#ue4-general

1 messages ยท Page 103 of 1

next badger
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i wih they have more diversty in the landscape

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afaik Titan is pretty rocky moon

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nah, googled, seems it's pretty flat...

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@plush yew xyz maps? like triplanar or real 3d maps?

floral pagoda
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Give epic feedback on the Control Rig toolset

frank void
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is there some way of adding a push to a Character without using radial impulse?

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I notice AddImpulse doesn't seem to be a thing for its movement component

livid haven
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@frank void Eh? AddImpulse isn't a method of a particular component - it's a method on primitive component.

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Ah, wait, I see.

tiny prawn
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whats the difference between general and lounge

livid haven
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CharacterMovementComponent also has such a method.

frank void
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yeah, I'm a little confused

livid haven
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@frank void You should be able to call AddImpulse on a Character movement component.

frank void
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oook- hoping that it's intellisense being arse

grim ore
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maybe try Launch Character?

frank void
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error C2039: 'AddImpulse': is not a member of 'UPawnMovementComponent'

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what the heck

livid haven
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@frank void That error is correct.

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A != B

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UPawnMovementComponent != UCharacterMovementComponent

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The latter is derived from the former.

frank void
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..oh, whoops. I needed GetCharacterMovement

livid haven
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๐Ÿ‘

frank void
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strange

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you'd think it would be called GetCharacterMovementComponent

livid haven
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This guy over here.

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Expecting consistency.

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Get a load of that.

polar hawk
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The farther you move from engine code

plush yew
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Please welcome @astral sluice to the community! :beers:

polar hawk
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The more inconsistent things get

livid haven
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Quote For Truth

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Engine code moves at the speed of "This shit needs to work right the first time because we'll never be able to change it again once it goes out to the public"

frank void
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it would be nice if some of the really crucial stuff was implemented by default too :u

polar hawk
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Its really hard to find inconsistency in the engine

livid haven
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Game code moves at the "Fuck it, ship it, change it later, we don't owe anyone any deprecation notices, we break our own code"

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@frank void As an engine programmer, I lean far the opposite way. The less we try to solve problems with many different solutions, the better.

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Offering implementations outside of the engine? yes.

frank void
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i get it, I was just sort of expecting some kind of lag comp library to be provided

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given how important it is

livid haven
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UE4's lag comp library is called UCharacterMovementComponent. ๐Ÿ˜›

frank void
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cannibalising code from unreal tourmanent doesn't seem right

polar hawk
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Quoting someone at Epic, 'you can build a game with Unreal, you just can't ship one'

frank void
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you can't just use that for everything though ๐Ÿ˜ฎ

livid haven
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Oof. Ouch.

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@frank void You're absolutely right. Which means cannibalizing that component.

frank void
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dear lord

ashen brook
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lol Allar

livid haven
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One of my pet peeves.

polar hawk
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Breaking that component apart has been a @todo since 4.0

frank void
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that's so wrong

ashen brook
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would love context for that quote ๐Ÿ˜„

livid haven
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That would be incriminating. ๐Ÿ˜›

polar hawk
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Aye, I can't

ashen brook
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I know! Still ๐Ÿ˜„

pallid compass
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This is why i never update to current version

livid haven
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I would also like to think that I could safely talk shit without Allar getting my contract revoked. (I did not make that quote.)

pallid compass
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Omfg

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^

polar hawk
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I'm slowly losing buddies I can talk shit with

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People keep switching jobs

pallid compass
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Reasons to be an engineer

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U know what i wish

polar hawk
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No

pallid compass
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One of u gud ol engineers would record an audio tape on how to do things properly

polar hawk
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'how to do things properly' is how you start religious wars

pallid compass
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I was searching all day yesterday ans ebooks and audio tapes are just poop

polar hawk
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There are more correct 'wrong ways' than correct 'correct' ways

livid haven
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Yeah, audio is not a good way to teach any kind of engineering.

pallid compass
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I guess im finding it hard to learn good content

ashen brook
pallid compass
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We can blame sion for this

livid haven
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Engineering is naturally very hands-on. And I mean any kind of engineering - not just software.

pallid compass
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Now iv had a taste of some good tutors and foundation / examples

ashen brook
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planning where what goes in 3d

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well tbh all parts of working in games are cool

polar hawk
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The easiest distinction between right and wrong is 'nieve implementation' and 'not nieve implementation'

pallid compass
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Now everyone elses stuff seams poop

ashen brook
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except the ones that aren't

tiny prawn
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how did you get a cloud point of multi rooms, miniture model?

polar hawk
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And most cases are generally 'nieve implementation' until someone figures out a better way

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soooo

livid haven
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I want to go ahead and do a YouTube and Twitch thing and a website, man. But I've got a day job and a dog and a cat and a girlfriend and friends and vices and a Steam backlog and hopes and dreams...

ashen brook
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@tiny prawn 3000 photos taken through RealityCapture

pallid compass
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Omfg

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Man your tutoring is so good

tiny prawn
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O_O you make me want to buy a OR so much more now lol

livid haven
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I just can't, right now, feasibly maitain a personal life and my Epic work and my own projects and teaching.

ashen brook
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going to try and clean up this scan if I have time, but right now planning is more important ๐Ÿ˜•

pallid compass
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Its like, u give great foundation advice with reason and it helped me so much

livid haven
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I can't even keep a proper sleep schedule. I finally woke up at more-reasonable-than-as-of-late 1 PM today.

pallid compass
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And its also helped me pass it on to alot of people here

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I know omg

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8 hoir napa

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Hour napa

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Naps jesus

livid haven
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That's my hope, at least. That I can instill some good habits and principles and let others pass it along.

ashen brook
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๐Ÿ‘

polar hawk
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I woke up at 4, yolo

pallid compass
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I dont know how much u pay attention to other channels but i spend alot of time helping and passing stuff on

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Goos karma i think and also fuels the group postively

livid haven
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Dunno. I hop on here and there, between here and GDL.

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What's circled is what I actually bother to check regularly at all.

pallid compass
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Except today some guy called me a N word and alsorts because i told him his logic was wrong when he asked for help and i told him why LOL

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No joke look this

livid haven
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Tried to find that after you mentioned it elsewhere and couldn't find it. Assume it was moderated.

ashen brook
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@pallid compass no need to repost, I took care of it

pallid compass
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Oh sorry haha

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I should pm

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My bad

livid haven
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Yeah, PM.

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I did read it though, I saw.

pallid compass
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So much stuff i want to run past u and allah

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Asking about good framework foundation

livid haven
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Allar, you got god status now.

pallid compass
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Except your 8 houe napping

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And he will roast me

livid haven
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You wrote allah not Allar. ๐Ÿ˜‰

pallid compass
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Omfg

ashen brook
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well it's not inaccurate

livid haven
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So unless you're seeking spiritual or religious aid, typo.

pallid compass
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Its super late okay, staying up working and waiting for fight

livid haven
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Late night fight club, eh?

pallid compass
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Want to see the ship iv been working on now

livid haven
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Alright. Enough giving you shit. ๐Ÿ˜›

pallid compass
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Its got predator feel i wanted

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Haha

livid haven
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Tangents and off-topic. But showing off a model for your UE4 project seems appropriate enough to me.

ashen brook
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yup definitely

pallid compass
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Few plates need replacing

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Size of things need tweaking

livid haven
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All about that maximalism and "greeble"

pallid compass
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But they layers and predator is there

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Dw 0 greeble

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:)

livid haven
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Sorry, not really greeble but... small details.

