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
**
Parallax Occlusion Mapping
A new node has been added to the Material Editor! Use Parallax Occlusion Mapping to get accurate, detailed shadows out of your materials.
To achieve this level of detail, Parallax Mapping traces a ray through a heightmap texture, returning the intersection offset. Occlusion Mapping is then performing a second trace from that offset location in the direction of the light. Pixel Depth Offset involves pushing pixels into the Z buffer which means they receive accurate shadows and intersect with other meshes using the heightmap rather than the geometry.
From Left to Right: Flat Surface, Parallax Mapping, +Occlusion Mapping
**Blueprints: Easily Change Variable Types **
You can now alter variable pin types right in the My Blueprint window. Simply left click to bring up the pin type selector, or right click to toggle the variable to an array.
Advanced Content Browser Search
We’ve added the ability to expand the simple search from the content browser to allow for more advanced searches.