#fab
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jazz music?
pretty sure there's ac ouple on there. I think one came out last month tbh
Ooh gonna buy these
@ebon leaf !! When will the update be up?!! I am dying inside cause I want to work on the survival game!! Well sort of. I think I just took an over dramatic pill or something.
@elfin plinth Hi, you can Alt + Middle mouse to drag pivot anywhere you like
@solemn atlas shrugs your guess is equal to or better than mine. It's all in epic's hands ๐
I know. . I know. . ๐
trust me... I want it applied asap -.- gotten heaps of support tickets over the last few days because of the issues under 4.15 and all the new customers from the sale lol
ok, time to get off my butt and start working on something again
Anyone know why Vega's Crypto Library wont install? I cant get it to install on two different machines, UE version 4.15? Which it does support?
The Epic Launcher just does nothing at all after hitting install and selecting the engine version
nothing ever downloads....
๐ฆ maybe someone out there knows of a fix or work around?
I cant imagine im the only one...this is happening on both a Windows 10 PC and a Macbook Pro with 10.12.3
Sent Epic an email, but ya....
@analog arch oh ok. Did you promote that feat somewhere because I totally missed it?
I mean, for me that woukd be the most important feat, not the snap to preset positions that you showed all over the promo material
And as a customer, I'd not buy it without free placement, so maybe you should mention that more clearly?
@elfin plinth Thanks. I do mentioned that in the marketplace page, but might be easy to miss.
@analog arch I did read the description again and I think you are referring to this line Save temporary pivot placement (Alt + Middle mouse) with one button click
as customer, after all that preset talk, I just imagine that refers to the temporary preset location
there's no line of text anywhere in the description that it means free placement or that your tool allows it
IMO it should be the first thing listed on the feats ๐
the alt+middle mouse feature is actually mostly a built-in feature, (not well known), and Pivot Tool built on top of that to make it easy to save and reset the temporary pivot placement.
but you are right, I just re-read my description, it's easy to get the impression that Pivot Tool can only used to apply pivot preset instead of free pivot placement and baking.
I reaaly sucks writing description/features.list stuff.
Pew
Preeeettyyyy
Am I the only one around here thinking that playground package is worse than poor quality?
Hello everyone! Could you guys help me with this Marketplace research?
Thanks!
I've seen worse, @silver moat
presentation is a bit meh
interesting that it's featured, though
@wooden falcon https://www.youtube.com/watch?v=8mbbfrJ9704
Would appreciate any/all retweets ๐ Thanks!
https://twitter.com/dapperraptordev/status/840388256847953920
You got it buddy
@solemn atlas Thanks sir ๐
I'll (try to remember to) retweet that once I get behind my pc ๐
@zealous ibex thanks man ๐
Ramndom twitter sex bots are retweeting it... so... I guess I'm in there? ๐ lol
yah... they are rampant on twitter -.-
@tribal jackal nice job โค
@ebon leaf Retweeted
@solemn prism Thank you ๐ Muchly appreciated!
@ebon leaf like retweet fav subscribe
@gloomy bramble thanks!
@viral zinc thanks man =)
@solemn prism looks amazing
oooh that looks sweet
we are getting closer and closer to havingall of minecraft's features on the marketplace XD Excellent XD that looks cool as!
le XML parser. thing is, if you know how to use XML, you dont need a parser. you write a parser :p
lol shrugs I'm sure it's a useful plugin for some
I just don't understand why a free plugin is listed as on sale XD
im sure it has features not in core functionality
I definitely don't want to ever write an xml parser
i did it a while ago with google earth xml into UE. wasn't so bad.
@silver moat Your redwood thing looks amazing, I want it ๐
@fleet garnet Thanks.
I was wondering why performance was lower than expected though.
But I just found out the Grass Tool node has a problem.
@silver moat Oh wow, good to know that. Did that come with 4.15?
Not quite sure. Haven't been using the grass tool extensively up to recently.
is the issue with grass tool or just instanced grash meshes?
One wouldn't need more ferns in a package, would they?
like you just throw tons of polygons to render and it slows down (like people would expect)
?
If you look at the comparison, same meshes are giving a constant 120 FPS when the landscape has only 1 component.
ok, I'll rephrase, is the perf drop the same if you do the same thing as you did on your post with same amount of instanced meshes (using same meshes)
?
without using the material tool
Using the foliage painter I also get a constant 120 FPS.
They all have a billboard to them, so it's not the meshes at all.
the grass tool is weirdly expensive based on my experiences too
would be good to profile this kind of things to see where all the ms are going into to
Comes from shadow depth.
But that doesn't make sense.
If the drop was caused by shadows it shouldn't be different on 1 vs. 100 components.
if components force it to be drawn into shadow buffer using separate draw calls then it does
Bored Engineers know better. ๐
as visibility of the patch of grass can be tested on component basis
well, just a theory
hey, uh, i've got a question regarding submitting something to the marketplace
I've looked over the submission guidelines and I'm not sure how I would go about creating an Overview Map for my content?
it's, like, 4 or 5 generic 2D images and some blueprint functionality that can be used to transform UI elements
@sharp mason Your map could be nothing more than an empty level that registers a UMG HUD or menu screen demoing your UI functionality. Or if it's something intended to work with UMG components in 3D, it could be a little more interactive I guess.
Hey everyone - Got a question - I am looking at making an end to end MMO game kit with Unreal 4 (WoW Clone or Everquest 1 Clone) and I am using a few Nodejs based libs as the networking layer. Anyway my question is would there be any interest in this? Some basic setup will be required by the user but It should be a turn key solution for a basic MMO.
@kamrann The actual "play space" for the demo is a basic arena shooter-style map, but I meant it more about the thing in all of the marketplace guidelines that normally has all of your user assets lined up in a single image; I can't really do that since most of the pack's functionality is 2D / based in user interface materials.
Will be the last time I ask for a bit I promise ๐ Woul dlove any retweets of this... Not even about a sale this time XD
Thanks guys ๐ Muchly appreciated!
@sharp mason Ah okay sorry, misunderstood. I have 2 plugins and didn't need anything like that, but not sure about blueprint requirements, or if things have changed since my last submission.
Done @ebon leaf better late than never I guess ๐
@zealous ibex bah, people doing it late is great ๐ makes it relevant again XD haha
@silver moat looks good ๐
if we clone the github repo and build the engine ourselves, how can we utilize the marketplace? the epic launcher doesn't have the ability to add custom source builds, yet the marketplace is only functional through the epic launcher? i cannot seem to add content to projects from marketplace assets, it fails without error while appearing to allow me to add content packs to projects in my user folder.
You can probably just migrate them manually (by copying the content from another standard UE project)
Yeah I doubt built in support for custom engines will come to the marketplace any time soon.
And it's never going to be full support anyway, since you can't expect sellers to make their products compatible with any potential engine changes.
^
having one binary engine there can't be that bad
but yeah, this was discussed at #ue4-general already
(also a good example why crossposting is bad)
I was also looking for some feedback regarding my asset pack name, since the content's a little nebulous
I'll upload a preview real quick but I'm going to do a full-on advert / video for the final marketplace product
I was thinking of going with "UMG Lens Distortion & HUD Bobble Solutions"
it comes with material functions and a global function library that allow you to emulate the "parabolic distortion" parameter that used to be attached to 3D world widgets, albeit I have 3 distortion types (barrel / pincushion / complex) included and you can make it affect virtually anything in UMG as long as you wrap it with a retainerbox
the global function library has a bunch of customizable inputs that, by default, use your player's velocity & input axes to transform the UI
stop spamming. type it all at once
you can either do the transformations through a widget's RenderTransform or by using a retainerbox / material setup, or both, with the tradeoff essentially being sharpness (aliased through widgets) versus smoothness (anti-aliasing through a material)
hey guys, do you like this one? https://www.youtube.com/watch?v=Hcn1NPSp9TA ๐
when does the new marketplace batch go public?
has anyone heard anything solid about the steam direct pricing yet? Have they set a price?
