Unreal Engine 4.9 released
Sep 01, 2015 by CGP Staff
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Epic Games has released yet another significant update to its game engine and development tools. New features include:
- “Arch Vis” character controls – provides out-of-the-box controls appropriate for architectural visualization applications. It is intended to feel pleasant and natural to control at realistic world scales, and to enable smoother videos and live demos.
- Enhanced support for mobile devices – efficient dynamic shadows, movable lights and decals, etc.
- Various VR updates
- VR motion controller support
- Experimental DirectX 12 support
- Full scene particle collision – distance field GPU particle collision allows particles to efficiently collide with the entire scene
- Hierarchical LOD Fast Preview and Clustering
- Widget Depth Ordering – helps make sure that the closest screen space widget component is always on top of the other components
- Area Shadows for stationary lights
- Ambient Occlusion material mask – lets you access Lightmass calculated AO in your material, which can be useful for procedural texturing, for example to add in aging effects and dirt in areas where it would accumulate
- Mesh Distance Field Materials – allows your materials to cheaply determine the distance to the nearst solid from any point in space
- Improved Distance Field Ambient Occlusion
- Content Browser now supports advanced search syntax – find your content on projects of any size
- Collection Improvements – help you better manage assets in your game with collection nesting, smart collections and tagging functionality
- Plugin Creation Wizard – helps create new C++ plugins for Unreal Engine 4
- Enhanced Curve Editor – many improvements to the Curve Editor to make it easier to manipulate curve keys and tangents
- Non-Linear animation blending – support for many different blending functions between animation poses and transitions
- Bone-driven animation controllers – allow a “Driver” bone to dynamically affect the motion of one or more “Driven” bones. Great for characters that have accessories attached. You can avoid geometry intersecting during an animation.
- Sound Quality Levels – gives sound designers the ability to manage audio memory usage and (to some extent) performance for lower end machines/devices
- Runtime Asset Cache – stores local copies of assets that may not have shipped with a game. For example if you have a lot of procedurally created assets, or assets that come from a server, the new Runtime Asset Cache is a generic asset cache system that can be used to persistently store data generated during runtime.
Unreal stays ahead of the game…again…How can anyone hope to beat them?
It is exciting to witness this boom of dense, accessible technology.
Absolutely loving this!