Thread is not dead for sure, but mostly all major wishes had been filled out so there will be some time taken to implement them :rolleyes:
Hey guys I’m too busy these days. Sorry about that. If anyone’s interested in maintaining this thread and the Trello board please PM me.
This is actually a fantastic idea!
CubeCapture need to be update
My Team is developing a BIM System atm.we using CubeCapture to capture images,
but CubeCapture doest support PostProcess.We need this feature badly
here is the vote:
I’m really looking forward for commentary node in Behavior Tree. Really missed that feature there.
Also, is it possible to make “hide” button in commentary node, to roll up and expand every node that inside that commentary node?
How about proper controller navigation for UMG? And no I don’t mean my thumbstick acting as a mouse.
Separate root motion like it was before 4.6:
Two option: “Enable root motion translation” and “Enable root motion rotation”
It drive me nuts to use animations without being able to “disable root motion rotation” in particular.
Many thanks!
So sad that this isnt in ue4, and pathetic
I don’t know if this thread is still being watched, but… I guess it’s a minor feature request I have.
While trying many different visualizers in UE4 Editor’s viewport, like inside ViewMode > Buffer Visualization and Show buttons, I had to do a lot of back and forth mouse movement and clicking to try each new visualizer. A bit counter-intuitive. So I thought if we could have menus that we could tear-off, like in Maya. You click its top bar or something, you tear it off, so you can check each visualizer much faster.
I’d like to see the “(?) Is Valid” node get an output pin that gives the object it was testing (ie same as the input, like the “Set” node). Right now, we have to reroute a line around them.
To add to the ever expanding list, a single button to view a single channel in the texture viewer would be very much appreciated. It’s a little inconvenient needing to turn off alpha, green, and blue if you just want to see red in a packed texture.
this. I find myself wasting so much time because of this.
I never understood the need to hide things under menus like this. The same goes for many other things which were more convenient in their UDK counterpart, like ‘show skeleton’ in the SkeletalMesh/Anim viewers, cycle rendering modes, etc
Yeah, this one for sure.
Here is my wish list too
1- Ocean simulation like RedAlert 3 , its like 2 years for now I’m still requesting this feature.
2- Adding more Smartphone activiteis like IsWalking, IsShaking…etc , actually I want IsWalking so badly
3- support more built in smartphone sensors.
Just put light vectors into the forward renderer ffs.
My wishlist i really weally weally want are:
1 - Pivot Painter for Maya and probably vice versa for ART tools (for 3DS Max) as some of us dont have the time to learn another 3D modelling application just to get one thing done.
2 - ‘Set the Pivot Transform’ BP Node (Super useful for VR and attaching it inot the hand in a certain way and when you want to move the Root component’s pivot and also saves time on Reimporting)
Simple request: Ability to add more input pins to the blueprint version of NOR and XOR. I know the logic can be accomplished using a bunch of != or just in C++ but it’d just be nice to have.
I’m currently using Github to collaborate with my team, but its not real-time…
Is Epic thinking about adding realtime collaboration to the Unreal Editor? I think that would be huge improvement. I have a small team of 5 and its already difficult to coordinate sometimes. It’s a feature I’d be happy to play a monthly service fee because it would help our team a lot.
I would love to see replicated Uobjects and replicated uobject references supported through blueprints. They are much easier to use in BP than structs and have a lot more power.
the one thing i currently dont like about ue. is persona. i dont like to animate in it.
just grab bones & rotate them is too simple for me. should be way more advanced!
i want to see, i dont know what its called like bone weights?? where you move the bone and its more realistic. this would help me make much better looking animations. tks!