With Epic removing the feature requests from the Issues I think this thread will again start to be useful. Will update the Trello broad.
Coordinate system should be same as OpenGL/Unity. Or at least make the axis configurable.
Epic only seems to focus on VR and mobile these days from my perspective view of the engine updates… And a lot of us have no interest in either of those things… Most VR and mobile games are gimmicky, and focused on making lots of money instead of a joy for gaming…
Is it fair to say I think my wishlist will still be the same 10 years from now, when the majority of updates for Unreal will still have a focus on VR? I’ve been a member since 2015, I have not seen any hint of anything on my wishlist ever coming true. I was one of the types saying to myself, why even bother posting about it, noone probably cares, and I’m sure there were others like me who don’t even bother to post about it because we feel there is no point since we aren’t a triple AAA company creating terrible mobile or gimmick games to take people’s money. All that being said I’m still grateful for Unreal Engine, and I believe it is the best 3D Engine available.
My current wishlist.
- Improved Multiplayer game Support, especially for MMOs. (So many Unreal Marketplace assets can’t even be used in a multiplayer game as they lack replication! This also means less people buying said assets and Epic making less money because of it.)
- Increased world bounds for massive multiplayer games without bugs like the breaking down of physics or malfunction of meshes.
- Approval of Unreal Marketplace assets faster.
- Better quality control over Unreal Marketplace assets. There are some in there that need to be fixed and should be removed until then.
- More gravity options, for instance a placeable volume that alters the gravity amount within it, as well as an option to reverse the gravity direction within said volume in whatever direction you like. Also mesh based gravitational pull.
- Remove the upvoting and downvoting of posts both on the forums and marketplace as it seems pointless.
- Remove rule for not having nudity on the marketplace as there are many good models that customers could use in their games.
- Notify Marketplace authors of when they have a new comment/post about their assets.
- Add a customer support forum page for each asset(on its page) on the marketplace so customers have a better way to get help from an author besides the very limited comment section.
- Encourage and aid more content creators to put their free assets on the marketplace instead of on the forums amongst shady or broken weblinks.
- Implement features in the engine akin to Voxelfarm’s voxel landscape so we don’t have to resort to third party plugins, and websites that are not on the marketplace.
-Better performance for open landscapes with lots of foliage
-Creating folders inside the foliage tool to be able to quickly select foliage types (this way we could for exemple tick our grass folder to only paint/erase grass).
-More antialising options. TemporalAA looks way too blurry, it ruins details. FXAA looks bad without super sampling, and SSAA looks amazing with FXAA but costs way too much performance (with or without FXAA).
-Time of day editor.
-Proper ocean with water physics.
-Adjust heightmap to spline(very useful for roads)
-Sharpening options in the post process settings.
1.) I have been creating a ‘universal pickup’ blueprint and for this it is my most practical reason this feature would be great, but I have a BP that I place in the world, select it’s name, set its mesh or billboard and can also set via boolean (exposed) whether it is ‘unique/quest item’ or 2-d/3-d, etc. This is something that can be worked around easily but in the creation script I would like to be able to modify whether or not a variable is exposed in the editor. (e.g. When I tick the boolean for ‘Unique/Quest Item’, the integer var is no longer exposed, as it will be set to 1; when I tick ‘2-d’ I would like to be able to un-expose the var to select a mesh, and when I untick ‘2-d’ I would like to re-expose the mesh var and un-expose the billboard texture var.)
It is workable as-is, but it just gets cluttered when making something more universal here.
2.) Another feature that would be good to have would be the option of running an event by name, so if I have a door set up the same way as above (I do, tick a bool to require, for instance, a red keycard, door turns red, won’t open without red keycard) I can have just one exposed var with a name/string and type, just for example, ‘red’. Then inside the blueprint I can have the door’s construction script check run the event called “[string]”, rather than branching everything, to set door color, required item, etc., and it would automatically know to search for “[string]_key” in player inventory when it’s event is dispatched from the player character.
If I need to post a picture of the blueprint just say the word, it works like a charm at the moment anyway, just gets cluttery and more inefficient than it has to be when branching when I would be able to just call a specific event and skip the branching, etc.
EDIT: For #2 I have managed to work around with the “Switch On Name” node, which seems to work fine. Now I have one Name var for the item required to open the door exposed and a pin for each possibility (red door, blue door, yellow door, etc) that changes the door material. Since the player will never have a reason to see the state of the Name var I can actually just use the name of the item required which means I can also use this same var for checking the player inventory upon interaction.
Nope. I hope that such feature never will implement because it’s very easy to mess up scripts, create bugs and it’s also quite inefficient way to call methods.
There’s a lot of better ways to implement your system, I describe example below.
In this case you could simply use Gameplay Tags. That’s how I check if player have proper key to open the door.
My inventory stores list of gameplay tags and amount of every such “item” in inventory.
https://docs.unrealengine.com/latest/INT/Gameplay/Tags/index.html
Also this isn’t good practice to check simple bool on Tick. It would better to simply send event do proper door on card pickup - because it’s very rare event, like once in few minutes.
my request is to make nav mesh able to create volume on ceiling
That’s a good wish list.
For buyers. Marketplace needs a “community pick’s section.” Forums need. Bigger Like/ up vote button, quote button, and flag button. Something nice.
Here have one.
My current wishlist:
- Clipping UMG widget components with a texture mask (for example, a star-shaped background blur)
- Seamless travel exposed to Blueprint
- Simple in-engine mesh editor. Nothing crazy, but simply allowing us to turn a cube into a trapezoid, or add a cut on one face to make a pentagon
- Gaussian blur in material editor
- Some cheaper way of making translucent, realistic water. Currently any water material that looks good has a substantial impact on performance.
