Unreal Engine 4.23 was released today. A few of the new features are listed as follows:
– Unreal Engine’s new physics and destruction system called Chaos (Beta) – Virtual texturing, which is a new way to handle very large textures (Beta) – Unreal Insights, a new unified profiling experience (Beta) – HoloLens 2 native support (Beta) – Ray tracing improvements – Niagara improvements – Virtual production improvements
UT Renaissance Development launches development stream series which will help to establish connection between players and community developers.During every episode of stream developers will show off their personal artwork and stuff they work on and implement in game.This will help playerbase to stay tuned in whats going on with UT.Players are welcome give any advice and even critique.Remember that WE are building the UT at this point and your feedback is important for us.Be it new idea or just advice. Tomorrow is our first stream of pilot episode. Here are the Twitch and Youtube links where the episodes will be streamed.
Unreal Engine 4.18 has been released with the most prominent feature being Volumetric Lightmaps and multi-bounce indirect lighting from Skylights. Unfortunately the new features in 4.18 can’t be used by content developers for UT4 since UT4 is several engine revisions behind at this point. Hopefully that will be remedied soon.
From the Unreal Engine site:
Volumetric Lightmaps store precomputed lighting at all points in space by covering the entire Lightmass Importance Volume with 4x4x4 bricks of lighting samples. Bricks are placed with higher density near static geometry, where indirect lighting is changing the most. This data structure allows efficient interpolation of indirect lighting to any point in space on the GPU. The Volumetric Lightmap is interpolated to each pixel instead of once for the whole component and has more reliable detail than our previous Indirect Lighting Cache method, resulting in fewer cases of light leaking.
Go HERE for all of the details on the 4.18 release.
May 31, 2017 / MauL / Comments Off on Unreal Engine Live Stream – Volumetric Fog
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.
Here’s a crazy new feature in Unreal Engine 4.13. Procedural Mesh Slicing allows you to setup meshes that can be sliced up to bits during game play. Pretty cool stuff! This tutorial featuring Alexander Paschall and Ian Shaddon, shows you some of the tricks to get this done.
Unreal Engine 4.12 was officially released today even though UT has been using a pre-release version of 4.12 for quite a while. One of the big new features is the new Sequencer for real-time cinematics and cutscenes. If you’re using Matinee to make fly-throughs of your maps, you might want to take a look at the new features in Sequencer.
As usual, the full changelog is freakishly long. Go HERE for the full details.
Unreal Engine is now at version 4.10 with the usual massive change log. With UT now 2 revisions back, it will interesting to see if the team skips 4.9 altogether. Release information can be found HERE.
One of the new features is the Landscape Mirror Tool seen below. Instant outdoor, symmetric CTF!
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