I have skimmed the docs for info but did not find the information I am looking for… That being said, here are my inquiries:
1st: When it comes to editing a builder brush via “Geometry Mode”, I find the options to be very limited. I am mainly referring to the ability to add a “Loop Subdivide” (aka loop cut) (http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide) to the brush for more robust editing options. Is this option already present in the current build of the editor? If so, how can I activate/find it?
2nd: Are there plans to have an** in-editor 3D modeling solution**? I think it would be b****y brilliant to have the ability to create 3D models/static meshes directly within the editor. Without the need to import the content from external sources, I believe it would benefit the workflow/pipeline tremendously. I know this may be beyond the scope of UE4, but just curious to see what the thoughts are on this subject.
3rd: Reading the forums, I find a decent percentage of the community is “building on a budget”. With that being said, most of them have resorted to using Blender as their 3D modeling software due to its awesome cost and licenses! Now my question is, will there be more support for Blender in the future? I am mainly referring to A.R.T. (https://www.unrealengine.com/blog/animation-rigging-toolkit-in-ue4). I know that it is designed for Autodesk Maya, but will there be such a plugin for Blender (considering it is open source)? And if A.R.T. will not be available for Blender, is Blender’s “Rigify” system (http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify) compatible within the UE4 pipeline?
Any information will be cherished immensely!
Thank you for providing such amazing software!
You guys have done a wonderful job putting UE4 together, and I cannot wait to see where this is headed!