UE4 Roadmap

It was mentioned in another post that there where no plans to develop the Epic Games Launcher on anytime soon…

Any the Epic Games Launcher source could get rolled into the UE4 repo or made its own repo on , and just allow the Developers to build it themselves like they do the Editor? It would be useful to have direct access to the marketplace from the Platform.

Thanks !

Any estimated release date available for 4.11? I need to rewrite a project and I would like to do it directly with the latest version

Then just use 4.11 now. It’s actually quite stable, I use the 4.11P5 for the last 2 weeks now and it’s really not bad. Not more crashes than in 4.10. But why do you want to work with the latest version? You could just rewrite it in 4.10 and then later switch to 4.11, that’s just one click.

[= Alcatraz;483228]
Then just use 4.11 now. It’s actually quite stable, I use the 4.11P5 for the last 2 weeks now and it’s really not bad. Not more crashes than in 4.10. But why do you want to work with the latest version? You could just rewrite it in 4.10 and then later switch to 4.11, that’s just one click.

I need to always have a working build so preview is not an option,
I don’t know if is worth to rewrite it now in 4.10 cause maybe in a month 4.11 will be released and I would like to avoid the waste of the switching/testing process.

4.11 is officially expected for end of March

Edit : see announcement of 4.11 preview 6 by :

[]
The official 4.11 Release is currently expected to occur around the end of March.

[=SRombauts;483555]
4.11 is officially expected for end of March (from another thread)

thank you very much

Unfair engine.

[=amhagan;477879]
It was mentioned in another post that there where no plans to develop the Epic Games Launcher on anytime soon…

Regarding topic. is what happened:

Epic games first launched the Trello Roadmap for to see the areas of development of the engine, and be able to vote which areas must be priorized over others.
The epic launcher for realeases as one of the areas in the roadmap and achieves a high amount of votes. Therefore and democratically, Epic must pay attention to area.
There was an estimated time for area since Epic had to pay attention to it, due to the high amount of achieved votes.
The deadline was reached (i think I remember it was october of 2015, if I recall well). The launcher was not released.
Some more months passed. The launcher still had several more votes than most other areas, and still remained unreleased.
The launcher then, was completly removed from the roadmap… Ha!

So,we are not able to see it anymore, nor able to vote on anymore…

Seeing progression of facts, one feels very bad about it (it was like a kick on the stomach), and a lot of people on the community had very bad feelings for behaviour!.

I will stick with Unreal Engine. Their price policy and openess of the engine is very fair, but Epic should listen to their users. I mean, how can you put a public roadmap for people to vote on topics that must be done, then ignore the voting results? is not the way to go Epic. Definetly is not fair, nor consistent with the voting system themselves have done.

I have a big wishlist:
-Proper hierarchy and pivot points
-Mesh colliders with prefix (like for UCXes)
-Mesh LODs with prefix (like Unity)
-Objects animations
-Vertex animations
-Automatic lightmaps assignment for composed meshes, and not limited to only one
-Better vertex snapping inside of editor
-Node wire pins in material editor like we have in blueprints
-Materials Layering
-Opaque glass material
-Shadows from translucent materials (even like from cutout only and very approximated - you can see that in Stingray Engine already)
-Cloth Editor
-System for character skeleton definition (like Unity Mecanim Humanoid, but customizable)
-Character Root Motion template
-NPC AIs examples for all templates
-HUDs examples for all templates
-River and cascades tool
-Day timelapse and weather with rain and snow ready to use, properly integrated with Editor + no rain, wind or snow volumes (for interiors)
-Vector field editor for particles

Those things would make us all soooo happy :smiley:

How about texture array support? From what I can tell, the engine already supports them, they just haven’t been exposed to the editor yet.

Is there a road map for Gear VR in particular ?

Who at Epic (lead on mobile VR) can I chat with in PM about why I think Gear VR shouldn’t be semi-abandoned platform? (I just had a great non-gaming project idea I would like to use UE4 + Gear VR for, and if Epic doesn’t feel it’s worth putting effort into, I guess I would have to go back to Unity, which I absolutely have no interest in doing)

Thanks.

Is it possible for us to add some items to the Roadmap? Or we can just vote what already is there?

I am wondering about the following items on Trello:

UMG for AAA Trello

Improved Game patching Trello

Multi-res rendering for VR Trello << is going to apply to Gear VR or just desktop VR ?

