#ue4-general
1 messages ยท Page 70 of 1
ooh thanks
Hey I need some help with a possible cooking issue in v4.14, i'm getting a lot of this:
Forcing save package C:/........../[ASSETNAME].uasset because was already requeued once
In the output log, not sure what it means but it seems to be taking quite a long time per asset, is this usual or is there something I can do to get around this? I've googled and tried a solution but it doesn't seem to have made any difference
If anyone has any suggestions please @me, cheers
Hi i'm having an issue spawning my player character (using the C++ FirstPersonCharacter template). Using a spawn actor node spawns just a sphere with movement (ie no physics, no model, no gun, no "click and then it'll shoot).
I'm not sure what keywords to use to google it
@umbral kraken id go look for example project if i was you
@umbral kraken what class have you setted when spawning ?
I have a bug where if someone is alt+tabbed during a multiplayer level load (via server travel) the server never receives their "I loaded my map" network signal. Almost as if when they're alt+tabbed their game just stopped processing anything important during a load.
I see in the editor there's an option (FOR EDITOR) using less CPU when not focused
I don't see this setting for a public release build though.
But weird stuff often happens when the window is not focused by the user.
Is there a way to not throttle CPU or framerate (both?) when someone is alt+tabbed?
@hot sandal it should be there
oh, you mean like in built game?
yeah, that's not an option
you might be able to sense if your game is in foreground and then manually cap the framerate with t.MaxFps console command
I personally dislike games that do that ๐
like, if something pops up in the desktop, for example if someone sends me a message from steam and game loses focus for that reason, I get stuttering frames in the middle on online match
it's disaster
Does anyone happen to know where the Nodal/Cardinal Point for Cine Cams is located? Is it the point of the frustum pyramid?
Anyone have any idea why when i boot in standalone it loads like this?
Figured it, gotta do something with skylight. Weird
@shadow ermine I was using the FirstPersonCharacter class.
I've switched my project over to the Third Person template and that networked really easily, rendering the characters properly as well as sending and receiving both directions.
I just need to incorporat the code to shoot which i'm not sure on, as the FirstPersonCharacter.cpp had an OnFire() event that triggered to handle shooting however i'm not sure how to have the same event fire on the third person after putting it in
Can anyone suggest a way of replicating a clients character yaw/rotation.
Currently, the characters replicate this when they move, but i've added a First person camera to the character that and when Yaw input is given, it is used by both the camera and the character. This rotation does not replicate from client to server, but does replicate from server to client. How can i get this working both ways?
oh shit boys i did it myself
I made a custom event that would run on both server and client and had the actor rotation as an input. I called this event on tick so that essentially, the server (and client) would set the rotation of that actor to the clients version
https://www.youtube.com/watch?v=_cYfW1HKfdg and posting here for those who dont check lounge
Link to first video: https://www.youtube.com/watch?v=d32neP8Io68 Linkto second video: https://www.youtube.com/watch?v=YRfIpIBeAYU Link to gumroad: https://gu...
nice. ty! @fierce tulip
yw ๐
Luos Particle effects
Having trouble figuring out why the upper section doesn't change the colour of my projectile by reference to owner whie the lower section does the same but for the spawned decal. Upper section works with a reference to player character but that requires an index so not really network friendly
parameter name is different
maybe, or you need to set the dynamic material for the sm
yeah, i believe you are not setting the material of the static mesh, only creating it
Is it possible to draw an in world beam emitter and use screen space to fade it. Ie start and edge of screen fade if the target end is off screen?
@torpid hedge I tried setting the material to no avail.
The following image is what DOES work:
Whereas replacing the actor reference with 'Get Owner' makes it not work.
I'm not sure why as using 'Get Owner' in order to get my paint color variable works for coloring the decal
How are you spawning these projectiles?
Could you show a BP?
Blueprints don't inherently have an owner...you have to set it either when spawning or at some other point (but if it's on BeginPlay, you should be setting it on spawn)
Im running this on the character bp
I debugged to make sure that the reference to self does mean its a different owner per client/server
BeginPlay runs before that set owner node
Expand the SpawnActor node, you can set it there
So BeginPlay isn't run when the object instantiates?
Essentially it is, it runs as soon as it's added to the engine list of actors and fully created
But it most likely runs before the "Set Owner" node is called there
Which is why you need to set it while spawning, not after
Ah yes, thats working now just from setting the owner. What you say makes sense now too
Thanks โค
Now i just need to change it all to be RPC based
Oh boy that's the fun part
How many different colors?
Because you may want to use an enum in the projectile. So you can use this enum for select material. And on construct set this replicated enum exposed at spawb
Colors and materials are weird wth replicstion
I've not decided how i want to handle the colors yet. It's going to be unique per player and i'll either allow it to be chosen via a colour picker (essentially allowing any colour) or from a set of specified colours depending on the "character" the player chooses (althought this is all way down the pipeline).
One issue i had with my decal color in a previous version that used the first person template was that on changing the colour it'd change ALL of the decals colours. Couldn't figure out how to spawn a dynamic material decal
Decals are a mess though, projecting through stuff, wrapping round (sort of)
im not even sure how to make a function get remotely called, i just know how to make events fire on server side
IS anyone experianced with quixel in here? i have few questions
That moment when you realise you only have to replicate the projectile spawning because the hit event doesn't have to run on client
Well that comment bit me back. Client shoots projectile straight forward, doesn't take into account up+down
Figured it out - had to replicate the FPVcam rotation like i did the character rotation
anyone knows if its possible to change the default BP comment block color?
Yes it is, just look for "comment" in the editor preferences.
hey. i have C++ fps template and somehow i want to switch FPS camera to TPS camera. but have some movement issues
anyone experinced about that?
