Question: Can we expect to see more basic and essential features exposed to blueprints in the near future, as was revealed in the latest engine preview(multiplayer functionality)?
We are still missing quite a few game features to allow for complete blueprint games. Control over config files, the ability to load/save/control files using blueprint(player added assets), steam integration, etc.
Basically there is a whole slew of little things that are pretty basic to publishing a game that you simply cannot do in blueprints.
Question: What’s your guys’ view on Adding Dynamic drawcalls batching support to optimize Unreal Engine for Not-so-powerful PC/devices? Is it not a worthy optimization trick or we’re expected to use smart level planning to reduce drawcalls instead of asking engine to do the job?
I am curious about the same thing. The engine kinda feels like a minefield right now, at least for mobile. I really like all the things that can be done in the engine, but it kinda gives a headache when there are obscure crashes. More stability please so we can sleep at night.
1- From what I saw VXGI is good in interiors and bad with open settings and irectional lights like sun, DFGI is total opposite, good in open scenery but little bad in interiors. Both though still don’t handle emissive materials and particles dynamic GI very well. Are you advancing in that domain?
2 - How compatible is DFGI with foliage double edged lighting?
3 - How are you handling real reflections for example those caused by indrectly light surfaces? How many bounces do you have in DFGI? In VXGI they are only one bounce per light which is not enough to get real reflections caused by indirect lighting because such reflections need at least the margin of two bounces to be displayed on screen because SSR can’t handle reflections coming from indirect lit areas not shown on the screen. I notified NVidia about that and they are working on adding a second bounce to VXGI. I hope you are aware of this delicate problematic feature.
4 - About Procedural Foliage Generation: are you working with NVidia to make it compatible with NVidia Turf Effects : https://developer.nvidia/turfeffects ?
I Wish they also fix IK Movement from Run/Walk, more accurate from shape Collision and add control Static Mesh Editor to Translate (W), Rotate (E) and scale (R) Object.
You guys might consider putting a direct link to the archived Twitch video in the first post for each of these streams. Many people have a hard time navigating Twitch to find the most recent streams.
IE Past Broadcasts: ://www.twitch.tv/unrealengine/profile/past_broadcasts
You all did a great job on your submissions and I can’t wait to play more over the weekend. Awesome works for such a short amount of time.
My jam submission was the product of a jammed UE4 learning session and I had a blast the entire time. This engine is just absolutely fantastic and fun. I look forward to the next jam.
I see today a launcher update “Updated the messaging when installing a Preview build so folks have a clearer understanding of the build and don’t confuse it with an official release.” is there the 4.8 preview or when will be released ?