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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Patch v.1.5.3336

June 15th, 2017

We felt that while we received a lot of positive feedback for our previous in-game HUD, it could be improved or even redone completely. We took it upon ourselves to form a UI that was both good looking visually but also user-friendly and at the same time incorporating all the suggestions and feedback we had received from the previous one.

New In-game HUD

Energy and Health are now relocated on the bottom left corner of the HUD and received glow effects. The mini-map has been redesigned while we improved your hovercraft’s and enemies’ hovercraft’s positioning. The abilities tab has been moved to the bottom right of the screen. The icons have received a visual update and we also have added a glow effect depending on, if the ability is on cooldown, being used at the time and when it is off cooldown. We moved the timer of each ability to the left of each icon and created a progress bar to show how much time left of that ability remains.

Crash Force new HUD

We have also updated the Main Menu UI, with bigger buttons, clickier than ever, clearer texts and visual feedback.

Cicuma Pulsatrix in Crash Force

We felt that while we received a lot of positive feedback for our previous in-game HUD, it could be improved or even redone completely. We took it upon ourselves to form a UI that was both good looking visually but also user-friendly and at the same time incorporating all the suggestions and feedback we had received from the previous one. Energy and Health are now relocated on the bottom left corner of the HUD and received glow effects. The mini-map has been redesigned while we improved your hovercraft’s and enemies’ hovercraft’s positioning. The abilities tab has been moved to the bottom right of the screen. The icons have received a visual update and we also have added a glow effect depending on, if the ability is on cooldown, being used at the time and when it is off cooldown. We moved the timer of each ability to the left of each icon and created a progress bar to show how much time left of that ability remains. We have also updated the Main Menu UI, with bigger buttons, clickier than ever, clearer texts and visual feedback.


New Hovercraft - Cicuma Pulsatrix

We are so happy to present you Cicuma Pulsatrix. In fact, we have been so hyped, that we started a Rave Party!!

Cicuma Pulsatrix is the medium-sized hovercraft from the Cicuma family. Pulsatrix is an all-purpose hovercraft with well-rounded properties but excels in Velocity and Skirmishing.

Cicuma Pulastrix Abilities:

Rocket Hail: Pulsatrix casts a rain of rockets that fall upon a targeted area damaging all enemies inside.

Flash Bang: Pulsatrix overload all nearby enemies visual feedback blinding them for a period of time.

Cicuma Puppeteer: Pulsatrix creates exact replicas of its own body at random locations in an area around it.

Cicuma Blend: Pulsatrix camouflages itself and blends in with the environment utilizing the nanites of its body.

We have prepared a few screenshots of Cicuma Pulsatrix while in-game along with its two Bodykits/Skins, Illuminator (yellow) and Crusader (red) as shown below:

Crusader skin of Cicuma Pulsatrix in Crash Force

Illuminator Skin of Cicuma Pulsatrix in Crash Force

Cicuma Pulsatrix in game screenshot in Crash Force

Cicuma Pulsatrix in game screenshot in Crash Force

All the abilities, skins and VIDEOS of each ability are on our Wiki page here: Crash-force.wikia.com


New Game Mode – Capture The Capacitor

Capture The Capacitor Gameplay screenshot in Crash Force

We are very happy to announce that we have made available our third Game Mode called “Capture the Capacitor”. Capture the Capacitor is a Capture the Flag game mode, that was adjusted to fit the playstyle, gameplay and sci-fi theme of Crash Force.There are two Teams on this map, that need to protect their own Capacitor (marked as blue) and capture the opposing team’s Capacitor (marked as red) and bring it back to their base without dropping it to score a point. The team that scores three Capacitors points wins the game. The player that acquires a Capacitor is unable to cast abilities but can still maneuver, attack and dash to any direction to escape death. When an opposing team member kills the Capacitor carrier, the Capacitor is dropped to the ground. A member of the same Capacitor team as the carrier can then pick up that Capacitor and finish the job, or a member of the opposing team can pick up the Capacitor and immediately return the Capacitor to its base. We have prepared a small preview video showing gameplay from CTC:

A gallery showing moments and in-game notifications of objectives of CTC:

Capture The Capacitor In game screenshot in Crash Force

Capture The Capacitor In game screenshot in Crash Force

Capture The Capacitor In game screenshot in Crash Force

We are looking for ideas, suggestions, and feedback on our new game mode! While Capture the Flag is a well-known game mode, we are open to suggestions, to improve the feel, uniqueness, and difficulty of it.