Elaborate on moment issues @oblique trench
well, in TPS camera pawn acts like FPS camera, not moving to right towards
Tps have a spring arm?
yeah
Does it have the spring arm anything set for the use rotation etc
Something might be conflicting
Or not set
Example of its set to use controller rotation it will spin the character when looking left n right etc
yeah
turn handling and spring arm is OK
but problem with in pawn movement rotation
its just acts like a 2D in space
Can you make a short vid?
I'll try
Or do you mean the body doesn't turn unless you walk forward?
@vast pine http://recordit.co/j2CzUaddH4
So it's not rotating your model. If you want the camera to be fixed but the player turns right?
As in if you are looking forward and press back he turns and moves at the camera?
That's a different way of handling the actual walk inputs if I'm thinking right as I'm betting your direction keys are getting the forward vector from the camera
Look at the third person example blueprint for its spring arm settings and inputs
allright thanks mate
Yupyup
walk inputs works differnet
i know that issue but somehow i want to turn the character
when camera or spring arm move
You'd want to likely on tick after a certain degree of turn it interoptv the characters control rotation to match
Usually in this type of situation you have a button you press and hold to rotate with the spring arm and release when you want to move independently of the camera
you can only draw text to the hud in the hud blueprint?
Few different places/ways to do that
Depending on how you want to do it, and if its a permanent part of the game
i want to draw text to the hud when im overlapped with a blueprint
yeah i want to to be centered at the bottom of the screen
i also need to remove it on endoverlap
Well you can do that either with the HUD class, as you were, or you can do it with a UMG widget
which do you think would be better?
(You can do it in other ways too, those are just the easiest)
Probably UMG unless you're able to write the layout yourself.
Its not hard to do, but UMG is much better for most UI/HUD stuff
alright, thanks a bunch
Hey all, I saw a video where someone gathered up some of the original Bioshock assets and ported them to the game -- incuding the Big Daddy 'model'. How is that possible?
Bioshock was built on Unreal tech so its most likely easier than you think.
any animator here ? need help ๐ฆ
hi guys I'm hosting a project on GitLab
The limit got reached (10.9 gb)
How much storage space will i get if i buy a subscription
?
Maybe you should check with gitlab for that information..
Anyone has an idea what is causing this? The first 2-3 seconds. The rest is just without lighting
What's wrong with the first 2-3 seconds?
@jade moon How many shadow casting lights are present in the scene?
Just 2. Flashlights, while one is pointing in the other dicection. @turbid sand
Are your lights set to anything other than moveable?
Is that about the flashlight or the meshes?
flashlights
by default lights are placed into the scene as 'stationary' these are set to bake with lightmass and aren't supposed to be moved in the scene
Could that be related with sometimes the flashlight stop working?
there are two things that come to mind, either you've reached the limit for pixel lights present in the scene casting shadows, which can prevent shadows from drawing and introduce artifacts, or the light is set to the wrong type. Those are my guesses
They're both moveable, just checked.
Also this thing happens only in multiplayer, in single player doesn't
hey
I have a question about blueprint to c++
I've already did it but can I change something in my c++ class from blueprint ?
No, bp is like the child where the c++ is the father, unless you're talking about variables
ok
thanks
can I create blueprint from that c++ class?
I mean which is I converted from blueprint
I tried create blueprint from c++ . my ++ class is full but I cant see anything in blueprint
Am I wrong?
I just right click on my c++ and create blueprint class based on myball
Anyone here who is good with quixel i have a question
Hey all i'm having an issue with my projectile when shooting in Third Person on the client side. It seems to project out at constant circling directions.
I'll explain further with images and video
This section of blueprint handles updating the rotation of the player and camera with replication.
And this is how i spawn my projectile
Do you know any programs that are capable of porting assets from Bioshock to UE4?
Okay i figured out exactly whats happening...
The Camera component im using for first person view constaly rotates (or sometimes doesn't)
Side note: The clients movement jitters
is 4.16.2 coming? anyone know?
I really can't figure this out :/ The client side is just jittery and the FPVCamera rotates a bunch for no reason
Oh shit i fixed it
had to set certain things in the character blueprint to not replicate, so only the character itself replicates
what node is this?
Could someone help me with matierials? This isn't something I normally work on and I'm hating it ๐ฆ I just want to get a sprite and make it monochrome (which I will then activate when I want to later down the line by swapping the matierials).
I have no idea what i'm doing this is so different to blueprints :/
@pallid compass thats just a regular input node you can place inside material functions.
@sharp hound desaturation node over time with a lerp
Hello! How to fix this shadows on imported skeletal mesh?
@plush yew you have two meshes in the same space battling?
Woah, the new Yoshi game is using Unreal Engine. (Presumably UE4)
https://www.youtube.com/watch?v=sx_C9jJ0AlA Its at the end of the trailer.
Hmm, maybe with Zelda and now this Nintendo might be leaning that way in a bigger fashion ๐
thanks @fierce tulip
Question, if im using say a ID mask for a special material instance, and im using the RGB to mask, and i want to access the yellow channel in the ID mask, how do i do it properly? adding the red and green RBG does not do it, it ends up making both the red and green instead of just the yellow.
@pallid compass you do R - G or G - R, both works.
Hi guys, I'm trying to save and load the state of a Destructible Actor
I've obtained the transforms of all the chunks, but I can't set their transforms since I don't know how to tell the DestructibleActor's mesh to break/fracture/show the fractured chunks.
When the actor is loaded, it is in depth 0 by default, with only 1 chunk visible (the global mesh itself)
If the actor was only damaged in one of the sides, I would like to store that some chunks are together while some are isolated
I do not know why ue4 editor started to freeze
The same problem happens when you open the game engine
Can someone who knows the issue help?
