#ue4-general
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GST/VAT is not part of your revenue
well, I hope you are not doing accounting yourself then
it's a government leveed charge
and yet it's not sinking in
revenue is not the same as gross revenue or sales - they are different terms
In other words, if Valve leaves you with +$400 net ballance in the end of quarter, I think it's ridiculous to pay royalties on those $400 net ($571 gross) at the end of that quarter
@south ridge its normal, like you supplier won't be waiting for your to sell your products
it's a part of running company - making sure you are payed on time and pay your bills as late as possible
Yes, but I have no real accounts of those extra +$400 of ballance. Just a statement from Valve Software
But not a transaction record or a contract
Also @primal siren , in Europe companies do get the VAT money. They refund it to states later.
In that hypothetical situation
Not sure about the states
on the Unreal Engine website:
In order to apply the $3,000 USD quarterly exemption from gross revenue, you would convert the Euro revenue to USD using the current exchange rate. While prices may be inclusive of VAT, most distribution platforms will provide you with revenue numbers separating out any sales taxes or VAT, in order to calculate your revenue share. You would use the gross revenue numbers less any VAT or sales tax included.
VAT is NOT included
i know the god damn laws.
epic isn't going ot be breaking them.
@primal siren are you based in Europe?
i am in Australia
Ah
steam has a column saying "gross sales"
It's not related to conversation, just had experience with insanity that happens when US and European laws meet
Anyway, just sent Epic an email with a hypothetic example ($10 game sold 10 times, one refund, 20% VAT - how much should I report)
We'll see
you go by the actual revenue, not GST/VAT
the question is answered on the unrealengine website
yes "gross sales" is synonym to gross revenue but more widely used. dunno why Epic uses this terminology
@primal siren Are you selling your game in Steam and paying royalties to Epic right now ?
I'll also send them an email to clarify, what counts as accounts and records that can be audited and whether I should consider real received revenue or steam numbers which may be higher than what was received at end of quarter
do you want me to paste their answer again?
you have a real issue with being wrong don't you?
it benefits you
and yet you still fight it
smh
I just want to not base my company's finances on speculation from people on the Internet
Crazy right ?
In order to apply the $3,000 USD quarterly exemption from gross revenue, you would convert the Euro revenue to USD using the current exchange rate. While prices may be inclusive of VAT, most distribution platforms will provide you with revenue numbers separating out any sales taxes or VAT, in order to calculate your revenue share. You would use the gross revenue numbers less any VAT or sales tax included.
yolo
that's not what is written in contract, so...
that is what is written//
Which WAS my question
jesus christ
lol
why are you being so obtuse?
me? LOL
oh my god
i've given you Epic's actual answer
good god
mate
i needed a laugh
thanks
@primal siren Are you currently paying royalties to Epic on revenue from Steam ?
contract terms and FAQ are completely different things, later doesn't have a legal value
LOL
Simple yes/no question
sure sure
mate i've already answred that
there is no helping/talking to you about it
also, if you get any epics staff reply from anyone that's NOT in their legal team, you can't trust it
have fun
they in general know anything
Don't trust anyone. Your eyes are mirrors, the world is a lie
their guess is as good as yours
Let's wait for Epic's response. That's the ony thing i'm going to trust at this point
(Or anyone who already got it from them)
but for payment scheduling related issues (like if you have to pay epic before you get the money from valve) I'm sure you can contact Epic and they can be reasonable with it
@south ridge Steam aside, you need to have your own sales roster from which you would pay. As you can sell through more than one platform. But in case if your account is blocked, it's kind of your own problem.
That's the thing
like with any case where you struggle to make the payment in time really
I'm pretty sure and I hope that you pay based on your own records
Not based on steam records and stuff
correct
but you'd need to have the docs in order if they audit you
Your own records that are verifiable, since all transactions have their ID's and uniquely identify your company and valve software and stuff
and they will ask Valve records then
So your records that can be verifiable. Valve software in fact not involved, since the transactions can be verified with the banks
Sender bank, receiver bank
I don't think that's good enough
what Valve pays you doesn't really tell everything
Valve records shouldn't matter. Only what Valve Software actually pays you should matter. It's kinda dumb if I have to pay something based on records of another company that has no relevance
if it's based on revenue that includes money taken by apple/valve then your own statements wouldn't be what they'd go by..
but that's not what the contract is about
THe simple net number does not, but net number plus contract does
if it were from what Valve paid you, they wouldn't talk about gross revenues
I'm saying that the basis should be the actual net number. Yes, you pay 5% of the gross that's corresponding to that number
only Valves records can tell what the end customer paid for the product
and that's what epic wants to know
Not 5% of the net number. 5% of the gross based on the net you received and not just some magical records somewhere in Valve
@south ridge when Valve pays you they state how much was gross sales and how much was VAT if they payed it and etc.
minus gst/vat 
@vale osprey that information should be consistent with what really happened based on bank transactions (and there's no reason why it wouldn't be) and agreement with valve software
If for some reason they retained some positive balance, it would be dumb if I had to pay on money that Valve earned off me, but that are not (yet) my revenue
@primal siren 'if it's based on revenue that includes money taken by apple/valve then your own statements wouldn't be what they'd go by..'
-> it is. That's in the EULA.