I think wednesday @ebon leaf but it could have changed
Pretty much somewhere mid week or friday, and every week I think
It's wednesday for the main content drop, and then some plugins often get dropped on fridays. It should be sometime in the next 4-6 hours I believe, but not 100% on the time exactly
and @bold quiver Valve haven't said anything beyond "we're thinking anywhere between $100 and $5000" -.- knowing Valve, they won't until it's launched. Hence all the rushing onto greenlight
Been working on custom vehicle physics, what do you guys think? https://www.youtube.com/watch?v=pCvfnhQnrGo
@fleet garnet that's physx vehicle based, right?
No, custom vehicle class. It is written from scratch.
ah, I thought it was physx based as you used same terms, like sticky tires
I've only seen it being used on that vehicle code ๐
I didn't how to call it ๐ Most people are familiar with those terms from PhysX vehicles so I decided to use them.
Oooh that looks pretty sweet ๐ฎ
Thanks
@fleet garnet congrats! Don't forget to drop a note when its out ๐
Thanks, sure ๐
Dayum that looks sick @fleet garnet
has someone already reported this pack? https://www.unrealengine.com/marketplace/bowanimationpack
I'm 99% sure they're animations ripped off from Mixamo
I emailed the marketplace guys and said that someone should look into it. I have no idea if they are the same or not, but saw the comments everywhere and thought it best to get some official eyes on it ๐
Shameless plug here for an upcoming plugin: https://forums.unrealengine.com/showthread.php?139658-Create-Landscape-Material-Plugin
Basically lets you create a Landscape Material from a bunch of materials without having to go through the hassle of copy-paste, create layerblend nodes, landscapelayercoords etc...
looks pretty neat, though to be honest, I don't think I would buy it
when I do landscapes I actually tend to make each layer a material function, which makes setting them up not that much hassle
@fleet garnet looking good! I like the buggy's design ๐
does anyone have a birds free asset ?
@leaden root @tall helm Thank you, I took it from my game project ๐
Whats the multiplayer replication like?
@leaden root Standard server side replication, I am working on an alternative Client Side prediction. I will include it with the Plugin but it is marked as experimental, it is not ready for use in a complete game but I will update it as I work on it.
what is the best multiplayer FPS kit?
that is up to date. and still has support?
It really depends on what you are after I think (what style of FPS, feature set, etc.)
funnily enough I was looking at finding a really good multiplayer tutorial that is upto date.
I was going to go with the official epic one but im not sure how up to date that is
@ebon leaf : I need to learn multiplayer real quick to be able to extend your survival template. Any suggestion besides Cedric's bible?
haha um... pray to all the gods and demons you can think of? ๐ I have no idea where to point for "quick" learning of MP ๐ Epic's tutorials are okay for getting basics, but I also don't know how up to date they are.
I probably only need basics tbh. Anything else I can learn as I go. I just cant go into a job without at least the basics. I mean I understand the preliminary concepts but I have no practical experience yet
singleplayer4life
haha best advice I can give, in my experience, is to forget all that singleplayer malarky ๐ it gets in the way haha.
I am a singleplayer guy myself too ๐ but it makes you make more mistakes than anythign else when trying to get MP going
given it's my template - I'm happy to answer any questions you have ๐ though I want 50% of the cut if I end up doing all the work XD j/k
yeah thats why im panicking and not just jumping into a job without the basics
good to know you are active and around for help. I will be offloading...erm... I mean... outsourcing... ahem. Asking you questions about it at some point I guess :p
Always happy to help ๐ Will send you a PM with some other contact methods, just in case I have discord hidden cause it gets distracting haha
hey guys ๐ Just sending you the video that explains all the features of architectural camera blueprints I made recently. https://www.youtube.com/watch?v=76rIi6Nz01s
Appears everytime I'm trying to activate a free pack.
@fleet garnet Will your plugin come with source?
Female character hype
@leaden root Yep, source is included.
My body is ready for it, that wheel removing at runtime is sick
And hitting things without it crapping out is nice too
nah. Too realistic. 1/5 ๐ (also - totally trolling - it looks awesome and I don't even like vehicles in games usually)
Give a free copy to @ebon leaf and he'll get you some sales
lol I will do no such thing ๐ but... I am definitely interested in doing a tutorial on that on ehaha
You could make a tutorial on the fat horse and people will buy it
haha that'd be epic.
@modern perch : Yes, but its useful for the vast majority of times when you are using materials that already exist, such as off the marketplace, free packs, or having another artist made them
Hey everyone, just wanted to announce the release of my SVG importer plugin on the marketplace ๐
https://www.unrealengine.com/marketplace/svg-importer-plugin
@west tide grabbing it as soon as I get to a PC
Shop still doesn't work properly on the phone
@nova scaffold thanks ๐ If you have any feedback or encounter a bug just hit me with an email: cultrarius@posteo.de
@west tide will do!
Hi guys I'm thinking of making my moba kit into a plugin . But I'm worried about if it will work properly and even if it does would epic accept it . All of the core logic is blueprints so that's easy enough for the plugin but it also uses php/json and my own custom written c# program so how would I include that in the plugin and if I did would they accept it to the marketplace when it contains 3 different coding languages ??
@shadow geyser I think you should send an email to the marketplace support directly and ask them
Yeah I guess . Just I know they are so strict and have only just started letting c++ plugin through . I have seen some mysql login systems on the marketplace which should mean my system will be OK . It's just the external program bit I think they might not accept but without it my system can't work . But yeah I will message them thanks
@west tide no voice explaining the svg thing in the video?
@ebon leaf @leaden root I will let you all know when it releases ๐
Hey everyone! We released a highlight on Panda Studios today: https://www.unrealengine.com/showcase/marketplace-spotlight-panda-studios
@proven lily Please do more things like this ๐ That was an awesome article on a well deserved dev ๐
Also a shout out to Panda Studios for their recent Toggl Plugin release on the UE4 Marketplace:)
Hey guys i'm making a project template that is intended to be used as an starting point for certain projects https://www.youtube.com/watch?v=zbQSGm5xc80
I was wondering if i will have any issue if i make this as a C++/BP project (not as a plugin). I know that C++ projects are normally submitted as plugins but as my project is not intended to be merged to existing projects, can i submit this to the marketplace or epic will not allow it?
Also, is there a problem if i use 3rd party APIS/libraries such as facebook, gamesparks, etc?
They have taken C++ projects before, but they usually take a long time to process for submission. No idea regarding the APIs/Libraries
Thanx for the answer! I saw that https://www.unrealengine.com/marketplace/multiplayer-first-person-shooter-kit is a c++/BP project and it's in the Blueprint section of the marketplace.
So it should be possible to do it. I hope i will not hit a wall if i continue my project and if i can't submit how hard is to convert a c++ project to plugin? I don't really have any experience with plugins...
