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Finally, we have added support for our new UT asset compression. Our new compression technology compresses all meshes into a single bundle. We have a range of compression ratios based on how you are using our mesh compression, from 1:1 to 20:1 compression. For example, a 1:1 compression will only compress the mesh once, a 20:1 compression will compress your mesh 20 times, and our 1:20:1 compression will compress your meshes 20 times and then recompress them. This allows developers to choose the compression ratio they want to use based on their application. For example, a developer might want to use a 1:20:1 compression on meshes which are only loaded once per game.
Dynamic Mesh Actors and Components are best used for game level designs which are made up of meshes. Using Dynamic Mesh Actors is much faster then using static meshes because you can model complex shapes quickly and can snap to a mesh object easily. For example, you can add a Dynamic Mesh Actor to a mesh model, rotate it, snap it to a plane, and then model a new part of the mesh. You are able to use the mesh model as a cutting tool for cutting the mesh into it’s own component.
Dynamics Game - We’ve added a new Game type called Dynamics Game. This type will focus on simulations. It has several of the same features as the normal default game type, but it will be geared more towards simulations.
When creating a new Dynamics Actor, you will be presented with an option for a simple Dynamics Actor or a Cloned Dynamics Actor. Simple Dynamics Actors will be the default in PIE, but cloned actors can be used in the built game.
Convex Mesh Generation- This extension adds convex mesh generation. This allows you to create convex meshes for use with convex collision meshes. Convex meshes can be turned on via the project settings. This extension adds a new convex mesh type to Lightmass Version 2.0. This is the same engine used by the Lightmass Builders.
The DynamicMeshActor is a built-in Actor type. It is most useful for creating complex meshes for game assets such as maps, houses and other objects. It currently supports simple collision meshes only. Dynamic mesh actors do not support updating their collision meshes upon updating their positions or scale.
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