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access_time April 4, 2014 at 8:43 PM in News by Charlie Grammer

Unreal Engine 4.1 update adds in Linux and SteamOS support

Unreal Engine 4.1 update includes a host of new features.

Unreal Engine 4.1 update includes a host of new features.

That’s right, Unreal Engine fans, the 4.1 update will now allow you to package your games in order to deploy them to SteamOS and Linux. The developers do note in the blog that for the latter you will need to grab the source code and compile it.

In addition to this added support the update will include a host of fixes and a few new additions. Two new additions are brand new templates, one for flying and one for rolling. These templates, available in both C++ and Blueprint, show off simple flying movement and a physics-based ball that is controlled by the player.

Some have been wanting a way to organize assets even further, and the update won’t disappoint you on that front. It will allow you to organize your actors in the Scene Outliner by utilizing various folders so that you can keep everything neat and ordered.

The next feature showcased in the update is an Asset Deletion Assistant. This Assistant performs three roles. First, it allows graceful cleanup of any assets still being referenced either on the disk or in memory. Secondly, it will allow for multiple simultaneous deletes. Finally it helps in regards to reference navigation.

If you’re a developer that’s ever accidentally clicked undo without realizing it and wanted to inspect the history to see when and where you did so, this update will please you, as it will feature exactly that.

The update also allows you to, in graph mode, simply right-click pins and click “Jump to Connection” in order to connect multiple pins at once.  This is broken up into two options: Jump to get Velocity (self) and Jump to get MovementMode (self).

In addition to a new Debug Histogram Visualization, which will allow you to record the value of a property (or any other aspect of the game) over time and visualize that value as a histogram at a specific location within your game world. In addition, values can be recorded (and histograms drawn) from both C++ code as well as Blueprints.

The final feature that this update touts is still an experimental one. This is the Translation Editor, which will make it easier to edit translations for strings in both your game code and assets.

In addition to these main features they have fixed a number of bugs. For a full review of what this update will include, you can check here.


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