#ue4-general

1 messages · Page 218 of 1

leaden dust
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at least not without the textures made for it

languid shard
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not sure if making individual blades is a good idea

granite swift
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Honestly a good texture makes all the difference in the world

languid shard
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or patches of individual blades

leaden dust
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I am talking about cross planes

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two planes perpendicular to each other

fair violet
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Make crossplanes with single clumps

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Looks a lot better

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Also make them not cast shadows

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And color match to the terrain material

leaden dust
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No shadows are already there

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to save performance

fair violet
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Well the bottom of the clumps are super dark

leaden dust
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Yeah

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The texture is like that

fair violet
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Reference battlefield 1

leaden dust
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I'll add some negative z offest

fair violet
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They have very sparse grass that loooks great due to blending

leaden dust
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Yeah

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I have played it

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not that my comp[uter can reach 40 fps

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on low

fair violet
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and yes as Jaf said a good texture makes all the difference

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Use scan data if you can

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Will look 100X more 3D

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Because you can crank the normals

leaden dust
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Scan data is expensive and I am not making a good looking game

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I just want it to look decent enough to be called grass

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G R A S S

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I wish I could use the field grass

fair violet
leaden dust
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but it eats so much fps

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its crazy

fair violet
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There is some crossplane grass that I made recently and it performs great

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Obviously not that dense for large areas

leaden dust
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HTF does you make that

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thats scan data

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but th grass doesnt look like crossplanes

fair violet
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Yeah if going for realism, not using scan data is shooting yourself in the foot a bit

leaden dust
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For it to not look like crossplanes

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because it makes it all too obvious

leaden dust
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thats what i am trying

granite swift
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That's free

fair violet
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That grass is crossplanes I assure you

granite swift
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If you put that through some photo editing

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you could get a decent result, probably?

leaden dust
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Actually no

fair violet
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And yeah you could get good results with that, the normal is the biggest factor

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You might have to model out some HP grass and then bake it to a plane

leaden dust
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I cou;ld get a better result with a 3d model with that texture

fair violet
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Just something to let the lighting pop on the plane

pallid compass
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eyyy eoinobroin i forgot u exist lmao

leaden dust
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bcoz I can bend it

pallid compass
#

U coming Berlin ue4 on 24th?

leaden dust
#

I gtg

plush yew
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Just make poly grass and LOD to cards

leaden dust
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Will come to you guys for help again

fair violet
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Hey man, nah I won't be! A ue4 meetup?

leaden dust
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hopefully every day for the next 6 months

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please try to help me lol

fair violet
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Yeah what @plush yew works great too

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Just get good normals somehow

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That'll help a lot making the crossplanes work and be less obvious

vivid girder
fair violet
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Also spending a few extra polys to bend the cards helps for bad angles like overhead where the crossplanes are obvious

granite swift
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Can't say I have.

pallid compass
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sorry internet went funky

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its a big event

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the line up is fucking awesome

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look at that

fair violet
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Damn looks like loads of great talks

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Hope they record the houdini one!

pallid compass
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10:30
Optimising UE4 Games for Xbox: Tips and Case Studies (REQUIRES XBOX NDA)
10:30
Optimizing Fortnite : Battle Royale

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WHY

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WHY PUT THEM ON AT THE SAME TIME

fair violet
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Plant a remote field recorder in one

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Then absorb everything but understand nothing

pallid compass
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that actually me super sad

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lmfao

vivid girder
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Yea, just use a scenecapture2d for one of em

granite swift
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So last night I heard about Pubg trying to sue Epic for 'copying their game'

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Which tickled me

pallid compass
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it wasent epic

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they tried to sue some shitty game

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over a frying pan

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i think?

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or was it fortnite?

vivid girder
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petty asf

granite swift
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I thought it was Epic & the chinese games

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Trying to sue chinese game devs

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kek

pallid compass
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lmfao what idiots

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its not even the same genre fortnite

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imagine them in court like

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"excuse me ceo of PUBG can you read us out the name of the game"

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fortnite

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can u read it out slower

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"FORT NITE"

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its building game lmao

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nothing like PUBG

vivid girder
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Both have guns...same game

fierce tulip
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it was pubg vs mobile rips, who in their turn also files a lawsuit against ohter mobile rips

pallid compass
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lmao

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imagine trying to sue the people who make the engine u use

granite swift
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Yeah I was searching a bit and

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Supposedly they're just

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"concerned"

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about Fortnite

pallid compass
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they should be

granite swift
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Which I definitely wasn't about to call battlerite

pallid compass
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its fucking trashing them LOL

granite swift
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Well Epic kinda pulled a

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blizzard on them

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lmao

pallid compass
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i wouldnt call it a blizzard

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i mean

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battle royal was being done AGES before PUBG

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and we are talking like

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5-8 years before

granite swift
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"That's a nice concept you got there, let's just polish it up and make it more marketable"

pallid compass
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concept was out there way before PUBG

fierce tulip
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its not as if lms didnt exist prior to pubg

granite swift
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lms?

pallid compass
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mine craft hunger games too

fierce tulip
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last man standing

granite swift
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Ah right.

pallid compass
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pretty much the farther of it all

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lmao

fierce tulip
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been around since unreal and before that

granite swift
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Well yeah, but Pubg was probably one of the first games to really make the whole LMS / Battle royal

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really popular

fierce tulip
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it was def. expanded upon that idea instead of just giving everyone 1 life and call it done

pallid compass
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however fortnite is a building game

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so u know 😂

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idk why people compare them all the time

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makes me laugh tho

granite swift
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Because they're competing for the same spot, sort of.

pallid compass
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Not really

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Try and shove COD players in too Fortnite

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watch that happens

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they dont Gel

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Different players for different games

granite swift
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I suppose the aesthetic / building might not appeal to them

plush yew
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They are definitely competing for the same spot

pallid compass
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Yeah i kinda get what u mean with the same spot

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but at the same time

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There player base is totally different

granite swift
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The sad thing about it, for me anyway, is that I really enjoyed Fornite for what it was originally. It just lacked content. It was like Sea of thieves, a cool concept that got repeated over and over.

plush yew
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Is it? I feel like both games draw the same crowd

fair violet
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lul Fortnite is a cartoon game no skill to make

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PUBG is real

pallid compass
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lmao

fair violet
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Haha so many of those comments

granite swift
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On the bright side

