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    Originally posted by Chosker View Post
    Ah sorry, did not see that. But it is not unusual to have not all upcoming features listed on this trello board.

    Anyway, the main point of a "roadmap" is actually not fullfilled with this board.
    Guido Lein
    Technical Artist - LeFx www.lefx.de

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      you need hire new programmers for new level editor
      https://2ch.hk/gd/src/567728/15575878785830.jpg
      how about this roadmap?

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        Originally posted by KristofMorva View Post
        Yeah, agreed, what would actually be interesting to see is what are the plans for 2019 Q2, Q3, Q4, and maybe even better, if for once they would let the community contribute, vote for specific features / bug fixes on Trello, and at least in a minor way they'd consider what the community needs, not just Epic's own games or AAA studios with their own tool and engine programmers.

        Yeah, I know I have a wild, childish and surrealistic imagination
        It would be very useful to know what's coming ahead of time however, I think the only reason they aren't letting us know a definite roadmap far in advance is because they don't plan it out that far, they only plan for the next release version but even then it's not fully planned out. Based on the changes I see made on Trello I don't see it being any different than how I've stated it, Epic can prove me otherwise by showing Q2 Q3 Q4 roadmaps in advance that they actually stick to. "Note: These are estimated time frames and are subject to change." They said it themselves even the Q releases are just estimates.
        Last edited by Pine722; 05-17-2019, 10:29 PM.

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          Originally posted by Pine722 View Post
          It would be very useful to know what's coming ahead of time however, I think the only reason they aren't letting us know a definite roadmap far in advance is because they don't plan it out that far, they only plan for the next release version but even then it's not fully planned out. Based on the changes I see made on Trello I don't see it being any different than how I've stated it, Epic can prove me otherwise by showing Q2 Q3 Q4 roadmaps in advance that they actually stick to. "Note: These are estimated time frames and are subject to change." They said it themselves even the Q releases are just estimates.
          In some part it's probably true, I guess there are some features which are not finished in time, re-prioritized, etc, so it's very likely they don't have everything laid out for the next 360 days. However, it works well for other Epic Trello boards, like the one for Online Services. They defined short-, medium- and long-term plans, which either succeed in time, fall back or etc. You can't depend on it, but it gives a broad vision on what to expect in the upcoming months / year. Unreal Trello board should work the same way: define current plans, visions and hopes, and dynamically reorganize the board as it becomes clear how these features evolve.


          Also, I have seen that there are many new cards for "Done for 4.23", however, most of them are utterly useless. For example, look at this card: https://trello.com/c/Iy1KrbmK/395-up...prints-widgets
          It contains exactly 0 information about what it is. There is no point for cards like this. It's like "Improve Editor" or "Make Unreal Engine better". So generic that it can mean millions of things.
          LinkedIn, Engine Contributions
          Polars (WIP), Game Jam Projects
          Marketplace: Viewport Utilities, Blueprint Streams, Control Structures

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            Feature Request: Right click option to break reference in the Reference Viewer.

            It's been a few times now where I have to remove significant blueprint content, or restructure a large swath of blueprints for some particular reason. My latest reason was needing to move content to a mod form factor and stripping out engine content references etc. There is always a reason eventually, and when you need to restructure or delete significant portions of blueprints it's an absolute chore, and a stain on the usability of the engine.

            This last time took me over a week for something that should only take an hour or so if the engine had one simple feature.

            In the reference viewer, please provide a right click option to break a specific reference. The consolidate command which requires deletion of referring assets, and or continuously migrating content to strip away portions (which only works with /game/ root) simple do not cut it. Not being able to easily restructure blueprint or delete significant portions of your blueprint setup is a stain on the usability of the engine, and makes me want to switch to a different engine every time it happens. I know, the counter argument is to be careful about what you build, use separate projects etc etc, but lets face it, you need to be able to experiment until you get the setup you want, and with that comes the need to be able to restructure your setup easily.

            A simple right click option in the reference viewer to be able to break a reference without deleting assets, would be a great step in the right direction. The option would find all outside referrers referring in to the asset and clear their references whatever their type. If it is a variable in another blueprint, clear it, if an argument to a function clear it, etc.. In the vast majority of cases I simply want to strip off content from the content that i actually want to keep. I could care less what happens to the other content.. so clear their references is no problem. If there are hard references that can't be removed then those won't clear, but the vast
            majority of the time it's outside references pointing into my asset. Simply clearing all outside references pointing in that you can clear would be a huge help. Right now the only way to do it is to go into all referring assets and strip it clean by removing all blueprints functions interfaces etc or hunt to find the offending reference manually. The same sort of right click option should be available on the other side of the asset as well in case I want to remove all references from this asset to the other asset that I don't want it connected to.

            The manual hunt for referrers is just not something thats workable, and the crazy migration workaround process is incredibly slow and error prone.

            Blueprints are amazing. Please make them easier to maintain, and reconfigure when necessary!
            Last edited by MagicBots; 10-20-2019, 01:08 AM.

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