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I have a multi-monitor system, that is there are three (3) monitors (#1 2560 w x 1440 h, #2 & #3 1080 w x 1920 h) connected to my Windows system and Windows is set to extended mode so it sees them as one contiguous monitor (4720 w x 1922 h) set in a  arrangement . The problem is that, when playing your game full screen, the mouse IS NOT constrained to the game window that is being displayed full screen on the main/center monitor (#1 2560 w x 1440 h) and can move off of that monitor onto either of the two (2) side monitors. If this happens and a mouse button is clicked, whatever is under the mouse at that time becomes the 'Active Window' or application which jumps me out of your game and/or breaks, disrupts, and/or interferes the current action I'm performing in game (e.g. Terra forming). Sometime s when this happens the Terra forming tool locks into whatever state it is in, even after the mouse button is released, and just keeps on Terra forming. Very irritating! As a Unity3D Indie developer I know that it is possible to lock the mouse cursor within the game window so that this issue does not occur. I also see allot of hits in Google concerning this issue with Unreal Engine 4 (UE4) game development. Though I have no experience with UE4 development it appears that this is something you can and should implement within your game. ThanX - DJ
Please add a function that will reduce the volume level of a storm based on how far under ground the player is. That is, when I'm in a cave two layers down with no exits to the surface anywhere near the player the sound can become DEAFENING when a storm passes directly overhead. As the player is insulated by a thick layer of ground, dirt, rock, whatever the sound from said storm should be substantially muted and or/ non existent. I know this is a game but ... you might want to consider that, it there isn't any air (e.g. we are in a vaccum) or the atmosphere is of some other makeup (e.g. Helium) then the transfer of sounds an they way they would be heard would either be impossible or dramatically different (e.g. Helium) as the sound waves travel at different rated in different mediums which could be accomplished by adjusting the pitch based on planet type and altitude. Would be a nice technical touch to the game sounds IMHO ThanX - DJ