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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.
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Weekly Update #2 - Gathering and Reactive Grass


Happy Saturday everyone! This week we've finished up the wagon's core features, added gathering jobs, and made grass that reacts to your movements! We're making steady headway on world design and squashing some bugs along the way.



Weekly Member Updates




Elijah (Team Lead & Co-Founder):


I spent the first half of the week developing gathering jobs that can be started at certain merchants. These shops have barrels out front that can be taken on your journey, rewarding you for finding and bringing back the items they need. Right now merchants request specific items, but some will be more open-ended by categories (like flowers or shiny stones) that can influence the final reward.

Picking Up Barrels From Stalls:

DoH BarrelFind 01 Gif


Gathering Example:

DoH BarrelFill 01 Gif


Also this week, I finally connected the Ebon Desert to Starter Island! Now you can make your way to the rest of the world and begin to really get a feel for the travel portion as you go from one region to the next.

DoH DesertDrive 02 Gif


Finally, I squashed some rather obnoxious bugs that made held tools occasionally flicker if you were holding them up to your face. That's it for me today - See you next weekend!


Dylan (Co-Founder):


Hey guys! This week I finished up the final edits to the new hover wagon prototype. The wagon now properly turns at road junctions. Even if you aren't driving, it will pick the road most directly in front of the wagon. Another addition is the ability to swerve safely within the boundary of the road to avoid obstacles like broken down wagons, wildlife, and the occasional wanderer!

Den Of Hearts - Wagon Steering


After those edits, we reached a point where I could take a little brain break and work on something else besides the wagon (which took up a large part of this past month). Lo and behold… fancy grass displacement! We wanted to have foliage react to the player and other actors in a more persistent manner, so now you can leave trails of flattened foliage behind you.

GrassFlatten


It was refreshing to work on some technical art after burying my head in systems for a while. We're also looking to improve the techniques used to create this effect and apply it elsewhere in the project later on.



Thanks For Checking Us Out!




Next week we're looking forward to cleaning up some existing systems, beginning on companion features, and making good use of the new wagon to prepare some exciting travel scenarios and destinations.

Be sure to check back each week for the latest development and news! We want to foster an open dialogue with our community, so please do voice your thoughts below.


Until next time,

Elijah and Dylan @ Triglyph



Merc squadmates, ray traced shadows, HUD and more!

Merc squadmates, ray traced shadows, HUD and more!

Trepang2 5 comments

New merc squadmates with voices, soft ray traced shadows, sleek HUD mockup, heavy enemy character models, optimized saving, grenade launchers and more!

Griefhelm - Check out these 4 new maps :)

Griefhelm - Check out these 4 new maps :)

Griefhelm 6 comments

I added Eclipse, Desolation, Campsite, and Blizzard. 4 maps with interesting visual concepts and elements which affect gameplay!

[Trailer] The page of Gold Express is released on Steam

[Trailer] The page of Gold Express is released on Steam

Gold Express

We are excited to published our new Game Trailer, and Store Page on Steam is available NOW!

New trailer !

New trailer !

Delta G

We just finished our trailer! It shows all the features of the game up to now.

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Comments  (0 - 10 of 46)
darkelf1
darkelf1

cool

Reply Good karma Bad karma+3 votes
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.

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Gamebrain87
Gamebrain87

Thanks kylo ren

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OverRated
OverRated

Why not just use a component?

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romadoma
romadoma

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

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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+6 votes
strelokqvt
strelokqvt

I completely agree.
UE4 - good dev software.

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TheMasterCoder
TheMasterCoder

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

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Themanwithideas
Themanwithideas

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

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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

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Marth8880

what

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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

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