#ue4-general

1 messages ยท Page 104 of 1

cloud cobalt
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That's not the point

primal siren
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GST/VAT is not part of your revenue

vale osprey
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well, I hope you are not doing accounting yourself then

primal siren
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it's a government leveed charge

cloud cobalt
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We heard it the four first times

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It doesn't matter

primal siren
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and yet it's not sinking in

vale osprey
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revenue is not the same as gross revenue or sales - they are different terms

south ridge
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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

cloud cobalt
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^

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Anyway, asking Epic directly

vale osprey
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@south ridge its normal, like you supplier won't be waiting for your to sell your products

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it's a part of running company - making sure you are payed on time and pay your bills as late as possible

south ridge
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Yes, but I have no real accounts of those extra +$400 of ballance. Just a statement from Valve Software

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But not a transaction record or a contract

cloud cobalt
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Also @primal siren , in Europe companies do get the VAT money. They refund it to states later.

south ridge
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In that hypothetical situation

cloud cobalt
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Not sure about the states

primal siren
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on the Unreal Engine website:

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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.

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VAT is NOT included

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i know the god damn laws.

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epic isn't going ot be breaking them.

south ridge
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@primal siren are you based in Europe?

primal siren
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i am in Australia

south ridge
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Ah

primal siren
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we have GST instead of VAT

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it is the same thing with a different name

frank escarp
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steam has a column saying "gross sales"

south ridge
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It's not related to conversation, just had experience with insanity that happens when US and European laws meet

frank escarp
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pretty sure thats the one to use

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after that one, it does the 70/30 split

cloud cobalt
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Anyway, just sent Epic an email with a hypothetic example ($10 game sold 10 times, one refund, 20% VAT - how much should I report)

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We'll see

primal siren
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you go by the actual revenue, not GST/VAT

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the question is answered on the unrealengine website

vale osprey
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yes "gross sales" is synonym to gross revenue but more widely used. dunno why Epic uses this terminology

cloud cobalt
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@primal siren Are you selling your game in Steam and paying royalties to Epic right now ?

south ridge
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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

primal siren
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do you want me to paste their answer again?

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you have a real issue with being wrong don't you?

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it benefits you

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and yet you still fight it

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smh

cloud cobalt
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I just want to not base my company's finances on speculation from people on the Internet

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Crazy right ?

primal siren
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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.

vale osprey
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yolo

primal siren
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directly from their website

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you can wait for the email and get the same response!

vale osprey
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that's not what is written in contract, so...

cloud cobalt
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^

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Also it doesn't talk about refunds

primal siren
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that is what is written//

cloud cobalt
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Which WAS my question

primal siren
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jesus christ

cursive dirge
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lol

vale osprey
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why are you being so obtuse?

primal siren
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me? LOL

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oh my god

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i've given you Epic's actual answer

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good god

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mate

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i needed a laugh

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thanks

cloud cobalt
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@primal siren Are you currently paying royalties to Epic on revenue from Steam ?

vale osprey
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contract terms and FAQ are completely different things, later doesn't have a legal value

primal siren
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LOL

cloud cobalt
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Simple yes/no question

primal siren
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sure sure

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mate i've already answred that

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there is no helping/talking to you about it

cursive dirge
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also, if you get any epics staff reply from anyone that's NOT in their legal team, you can't trust it

primal siren
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have fun

cursive dirge
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they in general know anything

south ridge
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Don't trust anyone. Your eyes are mirrors, the world is a lie

cursive dirge
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their guess is as good as yours

cloud cobalt
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Let's wait for Epic's response. That's the ony thing i'm going to trust at this point

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(Or anyone who already got it from them)

cursive dirge
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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

vale osprey
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@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.

south ridge
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That's the thing

cursive dirge
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like with any case where you struggle to make the payment in time really

south ridge
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I'm pretty sure and I hope that you pay based on your own records

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Not based on steam records and stuff

vale osprey
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correct

cursive dirge
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but you'd need to have the docs in order if they audit you

south ridge
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Your own records that are verifiable, since all transactions have their ID's and uniquely identify your company and valve software and stuff

cursive dirge
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and they will ask Valve records then

south ridge
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So your records that can be verifiable. Valve software in fact not involved, since the transactions can be verified with the banks

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Sender bank, receiver bank

cursive dirge
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I don't think that's good enough

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what Valve pays you doesn't really tell everything

south ridge
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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

primal siren
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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..

cursive dirge
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but that's not what the contract is about

south ridge
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THe simple net number does not, but net number plus contract does

cursive dirge
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if it were from what Valve paid you, they wouldn't talk about gross revenues

south ridge
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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

cursive dirge
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only Valves records can tell what the end customer paid for the product

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and that's what epic wants to know

south ridge
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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

vale osprey
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@south ridge when Valve pays you they state how much was gross sales and how much was VAT if they payed it and etc.

primal siren
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minus gst/vat alex

south ridge
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@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

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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

cloud cobalt
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@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.

vale osprey
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well, that would be your issue with Valve, not with Epic

