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 Kismet.

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 Kismet 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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Blog RSS Feed Report abuse Latest News: Dev Update - December '14

About Hanako - Soul of the Samurai with 0 comments by MattCan36 on Dec 20th, 2014

Most Important Update Things
So we invited a group of around 20 streamers, close fans and friends to play Hanako - SotS for the first time in a demo build and we couldn't be happier with the results. Not only did we get extremely valuable feedback to help shape the future of the game and for the first time in seven years of development, we finally got to see people genuinely enjoy our game, despite it being in very early stages. One of our streamer frieneds streamed some of the session to an audience of around 150 and it was virtually unanimously well-received to our overwhelming surprise.

We're extremely excited to carry this momentum into the new year, may 2015 be the year of Hanako. Below is a video of the entire play session and all the matches we played (even some clips of our blockout of the next map we haven't shown yet).

Combat Update:
One of the primary focuses for the demo build, was to really polish our sword combat as much as possible during the two weeks leading up to last Wednesday. We specifically focused on transitions between different poses and states, and despite some bugs (as always in pre-alpha), we were able to make a ton of progress and swordplay is feeling as good as it ever has in the history of the project. I'm really excited for where we're headed with this area, testers had a great time even despite some issues. It was our first large test, so we quickly discovered some balance issues and will address them in our next demo.

First Demo Screenshots

Art Update:
We went back to Gifu Crossroads (seen in the video and image above) and added some more set dressing to the battle areas, to frame the primary area we intend for battles to take place. This seemed to be a well received change. I've also been putting in work on getting cliff/rock faces complete for the Yari Foothills map, and will be spending a lot of my holiday building as much art as possible for it. We were really thrilled that most of the testers and stream viewers described the art as "beautiful and unique." These are two words we've definitely targeted and were humbled to hear back from our players.

First Demo Screenshots

Programming Update:
As mentioned above, our programmers have been focused on giving polish another round of combat. With the demo build squared away, we'll be making a few balance/combat changes then will resume filling in more abilities for the Archer and preparing to begin production on our 3rd character class, to be announced around the time the Kickstarter launches in Feb/March. They will also be focusing on the game mode rules and code for the game mode to premiere with the Yari Foothills map, that's an offshoot of a CTF-type game mode but with our own twist to the classic design.

First Demo Screenshots

Steam Greenlight:
We are aiming for an early January launch to go live on Steam Greenlight to start getting those 'YES!' votes and hopefully get Greenlit before we launch the Kickstarter. That will give us a huge boost, and facilitate our ability to give in-game rewards to backers and set up our store to provide customized weapons and other things TBD. We will absolutely need as much support as possible, so if you like anything you've seen or read, please follow any of our social networks that will certainly be plastered with Greenlight links as soon as we launch!

Twitch: (Multiple weekly dev streams)
Twitter: @HanakoGame, @mattcanei
Website: - Sign up for our mailing list for exclusive news not posted here, and early bonuses/news down the road.


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Post comment Comments  (0 - 10 of 22)
reok Sep 30 2014, 9:54pm says:

Love UnrealEngine4!

+1 vote     reply to comment
Maxen1416 Aug 6 2014, 7:35am says:

there are quite a number of games in which you play as a drone in this particular engine

+1 vote     reply to comment
Guest Jul 29 2014, 10:57am says:

Where is the Linux tag at the top-right Platforms section? You almost have it already.

+1 vote     reply to comment
Quast May 21 2014, 9:59am says:

UE4 doesn't support C#. but does UE3 support C# language ?

+2 votes     reply to comment
SinisterExaggerator Jun 4 2014, 1:15pm replied:

UE3 is only written in Unreal Script they maybe similar but there are not the same. However i am not really a programmer i just know its U Script.

+2 votes     reply to comment
vibgyor Jun 14 2014, 1:45pm replied:

no, ue3 was written in c++. unrealscript is used for gameplay coding.

+2 votes     reply to comment
Quast Jun 5 2014, 5:45am replied:

Thank you

+3 votes     reply to comment
Guest Jun 5 2014, 5:44am replied:

thank you

+3 votes     reply to comment
TheNodCommander Mar 27 2014, 12:18pm says:

Anyone else having problems creating Landscape Materials using this official guide?

At this step: I just get a black material. What am I doing wrong?

+2 votes     reply to comment
Guest Dec 1 2014, 4:28pm replied:

This comment is currently awaiting admin approval, join now to view.

jakeb89 May 15 2014, 7:28pm replied:

Have you joined the forum and looked for help there? There are always people online and if it's something a lot of people are having issues with there may be a solution already. If not you can get it to someone at Epic who can help out.

+2 votes     reply to comment
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