Someone else will have to answer that ๐ my experience with plugins is zero haha
@true roost A project/game/application is just a collection of modules, at least one primary and none/some secondary. A plugin is nothing more than a file which tells the application to load some new modules, contained within the plugin. It shouldn't be a problem to convert from a project o a plugin or viceversa (typically, a blank C++ project just adds a primary game module which contains a GameMode class, nothing more; no reason why you wouldn't be able to convert to a plugin)
Thanx @lean venture, I was following some plugin tutorials yesterday and i was able to port part of my project to a plugin ๐ . The only issue i found is that hot reloading doesn't work when i compile the plugins so i think that i should develop the plugin after i finish my project.
I completely forgot about hot reloading heh
US-based sellers, did you receive 1099's?
I was told via email that Epic does not send them out, but am reading conflicting information (From staff) on Answerhub from this year
as long as you were paid out > $600 I believe, they are required to report it to the IRS and send you a 1099-MISC
Hey guys.
I have a little issue here :)
Hope somebody can help me
I wrote a custom Editor Plugin (custom BlueprintEditor which generates a RuntimeAsset)
I only have one Module at the moment.
I saw in "Extending the Editor" Tutorial that he made 2 Modules
A Runtime Module and
a Editor Module
Should I also implement it that way?
I think keeping it my way could result in packaging problem.
I also want to publish it in the Market Place
Tho you may want to publish it on the marketplace, I think #cpp may be of more help, as we pretty much only fuccuss on the marketplace here, not how to code ^^ But good luck with your submission, if you get that far ๐
Yeah its more like the managing of modules but you're right ๐
Anyone here know how to get plugins to work with 4.15?
Plugins not from the marketplace
put them in the plugin folder?
I dont have a 4.15 folder
maybe it's installed somewhere else 0.o
lol... wow
It installed where I have UT installed
weird. I recently removed all UE installations and started over due to some issues it was having, so maybe they changed something ๐ 4.10->4.15 are all in the same folder for me but all installed in the same day haha
yeah, they changed the folders with a launcher update after 4.15
@ebon leaf just checked out you're game kit looks amazing and decent price will definitely be adding that to my collection come payday. One thing though it's multiplayer and all blueprints so how are you handling player data, saving etc? Just wondering because I'm using remote databases as I thought that doing it all internally wasn't safe etc thanks
@shadow geyser on my phone currently. Will pm you in a bit when I get home =)
"Oooh that looks like a nice particle pack... ooh its a sound pack"
would be nice if there was something that shows its sound/music
lol
I hate seeing sound/music packs when they're released on Wednesdays, cause I always go "ooo, that's really cool looking" only to realize it's some stock photo and it's just a sound/music pack
yuuup
Quick question - I'm putting together a code plugin for the marketplace. Obviously I'm not allowed to include anim starter pack from marketplace in the plugin i'm selling, but could I use them in the free sample project for the plugin with a link to it on the marketplace page?
its a bit of a loophole as the project wouldnt work without the plugin, but would be useful
yes you can
awesome, thanks mate
as long as its not part of your plugin those assets are fine for demo levels for marketplace
@All marketplace peeps here, When your pack is staged they actually send images of how it's going to look like on the marketplace when released
< hopes its automated. would be a bleep to make em do that all manually
of course it's automated... what sort of silly people do you take epic for?! ๐
Looks manual
i totally wasn't being sarcastic... ๐
wasn't clear to me aswell ๐
Damn text not conveying tone XD
I also love to see one person rearranging the featured images on the marketplace each wednesday one by one
each wednesday? ๐ They rearrange them every 2 days haha
Wednesday is the only day I refresh the page each minute until I see what's new ๐
haha fair point ๐
so... that new search functionality is not great ๐ unless your pack has a generic name, which the submission guidelines are meant to stop, people need to search for your pack exactly lol
Great idea though.
@ebon leaf The marketplace search uses the asset title and it's short description to find result. Sneak in a couple of keywords in your short description to make it easier to find your asset.
I'm talking about the autocomplete/live search... which appears to ONLY do the exact name. Example...
I seriously doubt that none of the many many minimap plugins don't have the word "map" or "maps" in the short description ๐ and I know my own quest map definitely has it lol
likewise, searching for "minimap" returns one result, and "mini map" returns none lol
again - for the autocomplete feature they just implemented
@ebon leaf you're clearly not expierenced enough with the search function yet to use it 
haha
So instead of adding fuzzy searching
Autocomplete for the search method we don't want was added
neat
lol
Oooh never knew autocomplete was possible on the MP๐
yah, this autocomplete is a bit odd
and I thought I put little thought into my pack names...there's a new pack called "Assortment of Swords"
and giving unicorn packs a run for their money: https://www.unrealengine.com/marketplace/little-yellow-duck
now I can make that Howard the Duck game I always wanted ๐
no pbr
https://www.unrealengine.com/marketplace/gr-female-heroine on other hand is almost too cheap to be true
Im really wondering if stuff like that unicorn and this duck are a secret cry for help from one of the marketplace people.
there is just no other way to take it
lol, you mean one of the Epic guys?
lol that'd be funny
you don't see that duck on the persons portfolio
gee, i wonder why
hey guys
i just want to rise awareness
i will not include any links or details about the topic other than a warning for creators
got a message from my friend warning me about people able to unpack .pak files and bypass encryption for the .uasset files and re-use them in ue4 so please consider before sending copies for test of your hard working project
Thank you
unpaking is quite known, just common sense to not do so.
some things dont work as well though, from what I know blueprints are basically useless
unpacking is known as you said but bypassing the encryption and extracting people asset is something new and i just want to warn people :/
wonder if its the same thing or alt-thing what happened about 2 years ago.
some guys on slacker found a way to unpack anything ue4 and get it running in ue4 editor.
well i wasn't here in two years ago and recently when i was testing my pack people was telling me it's fine no one can see the code and it's quite hard to do so and now when i know this i was quite shocked so i wanted to spread the word
i can imagine. and good that you do.
if you have any sources though, be sure to throw an email at epic
Hmm, so this applies to compiled projects too?
I was planning to demonstrate someone's model using MMT, obviously only in compiled form
But if models are so easy to get out of it, i rather not
@nova scaffold i heared they can get models skeleton mesh animations and sounds easily
and blueprint can be converted to c++ form as well
i advice to either wait or play around with the .pak folder to get it secured before sharing it
@thorny zenith thank you for sharing this!
I reckon its pretty good value for $10
so would be gastric suction
I'm dying
If it was charging the same price as other high end animals then that would be a problem, but its a $10 low end duck.
not following rules and guidelines is mainly my issue.
I'll leave quality aside.
Well it would be a problem for him, because no one would buy it
o ok
the ones you read before submitting content to the marketplace
yeah I mean the ones you have issues with
on a side note... I woke up this morning... and I kept thinking about billy
makes a game where that duck is riding the unicorn XD
that duck is epic
should be going for $30
haha I like it ๐ again... same with the unirocrn - if something doesn't meet submission standards that needs to be rectified.
I'm not opposed to the duck or the unicorn, I just think they're a bit funny
would be interesting to see their sales stats ๐
cause if they're out selling me, I'm going full on unicorn from now on
haha
^
too bad genitals arent allowed, i have massive amounts of them in 3dsmax just flopping about.