ashen brook
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hmm, I think the boxy overall shape is letting you down there

pallid compass
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Yeah haha

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Hard surface panel work

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Yeah it needs reshape

ashen brook
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try adding in some curves instead of going 90ยฐ angles on the big shapes

livid haven
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I realize greeble is sometimes a dirty word and also refers to more of a "filler noise texture" to suggest complexity.

pallid compass
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So hard to hit the tech feel with predatory aspect

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Right balance is hard

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Yeaj jaha

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Yeah haha

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Well i wantes the sharp edge shape

ashen brook
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there's no sharp edge though

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it's all 90ยฐ

pallid compass
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But mixed in the front predator head and end wings and ribs

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To give it some overall shape

ashen brook
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long box + flat wide box + cone

polar hawk
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Yall don't know how many people read my name as Allah

pallid compass
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Hmm good point

ashen brook
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curve that shit

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๐Ÿ˜„

pallid compass
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It does need alot of reweighting id ssy

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Say

polar hawk
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When I used to semi-pro game.... "allah ackbar" all the fucking time <___<

ashen brook
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reference > *

pallid compass
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Need to make more plates

livid haven
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@polar hawk Sounds like a recipe for both hilarity and cringe.

ashen brook
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@pallid compass I do like the details ๐Ÿ˜ƒ

pallid compass
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Thank you its only first iteration

ashen brook
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a good way to design stuff like this is to look at animals that convey the kind of feel you want to go for

pallid compass
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Yeah true i do have ref library image

ashen brook
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look at the overall shapes and lean on them

livid haven
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Going to hunker down and finish profiling a performance bug over here, I'll be around but checking in less.

ashen brook
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@livid haven good luck! Always fun times that

pallid compass
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It was orignally tech focused but its for a fast class that proficient in 1v1

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So started fading towards predator pinch

livid haven
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Nothing like profiling and getting to the dread "Self" entry in the profiler. Time to add more profiling and relaunch the whole damn thing. :/

pallid compass
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noo tel me more secrets of quats and event disps

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Omg

livid haven
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P.S.: QUICK_SCOPE_CYCLE_COUNTER(STAT_YourStatName); is a life saver.

ashen brook
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noted โค

pallid compass
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God dam what id give to follow u guys around for a weak

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Actually u know whats been a big help in skill development

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The gameplay ability system

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Its like being thrown in a room with a gorilla with a bat

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U better git gud or get rekt theres no help

safe rose
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@pallid compass Except when Boss Monkey comes around

pallid compass
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Boss monkey holding a gorilla in each hand both holding 2 bats

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Thats how the system feels

safe rose
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Or Genius Sakuragi

pallid compass
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Also @ashen brook can u know module on the end of gpa channel

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Knock*

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So many people come in all the time thinking its something else haha

ashen brook
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not sure what you mean

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can you explain?

pallid compass
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The name sorry

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People think its general abilities when there after blueprints normally

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So maybe add Module or Plugin on end of name

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Pref Module as Plugin sounds like its ez grab and work

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And people dont realise there in for world of madness with it

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Prime example is last thing said someone is asking how to open files in engine

livid haven
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Yeah, noticed people come in there with general gameplay questions.

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I don't have any proposals on how to fix it.

pallid compass
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Add Module on to end of channel name

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Might help out

ashen brook
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honestly we've been thinking of retiring it and rolling it back into #cpp, because as far as channels go it very much falls into "oddly specific" territory

pallid compass
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pls no omg

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Me and kaz are putting new guide together

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The person who wrote the wiki article on it

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We where talking about this few days ago that channel is only place on the web u can talk about it

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Except inside deep dungeons of epic hq

livid haven
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It's a tough one. It's a very complex API that, really, should be in more popular use, but it's stuck in a middleground because of a lack of external use (which seems to be getting better?)

ashen brook
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changed the name of the channel to hopefully be a bit less misleading

pallid compass
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I think kaz spike to someone who helped make it and they said sometbing like

livid haven
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I get why it seems silly to have a channel just for one particular module or plugin though.

pallid compass
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Its due to it being in limbo because people who made it are busy on paragon and fortnite

livid haven
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Aye

ashen brook
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I encourage you to gently guide people to other channels when they ask something unrelated in it though.

pallid compass
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Ahh thank you

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Yeah we do most of the time

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Its getting more popular and the small group of us

livid haven
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Speak of the devil - literally the most recent comment in there. ๐Ÿ˜ƒ

pallid compass
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Are starting to understand the framework alot better

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Lmao

livid haven
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Although that person is clearly not under the impression that said channel is for gameplay.

pallid compass
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Yeah haha

polar hawk
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I might just mute this entire server

pallid compass
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Omg

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YES

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But npo

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Noo

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Some of the studd in gpa though

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To get cool down from ability right

safe rose
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@polar hawk lol

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I still don't get how our feedback isn't making any headway

pallid compass
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U need owner, ability handle and ability input right

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Mfw it does NOTHING with the handle

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In the cpp for it the func

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The handle is used no where lmao

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Ima find it for u 1 sec

livid haven
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I think it suffers from the same issue as engine code - it's not exactly gameplay code, it's somewhere between engine and gameplay code. It's optional gameplay framework. That means changes are difficult to make because it risks breaking at least two live games.

polar hawk
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I'd put money in #bounty channels

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A channel created for the sole purpose of achieving a task sponsored by money

livid haven
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GG. Have fun moderating financial transactions.

polar hawk
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Aye, it'd be a similar setup to like github beerpay

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You could probably be scammed

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But hey, usually it'd be by good people

pallid compass
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void UGameplayAbility::GetCooldownTimeRemainingAndDuration(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& TimeRemaining, float& CooldownDuration) const
{
    SCOPE_CYCLE_COUNTER(STAT_GameplayAbilityGetCooldownTimeRemainingAndDuration);

    check(ActorInfo->AbilitySystemComponent.IsValid());

    TimeRemaining = 0.f;
    CooldownDuration = 0.f;
    
    const FGameplayTagContainer* CooldownTags = GetCooldownTags();
    if (CooldownTags && CooldownTags->Num() > 0)
    {
        FGameplayEffectQuery const Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(*CooldownTags);
        TArray< TPair<float,float> > DurationAndTimeRemaining = ActorInfo->AbilitySystemComponent->GetActiveEffectsTimeRemainingAndDuration(Query);
        if (DurationAndTimeRemaining.Num() > 0)
        {
            int32 BestIdx = 0;
            float LongestTime = DurationAndTimeRemaining[0].Key;
            for (int32 Idx = 1; Idx < DurationAndTimeRemaining.Num(); ++Idx)
            {
                if (DurationAndTimeRemaining[Idx].Key > LongestTime)
                {
                    LongestTime = DurationAndTimeRemaining[Idx].Key;
                    BestIdx = Idx;
                }
            }

            TimeRemaining = DurationAndTimeRemaining[BestIdx].Key;
            CooldownDuration = DurationAndTimeRemaining[BestIdx].Value;
        }
    }
}```
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Look at that

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Am i blind or

polar hawk
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I am blind now

pallid compass
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Does not not use the handle intake

polar hawk
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I just got a fuckton of code shoved in my face

pallid compass
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Oops didnt realisw it was so much

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Someone tell me im blind

polar hawk
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you're blind

pallid compass
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Becausw if it does not use that handle then how the hell does it know what ability it is

polar hawk
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GetCooldownTags

pallid compass
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Ohh

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Why do they have handle input though

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Lile not even joking

polar hawk
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To override if you want

pallid compass
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Spent 2 hours trting to figure out how to get the handle

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Mfw didnt even need it

polar hawk
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I actually have no idea, I don't use the framework, and I'm purely speculating

pallid compass
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Ohh that makes sense

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Oh lmao

polar hawk
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But I feel like I'm right

pallid compass
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Better guess than i could pull

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They need add few more comments and it be fab

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Some of the .h have essays

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Some have a basic hi this does insert func name and thats it

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No explaination

livid haven
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And then there's this

pallid compass
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God dam thats nice

livid haven
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Look closer.

pallid compass
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Pls mr gpa engineer give us more notes

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Tell us your black magic

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Oh

livid haven
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The naming's all inconsistent, arguments are inconsistent, comments reference parameters the function doesn't have...

