I’ve noticed there is a lack of mobile-specific prop packs on the Marketplace.
So I thought I’d make one, but I also see in the Submission guidelines that submissions are expected to use PBR materials. For mobile, that is not ideal. Are we absolutely required to use PBR? Many mobile games use entirely unlit materials, which obviously can’t use roughness maps, normal maps, etc. Those maps often ARE used but not in the final material - they’re just used to create the model’s look in a 3D editor which is then baked down to a single, final baked texture that ends up in the game engine.
Maybe the UE4 community just doesn’t want mobile assets. They’re very popular on the store though.
Would be interest in “ANY” plug in solution that would make basic blueprint easier.
For example making a landscape material is easy enough but the “process” is so repetitive that would be well suitable as a plug in where each stage of the material could just as easily be constructed by texture selections the generates the landscape material.
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Would be interest in “ANY” plug in solution that would make basic blueprint easier…
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I also think. I would like anything how ‘GamePlay Nodes’ containing complete plug-and-play GamePlay functionalities with many properties, making the game logic programming more parametric and modular, ie. Something like old kismet with UTGame’s projectiles, weapons, Pawns, vehicles, AI, CTF, Deathmatch, Warfare… logic exposed like simple nodes.
I think is missing something like fully functional hoverboards, like that one in UT and Wild Star with room for runtime hoverboard customization.
I would buy anything that streamline the editor for short animation rendering or archviz.
Things like automatic vray material conversion(like autodesk stingray).
Or some texture node for creating worn edges or dirt and leak on objects.
I would like to see water puddles that maybe driven by a blueprint, can also evaporate over time. I saw a video of Unreal Engine a while back and it showed evaporation of water puddles, so it is possible, was just wondering if we can get an asset made to spawn them and modify them.
Otherwise if there is a tutorial to do that I am not aware of, that you can make water puddles, say on a road or in dirt, with maybe just a couple of nodes in the main blueprint and/or already made assets, that’d be great too.
Some of the things requested are already in the marketplace. Perhaps you are wanting more? or a more completeness to the ones already in there? please specify like the midevil weapons you want? do you want a particular weapon set like spear or sword or hammer?
asking for foliage is already in there too… are you looking for a particular tree style or plants or just better HD looking?
I am looking for a visual novel style blueprint/plugin to make the dialogues and storytelling of my game. I’m not doing a visual novel, I just want to implement in my project a dialogue box like Persona games and others JRPG (where I can put a speaker image with a dialogue box).
If someone can do something like that, just let me know. Of course, I’ll pay for that. I just need something like that to finish my game.
Also, a good JRPG template is a dream of mine. have the ORK Framework, so, I think Unreal needs something like that.
My dream is to log into the marketplace and see a nice selection of fantasy (D&D) assets.
More HQ Male/Female fantasy character sets (Male and Female) races that are not super stylized and are fairly modular so we can use them for citizens. Darkelf, High Elf, Gnomes, Dwarves, Barbarians, ogres, trolls, halflings etc. D&D stuff.
Armor packs for the above characters that include citizen/guard/player levels of armor.
The system would allow for items to be crafted with complications arising during crafting that would require specific skill use to to be applied. The level of success of the various complications would determine the quality of the final item.
I know of only three games that had an in depth crafting system like . Starwars galaxies, Vanguard, and I can’t remember the name of the third.