....lol
enough to fill buildings actually
crickets
Duck still better than the fucking unicorn
@nova scaffold you've been able to unpak almost all commercial ue3 and ue4 games as long as I remember, there is nothing new about that either
same applies to unity containers, modders have used this knownledge always
@elfin plinth @nova scaffold so what do we actually need to give to clients to be able to play the game and what files should we keep out of reach . This has always confused me because there are several folders in the packaged game folder
@shadow geyser you can't win this fight, unless you want to encrypt the files yourself and spend a lot of time for that. Easiest solution is to always make the clients agree to your terms beforehand which includes that they may not disassemble things from your project
if you just give them content without terms that explicitly tell they cant do that, then you can be in trouble
Even that's pointless though I understand it . But if someone is intent on reverse engineering you're game then even if you have made them agree to the agreement they won't care about breaking it anyway and it will be impossible to track anyone who does
I'm not bothered about content models etc . Just about keeping the code etc safe ?
reverse engineering c++ code isn't easy
so nativize your blueprints if you use them?
Never used that tool . I hear mixed things some people say it's amazing others say it causes nothing but problems . And does it work if say you're project is a mix of blueprints and c++
sure, almost all c++ projects have some blueprints still
Hmm will have to give it a try I'm still a long way off from having anything finished anyway lol thanks
this is a fight that has gone on for as long as there is games. just look at GarrysMod workshop, there are models on there ripped from just about any game you care to mention. Even without the pak extractor (which is readily available on several russian forums), you can rip models, textures, shaders and more that are being rendered through directx. And as for C++ decompilations, its an issue for all games, that is how most good hacks and customclients are authored. nothing we can do about it tbh, short of obfuscating your code to the point where even you can barely use it.
Even code obfuscation just sets the bar a little bit higher, but if an attacker is really determined then this too will not stop them. As long as the person you give your code is able to execute it, they are able to reconstruct some version of the source code for it. The only thing that might possibly stop them could be some kind DRM that is integrated into the hardware itself, but I don't think that exists for what you have in mind.
So long story short may as well just give them everything to begin with and not worry about it
@shadow geyser I would say it is the same as locking your door when you leave the house:
- You do not do it to prevent a determined attacker from entering, but to prevent the curious passer-by from stealing your stuff.
- If it comes to a legal battle, a locked door is a clear sign that entry is not permitted. Similarly, if you have some form of encryption/obfuscation that makes it clear for your users that they should not tamper with it.
What so I can use a tool to encrypt the files in the folder before I send to them and the gsme can still read the files or not . I understand what you're saying so I guess the question goes back to the original one of what I can do to make it harder for them . Which is why I asked what files they actually need to run the game surely only by sending what they need for the exe to run makes it harder and a little safer ?
Like perfect example before I was including my server binaries and exe etc thinking they wouldn't be able to join my server without them but it turns out I only need to send those files to them if I'm going to allow them to host themselves . So that's less things to include
Well, not giving them the server files is kinda straight forward
That's why there are 2 different standalones in the first place
Keeping the Servers away from the players is most likely enough
The game client will be ripped apart anyway
Look at games like Overwatch or League of Legends.
Players scan those every time an update comes out to find out if there are new voice lines for upcoming heroes and such
Perhaps this channel is more suitable for this question. Maybe someone has a past experience dealing with such potential issue. What I want to do is get this vehicle:
https://www.turbosquid.com/3d-models/sd-kfz-250-9-3d-model/1050915
and rig it in MMT, to have it fully functional. Model won't be accessible to the UE4 users but could be played with in executable.
What worries me is the legal remark on the right side. I was trying to find who own this brand and it seams to be Audi I guess, where would I even start to get a clearance for such an old vehicle?
Hey people!
My new asset is on mp
Can I ask you for retweet? https://twitter.com/Bart_Kamski/status/845377175847145473
My Procedural Summer Sound LE is on #UE4 #marketplace Only 9,99$ https://t.co/BzfkK3JF47 #gameaudio #gamedev #indiedev #unrealengine https://t.co/nf8vIC9sYr
Spelled "night" wrong
Also, is it procedural as in randomly selecting sound wavs or is it procedural in that you're generating new sound data?
Where I misspeled night?
@gaunt flicker /
oh in the movie
well, it has to be that way from now, can you live with it? @gaunt flicker
RT'd ๐
@nova scaffold I am sure you can use the model as you wish, because the copyright holder is probably the German Wehrmacht and they will have a hard time complaining. If you want to be sure you should make some artistic adjustments and not call ist "SdKfz", but for example "TT-7" or whatever.
If you want to be really sure you should talk to a lawyer ๐
@west tide good idea ๐
Wasn't Demag responsible for the design of the SD.KFZ 250/9 ? Demag is still in Business afaik.
I suspect rights to it's design expired a while ago anyway
@vapid tundra I think you are right, I've read that SD.KFZ is owned by Audi but this specific vehicle is indeed built by Demag
I could call it a generic recon halftrack, the brand itself is not relevant to anything in my case as I'm not trying to build it or sell it as a replica of an actually thing (like people do with scale models). This vehicle is just perfect for having multiple different features in the same package - tracks, wheels, interior, rotating turret
So just finished my first base pass for the Hand Painted texture pack I am making. Some WIP. https://forums.unrealengine.com/showthread.php?132038-Hand-Painted-FX-Texture-Pack-with-Effects
Hello, Community !
I am happy to share my first pack on Unreal Marketplace:Sci-Fi Animated Doors Pack:
LINK: https://www.unrealengine.com/marketplace/scifi-animated-doors-pack
VIDEO OVERVIEW: https://youtu.be/js_J65vMO50
@ebon leaf Congratulations on your first pack ๐ Looks very nice!
@ebon leaf Looking Great!
@proven lily could you please take a look at post #17 (davidnk's)
as thats not really a problem with my package but with his launcher or marketplace messing something up?
https://forums.unrealengine.com/showthread.php?110735-Luos-s-A-Particle-A-Day-356-Volume-1&p=686280&viewfull=1#post686280
additional thread stuff: https://www.unrealengine.com/marketplace/luos-s-a-particle-a-day-volume
@delicate dove Respecfully, its not part of your job, but you could at least try to help out...No? Came off really..well...rude.
it did?
It did to me... Maybe to others, no. This is my opinion only.
Well, he can't help there
What do you mean? Help what?
OK... Just my opinion, and I will not get bent out of shape if you disagree... no worries.
i did rephrase it, but by all means, it wasnt meant to be rude at all hehe
Cool... Have a good one!
likewise! and thanks for pointing it out
hey @delicate dove , that sounds like a launcher error, I'll post letting them know who to message about that.
Also, just a heads up everyone, Steph is not going to be reachable via Discord for quite a bit. If I can help with anything please DM me and I'll see what I can do. If you need to message Steph, please do so via email by emailing Marketplace-Support@unrealengine.com.
yea, just in case I also emailed the situation.
Also, give Steph a hug ๐
Hey all, my new pack goes live tomorrow... so would love any pre-release support in the form of retweets XD https://twitter.com/dapperraptordev/status/846777173230809088
Thanks guys ๐
@delicate dove she said thank you and that she apologizes for disappearing. It's frustrating, to be sure, but know that it is all for good things that we just aren't ready to share quite yet.
Stephanie is going to be announced as Epic's new CEO. Marketplace becomes king ๐
the duck is featured today
I'm pretty sure marketplace staff follows what we post here and then feature them just for the kicks
because, why wouldn't you feature a thing that doesn't even use the official submission guidelines?
lol
Actually necro has good stuff and helped me out ๐
@wooden falcon you ever get that dirt stuff workin for vertex?
about to start working on it, actually ๐
takes awhile after finishing a pack for me to work up enthusiasm again
and thank you for the kind words
working on a skull wall material which will probably go into that pack, and the bone pack
OH YEAH!! sweet sauce! look forward to more of your awesome work!
People wanted random rotation of assets for the featured slots. Don't make Epic staff feel bad about following communitys suggestion :S
Yeah... this is a much better system as it allows everyone equal time in the spotlight.