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... one of the comments is wholesale copy-pasted from above and is totally irrelevant.

pallid compass
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Oh LOL

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Amazinf

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Amazing

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First glancw tricks

livid haven
pallid compass
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Can anyone send like changes in for git changes to engine?

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As in requests

polar hawk
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I hate that fucking code

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lol

livid haven
ashen brook
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yep @pallid compass

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make pull requests

pallid compass
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Why has no one sent pull request for comments

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Would epic jusy be like

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no

polar hawk
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Sometimes comment requests get rejected for 'we're not focusing on that part of the engine right now'

ashen brook
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people have sent pull requests for typos

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and gotten the engine contributor badge for it

pallid compass
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Wtf lmao

livid haven
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PreEditChange gets overloaded. Meanwhile, PostEditChange is not analogous to PreEditChange... and there are two PostEditChange___ methods, one is Property, the other is ChainProperty.

polar hawk
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Aye, one character changes are easier than 1 sentence changes

livid haven
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And the argument types? All over the place.

pallid compass
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What about umm

livid haven
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And no, you can't pull request fixing anything except maybe the comments in this.

pallid compass
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If me and kaz sent in extra comments for the gpa

livid haven
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This is in UObject. Renaming anything would break every single UE4 project in existence.

pallid compass
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Because we where writting guide kinda

ashen brook
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meanwhile my PR from 8 versions ago to expose SetVectorParameterRandom and SetScalarParameterRandom in Cascade to blueprint got commented on as "sounds good, we'll integrate" and was then ignored

pallid compass
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Same person who wrote gpa wiki article

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Omg

livid haven
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Problem with your suggestion, @pallid compass , is that it shouldn't be accepted until it's vetted, but if it's vetted then it's as much time as the person who actually can vet it spending time to write it, right?

pallid compass
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True lmfao

livid haven
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So either there's no point, they should just write it themselves OR they don't have time for that.

pallid compass
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Its just super bare sometimes would help alot

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True

livid haven
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I getcha.

pallid compass
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Good point

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Save few people a couple of hours saying how does this work

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Remembee that issue i had

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With mouse input being rejected by server

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Well turns out

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My ability system comp was not being init on the server aftef posses

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That was issue

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Took me and kaz 2 days too figure it out :,)

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Actuallt on subject

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We found out theres full debug hud for it

livid haven
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Debug HUD is kind of obscure outside of the AI stuff, yeah...

pallid compass
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Was pain too get on but its got everything on it

polar hawk
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Debug hud is a beautiful nightmare

plush yew
#

Does anyone has or had worked with UE2 before? Or has played around with the editor in Republic Commando

plush yew
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I'm following this blueprint on how to make a rideable horse and i got stuck on this step

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How do I get the "SET" boxes at the end to show up?

pallid compass
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Its a bool

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Type of variable

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When u drag it in and set it ootion pops up

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What u need go do is drag off the blue on from the cast

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Ans type in your bool name

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By looks of it

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Its ment to set is ridable on the player who overlaps the sphere component

mint raptor
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Anyone know how I can get a random point inside a sphere?

pallid compass
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Also u should not rly have that type of thing attached to cast failed

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Brb big fights on

formal needle
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I've got VS 15 and 17 installed side by side. UE4 defaults to VS 15 for each new created project. Is there anyway to make it default to VS 17 for each new created project without having to go in the individual project settings and changing it?

tiny prawn
#

A month o flearning modo and finally back to here

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i need to absorb the power of animation...

floral pagoda
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@tiny prawn Look at the Control Rig plugin in UE4

sullen sonnet
sullen sonnet
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Anyone ?

gentle ivy
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don't ask to ask just ask

sullen sonnet
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What ?

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Don't think that made sense lol

plush yew
#

Please welcome @dusk bone to the community! :beers:

paper kernel
#

I wonder would 3D BP editor be any use ๐Ÿค”

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where you could stack nodes on layers

toxic oriole
#

Ello. I haven't posted in a bit, but I just came across an idea that seemed kind of cool. What if a mesh did not always have a static poly count? Say, if the mesh were to be able to subdivide parts of itself, and separate parts of itself if conditions are met. How possible would this be?

paper kernel
#

it's possible already, but not very convenient

toxic oriole
#

If one was to attempt to build an accurate damage system, would it then be convenient?

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Visually accurate, that is

paper kernel
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I'd assume damage system like wreckfest has was done by rigging

toxic oriole
#

Ah. That's probably correct. I kinda forgot about rigging for a second. Thank you.

next badger
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@toxic oriole there was a demo on slicing the meshes in ue4 somewhere

toxic oriole
#

That's what I was thinking of when the idea came to mind. (The concept of being able to slice or penetrate a mesh)

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Such as with a knife or bullet

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Either way, I am much too inexperienced to develop it

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I just thought the concept was kind of cool :)

plush yew
#

Please welcome @plush yew to the community! :beers:

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Please welcome @cinder pike to the community! :beers:

plush yew
#

Please welcome @sharp girder to the community! :beers:

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Please welcome @plush yew to the community! :beers:

obsidian nimbus
#

@toxic oriole procedural mesh component, there is an example in content examples

plush yew
#

I need to learn how to model

tiny prawn
plush yew
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I feel like that's a porn site

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Oh, it isn't

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Thanks

tiny prawn
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...

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really?

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lol

plush yew
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Don't judge me

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I might wanna go with a first-person look now that I think about it

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3rd person would probably make the stealth pretty easy at best

tiny prawn
#

(Judges you)

plush yew
#

Please welcome @turbid cedar to the community! :beers:

turbid cedar
#

Does anyone know what's modified on map when playing in-editor?

tiny prawn
frank escarp
#

this is kind of a disaster @tiny prawn

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you cant do IK well on that

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becouse instead of being an arm ik of 2 bones, you have 6 bones

ionic sedge
#

Just export without the control bones.

plush yew
#

Please welcome @frank python to the community! :beers:

tiny prawn
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@frank escarp im trying to see how to export only the needed bones. if i can make selection sets in modo that would help

oblique sorrel
#

Just a quick question: version 0.99 can go into 0.100 and further, right?

Cause I've met a guy who believes that after 0.99 there has to be 1.0, that after 0.99 Beta the game has to have 1.0 full release...

tiny prawn
#

Thats not how revisions work

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Major.Minor.Build

frank escarp
#

they are not decimals, so you can do whatever

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there was all this meme that after unreal engine 4.9 we will have UE5

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then it was just ue4.10

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but that means we are near the dankest version of unreal, the version 4.20

tiny prawn
#

At work re only up the major when new major software changes happens. for bug fixes re up the minor, and for test submissions for QA we up the build

oblique sorrel
#

I know that they're not decimals

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But the dude is adamant about it

tiny prawn
#

is he in a company or is he FOB

#

actually thats not pc...

opal spindle
#

got a grave issue

#

UATHelper: Packaging (Windows (64-bit)): Cook: LogOutputDevice:Error: Ensure condition failed: pContextTerm != nullptr [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Editor\BlueprintGraph\Private\CallFunctionHandler.cpp] [Line: 385] UATHelper: Packaging (Windows (64-bit)): Cook: LogOutputDevice:Error: '/Game/Assets/UI/Widgets/Menus/Settings/GameOptions/GameOptions.GameOptions:ExecuteUbergraph_GameOptions.K2Node_CallFunction_216' is missing a target input - if this is a server build, the input may be a cosmetic only property which was discarded (if this is the case, and this is expecting component variable try resaving.)

