Some things I’d like to know whether they are planned for 4.6:
Patching/DLC - i.e. additive paks and delta paks. Having these available as first-class features is something I would consider very important for a modern game.
Simplified Text Localization - It’s certainly possible to localize text in game right now, it’s just a very laborious process that is poorly documented. Given how important it is (especially for independents) to release internationally, I would hope this would be a top priority. Last I checked, even the experimental Translation Editor was for engine text only.
Audio Localization - Seems it’s been half-finished for a while now (Dialogue Waves, etc), when will we see this properly supported?
Diffing/Merging - There’s some good early effort here already (the BP/BT diff tool looks great!), but I don’t feel we have a complete solution here yet, given the fact that assets are all binary.
Materials should have the same visual diffing as BPs and BT. This almost seems like an oversight!
We need proper merging tools, or a good merging flow. Here is how I see it working: export the local and depot copies of the binary asset as temp T3D text files. Invoke a configured merge tool to merge versions together. Take the merged output text file and reimport it and replace the local binary asset.
You guys use P4 internally as we do: I’d be very interested to know how you guys are managing assets in projects (especially map files!). Exclusive locks can only go so far.
Looking beyond 4.6, I’m also curious about these trello cards on the roadmap:
Cooker 3.0 - Live editing is a huge productivity booster when you are working on a platform (like mobile) where your interaction model is very different from your work machine.
Geometry 2.0 - Personally not massively interested in BSP construction, but there’s a lot of potential for advancements in geometry creation and editing. The idea wouldn’t be to recreate Max or Maya in the editor, but to provide a way for rapid prototyping (for which the current brushes are not well suited, even when compared to the UnrealEd of the past), as well as provide tools to enable geometry editing at runtime (terrain, character morphing, foliage painting… the things you would need to build a good building-sim game in Unreal)