I'd say having it on their marketplace, given the fact that content is still curated, implies sponsorship too ๐
however, as I've said before - I don't think there is anything wrong with the duck/unicorn models in terms of their aesthetic and such. The issue, once again, comes back to the submission process and Epic needing to ensure consistent standards are upheld... which in these cases they apparently are not -.- That said, they are meant to be working on this process so hopefully it'll be rectified soon. Who knows though.
Just to note, the images of the duck now show that it's using PBR materials. Probably the previous images were just the ones he uploaded when he submitted the duck and forgot to update once Epic told him that his materials need to be PBR.
I hope the new guidelines make short work of future simmiliar content though
I'm late to the party, so don't know what the fuss is/was about the yellow duck. But if we're throwing opinions about submissions, I'd like to say I'm a bit disappointed with all the assets I bought from the marketplace .. so far I've gotten more mileage out of tutorials and other free content out there. I'm sure there's great stuff also, but most of the systems on sale arent really thought out or tested too much, let alone feature complete.
Systems should be built for something similar to plug and play, or as building blocks. And most of those systems are. Maybe they just don't end up to your standards because you were looking for another type of functionality?
I know I was with a lot of mine. But I've managed to get amazing customer service from the sellers and the products were easy to implement.
Maybe it was a case of overselling it on their part and too high expectations on my part.. I mean it's not all bad that I would regret buying any one of it, but my plans on taking shortcuts are out of the window
meanwhile, giving another attempt at LOD's for cavepack
Gl luos
I plan on getting the cavepack, the free one convinced me, gj and thanks!
once the LOD-stuff is on im also releasing it with a more optimal master material with some more additional functions
I've been loving my sales numbers this month...I wonder if people are just more interested in spending this time of year, or if it's due to the Marketplace improvements
- FREE "CONCEPT" DESIGNS -
I know that this is for.. UE4 stuff. But well, not sure where else to throw this! ENJOY HA. SCREW THE RULES. Joke. I love you mods and staff, don't hurt me.
Little rules: - Do not make them for ingame content. These are meant for sculpting practicing.
- Everyone can use them, just don't claim it's yours.
- Again, pratcice use only
- The 'real' concept sheet contains a League of Legends character. That one is even extra forbidden to use for your own ingame content.
Warning: A few of these concept designs are VERY old and lack a lot of anatomy. A lot of these are made without real concept sheets but welp.
A royal elf (A D&D character of mine)
http://orig15.deviantart.net/a6db/f/2017/088/a/e/faun1_by_lilynion-db3xce3.png
Some half horror circus thingy. (OLD)
http://orig12.deviantart.net/482b/f/2017/088/1/0/oc_by_lilynion-db3xc2j.png
Another OC that I never ended up using (OLD, it says fur)
http://orig06.deviantart.net/b1f6/f/2017/088/b/2/sketchding_by_lilynion-db3xc2g.png
Squid lady named Claira (An active D&D character of mine)
http://orig08.deviantart.net/cdc4/f/2017/088/2/f/claira_by_lilynion-db3xc29.png
This was mainly for practice, but I figured that it might help some people for something.
http://orig07.deviantart.net/f355/f/2017/088/4/8/baseball_by_lilynion-db3xc1m.png
Project Syndra (LEAGUE OF LEGENDS CONCEPT SHEET.)
http://img15.deviantart.net/4a83/i/2016/183/d/4/project_syndra_by_lilynion-da8hbrz.png
She.. is also very interesting to roleplay ๐
I woudn't want to rig/animate it ๐
Retopology alone already scares me. 12 tentacles to retopo. Bless the person who's doing it
@wooden falcon what kind of wares do you peddle on the markeplace ?
a couple of material packs and a bone prop pack, all starting with "Necro's" in the title
Anything boney.
I mean I can't do anythign art related to save my life...so i guess I'm saved right? 
something I've never understood...who's the guy in that emoji?
no clue
Kappa?
It's Kappa
Just learnt to use some time ago, and always kept using it ๐
who's that? ๐
Anyway, do you need to be any good at art to do 3d moddeling?
it really helps HowToCompute
http://knowyourmeme.com/memes/kappa @wooden falcon
yah
And I doubt they sell particularly well
thanks Jackie
(thinking of things I could produce to get a new pc, 2 minute compile times on small projects are drivin me crazy)
No problem ๐
rock scans are popular, but there's a bunch already on the MP
Yup
I started scanning pots (like, vases and jugs), but the process has driven me mad
Hm, adding a lot of metallic gives an interesting effect
Symmetrical things are the best for photoscanning
the amount of photos that have to be masked is what gets me
Hence why symmetrical is best
i tried to use a green screen once, and it reflected green back on the object
Pardon me, what's photoscnaning?
oooohhh
I feel like the masking is better than the extra cleanup ๐
Technically it's called photogrammetry I thought
yah
@wooden falcon That's cleaning like 100+ images tho ๐
photoscan is a product for doing it
(I usually scan super high res and then make them more low poly)
yah, most of my scans have around 70 or so
หfลdษหษกramษtrฤ/
noun
the use of photography in surveying and mapping to measure distances between objects.```
Necrophob30 the trick for green screens is you have to light the green screen separate from your subject, if you have enough distance between them it works better, it's harder to do for a 3d scan i guess
Which can then be translated to finding out how the vertexes would bend, @wooden falcon @echo shard
wow I just realized, this is the first time I opened up substance on my main screen
I have a light tent and a turntable, and I get two elevations (on high pointing down, then down low straight on), then I flip the object over and do the same angles
yah, it's a 3x3x3 tent, so it's hard to get distance from the screen and the object
you're probably using something around 50mm for lens right ?
and I was scanning bones, so the white kind of showed the green a bit more than other things might
yup
and a high fstop (12 or so)
stock lens that came with the camera
Ah my compile finally finished, gtg
I have a macro lens too, but I'm not sure that would have any benefits
Necrophob30 do you make PBR mats from photo textures ? I had good results making old style mats from photos, but havent tried making any PBR materials yet
yah, my first pack I did that a lot
with varying results
I don't have a setup where I can capture roughness values, so I use bitmap2material to approximate one
yeah rocks, wood, dirt works well, metal and plastic obviously not so great
and of course, fixing up the image to tile is a pain sometimes
things with lots of small noise tile well, things with large unique details, not so much
and you have to wait for an overcast day to take pictures ๐
cool
A small collection of various vegetation photos. Intended as base textures for making real-time vegetation models. All photos were taken by me, most of them were downsized by 50% to keep filesizes more friendly, but can still be considered fairly high-res. I intend to update and grow this pack. - various resolutions, mid to high (~1k-2k) - already cut-out (transparent .pngs) - public domain Feedback more then welcome, Enjoy!
yah, I haven't worked with vegetation yet
my second mat pack, I mainly used Substance Designer and a little sculpting
a lot funner that way
the maps you generate via software are incorrect in most cases anyway
yah
yah, bitmap2mat usually results in bulbous normals
blobby
Substance is the way to go though...I spent a lot of time sculpting some brick walls, only to figure out they are easier in SD
Substance seems perfect for a guy like me
i'm a bit confused about their products though
which one is exactly for what
designer is for making mats
painter is for painting those mats (or any, really) on meshes
bitmap2material is of course for generating materials out of a source photo
then i guess i need them all
but first i need a bigger budget for this hobby of mine
indie license is very generous, too
I never got b2m to properly work
I always got messed up materials in some way or anther ๐
Mainly just super bad seams
Which is I guess the source photos]
Also, fun fact, I still use the b2m trial even tho I have a license ๐คฆ
atm i earn my bread in a different field so gamedev is just a hobby, i wish to eventually work in this field but so far i dont have any commercial plans with the game i'm making.. so yeah although indie licences are great, it's still too much sometimes for some
Hm, I should try that some day when I get photoshop
And same, especially the adobe suite
photoshop is def worth it's money
True, but it's expensive ๐
you can get it for 20$ / month
it's the cheapest of adobe software i believe
gimp is a good alternative, and free
i need it for work but i can also afford it for my hobbies
Hey everyone, an important new update to the marketplace is coming up soon, check it out here: https://forums.unrealengine.com/showthread.php?140983-Update-Description-Tech-Details-and-more!
ooo, what is it?