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I'm glad Epic got some success

fair violet
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Yeah it is great for the engine (if you are making any kind of similar game)

granite swift
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looks towards Paragon

fair violet
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Developing features and developing features that work in games seems to be two different things

pallid compass
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Yeah it pumps so much money in and upgrades for us all

fair violet
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And it's all free

pallid compass
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Paragon was a good idea

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Except

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The system in game for like

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Leveling up

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and cash shop and shit

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just didnt gel

fair violet
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Honestly we get such a good deal and an incredible opportunity to use these tools

pallid compass
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this ^

fair violet
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"omg I have to pay epic money if my game gets big using their engine? WTF"

pallid compass
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imagine 5 years ago

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£200,000k licence to paly

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paly

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play

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have fun

fair violet
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Exactly

pallid compass
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funny thing is all the money PUBG makes goes to fortnite lmfao

fair violet
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Now it's free with insane updates

pallid compass
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well not all but u get me

fair violet
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Yeah it's a nice feeling

granite swift
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How much does Epic take anyway?

fair violet
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I'm very happy for Epic with Fortnite

granite swift
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Like I'm curious if you made a game in unreal

pallid compass
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ugh

granite swift
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The put it on steam

pallid compass
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5%?

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over 3k

granite swift
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How much would they be taking?

fair violet
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I feel they have kinda felt that they lost their gamemaking flow since nothing really took off for a while

pallid compass
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i cant remember

fair violet
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But this has brought their focus right back to games

pallid compass
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it might have changed

granite swift
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Oh.

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Steam takes 30%

fair violet
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And 5% is a GREAT deal

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For what you get

pallid compass
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Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter

fair violet
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You don't lose anything you only have to pay when you do well

granite swift
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That's honestly

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Pretty great.

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Especially when you compare it to steam which is 30%

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lmao

pallid compass
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Yeah steam gives u platform and free marketing tho to some degree

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well steam is not a engine developer

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they are a platform i guess

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same with sony

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nintendo

granite swift
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Valve owns steams and

pallid compass
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xbox

granite swift
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Valve makes source

fair violet
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If you release music with a label, online stores take 30% and then the label usually gives you less than 50% of the remainder

pallid compass
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Even if u sell ur shit in a Local supermarket

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they take 30%

fair violet
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5% is absolutely great

granite swift
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Ye

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On a completely different topic

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Why does so many unreal game projects I see

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Look so.. Weird

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Like it's a mish-mash of aesthetics

fair violet
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Because many projects are rushed

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Use assets from all over the place

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Don't have proper lighting and materials setup

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Just get it out

pallid compass
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market place

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retarded devs

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Rushers

granite swift
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This makes me sad.

pallid compass
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$$$$ hungry people

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and also the shit market of buyers who buy that crap

granite swift
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I'd rather have a game using the most basic textures

wary orbit
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This might be a silly question, I've made a project that allows you to connect to a 3rd party dedicated server and match with other users, but because of the nature of how i setup my game states any of ue4's multiple-player options create a server - client relationship that causes all instances to be unusable except the server.

Is there a way, short of using cmd or opening multiple projects to run 2, essentially, offline instances of a project? It would make things a lot easier for me but maybe the answer is changing how my game states are setup in the first place.

granite swift
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but have a consistent appearance

fair violet
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PUBG also falls into that category to some extent

pallid compass
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i wish there was a quality control whip, but it would prob hurt the little guys like us alot

fair violet
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Though the new map is an improvement

pallid compass
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Sounds like your whole setup has been done spagetti style creagan

granite swift
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Sorry Creagan that's way above my experience level.

pallid compass
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I would look at your Setup

wary orbit
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noted, This problem might resolve itself as i learn more about what im doing

pallid compass
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It sounds like a very odd way to set shit up

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1sec

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U should look at cedric's compdoium on networking and basically compare ur setup and see what is going wrong when it comes to playerstate etc

wary orbit
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ok

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I downloaded that from reddit earlier. My worry is that because I'm using gamesparks as a dedicated server it might not relevant enough but it couldnt hurt.

frosty bloom
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It can be found in marketplace Free as well. Dude is great for giving things like that out to the community.

wary orbit
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ooo no I haven't

granite swift
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That's very cool

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The unreal community needs more free stuff

frosty bloom
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We already got way to much for free imo : p

granite swift
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Nothing more sad than looking for something

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Finding it made

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And it being like

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79$

pallid compass
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well premade stuff

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Tends to make shitty dev's

granite swift
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On the bright side it's

pallid compass
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No offence intended like

frosty bloom
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Well, currently you can create games with free assets alone in UE (Won't be a good game tho)

granite swift
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motivating me to learn it myself

pallid compass
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We had someone the other week who couldnt cast at all, and was trying to use a interactive kit they had bought off the market

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and he couldnt figure out why he couldnt plug a Pawn reference

frosty bloom
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Yeah I was lurking and saw that discussion lol

faint cedar
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Hey guys, anyone here had the pleasure of using the UE4 replay system yet?

pallid compass
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in to Cast for an actor

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See the problem?

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he didnt know the basic'c

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basic's

granite swift
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I mean, if I say something too outlandish just.. Keep in mind I've only been working with unreal for like - 3 months

frosty bloom
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Just happy that it requires at least a SMALL amount of effort to create a game

wary orbit
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heh i think how i cast my statemanager to the current game instance might be the cause of my issue

granite swift
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With no prior experience

pallid compass
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dw its people who shrug advice off that suffer

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they are annoying af

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"I DONT WANN KNOW HOW TO CAST HOW DO I JUST PLUG MY PAWN IN"

granite swift
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B-but if you don't cast then

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...Then how do you do anything

pallid compass
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Well they where using a Interactive kit

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off the market place

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so yeah

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lmao

granite swift
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I don't even know what an 'interactive kit' is

pallid compass
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an automatic way for interaction between things

cloud cobalt
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@granite swift It's great that people can start working with free resources, though you shouldn't expect to create an entire game with third-party assets. Games are still very much visual products, unique creation is a huge part of the value.

pallid compass
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by attach a premade component

plush yew
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In Unity I can do X. Why can't I do it in UE??? Shit engine

granite swift
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Honestly most of the time when I'm looking for stuff

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It's just me wanting to pull it apart

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and see how it's done

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So I can copy it and do it myself, get a worse result, but at least I'm learnding

pallid compass
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wait till u get too the point where u got to bed reading random engine source code every night

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thats where iv got too lmao

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after reading all the wiki doc

granite swift
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Yeah-.. I can't do anything C related

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And I feel like my experience as a web developer will only have