#

it says its missing a target input but idk what node and where or whatever because I get no errors outside of packaging

regal mulch
#

Well, inside of your GameOptions UI

tiny prawn
#

I feel like im being a little OCD with animation and units of movement.

toxic vale
#

Good morning's people.

opal spindle
#

@regal mulch I can't find anything wrong with it, no errors whatsoever

tiny prawn
#

are you sure that is the error

#

whats ur whol log look like can you paste bin it

opal spindle
#

1 sec

#

I"m recompiling now after an attempted fix

#

Tried renaming some functions I've made since the last version of GameOptions UI to see if it fixes it

#

..and it did

#

nvm lol

#

thanks anyway

tiny prawn
#

ups of thumbs

obsidian nimbus
#

hmm got some mail in my spambox from sketchfab with 4 programs to make 3d models i never heared off ๐Ÿ˜›

#

they dont seem like great programs tho

sudden agate
#

Is there an easier way to edit a color in a Curve Asset?

tiny prawn
#

slender, Mayo, 3ds Create box?

obsidian nimbus
#

gravity sketch/ 3d slash /smoothie 3d/ trnio

tiny prawn
#

.... grose i looked up one and died

obsidian nimbus
#

yea those 1st 2 are.. i dunno

#

smoothi 3d might be fun too give ur kid or something ๐Ÿ˜›

tiny prawn
#

my kid loves the stuff that come on windows 10

#

theres a sculpting app

obsidian nimbus
#

3d paint?

tiny prawn
#

naw its some scuplting thing i have not updated to get 3d paint

obsidian nimbus
#

sculptris?

tiny prawn
#

too lazy to go look... even though its litterally on the other side of my desk lol

obsidian nimbus
#

np ๐Ÿ˜›

obsidian nimbus
#

well if u make a game with any of these programs its bound to have a unique style ๐Ÿ˜›

plush yew
#

Please welcome @plush yew to the community! :beers:

timber pewter
#

lol my thought when i could suddenly save just level without any error..:"something must be wrong!"

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Hello.

#

Please welcome @robust epoch to the community! :beers:

heavy flicker
#

Any idea why my particle is popping in one by one?

plush yew
#

I saw information window with something like "... your FPS below 20..." and something was changed, can't fing it on google, can someone explain?

obsidian nimbus
#

it changed scalability

dark hemlock
#

does anyone know why, when equipment clearly has an image on it, it doesn't print the name when i have it set to, or change the image of inventory buttons?

obtuse orchid
#

Does anyone have an example of how to create a map grid with coords based on your level?

plucky reef
#

Hi guys, what should I do now after modeling my character in Zbrush?

plush yew
#

Please welcome @half stirrup to the community! :beers:

ruby chasm
#

I'm using a sphere reflection capture and I can see my gun reflecting on the floor far off into the distance

#

Am I doing something wrong?

plush yew
#

Please welcome @scarlet junco to the community! :beers:

#

Please welcome @thick kestrel to the community! :beers:

plush yew
#

@obsidian nimbus thank You... (for sure You mean this > Settings > Engine Scalability Settings?)

obsidian nimbus
#

yea

#

its graphics settings

plush yew
#

Please welcome @wintry raven to the community! :beers:

#

Please welcome @keen shale to the community! :beers:

umbral fulcrum
#

Anyone know how can I merge two spline points? I can't believe I forgot how to do it again!

regal mulch
#

@umbral fulcrum Highlight first one. CTRL Click second one

umbral fulcrum
#

I tried it. It didn't work. ๐Ÿ˜ฆ

#

Is there any other way to do it or is there something wrong with my spline?

plush yew
#

Please welcome @gentle patrol to the community! :beers:

humble rivet
#

can anyone answer my question that I posted in #gameplay-ai please ๐Ÿ˜ƒ

plush yew
#

Please welcome @jolly kindle to the community! :beers:

valid stratus
#

not sure if this is the right channel but I don't know where it would fit better; if I create a structure, and add a few variables (with different types) and press save, it switches them to "structure" rather than vector/rotator.. is that intentional or a bug?

regal mulch
#

You add Vectors/Rotators to a Struct

#

And on save it put them to Struct instead of keeping vector/rotator?

valid stratus
#

yup

#

float stays as a float

regal mulch
#

wtf

valid stratus
#

vector/rotator save as structure

#

havent had this problem in older versions but im on 4.17 now

regal mulch
#

haha

#

That does not sound intended

valid stratus
#

i was wondering if it was generalising a vector / rotator to a "structure" or something

#

not sure, weird

plush yew
#

Please welcome @paper panther to the community! :beers:

paper panther
#

Hello i'm new at Epic Games Community

valid stratus
#

hmm it appears that when i use the struct elsewhere it works and shows the right variable types

#

just a UI bug i think

sacred crater
#

4.17?

#

ah yeah

#

that's a 4.17 thing

#

4.17 is nothing but unstable with structs :p

plush yew
#

Please welcome @vivid patio to the community! :beers:

#

Please welcome @mortal schooner to the community! :beers:

crimson sky
#

Hey Guys! I would appreciate it GREATELY if you could quickly fill this short survey out! Its for my new game, would love feedback! https://docs.google.com/forms/d/e/1FAIpQLScNj4aRzJhHTSfoU_ksUcdZuFjy-Wtu6erooK0w5442nABnMQ/viewform?usp=pp_url&entry.48270476&entry.197668953&entry.640276073

plush yew
#

Please welcome @reef python to the community! :beers:

reef python
#

@woozypictures#5694 I did the survey

vagrant burrow
#

@crimson sky This survey, while good intentioned, sets off some major warning signs for your game. Most of these answers are 'it depends.' Some games, I just wanna punch things. Other games I just want a good story and pretty pictures. Asking what someone wants in a game and trying to attach it to yours is like trying to put lightsabers in Citizen Cane. Two good things, but you're not going to get a good result. I think it's best to find what works for YOUR game and YOUR vision, and get feedback based only on that. Otherwise you're just going to get a huge mess that neither you nor your player will like.

opal hornet
obsidian nimbus
#

lightsabers in Citizen Cane sounds pretty cool

ruby chasm
#

any way to make volumetric scattering not go through walls etc.?

#

figured it out haha

plush yew
#

Please welcome @severe matrix to the community! :beers:

static perch
#

jeff

plush yew
#

Please welcome @plush yew to the community! :beers:

plush yew
#

Please welcome @rancid zodiac to the community! :beers:

livid haven
#

Man, it is such a hassle to figure out a good source control scheme.

#

I dropped Git altogether because it's a terribly awkward.

#

I set up Perforce, with 1 depot, 1 stream for just the engine, 1 stream for my project which has a branch of the engine.

#

That's setup weirdly though, because... the latter stream can't have any actual relation to the engine stream.

#

Now, to pull the latest UE4 from Git, I've created a task stream from my engine-only stream, where I'll clone the Git repo.

#

But that's still going to get weird.

#

None of the tools involved have any idea of the shared history between my customized engine and a new clone from Epic.

oblique sorrel
#

So, even though I unchecked "show HUD" in my cinematic camera recording, widgets are still visible when recorded...

