UDK Unreal Development Kit

UDK Updates

UDK Updates

Postby LorD-AcE » Thu 11. Mar 2010, 23:57

Seit heute ist das März-Update des UDK online.

Download

Hier die Liste der Fixes und neuen Features:

March 2010: UDKInstall-2010-03-BETA

New Features and Tools

* Autodesk FBX format support (FBX version 2010.2)
o Static meshes, skeletal meshes and animations can now be imported from FBX files
o The FBX format is supported by many 3D modeling packages
+ including 3ds Max, Maya, and MotionBuilder.
o Download FBX plug-ins from Autodesk
+ http://autodesk.com/fbx
o http://udn.epicgames.com/Three/FBXImporting.html
* Interactive Static Meshes
o Static meshes now have a property bCanBecomeDynamic that can be set in the editor.
+ Meshes with bCanBecomeDynamic=true will temporarily turn into KActors and react using PhysX physics when shot or pushed
# giving the environment a more interactive feel.
o The advantages of this implementation are
+ Consistent behavior
# all objects using that mesh will be interactive, instead of it depending on level designer set up.
+ Transparent to meshing
# L.D.s don't have to do anything special
* but they can prevent specific objects from being able to become dynamic by setting the bNeverBecomeDynamic property in the StaticMeshComponent's collision properties.
+ These meshes are lit like any other static meshes until they move
# so there is no visual impact to using this system.
# StaticMeshActors added using a mesh that can become dynamic have bSelfShadowOnly set true by default (so no shadow is left behind when they move).
+ No additional performance or memory cost to these meshes
# Except during the short period when a mesh is being physically simulated
o This system is intended for use with small decorative meshes that don't have any gameplay implications.
+ The interactivity is client-side and is not replicated.
o http://udn.epicgames.com/Three/Interact ... eshes.html
* New Attachment Editor
o For displaying and modifying object relationships
o Lets you view and edit the attachment graph for a selected set of actors
o http://udn.epicgames.com/Three/Attachme ... rence.html
* mipmap sharpening
o Increases perceived resolution of textures w/o memory or performance impact
o http://udn.epicgames.com/Three/ContentB ... enSettings
* Property window favorites
o Simply mark a property as a favorite and it will always be displayed at the top of your property window.
o Combined with the search capability, this will greatly stream-line data access in the Unreal Editor.
o http://udn.epicgames.com/Three/Property ... l#Property Window Favorites
* New texture viewer options
o To reimport textures and to 'Compress Now'
o Allows artists to easily preview results of texture compression
o http://udn.epicgames.com/Three/TextureP ... html#Other actions
* In Editor Stats viewing
o Enables the stat HUD in editor viewports
o http://udn.epicgames.com/Three/StatsDes ... ns.html#In Editor Stat Viewing
* New Kismet actions
o stream in cinematic mip-levels
+ Allows sharing textures of in-game and cinematics characters
+ http://udn.epicgames.com/Three/TextureP ... s.html#Num Cinematic Mip Levels
+ http://udn.epicgames.com/Three/KismetRe ... tml#Stream In Textures
o Set VectorParam and Get Location and Rotation
+ Adds the ability to get the location and rotation of a socket or bone (if the target is a pawn with a skeletal mesh)
+ Makes it possible to hook a kismet vector object.
+ http://udn.epicgames.com/Three/ContentBlog.html#New kismet functionality for "Set _VectorParam" and "Get Location and Rotation" actions
* New 'Select All Visible Levels' option in level browser right click menu
o http://udn.epicgames.com/Three/LevelBro ... ml#Context Menu

Improvements

* Continued moving UTGame native functionality either to UnrealScript or to the UDKBase package.
* Content Browser
o now tracks recently used assets
+ click the new "Recent" check box in the filter panel to show these
o asset list now supports drag and drop
o search now works with full asset path names
o sound cues can now be moved/renamed like other assets
o localized sound nodes can now be moved into different packages
* Crowd Population Manager improvements.
o Now supports streamed GameCrowdDestinations. (listed as "fixed crowd issues with level streaming" in the engine news)
o Improved LOD support.
o Improved designer control over population manager using Kismet.
* Lighting
o character lighting improvements
+ fixed shadows from non-directional lights on characters
+ added a WorldInfo property CharacterLightingContrastFactor
# scales up the light environment's primary light
# scales down the secondary light on characters
+ added a WorldInfo Lightmass property LightEnvironmentIndirectContrastFactor
# increases the contrast of lighting volume samples
o multiple dominant light improvements
+ dominant spotlight cones can now intersect as long as one of them is shadowed in the intersection
+ when multiple dominant lights affect the same primitive, only the brightest is used
+ dominant lights are now toggleable at runtime
+ dominant lights no longer allow bForceDynamicLight set to true
o improved cinematic lighting
+ added light option bNonModulatedSelfShadowing
# use normal shadow blending when shadowing themselves
# use modulated shadow blending on everything else
+ added light option bSelfShadowOnly
# allows shadows from the light to not affect anything but the caster
+ added a higher quality filtering method to reduce aliasing on character faces
* Editor improvements
o you can now press the F2 key to select the builder brush at any time
+ also, added new menu command for this: Edit -> Select Builder Brush
o selecting objects is now super fast, even with tons of objects!
o after a map build the editor will now blink in the task bar
o added auto-save support for asset (non-level) packages!
o added 'Select All' to the viewport right click menu
o 'show references' dialog window now allows more than one open at a time
o you can now customize your PIE launch URL string
+ just right click on the Play In Editor button to edit the URL
o dynamic volumes can now be initially disabled (new 'Disabled' property)
o 'Reimport' now works with skeletal meshes and sound waves!
+ just right click on the asset in content browser, and select 'Reimport'
o level browser now prompts you before streaming volumes are cleared

Changes requiring a re-save or change

* Any texture imported since the December 2009 UDK build that had its import-time texture format specified as TC_NormalmapUncompressed will have had its source art (stored in the .UPK file) corrupted when the package was first saved.
o This source art data is only used when changing texture formats in the editor at a later date and is not used for gameplay.
o The bug that caused this corruption has been fixed in this UDK build, and code has been added to detect content with this problem.
o If you see a warning dialog box when changing texture formats in the editor, the best course of action is to re-import the texture from the source file.
* Matinee material parameter tracks have been rewritten to create runtime instances of MaterialInstanceConstants so that they do not affect content objects which could have had unintended side effects.
o However, as a result of this change, a Matinee can now only affect the materials on objects in the same level as the Matinee.
o This is required so it can determine the affected objects at save time instead of iterating all Actors at game time.
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