Hello everybody,
I just decided to create this little post to report some bugs and maybe some ideas for ue4 in the future. Because of the bugs, I’m not even sure if it is really a bug but it doesn’t look very correct to me. I would appreciate every comment/feedback on this post, just to see if there are maybe other solutions for the bugs or the ideas.
Ideas:
-
Add the possibility to work with
multiple people on a single
landscape. Some time ago there was on
the UE4 twitch channel an interview
with one of the creator of ARK where
he also mentioned this feature. So
currently the problem is you have to
send the world files from one to
another, but it would be kinda
awesome to maybe merge multiple
landscapes into one, so people are
able to work on multiple landscapes. -
(This one is rather an nvidia
question), but is there anything
planned to add to ue4 a function
where you can deform skeletal meshes
with NVidia flex? Currently we have a
problem with our race game, that we
can’t make a deformable Vehicle, like
in other engines (BeamNG) etc. so is
there any other solution or any plans
for the future where you can deform
vehicles/skeletal meshes like in
other engines, kinda like simulating
a car deform.
Bugs:
-
I didn’t check it out yet in the
newest UE4 version (4.8) but in the
previous versions like 4.7.6 there
was a problem with the anti-aliasing
and moveable objects I assume. When a
object i.e. a vehicle is moving than
the anti-aliasing (TemporalAA) will
create a ghost effect behind the
vehicle. When I switch the anti
aliasing to fxaa, then it’s fixed.
The weird thing the problem isn’t
occuring in the ue4 vehicle starter
content, perhaps it’s because the
vehicle isn’t moving that fast. I
would rather use temporalAA because
the rendering result looks a lot
better than with fxaa in my opinion. -
When rotating(Pitch-Value) a BSP
object like a box and you want to
extrude some polygons of it, than it
cuts off the selected polgon and just
moving the polygon, but it creates on
the rest of the box a hole. -
When export a selected BSP from the world or some static meshes which are placed in the world, and I try to impor them to 3ds max for example. Than the world location/pivot point of the selection I exported is not close to the mesh itself. So it’s not setting the location of the exported stuff in 3ds max to the 0,0,0 location.
I hope everything is understandable.
best regards