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3rd parties don't have responsibility for what you do with 2nd party

primal siren
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i didn't say it wasn't @cloud cobalt

cloud cobalt
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So at least we agree on that ๐Ÿ˜ƒ

primal siren
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i was pointing out that blackfox's going by his own payments wouldn't work

cloud cobalt
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I'm pretty sure the Steam reports are what counts

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Just not sure about refunds (and now VAT)

south ridge
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There is one possible answer here

cloud cobalt
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Right now Steam gives me stats on gross, including refunds and VAT

south ridge
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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

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In that case, no need to worry about your own records being different from steam

primal siren
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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

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you quaterly revenue will not be the same as what valve has taken

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as they take 30%

vale osprey
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then it's not gross sales or gross revenue

south ridge
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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"

vale osprey
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it's net sales

primal siren
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no

vale osprey
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ffs

primal siren
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net sales would take into account expenses

south ridge
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Now that I think of it, that's probably what happens with refunds

primal siren
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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

south ridge
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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)

primal siren
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GST/VAT is not revenue

cloud cobalt
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Sure

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But Epic doesn't state in the EULA that VAT is excluded

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So I consider that a gray thing

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Same as refunds

vale osprey
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"net sales would take into account expenses" - that would be income, net sales don't exclude expenses or COGS

primal siren
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it doesn't need to, because the definition of gross revenue does not include VAT/GST

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type into google "does gross revenue include VAT"

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jesus christ

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find one actual accountant response saying it does

cursive dirge
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first result says it does

primal siren
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i'll give you a dolla

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link

cursive dirge
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also, you don't trust google results

cloud cobalt
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Hopefully you're right @primal siren , but I will wait for a confirmation from Epic nonetheless

primal siren
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give me this link mate

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@0lenta

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link mate

cursive dirge
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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.

primal siren
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that is income not revenue

cursive dirge
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doesn't matter what those sites say though

south ridge
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@cloud cobalt so btw, I think what happens with refunds is that you pay by the gross revenue reported by steam for your quarter

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And the refunds will go into next quarters ballance

frank escarp
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@south ridge nope

south ridge
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But that's what EULA says

frank escarp
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the refunds are discounted directly

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thats why they take 15 days

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becouse when you receive money on the 30th of august

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its actually the sales from july

south ridge
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Ah

frank escarp
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refunds are solved by then

south ridge
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Well, if Valve does that, then it's even better

frank escarp
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thats why steam only sends you the money 30 days AFTER the month of sales

south ridge
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No roll-over

frank escarp
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no roll over

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becouse 15 days refund, but 30 days delay

primal siren
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if people are getting a refund that isn't revenue, other wise you could get 100% refunded sales and make 0

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you wouldn't owe epic money on 0

frank escarp
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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

primal siren
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ikr

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waits for captain contrary to some how say it does

south ridge
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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

cloud cobalt
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It would, but you do pay on Valve's cut too, so i'm not sure it's not crazy ๐Ÿ˜ƒ

frank escarp
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steam will show "all sales" as 1000 copies. Then "gross money" as 0, and then 0 tax and 0 valve cut

south ridge
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Yeah

frank escarp
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@cloud cobalt you dont pay valve cut on refunded units

primal siren
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and you will owe 5% of nothing

south ridge
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In that case, my earlier question is answered fully

frank escarp
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the flow is "all sales - refunds - tax - valve 30%"

primal siren
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wait, so you're saying you dont pay epic for what valve takes?

frank escarp
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no, you do

south ridge
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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

frank escarp
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they have specifically said that their 5% is on the money before valve cut

primal siren
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yeah that's what i thought

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but they do not take money from the VAT/GST charge that valve inserts on certain country purchases, correct?

frank escarp
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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

primal siren
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well congrats on that :p

frank escarp
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lets check this

south ridge
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@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

frank escarp
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this was from march

cursive dirge
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isn't that under NDA? :p

frank escarp
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why would it be under NDA? its my data

wary wave
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regarding VAT, VAT has to be applied at the point of sale

cursive dirge
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because it's valves data too

frank escarp
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anyway, you can see "Gross Units Sold"

south ridge
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You should remove that image ๐Ÿ˜›

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It's in fact forbidden to share that information

primal siren
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so you do not pay 5% on the GST/VAT

wary wave
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so VAT is a part of the listed price for items in those locations

primal siren
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as that now deleted screenshot showed lol

wary wave
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VAT has already been paid when you receive your funds from Epic

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because it is paid by the consumer

south ridge
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There's a specific point about not revealing your store peformance data and blah blah

wary wave
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not the seller

primal siren
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exactly it's a government leveed fee

cursive dirge
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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

south ridge
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I don't remember the wording, I just remember a big red X in my mind

primal siren
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it's not considered your revenue

frank escarp
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anyway. You can check the "gross steam sales"

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and "net steam sales"

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before refunds/tax and AFTER refunds/tax

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im pretty sure Epic cut goes on the "net steam sales"

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same as Steam cut

primal siren
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how does it feel to be a professional game developer @frank escarp ? :p

frank escarp
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well, it feels harder every day

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becouse steam is destroying itself

primal siren
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also - since we're active here - does anyone have experience with the Web Browser Widget?

frank escarp
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i think we are back to 2004 levels of indie development

primal siren
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are you a fan of the new changes and getting rid of greenlight?

