Me and my friend are in process of developing an indie multiplayer “magic-shooter” videogame. We’ve been working in CE Free SDK for about 1.5 months, and now, as I saw the UE4 videos and the surprisingly generous subscription offer for it, I am thinking we should move to UE4 development. Before that, I also spent quite a lot of time in UDK. I have some questions to the people who already got their hands on the engine:
- How well does the UE4 handle big open spaces, water volumes and terrain? In UDK there was good terrain tool, however the water volumes were far from the ocean and river functionality in CE. For example, there was no water tessellation, until ofc you made a custom material with it, which was quite hard, as UDK had a pretty bad support of DX11 features
- Is there a volumetric fog/clouds supported in UE4?
- Is it possible to import terrain heightmaps and texture maps, generated previously in e.g. World Machine?
- If we are willing the let the community of our game to make their own multiplayer maps for the game after its release, does it mean that each modder will have to buy UE4 license, so that he/she would have access to the editor?
- And finally, the most valuable thing for us: while working with CE sources, we suffer a lot from very poor code documentation and generally complex code structure (Yes, I understand that some genius people work in Crytek, and the code offers very good performance. But as an indie-dev, I respect readability and feature implementation simplicity over the code complexity). How hard it is for small amount of skilled C++ coders to implement new features into the code (e.g. writing the magic system out of the weapon class and making it work in the network), in terms of the amount of working hours needed?