#

Do widgets not count as HUD or something?

worn merlin
#

The HUD is set in your gamemode

#

i.e. the red crosshair

#

so if you have other widgets being added, I don't think they'll hide when you uncheck Show HUD

#

you'll need to set their visibility to hidden

#

or on the player, remove all widgets

livid haven
#

Huh. That seems like an oversight.

#

I mean, if your HUD adds widgets, that's not something the system knows about innately.

#

But HUD should have some function called when it's hidden or shown via the cinematic stuff.

#

Not saying it does, it may or may not, but it should.

#

Then you could have your HUD show/hide the widgets.

oblique sorrel
#

Well, the widgets aren't added in HUD or Gamemode

#

So maybe if I move them as part of the HUD, they'll be hidden..?

worn merlin
#

maybe

#

if not, create a function that just does a foreach loop on each active widget โ€” set visibility to hidden

#

then once the cutscene ends you can set the active widgets back to visible again?

livid haven
#

@oblique sorrel Not likely. HUD doesn't have any concept of owning widgets built-in to it.

worn merlin
#

Does the HUD not get added to the viewport in the gamemode?

#

like how you Create Widget > Add to Viewport in BP?

livid haven
#

So whatever logic shows/hides the HUD wouldn't have any way of taking your custom HUD classes property that points to the widget(s) you've added and know to remove it.

plush yew
#

Please welcome @spiral pasture to the community! :beers:

livid haven
#

PC adds the HUD, I think.

worn merlin
#

so it's just being added like any other widget then?

#

but Set Show HUD is only referencing the HUD class in the gamemode?

livid haven
#

Not sure what you're asking.

worn merlin
#

not really asking, just rhetorical lol

oblique sorrel
#

Well, disconnecting the widget creation did the trick

livid haven
#

All I'm saying is that there is no way for widgets added by your custom HUD class to automatically get shown/hidden because the HUD has been shown/hidden.

#

Unless there is some event/function called that you then hooked up to also show/hide those added widgets.

worn merlin
#

yeah that's what I said before

livid haven
#

You love Unreal Engine (UE4).
You love Perforce (P4).
You DON'T love GitHub.```
SOLD. SUPER EXTRA SOLD.
pallid compass
#

Omfg

#

Mfw still npt sorted source control gonna sprt it when im finally home

glossy flame
#

What's there to sort out? ๐Ÿค”

#

Even if it's not fast, Git is really simple to use the basics with

#

(but please, on behalf of everyone, if you work with anybody else, learn to branch ๐Ÿ™)

#

P4 is nice, but is a little more tricky to set up

pallid compass
#

I dont know anything anout source control iv been zipping my project up at end of every day lmao

#

Also been modeling non stop past week and half rip

glossy flame
#

Git: checkout a new branch, do stuff, commit, merge back into master

pallid compass
#

Back off small break soon so gonna dive in too it

glossy flame
#

Or, if you're working alone I sometimes kinda cheat and skip the branching :p

pallid compass
#

How does it hold all the weigjt of project

#

Weight

#

We use 4k files for eveey texture by default

glossy flame
#

I have no idea what that question means :p

pallid compass
#

Weight wrwcks up fast

#

Weight

#

Well size

glossy flame
#

If you're using heavy stuff like that, I would use Git LFS, it seems to work a bit better for things like that

#

P4 is still king with big binaries, but Git > nothing

pallid compass
#

Right gotcha and where is all this stored

#

Because space qnd bandwidth obva

#

Obvs

glossy flame
#

Wherever you set up your repo ๐Ÿ˜ƒ

#

Git is special in that you don't need particularly need a server

pallid compass
#

Gotcha so just say primary work rig

#

And team mates can grab files directly from me?

glossy flame
#

If you want to collaborate, you'll want to push to a remote, yes, but a local git repo is its own contained thing

#

If you set up a server on your network/computer, yeah

pallid compass
#

A remote?

#

Ah gotcha

#

That easy?

#

Wtf man last person i spoke too told me so much shit

glossy flame
#

Well, I'm sure everything is a bit harder than it sounds for someone new, hehe

pallid compass
#

They said if i set it up wrong it can fuck my project and stuff

glossy flame
#

I mean

#

I'm sure you can find a way

#

๐Ÿ˜„

pallid compass
#

And it wouldnt take large files

#

Lmao ye its me ofc

glossy flame
#

Git doesn't work great with large binaries, that's true.

#

Git LFS helps in that regard

#

Like I said, P4 still seems to be the best, but I can remember having some trouble setting it up the first time

#

Maybe it was just me, dunno

#

Also, like I was saying before (just want to expand a touch), Git is a bit special in how it works compared to something like P4

#

In P4, you have a set server that you check stuff into and always have to be connected to

#

In Git, your repo on your filesystem acts as its own little self-functioning repo that has all of the changes locally

#

You can push/pull that repo to/from a remote (server) for purposes of collaboration, but while that repo is on your disk, it's its own thing.

#

Setting up a repo is dead easyโ€”literally just go into a folder and type git init

#

Poof, the repo is set up

#

I pretty much always set up a repo for anything I do experimenting with new languages or stuffโ€”I don't need a server or anything, it just keeps track of my changes locally

#

Plenty of basic Git tutorials online ๐Ÿ˜ƒ

pallid compass
#

P4 would kill my wallet on the inside out

#

Oh wow sounds not too bad

#

Can u have the git server people grab the files from in same loc as repo

glossy flame
#

Yes, but I don't recommend it, personally

#

They'd need credentials to access the repo on your computer, and if you shut down your computer they wouldn't be able to use it :p

#

There are a couple cool self-host Git services available, though

#

I like Gogs myself

#

It provides pretty much all of the features something like GitHub providesโ€”pull requests, issues, etc.

#

I have an instance of Gogs running on my box ATM, I just threw it 1 gig of RAM and it's happy ๐Ÿ‘

#

It'd probably work with like 768M or something like that, but I'm not really starving for RAM so it's not that big of a deal to me

pallid compass
#

Home server

#

Iv got servers that sot on 24/7 with 80 mb line

#

Sit*

#

And they share storge with work rig so

#

Would be ideal

#

Instant uploads

glossy flame
#

Yeah, and I mean you don't even really need a full Git service

#

All you need is a repo

#

I do like the full-featured suites, though

#

They add a lot of functionality to the vanilla Git workflow, especially when working collaboratively

pallid compass
#

Hmm

#

Deffo have to chat about this again half asleep haha

#

But il make sure i get this sorted soon as im bacl home

#

Cba doing it through remote desktop haha

glossy flame
#

At the bare minimum, get a local Git repo set up.

#

It'll hopefully save you from stupid things breaking, if you use it well

#

BTW, did you ever get that one crash figured out?

pallid compass
#

Nope lmao

#

Restored the bp from earlier version

#

No fucking clue how i caused circle dep issie

#

Issue

#

Sion asked someone at epic and they link it prob a issue with the linker

regal veldt
#

Hello, I've been trying to learn Unreal Engine 4 since 2 months but I'm still struggling. First, I started watching some videos tutorials about how to use the unreal engine 4 (I know the basics), then I tried learning c++ (where i know only a little), then tried learning 3d but struggled a lot and now im back to c++. It's really hard for me. Maybe its the method I work. Do you guys have any advices for me please? That'd be really helpful. Thanks. Zokeys.

grim ore
#

sounds like your doing fine after 2 months, keep at it and see where you are in 2 more.

regal veldt
#

I don't feel like im learning a lot

grim ore
#

I can't say if you are or are not but if you are making progress then you are doing fine. Are you devoting all your awake time to learning just 1 thing?

regal veldt
#

I don't know. I'm trying to learn how to use this engine in general. so I can maybe a cartoon game

#

like a very simple game

grim ore
#

if you don't think you are learning alot then focus on just 1 thing and not 3. pick a single goal that you want for your game and do just that using only the 1 thing you are learning

regal veldt
#

should i learn c++?