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(im guessing not)

frank escarp
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no, it is a fucking disaster

south ridge
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Haha. I love it

cursive dirge
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why? ๐Ÿ˜„

south ridge
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Isn't the fee $100 for direct?

cursive dirge
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it destroys the industry

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around that

frank escarp
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yes, its 100$

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wich is still below what scammers make

south ridge
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So it's basically greenlight except now it's no moderation as opposed to virtually no moderation

frank escarp
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so scammers continue scamming

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exacty

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the amount of new games have tripled

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or more

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after direct

cursive dirge
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but they give the 100 back

vale osprey
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yeap, its just cheaper for Valve than to support greenlight on top

cursive dirge
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in greenlight, that 100 went to charity

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it makes more sense now to scam than before

south ridge
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So it's even worse, they give $100 back and don't even give to charity haha

cursive dirge
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as risks are lowered

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yeah

south ridge
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Horrific

primal siren
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sounds like valve is being valve xD

frank escarp
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greenlight was 100 dollars and then spam all you want

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the store is now Google Play

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everyone can push stuff

cursive dirge
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it wasn't ideal either ๐Ÿ˜„

frank escarp
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wich means that no one gets views

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and will cause a race to the bottom

south ridge
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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:

frank escarp
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wich will end up with mobile style F2P bullshit being almost the only way to getting shit done as an indie

cursive dirge
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I'm still more worried about shady monetization models than people doing shitty indie games

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quality products will still stand out

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unless you make a game in genre that is saturated

south ridge
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Yeah, that

primal siren
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have you looked into adding revenue via youtube videos playing?

south ridge
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Quality products will stand out, but a quality platformer gonna have lots of luck and lots of effort

vale osprey
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well, it might takes years for your product to stand out

frank escarp
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the same youtube that is demonetizing everything?

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@south ridge it wont

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marketing > game

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look at STRAFE

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and no man sky

south ridge
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Yeah

frank escarp
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STRAFE sold a good amount, and its not a good game at all

primal siren
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i don't see how youtube would demonitise game footage if it doesn't break any rules

frank escarp
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there are PLENTY more games that are FAR better, without even 1 hundreth of the sales

cursive dirge
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obviously, nobody will find a quality game unless you somehow get the word out

south ridge
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I have first hand experience with that

cursive dirge
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steam storefront sure will not do that

frank escarp
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steam storefront did

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a couple years ago

south ridge
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For our greenlight thing, we did some marketing(tm)

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And it worked marvels

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I felt dirty afterwards really ๐Ÿ˜›

vale osprey
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yeah, in past you got 2mil views and then extra if it sells

primal siren
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if you were to have your intro video/instructional ingame videos, etc, hosted on youtube and displayed in game via the Web Browser Widget

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that would count towards adrevenue.

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not a good thing to put on a game that's paid for, but it's there

frank escarp
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dont you think players will fucking hate that?

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and you can be sure it wont be any good

primal siren
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if it's free, i'm sure they'll get over it

south ridge
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Ad revenue is based on ads shown, not views

frank escarp
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youtube money is low

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very, very low

south ridge
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So it's either gonna be horrible in-game ads

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Or no ad shows anyway

frank escarp
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indie games are already doing a race to the bottom

cursive dirge
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I'd never put additional ads for your own promo material

frank escarp
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medium tier games are getting incredibly mad

vale osprey
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whatching ads before watching tutorial? ๐Ÿ˜„

primal siren
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well, let's say a MOBA was released for free, only during the loading you had a short monetised video play with an ad

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do you think people would really care that much?

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to the point where thye wouldn't play?

frank escarp
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look at Platinum being on the border of bankrupcy

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good that nier automata saved them

cursive dirge
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that's exactly what I'm worried about

south ridge
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I don't think youtube should demonetize a video like that. Though that's a backwards way of adding ads to the game

cursive dirge
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that these kinds of monetization models will ruin PC markets too

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like they did on mobile

frank escarp
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they will

cursive dirge
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yeah, it will

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I know it will

frank escarp
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now that steam is google play? you will see it happening

south ridge
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You know what's funny

cursive dirge
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just not happy about it at all

south ridge
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We have a legitimate way of putting adverts into our game that would fit the game world

frank escarp
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its valve fault for being icnredibly lazy

south ridge
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Since the metro stations are plastered with adverts IRL

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In fact, it's so dire that we're gonna have to make up lots of fake ads to fill in those spaces

frank escarp
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valve sees google play making bank

cursive dirge
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that was tried a long time ago, it's harder to get the people who advertise to buy that space

south ridge
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Could put real ads on there haha

frank escarp
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and go " we gonna do that too"

primal siren
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how does that translate into revenue?

cursive dirge
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I'm ok with that kind of advertisement

primal siren
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you would have to go to a company and ask them directly ?

cursive dirge
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you see that kind of thing getting done for some bigger titles

primal siren
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it would work for sure on a large title

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people would pay you to have their ad

vale osprey
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@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

frank escarp
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its common in racing games

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very common

primal siren
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but a small indi developer?

south ridge
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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)

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And stuff

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But

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It's a fun thought

cursive dirge
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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

south ridge
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Our current actual plan is to simply make hundreds of fake ads to fill those spaces

primal siren
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a small indi developer i do not think would have a chance of getting paid advertisement straight on release/prior

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but you can insert it via youtube with the web browser widget

wary wave
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eh, Platinum have been doing poorly because they've been doing licensed games that have not gone on to perform well

south ridge
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I'm off to sleep. Bye bye

cursive dirge
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@primal siren put youtube add inside your game?

