@Deathstick, the best thing that any engines including UE4 can do to address the vertex animation situation is to implement Alembic in my opinion, I know there are talks of this going around for Unreal, hope they go through with it. As for this engine, they are going to face a real challenge considering Unreal ,Unity and…
It's cool to have the cameras and shaders synched. But the big fundamental question is: are the modeling synched. That's one of teh biggest problems game studios have. If you export a model from Maya to StingRay, then move it in StingRay, will the model location be updated in Maya (at least for static objects)? if yes than…
I've had to reread what you've wrote 5 times, and it still doesn't make any sense. Unreal engine is great but it is far from perfect. There is plenty of room for improvements. Everything can be improved, you speak as if Epic has reached the pinnacle of 3D graphics. Just because a problem is hard, it doesn't mean you just…
One thing that might be awesome, is being able to use something like all of 3D Studio Max's modifiers to actually animate different effects (not skeletal) directly in the game without having to vertex bake everything. Totally would make a few games using just warp-space modifiers. Not to mention, if you wouldn't have to…
The appeal of this is very easy to see. It would be as if a studio had its own proprietary game engine. Unreal/Unity are an external game engine that one must import all assets and content into. That does take time and efficiency away. Imagine if all the shaders you build in Max/Maya are the shaders you see running in your…