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    Huh. Must have been a misunderstanding on the Trello then. My apologies.

    Comment


      Originally posted by JamesG View Post
      The main reason is that we simply have not had the resources to tackle it yet. We are adding a 'twin stick' template for 4.5, which is quite simple by comparison. We do know that many people are interested in RTS though, so that will probably be the next one we tackle! I'm not sure yet how we plan to handle the networking side of it. Not all templates support networking right now, but this probably something we want to fix over time.

      The standard approach for networking in UE4 is a client-server model. That should work well for a reasonable number of units, and we plan to continue to improve our net code to handle more and more. Building something like the PA model (which is also client server) on top of UE4 seems interesting and possible, but would be some work.

      Introducing lock-step means making the engine (or at least, all the parts that process gameplay logic) deterministic, and that is a REALLY big job we don't currently have any plans to tackle. It seams possible though for a game to build a deterministic 'sim loop', and have the rest of the engine just act as a 'client' onto that. This would limit how much you could use things like Blueprints to build gameplay logic though.
      Thanks a lot for the insight!

      Comment


        Thanks for spotting this guys, iniside and Mikand79 are both correct the current max world dimensions are ~5km not 10km as stated in the Trello card - my mistake, I'll get it changed and apologies for the confusion.

        Comment


          Originally posted by Michael Troughton View Post
          Thanks for spotting this guys, iniside and Mikand79 are both correct the current max world dimensions are ~5km not 10km as stated in the Trello card - my mistake, I'll get it changed and apologies for the confusion.
          Michael, if you are a Dev you should get your Forum Title updated.
          Map Generator 1.0
          Map Generator 2.0
          Map Generator 3.0

          Comment


            Originally posted by devel.bmad View Post
            Hi, any feedback about the three items proposed for the todo/wishlist?
            - Support for Tessellation and World displacement on OSX / OpenGL4.1
            - Support in Shader Model 4 for Reflections on Translucent Materials on OSX
            - HiDPI OpenGL Rendering on OS X / retina displays support (both editor and standalone games)
            - Reflections on Translucent Materials should be working in UE4 4.5.
            - HiDPI OpenGL Rendering on OS X is still something we want to do, but not for 4.6.
            - Support for Tessellation and World displacement on OSX / OpenGL4.1 - sadly there appear to be driver bugs that prevent us supporting this for the moment.

            Comment


              Mind-blowing features missing from Unreal Engine 4

              Dear Epic,
              We need Dynamic Planetary Terrain like the examples below.
              Please Epic development team offer some feedback here... Is this on your radar, yes or no?

              http://www.youtube.com/watch?v=Hr2pAjbDNYU
              http://www.youtube.com/watch?v=Aah4uWaqcwE
              http://www.youtube.com/watch?v=iqsDwC_UGb4
              http://www.youtube.com/watch?v=jsaeF...eature=related

              No Man's Sky... @ 2.45 mins in....
              http://www.youtube.com/watch?v=tYoGN2zgXQU
              Last edited by UnrealEnterprise; 10-18-2014, 04:22 PM.
              ----------------------------------------------------------------------------------------------------------
              What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
              Instead its better to just take projects apart (see the free 'creators' listed here)

              Comment


                Originally posted by franktech View Post
                Dear Epic,
                We need Dynamic Planetary Terrain like the examples below.
                Please Epic development team offer some feedback here... Is this on your radar, yes or no?

                http://www.youtube.com/watch?v=Hr2pAjbDNYU
                http://www.youtube.com/watch?v=Aah4uWaqcwE
                http://www.youtube.com/watch?v=iqsDwC_UGb4
                http://www.youtube.com/watch?v=jsaeF...eature=related

                No Man's Sky... @ 2.45 mins in....
                http://www.youtube.com/watch?v=tYoGN2zgXQU
                I don't think Epic should be working on features like that. It has *very* narrow applications, yet requires a lot of effort and attention. What is a better use of time is to ensure the general features they have implemented do not preclude someone from implementing this kind of system themselves. That is what is important: game engines solve the common case, your game solves the details.
                Last edited by RPotter; 10-18-2014, 06:03 PM.

                Comment


                  Originally posted by marksatt-pitbull View Post
                  - Reflections on Translucent Materials should be working in UE4 4.5.
                  - HiDPI OpenGL Rendering on OS X is still something we want to do, but not for 4.6.
                  - Support for Tessellation and World displacement on OSX / OpenGL4.1 - sadly there appear to be driver bugs that prevent us supporting this for the moment.
                  Thank you for the update! I really appreciated the improvements in 4.5, looking forward for HiDPI and tessellation! :-)

                  Comment


                    Aww that's awesome I like that it's already set for October! That way I don't have to worry about world origin shifting anymore since 10km is big enough for my project while 5km isn't.