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limited use

pallid compass
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U wont need anything c++ related for like awhile

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unless u start doing specialised stuff

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or require high speed

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for certain things

granite swift
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Honestly I hope to just 'group up' with someone when it gets the far

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and specialize on the art side of things

pallid compass
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I guess a prime example would be A* path find algorithm, u dont wann do that in bp trust me

granite swift
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Doesn't mean I don't want to learn

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Buuut..

pallid compass
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Theres tons and tons of people in here craving for people to team up with

wary orbit
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i've been trying to do all my code in c++ but now when i look at documentation for plugins its all in bp's reeee

granite swift
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Yeah I get that.

pallid compass
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You need to know when to use c++ and when to use blueprints

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There both very strong when u use them correctly

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Let me show u guys a prime example

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So this is a little function for adding stats up

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and when u do this shit in bp

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this happens

wary orbit
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its gonna look like factorio

pallid compass
granite swift
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Wait so is that

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WOAH

frosty bloom
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oh god why 🤖

pallid compass
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So the c++ is what we call low end

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and blueprint is high end level design

granite swift
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That looks orrible

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why

pallid compass
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So u can compress that blueprint node down too something like this

granite swift
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I feel like you could've made a macro

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or something

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to make that less horibble

frosty bloom
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Why not just do Stats =+ Equipment[Index}.item->Stats;

pallid compass
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fu erik thats why

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lmao

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good point tho

frosty bloom
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xD

pallid compass
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I only changed it over today

frosty bloom
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all you need is a operator = for that code to be one row

pallid compass
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It was orignally item->HealthMax

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i then compressed the stats in to a universal Stat holding struct this morning for ease

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but good point

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But yeah as u can see

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That bp node

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is soooo much more friendly

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For high level design

granite swift
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I think, with a bit of experience, you can get pretty far with BP

pallid compass
#

You can but its about having the right things for the right people

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some people work fully in c++ but i dont agree with that

granite swift
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I will not learn C++ before the engine forces me to

pallid compass
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Because it slows debugging down and cuts off alot of people to work with you

granite swift
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It will be done, kicking and screaming

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and it will be sad

pallid compass
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lmao its not that bad honestly

granite swift
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I'm a slow learner

pallid compass
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Patience is key

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I actually learned ue4 c++ properly due to the GAS system

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ended up motivating me to use it

granite swift
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I mean, I've been working with unreal for the past 3 months and that's the longest I've ever dedicated to project

pallid compass
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(GAS system is basically the forbidden fruit of epic, its the framework they use for paragon and ue4 skill system)

cloud cobalt
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@granite swift You can avoid C++ if you're careful about your game's scope

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Like, no multiplayer

pallid compass
#

U can still MP with out c++ :p

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u just gotta scope that shiz right

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Unless u start getting mad complex

cloud cobalt
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You can copypaste C++ from others, but that's not avoiding C++

pallid compass
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Then u need speed & low end high end setup for ease

granite swift
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B-but

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My MMO

frosty bloom
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please no..

cloud cobalt
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Hopefully that was ironic 😃

granite swift
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It was.

pallid compass
#

Let me give u the best two tips ever

granite swift
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Though I have been trying with multiplayer

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And it hurts my brain

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Replication & me aren't good friends

frosty bloom
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I'm currently working on the Next Zelda/DarkSoul mixed into one game HellYeah (joke)

cloud cobalt
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Basically just don't do any kind of multiplayer while beginning

pallid compass
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"If your framework can only be used and maintained by you, its bad framework"

cloud cobalt
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Seriously

wary orbit
#

do any of you have tips for preventing false positives with intellisense / reshaper in visualstuido? I'm considering buying visual assist but its still pricy with my student discount

cloud cobalt
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@wary orbit Sure, just disable it

pallid compass
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Meaning if i couldnt come in and work in ur project within an hour then u fucked up

granite swift
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Oh

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I've done

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Beyond fucked up then

wary orbit
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haha. knew someone would say that, i'm addicted to reshaper auto complete 😭

pallid compass
#

Pro tip dont listwn to intellsense

granite swift
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if I stopped working on my project

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Came back to it in a month

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It'd take me a week to get back into it

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lmao

pallid compass
#

Heres the second piece to this

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Try and build your systems self contained

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You want to be the opposite of a helecopter

granite swift
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nervous laughter

pallid compass
#

Basically

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what this means is

granite swift
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See I was

pallid compass
#

If u where spinning to the ground in a helecopter

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and u had to pilot it

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if u pulled up on the stick

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and pressed the break button

granite swift
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Maybe lured into the dark alleyway of multiplayer

pallid compass
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u might end up going left

granite swift
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by this tutorial

pallid compass
#

and going faster

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Because

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The system is not non orthogonal

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Things in 1 system heavily effect another

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and u dont want that

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because when one thing breaks or is replaced

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It will shatter ur whole framework

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(this is not applicable everywhere, but decent engineering advice)

plush yew
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hey man dont tell me what to do. ill couple my systems if i want to!

pallid compass
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lmao

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Honestly i have my shit so self contained

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Like my talent system and UI it plugs in too

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Can be ripped out and shoved in your own project and it just works

cloud cobalt
#

@granite swift The problems with multiplayer are that

  • for it to work well and not look bugged as fucked, you need a deep understanding of what's happening under the hood
  • you automatically need larger player counts to play the game, while most amateur games have almost zero success
  • you might have hard issues that UE4 itself can't solve, like cheating, matchmaking, databases, etc depending on the design
    Based on that, MP is a really nice way to run into a wall of difficulty at the middle of your project, when you think it's already working but it doesn't
#

(Been there, done that myself)

wary orbit
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spooky

granite swift
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Well, multiplayer is basically a must for me.

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I'm not thinking large-scale though

cloud cobalt
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Sure, everyone likes multiplayer, but it's an automatic x5 time in dev

pallid compass
#

Pro tip again

granite swift
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Well yeah

pallid compass
#

U will have to make

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like 5 prototype games

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Before u even get close

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to making a decent single player experience

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never mind decent multiplayer one

granite swift
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Well yeah that's

pallid compass
#

otherwise what happens is

granite swift
#

why I've created a bunch of smaller projects

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Because in the 'big' project I'm doing atm

wary orbit
#

i can't even make 5 ideas let alone 5 games xd

granite swift
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I found myself repeating things I already knew how to do

pallid compass
#

You end up recycling your system so fucking much, u will get fatigued from redoing stuff and shit breaking through out ur framework

granite swift
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Rather than learning new stuff

pallid compass
#

Being a good Engineer is not something u can obtain by repeating really

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You have to try new shit, try many ways to do it

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look at other frameworks

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and one day it just clicks

granite swift
#

I mean I had that feeling not so long ago that

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I could finally do blueprints without having to look up documentation all the time

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Which was nice.

pallid compass
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So i went and fixed it instantly and still am fixing it

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To make it more sturdy and effective

cloud cobalt
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The most important advice is really to start small

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The more ambitious your project, the more likely the failure

pallid compass
#

Like im not even joking i woke up this morning and had an realisation about my Equipment system and how it could be x10 better

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why did that send in the wrong order jesus

devout gulch
#

or start big if you intended only to learn

pallid compass
#

How many people come in here and vanish 6 months later?