well, that would be your issue with Valve, not with Epic
3rd parties don't have responsibility for what you do with 2nd party
i didn't say it wasn't @cloud cobalt
So at least we agree on that ๐
i was pointing out that blackfox's going by his own payments wouldn't work
I'm pretty sure the Steam reports are what counts
Just not sure about refunds (and now VAT)
There is one possible answer here
Right now Steam gives me stats on gross, including refunds and VAT
If you assume Valve has no issues and is always dilligent, then your quarterly revenue will be 1:1 equivalent to your net received from Valve (minus taxes, minus valve's share) and the positive ballance is simply next quarters revenue
In that case, no need to worry about your own records being different from steam
example: price of game is 10$ VAT is 21% - customer pays 12.10 - valve pays the 2.10 in VAT, withholds 3$ and sends you 7$ - you pay epic based on the cost of the game being 10$ - not the cost+VAT of 12.10
you quaterly revenue will not be the same as what valve has taken
as they take 30%
then it's not gross sales or gross revenue
Since Steam reported gross for the quarter would absolutely correspond to your received bank transaction. And in that case, the answer for refunds is "steam will report your refunds as a negative ballance towards next quarter"
it's net sales
no
ffs
net sales would take into account expenses
Now that I think of it, that's probably what happens with refunds
gross revenue is based on revenue, it does not include GST/VAT, as every accountant will tell you and even Epic will in the email response
Whatever refunds have been done after you've paid your quarterly, they are probably subtracted from gross revenue for next quarter (without changing previous quarters numbers - which epic's license explicitly states are being used to pay)
GST/VAT is not revenue
Sure
But Epic doesn't state in the EULA that VAT is excluded
So I consider that a gray thing
Same as refunds
"net sales would take into account expenses" - that would be income, net sales don't exclude expenses or COGS
it doesn't need to, because the definition of gross revenue does not include VAT/GST
type into google "does gross revenue include VAT"
jesus christ
find one actual accountant response saying it does
first result says it does
also, you don't trust google results
Hopefully you're right @primal siren , but I will wait for a confirmation from Epic nonetheless
In the UK, the VAT (a "value added tax" that is a sales tax) is only included in a "gross" amount; the "net" amount is calculated before tax.
that is income not revenue
doesn't matter what those sites say though
@cloud cobalt so btw, I think what happens with refunds is that you pay by the gross revenue reported by steam for your quarter
And the refunds will go into next quarters ballance
@south ridge nope
But that's what EULA says
the refunds are discounted directly
thats why they take 15 days
becouse when you receive money on the 30th of august
its actually the sales from july
Ah
refunds are solved by then
Well, if Valve does that, then it's even better
thats why steam only sends you the money 30 days AFTER the month of sales
No roll-over
if people are getting a refund that isn't revenue, other wise you could get 100% refunded sales and make 0
you wouldn't owe epic money on 0
just think about it, it would be pretty fucking insane to have to pay money to epic even if both you and steam got 0
In that case your steam-reported gross for that quarter would be zero, your bank transaction would be zero (well, non-existent) and so you have no records beyond your steam stats saying you sold 1000 copies and refunded 1000 copies
It would, but you do pay on Valve's cut too, so i'm not sure it's not crazy ๐
steam will show "all sales" as 1000 copies. Then "gross money" as 0, and then 0 tax and 0 valve cut
Yeah
@cloud cobalt you dont pay valve cut on refunded units
and you will owe 5% of nothing
In that case, my earlier question is answered fully
the flow is "all sales - refunds - tax - valve 30%"
wait, so you're saying you dont pay epic for what valve takes?
no, you do
The number reported by steam for the quarter will always correspond to the bank transactions received and if your bank locks your account, contact Epic games about it
they have specifically said that their 5% is on the money before valve cut
yeah that's what i thought
but they do not take money from the VAT/GST charge that valve inserts on certain country purchases, correct?
i havent reached 3k per quarter so havent done the stuff. But im preparing becouse the ps4 release WILl put me over the 3k quarterly
well congrats on that :p
lets check this
@primal siren Presumably the extra VAT charge should not show up on your gross revenue and not show up on your net bank transaction as a result, as those two numbers have to be fully consistent
this was from march
isn't that under NDA? :p
why would it be under NDA? its my data
regarding VAT, VAT has to be applied at the point of sale
because it's valves data too
anyway, you can see "Gross Units Sold"
so you do not pay 5% on the GST/VAT
so VAT is a part of the listed price for items in those locations
as that now deleted screenshot showed lol
VAT has already been paid when you receive your funds from Epic
because it is paid by the consumer
There's a specific point about not revealing your store peformance data and blah blah
not the seller
exactly it's a government leveed fee
you have to sign the NDA when you get in partnership with Valve, I don't think you can even officially state the steams cut, even everyone knows it
I don't remember the wording, I just remember a big red X in my mind
it's not considered your revenue
anyway. You can check the "gross steam sales"
and "net steam sales"
before refunds/tax and AFTER refunds/tax
im pretty sure Epic cut goes on the "net steam sales"
same as Steam cut
how does it feel to be a professional game developer @frank escarp ? :p
also - since we're active here - does anyone have experience with the Web Browser Widget?
i think we are back to 2004 levels of indie development
no, it is a fucking disaster
Haha. I love it
why? ๐
Isn't the fee $100 for direct?
So it's basically greenlight except now it's no moderation as opposed to virtually no moderation
so scammers continue scamming
exacty
the amount of new games have tripled
or more
after direct
but they give the 100 back
yeap, its just cheaper for Valve than to support greenlight on top
in greenlight, that 100 went to charity
it makes more sense now to scam than before
So it's even worse, they give $100 back and don't even give to charity haha
Horrific
sounds like valve is being valve xD
greenlight was 100 dollars and then spam all you want
the store is now Google Play
everyone can push stuff
it wasn't ideal either ๐
I'm glad our game won't risk scammers and copycats as competitors since it's an engineering kinda thing, but it must be horrible for any (good!) but more common games D:
wich will end up with mobile style F2P bullshit being almost the only way to getting shit done as an indie
I'm still more worried about shady monetization models than people doing shitty indie games
quality products will still stand out
unless you make a game in genre that is saturated
Yeah, that
have you looked into adding revenue via youtube videos playing?
Quality products will stand out, but a quality platformer gonna have lots of luck and lots of effort
well, it might takes years for your product to stand out
the same youtube that is demonetizing everything?
