Couldn’t agree more! The forums here are really welcoming! And by that I mean welcome to the forums! ![]()
I personally use 3dsMax for almost everything, but it is just my preference. 3dsMax is easier for me to make models in, as well as create the rigging for characters. However Maya is much better for creating animations (for me anyways, you can use for too), and UE4 also has an A.R.T. plugin for Maya (animation and rigging tools) to make even easier. So it depends what you are looking to create, but either one will give you the same end result, so go with the one you feel more comfortable in.
In 3dsMax/Maya, under the customization menu, make sure you have the scale set to centimeters, as 1uu = 1cm by default (uu = unreal unit). Another good way of getting the scale right is to create a box that is the height of a slightly taller human (I use 6ft = 180cm), and use to judge the scale of objects when you are modeling, using the box as a guide, so that everything looks right when it is imported into UE4 and you walk around.
There are a few ways to do , no “out of the box” ways currently, but there are many tutorials on creating water/ocean simulation, here are a few to get you started:
Dynamic Physical Ocean by Handkor:
Youtube - ?v=PBWLfpm0K0o
Forum Thread: https://forums.unrealengine/showthread.php?7440-Dynamic-physical-ocean&p=117586#post117586
Parametric “Beaufort Scale” ocean by: https://forums.unrealengine/showthread.php?26317-Parametric-quot-Beaufort-scale-quot-ocean
FluidSurface Plugin by JamesG - https://forums.unrealengine/showthread.php?3609-Project-FluidSurface-Plugin
VaOcean Plugin by ufna - https://forums.unrealengine/showthread.php?4181-Plugin-Ocean-surface-simulation-plugin-(VaOcean)&highlight=vaocean
And many more, there are many youtube tutorials on , let us know if you need some more examples!
Whenever there is a new update, you do not have to remove the old version, it adds a new version slot to the launcher. From there, if you want to convert to a higher version in your project, you can create a clone of the project, and open that in the new version so you still have a backup in case anything changes, but for the most part I have not had any issues with my projects converting them to the newest version. There will be major updates coming (parralel rendering for example), but Epic is trying to make the change as seamless as possible, so unless you are modifying the engine code in C++ (engine code, not project code), you probably will not notice any difference.
Hope helps! Good luck! ![]()