Blacking and then starting to freeze
hello again
Due to the amd update made for Battleground's, Radeon may experience editor problems in the 17.6.1 version.
when i install the previous driver, problem solved
17.6.1 Radeon driver problem for my system
i7 3930k
R9270x
20Ram
Hey guys, I made a post on the forum a few days back but I didn't get an answer (also probably posted it in the wrong place) and i really want this solved so i'm asking here (sorry if this is inappropriate or something)
I am wanting to allow my player to jump off of falling objects but whenever I try my character slightly jumps and then immediately falls back to the object. It only occurs when the object is falling.
My goal is for the player to be able to jump from objects that are falling in slow motion to other objects higher up in order to reach the top of the map.
I am using the default jump method that is automatically incorporated into the character movement component
Original Post: https://forums.unrealengine.com/showthread.php?147390-Jump-off-falling-object
Set linear velocity.Z = 0
I think that would do the trick
@hardy horizon after that just apply the jump impulse
nope, still is stuck on the object. My blueprint
Unreal considers the character's Z velocity to be zero while standing on a falling object
tried, no visible effect
And if you do Stop Movement Immediately?
@hardy horizon maybe you must set world location to the same one but a little higher (like 2 - 5 units) and then apply the changes on the velocity and jump
So the character will stop making contact with the platform
just made it teleport the player 500 units upwards, stop all movement, and the jump.
Character teleported 500 units upwards, then did the same stupid jump it does when on top of the object
XD
sighs
Did you make sure you haven't changed the parameter of CharacterMovement called Jump Z Velocity?
I don't touch that variable anywhere in code
and jump works normally except when on a falling object
Then I don't know ^^'
@hardy horizon Try implementing your own Jump by using LaunchCharacter
lol, literally just tried that as you were writing it
I was thinking of Add Impulse before, but I thought that would do the same as the Jump function
didn't work
And even worse I think
LaunchCharacter should work as you dont need to be on an solid base
Using ZOverride = true, right?
@weary basalt Do you know something about apex and physx?
I'm having problems saving and loading the state of a destructible actor
Nar sorry mate.
Ok no problem
#legacy-physics Maybe?
Yeah, look at the last message xD
Well, a company has told me to do a test to hire me and that's the last part.. I have never done something like that
Save and Load the state of an Physics object?
I cant imagine it being to hard. Just save the current transform of each object as well as their velocities
Just in case you were wondering I got it working
I set the launch velocity based on the current Z Linear Velocity and then add a fixed value
while making sure you haven't landed (so you can't double jump)
If its destructible then as long as the fracture settings remain the same it will always have the same fracture characteristic
Anyone know of any free alternatives to Assembla for cloud Perforce hosting?
Does anyone know how I would get a png of one of my fbx files on a transparent background?
Because I've been hosting on my laptop here and leaving it on 24/7 for my friends and I to work together but I'd rather have a cloud thing going.
LocalHost ๐๐
@unreal sonnet Any free hosting will most likely have pretty harsh storage limits.
I have my own server box next to my PC that hosts Perforce for me. If i need to let outside users have access i just open the port otherwise its just on my local network.
Yeah that's actually what I've been doing for the past year with game jam and whatnot. I climbed a lot of the Perforce learning curve by doing it that way, but I was hoping there'd be an easier option, like how Github works.
It's a shame that github and Git LFS doesn't work with .uasset files naturally like it does with Perforce. You gotta do them all manually.
Thats why i prefer perforce over git. Its just super robust.
Agreed, but the downside is that I can only have 5 users and I need to keep my old laptop running 24/7 in order to have us all be able to work together.
I get around that by making the Users as departments then get each actual developer to make an single workspace in their department
20 Workspaces i think so spread that over 5 user accounts gives you 20 unique users really.
When I put a game to download for a cost on Steam, how do I contact Unreal and stuff to give them % from the sales?
@sharp crest https://www.unrealengine.com/release
Add the following to your products credits: โ[Product Name] uses the Unrealยฎ Engine. Unrealยฎ is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.โ and โUnrealยฎ Engine, Copyright 1998 โ xxxx, Epic Games, Inc. All rights reserved.โ
Thanks, but where do I exactly put this? @tall pendant @whole quarry
That looks like it goes in your production credits. The section where you give people credit for the development of the game.
hi there
Well where is that supposed to be lol
You're also going to need an EULA in your game
Yea I saw that, didnt understand what I'm supposed to write in it lol
There is a sample
Yea saw it too
Usually at the end and in the main menu bar
Hmm yea ok I will make a credits section in the main menu
What we did in our game, since it doesn't have an ending or anything, is to put two "credits" and "EULA" buttons on the main menu, that show credits and EULA
EULA is commonly shown at install time (first launch)
Credits are commonly shown after end of campaign, etc
I really dont understand what I'm supposed to write in this EULA thing
Just copy paste the sample document from Epic and change the company name
Also what do I do with it once I'm done wiriting it lol
oh
lol
oh so just change whatever is in [something]?
Eula can simply be in the game docs when they purchase the game they agree to it. As well as your website
Yea I have this file, so just fill out the stuff in [] and put it in a section in the main menu as well as the credits?
The safe way is to display this at first launch, if you don't have any save data for example
Yup
Ok thanks!
So about the payment, do I just fill out this form every Quarter of a year and they will get back to me about where to pay and stuff?
And this one once my game is released? http://help.epicgames.com/customer/en/portal/articles/2313880-how-do-i-notify-epic-about-the-release-of-my-ue4-project-?b_id=9727
Just read the page, all info is on there..
Yea well I'm pretty sure I got it right, filling out the EULA now
Licensor = My name?
Or your legal studio name
Yea ok ty, and whats Agreement?
Which one? The one between you and UE or the one between the consumer and you?
I think you leave it, not positive though
hmm ok
Oh, that's the title of your EULA
hmm what lol
Your end user license agreement
Sorry I dont understand what you mean
That's what governs how consumers can use your materials, game
hmm so replace it with end user license agreement and then make another file about how consumers can use my game? got an example of that or something?
