虚幻引擎 4.4 版本信息

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Unreal Engine 4.4 has our first preview release of Unreal Motion Graphics, our new UI design and scripting toolset. Also in this version Behavior Tree Editor, our AI logic tool, is enabled by default and ready for everyone to use! You'll also see many improvements to the Persona Animation Editor and Paper 2D. Support for Android and iOS platforms is even better now, and C++ compiling is faster too. Many new Marketplace releases are ready for 4.4! We're shipping the Landscape Mountains sample, Matinee Fight Scene, Mixamo Animation Pack, and new Content Example maps for Paper 2D and Networking. Be sure to hit up the Marketplace to grab these new samples - they are free to subscribers.

We would like to extend our gratitude to all of the amazing developers who contributed code to the upcoming 4.4 release.

Alex Silkin (alexSilkin), Joe Riedel (joeriedel), Joel Riendeau (joelriendeau), Kevin Rushin (Malfate), Marc Kamradt (MarcKamradt), Martin Palko (MartinPalko), Michael Delva (Zoubi), Pablo Zurita (pzurita), Rama (EverNewJoy), Robbie Newman (Ehamloptiran), Robert Khalikov (nbjk667), Robert Wallis (robert-wallis), Roy (Shammah), Scott Michaud (ScottMichaud), Sebastien Rombauts (Srombauts), Stephen Whittle (stephenwhittle), Steve Anichini (solid-angel), thk123, Wesley Hearn (wshearn).

Major New Features

New: Unreal Motion Graphics (UI Editor Preview)

Unreal Motion Graphics (UMG) is our experimental new interactive UI design and scripting tool!

UTMainMenuMockup01.png

The new Widget Editor tool lets you layout UI on an interactive canvas and create and preview animations in real-time. UMG integrates deeply with Blueprints, so you can easily wire up events to trigger gameplay changes. UMG is built on top of the Slate UI system and inherits many awesome benefits such as a large array of UI widgets and a rich set of features.

Unreal Motion Graphics is currently 'Experimental' as of the 4.4 release. It is not fully production-ready and things may not be backwards compatible, but we would love for you to check it out and send feedback! To access UMG, enable it in the Experimental section of the Editor Preferences.

For more info, please check out our UMG Documentation for 4.4 and our demostration video .

Free Marketplace Content

Landscape Mountains - Sail through a vast mountain range via hang glider in this showcase built with World Machine and decorated using UE4's foliage and material system. Check out just how easy it is to create a high-end realistic landscape with beautiful mountain ranges using UE4 and Landscape Mountains!

LandScapeMountains.png

Matinee Fight Scene - Learn how to create stunning cinematics just like the pros by digging into this fight scene built with Matinee. From animated characters to VFX, you'll go hands on to see how everything is controlled within the Editor. Get started with our tutorial and some simple Matinee how-to's.

MatineeFightScene.png

Mixamo Animation Pack - Mixamo brings you a free Character and Animation Pack for use in your project. Containing 15 characters with animations, prototyping your game has never been easier!

Mixamo.png

New Paper2D Content Example Map - Covers several topics related to 2D game creation including: Sprite creation and editing via the Sprite Editor, Flipbooks which enable you to create animated 2D assets using Sprites and keyframing, how to control Flipbooks with Blueprints, adding physics to 2D assets, and how to create the classic low resolution pixel look for your Sprites. Check out the companion Paper2D documenatation for more info!

Paper2DExamplePic.png

New Networking Features Content Example Map - Illustrates how to implement network functionality entirely through Blueprints. The examples in the Replication section showcase the methods of properly communicating information between Server and Client as well as when to employ the different techniques. The examples shown in the Relevancy section demonstrate how to handle cases where an Actor becomes relevant, such as when a player joins an existing game in-progress. Browse the documentation while you go!

NetworkingFeatureContentMap.png

Behavior Tree

New: Behavior Tree Editor is now ready to use!

BehaviorTreeMainPic.png

Behavior Tree Editor allows you to edit AI state logic in an interactive graph editor. We've been making steady improvements to the tool for months now, and we think it's ready for everyone to use in their games!

Execution Order Indicators

Nodes now have indicators to show the order in which they will be executed within their parent scope. Hovering over these indicators also highlights indicators at the same level in the tree:

BehaviorTree01.png

When debugging, the indicators display the overall order within the tree:

BehaviorTree02.png

Node Tooltips

All built-in nodes now have tooltips explaining their functionality. Hover over a node to see what it does.