#

or i wont need it for now

grim ore
#

if you know another language then sure, if you don't then learning C++ effectively could take you years.

#

you can make a complete game in Unreal Engine 4 without C++ so you can skip that for now if you want.

regal veldt
#

i've never learned another programming language

bleak copper
#

I certainly wouldn't find an excuse to AVOID C++.

grim ore
#

starting with C++ then might not be the best thing to do

bleak copper
#

Besides, the C++ used in Unreal Engine is pretty... tame.

#

In project code that is.

regal veldt
#

what do u mean by "tame"

bleak copper
#

The editor generates a lot of the boiler plate you need to simply hook into events like beginplay and tick.

#

And, if you need another event, it's fairly simple to look at what they give you and figure out the rest.

#

It's not like you'll be making platform-dependent calls, or need to worry about managing your own game loop or anything.

#

It's just things like "Once per frame, look through all Actors of type (blah) in the level and do X Y Z."

regal veldt
#

Also, idk why, but the beginning is boring

bleak copper
#

If you want to do something in C++ in Unreal Engine, then you can (but don't need to) take it as an excuse to learn.

regal veldt
#

yup I think I'll work on learning a bit more c++ and the software (such as Persona), then ill work a bit on c++

#

i better not focus on 3d for now

bleak copper
#

Eh

#

It's best to learn something by doing a project in it.

#

As such, you should do whatever makes sense to do next in the project.

regal veldt
#

true

#

Any ideas for beginners projet?

bleak copper
#

In general? Tic Tac Toe... pong... something like that.

regal veldt
#

kk thanks

#

then ill start with a 2d projet

#

right

bleak copper
#

Eh... 2d vs 3d doesn't matter. 2D is just 3D with an axis locked.

#

For UE4, it's probably easier to make Pong in 3D using, like, default cubes

regal veldt
#

kk

#

Thanks a lot for your help!

bleak copper
#

Yup

#

Btw

#

This is a VERY useful image. It'll come in handy going forward.

#

You don't need to understand it now... but you'll refer to it a bunch.

regal veldt
#

k ill keep it on my desktop then

bleak copper
#

Yup

toxic vale
#

Can u convert a minus value veriable into a plus veriable of the same value?

glossy flame
#

Uh, like taking the absolute value of it?

toxic vale
#

Does that get rid of the minus? trying to have a false true check on X amount plus and minus, but if i seperate them into - and + it keeps flickering on and off

glossy flame
#

Yes, the absolute value of a number is always positive.

toxic vale
#

aight, ty

#

(Drifting parameter is handled by it ) :p

plucky reef
#

guys I finally manage to create my own character in Zbrush, I want to use the default skeleton of Unreal Engine because I created plenty animation for that default skeleton, how do I add the default skeleton to my custom made character?

plush yew
#

Please welcome @solar charm to the community! :beers:

livid haven
#

@glossy flame I can't stand Git. It certainly has some functionality that I can see is better than Perforce, but it doesn't matter if I can't do a single gods damned fucking thing without wrangling with a man page, shitty fucking GUI, and an hour of trying to figure out what the right way to do it is. </RAGE>

#

Perforce doesn't have some of those nice and sane features. But I can actually use it without bullshit happening.

#

Git's equivalent to shelves is garbage.

#

Git's concept of staging files partially sounds kind of neat? But it's a nightmare. I'd rather deal with individual files as atomic changes. And I'd rather deal with changelists than having no mechanism for organizing multiple sets of changes simultaneously.

#

Git's terminology is also super confusing. Checkout? Checkout means to download the latest version? What?

#

Versus Perforce: Checkout means to check out, like at a library, like you've got it checked out and you have access to it.

#

And downloading the latest version is syncing in Perforce. As in synchronizing. As in getting on the same page.

#

With Perforce, you submit a changelist. With Git, you commit. Fair enough. But you also need to push, which updates the server. But you can also pull... so... pulling is the opposite of pushing? NOLAWL

#

Pulling is... asking someone to push your changes to their repo?

#

But pushing is forcibly put your changes to a repo?

#

I guess that kind of makes sense, it's which directions the change gets manipulated from?

#

Git's just gods damned awkward. Perforce has a mostly decent (as much as it hurts to says that) GUI, because while I can use a commandline, I shouldn't have to pretend its the 1980s to do trivial operations.

#

Anyways. Time to nuke my source control entirely and restart with something saner based on that link from earlier.

#

Also relevant, the community local @polar hawk 's awesome post: https://allarsblog.com/2014/09/24/setup-perforce-digital/

polar hawk
#

My shit is old

#

Perforce is now apt-get able

#

I should probably update

livid haven
#

Noted.

#

Been using a server at home, figure I'll use my DO droplet for P4 now too.

#

(DO droplet just has my site, which has nothing. GG, me.)

polar hawk
#

Aye thats an expensive use of a cheap server

plush yew
#

Please welcome @tardy girder to the community! :beers:

tardy girder
#

Thanks Unrealbot! ๐Ÿบ

#

Anyway yeah I'm taking a look at Unreal Engine more than actually making an aggressive effort to make something right now..

#

I've heard rumors that making moddable games is a pain / basically not supported. How true is that?

livid haven
#

@polar hawk Eh, I mean, it's a simple word press site doing nothing for 10 a month. ๐Ÿคท

vivid girder
#

This is weird. A small group of static mesh actors in my level disappear in game view. Any ideas?
Duplicating them in the level and changing the material doesn't help.

wary wave
#

my first guess is the 'hidden in game' flag

#

second guess is they're being LODd out

vivid girder
weary basalt
#

Press G to hide the Editor tools, if they disappear when that happens then they are HiddenIngame

vivid girder
#

Yea, game view

weary basalt
#

Yeah ActorHiddenIngame isnt True

#

By default its False so your Actors are being hidden during play

vivid girder
#

That seems backwards

weary basalt
#

Check the Rendering settings on the StaticMesh Asset itself

vivid girder
#

These menus all seem different in 4.17

weary basalt
#

Menus havent changed much in an long time

vivid girder
#

They're all instances of the same mesh asset

#

Is it possible that the game could think the meshes are colliders?

#

We're using custom collision for a lot of assets...but still it's weird that the other barrels would show

plush yew
#

Please welcome @rough pewter to the community! :beers:

livid haven
#

@weary basalt @vivid girder I think Devils got it backwards, yeah.

#

Unrelated: "I'll just start my Perforce server over on my Digitla Ocean droplet, simpl enough"

#

...

#

How the fuck do I log in to this thing again?

#

looks at KeePass entries

#

Why isn't my password working?

#

resets root password

#

Oh. Shit. I had SSH keys, right.

#

hours pass Well, I can log in to root via SSH with RSA keys... but now I can't get my own user to login with the RSA keys I set up for it.

weary basalt
#

@livid haven I meant its false by default according to the image he posted beforehand, his actor instance had it set to false by default.

#

Meaning the class must have overridden it to be false.

livid haven
#

Eh?

#

It's normally false for things. His actor has it set to false, and it does-not-differ from the default value, according to his screenshot.

#

Meaning that it the default is false, was false, and the actual value on his instance is false.

plush yew
#

i made a site for materials and models, check it, if you wanna donate some assets you can send it here ankasiacity@gmail.com

gentle patrol
#

@plush yew Its a start on a good model marketplace but I can tell you have to manually add models. Its not ideal if you had a big userbase... Why are you trying to create another model marketplace? there are already loads

weary basalt
#

@livid haven Yeah man lets just forget this, i cant believe i just had an massive brain fart like that lol

#

Realised my mistake haha

livid haven
#

Alright, at least we're on the same page now though. ๐Ÿ˜›

#

Wasn't trying to give you shit, was trying to understand where the disconnect was.

weary basalt
#

No i know you werent i was just having an moment lol

#

Just slap me next time please.