Epicโs service providers, shall be liable in any way for loss or damage of any kind resulting from the use or inability to use the Epic Materials or otherwise in connection with this end user license agreement
Or what you title your agreement
hmm ok so make a file with that and put it in the main menu too?
Usually that is on your website. When you buy a game the EULA of the game ops up and you have to click on it to agree. And again before you install the game.
With these questions, i start wondering about the game ๐
Lol. EULAs can be complex but it's extremely important to learn for all devs. It will protect you and your game.
If you're in my Portland there are resources available. Most major cities has an independent dev group with resources.
I dont even live in a city lol, hmm dunno how you say that in English
Are you sure thats only what I need to put in the end user license agreement?
Epicโs service providers, shall be liable in any way for loss or damage of any kind resulting from the use or inability to use the Epic Materials or otherwise in connection with this end user license agreement
So I cut it off in the copy and paste. It makes more sense when you read the whole sentence.
Have you ever read such short EULA?
Thou shall not mess with the software. Thou shall pay yourself if hardware fails because of this software. Thou shall not pirate this software. Thou shall not crack this software. Thou shall not modify this software. Thou shall not influence this software by other means, etc etc
Dont use this text in this way ๐
Hmm wait I'm confused xD
I need to put this when the user starts the game:
Epicโs service providers, shall be liable in any way for loss or damage of any kind resulting from the use or inability to use the Epic Materials or otherwise in connection with this end user license agreement
And I need to replace [Agreement] with end user license agreement
Is that right?
No, put the whole Agreement. I only took an example clip
Going full circle ๐
You see thats why I make sure xD
And not when you start the game, when you purchase and install it
Ok thanks yay I'm done kinda of :P
Are you sure?
?
I would have a legal advisor look at the documents.
For him definitly
lol
I dont have a company or something, just posting it as a kinda of a project for fun
Make sure everything is on the up and up. That piece of paper is what will defend you in legal battles if (small if) they arise
If you release/publish your game for fun. Doesnt mean that the law is for fun. Its still serious business and you need to be carefull with it
That's fine, but it's a good practice to have regardless
I mean I just replaced the [] stuff to what you said, what could I have done wrong? xD
There is an Epic stream from a year ago that explains the importance of it
Got a link?
Epic's General Counsel Canon Pence and VP of Business Affairs Jay Wilbur join the stream to talk about the business and legal side of making games. Find out ...
Think so
I always recommended getting an legal advisor. just to be on the safe side.
That's the disclaimer of warranty, you'll need an EULA to tell consumers what they can can't do with the game. Otherwise you give them permission to redistribute it. And those go unchecked for UEs royalties
Along with assets you purchased, and hundreds of hours of your time
Be sure to add a humancentipede clausule in it, just for funs
Lol
@keen carbon That's not the case, FWIW. No licensing terms dioesn't mean that it's all fair game and free to redistribute.
Is there a template for a consumers EULA anywhere I can use?
Also if I purchased assets I dont need to put them in the credits right? If I got them for free then yea
Copyright is a real thing that actually exists and you don't have to claim copyright for copyright to exist - the default is that you have the rights as an author, and other people don't
Everyone is saying something different lol I'm so confused.
That's because no one here is a copyright lawyer, which is what you need to be sure. We're all giving our nonprofessional opinions on the topic
For purchased assets - check the asset's license
Does the license require attribution ? If no, then don't
If they dont say then no right?
If the license doesn't say, then no
k, I'm gonna do some research online about the topic and hopefully I can figure it all out right
As far as copyright go - in pretty much the entire Western world, copyright is automatic
Write a book, you get copyright on it
You don't have to register anything for that to happen
Yes, you are correct, but it still helps govern this
Releasing your game with content and no specific license gives zero redistribution rights to people. You can make it clear in the EULA to cover yourself, in case one of the authors for the assets decides toblame you for failing to warn people, but the default is that you are the owner for that work
In the case of third-party assets it's completely cut and dry - the assets have an explicit license and are not separately redistributed in your game in a reusable form
^ knows his stuff
sec asking a lawyer about what you said (automatic copyright)
Authorship
You'll still need to file the copy right, it's the easiest way to defend in court
Nah you have as person it by default
If you plan on going to court sueing people, then sure
The point is, indie devs usually don't run a business of sueing people, because that's expensive, bad for PR and useless
Trust me when I say you never plan to go to court
If your game get pirated, sending them an email is usually enough to get it removed from their site
You also need to protect your self and filing a copyright protects you and doesn't cost much at all
Ok so other than the file Epic told me to fill, I need to make an eula for what consumers can do with my game and let a lawyer read it and tell me everything is ok?
Why does the call stack no specify which file it's encountering the error in?
If your game has been publicly released at some point, copyright protection is fairly solid at that point, in itself, without additional protection
If you're going to sue someone, you can materially prove that you are indeed the author
I wrote a book, self published, I still filled a copyright
Ok so aint the file Epic gave me to fill claims I'm the owner?
You have the source files
Yes
What is not covered by copyright is your trade mark
Yes, you are protected automatically
Which is something you should file for
I probably have a name thats already being used somewhere, Unlimited - thats the name of my game, is it a big deal?
It's not, if you're prepared to change it, should Unlimited Inc, Delaware, send you a cease and desist
In today's world of growing technology and business, it is more important than ever to protect your ideas and works. One step in ensuring your works are protected is to obtain a copyright. It is equally important to first learn what a copyright entails, and what makes a copyright different from other forms of protection that the U.S. government provides.
Sure, a source from a copyright company
lol
That's really not biased
It's not about being nice, it's about being able to afford it
It also prevents people filing a copyright on your product and suing you
For infringing your own work. It's been done
So how do I fill copyright on my product lol thats what I have been trying to figure out for the last 20 mins
@keen carbon In that case, if the copyright for the same work was filed three months after you released the work publicly on the PS4, you're still going to be protected
But you may have to fight it in court that time, yes
Which is also a 100% losing proposition for the other party
how do you even sue someone thats not from your country lol
Anyway, ask your lawyer, that's the safe way
What to ask him tho?
