The most world-class game engine to date, Unreal Engine 4 gives you the power to do more than ever before. Bring your creative visions to life directly in game without programmer assistance via the new Unreal Blueprint.

Unreal Engine 4’s architecture offers fully dynamic lighting features, cutting down on development time and ensuring less iteration on creative ideas. With significant new visual features, Unreal Engine 4 enables you to achieve high-end visuals, while remaining both scalable and accessible to make games for low-spec PCs.

Tool highlights/features for developers include:
  • Make updates directly in game without ever pausing gameplay with Hot Reload. This tool allows you to quickly find and edit C++ code and see those changes reflected immediately in game.
  • After an update is made, Instant Game Preview gives you the power to spawn a player and play anywhere in game without needing to wait for files to save.
  • The all-new Code View saves you time by allowing you to browse C++ functions directly on game characters then jump straight to source code lines in Visual Studio to make changes.
  • Live Blueprint Debugging enables you to interactively visualize the flow of gameplay code while testing your game.
  • Now you can quickly debug and update gameplay behaviors when they happen through the new Simulate Mode. This tool lets you run game logic in the editor viewport and inspect AI as the game characters perform actions.
  • View your game in full-screen within the editing environment with the Immersive View tool. This allows programmers to complete iterations on gameplay changes without added UI clutter or distractions.
  • Possess/Eject Features allow at any time while playing in editor to easily “eject” from the player and take control of the camera to inspect specific in-game objects that may not be behaving properly.
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Related Articles

Welcome to the first development blog for Kanshi City. We got a lot done in the last week. The first thing I wanted was a very quick look into making glowing/emmissive materials in UE4 so I could replicate the ubiqitious neon sign look of cities like Tokyo and Hong Kong. It was surprisingly easy, I just had to simply multiply the material's base texture by whatever colour I wanted it to glow and pass that value into the material's emmissive colour. Once I got it working I stopped and moved onto other tasks, I just wanted to see how it could be done and will come back to improve on it and add more signs later. Here is a quick look at what I could achieve quickly:

glowingsigns


The next things I worked on was trying my hand at 3D modelling for the first time. I had dabbled around with Blender before but only for a short while. I followed a pretty decent beginners tutorial on YouTube and learned the "loop cut and slide" tool is almost all I need. I am working with an artist on this project that comes from a CAD background who is also new to working with Blender so we are both learning from scratch. We wanted to get in a couple prototype buildings quickly just so the game wasn't so bland and square, to make it look more interesting as the game itself develops. Here is a look at some things we worked on:

firstbuildings


building


morebuildingprototypes


I also wanted to put some props in to add some variety to the scene:

vendingmachineandbench


Outside of artwork the main bit of development was working on waypoints for the city patrols. These are AI characters which will patrol the streets looking for the player. When I firsts implemented them they would follow a shared pool of waypoints which where spheres I placed around the city that are invisible during gameplay. I reprogrammed them so each patrol has their own unique set of waypoints, but they can still share points as well. They follow their lists of waypoints and if they see the player they will chase them down until they catch the player or lose sight, and will return to their patrol. I hope to reimplement them again soon using behaviour trees as my Blueprint scripts aren't incredibly efficient. I will certainly be reimplementing the city citizens using behaviour trees as once I go to near 100 citizens the performance takes a big hit. I want the city to feel quite populated and busy so this is quite important. Have a look at the video below to see the guard waypoints:


Thanks for checking our blog out. Check back again for more developments of Kanshi City!

Kanshicity.com
Twitter.com

Fictorum Update #44: New Spellblade Ability and Destructible Damage

Fictorum Update #44: New Spellblade Ability and Destructible Damage

Fictorum 2 comments

Two more weeks down and our August release draws closer. We’re proud of the state of Fictorum, especially with the latest patch, which has a new Spellblade...

New enemy character models, minor update

New enemy character models, minor update

Trepang2 2 comments

New mean looking soldiers with new animations for the bad guys. A prototype minigun and more!

Supercars overview of Arizona Derby

Supercars overview of Arizona Derby

Arizona Derby

Arizona Derby game concept is to blur borders between off-road adventures and enjoying in latest supercars. We modeled over tens of latest supercar rides...