Excellent @proven lily ๐ Nice to see this stuff rolling out quicker!
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
inb4 drama on the marketpalce ๐
goes and writes "TOTALLI ENDURSED BI EPICK 100%" on all hsi packs ๐
cool, we can change our text now
not yet I don't think ๐ but soon lol.
what do you need to be a seller, paypal account ?
I think they only pay out to a bank account, but I could be wrong
nah they do paypal as well
I can't even remember what you need for it... I don't think there was anything too difficult in the requirements though
i know they need to take 30% tax from my cut
then i get income taxed 25% in my country
yeah lol... it can be pretty brutal if you get unluck with those %s
if i was from uk i'd have none of that
I calculated that if I wouldn't be able to claim a lot of my taxes back, I'd loose over 50% of what I earn from the marketplace (epics cut, income tax, paypal fee, it adds up :P)
๐
Nah I can claim it back as a teen
Atleast, so I read
whistles innocently
xD
๐
and in the US, you're actually supposed to pay your taxes quarterly on contract work
epic only sends a 1099-misc anually
technically, the IRS can fine you for lost interest
but they won't release Trump's tax returns :/ farkers
hey, and today we have a non-pbr swan
Hey Luos, I just checked with Mike on our end and can confirm, the swan we released today is PBR. Thanks for keeping an eye out and if you see issues like this feel free to let me know, I'll be happy to look into them.
just because it has a roughness value doesnt mean its proper pbr though, because you can clearly see that its def. not lighting up properly
Do you have a specific concern from your purchased version you can point me to? I'll be happy to take another look.
just look at the photos, the reflection on the feathers, beak and eyes
additionally, I wouldnt purchase something like that
^
rats of unusual size? https://www.unrealengine.com/marketplace/giant-rat
@proven lily I dunno if you guys are still updating things... but https://www.unrealengine.com/marketplace/automatic-buildings doesn't open. Gets a 500 server error
From what we have seen, the Swan does follow the technical guidelines and is consistent with the style the content creator has created with the animals, which could be why they look a bit different in the images. I would encourage you to perhaps send an email to the developer with your suggestion if you feel it could use something different.
checking into that now @ebon leaf, thanks for the heads up!
No worries
at first when I saw him mention the swan, I thought he was talking about the duck
might follow the technical guidelines, I do suggest looking up proper PBR workflow.
a bit more love in the roughness map (and perhaps fuzzy shading/sss) could help a lot.
I cannot see any assets on the frontpage beside the featured ones. In launcher and on the website :S
is there a New Content category Pepe?
the anims looks great though
they haven't updated the featured yet, I think
@ebon leaf yeah main page hasn't been updated yet... need to click on the "New content" category
never seen that before :S
gotta give the duck some more featured time ๐
I'm going to do a Low Poly Stylized duck
hey all, sorry about that. We have a few last minute changes that are causing some delays. The featured section and links will be taken care of before the end of day.
no worries
Ah didn't mean the the New Content tab but that the front page is empty beside the featured packs
oh XD haha
oh, I see what you mean Pepe, I'll look into this as well.
you need a raise Adam Davis
https://www.unrealengine.com/marketplace/dwelf what is this?
I was halfway though writing the check
tears it up
ah only the automatic buildings site offline like apoisoned mentioned
Hello folks, I was wondering what are the guidelines for distributing some free assets such as UE4 Mannequin and related animation with a code plugin that is not sold via the marketplace. I was under the assumption that this is not allowed, but I am seeing some examples where they are available in plugins downloaded externally. Is that OK to do now ? Has the policy on this changed since I last checked ? Thanks for your reply !
That should be allowed if these things will only be used within UE4 afaik
S
Yes, in my case it will be used with UE4.
You need to put it under the ue4 github
as using the assets requires users to accept the eula, which is most easily done that way. I believe there is a tutorial on it
Are you guys aware of a license I can read through which mentions all this ?
Thanks for the pointers in any case.
duck is now PBR but they put black texture in metallic?
that sounds like good use of GPU ram ๐
well "PBR"
- 1.2?
cuz this duck has it super rough
can't the person who checks the submissions point out that the black texture is unnecessary as unreal treats unconnected metallic pin as 0 anyway
it's one thing that someone puts it there naively and other thing that Epic lets that go through
so question: should we or should we not make a forum post about this?
I dunno, we get called haters for pointing out that there's something seriously wrong in the way some assets are authorized...
ill take all that blame , used to it XD
so i'm one of those guys who didnt really adjus to pbr yet, i put constants into most of my mats for roughness and metallic
what should i do instead ?
well, if it's full metal, putting 1 in the input is perfectly ok
ie for vegetation i just put constants in
dont even make normal maps
it looks to plastic and fake anyway i treid
vegetation is special as default ue4 shaders don't really look good on PBR correct setup
I'm not an expert how those should be dealt though
@harsh coral you read: pastebin.com/Z1AficKB
well, I'm not an expert on any art stuff
Special thanks to @ebon leaf (http://www.dapperraptor.xyz/) for some marketplace tips and @gaunt flicker (http://allarsblog.com/) whose guides were part of the starting points of this project!
Oh nice, you announced it ๐ Congrats!
imo epic should give you a dev grant to make this a native plugin
@lean venture Advanced Sessions Plugin seems to expose some of the same feats, what does yours do what that doesn't? (I don't mean the way you expose the API but functionality itself)
also, is yours basically a wrapper for steamworks API? or does it do something else too underneath?
First of all, AdvancedSessions uses the build-in OnlineSubsystem framework
This is both a wrapper and does stuff underneath, so yes to both of your questions
It's actually all explained in the thread
yes, I'm aware it using onlinesubsystem, which is why I asked functionality and not the way it's implemented
This has nothing to do with OnlineSubsystem
yes, you said that in the thread
You can use OS for LAN and this for Internet or whatever
I'm basically asking, what functionality does your plugin provide that you can't do using for example that advanced sessions plugin
if you just forget the framework itself
Then can you please rephrase the question? The functionality it offers is the exact functionality that Steam offers, which is very briefly explained in the thread, but it should still be clear that it does way more than AdvancedSession
Ok
1 sec, screenshot incoming
yeah, I can see it wraps steamwork basically, just curious what benefit there is in practise other than having different api to use
This is just the first example that comes into mind
You can't ever get/set as much info about a server with any OS-related function
benefit is you dont have to implement it yourself, downside is when stuff needs to get updated ?
Define "stuff" please. If you mean your own stuff, in your own project, then that depends, you could have OS and UWorks work side by side
I'm thinking of making a vid showcasing how to register UnrealTournament on Steam, for example
You also get full access to friends, voice, matchmaking (as in actual lobbies with matchmaking rating / MMR)
Just to name a few of the stuff which OS/AOS doesn't have or has in a very very limited form
And it's borderline impossible to create a dedicated server with OS/AOS because of the way OSSteam works
nvm i didnt was confused about source access for a second
With UWorks, it would take a few mins to register your own server
Advanced sessions does give you friends and voice at least
*didnt read the thread fully
@lean venture so can you do direct steam sockets with UWorks?
