The Melee Designer requires access to some of the same core technology as weapon customization, so until that work is complete we won't be able to give an estimate of when melee combat will come to UEFN. When we do make that transition, we want the system to be a lot more flexible than it was before, so watch this space for future updates on the subject.
We'd definitely like to look into improving vehicles and their customization options at some point in the future, but no timeline for it at this point.
Initially we're looking to simply get UEFN to the same point as Creative in terms of persistence - however, part of the work we're doing to bring persistence to UEFN is to update the underlying tech and make it Verse-friendly, so while I can't comment on your specific use-case, I can say that we intend to keep expanding the persistence system beyond its existing capabilities in Creative.
Work is ongoing on AI in general, but no plans for a specific Boss Device in the immediate future. We would prefer to create a suite of AI tools that let you decide what a 'Boss' is and how it behaves rather than us giving you a fixed interpretation that might only suit some specific types of islands.
Creating new islands is a pretty time-consuming undertaking. The answer isn't 'no' but we would want to have a distinct purpose for new islands to make sure they added some unique value to the ecosystem.
Bigger islands is something we’ll look into as our memory tools continue to improve.
We definitely see the huge value that an automatically updated Leaderboard would bring to islands but there's no information on a timeline for it at this point.
We have a team actively working on improvements to AI across the board, but there are no specifics to share right now. There are a lot of new features we'd like to add to AI but, like most things that are worthwhile, there's a lot of work involved.
We have a number of different devices in flight right now - I can’t give any specifics, but we’re looking to both expand the range of genres that the tools can support and provide more depth for existing genres. We think everyone will be excited to get their hands on some of the upcoming devices and tools.
Ever since the beginning of Creative we've seen people blow us away with their imagination, creativity and some mind-blowing technical achievements. One that stands out for me was the first time I saw someone make an Item Shop in their game using a really clever combination of Conditional Buttons. Seeing those kinds of innovations is inspiring to the whole team and we love to be surprised by your creativity. We'll try to keep providing you with the tools you need to keep surprising us.
Do you have any plan on making Creative 1.0 devices which mimics certain device or functionality of UEFN/Creative 2.0, such as a modification of the water device, allowing to create true rivers. Or even a device to edit the terrain to some extent ?
Broadly our goal is to make sure that Creative users can access at least a subset of most UEFN features. That's not always feasible though, given the complexity of things like terrain editing, Sequencer etc. Wherever possible we want to try to allow Creative users to be able to achieve similar results, though they may not have as much flexibility or depth as is available in UEFN or through Verse.
Thank you for your reply. I think it would be a really good device for creative (both) to have, because many maps could have a good way to use it, for example, bank robbery maps, escape maps, recreation maps from any season/theme (for example The Agency/The Shark etc…)
If you mean the Accolade Device, it is being worked on, but I don't have a specific release date at this time. We recognize the importance of this feature and we're doing our best to get it ready for UEFN as soon as we can.
We definitely want to deliver a system that allows Creators to make custom items from their own meshes and give them whatever properties they want. Some of the core technology for that type of system is underway at the moment but we still have a ways to go before we can deliver on it fully.