No, you need to prove to a judge and lawyers that you made the item first. It's easier said then done. And extremely expensive.
You can reverse engineer any thing
Then what am I supposed to do about that?
Make a file that claims me as the owner of my product?
Trust me I've been there
Days in court, a company took my idea after publishing and it was a huge quiet ordeal, and I had to prove I made it first.
It's far easier to file a copyright then not
How do I file a copyright tho thats the question lol
Just put the finished copy on a disc, fill out the form on the website, enclose a check or money order and in a month you have a certificate of copyright in the mail
You'll need to find the copyright office in your country.
And I thought it will be easy.. ๐ผ Sad panda
Go to the website, they should have a simple PDF that you fill out sign and send with your copy, then they file it with there library
It is easy
There is probably already something signed on the name Unlimited tho
Company names are finniky
As long as you differentiate yourself, such as unlimited interactive studios, and you use that name, it won't be "confusing others "
It's the name of the game not my company(which I dont have)
name of game is trademark tho
"One eternity later"
@whole quarry Hey wonna help? Great! Otherwise bye lol
Lol
I helped already
He did help a bit
Yea but now he is being annoying lol
All info is on the site I linked earlier actually
Which one? The 20 pages long one?
@keen carbon how did the court case go?
Well yea.. ita lots of info
I mean, usually in this line of industry, ideas are worth nothing
I didn't even know you could sue anyone for that
Cant help it if people go like tl;dr
I'm pretty sure not one can own ideas
And thats for the better lol
Imagine if games would own their ideas, we would probably only have 5 games xD
We settled. They purchased the game and put there name on it and payed the 15000 in legal fees. I hid in a hole until last month.
15k is not bad
It is when you worked at McDonald's at the time
also sounds hard to believe if they only used idea of yours ๐
They were shady
then they would have not settled at all
I dunno, there's definitely some pieces of the puzzle missing here
They would have, no court disclosure of settlement cases
So no one knows a large game company sued to get a game.
Now we do ๐
I still claim that never happened or you didn't tell the whole story, nobody can sue just for using your game idea
nobody would be making games here if that were true
You cant patent ideas
One thing that does exist is patent trolling
Which looks pretty much like what's described here
so idea guys trolled?
UnrealBot would be rich from its game ideas
"We'll sue you for this patent about doing abtyioinimus on a computer, or pay 5 grand"
But a game publisher suing on a concept sounds really bizarre
Well. Patent or Trademarks are different from copyright.. i thought this was about copyright?
well, you can't copyright game idea, just your own work, right?
so the whole thing isn't about copyright then?
I have no idea what you guys talked here about even ๐
About plants and mushrooms
just saw the court trolling thing and didn't buy it
We talked about what to do before I publish my game
make a company, claim trademark on it
you probably can't register trademark for it
it's slow progress anyway
Would perfer to not make a company, just using my name
and you own copyrights to your own work
I'd have limited liability company if I sold anything globally
people can sue you for all BS reasons
if you accidentally still something you will be in greater danger
@sharp crest If you plan on selling anything, you should definitely go for the company.
Setting up my own right now
and company you can just close or something
Companies offer limitation of liability, separation of personal and company assets, and they're pretty much required anyway as far as taxes go
Well in my country anyway
well, not all company forms offer you limited liability
differs on the type of company here
Yeah, not all of them do
Having Tax id is great, all the advantages and 'discounts' :3
you can run a company with full liability if you want.
yeah, they are easier to found and cost less to start too
yup
like here, you can basically do all the paperwork in a day and it costs like 300-400โฌ
In France, the only setup without limited liability are the "personal companies", and the big-old company status that you use if you're a multinational drilling megacorporation
well, I don't remember the exact figures but around that ballpark
its was 20โฌ in germany. 10 years ago.. idk about the current prices ๐
(not counting in additional costs like TM, hosting, domain etc)
It's ~250โฌ in France, but then you're going to need a bank account that's going to cost that every year so
ahh a LLC
but you also have to have 2500โฌ for the company as well to be able to found it
Ooh, SP here ^^
well, ~3000โฌ isn't that much in the long run
heh
yeah, that's more
we used to have ~10k in past but they lowered it
I think the German GMBH is the equivalent to the French SA, which is basically for very serious and rich people
plus notary costs etc
also, I checked, the cheapest "personal company" is little over 100โฌ here, so I remembered that one wrong
LLC's are pretty rare for a one-man company here in my country
why all this stuff have to exist?
because trolls?
Because fish like to be bigger than other fish ๐
๐
I want total anarchy
In France the cost setup is like 20โฌ for the important official stuff, plus ten times that to publish a statement in a journal because fuck you
and people being good to each other
Dont tell yourself what you want, because... Anarchy!!!
we also have the UG here in germany. Which is also with limited liability but you dont need 25k to start the company. You can convert an UG into an GmbH after you get the cash tho.
autonomic AI assisted living
hey guys, i cant find a good way to move my capsule to match an animation (i dont want to use root motion), in cases that my animation steps forward then backwards for example, any ideas/tuts
not sure if general is the best place but theres no one on animation
;v
@lyric owl So how would international trade work then? Without a govermental body you're open to get infaltraded ๐
Was driving, I'm back
We probably need a #legal-and-release channel for discussing legal stuff, btw
Also we need a non-bugged UE4 but well
Right lol
^ yeah good stuff specially more ue4 focused legal topics
discussing actual legal stuff ๐ hmm idk
Yeah...
even if someone is a lawyer he/she probably cant say anything
Well, not legal because no one here is actually a lawyer
More like commercial & release
But still great to have a channel to get/find advise
Commercial and release would be good
yup. for infos about legal stuff ofc...
