Unreal Engine 4 at a Glance

I recently got the amazing opportunity to try out Unreal Engine 4. I hope to post more detailed info and a review of the engine at some point in the future, but for now I can only confirm a few things you should already know:

  • UnrealScript is dead, long live C++
  • Hot Reload (also known as Runtime-Compiled C++) is awesome
  • Dynamic global illumination (SVOGI) isn’t a reality as I mentioned in my lighting tutorial; Lightmass is sticking around for the foreseeable future
  • Epic Games is really good at living up to their name

Oh, and then there’s this:

A simulation of our Sun in UE4

A simulation of our Sun in UE4

One million lit, collision-enabled particles running at a silky-smooth 30 FPS on my middle-of-the-line rig. With UE4 around, the future of gaming looks equally bright.


4 thoughts on “Unreal Engine 4 at a Glance

  1. “UnrealScript is dead, long live C++”. This got my attention. When possible, please write overview of possibilities and features comparing both workflows. Previously UnrealScript was running on top of C++, which was hiding core function implementation, I curious how will it be looking in UE4.

    • I will at some point. As you might expect, what I can say about the engine right now is quite limited.

      That being said, because it IS C++, a lot of barriers that UnrealScript introduced are now torn down. Pretty much anything you can code in C++ is valid in-game as well, and that includes doing crazy stuff like clicking a button to open Windows Explorer and delete a few directories. You could have done that in UDK with dll-bind, but that was a huge pain to work with. Natively is much nicer.

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