2011年5月13日

Epic Games Releases May 2011 Unreal Development Kit Beta

作成 Unreal Engine

News

Epic Games, Inc. has released the May 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at http://www.udk.com/download.

This month, we’d like to share a case study on using UDK for architectural previsualization. This story details how one university student created a highly realistic, interactive virtual walk-through of a modern architectural schematic using UDK. In his first encounter with Unreal Engine 3, Luigi Russo created “realistically scaled models that you can walk inside, offering the best possible view of the project. UDK was a lot easier to learn than I could have imagined.”

Have something cool to show us? UDK projects can be promoted to the community in the Works in Progress forum and the Released Projects forum.

It’s easy to sign up as a commercial UDK developer online. Have questions? Check out our FAQ.

 

May Beta Upgrade Notes

 

Unreal Editor

  • You can now select multiple actors and transform them as a group!

 

 

 

  • Unreal Landscape now automatically performs LOD-independent lighting without artist input.
  • The editor now allows packages to be auto-checked in along with maps.

 

Unreal Kismet

Easily find and add named variables to your Kismet using the new “Named Variables” right-click sub-menu.

 

Mesh Painting

  • You can now copy and paste vertex colors when painting meshes.

 

 

Other Improvements

  • AnimSets can now be edited as a group from Unreal Content Browser.
  • Skeletal mesh import time has been drastically decreased.
  • Skeletal mesh compression is now per LOD, not per mesh.
  • Skeletal mesh actors can now be converted to SkeletalMeshCinematicActors without losing data.
  • It is now possible to view different UV channels in the Static Mesh Viewer without changing the Unreal Lightmass UV coordinate index.
  • The UV previewer in the Static Mesh Editor now defaults to LightmapCoordinateIndex channel when possible.
  • Unreal Cascade allows the removal of duplicate modules from the system via the Particle Systems context menu’s “Remove Duplicate Modules” entry.

 

Updated UDN Pages