@south ridge it wont
marketing > game
look at STRAFE
and no man sky
Yeah
STRAFE sold a good amount, and its not a good game at all
i don't see how youtube would demonitise game footage if it doesn't break any rules
there are PLENTY more games that are FAR better, without even 1 hundreth of the sales
obviously, nobody will find a quality game unless you somehow get the word out
I have first hand experience with that
steam storefront sure will not do that
For our greenlight thing, we did some marketing(tm)
And it worked marvels
I felt dirty afterwards really ๐
yeah, in past you got 2mil views and then extra if it sells
if you were to have your intro video/instructional ingame videos, etc, hosted on youtube and displayed in game via the Web Browser Widget
that would count towards adrevenue.
not a good thing to put on a game that's paid for, but it's there
dont you think players will fucking hate that?
and you can be sure it wont be any good
if it's free, i'm sure they'll get over it
Ad revenue is based on ads shown, not views
indie games are already doing a race to the bottom
I'd never put additional ads for your own promo material
medium tier games are getting incredibly mad
whatching ads before watching tutorial? ๐
well, let's say a MOBA was released for free, only during the loading you had a short monetised video play with an ad
do you think people would really care that much?
to the point where thye wouldn't play?
look at Platinum being on the border of bankrupcy
good that nier automata saved them
that's exactly what I'm worried about
I don't think youtube should demonetize a video like that. Though that's a backwards way of adding ads to the game
that these kinds of monetization models will ruin PC markets too
like they did on mobile
they will
now that steam is google play? you will see it happening
You know what's funny
just not happy about it at all
We have a legitimate way of putting adverts into our game that would fit the game world
its valve fault for being icnredibly lazy
Since the metro stations are plastered with adverts IRL
In fact, it's so dire that we're gonna have to make up lots of fake ads to fill in those spaces
valve sees google play making bank
that was tried a long time ago, it's harder to get the people who advertise to buy that space
Could put real ads on there haha
and go " we gonna do that too"
how does that translate into revenue?
I'm ok with that kind of advertisement
you would have to go to a company and ask them directly ?
you see that kind of thing getting done for some bigger titles
@south ridge I dunno if anyone does non-targeted advertisement in digital way. Otherwise you will waste a lot of time on contracts and etc
but a small indi developer?
It's not realistic for us since nobody would really probably want an ad in our game (as it requires an ad to have design and stuff, not just text only)
And stuff
But
It's a fun thought
I think the core issue is that you can't guarantee people will see the specific add in the game world vs you stuff it in the front of the face
Our current actual plan is to simply make hundreds of fake ads to fill those spaces
a small indi developer i do not think would have a chance of getting paid advertisement straight on release/prior
but you can insert it via youtube with the web browser widget
eh, Platinum have been doing poorly because they've been doing licensed games that have not gone on to perform well
I'm off to sleep. Bye bye
@primal siren put youtube add inside your game?
I'm sure it's not allowed by their terms
This was an educational conversation, shame I've gotta go pass out
put youtube videos inside your game, own those videos and have them monetised
yeah, that's not going to roll
how so
unless you know of a massive secret group of people who bought stuff like Starfox Guard, heh
they don't pay you anything once they find out
Please welcome @zenith raptor to the community! :beers:
because those ads are supposed to be on their website, not inside game world
because they're paying to bring people to their platform
same way you can't make money by making a software that hides youtube ads in the background
but it's not hidden
doesn't matter
I mean
same deal
yeah, I'm sure it exists
have you not seen the way you can add tutorial videos into game now with the web browser widget?
that is what it is for
but it's not allowed use
I've encountered these weird clickers that hackers install on compromised PC's
To simulate ad clicking
youtube cares about people watching the ads in videos
if people are using a browser from within ue to watch them, how would they care?
why would they want to demonitise them and lose ad revenue them self?
they don't care about random views, you have to provide cookies and etc so add can be targeted
UE4 games != webbrowser
you haven't looked at the web browser widget have you..
if you make a webbrowser with UE4, then that's different
many game UIs use browser tech too
-w
it's not the same thing
it doesn't magically loads your profile from firefox or chrome, so its pointless to them
I know, it's pretty ridiculous, but that module you're using is a renderer and all the infrastructure required, but isn't a browser
...
It doesn't go to arbitrary pages and doesn't store your profile and stuff
you only need to spend two minutes reading their terms of service to know you can't do it
"you agree not to access Content through any technology or means other than the video playback pages of the Website itself, the YouTube Player, or such other means as YouTube may explicitly designate for this purpose"
it would be so easy to exploit otherwise
it's violating several parts of their terms
i don't see how it is, so i guess an email to youtube to verify is the way
it is very much a browser
Not trying to simply argue here, but they are correct and youtube will find SOME way to consider your video as a one breaking TOS
you are viewing the website, just like any other browser
It doesn't have to be those parts of TOS
btw I saw this on https://partner.steamgames.com/steamdirect ```What you shouldnโt publish on Steam:
- Hate speech, i.e. speech that promotes hatred, violence or discrimination against groups of people based on ethnicity, religion, gender, age, disability or sexual orientation
- Pornography
- Adult content that isnโt appropriately labeled and age-gated
- Libelous or defamatory statements
- Content you donโt own or have adequate rights to
- Content that violates the laws of any jurisdiction in which it will be available
- Content that is patently offensive or intended to shock or disgust viewers
- Content that exploits children in any way
- Applications that modify customerโs computers in unexpected or harmful ways, such as malware or viruses
- Applications that fraudulently attempts to gather sensitive information, such as Steam credentials or financial data (e.g. credit card information)
so, does 8. Content that exploits children in any way mean we can report all those games with loot crates???
haha
๐
Only in some places
Wasn't there a lawsuit
Against Valve
Pretty much in that venue
should be
With CS:GO gambling
hope they lost ๐
valve is the one that created the lawsuit
against people who ran the gambling
dang
It was basically "Valve is enabling CS:GO gambling 4 kids plz no"
valve does not do the gambling
Valve created the market
I'm pretty sure there was a lawsuit against valve specifically
For not killing those sites
the argument was that Valve don't facilitate gambling any more than any other product that provides randomised goods (trading cards, kinder eggs, happy meals etc)
and then youtubers were sprooking them pretending they had no involvement
but some games DO the gambling in-game
like Rocket League, Overwatch, the new Mordor game etc
I don't know any that do any actual gambling in game
yeah, that's not gambling, since you can't get money directly out
even Pokemon GO if you think about it
Valve's platform also doesn't allow you to get money out
you pay real money to win random item
it's the same as the aforementioned trading cards paradigm
that's gambling to me
it would depend on the country/states definition of gambling i guess
might be gambling to you, but legally it is not
not unless the vendor has a system to exchange those bought items back into money
Valve is right on the line with that one, since you can get 'credit' in your account
ok, material goods
but it's credit, not money
@cursive dirge the same with pechenko machines in Japan - not gambling legally
it's still immoral
I don't disagree that it's not right
But there are no legislation against it for now
but it is distinct from gambling in that you also know precisely what you're getting - there's no risk of coming out with nothing
And that's why they use it - there will be one in feature. Japan is already busy with it
you can come out with items that you percieve as valueless, but that value is relative to you only
China is the only country that legislates against it
From all the places ๐
games that do it must be registered with gambling commissions and they must have the odds for everything on public display
so im guessing no one on has experience with the Web Browser Widget - specifically user interaction while set to World (not Screen) mode?
