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25. April 2014

 

As the title said, Unreal Engine 4.1 has been released.  The biggest new is probably PS4/Xbox One support, but to most developers the additional resources and in engine tutorials are probably a bigger deal.  The impressive part is the volume of the release.  If Unreal keep updating at this pace, all the other game engines really do need to be afraid!  I have to imagine it will slow down a bit as I am guessing a lot of this content simply didn’t make the 4.0 cut.

 

Anyways, here are the release notes:

 

4.1 Release Notes

UNREAL ENGINE 4.1 RELEASE NOTES

Ray Davis on Apr 24, 2014 | Community News
MAJOR NEW FEATURES

Platforms

PlayStation 4 and Xbox One Support

  • Full support for PlayStation 4 and Xbox One!

Console

  • Engine source for Playstation 4 and Xbox One is available to subscribers who are registered developers with Microsoft or Sony, respectively.
  • For now, deploying projects to Playstation 4 or Xbox One requires compiling source from GitHub using a Windows computer

SteamOS/Linux Support (Preview)

  • You can now package your games and deploy to SteamOS and Linux!

Linux steam approved

  • For now, deploying projects to Linux requires compiling source from GitHub using a Windows computer.

Marketplace Content

Elemental Demo (Coming Later Today)

  • Remember that cool Unreal Demo we showed running on PlayStation 4? Elemental is a spectacular showcase of Unreal Engine 4’s high-end rendering capabilities, including dynamic lighting and shadowing real-time reflections, subsurface scattering and GPU powered particle effects.

elemental

Math Hall, a new Content Example level

  • The Math Hall example provides an introduction to basic vector math and the concept behind various math functions.

content examples

New Project Templates

Flying Template and Rolling Template

  • We’ve created two new project templates that demonstrate simple flying and rolling character movement.
  • The Flying template (C++ and Blueprint) feature simple flying movement:

FLying machin

  • The Rolling template (C++ and Blueprint) feature a physics-based rolling ball as the player character:

Rolling

Editor and Tools

New Built-in Editor Tutorials

  • We’ve added new built-in in-editor tutorials.  They’ll appear automatically the first time you encounter these features.
    tutorial image
  • Cascade Particle Editor Tutorial walks you through the basic user interface and concepts used when creating Particle Systems and effects.
  • Material Editor Tutorial explains the basics of creating Materials.
  • Static Mesh Editor Tutorial covers the interface and tools available for setting up Static Meshes.
  • Persona Animation Editor Tutorial walks you through the various user interface elements and concepts for the different asset types and modes.

Scene Outliner Folder System

  • You can now organize your actors into folders in the Scene Outliner.

sceen outliner

  • The create button will create you a new folder containing the currently selected actors.
  • Visibility toggling on folders affects all their contained actors.

Editor News Feed

  • The editor now has a built-in News Feed. You can access it using the new button in the top-right of the editor.
  • The News Feed will tell you about new Marketplace content, video tutorials and blog posts.

Editor News feed

Asset Deletion Assistant

  • This feature makes it easy to delete assets by helping you interactively inspect and repair references.

asset delete

  • Allows graceful cleanup of assets still being referenced on disk or in memory
    • You can click on any referenced asset to navigate to it and fix it up manually.
    • You can Replace References, formally known as “Consolidate”. 
    • You can perform a Force Delete, or you can Cancel and go handle the references yourself.
  • Allows for multiple simultaneous deletes.
    • Even if an asset is referenced by other assets, as long as they are also being deleted, it won’t flag that as a problem.
  • Reference Navigation
    • Double Clicking on referenced assets will open their editor
    • If an asset is being referenced in the open map, Double Clicking the map asset will take you to it in the open map.

Drag and Drop Directory Importing

  • You can now select multiple folders with textures, meshes and animations, and drag them directly into the Content Browser to import everything inside those folders.

Drag and drop

Undo History Window

  • The Editor now has a way to access the undo history.

undo history

  • You can access the Undo History window from the Windows menu (Windows > Undo History).    

New: Remapping Viewport Controls

  • We now allow users to remap their WASD controls for the viewport.
  • You can find these settings under Editor Preferences > Keyboards Settings > Viewport Navigation.

remapping viewport

New: Debug Histogram Visualization

  • You can now draw a histogram (graph) of float values in the world.

debug histogram

  • You can record the value of a property or other aspect of the game over time and visualize that as a histogram at a specific location in the world.
  • Values can be recorded and histograms can be drawn from both C++ code and Blueprints.

Histogram

  • Note: This feature is designed for debugging purposes. Debug drawing is not recommended during normal gameplay.

Translation Editor (Preview)

  • The Translation Editor makes it easier to edit translations for strings in your game code and assets.  

translation Editor

  • Note:  This tool is still an early work in progress.  This tool can be enabled in your editor preferences under the Experimental section.

Blueprints

Jump to Connection in Graph

  • You can now right click on pins and jump to connections.

Jump Connections

Class Dynamic Casting

  • You can now safely convert between compatible types of objects in your Blueprints.

Description: DynamicCasting.png

Improved Blueprint Components Editing

  • You can now drag-and-drop component nodes between Blueprint editor windows.
    • This will create a new component variable in the new Blueprint that inherits its attributes from the original (except variable name, to avoid conflicts.
  • You can now undo/redo component attachment and detachment operations.
    • This works for the “Make New Scene Root” operation as well

 

You can read the original release notes here.

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