Oldunreal 227 UED FAQ
Is Unreal Editor 1 (UED1) supported?
UED1 will no longer be supported or updated; it was used in all versions before 227, but needed replacing since it was written in Visual Basic, which isn't suited to the task at hand. From 227 onwards UED2 will be used, mainly due to feature enhancements and improved scripts - which was necessary, and a hard decision to make. But it is possible to run UED1 and UED2 following this procedure.
Will 227 (UED2) maps be portable?
Maps created with older versions of 227 shouldn't cause problems on newer 227 versions, especially when created using 227f or newer patch. However, maps made with 227 will only be backwards compatible with earlier versions of Unreal when no 227 content is used. However, 100% compatibility can't be guaranteed, so be sure to test the map with older version before you release it. If you want to avoid any trouble, you have to use 225 with UED1.
What version should I map with?
Maps created with 227 may work on older versions once the LevelSummary is stripped out (same problem as with UGold maps). If you use any of 227's new features it won't work on older versions.
In short, if you need your maps to be playable on all versions of Unreal, you should continue mapping with 225, if however you want to use the new features, 227 is the way to go.
What changes are in 227 (UED2)?
Almost everything requested, especially for server admin and mappers/scripters, has already been added, most work now goes towards finalizing these features. We may strip the UScript based ParticleEmitter because the native C++ version requires a lot less CPU time, but we will probably keep it since the added flexibility may prove useful, and it doesn't cause any real harm anyway. For more informations, see the dedicated page. A detailed listing about all fixes and additions are in the UED2.1_Release_Notes and release notes.
For informations on the new possibilities, see the tutorials
Zoning problems with 227
Zoning doesn't work as before and/or you get the following Log: Moving zone 0 to the bad place (63)
Zoning was changed in 227 was taken over from the method used by Legend in UGold:
// ZoneInfo-based zoning
// An alternative zoning algorithm developed by Legend to help control
// merged zones. Level designers must manually place ZoneInfo actors
// (or subclasses) in all "real" zones.
// All zones that do not contain a ZoneInfo actor are forced to iZone==63.
// In levels with more than 63 zones, this algorithm can be used to allow
// the level designers to control exactly which zones are merged, and
// which are mapped to their own iZone.
Importing 24/32bpp bmp for DXT (S3TC) Textures crashes UED
UED2.1 is using libsquish internally for DXT compressing which uses SSE2 to speed up things. If your CPU doesn't support SSE2 it will crash on that. Only current solution is to switch to a more modern PC or to rely on 8bpp bmp.
Cant find Autoplay.unr
UED2 uses a command ShellExecute to launch the Autoplay.unr map. This function indeed looks up at first the already mentioned registry entry
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Unreal.exe] @="C:\\Unreal\\System\\Unreal.exe" "Path"="C:\\Unreal\\System"
Without checking for UT it is probably:
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\UnrealTournament.exe] @="C:\\UnrealTournament\\System\\UnrealTournament.exe" "Path"="C:\\UnrealTournament\\System"
So although Unreal itself doesn't use any registry entries for that, the Windows function does. The problem only appears if you have more than one installation of Unreal (or UT). This maybe happens too if you have one regular installation and some copied over installations. It starts the version which is set in the registry key above - and is looking into the Maps folder of this version then.
To resolve this issue:
If it doesn't find such an entry it falls back to the current working directory (means wherever where the UnrealED you are currently working with is installed) and uses the right Unreal.exe So in order to make it work with every of your installations you can just delete the entry (maybe export it first if you ever want to restore it again for whatever reason). Of course it is also possible is to change the entry to the installation you are currently working with.