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I'm sure it's not allowed by their terms

south ridge
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This was an educational conversation, shame I've gotta go pass out

primal siren
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put youtube videos inside your game, own those videos and have them monetised

cursive dirge
#

yeah, that's not going to roll

primal siren
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how so

wary wave
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unless you know of a massive secret group of people who bought stuff like Starfox Guard, heh

cursive dirge
#

they don't pay you anything once they find out

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

cursive dirge
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because those ads are supposed to be on their website, not inside game world

primal siren
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if people are watching the videos and it's not exploited

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how would that not work

wary wave
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because they're paying to bring people to their platform

cursive dirge
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same way you can't make money by making a software that hides youtube ads in the background

primal siren
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but it's not hidden

cursive dirge
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doesn't matter

south ridge
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I mean

cursive dirge
#

same deal

south ridge
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Software like that exists

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And is used widely

cursive dirge
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yeah, I'm sure it exists

primal siren
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have you not seen the way you can add tutorial videos into game now with the web browser widget?

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that is what it is for

cursive dirge
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but it's not allowed use

south ridge
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I've encountered these weird clickers that hackers install on compromised PC's

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To simulate ad clicking

primal siren
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youtube cares about people watching the ads in videos

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if people are using a browser from within ue to watch them, how would they care?

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why would they want to demonitise them and lose ad revenue them self?

vale osprey
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they don't care about random views, you have to provide cookies and etc so add can be targeted

cursive dirge
#

UE4 games != webbrowser

primal siren
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you haven't looked at the web browser widget have you..

cursive dirge
#

if you make a webbrowser with UE4, then that's different

primal siren
#

it is a browser..

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it uses Chromium..

south ridge
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That's not a browser

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Just a rendering engine

primal siren
#

...

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the web browser widget inlays Chromium

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Chromium IS a browswer

cursive dirge
#

many game UIs use browser tech too

primal siren
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-w

cursive dirge
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it's not the same thing

vale osprey
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it doesn't magically loads your profile from firefox or chrome, so its pointless to them

south ridge
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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

primal siren
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...

south ridge
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It doesn't go to arbitrary pages and doesn't store your profile and stuff

wary wave
#

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"

cursive dirge
#

yeah

#

I don't even have to read their site to know they must forbid it

wary wave
cursive dirge
#

it would be so easy to exploit otherwise

wary wave
#

it's violating several parts of their terms

primal siren
#

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

south ridge
#

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

primal siren
#

you are viewing the website, just like any other browser

south ridge
#

It doesn't have to be those parts of TOS

cursive dirge
#

btw I saw this on https://partner.steamgames.com/steamdirect ```What you shouldnโ€™t publish on Steam:

  1. 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
  2. Pornography
  3. Adult content that isnโ€™t appropriately labeled and age-gated
  4. Libelous or defamatory statements
  5. Content you donโ€™t own or have adequate rights to
  6. Content that violates the laws of any jurisdiction in which it will be available
  7. Content that is patently offensive or intended to shock or disgust viewers
  8. Content that exploits children in any way
  9. Applications that modify customerโ€™s computers in unexpected or harmful ways, such as malware or viruses
  10. 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???

wary wave
#

haha

vale osprey
#

๐Ÿ˜„

south ridge
#

Only in some places

#

Wasn't there a lawsuit

#

Against Valve

#

Pretty much in that venue

cursive dirge
#

should be

south ridge
#

With CS:GO gambling

cursive dirge
#

hope they lost ๐Ÿ˜„

primal siren
#

valve is the one that created the lawsuit

cursive dirge
#

Valve / game publisher

#

oh

primal siren
#

against people who ran the gambling

cursive dirge
#

dang

south ridge
#

It was basically "Valve is enabling CS:GO gambling 4 kids plz no"

primal siren
#

valve does not do the gambling

cursive dirge
#

Valve created the market

south ridge
#

I'm pretty sure there was a lawsuit against valve specifically

wary wave
#

no, it was against Valve

#

and it was dismissed in court

south ridge
#

For not killing those sites

primal siren
#

they aren't the ones doing the gambling

#

3rd party websites are

wary wave
#

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)

primal siren
#

and then youtubers were sprooking them pretending they had no involvement

cursive dirge
#

but some games DO the gambling in-game

#

like Rocket League, Overwatch, the new Mordor game etc

wary wave
#

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

cursive dirge
#

even Pokemon GO if you think about it

wary wave
#

Valve's platform also doesn't allow you to get money out

cursive dirge
#

you pay real money to win random item

wary wave
#

it's the same as the aforementioned trading cards paradigm

cursive dirge
#

that's gambling to me

primal siren
#

it would depend on the country/states definition of gambling i guess

wary wave
#

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

cursive dirge
#

Gambling is the wagering of money or something of value (referred to as "the stakes") on an event with an uncertain outcome with the primary intent of winning money or material goods. Gambling thus requires three elements be present: consideratio...

