Thanks for chiming in, really appreciate it.
This is pretty sad news, as it makes it kind of impractical to use ShooterGame.
I work in the AAA games industry, and I’ve spent the past 4 weeks modifying the PlayerPawn BP after work and on weekends. I am committed to using UE4 to create my indie game.
I’m worried that I’ll make/edit Blueprints, and when a new version drops, it will be extremely difficult (in a worst case, not possible?) to move over all of my work.
Here’s a screen of the PlayerPawn after 4 weeks in my free time:
That’s the event graph, I have a ton of custom functions, and I’ve also added my own animations, so I have edited AnimMontages, AnimBlueprints, etc.
I plan on working on this game for the next 1.5+ years in my free time. I don’t want to get invested in it so far, and a year into development hit a wall because of an updating issue.
When I updated from 4.2 to 4.3, my project wouldn’t compile anymore. I had about 5-10% of the work you saw, so I scrapped my 4.2 ShooterGame, installed the new 4.3 version, and copy/pasted/recreated the work in 4.3.
I figured it was a hack solution (not left with any options), but now I’m thinking- “what happens when I have 25% of my entire game complete? 50%? 75%?”.
Copying/pasting/redoing work makes no sense to me; this would never be an option at a game studio.
Seems there are only two solutions here:
- upgrade, grab the latest Shooter Game, copy/paste/recreate tons of work over and over again, everytime a new engine version drops
- stick with one stable engine version for the complete duration of development, and never upgrade (defeats purpose of subscription model Epic has adopted)
What are your thoughts ? Any advice?
I love UE4, and personally think it’s the best engine ever produced.
I look forward to seeing you guys make some progress towards alleviating the pain of upgrading engine versions!