BehaviorTree03.png

Materials

New: Clear Coat Shading Model!

The new Clear Coat shading model makes it easier to design materials that have a translucent coating on top.

ClearCoat01.png
(note the flecks were done in the material editor and are not part of the shading model)

This can be used for multilayer materials where a translucent layer of film is over the surface of a standard material, either a metal or nonmetal. Specifically it was designed to model this second class of smooth colored films over a non-colored metal.

Examples included acrylic or lacquer clear coats, and colored films over metals such as soda cans and car paint.

Two new parameters are exposed:

New: Tube Lights

Thanks to a great community submission , the Lightmass raytracer now supports capsule-shaped point lights.

TubelightLightmass.png

Paper 2D

Paper 2D Sprite Dicing

Paper 2D Sprites can now be diced!

Paper 2D Sprites can now be diced! This separates out translucent/masked regions from opaque ones, reducing the GPU cost of rendering them.

To use this feature, set the render geometry type to Diced and make sure that you have the alternate material set to an opaque material on the asset.

SpriteDicingPaper2D.png

Persona

Improved Animation Editing Workflow!

SimplifiedTabs.png

PersonaToolbars.png PersonaToolbars2.png

AnimationThumbnail.png

PreviewTooltip.png

SaveAllAnimations.png

SelectBoneHidden.png

MontageErrorMessage.png

MeshDetailView.png

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Blueprints

NewBlueprint Node: Set Members in Structure

This node lets you easily assign values to variables in your user-defined structure. You can select which struct variables are displayed using the node's Details.

BlueprintSetMembers.png

New Blueprint Node: Set Timer Delegate

This node makes it easy to run a custom event at a specific interval of your choosing. You can optionally tell the event to be called repeatedly using the "Looping" check box.

BlueprintSetTimer.png

Platform Improvements

A huge number of improvements have been made to mobile workflows, including in-editor tutorials to help with device provisioning. New graphics features are available on mobile, such as instanced foliage. The Mac version of Unreal Editor is now more responsive, has an improved menu experience, and dozens of other changes. Android supports even more devices, and you can now access in-app purchase features from your Blueprint scripts!

See the rest of the changelist below for a detailed list of improvements for your favorite platforms!

Editor

New: Snap Actors to Surfaces!

There is a new button on the transform toolbar which allows you to project actors into the world as you drag them. This can be really useful for placing objects onto complex geometry.

SnapActors01.png

The snapping works in one of two ways, either by projecting through the drag plane (if you are dragging in a constrained plane), or by projecting the actors into the world in screen space (when dragging in all 3 axes).

SnapActors04.png

Physics

New: Simple 2D Physics Constraints!

The engine now supports easily constraining 3D physics objects into a 2D plane. This should help with 3D side scrollers.

2DphysicsConstraints.png

The setting can be applied per object, or project wide by changing the project physics settings.

Ragdolls will by default only constrain the root body. This allows limbs of the ragdoll to move in 3D, while still keeping the entire asset in a 2D plane.

New: Custom Friction Modes

Physical Materials now support different friction modes!

FrictionModeCustom.png

By default we take the average friction coefficient when two bodies hit. However, this can be problematic for cases like ice where negative and positive coefficients are needed to average out to 0.

Different modes are useful for different types of effects. In the case of ice you would likely want either Multiply or Min with the ice material's friction set to 0.

The friction mode can be set project wide or overwritten per physical material.

Learning Resources

New Additions

Editor and Tools

Landscape

Behavior Tree

Blueprints

Rendering

Gameplay and Framework

CharacterMovementComponent

New: Game Instance objects (persistent gameplay data)

Paper 2D

Platforms

Windows

Mac

Mobile

Android

Android Compatibility Device List

See our Android Device compatibility wiki page for more information.

Xbox One

PlayStation 4

HTML5

Templates

Slate

Physics

2D Physics Constraints

Audio

Live Streaming Plugin Support

Animation

FBX

Online

Networking

Core

GameplayDebugger module changes:

GameplayDebuggerCode1.png

Faster C++ Compile Times

Unreal Build Tool Improvements

UnrealHeaderTool

Known Issues