Especially when it comes to animation and AI (and tying those two together).
What puts you off about the engine at a first glance is the unfortunate interface design, I think it looks like it came from windows 95 with one of those themes installed. Not to mention that it’s slow as hell, the thing must be eating 10 percent of your GPU alone.
Seriously if that one thing was more on the minimalist and functional side and less on the flashy side, things may have picked up a little better with some more serious newcomers. To go from a 3d software to that thing was and still is a confusing mess compared to how smooth the transition was to Unity. In unreal I’m still confused at the amount of BP windows i need to have open and which one should be clicked on for a specific task. Just make it unified. All animations happen in X all programming happen in Y and so on. It’s really not that much of a rocket science.Remove all the colors and bulky icons keep them where it matters, make the interface more monochromatic dark like in Max, Maya, Unity etc… keep things functional.
For the record no one is here to ‘teach’ Epic how to do things, it’s just frustrating to see a monster engine let down by such poor initial choices. There’s much potential here but the direction is either all over or nonexistent, especially on priorities.
This post has nothing to do with the topic. I think complains about the engine itself go into another thread
Apart from that it has nothing to do with this thread, I want to note that I absolutely disagree with you on that. The UE4 UI is extremely awesome and way, way better than anything that Lumberyard or Unity has. The whole UI being monochromatic dark like in lumberyard looks very unpleasent and its just a very hostile UI that stops people from even trying the software. Software like maya and 3ds max all have this very hostile UI that makes it very hard to learn how to actually use it.
With UE4, you quickly find what you look for, even if you’re not too familiar with it. And UE4 just looks way, way better. Lumberyard is really what looks like windows 95.
You want UE4 to go back to the UDK look, which is quite similar to Lumberyard if you think about UDK just with monochromatic grey icons. And UE4 was a huge improvement over UDK, especially regarding the UI.
You guys are correct this is off thread I noticed after I wrote it, my apologies. But I still disagree about the UI though :).
Seriously? Are we looking at the same program? If you let a 5 year old draw a UI, then you get the same bloated, clumsy interface. The only thing is missing is a comic sans font for the text.
You know, UE4 sources are open for developers - you could always go and rewrite UI to whatever you fancy. You don’t have skills to do it properly? Sorry, but it’s impossible to fit all the preferences of everyone at the same time while still developing new way more important features.
wow does seems like almost everybody has abandoned ue4
forums are very quiet
Back to subject matter what i’ve personally complained about Epic is that they really lack some direction when it comes to priorities. Their staff and employees seem like very nice and incredibly capable people but consider this that happened to us last time.
Simple question: How do you link normal maps to morph targets in UE?
Step one: Jump to Docs… No specific doc found (at least in our search), we do find something similar about linking colored values in mat editor to create glowing eyes… Read through it quickly nothing to do with morphs or normals (for now), jump to next parallel search.
Step two: Youtube! Behold livestream on morph targets and normal maps!.. This is is it! Goldmine of information 1 hour coverage discussing what we need to know!
Great, press play and we start watching… 20 mins through and we are still stuck in 3ds max and the poor staff is absolutely wasting his time, Livestream time and our time explaining what the hell morph targets are!!! I mean the guy means very well that i understand but you don’t spend 15 - 20 mins of a very limited precious time explaining the most basic thing just so some possible kid somewhere graduating from kinder garden can understand it, such a kid has no place to even be using UE in the first place if he doesn’t know what morph targets are!!
To top it all off the livestream ends and normal map linking to morph are not covered!
Step three: forum search, no results everyone asking same question getting no answer.
Step four: go back to docs and check out the color mat page again, I read something about instances and values, I blindly open up UE and tell myself to just create same naming convention that matches the morph target’s one, MAYBE that will work.
By a miracle it was that simple and it did! After I wasted almost 1 and a half hours of looking for it and simply got lucky in the end.
And i’ve seen this exact thing happen in most livestreams, important issues are bypassed to please the starter kits of the crowd. every minute of Epic staff are precious to UE users, they want to suck that information out for as long as they can from them in this world of lack of information, which is why it gets sad to see such given time wasted sometimes.
Well, all I have to say, since I just finished up the MegaJam playthru stream is that my GameJam feedback wasn’t given much consideration in the four months since I first proposed it:
.google.com/document/d/1NvdpVcg7z1uE06IDMDdLx1nScnYXrK9rR6d9jhHmtao/edit#heading=h.8ujzahfgk2p1
Only thing they took were 3/4th of my submission form idea.
Hey folks,
I wanted to chime in and hopefully address some of your concerns on a number of a different fronts.
AnswerHub & Bug Reports
AnswerHub is a community-run support site where we encourage UE4 developers to support each other by providing practical solutions for hurdles encountered during development. We’ve spent time on the site in the past helping out as we can, but our primary activity there is to work through bug reports found by the community, as that is where they’re currently logged.