wary wave
#

Valve is right on the line with that one, since you can get 'credit' in your account

cursive dirge
#

ok, material goods

wary wave
#

but it's credit, not money

vale osprey
#

@cursive dirge the same with pechenko machines in Japan - not gambling legally

cursive dirge
#

it's still immoral

vale osprey
#

It is

#

It uses same mechanics

wary wave
#

I don't disagree that it's not right

vale osprey
#

But there are no legislation against it for now

wary wave
#

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

vale osprey
#

And that's why they use it - there will be one in feature. Japan is already busy with it

wary wave
#

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

vale osprey
#

From all the places ๐Ÿ˜„

wary wave
#

games that do it must be registered with gambling commissions and they must have the odds for everything on public display

primal siren
#

so im guessing no one on has experience with the Web Browser Widget - specifically user interaction while set to World (not Screen) mode?

#

crickets

valid stratus
#

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"

primal siren
#

10man ut server full/active only uses about 1mbps

sudden agate
valid stratus
#

thanks!

sacred crater
weary basalt
#

Yep they certainly are.

#

They have never truly worked right.

#

Always been something

sacred crater
#

They were okay for a while, up until 4.17

#

4.17 is giving a lot of issues

weary basalt
#

More than usual then. Ive always come across some issue with structs

sacred crater
#

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++

dawn linden
#

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?

weary basalt
#

Yeah personally i gave up on BP structs. I do the same and define them in C++

sacred crater
#

4.17 is a wee bit unstable, yeah

dawn linden
#

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.

glossy flame
#

@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 requestโ€”yes, they're named similarly but don't quite do the same thing

#

Pulling simply integrates remote changes into your local repo

cloud cobalt
#

Everyone has the Git concepts wrong (:

glossy flame
#

Pull requests are what I think you're talking about: requesting changes to be integrated into a centralized repo

cloud cobalt
#

(Trolling aside, that's true)

glossy flame
#

Hehe, I agree :p

#

I think it's important to realize that pull requests are completely handled by an outside piece of software like GitHubโ€”there is no concept of the sort in Git itself

cloud cobalt
#

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

glossy flame
#

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 wantโ€”as 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

cloud cobalt
#

Checkout is P4's pull IIRC

vale osprey
#

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

glossy flame
#

...that might explain something @cloud cobalt, haha

vale osprey
#

Cloud Helix didn't worked out unfortunately

cloud cobalt
#

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

onyx mural
#

sure beats tfs

cloud cobalt
#

The situation is a bit infuriating imho because source controls is business critical softare, and it sucks to not have any great choice

onyx mural
#

i'm using AWS code commit at the moment and praying they put in a pull-esque feature

frank escarp
#

the problem is that P4 is the only one who can deal with binary well

onyx mural
#

define well

frank escarp
#

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

vale osprey
#

Well as in not taking 30 minutes to sync

frank escarp
#

also, my .git folder is 50 gb

#

doesnt happen with p4

#

given that i have my projects in an ssd...

onyx mural
#

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

frank escarp
#

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

vale osprey
#

@frank escarp do you run P4 server locally?

frank escarp
#

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

cloud cobalt
#

Not really, if you're using something like TGA

#

The diff will be small

frank escarp
#

@cloud cobalt git just saves the whole file again

#

p4 saves deltas

cloud cobalt
#

Ah, right

frank escarp
#

and thats with LFS

onyx mural
#

deltas always work better on uncompressed file formats

#

long and short of it.

frank escarp
#

without LFS, if you make someone clone the repo

#

he clones every single version of that texture ever

cloud cobalt
#

I don't have LFS and my ~10GB repo behaves decently (not 30s to commit)

frank escarp
#

have you checked the size of the repo if someone clones it?

cloud cobalt
#

That's a non-issue for us

#

It could be 50Gb and it would be fine (it's not 50Gb)

dawn linden
#

You can specify clone depth in git. Haven't used LFS but assume the same option is there.

cloud cobalt
#

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

glossy flame
#

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

cloud cobalt
#

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

glossy flame
#

Yeah, Git has literally no competition for over-the-internet-open-source type projects

#

It's just what you use :p

cloud cobalt
#

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

cursive dirge
#

it's mainly painfull to clone the fresh copy

#

oh crap

#

also painful that discord still don't know what autoscroll is in 2017

cloud cobalt
#

Talking about ana ctual business with an office

#

๐Ÿ˜ƒ

cursive dirge
#

VSTS still has free git + lfs ๐Ÿ˜ƒ

#

for small teams anyway

#

and unlimited repo size

shell jetty
#

@cursive dirge like autoscroll backwards even you have scrolled to bottom and commended it

#

in discord

cursive dirge
#

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

cloud cobalt
#

We don't work locally here and cloning a 10Gb repo is pretty fast even with home connectivity (regular 100Mbps)

cursive dirge
#

yeah, I've done school project which had 8GB git repo

#

nobody really complained

oblique sorrel
#

Going to an interview, wish me luck!

