[=Ray ;138156]
We have some discussions around advanced vehicle work for 4.5 but nothing fully confirmed yet. Will update once we lock down if will make it in time for the next branch day, or if it’s something for the release after. For clarity can you share some of the specifics you’re wanting?
Friendlier tweaking of vehicles behaviour with simpler parameters: as it is now it is not easy to tweak the vehicle’s behaviour by adjusting Lat Stiff Value, Lat Stiff Load, Torque and such complex parameters.
Vehicle sounds could be improved as well.
Allow access to the developer flag in the Oculus Rift SDK to disable the H&S warning while developing. It’s madness to enforce on developers who have to endure seeing it over and over again sometimes many times a minute while testing stuff!
[=Sharpfish;146264]
Allow access to the developer flag in the Oculus Rift SDK to disable the H&S warning while developing. It’s madness to enforce on developers who have to endure seeing it over and over again sometimes many times a minute while testing stuff!
thanks
From on - “It currently disables on first key press. Not sure if we can legally auto-dismiss it…but if we can, I’m all for doing that by default.”
We can’t actually disable the H&S warning (it’s controlled in their SDK through the SDK rendering-path), but we’ve talked to them about adding a bypass for dev builds. If we get traction, we’ll certainly add the option.
I have request. Can you guys add Foliage Rendering card, to Rendering section ? Or to other place where it would fit. There seems to be quite a lot of demand for it, and yet it doesn’t have it’s own section ;).
Hi, sorry if I repeat myself, any feedback about the three items proposed for the todo/wishlist?
Support for and World displacement on OSX / OpenGL4.1
Support in Shader Model 4 for Reflections on Translucent Materials on OSX
HiDPI OpenGL Rendering on OS X / displays support (both editor and standalone games)
Marksatt-pitbull commented on the last one but as far as I have seen none of the three are in the trello roadmap currently. Would it be possible to add them to keep track?
I was really interested in the RTS template. Like, tremendously interested, it constituted my top expectation, because I am a hobbyist and I don’t really have industry-related concerns.Months after months, I saw the roadmap be pushed a little further each time, and now, the template has fallen in “Wishlist/Backlog”.
I don’t want to criticize anyone, I understand that you have more pressing concerns, but I would be really really interested to have someone explain why the RTS template was pushed away. The reasons I can come up with are :
Networking : what model should you apply? Lockstep? But it does not mix well with blueprints. The PA approach? Probably unproved
Much more work than expected
No one actually started working on it at any point
The reason I ask is that insight would be super valuable as a high-level perspective for a hobbyist like me.
The reason is that we simply have not had the resources to tackle it yet. We are adding a ‘twin stick’ template for 4.5, which is quite simple by comparison. We do know that many people are interested in RTS though, so that will probably be the next one we tackle! I’m not sure yet how we plan to handle the networking side of it. Not all templates support networking right now, but probably something we want to fix over time.
The standard approach for networking in UE4 is a client-server model. That should work well for a reasonable number of units, and we plan to continue to improve our net code to handle more and more. Building something like the PA model (which is also client server) on top of UE4 seems interesting and possible, but would be some work.
Introducing lock-step means making the engine (or at least, all the parts that process gameplay logic) deterministic, and that is a REALLY big job we don’t currently have any plans to tackle. It seams possible though for a game to build a deterministic ‘sim loop’, and have the rest of the engine just act as a ‘client’ onto that. would limit how much you could use things like Blueprints to build gameplay logic though.
That is very cool, but I think there is mistake in description. Last time I checked world across currently have about 5km max, assuming scale 1uu = 1cm.
Hmp.
But then. WORLD_MAX across is about 500k (I don’t remember exact number).
And you can confirm it by manually measuring grid in editor.
500 000cm = 50 000m = 5km.
The origin is in the middle, the outermost sensible location defined is WORLD_MAX units away along the axes, so its 10km at all, from one end to the other.
Though I actually read 5 square km elsewhere, 10km makes more sense.