The most world-class game engine to date, Unreal Engine 4 gives you the power to do more than ever before. Bring your creative visions to life directly in game without programmer assistance via the new Blueprint.
Includes greatly improved mobile support, awesome new rendering features, improved Blueprint workflows, and strides toward an excellent experience on Mac and laptops... Read More
Posted by TKAzA on Jul 28th, 2014
Unreal Engine 4.3 includes greatly improved mobile support, awesome new rendering features, improved Blueprint workflows, and strides toward an excellent experience on Mac and laptops. Be sure to check out the new World Composition tools, spline features, and the preview of Paper2D, our 2D toolset! Today we’re also shipping SpeedTree 7 support, our work on Metal API for iOS 8 to date, and new Oculus Rift features such as time warping.
We’d like to extend our gratitude to all of the amazing developers who contributed code to the upcoming 4.3 release.
3dluvr, abergmeier, alixSilkin, Allegorithmic, bigzer, Chris-Bond, CoherentUE4, Rama, Ixiguis, mpolaczyk, pzurita, raziel2001au, robert-wallis, RushPL, solid-angle, stephenwhittle, thk123, timdonkssbc100, vakathil, Xaklse, Zoubi
Rendering New: Movable Skylight Skylights can now support the Movable mobility setting!
New: Distance Field Ambient Occlusion This feature computes AO from Signed Distance Fields which are used to represent the static meshes in the scene. The static meshes can be moved at runtime and the AO will update.
With Distance Field AO:
New: Skylight Global Illumination Lightmass now computes global illumination for Stationary and Static skylights!
With Global Illumination:
New: Translucency Shadowing from Stationary Lights Stationary lights now properly shadow translucent materials!
Static Shadowing for Translucency:
2D Game Tools Preview The Paper2D plugin is now enabled by default in the engine, so it will be usable in content-only games in 4.3.
A 2D side scroller game template has been added as well! (BP and C++ variations)
Editor and documentation now work to properly message the state of Paper2D in 4.3
AI Tools: Behavior Tree Blackboard Editing & Debugging in the Behavior Tree Editor You can now edit and debug Blackboard entries inside the Behavior Tree Editor. You can access the Blackboard Editor by switching to the new ‘Blackboard’ mode:
You can then edit the blackboard in a similar way to Blueprint variables by adding keys:
You can also remove and rename keys with hotkeys & the right-click context menu.
When debugging, blackboard values are displayed for inspection. As before you can still switch between current and saved (previous) debugging contexts:
The blackboard is also displayed for quick reference in the behaviour tree mode:
New: “New Node” Shortcuts The Behavior Tree Editor has had some new buttons added to its toolbar, allowing users to quickly create new Blueprint node types for tasks, decorators and services:
New: Oculus Rift Upgrade
New: SpeedTree 7 Supported You can now import SpeedTree assets into Unreal Engine!
SpeedTree trees and plants will all include light map UVs, dynamic LOD and wind effects. Those who download the new version will have several options:
Large World Support New: World Composition You can create sub-levels and position them anywhere on this map. They will be loaded automatically in the game.
Level Browser Redesign The Level Browser (accessed through the Window menu) has seen a significant update in 4.3.
New: Render To Texture Blueprint New texture baking features available with the ‘RenderToTexture_LevelBP’ Blueprint! In the Engine\Content\ArtTools\ directory now houses a blueprint named the RenderToTexture_LevelBP. This blueprint offers a few different baking options.
Some quick notes on usage:
Render Unwrapped Material to Textures This unwraps with a companion material function using a vertex shader. This can be useful if you want to bake out the result of something like World Aligned Textures to cut down on cost or if you for some reason needed to capture the engine static lightmap of a mesh to do something custom with it.
Render 3D Imposter Sprites Imposters are like sprites that are represented from all view angles so they can rotate and light in 3D.
One of the meshes near the middle is a real static mesh, the rest are imposters.
It also supports a mode called "Single Rotation Axis" which is meant to represent a billboard for a distant object on the horizon. What that does is only rotate the mesh around Z so that you get either more frames or more resolution than a full imposter.