#

lol

#

That took way to long

#

haha

brave horizon
#

so ah.. boyancy. Should I just get something from market place or try to roll my own?

vivid girder
#

Still open to fix suggestions... Has anybody experienced anything like this at least?

brave horizon
#

dumb q - it has collisions? As in it's not just falling through the floor?

plush yew
#

Please welcome @primal siren to the community! :beers:

primal siren
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hey guys, anyone have much experience with using the Web Browser Widget in World (not Screen)?

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i'm able to interact with it while it's set to Screen but when set to World to get it to display, it's not possible to interact with (which it was in 4.14?) - anyone know if there have been any changes as to how to accomplish this post 4.14?

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anyone? ;.;

vivid girder
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@brave horizon can't tell if you're asking me, or if you're asking about the buoyancy implementation?

cursive dirge
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@plush yew really?

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you just put Quixel megascans freebies there

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Quixel owns the right to those, even if you can freely download them, it doesn't mean you can freely share them outside of their http://megascans.se site

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I'd take those down before someone reports you to quixel

autumn sinew
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Hey ppl, one of you knows a good tutorial to created a little vr game ?

livid haven
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@cursive dirge Follow up with IP holder, regardless. (Would have DM'd but it wouldn't let me. :X)

cloud cobalt
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Hey, just confirming something. Refunds on Steam are not discounted from gross revenue royalties are calculated on, right ?

livid haven
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I am completely not a legit source of info on the subject, @cloud cobalt, but I recall hearing there was a weird mechanism like they'd withhold the refunded amount from sales after the refund?

cloud cobalt
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atm Steam gives me a "gross revenue" number that includes refunded copies. Not sure if the monthy report will be accurate about that :/

south ridge
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I might be very wrong, but aren't you supposed to notify them about revenue you actually receive

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As in, the financial documents you have about steam giving money to you

livid haven
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Like, person A gets a 20 refund, Valve pays out the 20, dev is unaffected. Person B then purchases the game for 20, Steam deducts the refunded sum from that purchase, dev gets 0, making the "debt" from dev to Valve 0?

south ridge
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So the refunds don't really matter/steam handles it for you and ultimately at the end of whatever fiscal period, you get amount with refunds included in that sum

cloud cobalt
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@south ridge No, Epic wants gross revenue, explicitly including Valve's or Apple's share

south ridge
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Yes, but what numbers is that based on

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I would expect it's supposed to be based on the final accounts of yours and not the steam stats page

cloud cobalt
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I'll see soon enough, just curious if anyone here knows about that.

south ridge
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Since those are the legal records and not the steam stats pages

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E.g. 5,000 people buy the game, but you have been wired only the sum corresponding to 4,500 buyers. So you have received revenue on 4,500 buyers, no?

cloud cobalt
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Yeah, hopefully the report is accurate ๐Ÿ˜ƒ

south ridge
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Valve withholds the sum for 500 people, so you don't include that. In the end of month, you get paid for 497 people because you had 3 refunds, so now you're at revenue for 4997 buyers (and not 5000 according to steam stats page earlier)

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But

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Confirm it with Epic Games themselves?

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In other words

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I don't see how I can pay royalties to Epic on 5000 sold copies when I actually received revenue (minus valve's percentage) for lets say 10 copies only

plush yew
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not just freebies

south ridge
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And 4990 copies worth of money is still held by Valve at the time

primal siren
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you pay it on your profit, not projected revenue?

south ridge
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I hope so

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It would be pretty dumb

cloud cobalt
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You definitely don't pay on your profit - thrid-party revenue is included

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Which is why I'm wondering

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Hell, event VAT is included

south ridge
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Well

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Do you go forward from numbers of sales

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Or backwards by simply re-adding those subtracted values

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Lets say your bank account has issues and is temporarily locked. And your game sold 100,000 copies while it was locked

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So Valve is holding lots of your money, but you have received none

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Are you supposed to somehow pay Epic a ton of royalties despite not receiving revenue?

primal siren
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hmm, it is from revenue, but that would be company revenue surely

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how long does Valve hold it? you're meant to pay quaterly to Epic

south ridge
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No idea, we're not yet at that stage! I figure it should be quaterly or bi-yearly or something like that

primal siren
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their website says quaterly

cloud cobalt
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It's quaterly, yeah.

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Anyway, if someone shipped a game and knows the answer, be curious to know ๐Ÿ˜ƒ

primal siren
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hmm

south ridge
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Well great, after they pay you, you use the accounts of that as a basis to pay to Epic. And your agreements with Valve and tax papers as a basis of deriving the number, from which you must take those %

primal siren
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i wonder if it would work out better to sell a game to a second company at a cheap price then have that company sell to valve

south ridge
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I hope it's like that and there's nothing dumb, but I don't know

cloud cobalt
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@primal siren No, Epic's royalties are calculated on gross product from the game

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So if you get 1% of the sales you still pay 5% of gross revenue

south ridge
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You can only sell your game at a cheap to your users directly

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And pay less royalties

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By virtue of less revenue

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๐Ÿ˜›

cursive dirge
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@south ridge you pay to Epic only quarterly

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and you definitely pay for gross sales

south ridge
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The question wasn't when you pay to Epic, but when Valve pays you

cursive dirge
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it doesn't matter what Valve pays you

primal siren
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if you were to sell your games at 1$/each as the game developer to another company, the payment per game on gross revenue for the developing company would be 5c/copy

south ridge
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And what actual numbers you use to compute what you pay for Epic

cursive dirge
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that's not Epics problem

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that's your problem

primal siren
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that company would then on-sell to valve - epic cannot make that second company pay them

cloud cobalt
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@primal siren No it wouldn't

south ridge
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Because I'm pretty sure you're supposed to have a strong basis for the numbers you're paying to Epic

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E.g. statements of bank transactions from Valve Software

cursive dirge
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yeah, but you don't report those numbers each month to epic

south ridge
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And a copy of agreement with Valve Software

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Actually, if they will request an audit, you're gonna have to show proof

cursive dirge
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there's some timeframe where you can do that, isn't there?

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yes

cloud cobalt
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The licence for UE4 explicitely says black-on-white that the developers owes Epic 5% of gross sales, including shares for any othr company (editor, Valve, iOS, etc)

primal siren
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if that weren't true then Epic would be making shops like K-Mart, EB, Target, Etc pay them for any unreal engine game

south ridge
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So while you need to do calculations yourself, your calculations should have abasis

cloud cobalt
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@primal siren The devs pays Walmart's share yes

primal siren
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how

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that doesn't make sense

cloud cobalt
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That's what the license says.

primal siren
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if company 1 made 1$/sale and the second company sold for 20$/sale that would mean the initial company would make a loss of 19/sale

south ridge
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Tbh, it sounds like kind of a dumb statement

cursive dirge
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you don't make the calculations

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Valve gives you them

primal siren
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that's not what the license says, i'm reading it right now?

south ridge
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Lets say walmart decides to randomly adjust pricing of your game

cursive dirge
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that's the point if you sell through Valve

cloud cobalt
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sigh

south ridge
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How can you pay gross of that?

cloud cobalt
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Walmart tells you the gross revenue

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You pay on that

south ridge
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Yeah

primal siren
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walmart isn't something that sells products for you

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they aren't a dop-shipper

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they buy them and own them then sell them

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walmart does not stock items like steam does

cloud cobalt
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@primal siren Still not Epic's problem.

cursive dirge
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^

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you use UE4, you accept the terms

primal siren
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they have no way of making you pay what 1 company sells your game for after you've sold that game to them

vale osprey
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Just contact Epic in such case...

cursive dirge
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if you are not ok with it, don't use it

primal siren
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where in the terms does it say this?

