NEW: SAMPLE VEHICLE GAME
Vehicles are now fully supported in Unreal Engine! This sample game features an off-road vehicle and a looping track within a desert setting. Race across sand dunes, rocky cliffs and ancient ruins, and try to beat your best time!
New Sample Vehicle Game
Out of the box support for 4WD, FWD, and RWD drive trains.
The default drive train simulation assumes 4 wheels; however it will work with any number of wheels.
As many gears as you desire.
Automatic and semi-manual transmissions.
And it is all completely exposed to Blueprints!
Mechanical Setup for Vehicle Game
Documentation can be found here:
Vehicle Content Guide
Vehicle Setup Guide
NEW: CAMERA ANIMATION SYSTEM!
Support for CameraAnims has now been added into Unreal Engine 4! These are very similar to CameraAnims from Unreal Engine 3, but now expanded with Blueprint support.
Conceptually, a CameraAnim is simply an animation that can be layered onto the in-game camera. You can animate the camera position and rotation, FOV, and post process settings.
They can be created in the Content Browser, you can convert a track in Matinee to one, or you can import keyframes from external tools like Maya
CameraAnim System
To edit a CameraAnim, simply double click the asset in the Content Browser like you would any other asset. The CameraAnim editor is slightly customized version of Matinee.
Multiple CameraAnimInsts (up to 8 currently) can be active at once, all blending and contributing to the final camera settings.
NEW: USER-DEFINED STRUCTURES FOR BLUEPRINTS
User Defined Structures are a brand new asset that is now available for use from within the editor!
User-Define Structures in Blueprints
They can be edited in the standalone editor by double clicking them in the Content Browser. Once you are done editing them, you can create a variable of a type of your new User Defined Structure in your Blueprints.
Content Browser Blueprints
Like vectors, rotators, and other structures, your User Defined Structure will have Make and Break nodes. User Defined Structures should behave like native structures: USTRUCT(BlueprintType).
NEW: BLUEPRINT FUNCTION LIBRARY
Users can now create a Blueprint function library asset! This allows you to create a nice library of Blueprint functions that can be used throughout your project!
Blueprint Library
Unlike the Blueprint Macro Library, Blueprint Function Libraries dont require a Parent Class, and are able to be called by all Blueprints in the current project.
NEW: FABRIK INVERSE KINEMATICS SOLVER
FABRIK stands for Forward And Backward Reaching Inverse Kinematic. Its an IK solver that works on a chain of bones of any arbitrary length!
Fabrik Inverse Kinematics Solver
End Effector settings are the same as our TwoBone_IK node. It can be an absolute Transform, or a relative one (based on another bone from the same Skeleton).
In the Solver section, you define the chain of bones to use, from the Root to the Tip. The Tip will try to reach the end effector location.
End Effector Rotation Source allows you to control the rotation (maintain component space, local space, match end effector target rotation).
Precision is how close it needs to get. The lower, the more precise it gets to the End Effector Target, but the more expensive. (Although from tests it does a really nice job, and much quicker than the CCD_IK node).
MaxIterations is there to control performance, and make sure edge cases will not take frame rate down.
Thanks to GitHub community member Stephen Whittle for this feature!
NEW: CANVAS RENDER TARGETS