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ALOT

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Strange how long u been in this discord now? where u before or after me?

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iv been here nearly 3 years

cloud cobalt
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I know I'm sitting on a large project and it's 4 years in the making. Didn't even know my soon-to-be wife.

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Probably that long, though i've been playing with Unreal for a decade now

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Since UT3 mod tools

granite swift
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Well my project is

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Pretty small, relatively, in scope

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I have all artwork done

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All there's left is really just fixing my chatbox and maybe

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adding some graphic options

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depending on how complicated that turns out to be

fair violet
#

Start huge then think bigger

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Single player first

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Then make multiplayer a week before release

granite swift
#

is that

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sarcasm

fair violet
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Yes sorry

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You’ll get it man

shell jetty
#

battleroyale game per week right

frank escarp
#

multiplayer is indeed hella difficult

granite swift
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Hella.

frank escarp
#

in my case its specially bad, vr

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i dont have 2 heads

frosty bloom
#

12th august 2016 is when I joined UnrealSlackers 😎 Just checked

fair violet
#

Man multiplayer VR dev sounds like an absolute nightmare

pallid compass
#

lmfao

fair violet
#

VR alone is a nightmare already

pallid compass
#

VR dev be assed

shell jetty
#

AR and VR multiplayer is more harder right

granite swift
#

Definitely 'more harder'.

frosty bloom
#

Is there any multiplayer VR games out there from ue4 atm?

granite swift
#

Google says yes

fair violet
#

The market for VR is still tiny, it must be very hard to keep motivation high for anything other than passion projects

pallid compass
#

im sure vblanco made one?

#

yeah true

#

The chance of breaking even on vr must be slim af

fair violet
#

Absolutely

#

I haven’t used the vive in months tbh though

#

It’s just annoying to setup

pallid compass
#

mines right next too me

#

never used

#

ever

#

lmao

fair violet
#

Haha yeah

pallid compass
#

honestly id love to make a VR demo for fun but

#

I doubt theres enough content out there for me to learn from

#

for me to do it in a reasonable amount of time

fair violet
#

Maybe in like 20 years when it’s some kind of implant in 8K

pallid compass
#

with out spamming vblanco every 5 mins

fair violet
#

Yeah it’s so difficult to figure out some of the stuff for it

#

Hats off to anyone developing in VR

#

Ain’t easy

pallid compass
#

be assed wearing that headset for 10 hours aday LOL

fair violet
#

Screen door permanently in my eyes

#

I can’t wear if for more than like 20 minutes without feeling terrible

pallid compass
#

lmao

#

i can do about an hour or two in tilt brush

#

then im done

granite swift
#

I played hours of superhot in VR

#

It's amazing

#

Most other games I played felt more like mediocre demos

#

Or ports

pallid compass
#

did u see

#

that

#

fuck

#

wait till u see this

#

lmao

#

watch that

#

from like

#

8:46

#

like holy fuck

#

that feeling of intense combat

granite swift
#

I'm glad we've got VR boobs at least

#

What is this path you've lead me down

pallid compass
#

That fucking combat tho lmao

#

with the laser pallet coming out

#

and stuff

#

It sounds and looks so good

warm mountain
#

Hey guys quick question

pallid compass
#

sure

warm mountain
#

so if I find a publisher to publish my game

#

do I own the rights to the game

#

or does the publisher own rights to it?

pallid compass
#

You need to go speak to a Lawyer or solicitor about this stuff

warm mountain
#

and its steam considered a publisher?

pallid compass
#

it depends what ever u sign

warm mountain
#

gotcha

pallid compass
#

Steam would not own the rights to your game.

warm mountain
#

thats good to know

#

I was thinking that after i'm done making it

#

I would release all the assets i made for free

#

but I would like to still hold the rights to the game though so just wanted to make sure if a publisher could complicate things

pallid compass
#

I would speak to a legal advicer

warm mountain
#

gotcha

wary wave
#

a publisher will complicate things - however this is 100% going to be down to what you negotiate with said publisher

#

so you're going to need a solictor, one familiar with this kind of contract law and this industry

cloud cobalt
#

Steam isn't a publisher

#

It's a platform for distribution

#

EA is a publisher (who owns a platform, but also ships games on other platforms)

#

Ubisoft is a publisher (same ^)

#

Valve is... kind of self-published for their own games, but I don't believe they do real publishing work with third parties

ashen obsidian
#

hey does anyone know how to make public servers for your game like Pubg?

manic pawn
#

with lods of money

ashen obsidian
#

really?

cloud cobalt
#

Are you on Steam ?

#

If yes, then use Steam matchmaking systems

ashen obsidian
#

?

cloud cobalt
#

And rent some game servers

ashen obsidian
#

but how do I set them up I'm new to the game making section

cloud cobalt
#

First part of the problem is, are you on a platform like Steam ?

#

Is your game sold there / will be ?

ashen obsidian
#

will be yes

#

I need devs to help finish but thats in a nother section but ya its on steam

cloud cobalt
#

You need two things for public servers : matchmaking, and game servers

ashen obsidian
#

well will be

#

ok

cloud cobalt
#

Matchmaking can be provided by Steam when you're on their platform, or you can develop your own matchmaking service

wary orbit
#

you could consider using gamesparks. All the cloud services ive looked at seem more mobile focused but gamesparks seems to work well enough with real-time fps style games. It might start to fall apart when my packets get too big but its an option.

cloud cobalt
#

Game servers are yours to provide (basically rent virtual private servers and run your game server on it)

#

You probably don't need a cloud server or more than one game server

#

Unless you plan on selling thousands

ashen obsidian
#

can we go into a call or something but i need you to help explain this I'm not good a typing at all

cloud cobalt
#

Nope, can't do that, sorry

manic pawn
#

don't use gamesparks it's overpriced by like 10x

ashen obsidian
#

well so use any server box?