- Parallax occlusion mapping for landscape materials
- Optional voxel-based landscape editing. Perhaps being able to enable.disable it on a chunk-per-chunk basis?
- Allowing emissive usage for UMG widget materials, or at least adding some faux-bloom.
- Generally speaking, widgets could use some more attention.
we still using embree 2.14 !!!
New Features in Embree 3.1.0
- Added new normal oriented curve primitive for ray tracing of grass-like structures.
- Added new grid primitive for ray tracing tessellated and displaced surfaces in very memory efficient manner.
- Fixed bug of ribbon curve intersector when derivative was zero.
- Installing all static libraries when EMBREE_STATIC_LIB is enabled.
- Added API functions to access topology of subdivision mesh.
- Reduced memory consumption of instances.
- Improved performance of instances by 8%.
- Reduced memory consumption of curves by up to 2x.
- Up to 5% higher performance on AVX-512 architectures.
- Added native support for multiple curve basis functions. Internal basis conversions are no longer performed, which saves additional memory when multiple bases are used.
- Fixed issue with non thread safe local static variable initialization in VS2013.
- Bugfix in rtcSetNewGeometry. Vertex buffers did not get properly overallocated.
- Replaced ImageMagick with OpenImageIO in the tutorials.
New Features in Embree 3.0.0
- Switched to a new version of the API which provides improved flexibility but is not backward compatible. Please see “Upgrading from Embree 2 to Embree 3” section of the documentation for upgrade instructions. In particular, we provide a Python script that performs most of the transition work.
- User geometries inside an instanced scene and a top-level scene no longer need to handle the instID field of the ray differently. They both just need to copy the context.instID into the ray.instID field.
- Support for context filter functions that can be assigned to a ray query.
- User geometries can now invoke filter functions using the rtcFilterIntersection and rtcFilterOcclusion calls.
- Higher flexibility through specifying build quality per scene and geometry.
- Geometry normal uses commonly used right-hand rule from now on.
- Added self-intersection avoidance to ribbon curves and lines. Applications do not have to implement self-intersection workarounds for these primitive types anymore.
- Added support for 4 billion primitives in a single scene.
- Removed the RTC_MAX_USER_VERTEX_BUFFERS and RTC_MAX_INDEX_BUFFERS limitations.
- Reduced memory consumption by 192 bytes per instance.
- Fixed some performance issues on AVX-512 architectures.
- Individual Contributor License Agreement (ICLA) and Corporate Contributor License Agreement (CCLA) no longer required to contribute to the project.
no one cares LOL
my wish list is
- can custom pivot of mesh permanently
- when edit pitch of sound not affect length
How do we actually get Epic to implement our feature requests? Is there any information on this process?
My current wishlist in order of most wanted:
- Improved Multiplayer game Support, especially for MMOs. (So many Unreal Marketplace assets can’t even be used in a multiplayer game as they lack replication! This also means less people buying said assets and Epic making less money because of it.)
- Increased world bounds (Double Point Precision) for massive multiplayer games without bugs like the breaking down of physics or malfunction of meshes.
- More gravity options, for instance a placeable volume that alters the gravity amount within it, as well as an option to reverse the gravity direction within said volume in whatever direction you like. Also mesh based gravitational pull.
- Virtual Texturing. (Apparently it is finally actually being implemented!)
- Fully featured Linux Unreal Engine Launcher & Engine.
- An alternative officially supported coding program that isn’t owned by Microsoft so we don’t have to use Visual Studio etc.
- Implement Voxel features in the engine akin to Voxelfarm’s voxel landscape so we don’t have to resort to third party plugins, and websites that are not on the marketplace.
- Encourage and aid more content creators to put their free assets on the marketplace instead of on the forums amongst shady or broken weblinks.
- Better quality control over Unreal Marketplace assets. There are some in there that need to be fixed and should be removed until then.
- Remove the upvoting and downvoting of posts both on the forums and marketplace as it seems pointless & can create a bad atmosphere.
- Remove rule for not having nudity on the marketplace as there are many good models that customers could use in their games.
- Notify Marketplace authors of when they have a new comment/post about their assets.
- Add a customer support forum page for each asset(on its page) on the marketplace so customers have a better way to get help from an author besides the very limited comment section.
The process is: pay them money
The only thing I would love from Epic is an Auto organize tool for my projects. Imported textures go into texture folder, normal maps imported into normal map folder. So I dont have to do it. 2nd thing. Multi select variables so you could categorize them, and not one at a time. This would be
UE Suggestion: Please add a camera speed slider to all 3D viewports: Material editor, and especially the Static Mesh editor. Some objects are pretty large and it’s nice seeing the LOD transitions in real-time.
Material Editor has different camera. As you navigate with WASD in Static Mesh editor and in the 3D view, use mouse wheel to slow down or speed up.
That isn’t too hard to do… But I haven’t been home for weeks. That plugin project in particular is in my personal pc in my bedroom which I miss
Asset library manager!
Unreal is an amazing program, however the accessibility of assets without a proper management system is so painful, its often a deal breaker when deciding what 3D program to use for our pre-vis projects.
Migrating 5 assets from 5 separate projects can literately take an hour!
Gimbal flip.
Also, Can we please fix the Gimbal rotation flip bug, when saving view port camera key frames in the level sequencer. Its been broken for years!
There is an official bug report form. If you have a scratch made simple repro case, submit it with your bug report and there is going to be a for this gimbal flip bug to be fixed. It will never get fixed if you simply post about it on the forums.