Unreal Engine 4.1 Update Preview

No shoutout to /EpicGames/UnrealEngine/pull/6 ? xD. That massive performance gain with CoherentUI and other solutions on Windows.

Fantastic…

HOLY GOD!!. ELEMENTAL DEMO FOR FREE! WOOOOOOOHOOOOOOOOO

EPIC…YOU ARE EPIC!

By the way…What is this live source code access?

Thanks guys, I was under the impression that we’re at least 6 months away from 4.1. Keep up the good work you all.

So, it seems we missed a few contributors in the original post, and we wanted to make sure we credit them. The original post has been updated now. is the full list:

, , , , , , , , (1, 2, & 3), , , ,

Thanks to everyone who has contributed code back to Unreal Engine so far!

Sorry for the oversight. This is still all pretty new to us, but we’ll continue to get better at it!

Thank you for that :D. Looking forward to test the Elemental Demo. I hope you release the updated one with the ice demon too and release every model for that, not just the maps, which means the fire and ice demons. And please let us control every feature like you did your video presentation lats year.

What a quick large update. UE5 by Christmas :slight_smile:

It mentions new controls foliage collision tools. Is there document with more detail about what’s new?

Can we expect support for 3Dconnexion’s spacemouse in this or a later update? Please
They have a SDK available if that helps, but configuring and setting this up myself is beyond my capabilities.

… please?

That´s simply amazing. Thx guys for your support

Big thanks for the Linux’s game making support. Some of us were badly anticipating it.

Also…if you could make the engine to work in Linux… :smiley:

Wow, this is a huge update, cannot wait! Thanks for all the work Epic.

Love it! Thank you guys! Keep up the great work!

Heroes to the community!

Might I request more on the networking blueprint support. Maybe it already exists and I just haven’t found enough info for it yet.

It s not even for a 3Dengine u just make a revolution…

IIUC only cross building on windows is currently supports. However some people are trying to get native building working too: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

“Shotgun blast” is a very, very serious understatement.

I have seen a MASSIVE frame-rate increase with the preview build. On 4.0.1 & 4.0.2 it was around 13 fps on my HP Envy Laptop ( i7, 8Gb, GTX740M) and with this build it went to 32fps !!! I don’t know what you guys did, but WOW thanks !!!

I recall one of the engine developers said they were going to work on improving performance for laptops. Glad to hear they came through for those of you who develop with them. =)

Will we see the Infiltrator demo or even the Samaritan Demo (Redesigned for UE4) come out in a future release?

All of the new changes sound good. Just one question.
We are in the middle of converting our project over to UE4 from UE3, and all of our assets are Power of 2 based. Actual scale of the assets are now half of what they were in UE3(1uu = 2cm old), but that is not the issue. I see we can use Power2 for grid snaps but it would be really helpful if the editor’s grid could also reflect the P2 change and not retain the Base 10. Has this been remedied yet?

P.

I also noticed, became a little incostente interface with two different ways to a similar interaction.
I think if you used the industry standard as you yourself mentioned, would be great.