[Feedback] Marcin Gomulak's list

Hello,
At first I was shocked that you proposed to me to be a beta tester. I was so happy that I checked my e-mail more often. My first feeling on Rocket:

“CryEngine !?”

UI and some things are just like in CryEngine. It differs strongly from UDK or Unreal Engine III. Below, is my list of occured glitches and much of feedback. Thank you again for the possibility of engine testing.

Glitch list:

  1. Crash when renaming material name
    -It appeared three times to me. When I was playing with Rocket Editor and created another material, then when I tried to rename it’s name the editor just stopped responding. It didn’t appeared when creating material for the first time. In these three cases I’ve already made some new materials in current editor run. It does not happen every time.

  2. In documentation is said, that there are three maps of “RealisticRendering” In my case, there is only Room.umap, nothing else.

  3. There is a button “World Props”, but it in fact shows World Info. It’s confusing due to that misspell (I think, it is).

Feedback list:

  1. No UnrealScript? That’s terrible! I’m not a coder, but I found UScript friendly. News about no UnrealScript support just made me sad. Bad…

  2. Many name changes to Unreal Engine III. New developers won’t notice this, but as I’m used to Unreal Engine III/ UDK names then when I saw Rocket UI and names I was confused. I know that Rocket’s BluePrints and UE3 Kismet are not the same, but I was very used to that names. Also, in material editor: BaseColor instead of Diffuse :C Bad…

  3. Bring back old Content Browser! In rocket, there are multiple windows. There is no Master browser anymore as I was able to see. That’s bad. I always used tabs at master browser to change current browsing to Assets, layers, scene etc. Now, as I see I have to click on “Window” tab, and then select my desired window. Bad…

  4. Filter button in Content browser - It’s better filter button to transfer to multi checklist as seen in UDK. When I was working with UDK, due to many assets I had to operate with filter fast and efficiently, here I have to click on Filter button, and then select my desired filters. It’s repulsive. I have to every time click on that button to show up filtering options… I hate it! Bad…

  5. I love that Quick Browser tab! Excellent! That’s cool! If there would be “all assets” button as in UDK then it’s going to be 100% great. Great!

  6. Autosave function count to save and cancel possibility. In UDK autosave appeared unlucky in the most unwanted moments so I had to disable autosave permamently. Here, with that dialog I’d like to say: Good job! That’s what we really needed! Great!

  7. BluePrint debugging - It’s one of the best feature presented in Unreal Engine 4. It really makes our job faster and gives us full debug information about map algorithm. Great!

  8. I like those graphical improvements! I see there is big update on particle system. It’s not my strong point, but I believe, that FX designers will find it awesome. Great!

  9. Spline Tool - Placing this in Landscape editor was great move! In UDK, there too was something like that, but it wasn’t well noticable and not really efficiently working. Great!


Currently, I don’t have anything else to say. My first feel on Unreal Engine 4 - Rocket was not so good. I found Rocket Editor uncomfortable to work on… Anyway, thank you for possibility to test Rocket! Epic team- You are just EPIC! :slight_smile:

Hey Marcin,

Thank you for your feedback! Unfortunately, since this is several different issues and I have to assign several different people to answer, it will need to be separated into individual questions/requests. If you could please submit these one-at-a-time it will allow for faster response and easier tracking on our side.

Thank you for your understanding,

Alexander.

PS you can combine your positive feedbacks into one, since I will be taking that directly.