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Epic releases Unreal Engine 4.1 preview with Linux, SteamOS support
Epic releases Unreal Engine 4.1 preview with Linux, SteamOS support
April 3, 2014 | By Alex Wawro




Epic has made radical changes to its business in the past few weeks, opening up a new subscription system for Unreal Engine licensing and committing to making the engine code open source on GitHub.

Today Epic offered a preview of what's coming in the Unreal Engine 4.1 update, launching a preview build and a livestreamed Q&A session as the company seeks to -- as Epic VP Paul Meegan told Gamasutra in a recent interview -- "restore having a direct relationship with the people who play our games and use our technology."

Notably, a preview build of the 4.1 engine should be available for subscribers to download from GitHub right now, though Epic cautions that it doesn't include all of the features of UE 4.1.

"This code literally came from our programmers yesterday -- many of us haven't tried it," joked Epic technical director Mike Fricker during a presentation streamed on the on the official Unreal Engine Twitch channel.

"We do extensive QA testing, but that pass for 4.1 starts tomorrow...the preview builds are for the adventurous."

The 4.1 source code will also offer initial support for running and packaging games for Linux as well as the Linux-based SteamOS.

Also, the company's Elemental demo will be available to all subscribers as a free download from the Unreal Editor Marketplace when the 4.1 Unreal Engine update rolls out later this month.

More details on the upcoming Unreal Engine 4.1 update, including a big list of patch notes, are available on the Unreal Engine website.


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Comments


Bruno Xavier
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Holly crap. I though this would take months to go live. Amazing update.

Kai Boernert
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This is great news, one less engine to keep me dual booting :)

Leszek Szczepanski
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Even though the engine code is on GitHub it's not open source, right?

Gregory Booth
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Not FOSS open source, No

You pay $19/month, have access to Github for updates. You can come and go as you please. Resub when you want updates.

Wes Jurica
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Once the engine gets to the point where I can add/modify/remove classes and methods without having to close the editor, compile the code in VS, and then restart the editor, I'd love to get my hand on this thing.

Michael Thornberg
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I take it you don't use any engine at all then now? :)

Wes Jurica
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Script based engines don't have this limitation. Their switch to full C++ scripting is the cause of this. They are working on it though.

Michael Thornberg
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My reply was a bit in jest as I am sure you knew? :) But in all honesty. when using Unreals ability to load compiled dlls, it actually can load and update changes in real time. As long as you don't change the actual engine itself. So that capability actually exists. But you may not have known about it?

Here is a small quote (https://www.unrealengine.com/products/unreal-engine-4):

"
Make updates to your gameplay code while the game is running using Unreal Engine 4's popular Hot Reload feature. This tool allows you to edit C++ code and see those changes reflected immediately in-game without ever pausing gameplay.
"

Wes Jurica
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Hmm. According to this link (https://docs.unrealengine.com/latest/INT/Programming/QuickStart/6/index. html) you have to close the editor to add/change a class or method. Once those are set, you can edit the code inside using their "express build" or whatever. I'm sure it works fine for more professional and experienced operations but, I am too much the opposite of those two things. ;)


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