We’re excited to share a few of the new features now available on the Master branch on GitHub. To be able to try out these new features, you will need to download the source code for the Master branch and build the Engine yourself. For more information about how to build the Engine from source code, please see this page. The Master branch on GitHub is constantly being updated and is not quality tested so it may be potentially unstable. We do not recommend using the Master branch for project development. If you wish to wait, these features will be made available to all in an upcoming official release.
Engine News
New Features
New: “Sci-fi Bunk” Sample Project!
Liam Tart (PogoP) built this showcase scene to learn more about Unreal Engine 4’s rendering techniques.
There are a number of Material Instances based on a master Material - check out the documentation to see how and why these are used! The scene is laid out in a modular way, and includes Blueprints to drive lights and other elements of the environment. A Matinee flythrough of the project both conveys the station’s backstory and can be used to learn how to set up your own movie to show off a scene.
To download this project please check out our new Community Contributions section within the Learn tab of the UE4 launcher!
New: Split-Screen UI (Unreal Motion Graphics)
We now support for split-screen UIs in UMG. Here is an example of a four-way split with a different menu for each player.
You can add Widgets directly to a specific player’s screen instead of the viewport directly. This will automatically position and size the UI for each player. Player-specific screen UI will appear underneath anything that was added directly to the viewport.
New: Interact with Graph Wires
You can now interact with wires in any graph editor!
- Alt+LMB Click to break the connection.
- Ctrl+LMB Drag to move the connection to a different pin.
- Hover over the wire to highlight it or see the tool tip for the associated pin.
- Double-click to insert a reroute node (Blueprint graphs only).
Note: This feature will be enabled by default in an upcoming release, but for now you will need to turn it on manually in your Preferences:
- Editor Preferences -> Graph Editors ->Treat Splines Like Pins (enabled)
New: Ctrl+Tab Menu (Quickly switch between tabs)
You can now summon a pop-up menu to quickly switch between different asset editors and tool tabs by pressing Ctrl+Tab.
It stays open as long as you hold down Ctrl, and pressing Tab or Shift+Tab cycles forwards and backwards through the open asset editors (and the level editor). Letting go of Ctrl will open the currently highlighted editor.
You can also use the mouse to activate one of the editors or any of the associated tool tabs for the highlighted editor. The path display in the bottom left corner is also a hyperlink that will show the asset in the content browser.
As a reminder, there is also a Ctrl+P shortcut to open an asset picker dialog that you can use to open new asset editors.