cursive dirge
#

and that was on github ๐Ÿ˜„

#

gl

cloud cobalt
#

Good luck !

shell jetty
#

Good Luck

#

having 20M/1M connection kinda make big repos painful

cloud cobalt
#

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

cursive dirge
#

even that 20M is ok for such git repo size

#

you only suffer from the size on initial clone

shell jetty
#

ADSL max speed but soon fiber so it helps

cursive dirge
#

I have 50/10 on VDSL2

#

it's still the same phoneline copper

#

(as with ADSL)

cloud cobalt
#

Fiber is so prevalent in my city, my ADSL line is 2Mbps

#

Why update when everyone has at least coax fiber ๐Ÿ˜„

#

(the "old" 100mb thing that moves to copper cables after it enters the building)

shell jetty
#

stranger you have had cableTV?

cloud cobalt
#

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

shell jetty
#

using coax

cloud cobalt
#

yeah

shell jetty
#

not a option here

#

no coax cable line in this part of city at all

plush yew
#

Please welcome @obtuse furnace to the community! :beers:

#

Please welcome @fallow stag to the community! :beers:

fallow stag
#

Sorry, just left and rejoined on my proper Discord :p

cloud cobalt
#

Yeah it depends on where you live. Over here I think something like half the country has access to at least 100mb

shell jetty
#

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

fallow stag
#

Thanks

shell jetty
#

@cloud cobalt it is strange when 4G connection is faster than your broadband connectivity using wire

fallow stag
#

I don't know too much about Unreal, my background is mainly Source

shell jetty
#

you learn Unreal for sure

cursive dirge
#

or

shell jetty
#

@cursive dirge was there pill choice for Unity and Unreal?

#

using matrix

cursive dirge
#

I dunno

#

was it red vs blue?

#

becuase that's amd vs intel then

cloud cobalt
#

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

fallow stag
#

@cloud cobalt I've always just used the open source drivers; they perform just as well if not better I find

paper kernel
#

anyone worked with physics animations here?

vague spire
#

hey people, would love to receive free private tuitions over skype on how to create my own noughts and crosses

cloud cobalt
#

@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

inner mountain
#

@vague spire in case of help channel it will be constantly filled by all types of questions and will be a mess ๐Ÿ˜ƒ

vague spire
#

but at least it will sort out the people who want to help and need help

#

couldnt hurt either way

inner mountain
#

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...

vague spire
#

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

cloud cobalt
#

People generally won't coach you. Do something, ask for feedback

vague spire
#

why not? I've coached many people over skype for nothing

#

what happened to that sense of teaching something completely new?

cloud cobalt
#

It went on Youtube doing multi-user coaching

vague spire
#

great, thanks, i know youtube exists

cloud cobalt
#

I'm not being a dick, btw. I once wrote a giant UDK tutorial that covered most of the engine ๐Ÿ˜ƒ Just being real here

inner mountain
#

I very doubt many people have enough time for private coaching easpecially via skype (which requires 100% of that time)

cloud cobalt
#

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

vague spire
#

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

cloud cobalt
#

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

#

๐Ÿ˜ƒ

vague spire
#

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

cloud cobalt
#

Then go ahead ! I'm just explaining why that's a rare thing.

vague spire
#

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

cloud cobalt
#

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
#

alright then

#

thanks

inner mountain
#

@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

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

Retweets

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vague spire
#

if you want any private blender lessons, id be more than happy to do it, i manage to do both

cloud cobalt
#

I'd be happy to provide answers on Blender too, using that exclusively for my own game ๐Ÿ˜ƒ

inner mountain
#

already purchased a blender course on udemy... :(

cloud cobalt
#

It could be worse - you could have shelled out $4K for Max

inner mountain
#

weeeell... In my country it's ok to get it from torrents ๐Ÿ˜„

spare topaz
#

is there a reason simulatephysics messes up the AttachToActor stuff?

inner mountain
#

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

cloud cobalt
#

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.)

spare topaz
#

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

vague spire
#

@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

oblique sorrel
#

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

inner mountain
#

@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

spare topaz
#

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

sudden agate
#

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?

vale osprey
#

@spare topaz SimulatePhysics effectively detaches object

spare topaz
#

Well, the current problem is that the object will not obey setactorlocation if its physics options have been tampered with at any point

paper kernel
#

@sudden agate you dont have to transfer those specifically, you let regular replication deal with those, just load the values when creating session

vale osprey
#

@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

spare topaz
#

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

sudden agate
#

@paper kernel GameInstance does not replicate ๐Ÿ˜›

vale osprey
#

@spare topaz sounds fine

paper kernel
#

yes I'm aware it doesn't

spare topaz
#

well my engine disagrees

#

everything else but the location change happens

paper kernel
#

but you dont do gameplay related code in gameinstance

sudden agate
#

@paper kernel It's just data, nothin more

paper kernel
#

just set gamemode and gamestate fetch the variables from gameinstance on beginplay

