UE4 Roadmap

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The inability to accurately provide a timeline for features such as is was failing the development community in a number of ways and is a core reason we’ve made the change. While features like arbitrary gravity is something that we’d like to add at some point, we don’t have a clear path to get it on our roadmap and won’t until it gets slated for a release. Once a is slated for a release, then it will be added to the roadmap as opposed to everything living there for an undefined amount of time.

Especially the abitrary gravity setting request is out there for more than three years now and its one of the most requested ones also.
Two years ago it got even a concrete release date,so the ue4 devs must have acknowledged how important is for many.

But then it didn’t came out on the promised release date and got backlocked till unknown timeframe.
You had 3 years time developing it , how much longer should we wait in your opinion?
Another 3 years so that it adds up to 6 years total.Thats just not a reasonable timeframe for anyone to plan a game with x,y.
Especially when you gave it a fixed releasedate two years ago and then out of nowhere just canceled the release.
How should anyone plan a game with a communication like .

And im not only talking about the abitrary gravity .
There are also:

-a more powerful landscape/vegetation editor with a in game terrain editing toolset which does not drop down to 10 frames per second when you layer multiple materials on top of each other (You implement the in game editing for your VR costumers with the VR editor right now but for the rest of the 99% of the non VR related playerbase you refuse to implement a like that for years now)

You still haven’t answered one:"How can you justify working on the VR realtime editor when 99% of your customers who do not use or develop for VR at all don’t even have a real time terrain editing mode in the normal landscape editor?"Should it not be the other way around that you first give the 99% important and then convert it later to VR for the under 1% of your VR userbase?

-a more powerful level editor (You cant build a level editor around the premise of importing finished assets from other programs and then “blocking” a level out with those finished assets just because the geometry editing tools in the ue4 editor are so lackluster that you cant even block out a level fast with meshes in editor to test out if distances between your buildings are the way you want them to be.)

A powerful geometry editor for blocking a level out is one of the basic must have toolboxes a level editor needs to have.
That’s like selling a car without a motor like you see them rolling around in the tv show the flinstones:

https://img.clipartfest.com/466ddaf346c0d13d5c40866d33d3a193_flintstones-car-free-clipart-flintstone-car-clipart_590-287.png

How long do you expect people to sit and wait till important core features, which are implemented in other engines like unity for years now ,finally come out for unreal?
While you bring out one gimmicky after the other to satisfy your “strategic partners” like facebook and reduce your communication with your community month after month?