15 日上午凌晨时分 ( UTC + 8:00 ),Epic 发布了新版的 UDK。这是时隔三个月之后 UDK 的再次更新,同时也是 2013 的第一次更新,也算是一份新年礼物吧。

随新版 UDK 一同释出的还包括 更新记录 ( Upgrade Notes ) ,但官方目前似乎并没有发表其汉语译文。现自行翻译如下,采用英汉对照的方式,便于浏览。

注意:

  • 译文仅供参考,其正确性没有任何保证;
  • 翻译不包括 Latest News and Showcases ( 最近新闻和展示 )部分的内容,亦不包括图片;
  • HFUN 拥有以下中文翻译部分的所有权。

New Substance Engine Integration for Smart Texturing

为智能贴图打造的新Substance 引擎整合

Starting with the February UDK, developers now have direct access to Substance, a leading toolset used for the rapid authoring of high-quality materials and dynamic textures. Substance can improve workflow by  substantially reducing the iteration time for texture creation, and at the same time shrink download sizes.

从二月份的 UDK 开始,开发者现在可以直接调用 Substance ,使用领先的工具集来制作高品质的材质和动态贴图。Substance 通过减少迭代时间来创建贴图从而改进工作流程,同时减少下载大小。

The native integration, which ships with free content and tools in UDK, enables the real-time generation of Substance textures based on parameters set by users in the Unreal Editor or in Unreal Matinee. The parameters and base texture are created by an offline tool called the Substance Designer ( an interface similar to UE3’s material editor ) which generates a file that is then imported into the editor.

UDK 附带的免费内容和工具,基于由用户在 Unreal Editor 或 Unreal Matinee 中设置参数来实时生成 Substance 贴图。参数和创建贴图由一个被称为 Substance Designer ( 一个类似于虚幻引擎3材质编辑器的接口) 的离线工具生成一个文件之后再导入编辑器中。

As an added bonus, for a limited time all UDK developers are eligible to receive a 50% discount on both the Substance Designer 3 commercial license, which offers all the latest professional tools for efficient texture creation, and Allegorithmic’s Bitmap2Material, an incredibly powerful tool for generating full, seamlessly tiling materials from any bitmap image.

作为一个额外的奖励,在限定的时间内任何 UDK 开发者都有资格以 50% 的折扣获得 Substance Designer 3 商业许可, 这将向您提供所有的最新版专业级工具来高效的创建贴图, 以及 Allegorithmic 的 Bitmap2Material , 这是一个令人难以置信的强大工具,可以从任何位图生成完整的、无缝的材质。

To see how Substance provider Allegorithmic put the interation’s features to the test and reduced production time by 80%, visit the UDK showcase for Beneath, a special demo that shows how developers can benefit from what’s inside UDK right now.

观看 Substance 提供商 Allegorithmic 是如何将功能集成并且减少了80% 的生成时间, 访问 UDK 展示中的 Beneath , 这是一个特别的 demo 展示了开发者如何从现在的 UDK 中受益。

It’s easy to get started using Substance. Be sure to check out Allegorithmic’s video tutorials and Epic’s dedicated Substance documentation on UDN.

Substance 是易于上手的。查看 Allegorithmic 的视频教程及 UDN 上的 Epic 专用 Substance 文档。

Thanks to Substance provider and Unreal Engine integrated partner Allegorithmic for the discount and also for generously sponsoring Make Something Unreal Live 2013, our student game development competition in Europe.

感谢 Substance 提供商和虚幻引擎集成合作伙伴 Allegorithmic 的优惠折扣并慷慨赞助 Make Something Unreal Live 2013(我们在欧洲开展的学生游戏开发大赛)。

New Features and Functionality

新特性和功能

AnimSet Editor – Custom Notify Buttons

AnimSet 编辑器 – 自定义通知按钮

The AnimSet Editor, which allows the user to view and setup animated meshs, now offers the capability to set up to three custom buttons along with tool tips that shows what each button is bound to

AnimSet 编辑器允许用户查看和设置动画网格, 现在可以设置三个自定义按钮及工具提示,显示每个按钮绑定到

Clicking the button now will create the notify with the notify object ( from defined class or archetype ), with the option to set a duration, and / or a fixed start time

点击按钮将创建通知和通知对象(来自自定义类或原型),以及设置时长的选项,和/或一个固定的开始时间

Unreal Console – Reconnect Target

Unreal Console – 目标重连

There is now a menu item for the debugging tool, Unreal Console, that allow the user to reconnect to the target at any time

