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  • replied
    Originally posted by Zeblote View Post
    You must not know how this roadmap works - it only shows the path we have already traveled
    ^ That, it's best to look at it like a diary, it's usually updated after the release. What's the point, we'll never know, they will keep ignoring our discussions about it, and they will keep updating it after releases

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  • replied
    Originally posted by codewing View Post
    Please update the release targets for 2020 - 4.25/26/27?
    You must not know how this roadmap works - it only shows the path we have already traveled

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  • replied
    Originally posted by codewing View Post
    Please update the release targets for 2020 - 4.25/26/27?
    The most important thing is that APIs like Chaos, Niagara and many others become production ready ASAP. Then full updated documents on all APIs that UE4 is made of should become available to the public (for BP,C++,Python). And fixes for known critical and serious bugs should not be delayed forever. And it is time for either Python or a new intermediate programming language to exist because BluePrints are nice for small algorithms but become a huge pain to use for anything really complex (anyway if full updated documents to be able to fully use C++ quickly on all APIs were made available I wouldn't care about that too much, I would use C++ first) Is that impossible to achieve? I don't think so. It just depends on what Epic Games really wants to deliver. They have the money to make it happen.
    Last edited by DarkS474; 02-06-2020, 06:53 PM.

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  • replied
    Originally posted by codewing View Post
    Please update the release targets for 2020 - 4.25/26/27?
    Rumor has it that it will happen after GDC

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  • replied
    Please update the release targets for 2020 - 4.25/26/27?

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  • commented on 's reply
    Hey MagicBots, feature requests are easier for us to spot if you create a new topic in the Feedback for Epic channel!

  • replied
    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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  • replied
    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.

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  • replied
    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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  • replied
    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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  • replied
    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.

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  • replied
    Yeah, I feel you

    The thing is the community is so huge. Having open discussion about any big system would become a mess. Personally I wouldn't know to grasp it.
    Usually tool developer targets "proven" customers, studios that stand out and ask them for feedback.

    Although... it would always possible to hire guy who talks to community and monitors discussion to recognize "trends", what are often expressed needs. Ironically, you'd have to put experienced developer so he could understand what people actually mean.

    That's quite interesting challenge.
    For comparison, I don't think that Unity listens to community. They hired experienced guys (often AAA veterans), they came and said "Seriously, modern engine needs this and this". And that how they work for last 2 years.

    On the other hand, Houdini is example how it could be done. They set up their development in such way they even publish daily builds with fixes/updates to the last Houdini release.
    I have no idea how to compare development of Houdini with game engine which so complex piece of software.
    Last edited by Moth Doctor; 03-01-2019, 06:01 AM.

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  • replied
    Originally posted by Doctor Ergot View Post
    UE4 is designed from ground up for small and medium-size studios, just think of Blueprints or any kind of tool which gives a power to designer/artist. Material editor, Niagara, Sequencer, Animation blueprint, tons of tools. None of these could described as "done for Epic games or AAA only". UE4 gives you a lot of flexibility, you're able to create very different games. Which available engine allows you for so much without buying plugins and even opening IDE like Visual Studio? It's the last engine I would complain "I need programmers here".
    I'm not saying it's not a great tool for indies. Otherwise we wouldn't be here
    However, I do believe that while bigger studios' needs are probably heard, we, single developers, are not. Or not as much as some of us would prefer.

    Originally posted by Doctor Ergot View Post
    Public voting for features is terrible idea as it assumes that multi-billion project (development of UE4) should take seriously voting on public board where any enthusiast would vote on like 50 cards/features that actually don't need in current project, but he thinks it's cool feature. I did it myself, now I see it was pointless.
    The votes could just show a basis for demand, which features would actually be used by the community. But of course I didn't put hours of thought into it, I have no specific love for feature voting, I only would like the community needs to be heard. The platform is not the point.


