Really looking forward to 4.5, and since there were no annoucenments, or preview notes yet, I’m thinking 4.5 will be HUGE! And that’s very exciting to me : ))
Can’t wait either, sometimes feels as if I’m wasting so much forum bandwidth on refreshes on news. You know, I remember, maybe it was 4.2 release…not sure, but there was a metric somewhere that showed current progress moving towards the next release. Nothing specific, just a chart with a line moving towards a goal. I promise to stop wasting forum internet bits if we could see that. Surely that could count as some kind of green initiative…right?
But really, I wager there must be a good bit in the works with iOS 8. Which I personally would like, but would love to see a large chunk of the roadmap included. Ack, I dunno, every release so far there’s something in it that makes me really glad. So I’m sure whatever is in it, it will be most excellent.
im hoping for skin shader improvement as well, and the most thing i want is something with lightmaps to happen, either remove them or a more simpler solution, like cryeninges.
I just care about the improved C++ hotReload that can even recompile new classes and functions, that thing alone its worth a enormous amount to any coder.
I’m really into improvements for dynamic G.I, and vegetation. If that’s more improved, I’m really happy, and I can see our game in really really good hands with UE4.
I’m sure Epic will NOT disappoint us with 4.5. Quite the opposite, it’s going to be another blast of an update, hehe
New user (1 week only, but I used UDK before). At the moment my most wanted stuff are:
-option for better contract of the grid, especially in Blueprint component view. They are hard to see.
-Orthogonal views in Blue print component view. Its hard to place anything precisely in perspective view.
-Updates to UMG & its documentation.
Inverse mouse axis control for Maya. Since UDK days, its just hard to navigate for me, & as a user of multiple 3D apps in everyday work, is the only on that use airplane controls for panning.