UDN is a private channel for teams with custom license agreement terms with Epic, and it is used as the primary support path for those developers. Although many issues and requests that affect everyone will appear on both AnswerHub and UDN, there is a bias towards UDN as Epic must provide direct support there as part of those agreements. The good news is that many fixes for issues found by UDN users make their way into binary releases before they’re plaguing too many other people.
UDN is not our only focus, of course. We absolutely encourage you to utilize the voting systems, for both AnswerHub and on Issues, to help raise visibility for issues that have the most impact on the community at large. This helps us further prioritize bugs and questions, and weigh these against other internal needs.
All stability issues and bugs are taken seriously by the engine team. Your feedback, especially during the preview releases, is invaluable. We try to fix as many bugs and quality of life issues as we can pre-release, and then if we miss anything significant, we work to address that in hotfixes as quickly as possible. We aim for a balance between fixing bugs, improving usability and adding new features.
Often times, bugs that are reported are more like feature requests. What may appear to be a bug is simply how something was designed. We have to take into account the engineers involved and the technical tradeoffs to implement such items and prioritize accordingly.
We understand that the current process is not ideal, so we are investigating options for improving the bug reporting process, such as a template or form. This is very much in the research stage, but I wanted to let you know it’s something we’re working on.
Documentation
We are soon going to be rolling out new processes with our documentation that will improve your access to more up-to-date information. Hopefully this will help alleviate some of the strain on AnswerHub.
has posted details over here.
(Please post any doc related comments or questions over there!)
Forum / Feedback for Epic Thread
Community and engine folks alike regularly check the forums, but again, the dev teams are always having to prioritize their efforts. I’ll work on taking the time to make sure you see us here, even if it’s an “I don’t know” or "let me look into that for you,” and help point folks back your way where possible.
We’re also in the process of growing our community team, so that we can have more eyes and ears looking out for you, across all our sites. Please know that we’re still fighting for you, even if you don’t always hear from us.
@Amanda.Bott while you’re at it, please make Epic consider implementing a Stack Exchange hub and ditch AnswerHub software, please:
Would be a huge HUGE improvement over current state of AnswerHub.
Thanks for this post, greatly appreciated!
Well, the only problem is that nobody cares for most of the most voted issues
Of course it will never be exactly like that developers fixes the most voted issues first. It’s rarely the most efficient tactics for software programmer. I fully understand that.
But sadly we’re waiting years for fixing the most voted issues. In every category.
178 votes for finally making directional light working with orthographic camera. It’s there for 2.5 years, nothing happens. Nobody cares.
66 votes for fixing point and spot lights, they don’t work with ortho camera for a year. Nobody cares.
https://issues.unrealengine.com/issu…nt=&sort=votes
The most voted issues in Blueprint category are my good old friends. They’re always there, waiting a long time
https://issues.unrealengine.com/issu…int&sort=votes
To be fair, few “popular” issues have been fixed in recent releases
And of course engineers fix a lot of bugs every month. Although most of them have 0 votes.
Everybody would be happy if this situation would change. Seriously, it would be awesome if you’d fix just one the most voted issue in every major category, every release
@kjustynski
We, Community, pull the top voted bugs into a report and send that out internally to call attention to them. While those aren’t guaranteed to be fixed, it does increase the likelihood eyes will be on it. Though I do understand how that could make the votes feel insignificant.
The biggest problem isn’t even that most voted points aren’t realized, it’s understandable that not everything can be done - even though the voting can just be turned off then. The biggest problem is that some bugs and requests are completely ignored for years, even though the community keeps mentioning it in the forum. And that there isn’t even a single reply from Epic.
Honestly it makes you feel like as a community you don’t matter.
Is there any chance Epic could implement a feedback system like unity where community votes out most urgent bugs and most important features? but this would be pointless if epic doesnt actually try to fix or implement any of those.
The unity community seems more vibrant and active and closer to the users, epic feels like it wants to keep the distance, which results in quite a pale community especially around these forums.
This wasn’t actually the case prior to ~4.14. Early on I felt that UE4 devs and community were a way above Unity community. Now things have changed perhaps (I don’t track Unity stuff anymore). At least it’s definitely not the same as it used to be on the forums and on Discord. Devolution has happened.
There are so many problems with Unreal. I came here to post a bug that I’ve been experiencing, wrote out a long explanations, and posted it only to discover that… I can’t post new topics on this forum. They just… Don’t appear.
So I had to write support so that I can get support for the support forums… Fingers crossed this post I’m writing right now actually appears.
@videshi Initial posts on the forum are need to be approved by a moderator.
Simple spam prevent method, but it is subject to moderators having weekends and holidays
There’s a pretty critical bug in GNOME on multiple monitors that I wrote up here:
and it would be nice to hear back on whether or not Epic got around to testing it on their end yet. If they’re unable to reproduce and need logs to determine what’s different about my machine, I’d be happy to provide those.