We now allow styling to be done completely inline for a widget’s definition.
Widgets in UMG and Slate can now be translated, rotated, scaled, and sheared! Of course, new features and improvements are still being added daily. Unreal Motion Graphics is now ready to use and available by default! Simply create a new “Widget Blueprint” and start designing your UI. Left: no subsurface scattering, Right: realistic settings Dynamic Shadows on Mobileĭynamic shadows for movable directional lights are now supported on mobile platforms! Shadows are rendered using cascaded shadow maps with up to two cascades.
#Unreal engine 4 release date skin#
This prevents leaking near occluders and works best on somewhat rough materials or wherever SSR is not valid due to screen space limitations.įor more information check out the Distance Field AO documentation! Screen-space Subsurface ScatteringĪ new “Subsurface Profile” shading model has been added! You can use subsurface scattering to create realistic skin materials and other awesome effects. Intersecting this cone with the reflection cone gives a shadowing term for the sky specular. The Distance Field AO computation produces a bent normal, which is a cone indicating sky visibility at that point. We now have some approximate specular occlusion for the sky. Meshes no longer need to be closed to support a distance field. It will use most of the CPU’s cores but leave a few available for using the editor in the meantime. The distance field generation has been made asynchronous. The project rendering setting is now called bGenerateMeshDistanceFields, check that box and restart the editor to use any distance field lighting features. You can enable it with ‘ Use RayTraced DistanceField Shadows’ on a light, in projects which have the ‘ Generate Mesh Distance Fields’ project setting enabled.įor more information check out the documentation! Distance Field Ambient Occlusion Improvements These distance fields are the same data used by the Distance Field Ambient Occlusion feature. Ray traced shadows are generally 20-30% faster on the GPU than cascaded shadow maps. Distant shadows can be ray traced while nearby shadows are computed with CSM to get the best of both approaches. Ray traced shadows can be efficiently computed for longer view distances than traditional cascaded shadow maps (CSM). Long shadows get softer and self-shadowing in the distance is still detailed. Here is a directional light with ray traced soft shadows. This allows for soft area shadows with sharp contacts! There is a new dynamic shadowing method which works by tracing a ray through mesh distance fields to the light. Major New Features Rendering Ray Traced Distance Field Soft Shadows
We would also like to extend a special thanks to Lee Perry-Smith and Infinite Realities () for providing the head model and assistance with Screen Space Subsurface Scattering. Baumann (Marenz), Martino Giovanelli (Hurricane86), Moritz Wundke (moritz-wundke), Pierdek, Rama (EverNewJoy), Ryan Ingram (ryani), Robert Wallis (robert-wallis), Rick Yorgason (Skrapion), Roy (Shammah), Salamanderrake, Sam Clegg (sbc100), Steve Anichini (solid-angle), Shaun Hedrick (triplefault), Thomas Mayer (tommybear), Tim Donks (timdonks), Temaran, Vitaly Ogoltsov (vogoltsov), Zachary Burke (error454) We would like to extend our gratitude the contributors below.ģdluvr, Allegorithmic, Cameron (Alters), Jefferson Pinheiro (Ixiguis), Kyle Rocha (kylawl), Luna (PSG-Luna), leobenaducci, Mathias L.
In this release, more than 40 features and improvements were contributed by our amazing community of developers. This release also contains a huge number of usability and learning enhancements, an all new tutorial system, and new game templates for Advanced Vehicles and Twin Stick Shooters. Finally, creating user interfaces has never been easier now that Unreal Motion Graphics is ready to use! Support for mobile platforms and consoles is better than ever, and hundreds of targeted improvements in this release allow complex online games to pass console certification tests. New real-time ray traced soft shadows allow for beautifully lit dynamic scenes, and screen-space subsurface scattering enables very realistic skin materials. The 4.5 release includes eagerly-awaited features such as animation retargeting, automatic C++ hot reload, light map UV generation and streaming video textures.