having used ue4 since it was called rocket, then abandoning it for known reasons i started using another engine that better suits my needs.
i do plan on coming back to ue4 in the future when certain issues are addressed so here are a couple of things (incorporated in the engine i am using) that would be good to see in ue4.
a pretty obvious oversight that could easily be rectified, gravity, or more specifically gravity direction.
atm gravity starts off in the engine as a vector, then pretty quickly it is overridden by a float representing Z, obliterating x and y. this is quite restrictive and totally unnecessary. of course someone can take the time to change it back to a vector in their own engine build, but why is it like that in the first place?
sure for say a Character this is normal and expected, and could even stay that way, but for a Pawn and everything else it should still be a vector.
in the other engine changing gravity is as easy as:
and everything instantly acts accordingly and is wonderful to see and so much easier to do.
so please consider changing gravity back to a vector.
in editor scripting.
after using ue4 with its own brand of c++, being able to use a simple scripting language such as c# and lua in editor is simply sent down from heaven.
i know there are community efforts to support other languages but an ‘in editor’ version would probably need some support from Epic.
as i see it, perhaps a blueprint node would be the way to go, so you can hook up a graph to fire a particular script, that can be edited without exiting the editor and therefore breaking any workflow/train of thought you might have going on.
please consider this, without doubt there is a need for it.
thanks for listening.
keep up the good work and happy new year! everyone @Epic
(@haters, no please thank you)