Topics: We’ll have a candid discussion on how Unreal Engine 4 is evolving, how the engine influences Fortnite’s development, and how the game team has impacted the technology and tools. There will also be news updates and a live Q&A.
Wooo! Excited! We’ll mostly be talking a bit about how we’re using the engine for Fortnite, so feel free to hit us up with any questions you might have about that and we’ll try to answer them on the stream if we can.
Free intro question: Q: Why doesn’t Cameron have a twitter handle listed? A: Because he’s lame.
How do you guys plan, how to split gameplay elements between blueprints and C++. In other words how much of game mechnics is done in BP and how much in C++.
I have one simple question. As I’m currently developing a open world game, it would be interesting to know how many verts your characters and especially the foliage has.
Question #1:
Would you consider creating wiki articles and/or video tutorials on some of the more interesting blueprints you had to create for Fortnite?
Question #2:
During the development of Fortnite did you find a need to create new specialized blueprint functionality that didn’t exist in the base engine? And if so, have any of these changes made it back into the base engine?
Question #3:
Was there any point, during development, that you had to move functionality out of a blueprint and into C++, and why?
Question #4:
Would you consider releasing Fortnite on Amazon Fire Tv?
Same here,
All you can say about the problems encountered working with big open scenes in relation to UE4, If so, In what way solve these problems? advice would be welcome.
thanks
Question: How many physics objects do you have in a typical game scene? Do you do anything to speed up physics usage (i.e. consolidating objects, tweaking sleep states etc).
Can you go over the workflow for Navigation in terms of…
What options you have available for marking paths as walkable/unwalkable/walkable to some but not all
Dynamic links, such as rotating bridges and elevators?
Dynamic obstacles, such as moveable and destructable blockades?
How much of the navmesh workflow and featureset has changed from Unreal3?
Are you still able to insert use own heuristic functions into the pathfinding mechanisms? I found that really useful for “finding a position to shoot projectiles from when the player is off the navmesh”. I was wondering how much of my old UE3 usage patterns would remain the same in UE4.
Can you talk about the Save/Load pipeline for UE4?
Do all Actors have unique GUIDs that remain consistent between sessions for the purpose of serialization tagging?
Would users of UE4 write their own save/load mechanisms or are there stubs that users can build on?