#

or VPS or dedicated servers?

#

or only Dedicated servers

manic pawn
#

anything that is powerful enough to run your server works

ashen obsidian
#

mk so is there any tutorials out there on how to do all this

cloud cobalt
#

@ashen obsidian Just to be clear, this isn't going to be anything easy here, so if you're new to gamedev, might want to stay clear of that

#

This isn't tutorial-level of work

wary orbit
#

is gamesparks expensive? Ive been messing around with it since its free up to a point.

granite swift
#

What is gamesparks even

wary orbit
#

its like playfab

#

or proto whats it called

ashen obsidian
#

well I know how to gamedev and I know how that works I'm just asking how to set this stuff up never have made a game server before like this

manic pawn
#

if you take their usage example and calculate how much it would cost to run on something like linode, you would literally be paying over 10x

#

(of course you would have to make your own scaling service then)

pallid compass
#

y cant tutroail this level of shit man

cloud cobalt
#

@ashen obsidian Well, register your project on Steam, set up matchmaking on steam using sessions, and then develop a dedicated server software using the engine source

#

You'll want tutorials on server administration etc

pallid compass
#

tutorial** jesus

cloud cobalt
#

And it's going to cost money obviously

wary orbit
#

im hoping that i can keep my project easily migratable if it ends up sucking

granite swift
#

Hal this might sound like a weird question

cloud cobalt
#

(Actually you don't need to register on Steam at first)

granite swift
#

But have you ever touched wow private servers

cloud cobalt
#

(Just will be needed later on)

pallid compass
#

try me

#

agessss

#

ago

wary orbit
#

i used to do runescape private servers

pallid compass
#

use to be a top tier warrior

wary orbit
granite swift
#

Because I swear I recognize your name

pallid compass
#

but then i moved to real wow

granite swift
#

Oh but you never did any

#

Development on private servers?

pallid compass
#

no i didnt

granite swift
#

I guess there's more than one Halcyon out there

pallid compass
#

maybe haha

viral herald
#

i know this is a stupid question

#

but in the blend, left-right is distance and up-down is speed right?

pallid compass
#

wat

viral herald
#

in blend

#

here

#

also

#

how do i apply a animation blend to the character?

#

i cant seem to find any good tutorials for that

grim ore
viral herald
#

thanks

quasi lake
#

Is it possible to make vector curve in animation/montage(compared with 1d linear curve)?I mean not to use a vector curve outside

plush yew
#

Im looking for C++ or BP develrloper for UE4 for a project, we alreadyare 10 so 1 slot for C++ and 1 slot for BP left

frosty bloom
#

Wow that sounds really intriguing kappa

wary orbit
#

what source control do you guys prefer for small 1-4 person projects?

cursive dirge
wet bough
#

@wary orbit - SVN

cursive dirge
#

git

#

perforce

#

everyone has their own preference

wet bough
#

git rapidly gets overwhelmed in my experience. I've broken git repos with Unreal before

cursive dirge
#

I've not had issues with git and unreal

#

well, had some issues with engine code I guess

#

but that's git based anyways to begin with

wary orbit
#

last time i used git and had some snags, thinking about trying svn or perforce

compact leaf
#

imo git is good for programmers, perforce is good for artists

hot ledge
#

Does unreal Engine reduce mesh polygons when you import them cuz my weapon looks different I Maya and unreal

stoic moth
#

guys, where can i read on game design like enemy managers (basically a manager entity that keeps track of how many are alive and also handle the spawn waves i guess) but on an abstract level if possible not necessarily interested how to do it in Unreal or any other engine, i just want to get the thought process going about it, please @ me if you have any links or resources

cedar snow
#

is there a way to toggle line traces hitting a specific actor component?

#

do i have to completely change the channel of the component or is there something better?

#

... ->SetCollisionEnabled(ECollisionEnabled::NoCollision) does the trick

plush yew
#

hey hey. I have a stress problem guys

#

Guys please? I need some serious help. I am panicing

pallid compass
#

say u have problem

#

and not saying what it is

#

cant be that stressful

rocky kayak
#

Anyone able to spot my probably silly mistake for me? I'm making a simple floor generator and it works great except it spawns them all in the same spot, X and Y coordinates aren't working right for some reason. Looks like this: https://imgur.com/YO2pbU7

plush yew
#

Well the point is. I had a email from paypal saying that I bought something on fortnite. I checked and reseted my passwords and nothing is ordered. There are no points or money taken or added to me. It's super weird and I am thinking that my account is hacked

pallid compass
#

lemi take a look root

#

u prob just gave ur card details

#

to a fake website megaman

#

well

#

resetting ur password

#

u prob just got ur paypal fished

rocky kayak
#

was it an official paypal email? My other friend and I have also gotten emails saying someone failed an attempt to log into our unreal accounts.

pallid compass
#

yeah that one is real

#

the paypal ones are fishing

plush yew
#

I will give a screenshot

pallid compass
#

honestly root idk wtf i am looking at

pallid compass
#

loop in a loop

#

what

#

yeah

#

fishing site

#

u blind bro

plush yew
#

Huh?

pallid compass
#

Does that look real to you

#

U might wann go change all ur details

plush yew
#

Not really

#

Okay I will. Thx

pallid compass
#

Define what u mean by floor generator

rocky kayak
#

i coulda sworn it was basic procedure to loop gridsize with itself to create a square grid of tiles, i've done it before but it's been a while

pallid compass
#

well

#

lemi show u

#

how id do it

#

alot simpler

rocky kayak
#

although i definitely made a mistake somewhere 😐

pallid compass
#

Lets look at this simple UMG thing

#

and pretent instead of generating slots

#

we are generating floor tiles

#

So this will add 5 Tiles across

#

then go down a row

#

and rinse and repeat

#

So thats just some simple stacking logic there

#

So with stacking logic off the top of my head

#

we could say

#

Lets define our size

#

say we are 100,100 ue4 units for each tile

#

then we know we would want to spawn at 50, 50 for tile 0,0

rocky kayak
#

yea thats pretty much the same thing as the method im used to, although definitely a bit cleaner. the idea is simply for every x across, create a block, then repeat for y

pallid compass
#

then 0, 1 would be 50, 100

#

then 0,2 would be 50, 150

#

See where im with this?