Still here! Dev Build 006 and WordPress blog

Still here! Dev Build 006 and WordPress blog

Alone

Features coming for Development Build 006 and a new WordPress blog for more freedom

Add game Games
Rag'n'Doll

Rag'n'Doll

Adventure

How are we supposed to get this thing done when the whole world is against us? Rag'n'Doll - this is the game just about it!

PooPee Wars

PooPee Wars

Stealth

PooPee Wars is a casual funny 1 on 1 game. You can choose the one of two characters (George or Bonny) and start the epic battle for the purity\pollution...

Behind These Eyes

Behind These Eyes

Adventure

"I'm in danger, you're in danger, and I'm going to stop them"

We who are about to Die

We who are about to Die

Fighting

In "We who are about to Die" (WwaatD) you start as a lowly fighter or slave, meant to die in the combat pits - and try to fight your way through...

Kanshi City

Kanshi City

Adventure

Kanshi City is a game where you have to track people down for contracts, in a city inspired by Tokyo.

Cerberus

Cerberus

First Person Shooter

Cerberus is a fast paced first person shooter developing on the UE4 for PC. Made by a single person as a hobby. Single player DM practice but mainly multiplayer...

Infinitesimals

Infinitesimals

Futuristic Sim

Infinitesimals is a 1st/3rd person sci-fi adventure where you play as 1mm tall aliens in the wilderness of planet earth.

Global War: Generals

Global War: Generals

Real Time Strategy

2020. The arms race is already moving to a new level. Union Pacific has developed a prototype of climate weapons of mass destruction. After a couple of...

"BIG BANG" particles simulator

"BIG BANG" particles simulator

Realistic Sim

Manipulate with molecules, atoms, phenomenon particles, and particles smaller than protons and quarks.

Maze Qore

Maze Qore

Tactical Shooter

Maze Qore is a top-down, squad-based, prison-break, single-player RPG shooter using Unreal Engine. You've been sentenced to life in a maximum security...

Comments  (0 - 10 of 45)
darkelf1
darkelf1

cool

Reply Good karma Bad karma+1 vote
romadoma
romadoma

Hi, people! I'm just leaving this here - Answers.unrealengine.com

It's a feature request for UE4 developers. If someone have similar problem, or just wanna help to add this feature to new version of engine - please vote.

Thanks.

P.S. IT'S NOT A SPAM, if you just don't care - never mind this link - it's only for developers.

Reply Good karma Bad karma+1 vote
OverRated
OverRated

Why not just use a component?

Reply Good karma Bad karma+1 vote
romadoma
romadoma

Objects are not Actors, it's just a generic classes, which don't have any components (if I correctly understand your question.)

Reply Good karma Bad karma+1 vote
RedSpotSylphina
RedSpotSylphina

Unreal Engine 4 is powerful, user-friendly, and doesn't require high programming skill. I create art and game design, nodes help me with programming, and all sound/music licences can be easily purchased. I can develop my game by myself :)

Reply Good karma Bad karma+3 votes
strelokqvt
strelokqvt

I completely agree.
UE4 - good dev software.

Reply Good karma Bad karma+1 vote
TheMasterCoder
TheMasterCoder

Hey, problem, is there any way to port maps from the Source Engine to Unreal Engine 4?

Reply Good karma Bad karma+1 vote
Themanwithideas
Themanwithideas

Can you port them to a 3D modeling program if you can just import it from there.