The boring bits of game dev no one thinks about
Also we need a big yellow banner on top of every channel, yelling in all caps to use source control
I like to think about it
But that's just me
๐
it's all like a game anyway
just not very user friendly
I wish there was some fancy good game that teach you leagal stuff
It's called life lessons
life is dangerous and fail can mean death
Learn from others making the mistake so you don't have to
I believe that some games here to help us fail a batch in imaginary worlds and then use it better in real life
True, but you still don't want to jump into a hay stack
50cents didnt say much good things, but 1 statement he made is gold "Get rich or die trying", like, everything good is worth the risk
It's not, if my game ever went anywhere most of the profits would go towards schools and free lunch programs
money is imaginary stuff
I don't want to be rich, just healthy and taken care of
it's only works because other people imagine it have value too
having lods of valuable stuff other people think valuable is actually incredibly dangerous
specially in some places.
Right
So being sustainable and having just right amount is more desirable then having more then you need
Why would you need more than you need?
most people want more then they need
life style is incredibly popular stuff
also money make you fell like your wining or something
You'll never use it, and you can't take it with you on your final destination. It's better to be sustained then have stuff
but you actually don't so you become depressed
Because you only work to get more. Many companies fall in that rut
can't wait for the time then we have Ai for everything
you don't need to think about money AI should do it for you
all you really need to care about is being happy
and this achieved by problem solving
Many gaming companies made it big, but then they forgot somewhere along the lines that they weren't in it for the money, they were originally in it to make people happy and watch players enjoy their game.
Great games fell because they only sold half a game, you pay for the rest
Got to go. I'll be back
@weary basalt "Just save the current transform of each object as well as their velocities" you mean each chunk? I know how to do that.
"If its destructible then as long as the fracture settings remain the same it will always have the same fracture characteristic" That's the problem, how do I get the destructible's current fracture state?
Does anyone know a good school to go to for level design/Enviormental design? Possbilly learning UE4 futher?
^ sigh
Well, no 4.16 then
Gonna try using a post-process to show the HUD, because surely that makes sense
Hi,
i have a character with a crosshair Widget Component on it, so it is in world space (but rendered in screen space).
I'm having issues with it rendering to other clients, as i dont want it to replicate
It's parent components are not set to replicate and i only want it to be visible to the client it pertains to
Checking "Only owner can see" doesn't work either.
Well, I got my HUD moved to the global post-process volume, time to see if SceneDepth works in PP on 4.16 !
http://prntscr.com/fjs2ak Anyone knows what I'm supposed to write here?
When I sign up to Steam Direct
It says it's wrong
I did exactly that
But it says it's wrong
Is there no way to just use PayPal for the payment?
you need valid bank infos for steam
You can always ask your bank. They should know what it needs
I don't think so. I would just call your bank for the info.
omg Valve.. xD
?
If I have multiple static meshes with a material, is it possible to slightly alter the material for just one specific intance of the mesh?
you could probably use material instances for that. with MI you can alter features of a material.
Thanks, I'll look into that
@sharp crest What country are you from ?
IBAN + Swift are basically international account coordinates, it's probably printed on your account papers somewhere
But if you're not from the US, you're in for a ride
why?
Because you need to provide US banking information, or pay double taxes
Huh
So you have to call the US IRS to get an american taxpayer ID, the EIN/TIN/ITIN depending on your situation
Which is nice if you are bad at english
Valve doesnt have EU branch?
No they don't
They also only pay in USD, which may cause your bank to apply some fees
It's basically hell
I dont see how the currency is an issue
Most of the sales are not in your own currency either
It's not that much of an issue, but if your bank account is in Euros, and you get paid in USD, the conversion isn't always free
Getting an EIN isn't really an issue either. Takes about a 40 minute phone call, while 30 minutes is just waiting in line. Done, got your EIN.
Yeah, which is easy if you know your stuff
Learning that you need to call the other side of the Earth at night ask to fill out a SS4 form to get an EIN because that gets on a W-8EN form later was just neither obvious or good news
Then again if you're from Europe and did all of this for Steam, I'm very interested in any feedback
@craggy nymph
@cloud cobalt Is it possible to refund? xD
Honestly lol is it possible to refund the $100?
No idea
I haven't submitted anything to steam yet, but I called the IRC to get an EIN, cause I thought I need it for the epic marketplace as well.
I dunno, https://partner.steamgames.com/doc/gettingstarted/faq seems to cover all of that
I dont get why you cant just use PayPal for the payment... so annoying..
@cursive dirge Uh, it's very unclear and vague imho
I read all of that and I think I need to be in an international bank or something
@sharp crest You can't refund the direct fee
"For Non-U.S. partners, a U.S. TIN or a foreign TIN is required to claim treaty benefits" -> This is unclear to the point of being wrong, since it's an EIN you need for a company
It's only correct if you consider that an EIN is a TIN
Which is kindof true but apparently not really
I used there contact page and sent them a message about my bank info doesnt work (says wrong) and if there is a way to use PayPal for the payment, honestly I dont expect anything from that........
- I dunno where to put my game now
- I wasted $100
gg Valve
Steam is not the Apple Store, it's a big storefront that does a lot of business. You have to be serious about selling copies
@sharp crest what is the issue exactly?
@cursive dirge I filled out the bank info but it says it's wrong, and I think I need to be in an international bank or something for it to work.. http://prntscr.com/fjs2ak
Why do I need a specific bank type to be serious about it lol @cloud cobalt
just enter IBAN?
I did enter it but it says it's wrong
YOu don't need any specific bank
^
It's just an IBAN and swift
I entered what it says
Which country are you from ?
Israel
Okay, over here in France when we want to give our bank account coordinates we print out a small paper with numbers on it
Don't you have something like that ?
I do have a paper thing with my details about the bank
But the info I typed was apparently wrong
But I mean it's not lol
@cloud cobalt in the US we call it the Routing Number, if I understand you right
@sharp crest Does the paper feature "IBAN" somewhere ?
