What's your biggest problems/missing features with UE?

Am I the only one who misses the simplicity use brought to things, demo project had a playable level half decent geometry editor and I could drop in a vehicle in under 30sec to let my player use it straight out of the box

You mean something like Stingray’s level sync?

That would solve all the problems.

I never really kept up with Stingray’s development, but that is actually really cool. Yeah, I guess that would be exactly what I just described.

-> Actual Physics and not **** like this. Y’know, I want to have real pressure plattforms, and not faking them with Trigger Collisions. Games from 10 years ago had reliable physics simulations

-> Volumetric Light/Fog

-> Better Landscapes. A Heightfield alone doesn’t accomplish a good Landscape. We need Landscape Caves, Cliffs, Overhangs etc etc. Look at Just Cause 3

I guess everyone has his own workflow, I have stated my opinion about the fact that i’d rather see UE devs put time in other places that would really matter than for a modeler (even a basic one) for in engine use (At least you have some reason as to why you need it, most of the threads i’ve seen just request turning the engine into a full fledged modeling application) :).

There are workflow differences with different people i guess, for instance, we do all our scale checking, visual prototyping, and even animations that look like gameplay all inside our main 3d application before even touching a 3d engine. Only after certain things are locked down in terms of planning, we start importing our blocking scenes and experimenting further with those in Unreal. We can’t possibly imagine doing that in the engine simply because it would become a very slow process. Even basic early lighting tests and lookdev are done in the 3d app just to visualize quickly before bothering with imports and textures etc…

1 - One of our current biggest problems in Unreal has been its lack of solid IK system, the only other alternative is something like Ikinema but that one will get complicated with the price tag for medium or small sized studios if you choose it for commercial production. Also I hope they would be able to release their “animation warping” tech they used n Paragon, that would help with a good middle ground between Root motion and capsule based to keep those feet planted.

-> Better Landscapes. A Heightfield alone doesn’t accomplish a good Landscape. We need Landscape Caves, Cliffs, Overhangs etc etc. Look at Just Cause 3
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Follow this thread:

For paper2d:

Flipbook have an integrated workflow like persona for 3d animations.

Revamped Tileset and Tilemap functionality for collision handling and performance improvement. Specifically being able to report which tile is being collided. (probably look at Game maker 2 since they pretty much did what Michael Noland was doing.)
Easier access to manipulate a tilemap programmaticaly per tile.
Easier ability to programmatically use a tileset on a tilemap.

Material functions to easily recolor specific colors on a texture without requiring any blurs or aliasing.

a hidden easter egg in the engine that can only be accessed by hitting ~ and then typing in disco and it spawns a disco ball mesh with spot lights and plays a funky song sound cue to finally make any multiplayer game on the ue4 actually have a proper disco command.

a day night cycle with volumetric clouds like trusky and a proper ocean system…

Light. Vectors. For. Forward. Stop Suppressing Cel Shading Epic, it’s not Epic in the slightest, and the fact that you’ve given a method to Japan and not anyone else doesn’t help.

  • Global stylesheets for UMG instead of setting the color of every button separately
    (I made my own one)

  • Blueprint file format that is mergable in source control

  • Constant time step (as opposed to linked to rendering) for physics and simulation