As you might have seen if you’re following us on Twitter, I’ve been working hard recently to get Cubiquity working with Unreal Engine 4. Both David and I have long been fans of the Unreal games and the engine and so I’m having great fun diving into the code. I haven’t spend a lot of time on it yet but earlier this week I had the time to push the integration to a point where I can start showing off some features. Take a look at the video below for an overview of the current state.
The aim is to have at least feature equivalence between the UE4 version and the Unity3D version. So far I have only the smooth voxel terrain working and haven’t started on the coloured cubes version yet. There is live editing in the editor preview mode but not yet integrated as an editor tool such as users might be used to after working with UE4’s heightmap terrain features but this is something I will try to get in before the first official release. For the first beta release I want to spend some time neatening up the interface to the engine to make what’s currently available as usable as possible.
I’ll be posting an update here on the blog when there’s code out for people to test but in the meantime follow us on Twitter @VolumesOfFun (or me personally @milliams) or track our updates on the Unreal Engine Forums.