As far as i am aware majority of games are using characters and creatures in the game. Especially games made with UE4.
If this statement is fact, would be it also be fact that the phat editor is then considered an essential tool?
If it is an essential tool which i would assume it is because it is the backbone of good character physics, how high a priority is it for Epic?
The reason i am asking this or trying to understand how far it is weighted on the importance level is because Phat has been lacking basic functionality or shall we rather say… working correctly for some time now.
One of my first bug reports ever were related to Phat. That was last mid last year sometime.
Personally i feel Phat qualifies as an essential tool. Essential meaning you cannot go without it. It is a requirement.
This being said i wonder why it is so far back on the priority list.
I understand new features are being implemented frequently. But like others have mentioned perhaps the resources dedicated to fixing current features are a bit limited which negatively impacts fixing current features.
For example. and the following is only applicable to the Phat Editor.
In side view and front view, transform gizmos do not work. It moves your capsules in directions not selected
No light / unlit viewmode making shaded mesh render terrible because the light in the scene will render one side completely black
Capsules do not always detect the correct alignment of the bone. This is not only true for rotation, but in some situations it even holds true for position. It clearly indicates the pivot in the correct place, but your collision body is 9000 miles away from it. And yes… the bones are zeroed and holds no strange transforms
I guess what i am trying to say is, that it would be really appreciated if we can have some Phat bug fixes. And a better more mature working state of it.