Announcement

Collapse
No announcement yet.

UE4 Roadmap

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Loading textures / images into a newly launched or running game in UE4

    In UDK, DLLBind can be used to import images dynamically during game-time or at launch. For example images from websites or other real-time sources. These textures can then be converted to materials or placed in new UPK's to be used in-game. It would be great to have this same feature in UE4. That way we could create dynamically changing content every time a game is played, or add real-time info to games.
    Last edited by UnrealEnterprise; 11-06-2014, 11:19 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


      Fast Physics Collision in UE4 (Matinee Movers + Skelmeshes)

      In UDK, players can easily 'fall through' a moving skelmesh (ship) or a Matinee moving interpactor structure. Collision appears to break down and players 'fall out' especially when the craft is moving fast. So either collision is breaking down or players are falling through the seams somehow. Enabling Continuous Collision in the SM editor isn't working either. I'd really like to find a solution to this in UE4. That way vehicles could carry players, but leave them free to move about in-flight or perform tasks...

      https://forums.epicgames.com/threads...1#post31902543
      Last edited by UnrealEnterprise; 11-07-2014, 09:30 AM.
      ----------------------------------------------------------------------------------------------------------
      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
        In UDK, players can easily 'fall through' a moving skelmesh (ship) or a Matinee moving interpactor structure. Collision appears to break down and players 'fall out' especially when the craft is moving fast. So either collision is breaking down or players are falling through the seams somehow. Enabling Continuous Collision in the SM editor doesn't fix it either. I'd really like to find a solution to this in UE4. That way craft could be designed that could carry players about that are free to walk or move around in-flight....

        https://forums.epicgames.com/threads...1#post31902543
        Fast continuous collision detection is an active area of research, though with the signed distance fields generated, which are often used for collision detection anyway, maybe something as such can be done.

        Regardless I'd love to see it as well, even if I wouldn't use it personally, as this has always been a problem with other games and I'd love to see it implemented elsewhere

        Comment


          Allow Maps / Projects to be Cooked with CHEATS & Console-Commands enabled

          Please make cheats or console commands available inside Multiplayer games for testing purposes. This was a major setback for developing games in UDK. At the very least make the following commands available under Cooking options :-

          Slomo, SetSpeed, Fly, Ghost, BehindView....

          https://forums.epicgames.com/threads...1#post31898048
          Last edited by UnrealEnterprise; 11-07-2014, 07:52 AM.
          ----------------------------------------------------------------------------------------------------------
          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
            Please make cheats or console commands available inside Multiplayer games for testing purposes. This was a major setback for developing games in UDK. At the very least make the following commands available under Cooking options :-

            Slomo, SetSpeed, Fly, Ghost, BehindView....

            https://forums.epicgames.com/threads...1#post31898048
            Although haven't looked into it too much, but something close to this was added in either 4.5 or 4.6 . You can record / and replay games, INCLUDING networked games (all network information is saved in the replay)! Currently it works with play/pause/slow motion, if i remember rewind isnt supported yet, but is coming.
            Last edited by KRushin; 11-07-2014, 02:19 PM.
            Twitter - @TheKRushin

            Feel free to ask questions and come learn to be an #UnrealDev

            How to report a Bug

            Comment


              - Reflections on Translucent Materials should be working in UE4 4.5.
              Best news of the day

              Will instacing grass and trees will be revamped and finally run as fast as in UDK3 ?

              Comment


                - Reflections on Translucent Materials should be working in UE4 4.5.
                Does this means forward rendering will be out for transluent materials and for natural outdoors plants ?
                Last edited by Galeon; 11-11-2014, 06:52 PM.

                Comment


                  Originally posted by franktech View Post
                  Please make cheats or console commands available inside Multiplayer games for testing purposes. This was a major setback for developing games in UDK. At the very least make the following commands available under Cooking options :-

                  Slomo, SetSpeed, Fly, Ghost, BehindView....

                  https://forums.epicgames.com/threads...1#post31898048
                  All of the cheat manager commands should work fine in cooked builds as long as they are not Shipping configuration (e.g., Development or Test), no different to how they worked in UE3.

                  Looks like you can force it on even in shipping by overriding AllowCheats on your game mode (ShooterGame has an example).

                  Cheers,
                  Michael Noland
                  Last edited by Michael Noland; 11-11-2014, 08:40 PM. Reason: Added a note about forcing it on by overriding AllowCheats

                  Comment


                    Originally posted by Michael Noland View Post
                    All of the cheat manager commands should work fine in cooked builds as long as they are not Shipping configuration (e.g., Development or Test), no different to how they worked in UE3.

                    Looks like you can force it on even in shipping by overriding AllowCheats on your game mode (ShooterGame has an example).

                    Cheers,
                    Michael Noland
                    Thanks a mill Michael. You mentioned UE3... Are you saying its also possible to cook cheats into UDK? Cheers!
                    Last edited by UnrealEnterprise; 11-12-2014, 06:21 AM.
                    ----------------------------------------------------------------------------------------------------------
                    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've never tried it in UE3, but AllowCheats exists on GameInfo.uc and looks to be used in the same way inside AddCheats in PlayerController.uc, so probably?

                      Cheers,
                      Michael Noland

                      Comment


                        Tweaking AllowCheats and AddCheats works Serverside but never Clientside.

                        Still hoping there are other avenues... Cheats appear to be blocked in the same way as Clientside player-teleportation is blocked using keybinds, even if 'Client Side only' is used. Its as if UDK has an auto-replication watchdog that disallows Clients any functionality that might create inconsistent game states or contain multiplayer side-effects.... Any last suggestions Michael? Thanks!


                        Edit:
                        Solution: Clients must request the Listen-Server activate cheats for each player, after ensuring cheats are enabled in PlayerController.
                        Last edited by UnrealEnterprise; 11-26-2014, 05:29 AM.
                        ----------------------------------------------------------------------------------------------------------
                        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


                          The vertex animation would be a very very useful thing. All game engines have got it.
                          Unreal Engine 4 C++ Programmer

                          My projects:
                          Ultimate Arena FPS

                          Our Discord Server:
                          Ultimate Arena FPS Discord

                          Comment


                            I'd like vertex animation implemented as soon as possible. I'm looking to include 3ds max simulations which currently aren't supported.
                            CEO - AceGamer Network
                            Our multiplayer FPS game: http://store.steampowered.com/app/436260/

                            Comment


                              When will be added more vehicle classes like Nwheels car, tanks, bicycles? All things is good, but, ability to create only 4 wheeled car are wrong way.

                              Comment


                                Hey there, I wanted to let everyone know we're updating engine planning this week so expect the monthly roadmap updates soon!

                                Comment

                                Working...
                                X