You can set your own general settings, collision channels, keybindings, physical surfaces, and much more. Luckily, Epic has heard our cries of pain and brought editing of INI files straight inside the editor for common tasks.Įdit > Project Settings exposes a whole heap of useful gems of functionality. "Which ini file is that in?" is a common question that I heard at work all the time during the UE3 days. This enhanced system provides a lot of power to artists, allowing them to build entire animation state machines and transition rules right inside the editor. The replacement for UE3's AnimTrees is a Blueprint-based system called AnimBlueprint. An artist can use AnimMontage for chaining together complex sequences of animations, event-based animation switching and much more. UE4 introduces AnimMontages, which puts control of animation sequences right into the hands of the artist. In fact, the entire animation system has had an overhaul. Each animation is now stored as its own asset file, related back to a skeleton. Removal of packages also has the positive side-effect of the removal of "group" object types such as Animation Sets. It might seem like a minor improvement, but it’s one that improves usability and efficiency. Speaking of drag and drop, it's now possible to import groups of assets simply by dragging them from a folder in Windows Explorer straight into the Content Browser. Coupled with the editor integration of source control management like Perforce and Subversion, it definitely tidies things up! Simpler Importing Moving these assets around inside the Content Browser for organization is quite fluid, a simple drag and drop process. In UE4, that’s all resolved by having assets as individual files, or UAssets. Split your packages up the wrong way and a small change to a simple asset could mean a big commit to your game's repository. One of the nightmares in UE3 is the package system. But be aware of its existence and how powerful it is. There's already a wealth of resources available for Blueprint, with many more in the works. These are reusable and very customizable. Artists can create simple Actors, add a variety of components and build its behavior - all without input from a programmer. There's a lot to be said about the power and versatility of Blueprint - too much to be covered in a single post.īlueprint replaces Kismet, prefabs, archetypes and adds more power, all in one. Probably the most well-published and biggest change is the addition of Blueprint visual scripting. Some of them are fairly major, and some are small but useful improvements that even current Unreal Engine 4 developers may not be aware of. I have compiled a short list to better highlight some of the key changes and improvements. But the common thread in every suggestion is that UE4 is giving more power to the non-programmer. Everyone seems to have a different opinion, which is a positive reflection on the quality of the improvements Epic has made to all aspects of the engine. I did a quick run around the office, asking people what they think the biggest improvement over the previous tech is. Moving from the Unreal Development Kit (UDK, the free version of UE 3) to UE4 was odd, and there were some vast differences, but the new engine has a strange sense of familiarity, despite significant improvements and changes. When I was first asked to write this blog post, I had to give some serious thought to how I was going to approach it. We recently received funding to develop Arx, a fantasy action game that plays on the concept of sacrifice and choice. Pub Games is only a small studio, consisting of about six employees and another six regular contractors. Pub Games has also worked on a variety of other projects as contractors, most notably InFlux and Primal Carnage. Entitled BlastPoints, it's an iOS and Android space shooter. Based out of Melbourne, Australia, Pub Games specializes in Unreal Engine development. My name is Matt Stafford aka Wraiyth, and I'm technical director at a company called Pub Games.
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