How about focusing more on the vehicles? can someone once and for all fix the glitch with flying vehicles? also need add THIS very useful feature that can make vehicle setup with advanced suspension in many times easier(in 3d software and UE4 editor)...... so pls add this to yours roadmap. Thank you for this amazing engine
Announcement
Collapse
No announcement yet.
UE4 Roadmap
Collapse
This is a sticky topic.
X
X
-
Hey guys on one stream you mentioned possibility of reseting votes on trello board.
Is this still on the road ? It would be nice to reset votes on every trello update, to better gauge intrest in what people really want, and once in a while publish graph on how votes trend over time.https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.
Comment
-
Is this still on the road ? It would be nice to reset votes on every trello update, to better gauge intrest in what people really want, and once in a while publish graph on how votes trend over time.Last edited by Galeon; 06-20-2015, 02:56 PM.
Comment
-
I have noticed small but usable feature for EQS queries. It would be nice to have binding of blackboard variables (keys) to parameters of the EQS query. For example my character has a radius of the weapon and I need to query actors in this radius from BT tree. For now I can set only exact values to parameters of the EQS query.
Comment
-
In the roadmap they mean their own solution.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
Comment
-
Originally posted by Aabs Inc. View Post"UE4 Roadmap -> Rendering -> Hair/fur shading"
=
NVIDIA HairWorks?
or
AMD TressFX Hair?
or
Unreal Engine 4 Original?
or
etc...?, because we know Epic has a great Team
, and the original features from Epic will be awesome
may I ask about roadmap, what that color mean, I know about blue, but how about yellow, green, and other, it says august, september, etc
Comment
-
Greetings All,
While I'm not new to Game Engine fiddling (Unreal Engine and Cryengine), 3D CGI (DAZ, 3DS Max and Lightwave), and audio production (30+ year semi-pro/hobbyist with REAPER, Sony Sound Forge, etc.), I am somewhat new to contibuting thoughts and ideas on forums (been reading them forever but almost never chiming in myself).
It occured to me recently that, with all the grand advancements on the visual end of game tech development, very little has been done to advance the apparent realism of the audio component on a real-time dynamic scale. Most audio in games is still 'canned', although some real-time spatial effects have been implimented to enhance the apparent 'sound volumes' as a player moves through them in the game world.
I submit that the next big leap in game tech for the UE4 engine should focus on game audio. What's that? "We really can't do much more than we're already doing to make the audio environment as realistic as possible". I ccry foul. There IS something that can be done. It won't be EASY, but I'm sure someone or some dev groups out there will see what I'm proposing and run with it (sorry, I wish I was a coder so I could do this myself - but I'm not).
In much the same conceptual arena as nVidia has helped (or pioneered) in creating the MDL (Material Definition Language) for their Iray renderer to define the 'real world' absorptive, refractive and reflective properties of physical material in a CGI environment, I believe the same can be done with in-game sound effect audio to create an AMDL (Audio Material Definition Language) to define the absorptive, refractive and reflective AUDIO properties of materials and surfaces in the virtual game environment via the currently used technology of convolution reverb impulses.
For a more in-depth overview of what I'm referring to, please check out the information contained in the following link; http://www.voxengo.com/doc/imodeler/
I believe that said audio can either be run in a separate GPU/CPU processing thread, or a partnership needs to be formed with an industry-leading audio hardware manufacturer (Creative Labs, etc.) to enable the capability of this technology in parallel with the already awesome CGI capabilities of current video card hardware. This could, if properly developed and implimented, could go LIGHT YEARS into enhacing the realism of any game play and/or VR presentation - especially when applying to uses with VR hardware (Oculus Rift and the like).
Imagine the possibilities....
Comment
-
Originally posted by VEKdigital View PostGreetings All,
While I'm not new to Game Engine fiddling (Unreal Engine and Cryengine), 3D CGI (DAZ, 3DS Max and Lightwave), and audio production (30+ year semi-pro/hobbyist with REAPER, Sony Sound Forge, etc.), I am somewhat new to contibuting thoughts and ideas on forums (been reading them forever but almost never chiming in myself).
It occured to me recently that, with all the grand advancements on the visual end of game tech development, very little has been done to advance the apparent realism of the audio component on a real-time dynamic scale. Most audio in games is still 'canned', although some real-time spatial effects have been implimented to enhance the apparent 'sound volumes' as a player moves through them in the game world.
I submit that the next big leap in game tech for the UE4 engine should focus on game audio. What's that? "We really can't do much more than we're already doing to make the audio environment as realistic as possible". I ccry foul. There IS something that can be done. It won't be EASY, but I'm sure someone or some dev groups out there will see what I'm proposing and run with it (sorry, I wish I was a coder so I could do this myself - but I'm not).
In much the same conceptual arena as nVidia has helped (or pioneered) in creating the MDL (Material Definition Language) for their Iray renderer to define the 'real world' absorptive, refractive and reflective properties of physical material in a CGI environment, I believe the same can be done with in-game sound effect audio to create an AMDL (Audio Material Definition Language) to define the absorptive, refractive and reflective AUDIO properties of materials and surfaces in the virtual game environment via the currently used technology of convolution reverb impulses.
For a more in-depth overview of what I'm referring to, please check out the information contained in the following link; http://www.voxengo.com/doc/imodeler/
I believe that said audio can either be run in a separate GPU/CPU processing thread, or a partnership needs to be formed with an industry-leading audio hardware manufacturer (Creative Labs, etc.) to enable the capability of this technology in parallel with the already awesome CGI capabilities of current video card hardware. This could, if properly developed and implimented, could go LIGHT YEARS into enhacing the realism of any game play and/or VR presentation - especially when applying to uses with VR hardware (Oculus Rift and the like).
Imagine the possibilities....
here it is
I agree with you the audio parts of the engine seem far less mature than everything else but it does seem like they realize that and are working on something better, I hope
Comment
-
Originally posted by elindell View PostI remember reading a post a few months back about a new programmer hired specifically for improving the audio aspect of UE,
here it is
I agree with you the audio parts of the engine seem far less mature than everything else but it does seem like they realize that and are working on something better, I hope
Comment
-
I asked the question regarding the audio system rework 2 weeks ago during the livestream and Mike Fricker said that it is being worked on but an experimental release is expected to be out not before early 2016.
SoLast edited by TriNityGER; 09-02-2015, 04:44 PM.
Comment
Comment