                    Comment


                      Originally posted by marksatt-pitbull View Post
                      - Reflections on Translucent Materials should be working in UE4 4.5.
                      Is there anything I need to turn on to make this happen? I have 4.5 and use a skylight and even tried the sphere reflection captures, but I only get reflections from the Sunlight or cloud cloud color etc, but no reflections from other objects in the scene. Do I need to turn it on somehow first?
                      Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                      Comment


                        Originally posted by RPotter View Post
                        I don't think Epic should be working on features like that. It has *very* narrow applications, yet requires a lot of effort and attention. What is a better use of time is to ensure the general features they have implemented do not preclude someone from implementing this kind of system themselves. That is what is important: game engines solve the common case, your game solves the details.
                        Of course, the first priority should be to ensure the core features are stable and complete. But your second point regarding narrow application is wrong. This request falls under Procedural and it comes under the umbrella of Dynamic Terrain, which is a badly needed feature that should already be available in UE4. Secondly, the more procedural elements that are available in the engine the more options we have for creating games that can compete with Triple-AAA studios i.e. Hello Games -> No Man's Sky...
                        Last edited by UnrealEnterprise; 10-18-2014, 06:44 PM.
                        ----------------------------------------------------------------------------------------------------------
                        What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
                        Instead its better to just take projects apart (see the free 'creators' listed here)

                        Comment


                          Originally posted by franktech View Post
                          Of course, the first priority should be to ensure the core features are stable and complete. But your second point regarding narrow application is wrong. This request falls under Procedural and it comes under the umbrella of Dynamic Terrain, which is a badly needed feature that should already be available in UE4. Secondly, the more procedural elements that are available in the engine the more options we have for creating games that can compete with Triple-AAA studios i.e. Hello Games -> No Man's Sky...
                          All that is really needed is the ability to stream in the Z co-ordinate as well as the x/y we already have. With that you have the ability to stream out in any direction, so all you would need now, are planets (spheres) with multiple LOD's, that stream in if they are within the next 'block' to render, switching from Z streaming back into X/Y streaming once close enough to the surface.

                          I would love a feature like this, but do not want epic to implement the entire process, as it will be game specific for each team going this route. If epic allows 3d streaming, and any other framework needed for this, then you will be able to create your game in this manner, but because there are only a handful of games like this, it deemed not a high priority. You can already create procedural content, so you will have all the tools you need. I would much rather have epic create the framework necessary to build this way, but then have the community come up with the rest of the solution.

                          This is one area where procedural might not be the best idea though if used to create a galaxy where you can fly from star to star and the planets are created procedurally, this causes the planet to never look the same twice, or even still be in the same spot if you were to return to it. That is the one flaw in this system, but I'm sure it can be worked around.

                          I dunno, that's my 2 cents on this. Would be a cool feature, but Epic has bigger concerns to deal with before something like this is implemented. I would love to see the community create this functionality on their own, then submit a pull request to have epic implement it! I feel this way for a lot of the features, but not everyone has the time to do this unfortunately.
                          Last edited by DotCam; 10-18-2014, 07:13 PM.
                          Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                          Comment


                            Secondly, the more procedural elements that are available in the engine the more options we have for creating games that can compete with Triple-AAA studios i.e. Hello Games -> No Man's Sky...
                            It's also detail implementation work you must do, not a general feature that should be made in the engine. You can read some article why No Man's sky made their own engine here
                            http://www.computerandvideogames.com...hats-possible/

                            Comment


                              Originally posted by Galeon View Post
                              You can read some article why No Man's sky made their own engine here
                              ......."Taking ship design as an example, Murray said: "So, this is like one ship model, with a variety of different kind of basically what we call grammar which describes how a ship is built. Which is, like, it has a core structure, it has a middle, it has wings, it's symmetrical, things like that. "We built the basic blueprint for that and then [generate random variants], so you get kind of infinite ships. And all of these are instantly pilotable and they have their own properties."

                              -Sean makes it sound so simple. But to make all that work without simply giving birth to random clumsy abominations is sheer genius. There's a touch of brilliance about that team and Sean especially 'to be sure to be sure'. But what is their game engine exactly, is everything built from the ground up? Is it C++ with licensed libraries for the 'boring' stuff from material creation to physics? What % is their own work? The article was tantalizingly interesting, but it only left you wanting to know more! One point stood out though: the dangers of using a 'kit' for game creation :-

                              ......."There is this craft that goes into it and you can feel this warm feeling and that craft is being lost, I think, because of things like Unity and stuff like that."People don't really make custom games or custom technology. They make what they can make easily within Unity. Game designers are actually hampered by that, I think."


                              -Ouch, that's pretty sobering! I thought he was talking about the latest Hollywood releases! What I took from that is that there's a real danger of 'Kit' based games becoming stale even if they are 'super-reflective' eye candy. Bioshock Infinite was a good example IMHO. It looked beautiful, but it had no real substance as a game and zero repeat play. Gamers are getting tired of that. We need powerful yet flexible features that will surprise people and make future games more inviting and exploratory, while still being achievable as goals for smaller studios.

                              -Back to the original point: Beyond any specific request for procedural universes or dynamic planetary terrain... At the very least UE4 should offer 'Generic' Dynamic Terrain as a companion tool to the existing Construction Scripts and in-Editor Procedural utilities available in UE4 right now...
                              Last edited by UnrealEnterprise; 10-19-2014, 04:05 PM.
                              ----------------------------------------------------------------------------------------------------------
                              What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
                              Instead its better to just take projects apart (see the free 'creators' listed here)

                              Comment


                                I think Epic could cover a lot of bases just by adding more procedural flexibility in general. For instance, before adding a procedural terrain generator to the engine they need to expose every little piece that we as designers need to create that generator ourselves. Then in the future, if we still haven't gotten it, and they have nothing better to do, they could work on the generator itself.

                                Lets walk before we run. Start with procedural access to the world browser and landscape. Work your way up from there to Voxels and other systems that could be useful to a procedural world.
                                Map Generator 1.0
                                Map Generator 2.0
                                Map Generator 3.0

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