- Garbage collection is now twice as fast in this version which means that the game should require less memory to run as objects are being deleted faster when no longer needed. This is actually relevant as this improvement will assist with managing available memory resources. One example is cleaning up particles more quickly from powers FX.
- There's a new Volumetric Fog feature that we might use to create some cool looking scenes.
- Distance Field Ambient Occlusion and Ray Traced Distance Field Shadows now load 30 to 50% faster. Distance Field generation is also now 2.5 times faster than before.
- Multiple improvements to animation modifiers have been added, allowing us to apply a sequence of actions to a given animation or skeleton. Also improved performance of rigid body for simulation needs, improvements to pose driver for more control, and the play Montage blueprint is an Async node, that can be used in any blueprint logic to play animation montages, and have easy access to some of the call back events it provides.
- The APEX Clothing Solver has been replaced with NvCloth, which opens some options for us.
We think it is important for our community to know what version of the engine we are using to develop of Ship of Heroes. Upgrading from one engine version to another requires effort, but brings benefits in terms of the quality of the game being produced. Epic has just released version 4.18 and as such we will be doing another upgrade to UE4.17.3 very soon. Our strategy is to stay one version behind, and be a fast follower in this aspect of game technology. This engine upgrade is the fifth one that we have completed in about 18 months of development.