crickets
bit of a weird question but: does anyone know a rough figure for how much data a gameserver sends out per second? Take for example UT4, how much information about player positions/velocity/viewangles, etc, is broadcast a second? I understand tickrate would affect this, and the number of players/physics, but I'm looking for a rough "filesize"
10man ut server full/active only uses about 1mbps
Tool for displaying network traffic and performance information captured at runtime.
thanks!
https://answers.unrealengine.com/questions/700616/split-struct-bp-nodes-dont-update-or-throw-warning.html structs really are broken in blueprints
Yep they certainly are.
They have never truly worked right.
Always been something
More than usual then. Ive always come across some issue with structs
yeah more then usual
they always have issues :p
In my own secret game I'm making I won't have a single struct in blueprints :p
They're all defined in c++
Yesterday I did a whole day of in-editor/blueprint work, which I rarely do, most often working in Visual Studio. The editor crashed countless times, at various different points in code. Anyone else having stability issues in 4.17?
Yeah personally i gave up on BP structs. I do the same and define them in C++
4.17 is a wee bit unstable, yeah
Happened so often I started wondering if I might have some low level corruption somewhere.
Maybe the new blueprint compilation manager has something to do with it.
@livid haven nothing against you, but I think you've just got a few Git concepts a little wrong (don't worry, I'd probably be worse with P4, hehe)
Pulling isn't the same as a pull requestโyes, they're named similarly but don't quite do the same thing
Pulling simply integrates remote changes into your local repo
Everyone has the Git concepts wrong (:
Pull requests are what I think you're talking about: requesting changes to be integrated into a centralized repo
(Trolling aside, that's true)
Hehe, I agree :p
I think it's important to realize that pull requests are completely handled by an outside piece of software like GitHubโthere is no concept of the sort in Git itself
I think pull requests have an awkward name - technically accurate but confusing as hell for beginners. It should be called "change request" or something like that
Yeah...I mean, Git was kinda confusing at the beginning once I tried to overcomplicate it, so I'm not faulting anybody for mixing stuff up
And also Sion, I think you might have pull and checkout a little mixed up :p
Checkout simply changes what branches your local files are on, so you can make changes and switch between branches whenever you wantโas long as you commit your changes, you can switch branches all you want and the Git client handles the files on disk
I think you bring up some good points too, but especially for small projects where having a server may be out of scope and collaborative work, Git is just the standard at this point
Checkout is P4's pull IIRC
man, I would really love some out of the box cloud P4
so far I only see it as an option with amazon but it seams you still have to do bunch of setup manually
...that might explain something @cloud cobalt, haha
Cloud Helix didn't worked out unfortunately
Yeah, it's confusing for people who come from something else
Git's problem is that it's built for Linux kernel dev. It's meant for source files, with large teams that commit code changes. It's hands-on the best in class at this.
For other users, it ranges from decent to bad
My problem with P4, on the other hand, is that it's not trying to compete. It has a market share where it works very well, and it's not trying to be anything else - it's just trying to milk that market very hard
And honestly, most indie teams would be crazy to pay for Perforce, for the value it provides. Not saying Git is the one they should use, but SVN does a very decent job and works a bit like Perforce, so it's less confusing
At least Git or SVN are arguably going the right way while Perforce closes itself down
sure beats tfs
The situation is a bit infuriating imho because source controls is business critical softare, and it sucks to not have any great choice
i'm using AWS code commit at the moment and praying they put in a pull-esque feature
the problem is that P4 is the only one who can deal with binary well
define well
git LFS can work, but its definitely a LOT worse than p4
for example, it chokes
HARD
try to add a whole unreal project to git with LFS
in my case, i had to do like 8 separated commits
becouse it choked
Well as in not taking 30 minutes to sync
also, my .git folder is 50 gb
doesnt happen with p4
given that i have my projects in an ssd...
I have no idea how codecommit treats large files in the back end - whatever it does just works. but I switched to it after having issues with bitbuckets LFS
git LFS just saves another copy of the full file
perforce uses deltas
so if you have a 100 mb map
and commit it 10 times, but just changing the location of 1 object
@frank escarp do you run P4 server locally?
then perforce will be something like 110mb
while git will be 1 gb
this is dramatic as hell with textures
becouse a 4k texture is 64 megabytes
so every single commit is +64 megabytes
even if you only changed a setting in the texture
or a couple pixels
Ah, right
and thats with LFS
without LFS, if you make someone clone the repo
he clones every single version of that texture ever
I don't have LFS and my ~10GB repo behaves decently (not 30s to commit)
have you checked the size of the repo if someone clones it?
You can specify clone depth in git. Haven't used LFS but assume the same option is there.
But I'll be the first to say that Git sucks for binary assets
Just sucks less than having to pay a license for something like source control
It's like paying for a file explorer or a web browser
Yeah, for me the discussion only exists because P4 is free for 5 and under, for personal use I don't really think Git has much competition
Then again, P4 isn't really going for the personal market, which is fine
P4 is a business, I think that's the big difference
P4 used to be free for 20 users, and I fail to see which dramatic improvements in the last 5 years deserved to make it paying for indies
Especially now that the competition does free hosting and offers plenty of online tools
It just looks a lot like fucking customers
Yeah, Git has literally no competition for over-the-internet-open-source type projects
It's just what you use :p
I think there is actually a case to be made for Git in business. You don't care about repo size inside a company, like at all
Having to clone 100Gb is non an issue if you have UE4-capable hardware
it's mainly painfull to clone the fresh copy
oh crap
also painful that discord still don't know what autoscroll is in 2017
VSTS still has free git + lfs ๐
for small teams anyway
and unlimited repo size
@cursive dirge like autoscroll backwards even you have scrolled to bottom and commended it
in discord
also, I don't think the git repo size is a real issue either in business side
there are some things that really bloat traditional git though, like lightmass bakes
if you do dynamically lit game, that's a lot better already
We don't work locally here and cloning a 10Gb repo is pretty fast even with home connectivity (regular 100Mbps)
Going to an interview, wish me luck!