#

if we index like so

#

For positon all u do is a lil bit of clean math

#

If 100, 100 tile we want to spawn tile at 50,50 to be centre

#

Top tip my friend

#

swipe that shit too the side

#

and spawn Static mesh's in

#

and see if u can get a 8x8 grid spawned of static mesh planes

#

If u can do that, u can do 1000x1000 of w/e u want

#

Its just getting your process down first

#

make some sense i hope 😂

plush yew
#

There we go. changed the passwords I opened when that happend

rocky kayak
#

i also fixed my problem, turns out the tile size wasnt 100 but actually 10000. lost a ^2 somewhere along the line 😄

mint umbra
#

Hey guys, I have a landscape material question. I have a mask which places a material function at masked areas on the landscape. These would be for variation in my grass, i.e flowerfields, mud areas etc. The mask works perfectly, but its not removing from the grass output. The grass is being added to all other layers (both auto and paintable layers which all work) and then subtracted from the grass layer.

The result im getting is bad. Its removing grass at non-masked areas, somewhere its removing grass on the mask, while somewhere else its not removing grass at all. Ive tweaked this for days now, anyone have a suggestion?

https://cdn.discordapp.com/attachments/225448446956404738/433566814706991104/unknown-1.png

Removing grass from selected layers. This works perfectly for all other layers the masked one.
https://cdn.discordapp.com/attachments/225448446956404738/433567033800654858/unknown-3.png

#

Mask logic ^

#

Ignore the base color wire, that was just me debugging

vale jasper
#

Hello, I'm currently using the mountains landscape demo in the epic games launcher in the learn tab and I'm wondering how I can change it so that I can run around on it as a third person character. If you are able to help id be very appreciative

grim ore
#

import the third person character feature pack, grab a player start and drop it in or drop the third person character BP into the level and set it to auto possess for player 0

#

there might be more like if the hang glider spawns using another BP or the Level BP but that should be easy enough to figure out. It might be in the Game Mode itself for the default pawn

plush yew
#

I am sorry I said I had a serious problem guys. It's just I haven't been target for a while now and this was the first in 2 months

restive eagle
#

if I place a character outside the skyphere, physics and his skeletal mesh components start jittering. Has anyone encountered this issue?

silver crown
#

@restive eagle Float precision issues

#

No way around it

#

Well only way around it is to change the origin

restive eagle
#

k thanks, probably will move it back inside the skysphere

onyx otter
grim sinew
#

What's wrong with it?

onyx otter
#

the reflection why is it like that

grim sinew
#

Because I'm guessing you set the material of the surrounding things to be 0% rough.

#

If you mean why is the reflection distorted, because that's how it works. There is no better answer. That's just how realtime reflections work, they're not perfect.

fair violet
#

@叶修 they work in screen space. If you want “perfect” reflections, enable planar reflections but they are very expensive as they render the scene twice essentially.

grim sinew
#

And they only work on planar objects properly, and you would need to have them for every single wall in that scene

fair violet
#

Yeah that too

grim sinew
#

That's why I didn't mention them, it wouldn't be viable. You're rendering the scene 6+ times just to reflect a cube.

fair violet
#

I thought he was just referring to the floor which has the most area to cover

grim sinew
#

And afaik you can't capture another capture, so it would have problems

fair violet
#

Yeah best to not have large areas with 0 roughness if possible 😄

#

There are other ways to fake it though if using simple geometry like mirroring the geo under the ground and blending it with a semi transparent floor but only worth doing if you need that particular look and again will only work on planar surfaces

#

Generally best to avoid very shiny large surfaces if possible

onyx otter
#

How can I change the roughness? Also I changed my hollowed box brush into static mesh and now I keep falling through it. How can I fix this? Sorry I'm really new and my school don't teach these things.

#

@fair violet

fair violet
#

Sounds like you need to read through the docs, watch some beginner UE4 videos and practice 😃

grim ore
#

Chances are you have no collision on your new mesh, open it up and add some collision to it or export it out and add some in your DCC and bring it back in.

fair violet
#

To change the roughness you have to edit the roughness value in the material assigned to the mesh. You can do that with a constant which can’t change after the material compiles or with a scalar parameter which you can then change in real-time using material instances

#

I recommend watching at least some of the UE4 beginner videos on their YouTube channel, they’ll explain a lot

#

And a quick way to get collision would be to set the collision setting to “use complex as simple” in the static mesh editor

#

This will use the mesh itself as a collision shape which will be very accurate (but not recommended if making an optimized game or using heavy models later on, but I don’t think that matters right now)

#

@onyx otter

granite swift
#

I'm not sure if peoples Blueprint stuff is just very advanced here

#

Or everything is spaghetti because people manage it poorly

grim ore
#

It's all just Advanced Spaghetti

mint umbra
#

Hey guys, my mask is inaccurate on the landscape. Would changing the Texture Object's sampler type to Masks solve the precision issue? If so, I'm getting errors when trying to change it, even though the Landscape master material is set to Masked. Anyone? 😃

fair violet
#

@mint umbra Inaccurate as in the positioning?

#

Or the actual strength values are wrong

#

Also what kind of landscape material is set to masked? You have transparent holes carved out of it defined by a mask?

mint umbra
#

@fair violet Well, the mask defines a material function. The material function is applied perfectly fine, however, when I try to remove the masked layer from the Grass output node (I have multiple other layers that have this functioning perfectly) it fails to do so precisely. It's removing grass somewhere, while it's not removing grass even on the masked areas. Some spots it looks perfect, some spots its just totally random

#

I have the landscape material set to Masked so that I can draw holes in it. I was just thinking that the issue behind the bad removal of grass was that the mask's values was bad for it or something.

