It’s that time again! We’re bringing back the dynamic duo Ray Davis and Mike Fricker to give us all the skinny on all things 4.8. As we prepare for the first preview release, you’ll find out what all can be expected in the update, as well as ask questions about the things you care about most. Don’t miss it!
Also, the April game jam results are in! Find out who the top submissions were this time around.
I want to use butilities to extend the editor more generally. For example, I want to add a custom menu in the main menu, for example, “My Tools”, and populate it with items that execute blutility functions when selected. I want to ability to create a new dialog window I can pop up and draw into, so I can draw a custom slate/umg node system for something in-house. I want to do this via blutilities. I want to draw custom handles for objects in the scene viewport via blutilities too…
Distribution of plugins without source. Maybe elaborate on epic’s view on how to manage the versioning of marketplace plugins. (maintenance, recompilation etc). Are you thinking of hosting code yourself with a private build system or leave it do devs?
Documentation of programming for the engine. Examples and Best practices for GameState, PlayerState, GameInstance and Game/Render thread, VertexFactory and Shaders etc would be lovely!
Niagara ETA for a working early version! (currently crashes when a material is applied) Very excited for it.
Forward Rendering for per pixel transparency updates? (A question for Martin Mittring?)
while we are creating a wishlist, which is probably too late for 4.8 but we can hope.
add UMG Keybinds or at least the ability to control the Keys in UMG
enter key used to end a line of text in a text field in UMG, now can’t seem to find an endline that works anymore
& slam_ -> “Mobile tendra un build mas reducido?”
I also hope they reduce mobile build size, as well as a working way to clean up projects before they are built for release for all platforms.
also would help to add easier deployment and monetization
& dokipen’s post
“- Documentation of programming for the engine. Examples and Best practices for GameState, PlayerState, GameInstance and Game/Render thread, VertexFactory and Shaders etc would be lovely!”
Been begging for Best Practices Examples for BPs as well for these topics, almost every tutorial or example has someone saying: “well let’s just put this here for this example but you might want to do it differently in an actual project” & then that’s it. we never get an explanation or tutorial or even a link pointing to a correct way to do it or the different ways to do it correctly for different uses.
and while we’re wishing:
UMG Canvas Background Fill Color
take casting back out like they did before or make it an option, there was a previous engine version where you set what you needed to public & it worked.(or at least ‘global’ variables)
That being said, I am looking forward to this release, had such great hopes for 4.7 having gone thru rigorous testing by UE & the community that we would wind up with a very stable release but although the process might be solid I don’t think 4.7 can be said to be the same.
Still all n all I have to commend UE & their staff & all the contributors on their efforts for I can see nothing but a bright future for Unreal Engine.
Bumpy as the road getting there may be. so thanks
I’m also looking forward to this stream and will be watching for news about the solid release that we all hope 4.8 will be.
– I Would like to have a collapse button for the tools/details panel to get more room on smaller display. In every tutorial they spend lot of time resizing the panels.
— Automatic cleanup of project. (removing unused items from project)
----Reduced Android file size.