Good luck !
Yeah, it depends on where you live. Over here I think most big cities have gigabit connectivity available for a low price
And a large majority can get 100mb
even that 20M is ok for such git repo size
you only suffer from the size on initial clone
ADSL max speed but soon fiber so it helps
Fiber is so prevalent in my city, my ADSL line is 2Mbps
Why update when everyone has at least coax fiber ๐
(the "old" 100mb thing that moves to copper cables after it enters the building)
stranger you have had cableTV?
We call it fiber over here, but I think it's what the US call cable
It's a fiber to the building, then TV cabling that does phone/tv/internet
using coax
yeah
Please welcome @obtuse furnace to the community! :beers:
Please welcome @fallow stag to the community! :beers:
Sorry, just left and rejoined on my proper Discord :p
Yeah it depends on where you live. Over here I think something like half the country has access to at least 100mb
was planned to build years ago but it seems money lines get dry so they leave a loop so now fiber what is improvement from dsl only
welcome to Unreal Slackers @fallow stag
Thanks
@cloud cobalt it is strange when 4G connection is faster than your broadband connectivity using wire
I don't know too much about Unreal, my background is mainly Source
you learn Unreal for sure
Kinda hopeful AMD gets back in the game for good
Also hoping that UE4 gets better on MT, since IPC has finally hit the final wall
"See, it's 3% faster in some banchmarks !" - Intel every year
Also hopeful AMD fixes its driver game on Linux
@cloud cobalt I've always just used the open source drivers; they perform just as well if not better I find
anyone worked with physics animations here?
hey people, would love to receive free private tuitions over skype on how to create my own noughts and crosses
@fallow stag We've got a number of refunds with our game on Linux due to kernal panics in the OSS driver
Mostly on old hardware that the AMDPRO thing doesn't handle
Modern hardware apparently works better, but we still had to put an AMD warning on the store page
@vague spire in case of help channel it will be constantly filled by all types of questions and will be a mess ๐
but at least it will sort out the people who want to help and need help
couldnt hurt either way
about your request โ probably, the tic-tac-toe is the most common game to find a tutorial in internet... not a private by skype, but with any level of details and for any level of prior knowledge...
by that logic, the general chat should be an utter mess
and im not great with tutorials over the net, especially with game design
and if i needed someone to tell me "go check the net" I wouldn't have asked here
People generally won't coach you. Do something, ask for feedback
why not? I've coached many people over skype for nothing
what happened to that sense of teaching something completely new?
It went on Youtube doing multi-user coaching
great, thanks, i know youtube exists
I'm not being a dick, btw. I once wrote a giant UDK tutorial that covered most of the engine ๐ Just being real here
I very doubt many people have enough time for private coaching easpecially via skype (which requires 100% of that time)
People with real skill have very little time to spare for just one person specifically
It's a much better use of time to coach 1000 people at once
I've taught Blender over whole days, learning quite a bit myself
the winnings are, you learn quite a few things, you practice at what you do and you're helping a few people learn a great software
its better than twiddling the thumbs, thats all
And you can also do it on Youtube and it will be the same with vastly more people, or you can sell your coaching on Patreon on something. Times change
Plenty of people here will be happy to teach you over an open channel where others can learn too
๐
nah, i dont want to sell my coaching, i love doing what i do and i love separating my professional life with my tuitions
so, i guess there are people like that
Then go ahead ! I'm just explaining why that's a rare thing.
thats true, and thats why im asking
because theres a chance
but apparently theres a higher chance of someone saying theres a very little chance
which is totally understandable, thank you for the information
For what it's worth I'll definitely answer things I can here, when I'm here. I wouldn't do it on private though
@vague spire look for this page, there are list of people who'd like to be a mentor in some fields:
http://stephaniehurlburt.com/blog/2016/11/14/list-of-engineers-willing-to-mentor-you
the continue is on twitter here in the replies: https://twitter.com/sehurlburt/status/889004724669661184
Look, even more mentors outside this list! I highly encourage you to
message folks on these additional lists.
* More mentors:ย https://ishansharma.github.io/twitter-mentors/
* More mentors:ย
http://twitter-reply-tracker.s3-website.us-east-2.amazonaws.com/
* Engineers in Info
For people who are in a position to give help: Post to your timeline every now & then that you're open to questions. That makes a difference
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if you want any private blender lessons, id be more than happy to do it, i manage to do both
I'd be happy to provide answers on Blender too, using that exclusively for my own game ๐
already purchased a blender course on udemy... :(
It could be worse - you could have shelled out $4K for Max
weeeell... In my country it's ok to get it from torrents ๐
is there a reason simulatephysics messes up the AttachToActor stuff?
btw I've played in Max in my school ages (early 2000s) and it was pretty obvious... While I've launched Blender recently, I didn't understood how to do anything
Different ideas
@spare topaz Yeah, that makes sense. You can't both be attched and simulating physics while the root isn't for example
Attaching also does stuff like merging objects
(Or not. It's a mess.)
oh, forgot to elaborate the situation. I do use SetPhysicsSimulation false before attaching
it only acts like it should after I Alt-Tab/Shift-F1 for some reason
@inner mountain it's a pretty keyboard intensive program, after a while, you'd be able to make anything without the use of buttons in the interface
Well, I think I might've failed. I'm a self-taught, practical man, that knows how to do stuff but doesn't always know how's it called. And they were asking names. A lot.
My interview, that js
@oblique sorrel if you're looking for js job I can suggest a hardcore position (I'm working in that company)
@oblique sorrel it's 100% remote full-time contract
seems like anything that would move the object will fail if I even consider making that object have physics, whether is just plain setlocation or something like attaching
Yo, I have question where to store my data.
My Game is meant to be played as a single campaign, but other players can join (up to three).
