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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World Structures Changes

World structures are going to be overhauled in the near future both visually and gameplay wise.

First, we will be completely redesigning many of the world structures including the Workshop, Supply Station, and Manufacturing Plant. These structures were using assets that we made during a very early prototype stage over a year ago and a refresh for them has been long overdue.

New World Structure concepts


Second, we will be making all World Structures (except Manufacturing Plants) destructible. We've always planned for this feature, but is has been contigent on redesigning some of the world structures. It didn't make production sense to do destroyed versions of assets that we knew were going to be thrown out in the near future. We are hoping this will open up new strategies like scorched-earth tactics or targeting enemy production towns. When an upgraded World Structure (like a Vehicle Factory) is destroyed, a percentage of it's Technology Parts will be dropped in the debris.

Finally, we will be removing the Oil Refinery structure from the game. Fuel will now be gathered from out of town Fuel resource nodes, similar to how it is with Components.

You can see some of the refreshed World Structures below.

New Workshop asset


New Supply Station asset


New Manufacturing Plant asset


Firing Range

While this is far from a critical thing, this has been a bonus feature we've been wanting to implement for some time. We will be adding Firing Ranges in several regions of the world. Players will be able to use these to test out weapons and get feedback on damage statistics. We're hoping this will enable players to better understand how each weapon works and in the long run, improve game balance.

Colonial Character Model

If you've been following Foxhole for awhile, you'll know that we've been working on redesigning the character models for awhile. Our big goal with the redesign is to keep the existing feel of the characters as much as possible, while giving each faction a distinct look and injecting ideas from the new lore we've developed. This has been an extremely challenging task and we've gone through many failed iterations where things felt just "slightly off".

In our previous posts, we showed you the progress we've made on the new Warden character. Today, we're finally at the point where we are happy enough to show off our new Colonial character. Keep in mind the model is still work in progress, but you can see how it looks below.

In-game test of the new Colonial character model

Search for new Faction Logos

Our concept artist Julian has also spent a lot of time redesigning the faction logos. The current logos have always been considered stand-in designs. Much like the character models, we have been going through many iterations to find the right fit. We are still searching for the right logos to represent the Colonials and Wardens, but here are some designs from past iterations.

Note that we've made dozens of logo designs and what you see here is just a fraction of them.

Addendum: In case it's not clear enough, these are designs we passed on. I wanted to share some of the ideas we've gone through in the past :).

Coloninal logo explorations (past iterations - not final)

Warden logo explorations (past iterations - not final)

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Comments  (0 - 10 of 45)
darkelf1
darkelf1

cool

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+1 vote
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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easy to use , cheap subscription , easy integration with other professional software like 3d studio max and even free software like blender . anyday over unity

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