#

I'm using the mask to create a variation layer in the grass layer (my landscape is using an auto-material) which could have flower fields, dirt areas, etc. 20x20km^2 map so I need this to work 😃

fair violet
#

I can't fully visualize your problem but it sounds like an issue regarding adding and subtracting masks. I recommend using nice bright debug colors like pink and green to debug the masks to understand where they are going

#

Break it down and slowly build it back up and you should find where the problem is happening

mint umbra
#

Could I DM you?

fair violet
#

Sorry I can't properly help out atm

#

Gotta get back to work

#

But starting from nothing, add your mask layers with debug colors

#

Check if they are in the expected places and if not, it should be easier to find out why

#

Your mask textures should use the "masks" compression

mint umbra
#

Yeah, the "masks" compression is just giving me errors

fair violet
#

You have to change that in the sampler too

#

If you change just the texture, the sampler has to match that

mint umbra
#

Oh! I found it! Maybe that solves it. Broken down the set-up a million times. excited

fair violet
#

Also if you are using landscape layers, they seem to be particular about the order you import the masks in sometimes

#

Which I guess makes sense if you have overlapping masks for different regions

#

Might explain why you are getting seemingly random additions to your masks

mint umbra
#

Hmm, okay. Yeah I already have a mask for height (snow) and shorelines (beach), along with slope detection. The mask is blended in after the other masks, prior to hand painted blends.

jade moon
#

Anyone having issues loging in the client?

wicked tiger
#

Yep - We are currently experiencing issues with our account services that may cause difficulty logging into your Epic Games account.
Stay updated by checking out our status page while we investigate: http://status.epicgames.com/

jade moon
#

Thanks for info

wicked tiger
#

No problem. Will keep you all posted.

cedar snow
#

i had the weirdest of behaviours now wrt to actor destruction

#

when calling Destroy() on an actor it got removed from the hierarchy but it's BeginDestroy just wouldn't be called

#

only after calling GetWorld()->ForceGarbageCollection(true); the actor would be finally destroyed and BeginDestroy called on it

#

is this expected or am i doing something wrong?

glossy flame
#

That's intended.

#

If you want notification of it immediately, use EndPlay.

cedar snow
#

i waited a minute and it did not get garbage collected

#

the game is still running, so EndPlay wouldn't help i guess

glossy flame
#

What do you mean?

#

EndPlay doesn't only occur when the game ends.

#

(just like BeginPlay doesn't only occur when the game starts)

floral heart
#

It kind of does. It ends for that actor. 😛

glossy flame
#

It happens for each actor

cedar snow
#

then i'am asking myself why the StereoLayerComponent only destroys itself on BeginDestroy and happily renders a texture to the HMD - even though it's removed from the level 😛

#

unless ue4 expects me to remove actor components manually during EndPlay

edgy wyvern
#

hu yeah, the launcher told me to bugger off

#

ty @wicked tiger

cedar snow
#

@glossy flame i apparently waited a bit less then a minute, because default time for GC is 60 seconds 😄

livid haven
#

Hmmm. Officially becoming an Epic employee on the 16th. Still not sure I want that Epic Staff tag...

cedar snow
#

dat humble brag 😛

#

congrats i guess?!

livid haven
#

Not really a humble brag. I've been on here for a pretty long while and I've worried about it sounding more like a humble brag if I have to qualify being a contractor-not-an-employee every so often. :X

cinder iron
#

congratulations sheevok

livid haven
#

Thanks

cedar snow
#

can you keep your home office perk?

livid haven
#

Yep. It's not much of a change. I get benefits and am effectively bound as an employee compared to being a contractor who can leave on a whim.

cedar snow
#

sounds like a pretty sweet deal

pallid compass
#

dont do it Sion, everyone who goes epic goes quiet in here

cedar snow
#

soo, will you go yellow?

#

or GOLD?

frosty bloom
#

Took long enough 😁

livid haven
#

Not obligated to, I know of another Epic employee who goes under the radar on here.

#

But they also have never publically identified themselves, so...

cedar snow
#

i would hate losing your helpful answers

pallid compass
#

spookyyy

#

2spook5me

cedar snow
#

btw i'am the realTimSweeney

#

😛

livid haven
#

I respect their privacy.

#

I know that I put my self at risk being nearly as public as I am.

#

Someone with an axe to grind can just decide to watch my every interaction and try to catch me if I slip up and say something stupid.

#

Which everyone. Ever. Does. Even if it's something where they just misspoke and meant something else or didn't contextualize what they meant well enough.

cedar snow
#

though then it's still up to epic to apply goodwill

pallid compass
#

inb4 someone photoshops you telling people to bind there UI variables

livid haven
#

Probably why you won't see most people who aren't already very public-facing interact so much - or they'll be very, very PR-friendly.

cedar snow
#

or is it good faith?

pallid compass
#

alright boys

#

spill the beans on FCurveTableRowHandle

#

tell me what u know

livid haven
#

Sounds like a sibling of FDataTableRowHandle

pallid compass
#

Searching for the formatting information on how to set one up

livid haven
#

Probably an up-jumped struct with a pointer to a curve table and some other "key" to access a row of the table by, with a details customization to make it friendlier to use.

pallid compass
#

im just looking at FScalableFloat which holds a Float, curve table

#

but i cant get it to show up

#

So im assuming the formatting for my CurveTable is wrong

dense quartz
#

Can anyone help on why sequencer is rendering video in low quality?

cedar snow
#

is there an actor lifecycle diagram that shows when components get destroyed?

safe rose
#

@livid haven Didn't know they did remote devs for full-time

livid haven
#

It's recent.

safe rose
#

They must have their hands full, that Fornite:BR

#

I'm glad they are experimenting though finally

livid haven
#

And to be fair, thus far, we're all people with near identical circumstances and working with Epic one way or another for more than 5 years each. :X

safe rose
#

I made a big stink about it years ago

livid haven
cedar snow
#

already digested that top to bottom

pallid compass
#

GOD DAM MY VS CRASHED AND I NEARLY FOUND THE DETAIL FOR FSCALABLEFLOAT

livid haven
#

Actually, to be fair, there were a few fulltime remote employees before - people who were fulltime employees of one sort or another and were allowed to go remote.

#

But as far as contractors going fulltime, I think I'm only the second.

safe rose
#

@cedar snow what issues are you running into?

cedar snow
#

i think i've completely misunderstood BeginDestroy in the last couple of months

safe rose
#

what's misunderstood?

cedar snow
#

that the default until BeginDestroy is called can be 60 seconds

safe rose
#

Anyway, you should probably use EndPlay instead

#

Since they are going to kill off Destoyed

cedar snow
#

i don't understand the last part

#

EndPlay calls Destroyed ?

safe rose
#

And by "default", I am assuming you mean GC?

cedar snow
#

yes

safe rose
#

So what's the issue you're having exactly?

#

And Destroyed is being deprecated last I heard

cedar snow
#

UStereoLayerComponent continues to render the assigned texture even though it's owner has been removed from the level

#

so my guess is that i have to call DestroyComponent on a ref to it

#

which in my humble opinion is as weird as it's unexpected 😄

livid haven
#

Not familiar with UStereoLayerComponent. Taking a gander real quick.