Since the Host's Campaign is played i thought it was a good idea to store the game stuff (current Party, TimeOfDay) in the GameInstance however, the Data needs to be transferred between all clients in Multiplayer.
How do I keep the Data in GameInstance and GameState/GameMode in sync?
@spare topaz SimulatePhysics effectively detaches object
Well, the current problem is that the object will not obey setactorlocation if its physics options have been tampered with at any point
@sudden agate you dont have to transfer those specifically, you let regular replication deal with those, just load the values when creating session
@spare topaz well, it's not a great idea to play with SetLocation on objects that simulate physics, physics engine is suppose to do that
basically I have a pawn that fires a linetrace, that linetrace hits the object and calls interface function on that object, the function sets physics off and should move it 200 units up
@paper kernel GameInstance does not replicate ๐
@spare topaz sounds fine
yes I'm aware it doesn't
but you dont do gameplay related code in gameinstance
@paper kernel It's just data, nothin more
just set gamemode and gamestate fetch the variables from gameinstance on beginplay
like weather and stuff
don't forget the auth check
Me? Never ๐
so all my problems happened because the component that had physics on was not the root component
Please welcome @plush yew to the community! :beers:
YEAH
THIS PLACE HAS BEER
๐
Please welcome @west plume to the community! :beers:
anyone on with experience using the Web Browser Widget?
lol hey
yeah i have no idea. there's no widget section
it's not exactly UI either
@pastel prairie hmmmm
@pastel prairie You put Data-only in quotes
So you'll need to be a bit more specific
Are we talking about UObjects or something like GameMode, that "Data-only" is tricky without context
Ah
Pretty sure that only happens when you don't put anything in the graph
That's what I figured you were talking about
TBH, never gave it much thought about it before. But my assumption is that they differentiate between "Data-Only" (Variables to modify) vs "Logic Implemented" (Stuff in Event Graphs)
Well
I suppose you technically, just modified it
It usually pops up when you create classes and don't do anything with them
(some classes anyway)
But, children classes get them also
If you don't edit their graphs
Like I said, I've never really gave it more of a thought than: it is what it is.
@pastel prairie So, did you close out the editor?
You have to, to get it back to "data-only", test it out
Once you make any modification, until you close out the editor and come back, it will stay that way. Again, never gave it more thought, my assumption is... since you modified it already, there's a chance you'lll do more modifications in the future until you close out the editor.
So Epic devs probably just programmed it that way.
But really, it's not much trouble between that and clicking Class Defaults is it?
Well, I guess if you add anything to it, it isn't "data-only" anymore ๐
And I would agree
@pastel prairie make a child BP from it and it will be data only again
Since component can be visual
in theory ๐
Aye, children will do it (I said that earlier)
it's proper, data only means you are only changing parameters, by adding components you make it a different class
as in - something have to treat those components. Try doing the same in c++ and you will see that you can't do it without writing additional code
unless everything is build around adding components in constructor on a basis of some external configuration
Aye, I mean, it's just something you get used to
Literally never really thought about the logic behind it until now, never had a reason to
I can get it at Class Defaults anytime
And if I wanted "data-only" classes, I probably wouldn't use actors
And I would make heavy use of Datatables
Grand Children could do it
@pastel prairie Hmm..nah, your logic is flawed
Especially if we're specifically talking about components
Which can represent visual stuff
The issue here: Viewport
Even though you can use scene components with no visual representations
Some people...even use Scene Component WITH data-only instead of using Actor Components...
Is there a easy site or somewhere to find people that wish to test games?, no eu friends, FeelsBadman
@toxic vale There are professional playtesters, other than that, just ask around.
fair enuff,
A component addition rightly makes something not data only
Adding a component adds additional runtime requirements, even if its just meant to be CDO'd
When you get a CDO, you're actually using a 'default instance' of it
Its possible to get a mutable CDO
When means if you change a property on it, all subsequent CDOs will be affected
In a very simplified way, all the shit in your content browser is a CDO
Not really, but its a simplification that you can logically work with
.-.
Please welcome @silk pumice to the community! :beers:
hello
@silk pumice sup
Is there any good tutorial on how to setup multiplayer with c++?
https://www.youtube.com/watch?v=mKRrLJ4kmFE&t=2s I have been insterested in the workflow the guy assigns few modular meshes to a spline so the tunnel will "self generate" as he extends the spline. Can t he similar workflow be used so that If I create 4 different cave pieces for example it would randomly spawn those based on the spline so you wont get that much repetition?
This scene is available for purchase at these locations: Cubebrush - http://cbr.sh/ej7iz6 Gumroad - https://gum.co/subwaytunnel Unreal Marketplace - Coming S...
Also, ShooterGame
@silk pumice you can do whatever your heart wants
There are plenty of cave systems
yea well I mean "artist friendly" like without programming a new feature or anything is it like built in already? ๐ any idea if there is tutorial for that
Im actually creating a street myself so I would spawn randomized balconies and houses
@safe rose Thanks
just dont want it to spawn always the same hosue
I don't think my GoggleFu would be any better than yours
i miss the old forums
For a open battlefield multiplayer fps would hitscan or bullet physics be the best option wich one should i use
Please welcome @shut gulch to the community! :beers:
I'd say bullet physics, but that's personal preference. Depends on what kind of game you want.
@vagrant burrow Something like this: https://www.youtube.com/watch?v=uxhiMJUJvls
โผ Follow Drewski! โผ Patreon: https://www.patreon.com/OperatorDrewski Twitch: https://www.twitch.tv/operatordrewski Twitter: http://www.Twitter.com/OperatorDr...
@reef python it's kinda hard to tell from that video because most of it isn't shooting and most of the shots I found are close range, but I'd guess they're probably using hitscan.
The hitscan is probably coming from a combination of both. It comes from the weapon but aims at the player camera center.
But keep in mind that hitscan is usually considered the 'lesser' form of shooting, because hitscans are essentially lasers, not bullets.
