UE4 Roadmap

It’s been 2 releases cards from “Future releases” aren’t actually among the ones that get added to “Shipped with…” columns. I hope that changes with 4.19.

Well, partially it’s just with updating Trello :wink:
We got clothing tools in 4.18. Also Steam VR on , right?
There’s a progress on , new audio engine, Media Framework. That’s what I noticed. Can be that most of these roadmap items progressed nicely…

But yeah… board isn’t a “roadmap”. It doesn’t provide meaningful insight into future. No ETA (of course lot of features would “delayed”, ETA would change, it’s fine).
True roadmap would list important changes before they’re implemented and sent to branch. Nope, board is quite useless.

What about more map and landscape options? You seem to be doing a lot of innovative work that really affect the details and look of the game… and yet the landscape tool is still so limited. Many users want to be able to create globe maps, on non-square landscapes. Being able to load non-flat meshes as landscape objects would be nice… or the ability to assign the “landscape” type to an object of choice in the scene. An option to automatically divide a map into chunks for level streaming based on how many sub-maps you want would be cool, maybe also with an estimate of performance and volumes already loaded at the edges that the user can size how they want [It would just cut down on so much time and work creating maps and setting up streaming for large areas.]

It would be especially if shapes could be created in blender -or otherwise- as an .fbx and have the option to divide each face of it into a level for streaming with landscape properties and the ability to apply height-maps to them. A built in localized gravity and gravity volume options would be really useful too.

These are things that seem like obvious and basic functions, especially for open world games, and yet I’ve been fighting with the engine over these basic seeming things because the functionality to have non-flat maps isn’t just not built in, it’s seemingly built decidedly exclusive to the idea. The options for importing and sizing landscapes could also be better. As best as I can tell each pixel=vertex=meter… with no option of changing the percent size a height map is imported as, at least without affecting the overall limits of the in game map. The ability to tell the program how many in-game km or meters to size something to, or how many pixels to interpret for each measurement, would be fantastic.

The navigation could also use improvement, just being able to move around the view window when placing assets.

I’m hoping that the addition of some shape rendering tools right in the engine itself is leading to kind of update.

You seem to have dropped the ticket regarding bringing network capabilities to movement components other than character movement component (the ticket from old Trello board: Trello). As you can see it got several hundred votes but it was not added to the new board at all. Was intentional? If not, could it be added to the new board? People have been asking for years.

Other than that, good job bringing support for Visual Studio Code in UE 4.18.

Guys any plans to get ride of VS? Is sooooooooooooo slooooooooooowwwwwwwwww, and instable
Maybe support some other editors, which are better (like text editor) By the way, I’m very happy with Notepad++ too :smiley:

Hello,
Any news on the long forgotten** Arbitrary orientation/gravity directions for characters** ??

card was there for a long time on the old trello roadmap and had the most votes, haven’t seen it yet on the new one. Still waiting for it.
Any Epic finally releases such in a near future?

“Any news on the long forgotten** Arbitrary orientation/gravity directions for characters** ??”

Couldn’t you just disable gravity, and then set a constant force to act on the pawn in any direction? You can also affect the rotation of the pawn in the same way.

Any ETA on a release date for 4.19??

That probably depends on the feedback for the preview build. If there are any problems, they might take some time to fix them. If they don’t hear of any problems, then it will come out sooner. :slight_smile:

Nope. Two reasons why; 1. Actor Rotations are converted from Euler to Quarternion and back, which does not produce accurate results, and 2. The Character Movement Component is hardcoded in just about every way that counts, especially for Blueprint users.

The reason that request, despite having been the single most popular and most requested gameplay change, is being forgotten, is because it really isn’t. It’s being ignored, because fixing it would probably require a ground-up rewrite of the CMC, and hell, probably a nice piece of the Engine itself, but that’s just my inference.

