UE4 Roadmap

I doubt they will finish arbitrary gravity. Maybe I will get my for it out soon, but its more complicated than you think. Character movement is easy. But now you have to rewrite the navmesh system as well. Want to sculpt a ring-world? Well, landscape doesn’t do anything but planes.

[=teak421;701442]
I’m not making an argument…just an observation. has addressed your concerns and you are not satisfied. Maybe use an engine that has important features that you listed above?

He has not adressed any of my concerns at all and others feel the same as i do.

[=teak421;701435]
I think there is nothing that the folks at Epic can say that would alleviate your concerns… Maybe UE4 is not the engine for you?

Sure they can!

They can implement a usefull landscabe editor and a usefull level editor which deservs name ,like other engines have for years now and then im happy even when the dont implement the gravity direction .

I cant remember that i was too cryptic in my description.
I clearly listed all the points which i find critic worthy over multiple posts.
So whats your argument?

[=BlackRang666;701443]
I doubt they will finish arbitrary gravity. Maybe I will get my for it out soon, but its more complicated than you think. Character movement is easy. But now you have to rewrite the navmesh system as well. Want to sculpt a ring-world? Well, landscape doesn’t do anything but planes.

Yes i think you are right about that, i also dont expect it to happen anymore.
No i was not building a ringworld ,i had something other in mind, but thats a very interesting gameplayidea too and it gives me nostalgic sci fi feelings.
Would love to see a sci fi action adventure playing in a O’Neill cylinder:

[=teak421;701450]
I’m sure other folks feel like you do.

I expressed my opinion about bug fixes and said they do bug fixing every release… That’s pretty much true because reviewing the release notes there are tons of bugs fixed. When I wrote my post above I didn’t think about how many bugs get fixed per release… Cleared up with some clarification from .

But, if you do not feel Epic has addressed your concerns and there are missing tools that you need, maybe another engine is for you?

Yes if unity catches up graphic wise , i think i will switch completly.
Until then i use both engines ,depending on the projects i work on.

[=emeraldcoast;701445]
He has not adressed any of my concerns at all and others feel the same as i do.

I’m sure other folks feel like you do.

I expressed my opinion about bug fixes and said they do bug fixing every release… That’s pretty much true because reviewing the release notes there are tons of bugs fixed. When I wrote my post above I didn’t think about how many bugs get fixed per release… Cleared up with some clarification from .

But, if you do not feel Epic has addressed your concerns and there are missing tools that you need, maybe another engine is for you?

[=teak421;701450]
I expressed my opinion about bug fixes and said they do bug fixing every release… That’s pretty much true because reviewing the release notes there are tons of bugs fixed. When I wrote my post above I didn’t think about how many bugs get fixed per release… Cleared up with some clarification from .

Yeah if they can put any of these 3 among the hundreds of bugs they fix for each release that’d be great. :wink:

questions/591690/sss-is-affected-by-skylight-shouldnt-be.html

The is that 995 out of 1000 bugs get fixed, the other 5 untouched bugs are the ones that’s actually having enough votes.

[=teak421;701450]
But, if you do not feel Epic has addressed your concerns and there are missing tools that you need, maybe another engine is for you?

If UE4 is missing the tools needed, it doesn’t necessarily mean the tools are present in another engine and that engine is in a better condition all around so we can easily switch engines. Therefor you see people staying, abiding the rules and complaining why the system doesn’t work the way it’s said to be working.

Believe me if anyone from Epic come out and bluntly say “We’re not going to do X or Y!” we’d be cool with it to not have that and we’d move on. It’s keeping us floating between two worlds that makes us all complaining. On one hand says they value us and our say matters, that we should provide detailed information about what we need and why we need it, on the other hand the actions don’t justify the words. We listen for years and are encouraged to give feedback, on the other side the only difference is we’re adding to the backlogged items, not the to-do lists. I listed 12 critical issues in previous page that have not received any attention, you see I really didn’t get a reply as to why everything is ignored, but I was again encouraged to post feedback.

As for the roadmap, I like the images.

[=;701455]
questions/591690/sss-is-affected-by-skylight-shouldnt-be.html

Perfect example of how getting Epic Staff to acknowledge a problem has become ridiculous.

“No, I think subsurface scattering is intended to look awful.”
“No, I’m pretty sure some slight indirect light shines through things with the intensity of a laser in real life.”
“Oh, well the engine isn’t supposed to be like real life anyway.”

Some Constructive Criticism for the new trello page. Pictures are nice but if they don’t load it doesn’t matter. I spent ten minutes waiting for the page to load and it couldn’t reach halfway. After waiting that long I figured it would be okay to look at a few cards. Big mistake I opened it up and inside are descriptions (Hallelujah for that) so I scroll down and it freezes can’t do anything it just stops working. I waited five minutes and nothing so if I have to wait 10 mins to view every card is it a good system?
That’s my complaint.
P.S I use mobile to browse the web.

