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: Eden Star - Environmental Destruction

About Eden Star with 4 comments by Zumf on Aug 29th, 2014

Hi, guys. It's Marcin, Technical Artist here again with a shiny, new update for you. It's been a while since we showed you any of the new gameplay systems and so we thought we would give you an update on the reimplementation of the environmental destruction in the world.

Our main aim with destruction has always been to create a fully interactive environment. That doesn't always mean that everything can be fully destroyed, but instead we make sure that you can make your mark on everything within the world. This includes rocks and foliage, varying from little clumps of grass to massive trees.

As the world of Pharus 7 is a terraformed landscape, it is a merging of both familiar Earth-like terrain and alien landscape, where anything not fully destroyed will grow back over time. Everything you 'mine' in Eden Star provides you with resources in one form or another. Rocks, mineral deposits, or crystals contain alien mineral materials, while foliage and trees provide more organic substances such as rubbers or fibers, which you can use in the construction of outposts and equipment. Smaller foliage will not produce materials but can be absorbed as energy to power your kinetic RMD abilities. In essence, when you finally land on Pharus 7, we want you to know that everything you see can be used.

The art direction allows the destruction to feel fluid, natural, intuitive, and make you feel powerful. As you will spend a lot of time deconstructing and farming the world to survive we want it to look and feel awesome as you do it. There are a lot of firework-inspired particles put in place to reward every interaction.

The making of this system has been a lot of fun, but we definitely hope that it will be even more fun to play it. In any case, we are very happy for you guys to see our early progress on this and we really hope you like it. As always, everything you see and read here is a work in progress and as such is subject to change. Thank you all so much for reading and continuous support and see you next time.

If you've got anything you want to say about today's post, or anything else, why not post on:

The Forum
Steam Greenlight
Steam Group
Eden Star Subreddit

As always, if you haven’t already, you can play the Pre-alpha Combat Tech Demo now by pre-ordering Eden Star here! Only $15 gets you the UE3 Tech Demo and full access to the UE4 based Alpha and beyond!

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Post comment Comments  (0 - 10 of 20)
Maxen1416
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
Guest Jul 29 2014, 10:57am says:

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

Quast
Quast May 21 2014, 9:59am says:

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

+1 vote     reply to comment
SinisterExaggerator
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.

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

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

+1 vote     reply to comment
Quast
Quast Jun 5 2014, 5:45am replied:

Thank you

+2 votes     reply to comment
Guest
Guest Jun 5 2014, 5:44am replied:

thank you

+2 votes     reply to comment
AtlasTasume
AtlasTasume Mar 27 2014, 12:18pm says:

Anyone else having problems creating Landscape Materials using this official guide? Docs.unrealengine.com

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

+1 vote     reply to comment
jakeb89
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.

Forums.unrealengine.com

+1 vote     reply to comment
Borzi
Borzi Jul 25 2014, 12:01pm replied:

Are you sure you added colliders? I mean its probably for the better anyway if you make a collider rather than using the mesh collider (easier to process for the engine).

+1 vote     reply to comment
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