Aaaan some more work in the logic of the game!
It was expecting some painful udk landscape export ue4 landscape import but the process was super simple and effective! So, aside from the landscape now I’ve got implemented too some game logic; the night (and the gameplay implications and events of it) now work 100% in Ue4! The player can activate/deactivate it, at the balls too! The sky, Color lookup table and fog change to nightime parameters and the night balls become physically aviable, as the portals. Also, when it is nightime, the player must look in the direction of the portal to teleport (when the player isn’t looking AND it is nightime the portal will be just a blocking volume.
Also, I have been experimenting with the new 4.7.2 foliage. JISUS. It is amazing. The non lightmapped foliage is super efficient and the new instance chunk fade holding works really well. I am really surprised every day with new features of the engine! Also, it is just a detail, but when you are going to animate a material parameter you no longuer have to put in your level a reference in an actor of the material parameter you want to animate. You directly do it in the matinee. Not a big deal but a huge design improvement since UDK! Timelines and the avility to call in the constructor instanced materials is also amazing. Currently being used in the nightballs and portals. Hopefully tomorrow I will have the rain event ready!
I am also trying to keep my blueprints as simple as posible because I use them to teach to my students doing a carrer of Audiovisual Design here in Barcelona. That’s why you won’t see locig gates at all among other stuff