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View Full Version : [NOVEMBER ]UDK Updates


Hugh
11-24-2010, 12:35 PM
CARY, NC (November 24, 2010) – Epic Games, Inc. has released the November 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 visualizations, digital films and more.
http://udk.com/elements/swf/payload-udk-features.jpg

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.
This month, we’d like to share a brand new trailer that calls attention to Unreal Engine 3 features that help developers create gorgeous environments. Check it out at www.udk.com or at the Epic Games YouTube channel.



Are you creating something great with UDK? Drop us a line in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are always welcome.
It’s easy to sign up as a commercial UDK developer online. Our FAQ can help you determine which type of license is right for you.

Upgrade Notes

UDK now ships with an additional map, plus many improvements to the Unreal Editor have been made.

UDKGame
The new time of day map (as seen in the new trailer mentioned above) now ships with UDKGame example game content.
Unreal Editor
UDK’s new welcome screen improves functionality.
http://udk.com/elements/img/clip_image002_0002.gif

New Absolute Translation mode moves the widget to the mouse location. This is the new default translation scheme.
A new widget has been added to combine common translation and rotation operations. This handy tool for level designers is in the prototype phase and is therefore off by default.
http://udk.com/elements/img/clip_image004_0004.jpg
http://udk.com/elements/img/clip_image006_0003.jpg

Several updates to the Rotation Widget have been made. These can be enabled but are off by default.
http://udk.com/elements/img/clip_image008_0003.jpg

Box selection is now supported in perspective viewports.
New version of the MemLeakCheckDiffer tool can be found in \UnrealEngine3\Binaries\MemLeakCheckDiffer.exe.
New HeadTracking track for eye/head tracking of skeletal mesh actors in Matinee has been added.
When saving a persistent level to a new name, you can now rename all sub-levels as well, specifying a new prefix if necessary.
New “move/rename” source control command has been added.
Copying multiple soundcues to another package will now default the “Name Suffix” checkbox to false.
New 'Highlight Objects Under Cursor' feature to editor viewports (actors and BSP surfaces) has been added.
http://udk.com/elements/img/clip_image010_0000.jpg
http://udk.com/elements/img/clip_image012_0000.jpg


The AnimSet editor now allows you to search an AnimSet for AnimSequence names.
http://udk.com/elements/img/clip_image014_0000.jpg

The texture viewer now has a checkerboard for better viewing of transparent textures.

The option to turn on/off horizontal grid lines between properties in PropertyWindows is now available.
Double-clicking on sequence start/finished actions now takes you to the parent sequence.
Users should no longer have to triangulate meshes before exporting to FBX.
A command line option for rebuilding and checking in levels is now available.
The automatic build and submit tool no longer needs every streaming level checked out in order to proceed. http://udn.epicgames.com/Three/AutomatedMapBuild.html
Miscellaneous Enhancements
Sockets in the socket manager are now in alphabetical order.
The following Kismet shortcuts have been updated:
C + left-mouse-click: Add console event.
Removed the "add comment" shortcut ("C").
The Toggle Horizontal Dividers setting will now be remembered across sessions.
“NO COLLISION” warnings will again be displayed for static meshes and fractured static meshes on their thumbnail icons.
The nFringe script debugging is now supported with 64-bit UE3 executables.
You will need the latest version of nFringe (version nFringeSetup-pre-1.1.34.193 or later).
The FBX SDK has been upgraded to FBX SDK 2011.3.1.
With this upgrade meshes no longer need to be triangulated before importing to UE3.
Updated UDN Pages
http://udn.epicgames.com/Three/Scale...icalGuide.html
http://udn.epicgames.com/Three/GameplayDebugging.html
http://udn.epicgames.com/Three/Examp...Tutorials.html
http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
http://udn.epicgames.com/Three/UDKCommunityLinks.html
http://udn.epicgames.com/Three/MeshPipeline.html
http://udn.epicgames.com/Three/UE3MinSpecs.html
http://udn.epicgames.com/Three/Anima...icalGuide.html
http://udn.epicgames.com/Three/UDKProgrammingHome.html
http://udn.epicgames.com/Three/EditorHotkeys.html
http://udn.epicgames.com/Three/Parti...rTutorial.html
http://udn.epicgames.com/Three/HUDTechnicalGuide.html
http://udn.epicgames.com/Three/Canva...icalGuide.html
http://udn.epicgames.com/Three/FullScreenMovie.html
https://udn.epicgames.com/Three/StatsDescriptions
http://udn.epicgames.com/Three/WebServer.html
http://udn.epicgames.com/Three/Tutorials.html
http://udn.epicgames.com/Three/Scaleform.html
http://udn.epicgames.com/Three/UserGuides.html
http://udn.epicgames.com/Three/Integ...rsProgram.html
http://udn.epicgames.com/Three/VisualizeTexture.html
http://udn.epicgames.com/Three/MaterialExamples.html
http://udn.epicgames.com/Three/MaterialsCompendium.html
http://udn.epicgames.com/Three/DevelopmentKitHome.html
http://udn.epicgames.com/Three/ConsoleCommands.html
http://udn.epicgames.com/Three/SoftMasked.html
http://udn.epicgames.com/Three/MotionBlurSkinning.html
http://udn.epicgames.com/Three/MotionBlurSoftEdge.html
http://udn.epicgames.com/Three/MotionBlur.html
http://udn.epicgames.com/Three/ColorGrading.html
http://udn.epicgames.com/Three/ContentCooking.html
http://udn.epicgames.com/Three/MapErrors.html
http://udn.epicgames.com/Three/Comma...Arguments.html
http://udn.epicgames.com/Three/ContentBlog.html
http://udn.epicgames.com/Three/Bloom.html
http://udn.epicgames.com/Three/MaterialsTutorial.html
http://udn.epicgames.com/Three/Mater...UserGuide.html
http://udn.epicgames.com/Three/StaticMeshMode.html
http://udn.epicgames.com/Three/Shade...2Fallback.html
http://udn.epicgames.com/Three/Devel...radeNotes.html
http://udn.epicgames.com/Three/AutomatedMapBuild.html
http://udn.epicgames.com/Three/Anima...ionDialog.html
http://udn.epicgames.com/Three/Anima...lgorithms.html
http://udn.epicgames.com/Three/UDKCo...ationHome.html

