I’ve said before, unfortunately there are a large number of people in the UE4 community who don’t even make levels who for some reason become really defensive about and show their absolute commitment to keeping the geometry tools as horrible as possible.
Seeing post and the video really opens up old wounds for me, having yelling and swearing at people in the chat about . What right do programmers and other non-level designers have to say to things like “you are doing it wrong” or “just use your 3d application”, it would be akin to me telling a programmers how to configure their IDE. As was recently saying about improving UE4, improving these tools we use 99% of the time would go a lot further than some new lighting/fog we might use once in a blue moon.
Sometimes you just end up with folders full of static meshes that are just oddly shaped walls and corners. It is a mess.
Here is a thread I made about a year ago complaining about : Level Design tools not quite fast enough, for solo level designers. - Feedback & Requests - Epic Developer Community Forums
Thanks for the great video , I hope somebody out there wakes up to being an, in age of game dev where there are 48hour game-jams, retro graphics and minecraft is a top seller, saying “it’s not good enough” for the current standard is total non-sense. I know that there are common solutions to like the “uv to world coords” on a scaled brush but it’s just not as good.
Nice to see someone else cares but I’m not going to hold my breath waiting for anything to be done about .
Please, to anyone who has never made a level out there who just says “you are doing it wrong”, just shut up; maybe I should tell you how you don’t need an in-editor compile button or hot reloading, I’m really bitter about , we literally waste hours of time going through import/export, flickering between application windows checking measurements, correcting errors and even if we do use BSP it is still so prone to bugs in the Unreal Engine and always has been. The work flow for creating small-scale levels in UE4 is anything but fun, there is a reason why there is still an active quake / half-like 2 mapping community out there.
Then there are people who don’t want to change it because they are stuck in the over some division of labour mentality that is where environment modelling ends and level editing begins.
I even had an infraction from talking about for “general poor behavior” in thread: Level Design for Mobile really really difficult - Asset Creation - Epic Developer Community Forums
I have lost my cool on several times and I don’t want to get in trouble over loosing my temper about again, I just want to convey my utter frustration with dealing with UE4 community over . Peace.