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i'm reading them right now?

cloud cobalt
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'The following simplified example illustrates the application of the royalty to gross sales: if your Product earns $10 on the App Store, Apple may pay you $7 (having deducted 30% as a distribution fee), but your royalty to Epic would still be 5% of $10 (or $0.50)."

vale osprey
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You can always have a custom agreement with Epic

primal siren
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yes exactly

south ridge
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Haha

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You can

cursive dirge
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custom agreement is pricy

south ridge
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Good joke though

primal siren
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you're failing to understand what i'm saying i think @cloud cobalt

cursive dirge
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heh

south ridge
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Custom agreements are worthwhile only if you're a REALLY big project

primal siren
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if you sell your games to a company, sold - not have a company sell them for you for a share

cloud cobalt
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@primal siren Read what I just copied.

primal siren
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i just did

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you're not reading what im saying

south ridge
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And you have a ton of resources as a pre-requisite

cursive dirge
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well

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if you sell retail

primal siren
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steam sells games for you in exchange for a part of the profit

south ridge
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A custom agreement is not too pricy. But I don't think anyone here can just get the price out of their pockets

cursive dirge
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you pretty much HAVE to have custom license

primal siren
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kmart does not do this

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what ever kmart pays you for the game is what the gross revenue will be based off

vale osprey
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Well, to start selling to Walmart you do need to ton of resource

cursive dirge
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there's no way you can get the figures what the end user paid for retail

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so UE4 license you get doesn't work

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it's impossible to use even

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it only works on digital sales

cloud cobalt
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Yeah retail is a completely different situation

primal siren
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epic cannot make you pay based on what someone who resells a product sells it for

cursive dirge
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or if you sell the retail copies YOURSELF

vale osprey
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Problem with hypotetical examples is that they are not grounded in reality and kind of pointless to discuss

cursive dirge
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yeah

cloud cobalt
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^

primal siren
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so i am correct..

cursive dirge
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we are talking about steam sales now

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which Valve reports to you

cloud cobalt
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yeah, talking about Steam here please

primal siren
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they're not pointless to discuss because incorporating is possibly one of the easiest things to do

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and i brought up the use of a secondary company

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that is what i've been talking about

cursive dirge
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it's pointless as BlackFox is having a real issue here and you are sidetracking the discussion

cloud cobalt
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The seconday company would pay Epic

primal siren
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you failing to read what i've been saying isn't my issue

south ridge
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So question is, if steam reports I sold 100,000 copies, but my bank account is locked and I actually received no revenue in that quarter, what do I pay to epic

primal siren
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no strange, they wouldn't

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we've just established that

cloud cobalt
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Of coruse they would

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sigh

south ridge
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It's not my issue, Stranger asked about it ๐Ÿ˜„

primal siren
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so you're saying that retail stores pay epic?

cursive dirge
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@south ridge you'd contact Epic for that

south ridge
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I am just curious to the exact source of numbers to justify it

cursive dirge
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because if you don't, you are breaching the contract

south ridge
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I guess the answer is "any numbers, but if stuff goes wrong, contact Epic"

cloud cobalt
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@cursive dirge would you happen to know about the refund situation ? Are they discounted from gross revenue ?

south ridge
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Pretty sure the answer is "you pay zero until Valve can make the transaction, then you pay on the gross for that transaction"

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E.g. gross that corresponds to that transaction

cursive dirge
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@cloud cobalt refunds can only happen 2 weeks from purchase usually

cloud cobalt
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Yeah I know that, but are refunds discounted from the gross revenue calculation for royalties ?

cursive dirge
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and if they don't, you'd think you could reduct those from future sales then, but EULA doesn't really take that into account at all

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I don't know

cloud cobalt
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Okay

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Well I'll ask Epic i guess

south ridge
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@cursive dirge that was why I was mentioning the fact that it should be related to numbers on your financial accounts btw

cursive dirge
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it would be stupid if you had to pay for air

paper kernel
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I would say yes, you can't pay royalties from income you didn't receive

cursive dirge
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like, if someone refunded the game and you'd still owe epic from the initial sale event

south ridge
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Since those numbers would automatically include refunds (Valve would deduct them from next quaters pay and stuff)

cursive dirge
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@paper kernel but you do

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it's from gross sales

cloud cobalt
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This discussion again, sigh

cursive dirge
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it doesn't matter if you don't make a single dollar/euro

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you owe epic 5%

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from gross sale

south ridge
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I'm going to email them about it I guess

cloud cobalt
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Yeah same

south ridge
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I don't see why I should pay them anything when my company got no real revenue (for example, because all of the sales got refunded and valve hasn't wired me anything)

cursive dirge
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if you contact them, do ask if you need to pay 5% with VAT etc taxes or without

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because I've heard some saying you don't take VAT into account

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EULA doesn't state that directly

cloud cobalt
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Gross means "with VAT"

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So it's pretty clear

cursive dirge
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hmmm

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I guess

primal siren
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i've just sent them an email

cursive dirge
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I always assumed it was with VAT but I've heard many saying they don't pay it with VAT inc

primal siren
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if you do not make money from it, there is nothing to take money from

frank escarp
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@cloud cobalt they are

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Steam has a "gross sales" after refunds

primal siren
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VAT/GST is not revenue

frank escarp
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and THEN it cuts tax

primal siren
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that is money that has to go directly to the government

frank escarp
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and THEN it cuts 30% for valve

cloud cobalt
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@primal siren Sigh, just stop

south ridge
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Thing is

primal siren
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@cloud cobalt you're just making things up now

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VAT/GST is a government charge ontop of a price

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it is not revenue or profit

cloud cobalt
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Gross revenue means gross revenue

primal siren
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you do not include VAT

south ridge
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I don't consider steam stats page or any sorta 'reports' to be documents of any worth. The gross should be computed from the actual bank transaction records, based on contracts you have and the law of your country defining VAT and such. It would be really dumb if it's not defined clearly or it's some arbitrary "we only trust steam" stuff

primal siren
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VAT is not part of your revenue

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that is a government tax ontop of anything

cloud cobalt
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It's not, but Epic still calculates royalties on that.

primal siren
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that would be illegal in Australia, and im sure it would be in the EU

frank escarp
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@south ridge but that is not gross

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thats net

primal siren
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net is less expenses

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VAT/GST is not an expense

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it is an added charge leveed by the government

frank escarp
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epic games themselves have said that their 5% comes before steam 30%

south ridge
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@frank escarp The bank transaction number is net. The gross number is based on that number and contracts

cloud cobalt
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We all know what VAT is

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That doesn't matter, really

south ridge
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So your net may be $1,000. Your gross is based on your contract with valve that states lets say 30%. No taxes

vale osprey
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@primal siren but turnover is not gross sales/gross revenue

south ridge
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A record states net of $1,000, so the justified gross is $1,428

primal siren
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revenue is revenue

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GST/VAT is not part of your revenue

vale osprey
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okay

south ridge
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Despite the fact that your steam page says your gross is $2,000 at the end of quater - but the bank transaction only indicates net of $1,000 at the end of quarter

vale osprey
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you might want to study financial reporting a bit

primal siren
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i run my own company

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i've been dealing with GST for about 7 years now

cloud cobalt
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We all do