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    #46
    I'd like to see you guys adding Networking to the documentation roadmap, as I've had to rely on linker errors as documentation when trying to create a networked game in C++.

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      #47
      For networking documentation, the card might not be on the Trello board, but we've definitely seen the requests for this from the community and are working on resources for you all. We are actively working on adding replication documentation, so check out our new pages out here, and keep an eye out for more soon! Also, there is a new 6-part video series over Blueprint Networking, and even though it uses Blueprints instead of C++, it covers a lot of the underlying framework and should point you in the direction of the right C++ functions to check out.

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        #48
        Originally posted by Lauren Ridge View Post
        For networking documentation, the card might not be on the Trello board, but we've definitely seen the requests for this from the community and are working on resources for you all. We are actively working on adding replication documentation, so check out our new pages out here, and keep an eye out for more soon! Also, there is a new 6-part video series over Blueprint Networking, and even though it uses Blueprints instead of C++, it covers a lot of the underlying framework and should point you in the direction of the right C++ functions to check out.
        You had me excited for a moment there. I guess they're not even a month old yet, but it sure feels like it. Still greatly appreciated of course.

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          #49
          I find the engine astonishing. Really beautiful what it can produce.

          I have one point of concern though, which steers me toward another game concept to really enjoy the engine.

          I have played Unreal from the very start in 1996/1997. All UT releases, except UT 2004.

          The thing with death match and related game modes is, that you simply cannot fully enjoy all the pretty things the engine is capable of,
          because you are too busy running around, reacting, shooting, and completing your objectives.
          I.m.o. this is the reason early arcade games were so successful - just basic graphics and flashy colours were enough for a good game.

          Of course advanced graphics make the game even better, but only up to a point.
          After that it becomes like killing a fly with a shotgun so to speak; too much fine detail that is not even perceived during all the action.

          All those beautiful effects the engine is able to produce can only be fully appreciated when you have the time to watch it.
          The game concept which comes to my mind is what we have seen in "The Nomad Soul": A big story line with fighting arenas only as part of the game.
          And you could choose to stay in the arena and try to win the international competition like in the movie "Salute of the jugger". Only with UT rules of course.

          I would vote for an adventure/mystery game, in which you can choose your own path of play.
          Whether you go for detective worker, adventurer, or the life of a hardcore gladiator in death matches.
          This way you can fully enjoy the capacities the engine can offer, and in the way you like it.

          Hope my comment makes sense.

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            #50
            Originally posted by Daemon Vanderpool
            Unfortunately I haven't had a chance to check out the streams yet, but it sounds as if they showed a bit of this motion graphics system right? I'm looking forward to seeing what it's capable of. Would be really nice to have an advanced native UI system to work with.. If it's anywhere near the capabilities that Flash has I think that will be a great asset to the engine. I mean if anyone can make some great looking menus with sort of post-processing-esque looking transitions, perhaps with frame-by-frame capabilties for elements and such, and 3d sort of interactive tilt interfaces, I'd really like to work on something that incorporates prerendered sequences that are rendered from RealFlow and mixed in with some cascade work or something, just something sort of experimental. But yeah, can't wait to hear more about it this month if it's ready!
            I'm not aware of any UMG preview available currently. Very little is known so far. It's still in development and Epic said that it will still takes months before it's ready.
            Join us on IRC! We are on #unrealengine @ freenode.org

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              #51
              Thanks Epic

              This is very cool Epic. Thanks for sharing with us and letting us vote on our most wanted features.

              Originally posted by Scott Richmond View Post
              I'm glad to see that the large world coordinates feature is currently sitting as the highest voted feature! Pity its on the backlog though. I just hope its done properly through 64-bit (double) floating point coordinates as I'm almost certain the majority of the developers waiting on that would be wanting the capability of multiplayer large worlds, which aren't possible with the cell/block coordinate system I see Epic are currently considering.
              I'm also glad to see this on the board with a high number of votes, even if it hasn't made it off the wishlist yet. I've already ran into issues with large maps out toward the edges while testing different heightmap import settings.

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                #52
                Originally posted by Daemon Vanderpool
                Wish I could have seen this concept though, but yeah looking forward to learning more about it when the time comes.
                Taken from the Tools stream:



                This is just a mockup though, so it might end up looking differently, but I like the direction they're taking.

                You can watch all the livestreams on youtube, here's the sequencer part:

                https://www.youtube.com/watch?v=6i9Q...D2h12tbB#t=585
                Last edited by Bajee; 05-10-2014, 07:30 AM.
                Join us on IRC! We are on #unrealengine @ freenode.org

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                  #53
                  For EPICs:
                  I was in hope that roadmap have features i have requested and support stuff added it to future features list, but there are still no there
                  I was asking for:
                  1. dynamic navmesh obstacles - https://answers.unrealengine.com/que...eletal-ac.html
                  This will be helpful for RTS like games.
                  2. Collision shapes for characters - https://answers.unrealengine.com/que...ent-in-ac.html
                  Is it still planned to add to roadmap later?

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                    #54
                    I realize that a proof-of-concept could range from simple to mindbogglingly complex, but could there be at some point in the future a game template for a turn-based 4x strategy game? You have RTS on the list, and that might do for most people, but I can't stand RTS games, they don't give me enough time to think about all the stuff going on. Just a personal observation.

                    In any event, an "end turn" button is kind of a big deal in a strategy game, whether it's cooperative (a la dungeon defenders) or competitive (a la chess) or both (a la Emperor of the Fading Suns). Hopefully I just blew your mind with that callback to ye goode olde dayse.

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                      #55
                      Originally posted by Bajee View Post
                      Taken from the Tools stream:

                      It looks....Beautiful.....What is that? New Matinee?
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                        #56
                        Sequencer. Simply speaking yes.

                        It will replace mantinee some time in future.
                        https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                          #57
                          Originally posted by iniside View Post
                          Sequencer. Simply speaking yes.

                          It will replace mantinee some time in future.
                          Very beautiful. So i guess this Sequencer is an advanced matinee. I hope they will add a preview of this soon in the source.
                          Unreal Issue Tracker - Desktop App for Unreal Engine Issues
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                            #58
                            It's already in the source, if you are feeling fancy downloading from master branch. Though I have no idea how to activate it.
                            https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                              #59
                              Originally posted by iniside View Post
                              It's already in the source, if you are feeling fancy downloading from master branch. Though I have no idea how to activate it.
                              I downloaded the master source but unable to compile it. Lots of errors.
                              Unreal Issue Tracker - Desktop App for Unreal Engine Issues
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                                #60
                                Originally posted by ryanjon2040 View Post
                                I downloaded the master source but unable to compile it. Lots of errors.
                                What branch did you clone? And did you download the required dependencies?
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