![]() Some steps may be required to get your 4.0 project working in 4.1. Important Upgrade Notes Upgrading Projects This works for the "Make New Scene Root" operation as well. You can now undo/redo component attachment and detachment operations. This will create a new component variable in the new Blueprint that inherits its attributes from the original (except variable name, to avoid conflicts). You can now drag-and-drop component nodes between Blueprint editor windows. You can now safely convert between compatible types of objects in your Blueprints. You can now right click on pins and jump to connections. This tool can be enabled in your editor preferences under the Experimental section. Note: This tool is still an early work in progress. The Translation Editor makes it easier to edit translations for strings in your game code and assets. Debug drawing is not recommended during normal gameplay. Note: This feature is designed for debugging purposes. Values can be recorded and histograms can be drawn from both C++ code and Blueprints. You can record the value of a property or other aspect of the game over time and visualize that as a histogram at a specific location in the world. You can now draw a histogram (graph) of float values in the world. You can find these settings under Editor Preferences > Keyboards Settings > Viewport Navigation. We now allow users to remap their WASD controls for the viewport. You can access the Undo History window from the Windows menu (Windows > Undo History). The Editor now has a way to access the undo history. You can now select multiple folders with textures, meshes and animations, and drag them directly into the Content Browser to import everything inside those folders. If an asset is being referenced in the open map, Double Clicking the map asset will take you to it in the open map. You can perform a Force Delete, or you can Cancel and go handle the references yourself.Īllows for multiple simultaneous deletes.Įven if an asset is referenced by other assets, as long as they are also being deleted, it won't flag that as a problem.ĭouble Clicking on referenced assets will open their editor You can Replace References, formally known as "Consolidate". You can click on any referenced asset to navigate to it and fix it up manually. This feature makes it easy to delete assets by helping you interactively inspect and repair references.Īllows graceful cleanup of assets still being referenced on disk or in memory The News Feed will tell you about new Marketplace content, video tutorials and blog posts. You can access it using the new button in the top-right of the editor. Visibility toggling on folders affects all their contained Actors. The create button will create you a new folder containing the currently selected Actors. You can now organize your actors into folders in the Scene Outliner. Persona Animation Editor Tutorial walks you through the various user interface elements and concepts for the different asset types and modes. Static Mesh Editor Tutorial covers the interface and tools available for setting up Static Meshes. Material Editor Tutorial explains the basics of creating Materials. They'll appear automatically the first time you encounter these features.Ĭascade Particle Editor Tutorial walks you through the basic user interface and concepts used when creating Particle Systems and effects. We've added new built-in in-editor tutorials. The Rolling template (C++ and Blueprint) feature a physics-based rolling ball as the player character:Įditor and Tools New Built-in Editor Tutorials The Flying template (C++ and Blueprint) feature simple flying movement: We've created two new project templates that demonstrate simple flying and rolling character movement. New Project Templates Flying Template and Rolling Template The Math Hall example provides an introduction to basic vector math and the concept behind various math functions. Remember that cool Unreal Demo we showed running on PlayStation 4? Is a spectacular showcase of Unreal Engine 4's high-end rendering capabilities, including dynamic lighting and shadowing real-time reflections, subsurface scattering and GPU powered particle effects. You can now package your games and deploy to SteamOS and Linux!įor now, deploying projects to Linux requires compiling source from GitHub using a Windows computer. Major New Features Platforms PlayStation 4 and Xbox One Supportįull support for PlayStation 4 and Xbox One!Įngine source for Playstation 4 and Xbox One is available to subscribers who are registered developers with Microsoft or Sony, respectively.įor now, deploying projects to Playstation 4 or Xbox One requires compiling source from GitHub using a Windows computer
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