This is a test scene using the Single Rotation axis imposters. Here the material was set to randomly rotate the position of the 'flipbook' by using worldposition, giving each a unique rotation.
Render a Per Object Shadow Depth Texture This mode bakes a depth map from a specified light view and can be used to do a custom Per-Object shadow within a material. This example tree material is unlit and the shadow is provided from a depth texture. This was used on the Apple Zen demo.
Flipbook Animations This mode is very similar to the Imposter sprite function. It uses a series of mesh rotations but this time they are specified by user input rather than pre-set by the blueprint.
It renders out the desired image types as a flipbook texture which can be animated on a sprite anywhere in the engine such as a particle effect.
There is also the option to pass an "Animation Phase" parameter to the target mesh in order to render a vertex shader animation to a flipbook.
New: Credits (Thank you!) Past and future contributors are immortalized in Unreal Editor with our new Credits screen. We can’t thank you enough!”
You can access the new Credits screen through the editor’s Help -> Credits menu.
Blueprints New: Spline and Spline Mesh Components We now have the ability to edit Splines directly in the world! By simply adding a Spline Component to your Blueprint and selecting an instance of that Blueprint, users gain access to editing splines within their levels.
You can also use a Spline Mesh Component to deform a StaticMesh along a spline. You can define a start and end location and tangent in the Details panel (or by calling functions).
Click on keys to select them.
If you want more control:
You can also right-click on a key to get a context menu:
If you want, you can also construct the spline inside your Construction Script using the AddSplineWorldPoint and SetSplineWorldPoints functions. If a spline is constructed inside the Construction Script in this way, the ‘Allow Spline Editing Per Instance’ flag should be turned off in the Blueprint defaults.
New: Reroute Nodes Add Reroute Node... now shows up in the context menu when you click-drag off of a pin; you can make connections to a reroute pin like normal, move it around (by dragging near it or ctrl + dragging on it), and remove it by Alt + Clicking.
You can also put comments on a reroute node by double-clicking on the draggable area below, or hitting F2.
New: Split Struct Pins Users now have the ability to split a struct pin directly in place on the node instead of having to insert the Make and Break nodes.
This works for both input and output pins of any struct, and if the split struct also contains structs, they can also be expanded. This is currently an Experimental feature and must be enabled in the Experimental section of the Editor Preferences.
New: Expand Enum for Output Pins You can now enable expanded Enumeration execution pins for Blueprint Nodes. This has existed for input pins for sometime now, but now can be enabled for output execution pins:
New: Data and Curve Table Support Evaluate Curve Table Row will return you the output value for Row Name at XY:
Get Data Table Row will return you a Row struct that can be broken into its individual component variables:
New: Blueprints Control of Anim Trails You can now control Anim Trail emitters in Blueprint (and code) without anim notifies.
New: Global Blueprint Search Find-in-Blueprints has been given a significant revamp to accommodate feature requests and should now be more robust and useful.
Searching should be more all-encompassing than ever before, finding: nodes, pins, pin values, graphs, variables, variable values, as well as searching animation graphs.
Searching is an asynchronous process, meaning it will not prevent you from using the editor as the search completes, you can also make multiple searches in different Blueprints at the same time.
Find-in-Blueprints now leverages the DDC for the searchable data - when Blueprints are updated their information is refreshed and when another user syncs that Blueprint the searchable data will be unreachable.
When Blueprints are not indexed in the system, it will inform you, as in the below image:
Scalability Updates For 4.3 we’ve focused on editor performance and CPU usage of the editor
Static Mesh Editor New: Customizable Static Mesh Collision The Static Mesh editor now supports adding multiple collision primitives of differing types, allowing for the quick creation of a custom collision setup, and modifications to existing collision to fix any issues affecting gameplay.
This can be used to make it easier to shoot through or traverse more complex geometry, as well as place blockers when you do not want to user to be able to. For example:
The Static Mesh Editor now supports Capsule/Sphyl collision geometry too.
Marketplace Black Jack is made completely in Blueprint and is mobile ready!