#

Huh.

pallid compass
#

i will give someone 50p to find out the curve tale condition for FScalableFloat, i am unable to read the c++ rip

livid haven
#

So the owning actor/outer has Destroy called on it and the component keeps ticking?

vale silo
#

lol, can't log into forums or launcher

#

has anyone experienced this issue ?

silver crown
#

Yes

glossy flame
#

Yeah :p

vale silo
#

wow

silver crown
#

First time I see it

glossy flame
#

It's new-ish, yeah

vale silo
#

db failure sounds pretty bad

#

good thing I can still work offline in UE4 😓

pallid compass
#

PHYRONNAZ

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i need u fam

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my boi

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my saviour

silver crown
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Yeah

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What's up

pallid compass
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If u have access to engine source right now, is there any chance u could tell me toe format for FScalableFloat CurveDataTable?

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the*

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I cant find the format for it 😂

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I know its an FName & float

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But i cant figure out what the FName

silver crown
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ffs discord allows you edit your messages, use it

pallid compass
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I know im the worst

rustic panther
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are you required to add an unrealengine splash screen or logo to a shipped product

silver crown
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@pallid compass CurveDataTable?

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FCurveTableRowHandle?

livid haven
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@rustic panther No. In fact, I think you're not supposed to without express/explicit permission from Epic.

rustic panther
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alright thanks

livid haven
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To avoid the fiasco that was that heinous shooting-spree sim game happening again with UE4 slathered on to it

pallid compass
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FCurveTableRowHandle yes that

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So the FScalableFloat is just float and pointer to a table,

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and i just cant find the info on how the table is evaluated

wild kestrel
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@rustic panther EULA only mention that you need to add credit in credits

rustic panther
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what if there is no credits

pallid compass
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if i can find out the FName, Float format then im good

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I think it might be

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FName Level1, Float, ValueAtThisLevel

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maybe

livid haven
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@rustic panther I'd look over the FAQs on the license for this kind of info.

pallid compass
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@silver crown

wild kestrel
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@rustic panther where do you place your name in the game? :p

livid haven
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You're largely risking that we misremember something and give you inaccurate information on legal matters. :X

rustic panther
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ya I'll look it over, was just curious for a quick answer to that one thing though

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the project is for amusement park so it's just on a loop

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and ya sorry epic, no revenue for you

safe rose
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Anyone else who's experiencing this issue, please comment in the thread with proof 😃

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Thanks

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@wild kestrel oh snap, where the heck have you been?

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Playing too much with VR?

silver crown
wild kestrel
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ok ask in AnwserHub in legal category

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as EULA states:

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  1. Proprietary Notices and Attribution

You agree to retain and reproduce in all copies of the Licensed Technology the copyright, trademark, and other proprietary notices and disclaimers of Epic and third parties as they appear in the Engine Code and the Content.

You agree to place the following notices in the credits for any Product (replacing xxxx with the current year):

“[Product name] uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere”

“Unreal® Engine, Copyright 1998 – xxxx, Epic Games, Inc. All rights reserved.”

rustic panther
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alright will just have to add some sort of credits then when the game is over about to reload level

pallid compass
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@silver crown Yeah but the ScalableFloat struct is for the GAS system so its not on there, i need to figure out What the format for the FName is for it

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    bool IsValid() const
    {
        // Error checking: checks if we have a curve table specified but no valid curve entry
        static const FString ContextString = TEXT("FScalableFloat::IsValid");
        GetValueAtLevel(1.f, &ContextString);
        bool bInvalid = (Curve.CurveTable != nullptr || Curve.RowName != NAME_None ) && (FinalCurve == nullptr);
        return !bInvalid;
    }```
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ooo i just found this

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So curve entry is what im after

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So FName appears to be Level right?

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If im reading that right, its confirmed it now

wild kestrel
pallid compass
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Now to find out if it adds or replaces or multiplies the default float

rustic panther
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release is end of this month

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theres time

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and I have a director that'll read through it

livid haven
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@rustic panther It's not very particular about "credits". I've seen games have an option buried in settings to let you view all the licensing information.

rustic panther
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there isnt a settings

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Ill just add it to the end

livid haven
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My point was it just needs to be accessible and shown somewhere - probably. Dunno, am not a lawyer.

rustic panther
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I got it all, thanks! :P

safe rose
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licenses are different for each one

wild kestrel
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@rustic panther then maybe best option for oyu is indeed to add powered by Unreal logo

safe rose
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most don't require it to be in-game though

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but as a text file packaged with it

rustic panther
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there will be at least a coca-cola logo in the beginning

safe rose
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Like I am using VRExpansion Plugin

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And that's got a MIT license I think

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And I just put it in a folder clearly marked Licenses

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And package it out

livid haven
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I don't think you can use the UE4 logo without permission - or if you do, you risk getting told to remove it anyways. I remember there being a doc on it but I can't seem to find it and some servers are down so... 🤷

safe rose
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Every license is different though

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No, you need to ask for permission

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You gotta fill out the form and submit

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and they will email you saying good to go

rustic panther
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maybe we'll just ask then

safe rose
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really quick turnaround

wild kestrel
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oh somebody was faster

livid haven
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Jinx

wild kestrel
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Sicne your thing will be kind of like arcade machine with attraction mode i think putting powered by unreal logo is best option here

rustic panther
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ya me too

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we'll send an email

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well it isn't ultimately up to me

plush yew
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anyone worked with ik's before?

polar hawk
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@safe rose The BCM addresses a ton of corruption issues

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And serialization issues

safe rose
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@polar hawk Yeah, but it doesn't work 😦

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Or if it does, the tradeoff isn't worth it

polar hawk
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It works, just slower

safe rose
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Yeah but, that much slower?

polar hawk
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Iunno how its affecting you that much

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For my biggest BPs its actually faster

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For my smallest BPs its about 20% slower

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¯_(ツ)_/¯

safe rose
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Every single one of my BPs have taken a huge hit

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Sigh

polar hawk
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The fact that it prevents the "child variables with defaults changed reset to parent default values on engine load" bug makes it worthwhile to me

safe rose
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Aye, that's true

polar hawk
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But if your project isn't experiencing that

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aye

safe rose
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Damn gyazo and their low resolution gifs

rustic panther
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do you have a keyboard macro for ¯_(ツ)_/¯ or something lol

polar hawk
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¯_(ツ)_/¯

rustic panther
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haha

safe rose
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¯_(ツ)_/¯

floral heart
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¯_(ツ)_/¯

rustic panther
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omg does everyone

safe rose
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i mean it's just /shrug

floral heart
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//shrug

safe rose
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lol