Fact is, when it comes to element, Epic built a skyscraper on a foundation of , and I doubt they’d be willing to admit it. It’s as if they thought that only bog-standard BrownNBloom First/Third person shooters were going to be the only things made on platform. Unfortunately for them, is where Unity really shines, although I wouldn’t move over to Unity just for that. In fact, I’d rather just get to work on forking the CMC and try to make that work, like a couple of people have done in the past before mysteriously disappearing.

Sequencer Request:
**Character Variables in Sequencer Via ****Blueprints **

A great for sequencer would be the ability to set a character as a variable that can be changed via blue prints at run time. would be useful for creating reusable sequences.

Simple use case: At any point I can use sequencer to take control of a character and make them walk through a door, or sit in a chair, etc. Everything is animated/timed in sequencer. If I could select any character to effect then I could reuse the sequencer over, and over again without having to create a new one for each character just by changing the character reference variable in sequencer via blue prints.

Please put on the roadmap whem we will be able to use the new Raytracer

Are there any plans to make Datasmith and Unreal Studio available on ? I do a lot of ArchViz for work and mostly had to work with whatever plugins I could find that worked with SketchUp. Seeing the announcement for Unreal Studio and subsequently experimenting with what I can do in just a standard 4.19 project has me excited for the possibilities at my disposal, but as I’m on a I can’t experiment with Unreal Studio nor make use of any .udatasmith files co-workers on 3DS would be able to send me.

Moved question to archviz dev thread, as it was more relevant there…

VS isn’t being used as an editor for Unreal. It’s a compiler. And UE allows for other compilers to be used if they are installed (at least one other anyways). So, no, Notepad++ is not an option as it is ONLY an editor and not a compiler. The reason VS seems so slow is, because it’s a compiler, it must do much more background work before opening especially dealing with system security.

We need 2D game optimization

I really don’t agree with your decision to turn the roadmap (as in the future) into a list of “what we’ve done in the past & present” with a few upcoming features that can’t be voted on.

I just visited the roadmap for the first time since I have been back (was gone for a year) and was disappointed by what I found. I was so surprised by it I thought I was on the wrong Trello page and started searching for the old one only to find it is gone. I don’t understand how you can say is an improvement over the old roadmap. Just like the new bug submission form removes Epic->community and community->Epic feedback, discussion, and/or voting from the process. It might make things easier for you guys but for us both of these changes are the opposite and leave us more in the dark than we were in the past.

You know I love you guys but there have a been a number changes I’ve come across over the past few weeks that feel more like a step backwards for the community as a whole, rather than improvements.

@Kalvothe can you send up the chain please and get a dialogue going?

Voting on the old roadmap was only a false promise. It never influenced the engine development. And I can’t imagine how system could work, to be honest.

Development shouldn’t care about Trello votes where any random person could log in and add +1. What does it event mean? Vote of single person? Professionalist or hobbyist? A company? Studio of few guys? 30 people studio? Maybe plug-in developer?
How vote is important for person who voted? How would interpret it? A must-have ? Or “I just read it and I like it”? Or “I won’t need for my game, but it would be nice to have in the engine”?

Even if votes would be considered seriously, still it would be just one of tens sources of information for developers. But community would insist that something with lot of votes on Trello is the most important thing to do. And that’s quite ridiculous assumption.

Revamping roadmap only removed false promise.

I understand where you’re coming from and even agree to a certain extent, but it provided a small yet not insignificant communication line between us and the devs. Even if it didn’t help it’s chances of being created, we were letting Epic know what features are important to us. It’s the closing off of various communication lines without reopening them in some other way that I find concerning, not so much the fact the roadmap is gone.

Edit: As far as the roadmap goes why not reset votes every month so that the votes are always representing the features that the community is interested in currently. That could help them make decisions on where to prioritize if they have the time to work on it, and would provide them with the ability to create charts that would detail community sentiment over time. Could even group by category (rendering, core, persona, etc) to allow plotting which areas of the engine the community would like to see improvements in the most at that moment.