How to attract LOTS of indy developers to UDK 4...

There are two major hurdles to pass if you are serious about attracting indy-developers to UDK 4:

  1. There are too many sources for hi-res character meshes to count on the internet, but none of them are of any use to an indy-developer without some type of decimator, which usually does not quite work (UDK can’t read the exported FBX-file for some reason, which can be either programs fault, but without a descent error message, stating only “error”, there is no way of knowing why. If a descent decimator exists, the main product usually costs too much for an indy developer to purchase. Low-res character meshes found on the internet, usually don’t have morph targets if you want an in-game character creation similar to most RPG’s now a days.

  2. When creating terrains, most products on the internet costs way too much and are really complex and without descent documentation.

The solution:

  1. Make a decimator part of UDK, so that you can choose LOD’s and how much it should decimate each level from the original, which can be a 400k mesh, if you wish. Then, when you build your project, the LOD meshes are created.

  2. You already have a terrain generator within UDK. What is missing, is a node based optional system simular to World Machine, so that you can parameterize terrain generation easily within UDK. That way, developers can randomize level creation in a beatiful way on the fly, that makes the levels look believable and good. The functions should be reachable from the appropriate blueprints.

VERY IMPORTANT!!!
The “import”-function of the content browser should have WAY more verbose error messages if users are to have any chance of knowing why an import failed.

Hi Roger Fylling

About UDK

You are two years outdated. UDK is gone, now is Unreal Engine 4

And there a decimator in Unreal4 like in UDK, it has the Sympligon in the mesh optimization system.

B

Poly decimation is something you’re supposed to do in a 3D-package, they’re optimized to work on that sort of thing. Games Engines aren’t by definition.

Also, you can check the logs for more detailed import results!

++ for that node based terrain generator.