#

like weather and stuff

sudden agate
#

Hm, I guess you are right ๐Ÿ˜›

#

Thanks

paper kernel
#

don't forget the auth check

sudden agate
#

Me? Never ๐Ÿ˜„

spare topaz
#

so all my problems happened because the component that had physics on was not the root component

plush yew
#

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

#

YEAH

#

THIS PLACE HAS BEER

#

๐Ÿ˜„

#

Please welcome @west plume to the community! :beers:

primal siren
#

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

safe rose
#

@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 ๐Ÿ˜‰

#

And I would agree

vale osprey
#

@pastel prairie make a child BP from it and it will be data only again

safe rose
#

Since component can be visual

vale osprey
#

in theory ๐Ÿ˜„

safe rose
#

Aye, children will do it (I said that earlier)

vale osprey
#

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

safe rose
#

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

shell jetty
#

Grand Children could do it

safe rose
#

@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...

toxic vale
#

Is there a easy site or somewhere to find people that wish to test games?, no eu friends, FeelsBadman

safe rose
#

@toxic vale There are professional playtesters, other than that, just ask around.

toxic vale
#

fair enuff,

polar hawk
#

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

plush yew
#

.-.

plush yew
#

Please welcome @silk pumice to the community! :beers:

silk pumice
#

hello

safe rose
#

@silk pumice sup

reef python
#

Is there any good tutorial on how to setup multiplayer with c++?

plush yew
#

w0t

#

Im ne

#

new

safe rose
#

@reef python yup

silk pumice
#

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...

โ–ถ Play video
safe rose
#

Also, ShooterGame

#

@silk pumice you can do whatever your heart wants

#

There are plenty of cave systems

silk pumice
#

yea well I mean "artist friendly" like without programming a new feature or anything is it like built in already? ๐Ÿ˜› any idea if there is tutorial for that

#

Im actually creating a street myself so I would spawn randomized balconies and houses

reef python
#

@safe rose Thanks

silk pumice
#

just dont want it to spawn always the same hosue

safe rose
#

I don't think my GoggleFu would be any better than yours

patent siren
#

i miss the old forums

reef python
#

For a open battlefield multiplayer fps would hitscan or bullet physics be the best option wich one should i use

polar hawk
#

Why not both?

#

Why not neither?

plush yew
#

Please welcome @shut gulch to the community! :beers:

vagrant burrow
#

I'd say bullet physics, but that's personal preference. Depends on what kind of game you want.

vagrant burrow
#

@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.

reef python
#

ok

#

Is the hitscan coming from the player camera or the end of the weapon?

vagrant burrow
#

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.

paper kernel
#

there is a projectile path - prediction function in the engine now

#

so you don't have to do the math yourself

plush yew
#

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

polar hawk
paper kernel
#

interesting ๐Ÿค”

shut gulch
#

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?

polar hawk
#

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

paper kernel
#

so ForEachLoop itself was calling the most up-to-date array

polar hawk
#

Well it was re-running that GetItemsOfClass

#

which returns a newer up to date array

#

Which is not what I wanted

paper kernel
#

yea it makes sense

plush yew
#

Please welcome @sonic snow to the community! :beers:

paper kernel
#

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

cloud cobalt
#

@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.

plush yew
#

Please welcome @young bronze to the community! :beers:

kindred dagger
#

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
#

4chan ๐Ÿ˜›

#

ow here... mayB jobs

kindred dagger
#

@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

polar hawk
#

Gotta go post back in 2008

kindred dagger
#

@polar hawk I don't follow haha

polar hawk
#

There used to be a time where you needed a team to survive

#

Now everyone can literally do everything

kindred dagger
#

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 @_@

polar hawk
#

aye

kindred dagger
#

I'll probably start in the jobs channel then and go from there

pallid compass
#

Gonna boot zbrush in the face

#

Decimate master is being a pain in the ass

crimson sky
#

@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?

plush yew
#

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

livid haven
#

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.

plush yew
#

Please welcome @wooden willow to the community! :beers:

livid haven
#

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.

vivid girder
#

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?

wooden willow
#

Anyone familiar with programming endless runner in unreal engine

safe rose
#

@wooden willow umm

#

You can just look at the epic example?

#

You can probably Google a bunch more also.

tidal lichen
#

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?

safe rose
#

@tidal lichen hmm shit

#

We ran into this problem a few months back

#

Some stupid bug

#

You had to reimport

livid haven
#

@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?

safe rose
#

And then it should work.

livid haven
#

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.

tidal lichen
#

@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

safe rose
#

@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

livid haven
#

Oh boy. Installing the Linux subsystem on to my Windows 10 install. It's downloading Ubuntu now.

#

This'll be interesting.

toxic vale
#

is there a easy way to make so a car cant drive forward but still gain RPM?

#

(blueprint)

plush yew
#

Please welcome @azure sierra to the community! :beers:

azure sierra
#

hey hey!

