Mike Fricker and join us to discuss some of the changes coming in 4.7 and the new Preview release process (speaking of, you should see a new 4.7 Preview this week!). Also, Lead Engineer Golding will be visiting from the UK, so we’re dragging him along too!
Welcome back from the holidays, I’ll be tuning in on Thursday realllllfasst
Since the topic is the engine updates, I’ll just slip a general question in right quick if I may…
Some months ago there was some discussion about implementing non z gravity that would effect physics objects and characters and such, which would be useful for making orbit mechanics and other cool gameplay mechanics…
Has there been any discussion about implementing something like this in a future update?
Nice! I’ll actually be around for this one for a change… If you folks are taking any questions, 's a couple from me:
1- Any news or updates on the upcoming Niagra replacement for Cascade, or any slight idea when we could start seeing experimental builds of it?
2- Same as above but for Sequencer, and will sequencer possibly support exporting non-realtime movie sequences with audio (Matinee doesn’t have this capability currently).
3- Any new content for the content examples project coming this build? Always love seeing new goodies there!
Alot of talk on the forum of late related to NVIDIA Gameworks and we seen forks for WaveWorks intregration and apperantly VXGI in January.
And i noticed on NVIDIA Gamewors Page that Flex is upcoming for UE 4.
Its been hard to find any real confirmation on this so am wondering.
[Q] Are these all solutions that be supported out of the box with the coming versions of UE 4?
[Q] And are you able to talk a litle off what is actualy is getting implemented over the next couple of months?
We weren’t referring to the 4.7 foliage improvements that have been included in the preview. We were talking about the actual foliage mode/tool interface, as it’s pretty outdated and there has been talks about improving it.
Will large world support coming up in future versions include more procedural large world support? This could be anything from more access to world browser, the ability to draw dynamic meshes(voxels and whatnot), etc in blueprint.
Great to hear that something is being done, thanks!
Lots of us are using procedural layers though, that automatically switch from grass to stone when the angle is steep.
Wonder if there will be any way of preventing that grass spawns on the rock in this example, since it’s the same “layer”.
Seconded. I’d very much be interested in hearing more about this. Especially interested in TurfEffects and WaveWorks, which I believe Nvidia will have implemented this month. Any we’ll see them included by default within the engine?
Ecosystem is a new (experimental) tool for quickly placing foliage in large areas without having to manually paint each instance.
It uses a set of rules to compute how different types of foliage interact, giving you some nice effects found in nature like clustering, age curves, self thinning, etc…
The system is under heavy development, but will likely be in the 4.8 release.
That is everything I ever dreamt Ecosystems would be (and what I hoped Foliage tool would turn into)!
I can’t describe my excitement for this. Thank you! This is truly needed and a welcomed feature for any of us making larger areas.
Question; will there be any way of having presets for different areas or “biomes” if you will? I would love to have a preset for our different types of forests and such so I don’t have to go in and switch plants by hand.
Yes. We have a new asset type which is essentially a biome. It allows you to specify the list of foliage types you want to generate placement for. You can then place this asset in the world and use volumes to define where placement is allowed or blocked.