[=;701455]
Yeah if they can put any of these 3 among the hundreds of bugs they fix for each release that’d be great. :wink:

questions/591690/sss-is-affected-by-skylight-shouldnt-be.html

The is that 995 out of 1000 bugs get fixed, the other 5 untouched bugs are the ones that’s actually having enough votes.

If UE4 is missing the tools needed, it doesn’t necessarily mean the tools are present in another engine and that engine is in a better condition all around so we can easily switch engines. Therefor you see people staying, abiding the rules and complaining why the system doesn’t work the way it’s said to be working.

Believe me if anyone from Epic come out and bluntly say “We’re not going to do X or Y!” we’d be cool with it to not have that and we’d move on. It’s keeping us floating between two worlds that makes us all complaining. On one hand says they value us and our say matters, that we should provide detailed information about what we need and why we need it, on the other hand the actions don’t justify the words. We listen for years and are encouraged to give feedback, on the other side the only difference is we’re adding to the backlogged items, not the to-do lists. I listed 12 critical issues in previous page that have not received any attention, you see I really didn’t get a reply as to why everything is ignored, but I was again encouraged to post feedback.

As for the roadmap, I like the images.

You mean like one:

or

or

or

and… how about

<grins>

Take care…

[=emeraldcoast;701446]
Yes if unity catches up graphic wise , i think i will switch completly.

Good, I am sure nobody will miss you :rolleyes: and don’t let the door hit you on the way out

[=BlackRang666;701462]
Perfect example of how getting Epic Staff to acknowledge a problem has become ridiculous.

“No, I think subsurface scattering is intended to look awful.”
“No, I’m pretty sure some slight indirect light shines through things with the intensity of a laser in real life.”
“Oh, well the engine isn’t supposed to be like real life anyway.”

[=BlackRang666;701462]
Perfect example of how getting Epic Staff to acknowledge a problem has become ridiculous.

“No, I think subsurface scattering is intended to look awful.”
“No, I’m pretty sure some slight indirect light shines through things with the intensity of a laser in real life.”
“Oh, well the engine isn’t supposed to be like real life anyway.”

I’m with you on one. Getting Epic staff to acknowledge a problem is a true challenge, here’s my own:
questions/387153/tessellation-and-foliage-cause-the-video-driver-to.html (coincindentally it’s the same staff member as in 's SSS problem) - took me 3 months of struggling and providing clear evidence until another staff member chimed in and acknowledged the (which he claimed they wanted do fix for 4.13, then was backlogged - 9 months have passed)
questions/374970/traces-fail-on-perpoly-skeletalmesh-using-masterpo.html - took me 5 months until he finally got me a dissuading answer based on a performance claim, unacceptable since the is in the engine and works in most scenarios. they don’t want to fix it because there’s a workaround (which has the same performance cost, making the argument invalid)

still trying to get problem acknowledged btw: Dynamic shadows artifacts - Feedback & Requests - Epic Developer Community Forums

[=;701537]
I’m with you on one. Getting Epic staff to acknowledge a problem is a true challenge, here’s my own:
questions/387153/tessellation-and-foliage-cause-the-video-driver-to.html (coincindentally it’s the same staff member as in 's SSS problem) - took me 3 months of struggling and providing clear evidence until another staff member chimed in and acknowledged the (which he claimed they wanted do fix for 4.13, then was backlogged - 9 months have passed)
questions/374970/traces-fail-on-perpoly-skeletalmesh-using-masterpo.html - took me 5 months until he finally got me a dissuading answer based on a performance claim, unacceptable since the is in the engine and works in most scenarios. they don’t want to fix it because there’s a workaround (which has the same performance cost, making the argument invalid)

still trying to get problem acknowledged btw: Dynamic shadows artifacts - Feedback & Requests - Epic Developer Community Forums

Oh, so that’s why collision against our characters wasn’t working consistently and also why the graphics in our projects look worse each time we upgrade engine versions.
Silly me for assuming core engine functionality would be working correctly.

was my last forray into AnswerHub. questions/580964/steam-voice-chat-stops-working-after-server-travel.html
I guess a full month is relatively quick.

a full month is nothing, I had a bug that I followed up and bumped for almost 2 years until it got resolved :wink:

