Frankie V, on 27 November 2015 - 09:59 PM, said:
Totally understandable that if someone want's to make a UrT based map they would want the mechanics and getting some kind of alpha out is a priority.
In Unreal 4 this is already a problem solved by the use of physics materials. Physics materials are not true texture materials but an extension available to all materials that can be used to change the surface behavior. Since it is an extension a material can be applied as an instanced copy and the material applied with different physics variables and can be used as a landscape material. As an all in one solution A physics material also covers other needs like ladders, ropes, zip lines or even wall climbing.
The problem I was referring to was not one of applying a physics material or making things icy, but one of geometry. In 4.x, making a quarter pipe which a player can launch off of and land back into is a tricky thing. If you simply create a series of brushes in the shape of a quarter pipe, the player doesn't land smoothly. Instead the player gets stuck where two brushes meet. I could go in much more depth of exactly where and when this issue shows up, but needless to say, it is a very big problem in 4.x.
Rambetter found a brilliant solution that was essentially adding a shingling system to the ramps, so that the player never actually encountered a place where two brushes joined perfectly. There are even more issues when you get into making loops, and bowls and other strange geometric shapes.
I am extremely interested to see if any of these issues are a problem in UE4 and if some solution will need to be developed for fixing any geometry issues that are encountered using the UE4 engine.
This post has been edited by KroniK: 30 November 2015 - 02:48 AM