First of all, love what you’re doing with UE4. Definitely helps the ‘little guy’ get hold of some really nice functionality.
That being said, there’s something I’ve run into which is really cramping my style. One of the things Unity has going for it, which is pretty much vital to the project we’re currently producing, is the fact it can import FBX files with vertex animations, and play them back without any kind of rig in place.
UE4 doesn’t seem to handle this. You can bring in a file, but if there’s no rig, there’s no way to animate it - as far as I can tell.
Just to set the scene; I have a scene in Maya containing approximately 4500 individual objects. They’re all driven with a fairly complicated expression and particle-driven system in Maya. With Unity, we can bake all this dynamic information down to keyframes, and bring the keyframed geometry into the engine. With UDK, I can’t see a way to do that. The closest thing I can imagine is writing a script which places a joint at every object, and traces its movement through the scene, then rigging the geo its respective joints. Which is not really an option - mainly because we’d end up with a rig containing 4500+ bones.
If there’s a way to get non-rigged animations into UE4, I’d be eternally grateful for the knowledge (or the code) to do so.