Hey Guys, so what did I miss lol
So yea, 4.6, alright, lol! In all seriousness though, I’m really looking forward to it and Epic has done an amazing job here with their constant progress, trying to make all of us happy with putting the effort into the things that matter most and on top of everything else, delivering a strong experience that defines the industry standard on what a AAA Next Generation Engine should be. I love the progress and yes, I think if there are areas that need addressing that could create some very bad use cases for others, but they have been diligently putting the man-power into getting it done and genuinely want the best for the engine.
I think we can all agree that everyone’s use cases in the engine are different and some more or less than others could be experiencing some instability, crashing, performance loss or just some accessibility things that may not be there that probably should be. Not everyone will encounter the issues and having been a developer for a very long time, I know not everyone will see certain bugs and that a specific set of occurrences could need to happen for someone to be affected by it. Heck, many people complained about glitches in Alien: Isolation and I didn’t see one till the end for a split second
I think we should however, and I’m saying this lightly cuz a bunch of us are buddies, but let’s try to have a little more respect here just in case there are issues that are impeding others that maybe aren’t affecting us. Just saying… if the tables were turned, you’d want the same level of respect from the other side of the coin. And those would be glad to give it and in no way are we that selfish
Yes, I had a pretty long post about instability. It was primarily due to the problem that does actually still exist that Hourences pointed out, which is the evil beast that is the Circular Dependency in Blueprints. I’ve been programming for a long time but I chose to you use BPs to quickly prototype things with C++ for small cases. Because I’m a programmer, I tried to do a lot of abstraction in my BPs with inheritance and base classes as BPs, that I ran into probably every circular issue in the engine that still exists, and let me tell you… it’s a nightmare, lol! I’ve had unexplainable bugs, corrupt files that I’ve lost and god knows what else lol. Take it from me, having lost BPs due to corruption and even though I had auto-saves from the day before, that was major time lost from my work, it can happen and I feel bad for Rama to have that perf issue.
I do a lot of posting on AnswerHub and the team is companionate and really cares to help out. So far, a lot of those issues have been resolved however, I have a lot of issues and random errors that don’t make sense right now but some seem to disappear as I update to the newer builds. We all have to understand the nature of the beast and that Epic completely rebuilt the entire engine from UE3 -> UE4 and for what they have accomplished, it’s pretty uncanny and a monumental amount of work. Also since this engine is still just gaining ground compared to the previous status quo of where UE3 was at the end of the console generation, there is a lot of room for growth.
Now I personally noticed a major difference from 4.4.3 to 4.5 and I still have glaring issues, but it’s getting better all the time. Of course, there are more issues left/arrising and they are more than smart enough to know if they are getting ahead of themselves where fixing those issues in the future will be very hard. I think they got this and I’m starting to feel much better about things. I talked with Adam Davis and it seems like they’ve honed in on the last bits of the circular dependency issue and for that, he mentioned re-writing the custom linker so that may resolve a lot for everyone. I do think UMG needs some help but they pushed hard to get that into a production-ready state so I’m sure a lot of the usability things will be coming in 4.6.
Rama, I know you probably have a bat-phone to the team, jk and I know they’ll get someone on it to profile it for you to find where the extra render time is going. I’m sure they’ll nail it out buddy and hope the projects are going well nonetheless.
(Sigh)… smallB, come on. Please don’t take this disrespectfully but I’ve had to chat with you prior to having respect on the forums, and from what I’ve seen, you’ve been pretty cool which I think is great as it’s positive and productive, so kudos there. I understand you are also new to game development, that’s great. But you have a tendency to repeat something in an immature way. Perfect example is posting the above and also posting it twice. I’m not sure if you are also young as well but please understand, you are getting the most transparent access to the best game engine in the industry for developing games bar none. Epic, and you should spend time reading up on them, have accomplished and attained so much and have a team of valuable, passionate developers with the best skills in the industry and absolutely know how to do it right, innovate at the same time, and then setting the bar for everyone else to catch up to when it comes to the engine.
You need to understand, it’s not a toy just as C# is not a “toy” language and you might want to drop that word as it can make someone look young and unexperienced. UE4 is everything a AAA engine should strive to become. Because they had to re-write the entire engine structure, it will undoubtably show issues to the early adopters. It’s up to us, to communicate those issues to the devs at Epic, and let them decide the best way to handle it. I know you are trying to bring the focus to the people who are having issues and that’s very considerate of you. In the future, just think about how you want to communicate it to others and how to also be respectful of the developers at Epic. I’m sure those guys and gals poured their life into this engine and had lots of crunches where those working on it, couldn’t spend time with their loved ones because they were committed to the industry and giving us, the developers, the best possibly expiernce to develop our next great idea and those are the stories that unless you or I are working at or directly with Epic, we would never hear. For what is such a personal project to many at Epic, that have sacrificed themselves to deliver that for us, probably deserve much better than calling their work of love a toy, ya know? Don’t be that person.