Umg roadmap

We are now evaluating different solutions for our UI system and UMG seems a good option but probably still not production ready; on your trello we saw a generic “UMG for AAA” card: can you give us a detailed UMG roadmap for the next three to six months?

  • Performance - Slate Layout Time (CPU)
  • Performance - Temporary Allocations, Per-Frame Re-allocations (CPU)
  • Performance - UTexture Atlasing (GPU)
  • Performance - Property Binding - Consider introducing additional systems, like an invalidation kind of binding.
  • Stability - Fix those remaining bugs with circular references in Blueprints, GC Crashes…etc.
  • Usability - Continued improvements to the usability to the designer. Possibly a preview / sandbox mode.
  • Usability - Continued improvements to Sequencer

Those are the general sorts of things we identified at a high level that we need to focus on in the near term (3-6 months) to make UMG ready for AAA. After these things are solved, hopefully we can begin working on the fancy things people have been asking for, better in world rendering of widgets, post processing (glows and such), outlines for text, materials for text, particles, flipbooks, vector graphics, multi-resolution textures, style system.

Hi,

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