现在有一个供调试工具使用的菜单项,Unreal Console ,这允许用户在任何时间重新连接到目标

Mobile Updates

移动平台更新

Update : The Mobile Shader Analyzer tool, which is used for examining mobile shaders and material cooked for an application, requires the patch indicated below for full functionality

更新:移动着色器分析工具,用于研究移动着色器和面向应用程序的材质烘培,需要补丁方能实现如下所示的全部功能

To utilize the full capabilities of the Mobile Shader Analyzer tool, please download the patch and setup instructions here

要使用移动着色器分析工具的全部功能,请下载并安装补丁

Learn more about the Mobile Shader Analyzer tool and functionaly here

了解关于移动着色器分析工具及其功能请点击此处

iPhone audio updates :

iPhone 音频更新:

Fix to iOS audio output, now correctly outputs to stereo / 2 channels

修复 iOS 音频输出,现在可以正确输出双声道立体声

Added new music volume slider on iOS NodeSoundWave Quality Property – When this value is set to 100 sound data will stay LDPCM encoded at runtime preserving the exact quality heard on PC.

添加了新的音乐音量滑块于 iOS NodeSoundWave 质量属性 – 当这个值被设置为 100 声音数据时将保持 LDPCM 编码在运行拥有如同 PC 的听感.

Fixed error that could lead to random noise at the end of some sounds

修正某些可能导致随机噪音的声音

Added support for Game Center iOS

为 iOS 的游戏中心添加支持

Achievement Banners :

成就横幅:

In iPhoneSystemSetting.ini [SystemSettingsIPhone] bShowAchievementBannerOnComplete = true

Scene capturing ( optimization for scaleform screens ) works on iOS for all paths. Enabled capturing with post processing disabled Added new commandlet “ReplaceMaterial” , for quickly pointing asset material references to new materials or MaterialInstanceConstants (MICs). This is useful for reducing overall material useage, to reduce shader keys, or to fix up old data to use MICs.

场景捕捉 (为 scaleform 优化)工作在 iOS 上。添加了新的命令行开关 “ ReplaceMaterial “ 用于禁用后期处理特效启用捕获,可以快速指定材质资源参照到新的材质或者实例化材质 ( MICs )。 这在用于降低整体材质的使用,减少关键着色器,或修复使用 MICs 的旧数据时是非常有效的。

Syntax : ReplaceMaterial <-flag1><-flag2> Flags : -ALL, -AutoCheckOutPackages

Added texture tiling support for ribbon particles on mobile
为移动平台粒子带添加 *贴图砖 *支持

Extended mobile modulated shadows to support full-scene color fading

增强 *移动调制阴影 *以支持全场景褪色

Improved quality of mobile Depth of Field (DOF) and reduced shimmering

提升 *移动平台景深 *质量并减少闪光

Fix quality issues with lightmap and Scaleform-package textures. These had previously generated the PVRTC textures from DXT, instead of source art.

修复光照贴图和 *Scaleform-package 贴图 *的质量问题…

Remove Depth of field (DOF)  near blur factor , which was still exposed but not being used

移除景深附近的模糊因素…

Added support for* disabling game rendering* while full screen movies is playing :

In iPhoneSystemSetting.ini [SystemSettingiPhone] bDisableGameRenderingFullScreenMovie = true

支持全屏播放影片时 禁用游戏渲染

Added an Editor Only flag for textures , which prevents the texture from being cooked into final packages

为贴图添加了一个仅限编辑器标志,防止贴图从开始烘培到最终封包

Added Subtitle abilities into native m4v movies under iOS

支持添加 字幕 到本地 m4v 影片

Added a WriteTFCReport option to the cooker , will display all textures added to TextureFileCache (TFC) files to a CSV file on disk. Useful on mobile when all texture data is set to cook into THCs to see exactly what is inside the files

添加一个 WriteTFCReport 选项到烘培器,这将生成包含所有添加至贴图文件缓存(TFC)的贴图文件到一个位于磁盘的 CSV 文件。当希望弄清 THCs 文件中的贴图数据时这是十分有用的

Fixed crash in Scaleform AMP code when returning from iOS application resigning to background

修复从后台关闭 iOS 应用程序时 Scaleform AMP 代码崩溃的问题

Added 'Fast compression / no resigning' development option in the UnrealFrontend (UFE) for iOS packaging

添加 Fast compression / no resigning 开发选项到 iOS 打包工具 UnrealFrontend(UFE)