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: Open World Demo Collection!
A collection of realistic assets from Epic’s Open World Kite Cinematic shown at GDC 2015 is now available for download from the UE4 marketplace. And the best part, for free!
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42 Photo-realistic meshes with LODs15 Foliage
21 Rocks
6 Trees
138 Textures from 2048 up to 8192
14 Tiling Ground Materials with Normal and Displacement
Curious about our photo-reconstruction process? Watch our GDC 2015 session here!
Important Note: The assets in this pack are designed for extremely high end systems. When opening the content the first time, expect long processing times as the editor compresses high resolution textures. Also make sure to have about 4 GB of hard drive space to store the cached rendering data.
“Replace with” for Anim Notifies
We were looking for a quicker way to replace existing Anim Notifies with other kinds of Anim Notifies, so we added a “Replace with” option to the right-click menu for Anim Notifies in Persona:
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It also lets you replace existing AnimNotifyStates with other types of AnimNotifyStates:
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It also supports multiple select to replace several Anim Notifies with a new type of Anim Notify at the same time.
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(Note that currently you can only replace regular AnimNotifies (0 duration) with other regular AnimNotifies, and AnimNotifyStates ( >0 duration) can only be replaced with other AnimNotifyStates, so multiply selecting a mixture of the two and replacing is not supported for the time being.)
It uses the same code path as creating new Anim Notifies, so If the notify you are replacing with has an associated asset type like a sound or particle system, if you select an appropriate asset it in the content browser, it will get applied to all the replacement notifies:
&stc=1It also copies over information for snapping to sections in Montages:
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(The little blue arrows indicate which section of the Montage the AnimNotify is snapped to).
Drag and Dropping to Create New Pins
Recently we have implemented a new feature to drag and drop a pin connection onto Function and Macro Entry/Result nodes, Collapsed Graph nodes (and their entry/result nodes in their graphs), and Custom Event nodes.
To use this feature, just drag a pin connection over the node:
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The results will be a new pin, already named and connected.
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Note that, at this time, this feature does not support many of the other types of nodes that support adding new pins, such as: Make Array, various math nodes, Format Text, Switch, among others