UE4 devblog

The more I use it, the more I like it.
The engine is quite complicated but not in a cumbersome way, rather in an overwhelming way: nothing is difficult but there is – a very – lot to learn.

At the moment, I’m sticking with blueprints, the visual programming approach and not going into C++ yet – thank you Microsoft for the free Visual Studio license I was just granted, I didn’t expect that.
Visual programming is something I’ve been interested in since the ’90s really, with a revolutionary Macinstosh programing language which, unfortunately, never took off and which I can’t remember the name of either. Displaying logic blocks visually is a very nice prototyping tool and good practice. So, until I have very lengthy code to write, like AI, I won’t be bothering with C++
It is worth noting that in many instances fragments of the code I wrote over the years for NWN is reusable under UE4.

I can pretty much link all the pieces together now, but not confidently: I still need crutches to walk and can’t even think about running!

Dominique has started learning Blender, she seems to enjoy it – fingers crossed ! – and could be one of the assets I desperately need to build the elements of the upcoming universe.

TL;DR
P
robability of ever seeing Althea 3 on Unreal Engine 4 raised from 20 to 50%
Expected development time decreased from 5 to 4 years.
Both can only improve.