New Game Mode – Shooting Range

Shooting Range Wallpaper in Crash Force

We are very excited to finally release Shooting Range. Shooting Range is a place in a distant galaxy far away from where young hovercrafts practice their new-found abilities and test out their mechanics. In this mode, you will be able to test all available hovercrafts against moving targets, rooted in place targets and test your abilities to perfect the timing of your combos as well as test the range of each ability likewise. We have prepared a small video showing some of the in-game areas of Shooting Range:

Just a quick note that, in order to change your selected hovercraft, you just have to head to the room you spawned when you first entered the Shooting Range. When you enter that room a pop-up will appear that lets you choose another vehicle. We have captured a few in-game screenshots of the Shooting Range:

Shooting Range in Crash Force

Shooting Range in Crash Force

Shooting Range in Crash Force


Mid-Game Hovercraft selection screen

Entering in a match while the match was already in progress will now let you choose a hovercraft before spawning. We think this addition will help people to join in progress games without fearing on which hovercraft they would get when they spawned mid game. Note that when you enter a game mid-way your score will be reset. Meaning that if you leave an in-progress game and then try to re-enter that match so you can choose a different hovercraft will reset your score. In addition, creating a match without any other players will close after you quit the game.

Mid game hovercraft selection screen in Crash Force

The following picture was taken in Shooting Range but nonetheless, it is quite similar in other Game Modes and maps.


Buddy System – Steam Friends Invitation System

Our testers wanted a buddy invite system, where they could invite their Steam friends to play Crash Force with them and therefore we created the Buddy System. In order to invite a friend to a party in Crash Force, you have to already be friends on Steam and also that friend needs to have Crash Force in his/her Steam library and installed on his/her PC. The next step is for you and your friend/s to login into Crash Force and hit Quick Play. When you enter the Quick Play area, you will be able to see all your Steam friends that own Crash Force in separate lists depending if they are Online or Offline. If none of your friends are online then you can skip and queue up solo. By clicking on the plus (+) button next to each buddy you will invite him/her to your party (and therefore be the Party Leader of the party). Your friends will then be prompted by a pop-up on the bottom right of the screen to accept or decline your invitation (Fair warning: refrain from Declining Invitations at the moment as they seem to bug out the system, instead accept the invitation and then leave the party. We are working on a patch to fix this issue).

Friend Invitation in Crash Force

After every one of your buddies are in the same party, the Party Leader can then can queue up for the desire Game Mode. In the next screen, we are showing the perspective of the Party leader, where the player can kick a party member by clicking the "X" button next to party member. The Party Leader can also disperse the party, by clicking the "Disperse Party" button on the bottom left of the screen. Party members can exit the party, by clicking on the Exit button on the bottom left corner of the screen (where "Disperse Party" button is now). When the Party leader queues up for a Game Mode, only the Party leader can stop the queue timer.

Friend Invitation in Crash Force

When the queue timer ends, the party members will move to the lobby screen and either be on the same team (for Team Showdown and Capture The Capacitor) or in the same Lobby but oppose each other (in One Man Wolfpack). You can opt out of the Lobby by clicking the "Leave Game" button on the bottom of the Lobby screen.

Lobby with friends in Crash Force

When the match ends, you will automatically be allocated to the next lobby to fight against other players or bots, in the same or opposing team depending on which game mode you have selected. If by mistake, your Party Leader chose the wrong Game Mode, you can all leave the lobby, your party will be disbanded. You can create the party in the same procedure as described above and queue for the desired Game Mode.


Finally, we fixed several bugs, made graphical changes and optimized Crash Force which are listed below:

Bug Fixes:

  • Fixed an issue where equipped paints would not show up in menu.
  • Fixed an issue where the match end card would show bogus loot box earnings.
  • Fixed an issue where maps would not rotate.
  • Fixed an issue with collisions in the tutorial.

Graphics changes:

  • Cicuma Forest revisit. -
  • Clava Diphylla's Berserk New fx.
  • Clava Acadica's Cicuma Shift new fx.

Optimizations:

  • Garbage collection optimization.
  • Network optimization.

Thank you for reading through it. If you have any questions for anything related to the features we introduced or just want to say hi, do no hesitate to contact us!

And as always, follow our development progress on:

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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 :)

Reply Good karma Bad karma+3 votes
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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