Hugh
11-24-2010, 12:37 PM
seems like a much needed interface only update. Hopefully in the long run I can really see the advantages of this compared to my current version of September

Habboi
11-24-2010, 12:43 PM
I had some crashing issues with October so re-installed this one. Love the new interface and the new map is laaaaggy :D

Hugh
11-24-2010, 12:53 PM
I had some crashing issues with October so re-installed this one. Love the new interface and the new map is laaaaggy :D

yea im hearing it eats your ram

JordanW
11-24-2010, 01:12 PM
here's a link to the youtube video

http://www.youtube.com/watch?v=MGf0oGGGQqQ

Froyok
11-24-2010, 01:37 PM
I'm alone with this problem ?

http://www.youtube.com/watch?v=lIGo6YSGmWA

JordanW
11-24-2010, 01:52 PM
I havent seen this problem before but you should post this to the epic forums with your hardware specs

Hugh
11-24-2010, 02:04 PM
here's a link to the youtube video

http://www.youtube.com/watch?v=MGf0oGGGQqQ

wait they added bokeh depth of field.lol,i can only guess why

well at least they were nice enough to do that.

@foy make sure if your using wasd to move cam that you dont double tap w because things can disappear sometimes

kaze369
11-24-2010, 11:01 PM
I'm alone with this problem ?

http://www.youtube.com/watch?v=lIGo6YSGmWA

I'm having this problem as well.

Yuriy
11-25-2010, 04:35 AM
Any clue on TessellationRules and DX11 in MaterialEd ?
Did not found mention of these features on reference pages , but they are included in this build.

Hugh
11-25-2010, 06:39 AM
DX11 i dont think is supported yet DX10 is the highest supporting right now I believe(but I could be corrected)

Yuriy
11-25-2010, 07:22 AM
DX11 i dont think is supported yet DX10 is the highest supporting right now I believe(but I could be corrected)

Then , what for that input and pane in MaterialEd ?

btw , my work computer ( quad core , 8 gigs ,gtx260 ) has a hard time with that new scene ( DayAndNight ). FPS very low . And i have strange artifacts with shadows ( i think , its cascade shadows . Dont test em yet ) . Will test at home at i7 and gtx460 .

Hugh
11-25-2010, 09:09 AM
Then , what for that input and pane in MaterialEd ?

btw , my work computer ( quad core , 8 gigs ,gtx260 ) has a hard time with that new scene ( DayAndNight ). FPS very low . And i have strange artifacts with shadows ( i think , its cascade shadows . Dont test em yet ) . Will test at home at i7 and gtx460 .

yea it needs optimizing for fps. your having issue others are having

Froyok
11-25-2010, 01:23 PM
I'm having this problem as well.

Find the source of the flickering problem : Post Process Chain !
I just opened the ExampleMap and added the post process chain "PPC_TimeofDay" in the world property. Now I have also the flickering bug in this map.
I try to change some options, removing the material effect "chromatics aberration" change anything...

In the UberPostProcessEffect node in the chain, if I disable the "Enable reference DOF" the problem disapear.
http://forums.epicgames.com/showpost.php?p=27784634&postcount=27


I think we must wait for a new update drivers... or a new udk version ! :shifty:

KyleJensen
11-30-2010, 02:58 PM
Edit: Nevermind. Answer was in other thread. My bad.

Arcanox
12-10-2010, 02:36 PM
I just wanted to mention this specifically even though I'm quite late to the party. When migrating older maps over to the November build, you'll probably get terrible FPS if you have an older UberPostProccesing node in your chain. Delete that one and replace it with a newer one or else you'll get incredibly poor framerates.

Oniram
12-10-2010, 05:58 PM
thx for the tip. :D

Hugh
12-16-2010, 02:17 PM
I thought they were releasing new terrain system this month anyone know anything on that?