31-01-2012, 07:08 PM
January UDK Beta Upgrade Notes
Simplygon Mesh Proxy Tool
New Simplygon Merge Tool for combining static meshes
Grouped static meshes can be combined into a single static mesh
This can greatly improve rendering performance
Materials/textures are automatically collapsed and new UVs are generated
This tool is fully "non-destructive" - you can modify meshes and remerge, and roll back changes if needed
Documentation can be found here
Unreal Landscape
Holes of any shape can be cut into the landscape, allowing designers to create entrances to caverns and other features under the landscape
The visibility tool can remove or replace individual quads at the highest LOD resolution, with collision added or removed accordingly
Holes are rendered per-pixel, independently of LOD, so distant holes retain their shape
Added the ability to save foliage settings to packages and to share them between levels
Added tool to change component size for existing landscapes
Hide unused landscape UI when no landscapes are available
Pivot Painter
A new 3ds Max tool that automatically generates pivot points for mesh vertices, allowing for advanced foliage animation and other effects
Documentation can be found here
iOS Rendering
Added support for color grading
Documentation can be found here
Unreal Editor
Added a "Reconnect" button to the "Checkout packages" dialog
The function is disabled when a valid connection is established
Upon reconnect, the login screen will appear if the connection failed
Once the connection is restored, the "Checkout" dialog is reloaded
Altered behavior of the "Convert to Static Mesh" operation
It not only builds a model from the selected static brushes
It also builds dynamic brushes (which includes volumes) and builds from the builder brush (if selected)
It treats these as if they were like additive BSP brushes
The autosave time is now simply paused during PIE instead of reset
The editor is now more responsive during lighting builds
Added a context menu option when selecting multiple actors for assigning the material selected from the content browser
Auto content saving is now enabled by default for new users and 'content packages to save' can now be specified in the ini
Lens flare visualizations will now appear when a lens flare actor is created and will update if any visualization properties are changed on the template lens flare
Made the color picker dialog not modal when changing preview background color for textures
Unreal Matinee slow-mo tracks will no longer effect viewports in other sub-editor windows (such as Unreal Cascade)
Made the wireframe rendering in orthographic viewports consistent in both DX9 and DX11
New packages in Unreal Content Browser are now removed from the “New Packages” collection once they've been saved
Fixed the “Touch Input Kismet” event in Unreal Kismet so that it sends the proper X and Y values
When in Kismet’s hit-testing mode, the Kismet block nubs are drawn bigger to make them easier to select without taking up more screen space visually
Enabled the “Paste Here” right-click menu option for nodes in the Material Editor
Misc
Added support for importing multiple animations from a single FBX file: http://udn.epicgames.com/Three/FBXAnimat...eline.html
Added new option to ignore missing bones when importing
Fixed FBX issues with morph curves and animation ranges
http://www.udk.com/download
Simplygon Mesh Proxy Tool
New Simplygon Merge Tool for combining static meshes
Grouped static meshes can be combined into a single static mesh
This can greatly improve rendering performance
Materials/textures are automatically collapsed and new UVs are generated
This tool is fully "non-destructive" - you can modify meshes and remerge, and roll back changes if needed
Documentation can be found here
Unreal Landscape
Holes of any shape can be cut into the landscape, allowing designers to create entrances to caverns and other features under the landscape
The visibility tool can remove or replace individual quads at the highest LOD resolution, with collision added or removed accordingly
Holes are rendered per-pixel, independently of LOD, so distant holes retain their shape
Added the ability to save foliage settings to packages and to share them between levels
Added tool to change component size for existing landscapes
Hide unused landscape UI when no landscapes are available
Pivot Painter
A new 3ds Max tool that automatically generates pivot points for mesh vertices, allowing for advanced foliage animation and other effects
Documentation can be found here
iOS Rendering
Added support for color grading
Documentation can be found here
Unreal Editor
Added a "Reconnect" button to the "Checkout packages" dialog
The function is disabled when a valid connection is established
Upon reconnect, the login screen will appear if the connection failed
Once the connection is restored, the "Checkout" dialog is reloaded
Altered behavior of the "Convert to Static Mesh" operation
It not only builds a model from the selected static brushes
It also builds dynamic brushes (which includes volumes) and builds from the builder brush (if selected)
It treats these as if they were like additive BSP brushes
The autosave time is now simply paused during PIE instead of reset
The editor is now more responsive during lighting builds
Added a context menu option when selecting multiple actors for assigning the material selected from the content browser
Auto content saving is now enabled by default for new users and 'content packages to save' can now be specified in the ini
Lens flare visualizations will now appear when a lens flare actor is created and will update if any visualization properties are changed on the template lens flare
Made the color picker dialog not modal when changing preview background color for textures
Unreal Matinee slow-mo tracks will no longer effect viewports in other sub-editor windows (such as Unreal Cascade)
Made the wireframe rendering in orthographic viewports consistent in both DX9 and DX11
New packages in Unreal Content Browser are now removed from the “New Packages” collection once they've been saved
Fixed the “Touch Input Kismet” event in Unreal Kismet so that it sends the proper X and Y values
When in Kismet’s hit-testing mode, the Kismet block nubs are drawn bigger to make them easier to select without taking up more screen space visually
Enabled the “Paste Here” right-click menu option for nodes in the Material Editor
Misc
Added support for importing multiple animations from a single FBX file: http://udn.epicgames.com/Three/FBXAnimat...eline.html
Added new option to ignore missing bones when importing
Fixed FBX issues with morph curves and animation ranges
http://www.udk.com/download