The other one is BIC/Swift which is something like 8 letters
Yea thats what I used
you tried it without spaces?
Whats the reason you cant use PayPal or something for the payment even lol
The IBAN is probably like 25 numbers
what?
It's definitely not the right info then
And the Bank SWIFT Code is 3
no bank account ID is 4 numbers
you could only have 9999 accounts :p
Contact your bank and get the numbers, it's easier
BIC = Swift = basically code for your bank, IBAN = lots of numbers
also with the country prefix code
Hmm ok guys thanks, it's late for me now so will try calling them tomorrow
just login to your bank if you have online service
will keep the pic so I remember what I need
you should see all this data there on your account data
Look for something starting with IL62
@sharp crest You can't use Paypal because it's not a full-blown legally tax-bound system like your bank is afaik
Well IL anyway
The BIC is the bank ID
Ah nevermind
I don't even have pin card :p
Yep, looks like one
You have to enjoy the little things
Like not paying taxes in the US and in your country because of Steam
If your country has a tex treaty with the US, that is
I never imagined that this could be a concern, and now I am happy not to suffer from it
๐
Talking to me about the no tax thing?
Nope
thought so xD
That was a general "you"
Does anyone know how you save just 1 channel in a photoshop document?
say i have 3 images and i want to save out each image to a RBG
Copy paste each image and paste it to a layer in photoshop
what?
How does that help at all
I want to inject each image in too its own channel of a RGB
I understood that you had three monochrome images like roughness metalness and AO, for example, and you want to bake them in one image
So the process for that is copy one image, select the R channel and paste, and go on
Did I understood the right thing ?
Wheee
u can paste channels?
did not know that
The Netherlands has a tax treaty with the US
@pallid compass That's how I do it anyway, though I only append the alpha to existing images
If you have layers, it gets complicated
I think Israel does too. Not sure
hmm how would I check that? @keen carbon
i have 3 muzzle fire images and im trying to take each one of them and inject them in to each channel of a single .tga
lol I typed tax treaty in google and first suggestion was tax treaty us israel
@pallid compass Are they monochrome at least ?
So does that mean it has?
yup
Yes, the treaty is there
Yay :P
Israel has agreement with the us
wait fuck no there not
Most countries have tax treaties
Does anyone know how to save and load the state of a DestructibleActor? I've looked at the doc http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apexsdk/APEX_Destruction/Destruction_Module.html and tried NvParameterized::Interface, but not working as I thought
I think pasting them in a layer will make them
@keen carbon Dont try to make me not feel special! xD
Lol
@sharp crest I don't want to sound patronizing or anything but I'm doing this process right now (setting up a corporate entity to sell a game on Steam, do the tax things etc), and it sounds like you don't really know what you're doing there. You're going to have lots of obscure legal stuff to look up and it's pretty intense. If what you're looking for is "make money with a game", sure, that's the way, but it's not going to be like ordering stuff on the net. If you're only interested in putting the game on the Web, itch.io sounds like an easier start
depending on the use you dont need to remove the black background
additive blending should work. for translucency you need alpha channel
I want to set my black selection to the alpha channel
@cloud cobalt I'm not too interested in making money from the game because I'm enjoying making it, but it's a thing I wont refuse to, and I would perfer puting the game on a platform where people will actually see it too so I perfer Steam, I will be honest and say yea I'm not 100% sure what I'm doing but I'm sure I can handle it, if you have any tips and tricks throw them to me! xD
you can save a selection to alpha channel
@sharp crest I'm just saying, don't be in too much of a hurry to sell stuff. I don't know anything about Israel, but I also didn't know anything about doing business in my own country, and I've printed and signed something like 120 pages of legal stuff in the past week or so
Not to mention money, which I unfortunately can't just print
What did you print and signed on?
Yeah, take your time and do it right
It's an exciting time, but you need to make sure you know what to do.
@sharp crest Setting up a company
I'm not making a company tho
You may want to think about it
I did and I perfer not
A company protects you
From
Any thing
Like
alright im about to throw my self off a bridge
JUST DO IT
Best way to turn this shape in too a solid colour for RGB injection?
Legal matters, fees, if your company goes under you don't
ohh shiny @pallid compass
@sharp crest Over here it's basically a legal requirement, unless you want the tax service on your ass
Or inside it
i would also advise get a company or u will get rekt
@cloud cobalt Do you have a cool company name too
imo ud have to be crazy to publish a game with out a company
Strangers r us gaming
At least an llc
I dont get what could happen that I will require a company
just merge all layers, copy and paste into one of the three channels (new doc) @pallid compass
gotcha
thank you
ey tbjbu2
u launch ur game
i buy it
i install it
my pc breaks
i blame you
law suits
your liable
someone finds something offensive>
your liable
@pallid compass Thats not something that can happen :P
just think of the most stupidest shit u could ever imagine happening
and someone can blame it on you
Technically a good eula will prevent that. But yes
More seriously and more dangerously, companies often pay more taxes than individuals, so your country's tax office hates it when people do business without a company.
How can you say that though? u dont even know why u need a company u cant say that
people will sue u for everything man
You usually do not want to piss off tax people, because they come at you with more tax
^
I have an EULA when for when people install my game, it should protect me from stuff like this
True, and new businesses usually get tax credits
Heres the thing
People wont wann install ur game if ur EULA
says shit like
"i take no responsability for any damaged caused to ur pc"
then its like
Wait what
Why would they put that?
then some assholes
Some wordings direct to arbitration, so they can still contest the eula
write a news article on you
Actually the suggested UE4 EULA says exactly that
and twist it
Yeah but UE4 is trusted
no one knows who the fuq u are
ur just a 1 person unknown you know
You need to consider the worst
My game has that language in the EULA too
That's actually common language for EULAs. Not unusual.
because there is seriously spiteful people out there
from big companies yeah
Your missing the point
Does anyone has an exmaple for an EULA thats commonly used for games?
