UE4 Roadmap

[=;161843]
Signed means they can be positive or negative. -500,000 to +500,000.

Yes but my point is that when measured, world have only about 500k uu total. So if we take from origin point it is only from about -250k to +250k.

Edit:
To check it out. Open Editor, open orthographic view. Zoom out until you can see entire grid, middle click and measure dimension of grid. Grid is allowed world size.

I haven’t actually looked. However, based on the Trello entry from Epic mentioning 10k, I’d have to assume that values are clamped between -WORLD_MAX and WORLD_MAX. Makes more sense to me than clamping between -WORLD_MAX / 2 and WORLD_MAX / 2.

Inside is right, HALF_WORLD_MAX is used to compute the boundaries.

Huh. Must have been a misunderstanding on the Trello then. My apologies.

[=;160061]
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.

Thanks a lot for the insight!

Thanks for spotting guys, and are both correct the current world dimensions are ~5km not 10km as stated in the Trello card - my mistake, I’ll get it changed and apologies for the confusion.

[= Troughton;162979]
Thanks for spotting guys, and are both correct the current world dimensions are ~5km not 10km as stated in the Trello card - my mistake, I’ll get it changed and apologies for the confusion.

, if you are a Dev you should get your Forum Title updated. :slight_smile:

[=devel.bmad;127893]
Hi, 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)

  • Reflections on Translucent Materials should be working in UE4 4.5.

  • HiDPI OpenGL Rendering on OS X is still something we want to do, but not for 4.6.

  • Support for and World displacement on OSX / OpenGL4.1 - sadly there appear to be driver bugs that prevent us supporting for the moment.

[=;165864]
Dear Epic,
We need Dynamic Planetary Terrain like the examples below.
Please Epic development team offer some feedback here… Is on your radar, yes or no?

http://www…com/watch?v=Hr2pAjbDNYU
http://www…com/watch?v=Aah4uWaqcwE
http://www…com/watch?v=iqsDwC_UGb4
http://www…com/watch?v=jsaeF…eature=related

No Man’s Sky… @ 2.45 mins in…
http://www…com/watch?v=tYoGN2zgXQU

I don’t think Epic should be working on features like that. It has very narrow applications, yet requires a lot of effort and attention. What is a better use of time is to ensure the general features they have implemented do not preclude someone from implementing kind of system themselves. That is what is important: game engines solve the common case, your game solves the details.

[=marksatt-]

  • Reflections on Translucent Materials should be working in UE4 4.5.
  • HiDPI OpenGL Rendering on OS X is still something we want to do, but not for 4.6.
  • Support for and World displacement on OSX / OpenGL4.1 - sadly there appear to be driver bugs that prevent us supporting for the moment.

Thank you for the update! I really appreciated the improvements in 4.5, looking forward for HiDPI and tessellation! :slight_smile:

[=;161811]

Aww that’s I like that it’s already set for October! That way I don’t have to worry about world origin shifting anymore since 10km is big enough for my project while 5km isn’t.

[=marksatt-]

  • Reflections on Translucent Materials should be working in UE4 4.5.

Is there anything I need to turn on to make happen? I have 4.5 and use a skylight and even tried the sphere reflection captures, but I only get reflections from the Sunlight or cloud cloud color etc, but no reflections from other objects in the scene. Do I need to turn it on somehow first?

[=;165956]
Of course, the first priority should be to ensure the core features are stable and complete. But your second point regarding narrow application is wrong. request falls under Procedural and it comes under the umbrella of Dynamic Terrain, which is a badly needed that should already be available in UE4. Secondly, the more procedural elements that are available in the engine the more options we have for creating games that can compete with Triple-AAA studios i.e. Hello Games -> No Man’s Sky…

All that is really needed is the ability to stream in the Z co-ordinate as well as the x/y we already have. With that you have the ability to stream out in any direction, so all you would need now, are planets (spheres) with multiple LOD’s, that stream in if they are within the next ‘block’ to render, switching from Z streaming back into X/Y streaming once close enough to the surface.

