虚幻引擎 4.3 版本信息

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4.3 Release Notes

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, EverNewJoy, Ixiguis, mpolaczyk, pzurita, raziel2001au, robert-wallis, RushPL, solid-angle, stephenwhittle, thk123, timdonkssbc100, vakathil, Xaklse, Zoubi

Major New Features

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.

Original:

DistanceFieldAO_01.png

With Distance Field AO:

DistanceFieldAO_02.png

NEW: Skylight Global Illumination

Lightmass now computes global illumination for Stationary and Static skylights!

Original:

SkylightGI01.png

With Global Illumination:

SkylightGI02.png

New: Translucency Shadowing from Stationary Lights

Stationary lights now properly shadow translucent materials!

Original:

TranslucencyShadowing01.png

Static Shadowing for Translucency:

TranslucencyShadowing02.png

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)

Paper2D03.png

Editor and documentation now work to properly message the state of Paper2D in 4.3

Paper2D01.png Paper2D02.png

Addition Updates:

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:

BehaviorTree01.png

You can then edit the blackboard in a similar way to Blueprint variables by adding keys:

BehaviorTree02.png

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:

BehaviorTree03.png

The blackboard is also displayed for quick reference in the behaviour tree mode:

BehaviorTree04.png

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:

BehaviorTree05.png

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.

LevelsComposition01.png

LevelsComposition02.png

Level Browser Redesign

The Level Browser (accessed through the Window menu) has seen a significant update in 4.3.

LevelBrowserRedesign.png

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.

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.

RenderUnwrappedMat.png

Render 3D Imposter Sprites

Imposters are like sprites that are represented from all view angles so they can rotate and light in 3D.

Render3D.png

Example Imposters: One of the meshes near the middle is a real static mesh, the rest are imposters.

ExampleImposters.png

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.

ExampleImposters2.png

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.

ExampleImposters3.png

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.

RenderPerObject.png

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.

FlipbookAnim.png

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.

FlipbookAnim2.png

New: Credits (Thank you!)

Past and future contributors are immortalized in Unreal Editor with our new Credits screen. We can't thank you enough!

CommunityDevs.png

You can access the new Credits screen through the editor's Help -> Credits menu.

New: Oculus Rift Upgrade

OculusRiftUpgrade.png

New: SpeedTree 7 Supported

You can now import SpeedTree assets into Unreal Engine!

Speedtree01.png

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:

Speedtree02.png

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 or Spline Mesh Component to your Blueprint and selecting an instance of that Blueprint, users gain access to editing splines within their levels.

SplineMeshComponents.png

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.

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.

RerouteNodes.png

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.

SplitStructPins.png

This works for both input and output pins of any struct, and if the split struct also contains structs, they can also be expanded.

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:

ExpandEnum.png

New: Data and Curve Table Support

Evaluate Curve Table Row will return you the output value for Row Name at XY:

DataandCurve01.png

Get Data Table Row will return you a Row struct that can be broken into its individual component variables:

DataandCurve02.png

New: Blueprints Control of Anim Trails

You can now control Anim Trail emitters in Blueprint (and code) without anim notifies.

AnimTrails02.png

AnimTrails03.png

AnimTrails04.png

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:

FindBlueprintsRefactor.png

Scalability Updates

For 4.3 we've focused on editor performance and CPU usage of the editor

ScalabilityUpdates01.png

ScalabilityUpdates02.png

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:

CustomStaticMeshCollision01.png CustomStaticMeshCollision02.png

The Static Mesh Editor now supports Capsule/Sphyl collision geometry too.

CustomStaticMeshCollision03.png

Release Notes

Marketplace

Black Jack is made completely in Blueprint and is mobile ready!

BlackJack.png

Learning Resources

New Additions

Editor and Tools

**Persona Animation Editor*

Behavior Trees

Scene Outliner

Static Mesh Editor

Material Editor

Tiled Landscape

Slate

Blueprints

Rendering

Movable SkyLight

Gameplay and Framework

Lighting

Oculus

Animation

Debugging

LiveEditor Plugin

Paper 2D

Physics

World Browser

Live Streaming Support for Editor and Games (WIP)

FBX

Audio

Platforms

Mac

Playstation 4

Xbox One

Android

iOS

HTML5

Networking

Known Issues

API Update Notes

Editor and Tools

Landscape

Blueprint

Gameplay and Framework

UI

Rendering

Automation

Unreal Frontend

Physics

EQS (Environment Query System) changes

Shootergame

Vehicle game

Foliage is Being Refactored

Paper 2D

Core

Slate API Updates

Physics