Hi everyone,
since I love sharing I thought I’d share my first impression after coming into contact with the Unreal Engine 4.6.1 and everything related to it I’ve found note worthy.
And since I also love lists, I’ll write it in form of a list.
What I think already is great:
1. Blueprints! I love them.
2. Particle System Editor. So easy!
3. Content Examples. Very educational and clearing up a lot of my initial misunderstandings. More of these are the greatest blessing I could imagine.
4. Much more I can’t possibly list after all… So on to the next topic.
What I believe might need improving:
5. Unreal Engine version number display in Forum and AnswerHub.
It might seem rather stupid at first, but a lot of time I find outdated information on how things are handled and only notice so after being confused and looking again at the date that is hidden somewhere in a tiny corner next to the source. Displaying a warning the information might be outdated or more simply, displaying the version number that was up-to-date when the information was posted somewhere noticeable might be a big help. (I hope I’m not the only one having this problem?)
6. Show that some nodes (events) have hidden parameters.
I mean, the whole point of visual scripting is that you can see what is going on. Hidden parameters that greatly effect the overall behaviour of nodes, like the “Consume Input” and “Execute even when paused” checkbox that may be found on Event nodes, appear to be contra productive to that. I’d reckon either a little Icon that may display the existence or even the state of these currently hidden states would be very helpful.
7. API Reference documentation.
Probably been said so often you can’t hear it anymore, but while there are tons of examples and high level explanations around now (which is great as well) the API Reference documentation is lacking in detail or is sometimes even undocumented. (Was there any way to comment directly on the API Reference?)
(8.) Epic Games Launcher Marketplace Cache.
Well, since the marketplace has only been recently created it will probably still under go several changes anyway, but if I might suggest one it would be that the marketplace caches the images once they have been displayed. Having to load all Images again once you close and restart the Launcher appears somehow ineffective and is slow for people like me that suffer from low bandwidth. There are a few more things to the Launcher in general but those are minor compared to other things, so I’ll stop myself here.
What I found confusing:
9. Controllers blocking unhandled Input from reaching Pawns.
This was a hard nut for me to crack and took it me a day or two, to figure out why my blueprint wasn’t working as expected. Yes, it’s stated that Controllers handle Input before any of the pawns. Yes, it’s also stated in the documentation that once Input is taken by any Instance above in the call stack it won’t be available further down. But why does an empty AIController take my Pawns Input even though it does nothing with it? If someone could enlighten me on this and also clarify that in the documentation i would be delighted. (This might be for some reason intentional, but I was not able to find a clue that would lead me to this intent.)
10. Crash upon deleting resource that still is opened within an editor tab.
Okay, I know I did something really stupid there and after noticing that there were still references to my resource not because I placed them within my scene, but because I had the editor tab corresponding to the resource still opened I face palmed myself. Of course an invalid reference will crash the Editor if you force delete the resource. But well, it might have been less confusing if the Engine could make up for me being stupid by being smart itself and noticing that by simply closing the editor attached to the resource there would have been no invalid references. (Since I’ve got some good knowledge in programming I got this, but think of all the poor artists, that have never seen a line of code, searching up and down in there scene for the last reference they keep missing no matter how much they look.)
So that’s what my first impression is like and I hope it helps further developing and improving Unreal Engine.
Also I have of course not yet seen the full extent of the Engine and my impressions might be warped or incomplete in some aspects, so please feel free to comment on them.