AOS gives you friends and voice through OS, which uses Steam v.132, compared to latest 1.39
run that from separate thread etc?
Yes, Steam has functionality for P2P wrapped around SteamID's
You'd have to run them yourself in a separate thread, I guess
They seem thread-safe, but not directly specified so
that shouldn't be an issue if the whole system can run on that thread
does yours rely on gamethread, like updates on Tick?
Indeed it shouldn't be an issue, I just didn't build anything to actually separate P2P from main thread. I didn't see much point in it. The data should be too small anyway for today's PCs
Yes, a bit
Only for async stuff
But async stuff is all wrapped nicely in a timer-like system with Activate/Deactive/IsActive methods
Those interfaces whatnot that Steam API has? Gone!
and whatnot*
CBs CRs same
my core issue with current whole replication system is that it all runs from Tick, I'd need to use sockets directly even with OSS
I'm not sure what you'd expect. You can't disable tick in the main thread because your entire project, from startup to shutdown relies on that
And it shouldn't make any difference in which thread you decide to use sockets
Steam has some limitations to sockets, I can't remember for sure right now, but I think it was about 1KB per packet
1200 bytes
The main difference between Steam's P2P and UE4's TCP/UDP stuff is that Steam makes communication easier via SteamIDs, which I'm not sure if you'd count as a + or -
Yea, that's what the documentation states, 1200
Though the documentation is off in several places
Especially IGameServer/IGameServerStats
@lean venture Does your plugin fix dedicated servers or do I still need the pull request?
You won't need the pull request, you'll need to redesign the registration
So instead of OnlineSubsystem->CreateSession, you'd use about 3-4 Steamworks functions
We're probably going to put that as a sample out-of-the-box
You're my best friend now
โค ty
Are your legal concerns about the distribution of the steamworks dlls?
Yep
There's no moral and/or logical reason why I wouldn't be allowed to distribute the libraries and/or the headers. However, in the SDK agreement, it doesn't clearly specify that i'm allowed to distribute the libraries
the agreement is here https://partner.steamgames.com/documentation/sdk_access_agreement
basically it's this section ```1. License.
1.1 License Grant. Valve hereby grants Licensee a nonexclusive, royalty-free, terminable, worldwide, nontransferable license to:
(a) use and locally reproduce the SDK in source code form, solely to develop the Licensee Software; and
(b) reproduce and distribute the part of the SDK provided inside the folder named redistributable_bin (the "SDK Redistributables") along with the Licensee Software in object code form. ```
if you do a plugin, I dunno if that's seen as licensee software as you are the middle hand here, and even in that case, you couldn't distribute the libs
you can distribute the dll in redistributable_bin folder still
and steam_api.lib there
But I still don't know law and English is still not my native language
That's why I would've liked to talk to someone at Epic before the actual submission
If not, I'll just submit and see
oh
Now to be serious
This can only accelerate Steam's sales, indirectly
In the worst case scenario, it doesn't affect them at all, doesn't entangle their backends at all
Compared to a game with an actual AppID
if you don't need the encrypt lib thing, the other lib redistributable along with licensee software..
Well yea
Except for server libs
Which are not included
And as far as the encrypted lib goes, I would very much like to offer that as well. It's only a bunch of 8 functions, so... seriously
Atm, the encrypt lib is inside the plugin
Epic already made the call
The engine comes with the server libs
The only one missing is the encrypted one
And Valve keeps redirecting me to some bullshit FAQ website which I read tens of times
yeah, but what's included in UE4 is based on agreement between Epic and Valve
I'd still contact Valve before going forward with that, and make sure they agree on the way you distribute their SDK
But in the Epic documentation you're still asked to manually include the libs, therefore there must've been a time when they did not include them. On top of that, there's no definite/clear way of knowing whether they have an agreement or not
I did
"And Valve keeps redirecting me to some bullshit FAQ website which I read tens of times"
Therefore... Epic, my old friend...
I guess we'll see
?
At worst, I'll include a "how to download dependencies" section
You misunderstand, because you keep assuming I did not do my homework
so you actually asked them?
Let me rephrase: "After opening submission tickets, they get answered and all the answers are redirects to their websites"
As in, a homo sapiens writes "GO CHECK THE WEB"
At the other end
There's no help from Valve
Judging by the knowledge I assume you have regarding Steamworks, I think you know that too
maybe you need to make it really clear for them what you are asking
I know support staff is often really thick headed
Oh it's clear
you could ask if you could get forwarded to their legal team to get direct answer
There's no way the same person can NOT understand the same thing written in 3-4 ways
I didn't try that, but I seriously don't have any hopes atm in Valve
They rely with Epic
I simply don't know what to said.
Today should be released my project(https://forums.unrealengine.com/showthread.php?138441-Photo-Mode)
I got a message from Epic with confirmation that my project will be released on 29th March.
Instead of this, I see another project(https://www.unrealengine.com/marketplace/photomode) on the marketplace, which have the same name and all the same features.
I submitted my project on 3rd March, when there was no news about another one "PhotoMode" project.
Now I don't know what to do, except feeling deep disappointment from this situation... My project is still not published.
if valid, interesting.
Interesting indeed.
I have an emails and ticket in Epic ZenDesk system to prove that it's true.
then I move my interesting, to very sad.
After all of these unicorns and ducks? Probably...
This kind of miscommunication and error has just been the norm for me in my experience with UE4 marketplace.
It should be my 9th released project on marketplace and it's first time when such situation happened to me.
Then you've been fortunate, and/or I've been unfortunate...
@sleek egret Hello. Can you tell me why it happened and what's next? I really feel depressed from such kind of situation.
I'm sorry Kelheor, for this it looks like there was a mix up since you and Celeste had similarly named assets going out this week. I'm moving yours over now. We'll keep it featured through Friday and over the weekend to make up for today's loss
I should have you online in a moment, I'll send you the entitlements so you can sign off on everything there
I'll be up and reachable on discord through the whole thing until we're certain it's online and working as intended
Oh snap
@sleek egret Thanks for the support. Though, I think that it's not a good idea to publish the same project with the same name in one day...
This is like witnessing a GUID collision
Aye, should be, thus, the craziness of this event
Even though this has nothing to do with GUIDs
ITS AN ANALOGY
runs away
Yeah, your two threads were next to each other on the forum a few days ago. I thought there'd been some glitch initially ๐
Honestly with everything going as quickly as it has we've been releasing people as they come up in line so no one has to wait
This is the first instance of two assets so similarly named aligning like this
Fo' sho
@sleek egret I thought that you have a system to check names of a projects. And I ususally trying to make a research of the existing projects to prevent such name collision. And when I submitted my assets, there were no news about other project with such name...
According to marketplace search they are two different names, holla
But aye, up to the submitter to release early info or not, lots of assets are submitted without any public info prior
@silent shoal What do you mean news? If I were to release something on the MP I might not tell anyone except my buds... Not sure I understand...? But, alas... i don't have to understand.
@gaunt flicker yes, looks like no full-text search, like elasticsearch or Sphinx
Yeah, like @gaunt flicker said... (said much better!)
@cinder sable usually most of sellers do some pre-release promotion campaign at least on UE forums(WIPs, etc)
I don't have any empathy over possible too-early marketing, but damn that release date issue sure does sting
That's true..... looks like a simple glitch that is being taken care of.
