Some updates won’t hurt, yup
hi
i have 2 request
1 = can epic add collision complexity overridden in details panel of static mesh ? {like overridden lightmap res !}
if we have 200 floor object its hard change them to { complex collision as simple } one by one
2 = can epic team add hibernate option in swarm agent after building lighting ? like many softwares
some times it take 20 hour to finish
[=Out of Shadow;550938]
I’m curious what their plans are with geometry 2.0 tools
would be best to quickly create worlds and objects compared to current BSP
[=AE_3DFX;558521]
would be best to quickly create worlds and objects compared to current BSP
I feel like Geometry 2.0 tools should look like (or include some of the features of) Probuilder:
“Add the ability to import fbx animation data into a keyed track in Sequencer.”
Is there an ETA on that?
My client needs it yesterday, so I’m about to implement something unless it’s available somewhere already – is Epic interested in a pull request?
Better transparency options would be nice. and some transparency sorting nodes or options would be nice too.
multi function move tool? kinda like daz3d they have the move/rotate/scale in the same tool…
Please UE4 Roadmap update.
Can you please update the Roadmap?
It’s vacation time, guys. So we should wait a little longer than usual.
UE4 Roadmap Update!
Here’s the complete change notes:
UE4 Roadmap archived (REMOVED) More 2D templates / sample games
UE4 Roadmap on (REMOVED) More 2D templates / sample games
samples to be created as part of documenting features
UE4 Roadmap archived (REMOVED) Blueprints - Tank Sample
UE4 Roadmap on (REMOVED) Blueprints - Tank Sample
samples to be created as part of documenting features
UE4 Roadmap archived (REMOVED) Networking/Mobile - Async Multiplayer Sample
UE4 Roadmap on (REMOVED) Networking/Mobile - Async Multiplayer Sample
samples to be created as part of documenting features
UE4 Roadmap archived (REMOVED) Blueprints - Spline Sample
UE4 Roadmap on Blueprints - Spline Sample
samples to be created as part of documenting features
UE4 Roadmap on (REMOVED) 2D - Platformer Sample
samples to be created as part of documenting features
UE4 Roadmap archived (REMOVED) 2D - Platformer Sample
UE4 Roadmap archived (REMOVED) Particles/Materials - Sample
UE4 Roadmap on Particles/Materials - Sample
samples to be created as part of documenting features
UE4 Roadmap archived (REMOVED) Blueprints - Procedural Generation Sample
UE4 Roadmap on Blueprints - Procedural Generation Sample
samples to be created as part of documenting features
UE4 Roadmap archived (REMOVED) Animation/Mobile/Touch - Sample
UE4 Roadmap on Animation/Mobile/Touch - Sample
samples to be created as part of documenting features
UE4 Roadmap added [ONGOING] 4.13 New Features to Learning Resources
UE4 Roadmap added [DONE: 4.13] 4.12 New Features to Learning Resources
UE4 Roadmap archived (REMOVED) Level Design - Videos & Stream
UE4 Roadmap on (REMOVED) Level Design - Videos & Stream
To be replaced with more specific, targeted content
UE4 Roadmap archived (REMOVED) Procedural Content - Instanced Static Mesh Component Reference, Quick Start, and How-Tos
UE4 Roadmap on (REMOVED) Procedural Content - Instanced Static Mesh Component Reference, Quick Start, and How-Tos
Change of focus
UE4 Roadmap archived (REMOVED) Blueprints - Puzzle Game Sample
UE4 Roadmap on Blueprints - Puzzle Game Sample
samples to be created as part of documenting features
UE4 Roadmap added Hot Reload Improvements to Core
UE4 Roadmap added Static Analysis for Editor to Core
UE4 Roadmap added Load time optimizations to Core
UE4 Roadmap added Support audio streaming on all platforms to Audio
UE4 Roadmap added (DONE 4.13) Move Audio work off Game Thread to Audio
UE4 Roadmap added (DONE 4.13) “Soft relevancy” support to Networking
UE4 Roadmap archived [DONE 4.13] General bandwidth improvements
UE4 Roadmap added Fog with non-MobileHDR to Mobile
UE4 Roadmap added Android sRGB support to Mobile
UE4 Roadmap added Mobile Separate translucency to Mobile
UE4 Roadmap added SceneCapture fixes and improvements to Mobile
UE4 Roadmap added Lighting Channels for Mobile to Mobile
UE4 Roadmap added Mobile custom post-process to Mobile
UE4 Roadmap added Improvements and stability fixes to various existing Mobile features to Mobile
UE4 Roadmap on (DONE 4.13) Shader pre-warming on mobile to prevent hitch on first render
4.13 adds the binary shader caching which helps with problem as well as the shader cache system.
