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 0.8.3 Patch Notes

Major Changes

New Maps and “Final” Level

We have made great progress in building new levels and maps in a variety of environments. Here’s a peek at a new map—The largest to be created for Fictorum!

highresscreenshot00013


A special closing event has been created for the alpha. Beware to all those who reach the end of Chapter Four.

highresscreenshot00014


Quests and World Interaction

    • Non-Player Characters (NPCs) in events may ask the Fictorum to protect or destroy structures, guard fellow townsfolk from hostiles, or enact vengeance by maiming specific enemies instead of the entire enemy horde

  • Failure events: Incomplete quests may end in failure, with an overwhelmed Fictorum deciding to flee the area
  • Player-to-NPC interaction: NPCs may now approach you with an opportunity to buy items

Itemization

The item slots that we previously had in place hadn’t been touched in over a year and were well overdue for a revisit. After a lot of thinking, tinkering, and play-testing, we’re getting closer to our final item slots! This will allow for more variation in play style and allow you to make the call in how to best outfit your Fictorum for battle!

    • Rare and unique gloves, boots, armor, and amulets can now spawn with passive abilities related to the item type—For instance, you could find a powerful set of boots that grant the haste passive ability or enchanted plate mail with a projectile shield
    • Rare and unique rings can spawn with active abilities—Do you replace your rare ring with a blink ability for a unique ring with gravity well? Tough choices are in your future!
    • Spells, active abilities, and passive abilities now appear on inventory tooltips!

passivetooltip abilitytooltip


    • We’re removing earrings, trinkets, relics, and sources, but don’t worry—you’ll still find the same benefits distributed over existing items. Our old inventory screen is on the left—we felt it had way too many slots to manage. We feel our consolidated inventory (see the right screen) much better fits the no-nonsense attitude of the Fictorum.

oldinventorynewinventory


  • We have more exciting changes to the inventory coming—We are hopeful that the majority of which will in the next patch!

Bug Fixes and Minor Enhancements

  • Doors will properly dislodge and will no longer impede players when knocked off their hinges
  • Location events across a chapter will have a more controlled distribution of non-combat, avoidable combat, and unavoidable combat events
  • Chance of loot pickups spawning has been decreased
  • Collision improved for the majority of trees
  • Left-clicking an item in the inventory while at an enchanting table will automatically move the item to the enchanting table
  • Fixed a bug where the player would be instantly killed by fall damage after being thrown by an impact and hitting the ground within a split second
  • Corrupted enemies no longer make human noises when taking damage
  • The Fictorum jumping and falling animations have been slightly improved
  • Fixed a bug where a spell would hit a structure and occasionally not register any damage
  • Descriptions added for spells on inventory tooltips
  • Corrupted lich’s lightning ball spell now properly collides with the environment
  • Fixed a bug that would occasionally cause the “Inventory is Full” window to display unnecessarily
  • Corrupted shamblers no longer can receive items
  • The number of Warlock spawns in-level have been capped
  • Ice Warlocks slow effects have been reduced
  • Fixed a bug that would occasionally cause the currently equipped item tooltip to display when hovering on empty slots
  • Lightning Orb will no longer target dead enemies
  • Fixed a bug that would allow storm spells to be cast for zero mana
  • Enchanting table spawn rates have been slightly reduced
  • Rock wall sound effect volume will now scale properly with audio settings

Limited Time Support

For a limited time you can show us your support by buying access to the Fictorum Alpha for $30. The last day to support us will be September 30th, which is only a few days away!

Coming Weeks

We’ll be hosting another Twitch stream on Tuesday, October 4th at 8pm PT. Come check out how Fictorum is progressing!

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!

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We've got a few gameplay updates to show you guys!

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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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