[=;701537]
I’m with you on one. Getting Epic staff to acknowledge a problem is a true challenge, here’s my own:
questions/387153/tessellation-and-foliage-cause-the-video-driver-to.html (coincindentally it’s the same staff member as in 's SSS problem) - took me 3 months of struggling and providing clear evidence until another staff member chimed in and acknowledged the (which he claimed they wanted do fix for 4.13, then was backlogged - 9 months have passed)
questions/374970/traces-fail-on-perpoly-skeletalmesh-using-masterpo.html - took me 5 months until he finally got me a dissuading answer based on a performance claim, unacceptable since the is in the engine and works in most scenarios. they don’t want to fix it because there’s a workaround (which has the same performance cost, making the argument invalid)

still trying to get problem acknowledged btw: Dynamic shadows artifacts - Feedback & Requests - Epic Developer Community Forums

Let’s not forget about Tracing failing with landscape since… UE3? I do understand it’s PhysX, but it’s not an excuse to ignore its for 3years and passively wait for Nvidia to fix it. And it causing major issues in any top down game (oh, how many workarounds I had to implement bc of ). Also shadows/shading issue @ mentioned basically made most environment look terrible.
There is gem (vehicle physics) that is also going on for 3years and having really nasty bugs…

For me new Trello goes with trend of EPIC ignoring major or really basic bugs and implementing constant stream of features.
Is freeze gonna happen? Probably not. But it would be nice for once to see a version where major bugs were fixed and I can remove a workaround instead of adding it…

[=BlackRang666;701462]
Perfect example of how getting Epic Staff to acknowledge a problem has become ridiculous.

“No, I think subsurface scattering is intended to look awful.”
“No, I’m pretty sure some slight indirect light shines through things with the intensity of a laser in real life.”
“Oh, well the engine isn’t supposed to be like real life anyway.”

I dont think its the developers fault.
The CEO of unreal is probably doing a min/strategy by getting the amount of money out of the engine with the minimal amount of developers working on the engine.
So that every developer just does not have the time to work on one single problem a few days or even weeks(what would be nessesary for fixing it.) because he is needed elsewhere at the same time. So he probably works a few hours on a single problem and then he has to work on another problem and when he comes back to the first problem, a few days or even weeks later, he/she has no idea anymore what he did a few days or even weeks ago because even when he documented his working steps and his thoughts its just very hard to catch up with the “train of thought” he had a few days or weeks ago ,especially if the problem is very complex.If the problem has a high amount of complexity its just impossible to solve it by working on it sporadicaly for a few ours scattered over several weeks.

[=;701498]
Good, I am sure nobody will miss you :rolleyes: and don’t let the door hit you on the way out

Why do you think i care what you are thinking about me or anything else?
Im not here to make any friends,i just want to get my points across,because i need them for work, like most other people here.
Not like you.You want to preach about VR and how wrong we all are not giving VR the attention it deservs at the moment.
Im not here to give you company, if you want some friends, than search somewhere else.
How old are you mentally,…12…8?

[=teak421;701488]
You mean like one:

or

or

or

and… how about

<grins>

Take care…

No I don’t. I mean the one with most votes should’ve received the most attention since they say votes matter, instead of going untouched for 8 months. Unreal Engine Issues and Bug Tracker (UE-35097)
None of the ones you listed have as many votes.

[=emeraldcoast;701559]
You want to preach about VR and how wrong we all are not giving VR the attention it deservs at the moment.
Im not here to give you company, if you want some friends, than search somewhere else.

Obviously someone needs to re-read my posts.

[=emeraldcoast;701559]
How old are you mentally,…12…8?

13.5

Btw, I am not against new features and bug fixes as a lot of those are relevant to both VR and non-VR projects.

Did you click on any of the issues I linked? The first one had 37 votes… While the one you linked had 44, its not too far off. Plus, I only went through about 2 pages worth of links…I could have done more, but I thought it was a waste of time. Bottom line, Epic does indeed fix bugs that are highly voted on…do they always fix highly voted, well…no. But, to say they do not fix highly voted on issues is unfair as indicted by the links I gave above.

[=;701537]
I’m with you on one. Getting Epic staff to acknowledge a problem is a true challenge, here’s my own:
questions/387153/tessellation-and-foliage-cause-the-video-driver-to.html (coincindentally it’s the same staff member as in 's SSS problem) - took me 3 months of struggling and providing clear evidence until another staff member chimed in and acknowledged the (which he claimed they wanted do fix for 4.13, then was backlogged - 9 months have passed)
questions/374970/traces-fail-on-perpoly-skeletalmesh-using-masterpo.html - took me 5 months until he finally got me a dissuading answer based on a performance claim, unacceptable since the is in the engine and works in most scenarios. they don’t want to fix it because there’s a workaround (which has the same performance cost, making the argument invalid)

still trying to get problem acknowledged btw: Dynamic shadows artifacts - Feedback & Requests - Epic Developer Community Forums

should quit if he can’t be bothered to do his job. Also important note: Don’t call something sub-surface scattering if it doesn’t actually do sub-surface scattering.