Meaning bullet drop isn't possible (at least not without tweaking)
But most games will use a combination of hitscan and physics.
there is a projectile path - prediction function in the engine now
so you don't have to do the math yourself
Please welcome @plush yew to the community! :beers:
Is anyone familiar with using assembla as ther p4 host? Every time I try to set up a new computer for it it always says that I haven't set up host even though all settings are correct (and exactly the same as on a working connection)
Their documentation is crap, and sometimes even wrong
interesting ๐ค
Good to know. I am curious, I haven't done much blueprint debugging yet, how were you able to figure this out and how did it manifest itself? high CPU usage?
I had a breakpoint inside Get Items of Class
Got called far too many times
Also, after the for each loop I'm calling something that modifies the result of Get Items of Class
So it was acting strangely because instead of working on a copy of the array I kept working on the most up to date version fo the array
Even though I wasn't working with the array by ref
so ForEachLoop itself was calling the most up-to-date array
Well it was re-running that GetItemsOfClass
which returns a newer up to date array
Which is not what I wanted
yea it makes sense
Please welcome @sonic snow to the community! :beers:
well you could get around that by with custom foreach loop that stores a copy before starting
which would probably not be all-around solution for memory limited projects
@primal siren You'll be happy to know (and me too, really) that both refunds and VAT are not subject to royalties for Epic Games.
Please welcome @young bronze to the community! :beers:
Quick question for you guys - if I'm trying to set up a casual team of beginners/intermediate game devs from any branch of the tree (for the purpose of building portfolios for future careers through free work or projects), is there a place I could post on here to advertise it?
@obsidian nimbus yeah I was thinking jobs too, but I wasn't 100% so I thought I'd get a few opinions before I go shooting off ads in the wrong channel
Gotta go post back in 2008
@polar hawk I don't follow haha
There used to be a time where you needed a team to survive
Now everyone can literally do everything
I'm with ya on that one. I can do everything I need to do, it's just most stuff takes a lot longer for me to do than what I specialize in @_@
aye
I'll probably start in the jobs channel then and go from there
@vagrant burrow Hey I feel you man, you are right. See I have my own vision and I know what I want, just wanted to get some others opinions as an insurance thing you know?
Please welcome @plush yew to the community! :beers:
Late response. @glossy flame I do have some of the terminology for Git mixed up, no doubt, but I have used it for months, but not used it in many many many months now.
I find the terminology to not be intuitive at all.
Please welcome @wooden willow to the community! :beers:
I'd love the best of both Git and Perforce, but no one seems to have it. Competing with widely adopted OSS and widely adopted proprietary software is a losing bet without a whole lot of sunk cost to even carve out a market.
You need to be good, from the get to, to even get any adoption.
Kind of like Facebook - no one is going to beat Facebook. Users are entrenched there. They'd need to get so bad and you'd need to be so good that users are willing to mass migrate as one. Same idea with making a P4 or Git competitor.
You all might enjoy my post on the topic https://forums.unrealengine.com/community/general-discussion/121068-version-control-git-lfs-vs-perforce-vs-svn
So, gonna repost the same question i had yesterday... Anyone know why my meshes would be disappearing in game view?
But visible when simulating and in Editor view?
Editor view
Game View
Anyone familiar with programming endless runner in unreal engine
@wooden willow umm
You can just look at the epic example?
You can probably Google a bunch more also.
Hello. For some reason I can't import a mesh with morph targets into Unreal. I made a shape with a few blendshapes in Maya and exported it making sure to check the needed checkboxes. Then I think I correctly imported the fbx file into Unreal checking the right boxes too. But I don't have any morph targets in unreal. What can be causing that?
@tidal lichen hmm shit
We ran into this problem a few months back
Some stupid bug
You had to reimport
@vivid girder I don't think anyone's got any specific ideas anymore. You're going to have to really try to debug this.
Can you make a new level and place that mesh in it and see it?
And then it should work.
Can you make a new level and place that actor in it (rather than just the mesh, which actually makes a dumb stastic mesh actor)?
Can you replace the material for the mesh and see it?
As ever, debugging is about stepping through what is happening and what isn't. If thinks don't seem to make sense, you need to cut out another layer of assumptions you've made and question what you've taken for granted.
@safe rose thanks. It worked but what's weird is that I had to reimport it from the content browser. When I reimported from persona nothing worked. Weird bug
@tidal lichen yes it is some dumb bug
One day it will get fixed. But it isn't a terribly tough workaround once you know it
Oh boy. Installing the Linux subsystem on to my Windows 10 install. It's downloading Ubuntu now.
This'll be interesting.
is there a easy way to make so a car cant drive forward but still gain RPM?
(blueprint)
Please welcome @azure sierra to the community! :beers:
@azure sierra Command line? No.
Not directly.
You could write a function that is executed from the commandline to do it.
Or you could write a commandlet, which is basically a small program that runs like the editor.
where can i get more information on that?
basically i have the devkit for a game that has these asset files i wanna get the values from to create an external tool for
@wary wave @cursive dirge a response from the youtube partner program has said it is 100% OK to put tutorial videos in games through the web browser widget and have them monetised. it's still viewing the content through their playback pages of the service.
there is no ToS breach
@azure sierra All kinds of complications if you're not able to access the codebase.
That moment when you're planning a character, find they're too similar to Reinhardt from Overwatch and scrap the concept because you know the 0.000002% of people ever who play your game will go on and on about it
I basically tried designing a Stealth/Tank, but failed miserably
I tried to make them the kind of "Stop the enemy from reaching the alarm" kinda Stealth, rather than the "Sneaky Ninja" type like most Stealth characters
Since I have forced Stealth, so I wanted a character people could use if they didn't want to have to traditional Stealth
And basically his whole gimmick was stunning people and blocking off alarms with EMPs
I already have 1 similar character - 2 gets you into the "ripoff" zone
(Even though I made Reaper to mock D.Va and their logic behind her)
Happens.
Only so much you can do about it.
It's good to be aware, but don't let it ruin your design either.
<-- worked on Smite (unfortunately)
Blizzard: "Oh, Korean gamers have fast reactions so they can fight gud"
Santa Donut: "Highly trained mech fighters have decent reactions so they have to rely on the machinery rather than reaction times"
Which had a mixture of intentional ripping off and can't-avoid-the-comparisons-even-though-we-didn't-rip-it-off.
Alot of games have that and I don't wanna be the next one
Even though most people won't even know Reaper's a female
I have no idea what you're on about anymore.
