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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Fictorum 0.8.8 Patch Notes

Major Changes

Improved Event, Character History, and Game Over Screens

We’ve previously mentioned in our Kickstarter video that we’ve wanted to play as that epic wizard of that we hear about in many fantasy stories. We’ve been trying to convey that to the player not only through gameplay, but also by writing all of our text-based events in past tense and by through creating a character history at the end of a playthrough, showing that the player’s triumphs and failures were remembered through the ages.

Chip had the idea to combine our history, event, and game over windows to help impress the idea more clearly to the player. He worked to include the event window within the history window and, upon starting a new event, the window quickly scrolls down through all of the entries to the latest one, allowing the player to take action.

As the player progresses, icons will appear at the bottom of each location in the character history that share additional story tidbits with the player. If the Fictorum dies, a final entry is added and shown to the player.

New Music

Rainfall whipped up some great new music for Fictorum! Here’s a sample of each:

Corrupted Faction Music

Bug fixes and Minor Enhancements

  • Fixed a bug that would cause Temprae and Myglia Marshlands to load improperly
  • More item affixes have been added for chapters 5-8
  • Fixed a issue that would occasionally prevent interaction with the inventory rune set menu
  • The player third person camera will respond better while inside buildings
  • The campfire on the title screen is no longer audible
  • Enemy spawns on the Desert Bridge map are now working properly
  • Corrupted assassins should be slightly easier to see
  • Spell details on inventory tooltips will properly update after enchantment
  • Bandit sentinel towers should no longer spawn with archers
  • Character history will now track player choices made and the current chapter
  • Archers will continue to fire at the player after the player has been knocked down

Coming Weeks

Chip is currently occupied with singing Christmas songs around Seattle, so December will likely be a lighter month for the SBG team, but we’ll be back to full strength soon enough! Greg will be hosting another solo Twitch stream on Tuesday, December 13th at 8PM PT. We hope to see you there!

Talk to you next time! Updates can come straight to you by subscribing to our newsletter, hang out with us at /r/fictorum and we have more fun stuff posted on Twitter and Facebook, so follow and like us on there. Also, you can always just track us here!

Escape: Sierra Leone Released as Early Access
Escape: Sierra Leone

Escape: Sierra Leone Released as Early Access

Escape: Sierra Leone

It's been a long time coming, but Escape: Sierra Leone is finally ready for the community to start playing and get involved.

Help us design our next ship !
Helium Rain

Help us design our next ship !

Helium Rain 1 comment

Our largest ship yet is being designed, and we want your input. Which model would you like us to create ?

Let's Isometric! "Tactical View" in progress on DUAL GEAR mech turn Base action game!
DUAL GEAR

Let's Isometric! "Tactical View" in progress on DUAL GEAR mech turn Base action game!

DUAL GEAR

More assets and tactical features development for the next build! Still recieving more contributors on IndieGoGo!

Devlog for version 0.16
Everblind

Devlog for version 0.16

Everblind

Here’s the devlog for version 0.16. Initial concepts for the game menus, and horizontal scaling on the menu !

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Comments  (0 - 10 of 45)
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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jpd101
jpd101

Hi im new to the programming world im just starting to learn, i just wanted to ask a question. Would it be possible to create a game on the unreal engine 4 so it could resemble something like this:

Youtube.com

Youtube.com

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Guest
Guest

Yes it is possible but understand your game wont look like that instantaneously. It will probably take a few years to get it to look like that but really it will take a few years for any game engine.

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jpd101
jpd101

I seems to me that these videos were created in real time rendering is that why it looks so realisic. i compare them to capturing video with an old camcorder. i did find an engine thats almost smiliar to the videos above. I went to their website but i dont think their engine is for public use. check it out Unreal doesnt compare to this.

Youtube.com

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