UE4 Roadmap

[=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.

Please, DEDICATED SERVER!! :slight_smile:

VOTE UP!

Yes, dedicated server veeeeeery important! Will bump your thread there, Babele Dunnit

Can we get “Expose more Nav Mesh to blueprints with emphasis on turn based & tile map applications” added to the roadmap? :slight_smile:

Specifically, I would like to be able to create a grid and base the nav mesh on those grid points for use in a tile map.

Thank you!

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

[=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 ;).

Yes, making procedural content generation tools as first class citizens would be !

Having some dedicated documentation and references, and some full examples would be a good start.

Cheers!

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 think it’s time to update Trello boards!
EVERYTHING is outdated, except backlog ofc.

[=;157504]
I think it’s time to update Trello boards!
EVERYTHING is outdated, except backlog ofc.

Take a look at the history. They update about once a month. I wouldn’t expect the next update for a week or so.

[=RPotter;157601]
Take a look at the history. They update about once a month. I wouldn’t expect the next update for a week or so.

Yep! We’re starting the monthly update process week so expect to see changes in the public roadmap shortly!

What happened to the RTS template?

Hello,

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.

Thanks for your hard work!

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.

Vectors are signed. :slight_smile:

[=;161838]
Vectors are signed. :slight_smile:

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.

What I’m assuming wrong ?

Signed means they can be positive or negative. -500,000 to +500,000.

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.