#

is there a way to extract values from a uasset file via the command line?

livid haven
#

@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.

azure sierra
#

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

primal siren
#

@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

livid haven
#

@azure sierra All kinds of complications if you're not able to access the codebase.

plush yew
#

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)

livid haven
#

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)

plush yew
#

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"

livid haven
#

Which had a mixture of intentional ripping off and can't-avoid-the-comparisons-even-though-we-didn't-rip-it-off.

plush yew
#

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

livid haven
#

I have no idea what you're on about anymore.

plush yew
#

I'm on about how dumb Blizzard's logic is

livid haven
#

Was pretty sure Reaper is a black man, but... not really relevant.

plush yew
#

(not Overwatch Reaper)

#

(dead silent "just doing my job" hitwoman in a death machine Reaper)

livid haven
#

Ah

plush yew
#

(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

thorn topaz
#

Any idea how to debug a project that is crashing on run after it's been packaged?

bleak copper
#

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.)

thorn topaz
#

That's not the issue. It's packaged and worked before but now it's not

bleak copper
#

You should be able to package it as a debug build, though. Attach a VS debugger to it.

thorn topaz
#

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

bleak copper
#

Yeah... it's a specific assertion. Package a debug build and attach VS debugger to it as it launches.

#

Get the full stack trace.

thorn topaz
#

I'll see if I can, it pretty much crashes right when I launch it haha

bleak copper
#

If it crashes with debug symbols, VS will break on the assert.

thorn topaz
#

ah cool, thanks

bleak copper
#

Make sure you package as a debug game though

thorn topaz
#

yea it's packaging now

bleak copper
#

Should default shipping

#

But that will kill some debug symbols you need

#

Cool

thorn topaz
#

and just finished

#

ok so i created the project in vs but when I hit start with debugging, it crashes without breaking

bleak copper
#

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

thorn topaz
#

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"

tranquil osprey
#

Hey guys i'm updating my portfolio and was wondering if you guys can provide some feedback to what to improve. http://sandervereecken.com/

frosty bloom
#

@tranquil osprey phew, no need for improvement

#

Got some real high end clients paying you when you've done stuff such as Horizonalex

toxic wagon
#

Yo, is there a way to filter mipmaps a different way than UE4's default filter?

plush yew
#

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

#

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

deep gust
#

@plush yew when i open a level the scene color of post pro gets unchecked in UE4, why ?

#

Anyone ?

plush yew
#

Please welcome @oblique fable to the community! :beers:

plush yew
#

Please welcome @green nest to the community! :beers:

#

Please welcome @winter onyx to the community! :beers:

cloud cobalt
#

@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 -_-

plush yew
#

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

honest raven
#

Hiya guys! ๐Ÿ˜ƒ

cloud cobalt
#

Hi

plush yew
#

Please welcome @zinc grail to the community! :beers:

zinc grail
#

Hello everyone.

buoyant mesa
#

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 ๐Ÿ˜ข

cloud cobalt
#

What do you mean ?

buoyant mesa
#

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

cloud cobalt
#

Just have the Blender origin wjere you want the pivot ๐Ÿ˜ƒ

buoyant mesa
#

unity does this million times better and saves tons of times

cloud cobalt
#

You only need to do it once, after that create all your assets that way

buoyant mesa
#

I mean multiple object export

#

only one pivot point is used for them all even if they have they own set in blender

cloud cobalt
#

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

buoyant mesa
#

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

cloud cobalt
#

Yeah

stable arrow
#

Does anyone knows why my AR Toolkit and sample project not working with Visual studios 2017??

#

Does it only support VS2015 to build?

whole quarry
#

Is VS2017 already supported by UE4?

frank escarp
#

@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

shell jetty
#

UMG minimap

inner mountain
#

@whole quarry yes

#

at least I'm working with VS Community 2017 since UE4 4.15

#

or 4.16 (but probably 4.15)

shell jetty
#

I have worked VS 15.4 preview with UE4

livid haven
#

Are you just saying whatever comes to your mind in response to what other people are saying?

cloud cobalt
#

@inner mountain VS 2017 in 4.15 was disabled by default but working, 4.16 had it out of the box IIRC

inner mountain
#

well anyway it's supported in the latest versions ๐Ÿ˜ƒ

ionic sedge
#

@buoyant mesa Export into Scene was meant to solve this but it's really broken. Still you could give it a try.

vagrant glen
#

didn't there use to be a modding channel

shell jetty
#

@cloud cobalt how 15.3 have worked with UE4 dev for you? as 15.2 was previously stable in VS 2017 version

cloud cobalt
#

It worked well until we moved on with 4.16

shell jetty
#

in VS Preview 15.4 is now in that preview ring

inner mountain
#

does someone training a bot?

#

or my english skills are too low...

shell jetty
#

@inner mountain are you getting intents and entities?

rapid monolith
#

question: what channel would I need to go to if I would ask about delegates + multiplayer

sacred crater
#

Multiplayer probably

#

and programming(if you're referring to c++)

rapid monolith
#

Okay! Thank you ๐Ÿ˜ƒ

livid haven
#

@rapid monolith Delegates would be normal UE4 programming. Particular delegates in some networking code is another story.

paper kernel
#

mp delegates don't exactly behave any differently tho

livid haven
#

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?

sacred crater
#

He said + so that sounds like they're related, and if it's related then he can post it in multiplayer

livid haven
#

Aye, definitely.

sacred crater
#

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

sharp shadow
#

@buoyant mesa there is max plugin for this

rapid monolith
#

Yeahp. delegates used in multiplayer. shall post in multiplayer. thanks!

buoyant mesa
#

@sharp shadow I wish there would be blender solution thought

#

but ue4 should find solution for this its engine problem not modelling software