GPU particles on mobile Trello << Gear VR support ?

Are those coming to 4.12 by ?

Are HRTF and spatialization using OVR Audio SDK coming to Gear VR in 4.12 ?

Any plans for instanced VR rendering for Gear VR (I recall you implemented that for desktop VR in 4.11) ?

[REMOVED] Sphere/Box support for Character Movement

Why did it got removed?

Is it because of coming for 4.12?

  • Default collision from static mesh asset

[=RyuuKishiSama;525005]
[REMOVED] Sphere/Box support for Character Movement

Why did it got removed?

Is it because of coming for 4.12?

  • Default collision from static mesh asset

I swear if they just discarded that idea I’m gonna riot. Of course we can write our own character movement component, but not everybody is a C++ . And the CMC class is frickin huge.

Is going to be in 4.12? :smiley:

Is there any way you could add URLs to cards for completed (or in progress) items such as for Training materials or Templates (such as VR)? It’s great to be able to follow items in the roadmap, but when they are done, no quick way to get to them.

There are a bunch of removed cards including Material Editor 2.0, Large World UX Improvements and many more. Would someone be so kind to explain these removals?

[=;534579]
There are a bunch of removed cards including Material Editor 2.0, Large World UX Improvements and many more. Would someone be so kind to explain these removals?

Good question. Usually when something get removed from Trello it’s commented with the reason. time big swipe removed a lot of features without any info whatsoever =/

[=;534634]
Good question. Usually when something get removed from Trello it’s commented with the reason. time big swipe removed a lot of features without any info whatsoever =/

[=;534579]
There are a bunch of removed cards including Material Editor 2.0, Large World UX Improvements and many more. Would someone be so kind to explain these removals?

Yeah, they removed everything and then readded most of the stuff. They just cleared it and put on the actual goals.

[=Ray ;28482]
Today we’ve made our engine roadmap public for to see. guide represents where our team is spending energy on specific Unreal Engine 4 features to give you a better sense of what’s happening here at Epic.

Our hope with being more transparent in our development processes is that we’ll generate more value for developers working with UE4, both in understanding what’s likely to appear in upcoming releases and also in having more context around how the engine is being built (and a little bit of the why).

As a disclaimer, anything listed in the current version may not actually make it into the engine as planned today; we may run into complications that push out a , or we may have reason to stop working on it altogether. Items in our backlog may never see the light of day either, as they are simply ideas we’ve discussed but haven’t yet figured out if or how they would best fit into the engine. While we intend for most items on the roadmap to end up surfacing as estimated, we want to make it clear that there is no guarantee of a being added to the engine even if it’s currently listed.

That being said, there are many upgrades and fixes going into the engine which are not represented here. We shipped 100+ improvements in the 4.1 update a month after UE4’s launch, so the engine is rapidly and continually evolving. What we’re sharing is a high-level view of how we are extending UE4 at very moment and what we plan to do next.

We’re taking a flexible and lightweight approach with the roadmap given that priorities often change and there are unpredictable opportunities that arise on a regular basis. The sweet spot for us seems to be around 3-4 months of planning at any given time, with a few longer term efforts that gently break that rule (our parallel rendering efforts are a good example of that today). As such you’ll see the most detail and confidence on the roadmap for tasks in the next 1-2 months. Entries further down the timeline become representations of our intent today and will likely shift as we finish each month.

We intentionally focus on defining the bigger work for our roadmap and leave the details of bug fixing and smaller tasks in our bug tracking software. The engine is quite large these days which means there’s always a tremendous amount being developed, and it can be challenging to meaningfully communicate that work to a broad audience. Our roadmap serves to share the mid-to-high level development efforts in a way that is easy to digest and provides context, especially for those not directly working on a particular area. Trello helps us with approach given that it’s great for sharing the breadth of a project, and if you try to insert too much detail it quickly bogs down.

is one step of many we plan to take to build full transparency around our development process. It’s important to us that we’re building what developers want and need to ship their own successful projects, and steps like these will facilitate a better ongoing conversation about what that ends up being.

is an experiment for us and as such it’s important that we get your feedback on what we’re doing – vote on features you’re excited about, send us comments on things that seem confusing or unclear, and better yet let us know what you think should be on the roadmap that isn’t already.

Thank you for helping us build a better UE4!

Yes, But i need more info and feedback and that’s more important.