Posted on April 11, 2011, Jon Soucy Unreal Development Kit Beta (April 2011) Download
UDK is Unreal Engine 3 is a complete professional development framework. All the tools you need to create great games, advanced visualizations and detailed 3D simulations on the PC and iOS. The best tools in the industry are in your hands.
Download the newest version of the Unreal Development Kit Beta (April 2011)
April Beta Upgrade Notes
Unreal Content Browser now has an option to generate private collections containing the resources a specific asset references.
We’ve added a new tool for quickly previewing the player’s height while editing your level. Just hold down the backslash key (“”) while moving the mouse over a perspective viewport to instantly visualize a predefined mesh right in your level.”
Organize your favorite properties any way you want using the up and down arrows.
It is now possible to view each channel individually in the texture viewer.
There are new buttons to toggle desaturation and the checkerboard pattern for transparent textures.
Previewer padding is now adjustable as well.
The new particle collision module, CollisionActor, lets you pick specific actors to collide against.
A new option to particle ‘LocationSkelVertSurface’ module allows for optionally specifying materials that limit spawning.
A new option enables converting particle modules to their seeded equivalents if available.
Cascade now has an optional display of approximate memory the particle system will use.
‘Template’ is the memory the particle system template uses.
‘Instance’ is the memory the modules use.
Matinee sequences with director tracks now disable some rendering features by default to make room for cinematic lighting and shadowing.
Features disabled are SSAO, whole scene dynamic shadows from ‘DominantDirectionalLights’ and skinned motion blur.
These can be re-enabled as desired. Settings are on the Matinee object.
Matinee has a new preset group for lighting. Adding a new lighting group adds tracks for movement, brightness, color and radius.
A new ‘Move to end of track’ option moves the timeline to the end of the currently selected track.
The AI Group in Matinee has been fixed so that no custom animation can overwrite current Matinee-driven animation.
New keyboard shortcuts for are now available for Kismet.
‘Ctrl-Shift-A’ selects matching actions and variables of the current selection within the active sequence.
‘Ctrl-A’ selects all sequence objects within the active sequence.
The Kismet level sequences browser should no longer constantly close itself.
When making a new comment box around a selection, the size of the box now fits properly around the selection.
Added ‘Flatten’ tool to the Landscape Editor.
Landscape now has DX11 support!
Static meshes can be exported to FBX via Unreal Content Browser (vertex colors and UVs are exported as well).
Whole levels or selected actors, including BSP, can be exported to FBX with world position.
Fixed not being able to export lightmaps as FBX via the static mesh editor.
Material auto-assignment now works for material instance constants.
Drag and drop of materials with multiple static meshes selected now applies the material to all selected meshes.
Floating viewport configurations are now saved between editor sessions.
Better undo and redo support has been added to the Sound Cue Editor.
Custom triangle sorting information should now be retained when re-importing a skeletal mesh.
The ‘SkinXX’ syntax for material order should now work correctly for meshes.
When using mesh paint, paint and erase should now influence the same vertices.
Importing a mesh over another one no longer erases material assignments.
There is new a ‘Copy to clipboard’ option in the materials section of the actor right-click menu.
‘Brush edges’ is easier to select in the perspective viewport while in geometry mode.
UDK has been updated to FaceFX version 188.8.131.52.
You can now toggle SSAO and visualize SSAO from the editor, as well as by using the ‘show’ console command.
There are new ‘Snap Constraint To Bone’ and ‘Snap All Constraints To Bone’ buttons in UnrealPhAT Editor Rendering.