Unreal Engine bug tracker is now available to the public! That means you can check the status of an issue when the developers reference a ticket number in Answerhub posts and Forums. Once you have found the issue you are interested in, you have a wealth of information at your fingertips, such as:
Affected versions of the engine
The status of the issue (whether fixed or not)
Targeted version goal for a fix
Links back to any community pages where the issue was reported or wherever the ticket ID number has been referenced.
If the issue has been fixed, the site will automatically link to its GitHub commit whenever possible so that source code developers can grab and integrate the fix into their codebase without having to wait for the next binary engine release!
Epic also implemented a voting system so that you can highlight the issues that you care about the most. This allows you to track the issues you have voted on and allows Epic to review the top votes to see the issues that are most important to our community of developers.
So last night I wanted to experiment if its possible to do Death Rally kinda AI and here is the result. All done in Blueprints.
(Thanks to Josh Markiewicz from Epic Games for the high level explanation of Paragon Servers)
(Thanks to Pádraig from GameSparks for Node.js setup)
So how does it all work?
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Update #3 of my RTS Game in Unreal Engine 4 using C++.
- Added Town Center. This is required before building any other buildings.
- Added initial AI system. Villagers will find and go to the nearest resource and start gathering it.
- Added few other buildings.
- Added farm.
Quick prototype done entirely in UE4 Blueprints (multiplayer supported yay)
Update #2 video of my RTS Game in Unreal Engine 4 using C++. In this video you can see villager building house, house creating new villager and villagers gathering wood and stone resource.