Is a common question I get when I stream anything marketplace or even public client / tool related
'Why are you showing the process, aren't you afraid of people copying/beating you to market?'
Usually anything I stream that has any commercial aspect, I'm 100% confident no one can beat me to market on
Otherwise, would definitely hold back
Alternatively, I would be 100% confident that even if someone beat me to market I'd still be fine
@silent shoal But surely you must've seen the other asset's thread over the last week or so?
If it matters any, I like your ui more
@oak thistle Nope. Usually, I'm not too often check other people assets, only when I'm trying to make something new. When I already submitted an asset, I just keep a tab in the browser and publish news here. That's why it was a news to me, when I saw an alternative in a day of release, instead of my project.
You and Celeste submitted just far enough that we missed the similarities in the name and even scheduling you for release you guys were just far enough off that you landed on the same day but never next to each other
It's a weird instance for sure and I'm glad we have a case to make an improvement on the process for this now
I'm not against two similar projects. It's fine for me. Just wanted to be published as planned.
You should be all set in a few minutes it's just finishing up the staging now
You're on the last promotion step which is pretty fast compared to the rest of the promotion job
AND, its cheaper...
I don't know about that last part
Its only 15 bucks... very good price... 10$ cheaper.
yeah! <smiles>
I thought you were talking about the promotion tool
THE PIPELINE IS CHEAPER FOR PROMOTION
my bad
whoa... don't need to scream at me allar.
Allar I haven't done a cost analysis I can't make that claim
Lol, I don't know what that sentence in all caps would mean
@silent shoal You are all set, you have your entitlement for it and I see it on the store page
You should be able to just download it
Yeah, I see it. But why it's among the previous week assets and release date is 2017-03-23?
Oh I can change that out real quick h/o
@cinder sable You have something on the MP?
Is your release tool hardcoded for dates?
Photo-mode vs Photomode, who will be the Victor?
Well, Photo Mode shows up first on autocomplete, good to know
@timber kayak You just did a Gaskin <--- that's me. Came in late and guessed what's going on. I get in trouble with that. No, not my asset.
@cinder sable No, I know what's going on, I was just wondering in general
Okay all done
uh... nope. just talking about about this issue.
Completely irrelvant, but I like how both products list number of Blueprints
Just a weird irrelevant statistic
Yeah totally. But isn't that required by submission guidelines?
Aye
"How do I know I'm getting exactly what the asset says if the asset doesn't say what's in it???"
-_-
Hmm, I don't think it's that irrelevant. Maybe someone will pick a product because it has fewer BPs?
Or the opposite, someone will pick the one with the most
Because they think it will be more detailed
ยฏ_(ใ)_/ยฏ
or has the color green
you cant predict, hence, reality markets
How PERFORMANT is your shit
very with fiber.
๐
All running on tick
Yall should riot about how 'Passes Linter' isn't a statistic
Clearly I'm saying this from an unbiased viewpoint
You actually making money on it?
wow, both packs even use the word amazing in their short description
Any sellers submitting products get a free copy if they email me
true story
ยฏ_(ใ)_/ยฏ
but does it blend?
and the articles THE and A! Its a conspiracy!
The is not that common... does seem odd.
Photo Mode doesn't ask questions or yell at me.
Heh
But I also yell at my potential customers via stock footage.
perfect wife?
If I were @silent shoal I would see about getting some sort of report/proper investigation to see if something more sinister was the cause. Favoritism sucks anywhere.
if you wont lie, then you gotta stop chatting here ๐
I don't lie ๐ญ
I demand to see tax returns.
Maybe congress could investigate?
I vote Mob rule
If we get 10,000 signatures...
Anyway, just seems way too much of a coincidence.
Er, sorry
I heard from an unnamed source that Putin has direct ties with Epic who knows some aunt of the person with the similar project.
100,000 signatures within 30 days.
They are always Putin shit on the market, and putin shit on the forums, they are all Putin shit everywhere
Guys, 100,000 signatures within 30 days and we can make the White House respond.
I mean, unnamed sources are always right... right?
bro, the WH wont respond to a fucking congressional inqury. lel on your sigs
They're response might be meaningless
But they are supposed to respond.
I suppose howevever out of this issue we also get a potential case study, on top of mp procedure
Does listing every feature, no matter how small, mean more sales? :p
@gaunt flicker Yes, list every little detail
Even how many functions you have
And if possible, how many variables
Can linter check that?
If not, you should include it in next update ๐
Version of Linter in dev now tells you if your functions are too big
But theres no rule on 'how complex a class can be'
Because I have no way of objectively defining that
Would it be easy to get number of functions/variables ?
You should include a "statistic" sheet
like, a pop up, of Useless but interesting info on your project
Just random crap
call it the VictorBurgos?
๐ฆ
But yes, please name it after me
@gaunt flicker What's your criteria for a function being too big?
50+ non-trivial nodes
So any nodes that add to a function's complexity
Its not perfect, but against all my test cases it proves pretty well
you take into account collapses? folding? I think I asked you that b4
Yeah I mean obviously it's subjective anyway. I can't really visualize easily what a 50 node func would be like, but yeah I'd definitely go on the stricter side.
Things like getting a variable, certain forms of casting, route nodes, etc, aren't considered as I don't deem them adding to the complexity of a function
Collapsed things aren't auto-expanded because the fact that their collapsed should mean you've simplified the function
rock on
Yeah, so, you should definitely add a statistics thing that users can pull up. Not sure if you could for each BP, but maybe just the project as a whole.
Might be "silly or useless", but could add some value, and people do like silly, useless info though
I should probably submit my update to Linter tonight, heh, since its stable and I'm not working on it atm
But I did a lot of bp scanning simply for some future stuff, but this version primarily was so I can add tooltips to all the editable vars in Generic Shooter
And because its now an enforcable rule, of course theres a tool to make editing them easier
Because tooltip editing sucks ass
Which will hopefully improve mp seller assets because tooltips are nice but are not required
Even though only a few sellers are onboard with it
rip out documentation? like on frames?
The long term goal is to generate documentation for bp projects
Someone else is already working on it but I'm working on it from a block by block enforcable approach
That way the generator can spot problems as it generates
Someone who has talked about it here semi-actively
much like you said, the ideas I talk about in public, go for it, those I dont ๐
Iunno what you've talked about, heh xD
I made a tool to do that, noone seemed particularly interested.
very neat!
Even does C++, which mine won't ever do I believe
use something existing
raw docs are cool, but engineers are the only real consumer there ๐
Aye, I'm probably gonna shove doxygen up its ass or something
yeah
Yeah, well the info is stored in the same metadata, whether it's C++ or blueprint.
nice
Ah, I suppose you can iterate c++ classes like any other asset
@oak thistle wtf...
Yup, no difference really.
that's awesome
I never knew such a tool existed
And you're saying people aren't using it?
Aye, @oak thistle weak on that marketing
Yeah, that's probably the biggest problem for most people though
Epic already have their own doc gen tool built on doxygen I think, which no doubt does a lot of this stuff. But there's some licensing issue I believe that prevents them from releasing it with the source engine.
Aye, their tool is all kinds of convoluted
Yes. My marketing skills are indeed poor. I can't even get people to use free stuff ๐
You should update this to 4.15 @oak thistle
Especially with all these new streamers and such trying to do good by the community
@lone mountain Yeah I will, I've been meaning to polish a couple of things and then make a proper forum post for it for a while, just been busy.