I would love a like , but do not want epic to implement the entire process, as it will be game specific for each team going route. If epic allows 3d streaming, and any other framework needed for , then you will be able to create your game in manner, but because there are only a handful of games like , it deemed not a high priority. You can already create procedural content, so you will have all the tools you need. I would much rather have epic create the framework necessary to build way, but then have the community come up with the rest of the solution.

is one area where procedural might not be the best idea though if used to create a galaxy where you can fly from star to star and the planets are created procedurally, causes the planet to never look the same twice, or even still be in the same spot if you were to return to it. That is the one flaw in system, but I’m sure it can be worked around.

I dunno, that’s my 2 cents on . Would be a cool , but Epic has bigger concerns to deal with before something like is implemented. I would love to see the community create functionality on their own, then submit a pull request to have epic implement it! I feel way for a lot of the features, but not has the time to do unfortunately.

[]
Secondly, the more procedural elements that are available in the engine the more options we have for creating games that can compete with Triple-AAA studios i.e. Hello Games -> No Man’s Sky…

It’s also detail implementation work you must do, not a general that should be made in the engine. You can read some article why No Man’s sky made their own engine here
http://www.computerandvideogames.com/468896/no-mans-sky-studio-created-new-engine-because-existing-ones-limit-whats-possible/

I think Epic could cover a lot of bases just by adding more procedural flexibility in general. For instance, before adding a procedural terrain generator to the engine they need to expose every little piece that we as designers need to create that generator ourselves. Then in the future, if we still haven’t gotten it, and they have nothing better to do, they could work on the generator itself.

Lets walk before we run. Start with procedural access to the world browser and landscape. Work your way up from there to Voxels and other systems that could be useful to a procedural world.

[=;175619]
In UDK, players can easily ‘fall through’ a moving skelmesh (ship) or a Matinee moving interpactor structure. Collision appears to break down and players ‘fall out’ especially when the craft is moving fast. So either collision is breaking down or players are falling through the seams somehow. Enabling Continuous Collision in the SM editor doesn’t fix it either. I’d really like to find a solution to in UE4. That way craft could be designed that could carry players about that are free to walk or move around in-flight…

Fast continuous collision detection is an active area of research, though with the signed distance fields generated, which are often used for collision detection anyway, maybe something as such can be done.

Regardless I’d love to see it as well, even if I wouldn’t use it personally, as has always been a problem with other games and I’d love to see it implemented elsewhere :wink:

[=;175806]
Please make cheats or console commands available inside Multiplayer games for testing purposes. was a major setback for developing games in UDK. At the very least make the following commands available under Cooking options :-

Slomo, SetSpeed, Fly, Ghost, BehindView…

Although haven’t looked into it too much, but something close to was added in either 4.5 or 4.6 ;). You can record / and replay games, INCLUDING networked games (all network information is saved in the replay)! Currently it works with play/pause/slow motion, if i remember rewind isnt supported yet, but is coming.

[]

  • Reflections on Translucent Materials should be working in UE4 4.5.

Best news of the day :slight_smile:

Will instacing grass and trees will be revamped and finally run as fast as in UDK3 ?

[]

  • Reflections on Translucent Materials should be working in UE4 4.5.

Does means forward rendering will be out for transluent materials and for natural outdoors plants ?

[=;175806]
Please make cheats or console commands available inside Multiplayer games for testing purposes. was a major setback for developing games in UDK. At the very least make the following commands available under Cooking options :-

Slomo, SetSpeed, Fly, Ghost, BehindView…

All of the cheat manager commands should work fine in cooked builds as long as they are not Shipping configuration (e.g., Development or Test), no different to how they worked in UE3.

Looks like you can force it on even in shipping by overriding AllowCheats on your game mode (ShooterGame has an example).

Cheers,