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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You creep up to the enemy fortress stealthily, eliminating guards on the way with well placed silenced headshots. Just as the front gate comes into view, a sentry spots you and sounds the alarm. The entire fortress lights up and you run for a vantage point as hordes of enemy soldiers stream out and stand in the open, waiting for you. At first you gain the upperhand by skillfully headshotting dozens of them, but your ammo starts to dwindle as they quickly replace their casualties with even more soldiers rushing out of the fortress. You pull out your machine gun and charge for the gate while mowing down whatever gets in your way. During this massacre you stop to reload behind a pile of sandbags. Okay, good to go - you jump out to finish them off - but to your surprise every soldier has turned around, running back inside the fortress. What happened??

What's wrong with modern FPS AI??

In most shooters these days, enemy movement and spawning is completely controlled by triggers, so enemies are unable to take cover or maneouvre intelligently. They just spawn and move to a scripted position. If they live long enough, they move to the next scripted position when the player reaches the next trigger. The problem with this is that it cripples even the best AI and it's a an extremely tedious job for level designers to script and test every possible position enemies should move to in response to every possible position the player can take.


(Here's a youtube video illustrating that problem in Battlefield 4's campaign. The level designers didn't anticipate the player would rush with a shotgun, so they didn't script the soldiers to take cover or retreat properly - notice how awkwardly they move, and "take cover" behind objects the wrong way. This is a serious flaw with the way most games rely on scripting over AI. I don't mean to take cheap shots at BF4, I'm actually a huge fan of the series. )

Okay great, how will your game deal with this?

As a 1 man team doing both programming and level design, it would also be completely unfeasible for me to even attempt to script AI this way (for example, the player enters this room, these bad guys should flank here, these bad guys take cover here - it would take months to script each gunfight). So the solution is to create a very flexible and autonomous enemy AI that doesn't need hand holding and micromanagement, while responding to the player's actions in a believable way.


In this encounter, the enemies try to defend this "building" from the player - falling back, taking cover and flanking when appropriate. There is 0 scripting - I just set the zones for the AI to try to defend, and they'll do their best following a lot of AI decisions. This is actually very difficult for AI to do (since it's such an abstract task - usually game AI just has simple scripts like move to this position, look at this position etc) and outside of milsim games I've actually never seen a system like this before.

The truth is, even in the demo from last February, there was no scripting whatsoever (triggers were only used to spawn AI), so everything you saw there was purely AI. Even now there exists no system to force the AI to do anything, and I don't plan to implement one because it isn't necessary.

Here's a stress test, where a ton of AI assault/defend (right side defend, left side assault - the black spheres are defend zones, red spheres are assault zones). No scripting or triggers - the AI tries to assault/defend their zones, but retreat, take cover, flank etc when they deem necessary.


This is some cool tech, but what does this mean to me, the player?

There's three main benefits I can think of:

  1. Encounters are more open and dynamic, since AI will always react dynamically to whatever you do, and environments can be any size and your enemies will behave intelligently with it
  2. This game will be finished in a realistic time frame, not requiring months to script every battle
  3. No weird AI bugs/stupid behavior where enemies take cover facing the wrong way, charge your position in a straight line etc

Here's some examples of me just playing through the same test map with the same AI. Notice how the AI reacts against me - falling back when I'm aggressive, but trying to counterattack when I'm being passive.



Also... Stun animations!

Enemies have a chance of being "stunned" by damage, and with melee and explosions it's 100%. There was no animation for this before so enemies would just stupidly stand in place while they were "stunned". Now it's obvious with an animation, and playtesters are always happy to finish off stunned enemies :)


Coming up next...

As you probably know, "Trepang2" was a temporary placeholder name. A proper name and logo have been decided on and are in the works, so look out for the next time! Also perhaps some details on the story and setting ;)

Last but not least... funding

This project is totally funded by me, and it's not cheap! (I spent over $1000 USD last month on software!). I won't even think of doing crowdfunding or early access or anything like that, at least not until the game is mostly finished. Currently my only income is doing contract work for other game developers. I do programming but also 3d stuff, so if you'd like to hire me or know of someone who'd like to, my portfolio is here: Frosttree.ca

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Live on #Kickstarter. We are excited, are you? #IndieGame made with #UnrealEngine4.

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Comments  (0 - 10 of 45)
darkelf1
darkelf1

cool

Reply Good karma Bad karma+2 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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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 :)

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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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