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    Is there a road map for Gear VR in particular ?

    Who at Epic (lead on mobile VR) can I chat with in PM about why I think Gear VR shouldn't be semi-abandoned platform? (I just had a great non-gaming project idea I would like to use UE4 + Gear VR for, and if Epic doesn't feel it's worth putting effort into, I guess I would have to go back to Unity, which I absolutely have no interest in doing)

    Thanks.

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      Is it possible for us to add some items to the Roadmap? Or we can just vote what already is there?

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        I am wondering about the following items on Trello:

        UMG for AAA https://trello.com/c/lbSJTM0Q

        Improved Game patching https://trello.com/c/UGrMUNRa

        Multi-res rendering for VR https://trello.com/c/N7PjLys0 << is this going to apply to Gear VR or just desktop VR ?

        GPU particles on mobile https://trello.com/c/ZkcO6gCf << Gear VR support ?

        Are those coming to 4.12 by chance ?

        Are HRTF and spatialization using OVR Audio SDK coming to Gear VR in 4.12 ?

        Any plans for instanced VR rendering for Gear VR (I recall you implemented that for desktop VR in 4.11) ?

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          [REMOVED] Sphere/Box support for Character Movement

          https://trello.com/c/sjjZlwll/251-re...acter-movement

          Why did it got removed?

          Is it because of this coming for 4.12?

          * Default collision from static mesh asset
          Last edited by FuzzyPones; 05-05-2016, 10:25 AM.

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            Originally posted by RyuuKishiSama View Post
            [REMOVED] Sphere/Box support for Character Movement

            https://trello.com/c/sjjZlwll/251-re...acter-movement

            Why did it got removed?

            Is it because of this coming for 4.12?

            * Default collision from static mesh asset
            I swear if they just discarded that idea I'm gonna riot. Of course we can write our own character movement component, but not everybody is a C++ master. And the CMC class is frickin huge.

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              https://trello.com/c/Ij1jaWDt/28-vol...ghting-and-fog

              Is this going to be in 4.12?

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                Is there any way you could add URLs to cards for completed (or in progress) items such as for Training materials or Templates (such as VR)? It's great to be able to follow items in the roadmap, but when they are done, no quick way to get to them.

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                  There are a bunch of removed cards including Material Editor 2.0, Large World UX Improvements and many more. Would someone be so kind to explain these removals?

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                    Originally posted by DamirH View Post
                    There are a bunch of removed cards including Material Editor 2.0, Large World UX Improvements and many more. Would someone be so kind to explain these removals?
                    Good question. Usually when something get removed from Trello it's commented with the reason. This time big swipe removed a lot of features without any info whatsoever =/
                    SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                    Level design and prototyping for newbies

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                      Originally posted by zeOrb View Post
                      Good question. Usually when something get removed from Trello it's commented with the reason. This time big swipe removed a lot of features without any info whatsoever =/
                      Originally posted by DamirH View Post
                      There are a bunch of removed cards including Material Editor 2.0, Large World UX Improvements and many more. Would someone be so kind to explain these removals?
                      Yeah, they removed everything and then readded most of the stuff. They just cleared it and put on the actual goals.
                      Github - YouTube - Unreal Slackers - KITATUS

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                        Originally posted by Ray Davis View Post
                        Today we’ve made our engine roadmap public for everyone to see. This guide represents where our team is spending energy on specific Unreal Engine 4 features to give you a better sense of what’s happening here at Epic.

                        Our hope with being more transparent in our development processes is that we’ll generate more value for developers working with UE4, both in understanding what’s likely to appear in upcoming releases and also in having more context around how the engine is being built (and a little bit of the why).

                        As a disclaimer, anything listed in the current version may not actually make it into the engine as planned today; we may run into complications that push out a feature, or we may have reason to stop working on it altogether. Items in our backlog may never see the light of day either, as they are simply ideas we’ve discussed but haven’t yet figured out if or how they would best fit into the engine. While we intend for most items on the roadmap to end up surfacing as estimated, we want to make it clear that there is no guarantee of a feature being added to the engine even if it’s currently listed.

                        That being said, there are many upgrades and fixes going into the engine which are not represented here. We shipped 100+ improvements in the 4.1 update a month after UE4’s launch, so the engine is rapidly and continually evolving. What we’re sharing is a high-level view of how we are extending UE4 at this very moment and what we plan to do next.

                        We’re taking a flexible and lightweight approach with the roadmap given that priorities often change and there are unpredictable opportunities that arise on a regular basis. The sweet spot for us seems to be around 3-4 months of planning at any given time, with a few longer term efforts that gently break that rule (our parallel rendering efforts are a good example of that today). As such you’ll see the most detail and confidence on the roadmap for tasks in the next 1-2 months. Entries further down the timeline become representations of our intent today and will likely shift as we finish each month.

                        We intentionally focus on defining the bigger feature work for our roadmap and leave the details of bug fixing and smaller tasks in our bug tracking software. The engine is quite large these days which means there’s always a tremendous amount being developed, and it can be challenging to meaningfully communicate that work to a broad audience. Our roadmap serves to share the mid-to-high level development efforts in a way that is easy to digest and provides context, especially for those not directly working on a particular area. Trello helps us with this approach given that it’s great for sharing the breadth of a project, and if you try to insert too much detail it quickly bogs down.

                        This is one step of many we plan to take to build full transparency around our development process. It’s important to us that we’re building what developers want and need to ship their own successful projects, and steps like these will facilitate a better ongoing conversation about what that ends up being.

                        This is an experiment for us and as such it’s important that we get your feedback on what we’re doing – vote on features you’re excited about, send us comments on things that seem confusing or unclear, and better yet let us know what you think should be on the roadmap that isn’t already.

                        Thank you for helping us build a better UE4!
                        Yes, But i need more info and feedback and that's more important.

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                          I'm curious what their plans are with geometry 2.0 tools

                          Comment


                            Originally posted by Chance Ivey View Post
                            Hey there! We typically update the Roadmap roughly every 6 weeks or so. It should be mostly up to date now!
                            2016.05.05 + 6weeks = 2016.06.19

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                              Some updates won't hurt, yup
                              SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                              Level design and prototyping for newbies

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                                hi

                                i have 2 request

                                1 = can epic add collision complexity overridden in details panel of static mesh ? {like overridden lightmap res !}

                                if we have 200 floor object its hard change them to { complex collision as simple } one by one



                                2 = can epic team add hibernate option in swarm agent after building lighting ? like many softwares
                                some times it take 20 hour to finish

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