UE4 Roadmap archived [DONE 4.12] Dynamic planar reflections on mobile
UE4 Roadmap archived [DONE 4.12] GPU particles on mobile
UE4 Roadmap archived [DONE 4.12] Improved post-processing on Mobile
UE4 Roadmap archived [DONE 4.12] CSM shadows for dynamic objects + static lighting and shadowing for static objects on mobile
UE4 Roadmap added VR FW - The Great Refactoring to VR
UE4 Roadmap added VR FW - Chaperone Generalization to VR
UE4 Roadmap added PSVR - Social Screen Support to VR
UE4 Roadmap archived (REMOVED) Multi-slice / multi-view rendering
UE4 Roadmap on (REMOVED) Multi-slice / multi-view rendering
Duplicate of Rendering - Forward Renderer implemenation
UE4 Roadmap added PSVR - Performance and Compliance to VR
UE4 Roadmap added VR FW - Widget Component Fixup / Input to VR
UE4 Roadmap added VR FW - Mixed Reality Movies to VR
UE4 Roadmap added Rendering - Forward Renderer Implementation to VR
UE4 Roadmap archived (REMOVED) [EXPERIMENTAL] Polish Stereoscopic Movie Export
UE4 Roadmap on Polish Stereoscopic Movie Export
Available under experimental. Further work has be deprioritized
UE4 Roadmap archived (REMOVED) Rendering Fixes
UE4 Roadmap on Rendering Fixes
Most of the issues are done and the remaining two are expensive to do and have been deprioritized.
UE4 Roadmap archived (REMOVED) Perf: Multi-resolution rendering
UE4 Roadmap on (REMOVED) Perf: Multi-resolution rendering
In Git and available directly through Nvidia. Work to integrate to Mainline will be done when resources available and support from Nvidia available. For the moment deprioritizing
UE4 Roadmap archived (REMOVED) Perf: MGPU
UE4 Roadmap on (REMOVED) Perf: MGPU
Deprioritized work for the moment until AMD and Nvidia are ready
UE4 Roadmap archived (REMOVED) VR Project Settings
UE4 Roadmap on (REMOVED) VR Project Settings
Wrapped up in a larger Template task that is forming.
UE4 Roadmap added Metal SM5 support and fixes to Platforms
UE4 Roadmap added iOS Licensee Embetterment to Platforms
UE4 Roadmap deleted card #867 from Platforms
UE4 Roadmap added Support New Media Player API to Platforms
UE4 Roadmap on Metal on - SM5 Level
Have already covered most of what we wanted to do, however further work on-going for Metal 2.0 (Tessellation, etc)
UE4 Roadmap on Investigate how to use built-in Android support in VS2015
Work still on-going.
UE4 Roadmap archived [REMOVED] D3D12 on XboxOne
UE4 Roadmap on [REMOVED] D3D12 on XboxOne
Card Duplication. Now being covered in Rendering
UE4 Roadmap added (DONE 4.13) iOS/ tvOS Support to Platforms
UE4 Roadmap archived [DONE 4.12] Fast Semantics on XboxOne
UE4 Roadmap archived [DONE 4.12]AppleTV in Binary
UE4 Roadmap added Sequencer / UMG Performance improvements to Sequencer
UE4 Roadmap archived (REMOVED) Color correction track
UE4 Roadmap on (REMOVED) Color correction track
Deprioritized / backlogged for the moment.
UE4 Roadmap archived (REMOVED) Persona overhaul
UE4 Roadmap on (REMOVED) Persona overhaul
Card duplication. Worked being covered by Animation side.
