RMC Status Update
Ok, so there’s a couple parts to this update.
First up. 15 minutes ago I sent the same version that’s in GitHub master + the slicer to Epic for the marketplace. It had some issues and it took me a little bit to have time to look through them. Also picked up a couple minor bug fix PR’s for the tools that are also included. I hope this version will make the marketplace within the next couple of days.
Next, I have spoken to James Golding about the concerns I mentioned in my last post. For the foreseeable future the path of the RMC is back to normal. The only thing that has changed is some things I was debating in the future to assist in building the actual mesh are on hold indefinitely but the core of RMCv3 is unchanged and is back in progress. I’m hoping to have v3 done for the 4.17 release but my available time to work on this is pretty volatile so I can’t guarantee anything.
With that said, I will make the core of v3 available when it’s ready (hopefully within 2 weeks) to anyone that wants to help test it (and by that I mean beat it to death), but it will lack most of the secondary tools like the normal/tangent calculation, tessellation, slicer etc. This will be solely the core which has been completely rewritten to serve as the foundation for the intended features of v3. Version 3 will be dropping all backwards compatibility with older engine versions beyond 4.16 as maintaining 7 engine versions is obviously a pain. So older engine versions will still have to use RMCv2. There will also be some breaking changes in the API. I will attempt to ease this transition, but there are some things that just need to change to move forward.
Lastly, due to suggestions from multiple people, I have resubmitted the RMC for a dev grant. This isn’t the first time, but due to the long hiatus of dev grants right as I submitted it back in October, it’s been suggested to submit it again. Hopefully Epic will consider it as I’d really like to continue work on the RMC, and keep it free, but there’s a practical limit to the amount of time I can put into a free component due to school and work.