    To be clear, I'm not saying anything like "Epic doesn't care". What I'm saying is, as a single indie developer, I feel I have 0 power to influence the development of the engine. That's all. Personally, I think the roadmap could have actual discussions for each improvement proposal, and Epic could decide based on their own preference and the community's feedback what to improve.
    Now, I'm not saying Epic should entirely rely on what John, 13 from Kuala Lumpur tells them ("I want a custom gravity system !!!"), but I believe some collaboration might be helpful for both the engine and the community.
    Last edited by KristofMorva; 02-28-2019, 02:38 PM.

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  • replied
    Originally posted by KristofMorva View Post
    not just Epic's own games or AAA studios with their own tool and engine programmers.
    This is actually a common misconception. Please, don't take personally, I see such statement quite often and I think it's invalid.

    Big chunk of AAA studios won't use Unreal because they have enough manpower to build tech for their games (EA, Ubisoft, CD Projekt, Sony internal studios). Yes, UE3 was developed with biggest studio in mind, with license costing like half a million dollars upfront and for first person shooters. Sadly for Epic, biggest guys in industry decided to ditch Unreal Engine and develop their own engines.
    Epic had to adapt and expand its reach. UE4 can be used by ambitious hobbyists who could create entire game without ever touching C++. Of course, it would be composed of messy blueprints and such hobbyist would encounter many limitations. It doesn't mean it's an AAA engine...

    Small and medium-sized studios rarely even hire a rendering programmer.
    UE4 is designed from ground up for small and medium-size studios, just think of Blueprints or any kind of tool which gives a power to designer/artist. Material editor, Niagara, Sequencer, Animation blueprint, tons of tools. None of these could described as "done for Epic games or AAA only". UE4 gives you a lot of flexibility, you're able to create very different games. Which available engine allows you for so much without buying plugins and even opening IDE like Visual Studio? It's the last engine I would complain "I need programmers here".

    Obviously, you would need to hire programmer if you'd like have a new tool with new UI. It's the same for every other engine. What else would you expect?
    Although... 4.22 actually adds basic way to create editor tools in UMG. Still... people would say "stupid release, I don't need ray tracing, Epic doesn't care"....

    "AAA game engine" are built with specific kind of games in mind i.e. open worlds, action-heavy multiplayer game, etc. Trust me, if you never worked with older Unreal generation or in-house engine like The Witcher engine. UE4 cares about small and independent studios a lot, engine is designed for needs of very different games and studios.

    Public voting for features is terrible idea as it assumes that multi-billion project (development of UE4) should take seriously voting on public board where any enthusiast would vote on like 50 cards/features that actually don't need in current project, but he thinks it's cool feature. I did it myself, now I see it was pointless.

    Often people don't realize that some cool features would require re-writing huge part of engine in order to satisfy a relative small amount of games, i.e. custom gravity direction. In effect we had plenty complaints like "Custom gravity got 200 votes, why it hasn't been implemented yet? Epic doesn't care!",

    Yes, Epic partially prioritized Fortnite while developing engine for a long time. We all should remember that...
    - I can't think of any feature or system in UE4 which could be used only by Fortnite. Please point such feature, if you see any.
    - This strategy pays off, now they reinvest Fortnite income into engine's development.
    - We all benefits from Fortnite developments, we got battle-tested engine. Epic knows how to build designer-friendly, artist-friendly tools - they use it to produce their own games. Meanwhile Unity needed years to implement very basic system of "nested prefabs" and its networking system sucks, nobody wants to use it.
    - Many important engine tools started as tool prototype for Epic's games, i.e. Niagara, Gameplay Abilities.

    Robo Recall has been created as VR test.

    That being said... I totally agree we should have a proper roadmap. Currently browsing GitHub changelists is the best way to get updates on future releases. It sucks. Information is there, but nobody want to provide it for us.

    PS Keep calm and learn to love Fortnite
    Last edited by Moth Doctor; 02-28-2019, 12:56 PM.

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  • replied
    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

    Leave a comment:

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