UE4 Roadmap archived (REMOVED) FBX pipeline improvements
UE4 Roadmap on (REMOVED) FBX pipeline improvements
Redundant card as duplicated by meshing pipeline improvements
UE4 Roadmap archived [Done 4.12] Import FBX into level
UE4 Roadmap archived [DONE 4.12] Blueprint MaskFields
UE4 Roadmap added Default ‘post process’ Sub-AnimBP to Animation
UE4 Roadmap added IK Improvements to Animation
UE4 Roadmap added BlendSpace Tool Improvements to Animation
UE4 Roadmap on (DONE 4.13) Sub AnimBlueprint
Sub AnimInstances added in for 4.13. Additional work still ongoing to expand further.
UE4 Roadmap moved (DONE 4.13) RBF Orientation Driver Node from Physics to Animation
UE4 Roadmap added Collision Performance Improvements to Physics
UE4 Roadmap added Improve AnimDynamics Tools to Physics
UE4 Roadmap archived (REMOVED: Reprioritizing based on Niagara planning work) Cascade profiling tools
UE4 Roadmap on Niagara / Cascade 2.0 Planning
Initial investigation of where we left the system. Re-evaluate architecture and redesign/implementation.
UE4 Roadmap archived [DONE 4.12] Cascade performance features and optimizations
UE4 Roadmap archived (REMOVED: Focused effort details in other cards) Improved, physically based bloom
UE4 Roadmap added Virtual Texturing to Rendering
UE4 Roadmap added Support for multiple static lighting scenarios to Rendering
UE4 Roadmap added Multiple bounces for skylight to Rendering
UE4 Roadmap added Improve static lighting quality to Rendering
UE4 Roadmap added Physical units for directional light and skylight to Rendering
UE4 Roadmap added Investigate various LPV improvements to Rendering
UE4 Roadmap added FTT Bloom / streaks to Rendering
UE4 Roadmap added Forward Renderer integration and support to Rendering
UE4 Roadmap added Simplification of meshes and creation of static LODs to Rendering
UE4 Roadmap added (DONE 4.13) Noise function improvements to Rendering
UE4 Roadmap added (EXPERIMENTAL 4.13) Live GPU Profiler to Rendering
UE4 Roadmap added (DONE 4.13) Cached Shadow Maps to Rendering
UE4 Roadmap added (DONE 4.13) LightMap only Rendering to Rendering
UE4 Roadmap added (DONE 4.13) Basic Support for Mesh decals to Rendering
UE4 Roadmap archived (REMOVED: We have no active plans for right now.) Grass system that works with static meshes
UE4 Roadmap archived (REMOVED: Reprioritizing backlog) Low quality lightmaps supported as a scalability target
UE4 Roadmap archived [DONE 4.12] Post Process converted to compute / async compute
UE4 Roadmap archived [DONE 4.12] Per-object shadow optimizations to improve performance of projects utilizing many stationary lights
UE4 Roadmap archived [DONE 4.12] Support higher precision normals for static meshes
UE4 Roadmap archived [DONE 4.12] Dual specular shading model
UE4 Roadmap archived [DONE 4.12] High Resolution reflections (sky light and captures)
UE4 Roadmap archived [DONE 4.12] Skin shading improvements
Hmm… Nothing for Gear VR / mobile VR
checkerboard rendering? update of dynamic shadows every 2 frames for mobiles, PS360 and 60 fps games?
Cone tracing using gpu’s megatexture hardware? (Partial resident textures, tiled resources…)
better optimization than SVOGI, propossed for PS4 by Sony so is feasible for consoles in despite of SVOGI with cpu octree.
Explain “Basic Support for Mesh decals to Rendering”, please?
Is it what all asking for, is it non-planar projection?
is for gun’s 3d decals, i pressume
Did you just backlog volumetric lighting? I could’ve sworn it was set to july/august(ish).
[=Wrekk;572669]
Did you just backlog volumetric lighting? I could’ve sworn it was set to july/august(ish).
They did indeed. I’ve been following the roadmap specifically for that for forever.
[=hippowombat;573021]
They did indeed. I’ve been following the roadmap specifically for that for forever.
That’s… really sad. Was really looking forward to it.