Getting my hands on Unreal Engine 4


THATS RIGHT FOLKS!! I got the chance to try out the awesome Unreal Engine 4.  First thing i gotta say is, it’s obviously much much better than current UDK we use. Unreal Engine 4 uses deferred shading instead of forward rendering that is used in UDK so the rendering is now much more beautiful than UDK. Unreal Engine 4 supports advanced Direct-X 11 features such as HDR reflections, physically based materials, IES lighting and many more. UnrealScript has been completely removed and we now have C++ support. But dont worry because if you know UnrealScript then it wont be much of a problem migrating to C++ (Although you must keep pointers in your mind while programming). Once you start using C++ in UE4 you will eventually love it because it is much more faster than UnrealScript. Epic also made a “awesome-cool-useful” feature called Hot Reload. If you watched Allan Willards UE4 walkthrough you might know this. For those who dont know…in UDK you have  a UnrealScript class that does something in your game. To change the values you’ll have to exit the editor –> start an IDE –> make the change –> compile –> start the editor….the cycle continues. But in Unreal Engine 4 you dont have to exit the editor! Just click the asset -> open Code View –> double click the function which will open in Visual Studio and edit. You dont even have to save the file! Because when you compile inside UE4 the file is automatically saved. Once the compilation finishes the changes are immediately applied in the engine. The good thing is you can play while all this is happening! Changes will be applied right inside the game. Cool uh! 

Unreal Engine 4 is incredibly powerful and faster when dealing with Dynamic Lights. If you have used UDK then i dont have to tell what happens when you throw hundreds of dynamic lights. But in UE4 (since it is deferred shading) it can handle thousands” of dynamic lights perfectly. Materials are now physically based shaders which gives much more realistic look for your objects. Another awesome new feature is the new Instant Game Preview. Previously in UDK when you click play, you have to wait until the map is saved. This is no longer the case in UE4. Click play and BAM!. There you are in the level right inside the viewport. No more saving of maps. You can also quickly switch between fullscreen and normal view easily just by pressing a key.

But i haven’t yet talked about the two things i really liked in Unreal Engine 4. They are “Asynchronous Light Building” and “Particles“.

Asynchronous Light Building:
To put simply, light building now works in the background and while the engine is doing the light building, you can keep on playing inside the editor. Once it is finished engine will ask if you want to keep it or discard. If you choose to apply, then static lighting is applied. If you are wondering if SVOGI (realtime GI) is included then sorry. Unreal Engine 4 still uses Lightmass system. But before you get that frowny face let me say that even if SVOGI is not included, there are other ways to simulate that effect.

Particles:
Particles have been greatly improved in Unreal Engine 4. We now have high-density GPU particles with collision and dynamic particle lights. Dynamic Particle Lights are a great improvement and can add a lot to your scene. For example you can have the gun muzzle flash cast particle lights which gives a far more realistic look than what we see in UDK. To see particle lights see below screenshots.

And…The most important feature of Unreal Engine 4 is Blueprints. You can create your characters, vehicles etc all inside the editor (without exiting!) using Blueprints. I will post more information about Blueprints in the next post (hopefully with  a video!).

So for now…enjoy these screenshots. 🙂

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Lamborghini Gallardo model in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Screenshot of Industry (from my game Engage) in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

Particle Lights in Unreal Engine 4

More screenshots and videos to come…:)

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About Satheesh (ryanjon2040)

Genuine Unreal Engine user

Posted on November 15, 2013, in Unreal Engine 4 and tagged , , , , . Bookmark the permalink. 9 Comments.

  1. Fantástico !
    Obrigado pelas informações !
    Só não entendi a parte dos blurprints
    e criar os objetos dentro da engine ….
    da pra modelar na própria engine ? e não depender mais de softwares externos como o maya e o max … ?

    Like

  2. Really love the screenshots from Engage! I know you’re under NDA, but can you say if learning the current UDK will transfer over to Unreal Engine 4, or are they totally different?

    Like

    • Thank you alt.tszyu. Great to know you liked the screenshots of Engage! 🙂

      Learning UDK will definitely help you when upgrading to UE4. Importing assets are same as of UDK (slight changes only). If you know UnrealScript it will also help you a lot when moving to C++ because the underlying API is almost the same. Major difference is with the syntax. And the most beautiful thing in UE4 is Blueprints! You have no idea how powerful it is and how easy it is to setup things using Blueprints.

      Like

  3. Awesome review, mate!

    But, I’m wondering, how did you get this version of UE4? How can I get too?
    Can you post some photos or make a video to show more about the programming process in this new version… I want to see some C++ and class definitions! Heheheheh

    Thanks!

    Like

    • All i can say about how i got UE4 is Epic gave me access to it. Am not allowed to discuss the details.

      For C++, i havent messed with it yet because everything i want to do i can do it with Blueprints. Later i may go to C++ but right now i want to concentrate more on Blueprints only because its totally unique and very powerful. 🙂

      Like

  4. I didn’t think Indies were going to get access to UDK 4.0. If we do, that would absolutely make my day. Moving to C++ and Visual Studio would be a big step up. Granted, I haven’t had much time to play with your own IDE yet as I just found it. But as far as coding in Sublime, I’m not a fan.

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