Epic Games has released Unreal Engine 4.17. As usual, you will be scrolling for days to review the entire, jaw-dropping change log.
Prominent in this release are several Sequencer related items. Go HERE for the full changelog.
Long time UT community members Nanners, Sassmaster, and Heresiarch have taken up the daunting task of providing quality feedback for several community made maps for UT4.
At this point, they have reviewed four maps in all. Each of the maps are painstakingly covered, with discussions on gameplay along with suggestions on map geometry and item placement.
If you are a mapper, these videos are a must watch to hear some pro tips on map layout. If you are a player, these videos will help you understand better why the maps play the way they do and maybe a learn a new trick or two.
Here are the four videos released so far:
The June 2017 update for Unreal Tournament has been released. Here are the highlights:
For the full release notes, go HERE.
The June 1st Unreal Engine Live Stream will focus on the long awaited Volumetric Fog feature this time around.
From an Unreal Engine Forum post by Alexander Paschall:
Daniel Wright joins the livestream once again, this time to talk about Volumetric Fog, a beautiful new rendering feature in 4.16. With Volumetric Fog, you can create incredible ambiance and mood in your environments using the new Volumetric Fog! Varying densities are supported so you can simulate clouds of dust or smoke flowing through light shafts, and any number of lights can affect the fog.
Watch the Twitch stream on the Unreal Engine Twitch channel at 2:00pm ET.
Epic Games has released Unreal Engine 4.16 with a massive change log. The most long awaited new feature is the new Volumetric Fog engine. While this feature likely will not be used to a great extent in Unreal Tournament due to the need for visual clarity, in the right situation, it could be used as an effective design element.
Go HERE to view the highlights.
Zaccubus posted a new Duel tutorial which is a good place to start for beginning Duelers. It covers the basics such as map knowledge, timing, and positioning.
Blender Foundation chairman Ton Roosendaal has reported that Epic games has donated $13.5K to the foundation. Alexander Paschall posted on the Unreal Engine Forum regarding the news:
“We are trying to get a solid pipeline for exporting from Blender to UE4. So far things are going really well and we hope to see some cool stuff in the near future”.
The workflow works pretty well currently for most content but a formal pipeline blessed by Epic would be more than welcomed.
Epic released an update to Unreal Tournament today with numerous changes to the Blitz gametype and a fairly substantial change to the Flak Cannon. The Flak Cannon adjustments have been long overdue and bring it much more in line with previous UT’s particularly UT2004.
As is typical now with most builds, all custom content has to be recooked so the Unreal Carnage Hub will be lacking community maps and mutators for a few days.
Go HERE to see the full changelog.
Sidney “Clawfist” Rauchberger posted a fascinating article this week which discusses the map design process that the Epic team has gone through for Blitz (formerly Flag Run). If you’re interested in designing a Blitz level for UT4, this is a must read.
You can find the article HERE on Epic’s UT blog.
The latest update for UT has come a bit earlier than usual. This is most likely due to community feedback on the dodge change in the previous build. As usual there a number of tweaks to the game and the best way to learn about them is with Zaccubus’ excellent Patch Notes videos.
The full patch notes can be found HERE.