I'm on about how dumb Blizzard's logic is
Was pretty sure Reaper is a black man, but... not really relevant.
(not Overwatch Reaper)
(dead silent "just doing my job" hitwoman in a death machine Reaper)
Ah
(the one who I'm still thinking of reworking due to how good she is)
She essentially gives you an extra team member who can use one of her abilities with a quarter of the cooldown
At the cost of losing out on some of the better secondaries
Since every character has a preset primary and 3 secondaries to choose from, and Reaper has some quality secondaries.
She has a stun shotgun which basically just sets her up for insta-kills at the cost of basically all of her cooldowns and a second minigun which spins up slower but does overall just under her primary's damage.
If her Primary was 20 DPS, her secondary minigun would be 17
Any idea how to debug a project that is crashing on run after it's been packaged?
That's a struggle, for sure.
I think when it happened to me, it was because I didn't realize that I needed all assets to be in the Content folder. (It was my first UE4 project.)
That's not the issue. It's packaged and worked before but now it's not
You should be able to package it as a debug build, though. Attach a VS debugger to it.
the error message is "Assertion failed: RecursionNotAllowed.Increment() == 1 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 4141] &nl;&nl;
and there's only 1 instance of recursion in the project which I don't see why it would be complaining
I've had plenty of other projects not complain about recursion when packaging
Yeah... it's a specific assertion. Package a debug build and attach VS debugger to it as it launches.
Get the full stack trace.
I'll see if I can, it pretty much crashes right when I launch it haha
ah cool, thanks
Make sure you package as a debug game though
yea it's packaging now
and just finished
ok so i created the project in vs but when I hit start with debugging, it crashes without breaking
Odd... I would have thought UE4's assert would trip that. Hrm
Thing is, it's not really a "crash". Some UE4 fail-safe is triggering an assert.
Someone at Epic put code to check for a condition and pull the plug when it happens.
.> Would have thought you could get the stack trace at that moment from the debugger though, even if it's a separate executable
I'm going to disable the recursive function and see if that changes anything
it still crashes with the same error. hmmm
figured out a fix
something to do with "Event Driven Loading"
Hey guys i'm updating my portfolio and was wondering if you guys can provide some feedback to what to improve. http://sandervereecken.com/
@tranquil osprey phew, no need for improvement
Got some real high end clients paying you when you've done stuff such as Horizon
Yo, is there a way to filter mipmaps a different way than UE4's default filter?
https://developer.valvesoftware.com/w/images/1/17/Vtf_sharpen_filters.jpg something like this
Please welcome @plush yew to the community! :beers:
Please welcome @plush yew to the community! :beers:
@plush yew when i open a level the scene color of post pro gets unchecked in UE4, why ?
Anyone ?
Please welcome @oblique fable to the community! :beers:
Please welcome @green nest to the community! :beers:
Please welcome @winter onyx to the community! :beers:
@toxic wagon Probably too late but sure, just go the the filter settings in the texture editor
You're going to find even more than that
Well I answered after someone else did. Don't multi-post on different channels please -_-
Please welcome @honest raven to the community! :beers:
Hiya guys! ๐
Hi
Please welcome @zinc grail to the community! :beers:
Hello everyone.
why UE4 can use object pivotpoint instead of world origin? I'm really sad this thing has still not implemented inside unreal engine 4 while unity had it for ages now ๐ข
What do you mean ?
it would save tons of time when you could just import whole scene from blender/max etc and pivotpoints would be where they rationally thinking should be
I mean the insane job of building same scene again inside ue4 that you had already made in 3D software...the problem is that you had to bring every single object back to world origin 0.0.0 to had it pivotpoint in right spot
Just have the Blender origin wjere you want the pivot ๐
unity does this million times better and saves tons of times
You only need to do it once, after that create all your assets that way
I mean multiple object export
only one pivot point is used for them all even if they have they own set in blender
Then move all your assets at the same spot ? Or have a separate file for every asset ?
But sure if you want to export all assets from a Blender level, you'll need work
that is exactly the problem I have to build that same scene again inside UE4
I cant just export whole set of assets and smile while they all keep their pivot points and locations like in unity
Yeah
Does anyone knows why my AR Toolkit and sample project not working with Visual studios 2017??
Does it only support VS2015 to build?
Is VS2017 already supported by UE4?
@toxic wagon yes
you can select what downsampling you want for the mipmaps
its on the texture settings
i have a lot of care with that when i do VR hud in textures, as mipmaps are critical there to have nice quality text
properly mipmapped text is WAY better in vr
the sad thing is that UMG doesnt mipmap
so you cant have dynamic text in UMG that mipmaps
UMG minimap
@whole quarry yes
at least I'm working with VS Community 2017 since UE4 4.15
or 4.16 (but probably 4.15)
I have worked VS 15.4 preview with UE4
Are you just saying whatever comes to your mind in response to what other people are saying?
@inner mountain VS 2017 in 4.15 was disabled by default but working, 4.16 had it out of the box IIRC
well anyway it's supported in the latest versions ๐
@buoyant mesa Export into Scene was meant to solve this but it's really broken. Still you could give it a try.
didn't there use to be a modding channel
@cloud cobalt how 15.3 have worked with UE4 dev for you? as 15.2 was previously stable in VS 2017 version
It worked well until we moved on with 4.16
in VS Preview 15.4 is now in that preview ring
@inner mountain are you getting intents and entities?
question: what channel would I need to go to if I would ask about delegates + multiplayer
Okay! Thank you ๐
@rapid monolith Delegates would be normal UE4 programming. Particular delegates in some networking code is another story.
mp delegates don't exactly behave any differently tho
No, but how a particular delegate is used may.
IE: When does <some delegate in some class in some MP stuff> get triggered? Does it get triggered if I'm a spectator? Does it trigger before <some function> gets called?
He said + so that sounds like they're related, and if it's related then he can post it in multiplayer
Aye, definitely.
if it's not, then yeah he should split it, not just for sake of tidy but the people that can help on the topics are usually in their respective channels
@buoyant mesa there is max plugin for this
Yeahp. delegates used in multiplayer. shall post in multiplayer. thanks!