UE4 Roadmap

[=;700815]
I actually come from the world of Unity, having sat on the sidelines regarding UE4, waiting patiently for 3 years for it to get volumetric fog (which it now has, yay). I intend to use both and play to their respective strengths depending on the needs of a particular project.

The video you linked to shows a 3rd party add-on for Unity, there is nothing like that built in.

Also, one of the features in UE4 that is being developed is a new mesh editor. And it works in both VR and non-VR editor modes. And it will be scriptable one day. It sounds like an excellent basis for the sort of geometry tools you want in future. An early version can be found in the geometry branch on github, and it is not just for the VR editor mode albeit at stage the UI for using it in standard editor mode is far from finalised or polished. But it is a concrete example of stuff you want being worked on.

So I continue to struggle to recognise the picture you describe and just keep finding ammunition for my point that developments that rise to the top for VR & strategic partner reasons may provide technology applicable to other uses including the ones you describe.

All to little to late.I dont care if the ue4 devs provide “mercifully” a proper working level editor,like the unity one,** in 2 years from now or even later**, because they have to do VR Content first,which gets used only by a minority of under 1 % of the gameing community,when **the rest of us 99 % non vr user **should take a backseat and wait if some byproducts of the vr development can be rehashed into an unfinished and underperforming tool with a lot of unfixed bugs and missing options sometimes in the distant future when i can have stuff in unity right now(like volumetric light,but with light shafts only when fog is turned up to max,because who needs creative freedom, it has to be realistic because thats more important then giving your level a unique look,right?).

You can collect as many “ammunition” as you want to,but i continue to strugge in seeing your point on why that what 99% of the paying customers want is less important than the rest under 1 % VR devs?