Studying more on general usability of Unreal Engine 4. Functionally it isn’t much different from any previous iteration from the engine, but the newest one has different usaiability functions even from the main window. Game assets are still the same thing, such as placing actors, objects, static meshes, all that shit. And “Blueprints” is the new label for Kismet back from Unreal Engine 3.
But the real meat changes in the engine rest are usability changes. The documentation starts off with a Quick Start guide that is actually relevant to the beginning end user, something previous iterations of the Engine suffered from and pushed away interest.
I’ve noticed that fundamentally, with the new engine that the emphasis has been placed on “easy to use” which seems to pair with the open system concept that I’ve seen a lot of organizations put into place in more recent years. For instance, most websites that require a personal login before participating in restricted functions like posting comments, simply link to your Facebook under a single sign on (SSO) integration.
Perhaps I will finally revisit the Unreal Engine from a more technical end user standpoint now, instead of mere surface level academic curiosity.
More to come at a later date.
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