UDK ships demo content from Unreal Tournament 3 consisting of four maps; deathmatch, team deathmatch, and vehicle capture the flag gametypes; one robot character; three weapons; and four vehicles. In UT Demo, human opponents, blood and gore have been removed. Levels have been enhanced to showcase recent upgrades to UE3 technology.
The UT3 editor is widely used for learning Unreal Engine technology, and now there is UDK, which will give you all of UT3’s game creation tools in addition to high-level engine features developed since the game’s release.
UT Demo is a great example and starting point for those looking to develop their own first-person shooter experience.
Here are some key features of "Unreal Development Kit":
· The Unreal Editor toolset, complete with fully integrated game editing environment.
· Unreal Gemini multithreaded rendering system, including a powerful material system for creating complex real-time shaders on the fly.
· Unreal Lightmass global illumination solver for high-quality static lighting.
· State-of-the-art physics system, Unreal PhAT, powered by NVIDIA PhysX.
· Unreal Kismet, an advanced visual scripting solution that facilitates rapid prototyping of ideas and gameplay mechanics.
· AnimSet Viewer and AnimTree Editor, which give animators precise control over every muscle and bone movement.
· Unreal Matinee, which includes movie director-class tools for creating in-game cut scenes and gorgeous cinematics.
· UnrealScript, a fully integrated, high-level object-oriented programming language.
· Built-in Internet and LAN networking support for up to 64 players.
· Audio control through UnrealEd’s Visual Sound Cue Editor, plus support for major audio compression schemes; 3D sound positioning, spatialization and attenuation; multi-channel playback, and much more.
· Unreal Cascade particle effects system for implementing explosions, fog, fire and smoke. Module-based system gives real-time previews of visual effects.
· Terrain building tool for placing and customizing vegetation, structures and countless in-game points of interest.
· Integrations with leading game development middleware including PhysX, SpeedTree, FaceFX and Bink Video.
What's New in This Release: [ read full changelog ]
· New Substance Engine Integration for Smart Texturing
New Features and Functionality:
AnimSet Editor - Custom Notify Buttons:
· The AnimSet Editor, which allows the user to view and setup animated meshes, now offers the capability to set up to three custom buttons along with tool tips that shows what each button is bound to
· Clicking the button now will create the notify with the notify object (from defined class or archetype), with the option to set a duration, and/or a fixed start time
UnrealConsole - Reconnect Target:
· There is now a menu item for the debugging tool, UnrealConsole, that allows the user to reconnect to the target at any time
· The Mobile Shader Analyzer tool, which is used for examining mobile shaders and materials cooked for an application, no longer requires the patch from the November UDK to function properly
· Learn more about the Mobile Shader Analyzer tool and functionality here
iPhone audio updates:
· Fix to iOS audio output, now correctly outputs to stereo / 2 channels
· Added new music volume slider on iOS
· NodeSoundWave Quality Property – When this value is set to 100 sound data will stay LDPCM encoded at runtime preserving the exact quality heard on PC.
· Fixed error that could lead to random noise at the end of some sounds
Added support for Game Center iOS Achievement Banners:
· In IPhoneSystemSettings.ini
· Scene capturing (optimization for scaleform screens) works on iOS for all paths. Enabled capturing with post processing disabled
· Added new commandlet “ReplaceMaterial,” for quickly pointing asset material references to new materials or MaterialInstanceConstants (MICs). This is useful for reducing overall material usage, to reduce shader keys, or to fix up old data to use MICs.
· Syntax: ReplaceMaterial
· Flags: -ALL, -AutoCheckOutPackages
· Added texture tiling support for ribbon particles on mobile
· Extended mobile modulated shadows to support full-scene color fading
· Improved quality of mobile Depth of Field (DOF) and reduced shimmering
· Fixed quality issues with lightmap and Scaleform-packed textures. These had previously generated the PVRTC textures from DXT, instead of source art.
· Removed Depth of Field (DOF) near blur factor, which was still exposed but not being used
Added support for disabling game rendering while full screen movie is playing:
· In IPhoneSystemSettings.ini
· bDisableGameRenderingFullScreenMovie =true
· Added an EditorOnly flag for textures, which prevents the texture from being cooked into final packages
· Added Subtitle abilities into native m4v movies under iOS
· Added a –WriteTFCReport option to the cooker, will display all textures added to TextureFileCache (TFC) files to a CSV file on disk. Useful on mobile when all texture data is set to cook into TFCs to see exactly what is inside the files
· Fixed crash in Scaleform AMP code when returning from iOS application resigning to background
· Added ‘Fast compression / no resigning’ development option in the UnrealFrontend (UFE) for iOS packaging