't it be able to run on a WinXP computer?

                              Comment


                                #60
                                unfortunately its not all about windows xp, check out the recommended specs for ue4
                                Desktop PC or Mac Windows 7 64-bit or Mac OS X 10.9.2 or later Quad-core Intel or AMD processor, 2.5 GHz or faster NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher 8 GB RAM

                                then go check out the steam hardware survey
                                http://store.steampowered.com/hwsurvey/
                                to me it looks as if around 20% of steam users have the minimum specs, taking into account anyone using steam must be into games and have the best hardware they can afford. so in reality, including those who might play a game once in a while it will be less than 20%

                                and for ios, to run everything ue4 has to offer you need the very latest hardware full stop.

                                for a game thats intended release date is kinda now, or soon, there are indeed very few people that could run it.

                                edit:
                                ah what about android you say?
                                well it seems you are down to a single device that it kind of runs on a bit, to a point, almost, a nexus 5.
                                i keep searching for an excuse to use ue4 and turn a blind eye to things like blueprint bugs not allowing packaging.
                                shame epic has abandoned udk.

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