Its from someone who has no company attached too them
and no one knows who they are
any sane person would be sceptical
also number 1 rule for having a company
You save money
il give u an example from uk
I wouldn't attach a EULA to my game if I didn't have a company to back it up. That's dangerous.
at 150,000+ profit earnings, witch is not alot
Personal tax 45%
Company tax 21%
Nearly all eulas read the same
So should I not make an EULA?
Not without a company to back it up.
You need to set a company up
If it's just a hobby project, don't bother.
and speak to Lawyers/solicitor specialists
I dont want to setup a company, I have my own reasons
Thats fine just dont put your game on steam t
Your asking for a world of problems.
If you don't want to set up a company, then treat it as a hobby project.
Ok well thats what I said, but they said I can get sued for stuff like "you broke my PC".. so I dunno lol
It is an hobby project but I want to sell it for money and not for free
That was an out of size example, the point was people will find the stupidest of shit to make money out of you
Anyway, that's just my 2 cents @sharp crest . Do what you gotta do, and I really wish you the best. Simply consider that
- doing business as a person is a large risk to you, your finances, or your legal rights
- doing business on Steam can be instantly a large affair with enough money to get people interested in your situation
- doing any kind of money with a project changes stuff in nearly every way, like how your software licenses are suddenly not valid anymore, etc.
If you're selling it, it's not a hobby. People will expect support, and without a company, you have no legal protection.
No company = your personal assets are at stake.
^
Is there no way of doing that without a company?
Nope.
No
A company is literally a legal entity that is not a person and does business
At least an llc will provide protection
The biggest advantage of starting a company is protection. If you have a company and someone sues you, they're suing your company, not you.
select the acording channel
@pallid compass let me do something
In which case your company's assets are at stake, not your own.
got it omfg
Select channel on the right, and ctrl + v
How can people that arent from my country can even sue me?
Multi mask advanced materials and injection of maskes in to files in quixel ez
have to do something in photoshop
get rekt
my lyf
Yeah ofc they can
Oh, simple
ITs way expensive but they can do it
@sharp crest If you do form a company, talk to a lawyer or other business expert. Legal advice from anyone else should be taken with a grain of salt.
If you sell me something in my country and it breaks, I can sue the socks off you
@sharp crest Steam sells in all countries or close enough
So that makes you liable, I guess
I FOUND A DEAD PIXEL ON MY CINITIQ 27 QHD TODAY
i was fumin
thank god there gonna replace it
Hmm I'm kinda of stuck right now then.. :/
Long story short, there is no fine line between hobby and business
It's one or the other
^
IF this is really a hobby for you, dont charge man, just set up a paypal donations page
Thats prob your best best
Really great platform, more accessible / low pressure compared to Steam.
with T&C for install
I payed the $100 fee on Steam already tho, and I really perfer puting it there
like pfist said though, double check that with a lawyer im no expert
@sharp crest Through Greenlight or Direct?
Direct
I believe you can put it there for free. Not sure

Not sure you can.
Put games for free on Steam? Yea why not lol, but as I said I want it to cost money
Wait wont he need to copy right his work anyway?
and need to setup that with a company
to do it properly
Selling stuff properly means company
I didn't even realize you could register as a Steam Partner without a company. 
Yea you can
Pretty confident they do warn you against not using a company.
so basically its highly advised
I feel like your playing with fire man
Speak to a lawyer/solicitor to be safe
You're definitely doing so at your own risk, but as the warning states, it's probably best to ask a lawyer, not us. ๐
What would I ask a lawyer thats not working in games?
"I want to sell stuff on the Internet"
"People told me about doing a company"
"Tell me more"
You just need a lawyer that's familiar with digital commerce. They don't need to be a game industry expert.
And since the lawyer is going to cost the price of a small computer, you can probably start with googling stuff about your country and asking friends
if ur lucky
I have a lawyer in my family but I'm not sure if she is familiar with digital commerce
u might be able to get a free consultation if u say your looking for a lawyer to work with and in the future
kinda thing
small computer would be a cheap lawyer xD
Works in the uk.
Talk to her any way
The one thing you just can't do is what you were doing, signin in on Steam to sell your game without any preparation
If you do that the best thing that can happen is everyone on Earth ignores it
The worst things are less likely but basically think lots of money to pay
i know its small af but someone name a material that has similar normal too this, with good veriation, searching through my library and cant decide ๐ฆ
im thinking rough leather type of normal tiled up bigger hmm
Ok well I'm gonna talk with her tomorrow and see if I must a company for this and if not what else I need to do
Ok
Guys i just had an awesome idea
I wonder if u could use a normal map as a mask
to mask a texture
strength of the map depends on the masking
hmmm
No clue
how the heck do u gradiant between two colours ;o
what are you trying to do exactly?
Procedurally generated gradients to add to your materials, eliminating the need for textures and saving memory.
Hey guys, how do you share a project with someone else on a diferent computer?
|
can you just send them the file?
I don't see why not technically, but it would probably be easier to just have a repo you add them to and can push to/pull from
So you don't have to send the whole project on each periodic change
Oh cool, so I can load the project from like google drive or something? is that what you mean by a repository?
Well traditionally you'd use a service that hosts some sort of version control system, like Git has GitHub or GitLab
You can also host your own server if you'd like, or use another type of VCS like Perforce (though that's paid for over 5 people)
What would you suggest? I've never worked with a team on a project so im pretty new to this.
BP or C++ primarily?
I would suggest Git either way if you're new really, P4 doesn't really have any free hosts and setting a server up can be a little bit of a pain
BP
Perforce deals with binary assets much better however, so once you get comfortable with the concept of version control it could be worth checking out
So I just upload the project to git and im done?
If you're looking for totally free yeah I guess git would work