Reply Good karma Bad karma+1 vote
redgrape404
redgrape404

First off, the video and the features is what I would like to have a Woody Woodpecker Tourment on Unreal Engine 4 and some single player campaigns in a redone and rewritten version of Woody Woodpecker Escape from Buzz Buzzard Park and the fifth installment of Crazy Castle all done by the commuity and Epic Games with some imput from CliffyB
Seconed off, the graphics looks like it's from the real world and imgain what Woody Woodpecker and all his pals from both classic times and modern times would look like in that said engin with full textures (especially on their gloves) realistic lighting and best of all the weapons used in Woody Woodpecker Tournemt and in single player would be exquisite
Escape form Buzz Buzzaard Park;
The game takes place in the universe cartoon of Wood Woodpecker. For much of the adventure, the player is Woody Woodpecker . During the absence of Woody's Knothead his nephew and niece Splinter were abducted by the Machiavellian Buzz Buzzard, which requires an exorbitant ransom for their release. Unwilling to pay,Woody goes in search of the missing by venturing into the huge and dangerous amusement park built by Buzz Buzzard rescuing then andthe three looks n the park for Buzz and they turnd up nothing then the three split up to search for Buzz in the places where he'd gose, Knothaed storms Rágñarök, a Mexican nightclub where Buzz gose there and the area where the henchmen from all three factions meets, Splinter storms the corporate HQ where Tweaky is residing with Buzz's finest and Woody storms Buzz's manor bult with the revue from his park, Buzz dose not turn up in all three places then the three woodpeckers soon gose back to the park to find him readying a portal and two WMDs made one with the devil's power and the other with rodent killer that'll ruin both the Rodentian's own buness and the faire's magis and start a one gigundo Fairy-Human-Rodent war but Buzz sends the three woodpeckers to the deepest parts of the pary but they dsoon reunite and they defuse the WMDs and termaites him then they head home to watch some Zack Zorbar but the news shows up rather than Zack Zorbar that the birdie's raids did not go unnoticed and Mother Nature apperds who needs Woody's help badley when the Fairy World is overrunned by demons, Buzz's force [a fraction of what the faced in the park, night club, and corporate HQ] and a galactic dictator who leads them all Woody accpes and poofs away in a Half Life ending while Knothead and Splinter are hailed heros with the absence of Woody Woodpecker; paveing the way for the next part

Reply Good karma Bad karma0 votes
Marth8880

what

Reply Good karma Bad karma+5 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Platforms
Windows, Mac, Linux, VR, AR, iOS, iPad, XONE, X360, PS4, PS3
Company
Epic Games
Contact
Send Message
Homepage
Unrealengine.com
Licence
Commercial
Release date
Engine watch
Follow
Share
Community Rating

Average

9.6

90 votes submitted.

You Say

-

Ratings closed.

Highest Rated (2 agree) 10/10

easy to use , cheap subscription , easy integration with other professional software like 3d studio max and even free software like blender . anyday over unity

Feb 10 2015 by najeebshah

Twitter

Latest tweets from @unrealengine

In 4.16, Distance field ambient occlusion and ray-traced distance field shadows are now 30-50% faster!… T.co

10hours ago

Check out our video recap of this year's Rezzed where several amazing #UE4 developers had their projects on display! T.co

15hours ago

RT @Randygbk: Thanks @joekreiner! We could not have done this without you all at Epic and #UE4! T.co

May 26 2017

RT @SkylarAndPlux: Awesome commentary from our narrative expert and game designer, @EricJValentine ! Thanks for the profile,… T.co

May 26 2017

Render physically-realistic bloom using the new image-based (FFT) convolution post-processing feature.… T.co

May 26 2017

What an amazing month it's been! Join us in celebrating #EpicFriday by sharing your work and checking out these ama… T.co

May 26 2017

RT @RiMEGame: The RiME launch trailer is now available for your viewing pleasure! Are you excited for RiME's official launch on 5… T.co

May 26 2017

RT @earthborngames: Learning to use #UE4 and sequencer in place of traditional font FX tools for trailer captions. #indiedev #gamedevT.co

May 26 2017

Embed Buttons
Link to Unreal Engine 4 by selecting a button and using the embed code provided more...
Unreal Engine 4
Statistics
Rank
1 of 741
Last Update
Watchers
393 members
Games
1,488
Files
496
Articles
2,536
Reviews
39
You may also like
Unreal Development Kit
Unreal Development Kit Commercial
001 Game Creator
001 Game Creator Creative Commons
id Tech 2
id Tech 2 GPL
RPG in a Box
RPG in a Box Commercial
UpGamer Engine
UpGamer Engine Commercial
GameSalad
GameSalad Commercial