The default license only requires you to notify epic of your release and report your revenue. Once you've earned 3000$ in a quarter (revenue, not profit), you pay 5% of any additional revenue.
So for example, if you've earned 10.000$ in the first calendar quarter, you pay 350$ to epic (5% of 7.000$).
For other licensing models, contact epic via this form.
There's a great Quixel article about blending assets https://quixel.com/blog/2020/1/22/blending-megascans-assets-in-ue4
It's targeted to megascans but the same techniques probably apply to your case as well
Directly from the FAQ.
> Do I have to worry about a billing contract or penalties for cancelling my subscription? > Your subscription payment automatically recurs, but you’re free to cancel at any time. There’s no penalty for cancellation. > > When you cancel your subscription, you won’t receive access to future releases of Unreal Engine 4, however your login will remain active, and you are free to continue using the versions of Unreal Engine 4 which you obtained as a subscriber under the terms of the EULA. You may still release your game.
Shameless plug: You could consider picking up a Music/Ambience Pack from Silen Media!
(or maybe some of the other high quality audio packs!)
The only way to get it back is to decompile it. The 2 big ones are ghidra and ida pro. Ghidra is free and ida pro will run you a couple grand. It’s a very long and complicated process that is going to be really painful.
For the future I would suggest offsite version control like git.
Interesting, especially given that there already is an asset on the marketplace named voxel plugin (provided it's not the same thing, but doesn't seem so).
Edit: btw. the TM is usually used for unregistered trademarks, as opposed to the (®) which is reserved for registered trademarks.
I'd say about 30% of it is motion captured the rest is their new game animations! Obviously they didn't have any existing "slowly turn around in a cinematic way" assets.
I used a vive with vive trackers and this plugin: https://www.unrealengine.com/marketplace/en-US/product/vive-mocap-kit
I am looking at upgrading to something else like maybe the Rokoko suit.
...because blueprints are terrible (despite every effort to make them good, they remain impossibly hard to share, test or debug) and writing C++ that 'works' in UE4 involves using the UBT which is the most robustly hideous mess of code I've ever read, and forking every piece of standard C++ code you want to use. It's pretty rubbish, unless you're writing all of your code, for windows, from scratch.
There's certainly space for someone to bind a real scripting language to UE4, and notice that this is isn't some 'random hacker'; that is the github account of http://us.ncsoft.com/en/, by https://www.linkedin.com/in/maro-shim-45776959, who, if you look at their profile, is a Serious Dude.
Also, notice that over 600 people have starred this repo since it went up a day ago.
So... let's just say, there are few people in the community who think this is a worthwhile effort?
Just a friendly promotion of my plugin. I figured it might be useful for a lot of devs here.
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Marketplace link : https://www.unrealengine.com/marketplace/en-US/slug/dragon-ik-animal-inverse-kinematics
I literally just released something like this on the market place today. Its called Noted Pro. It's like $5 and its super handy for any dev at any level. Wish it was already in engine, but alas, its not.
Good news for you then, 1. You don't need to change the pose for "100+ animations", just once for the skeleton, 2. while not a one-button-solution, here's something close to that: A to T Pose
You'll find a short guide as well as a link to download a T Pose animation for the mannequin in the link above. (That animation is also included in the free animation pack here)
Basically you create a bunch of destructible meshes fractured from different locations. Then create a blueprint so once the glass mesh is hit it picks the closest match and swaps it in. From then on you are just knocking out the pieces of that destructible mesh.
I made a product that does this for the Marketplace https://www.unrealengine.com/marketplace/destructible-glass
5% of 0 are 0. So no. If you do not generate any revenue, you do not pay anything. In fact, they even go one step further and only ask for 5% after the first 3,000$ of revenue per quarter. So you can legally make three grand and not pay a cent!
Though do keep in mind that you pay a share of game revenue, not of game sales. Microtransactions, subscriptions, crowdfunding, advance payment by publishers. All of that is game specific revenue.
In general, just take a quick look at the EULA. If in doubt, just read what you'll agree to ;)
It doesn't look like you are simulating delay, so you may want to look into that before you get too much farther.
https://www.unrealengine.com/en-US/blog/finding-network-based-exploits
Otherwise, good work!
I'm currently working on Neon Sling:
https://play.google.com/store/apps/details?id=com.OlafEsSaadi.NeonSling
(The linked video shows a much older version of the game)
There is a menu, the normal gameplay and a survival mode although both modes could use the same music.
It has a neon, digital aesthetic with fast-paced reaction based gameplay that gets faster the longer you play (One game can last between 60 and ~120 seconds, depending on how many time ups you can collect).The music should fit that mood.
I'd love to have custom music for that and would obviously credit you in the description and in the game.
If you just want to play and make maps. Check out brushify too. https://www.brushify.io Quixel is part of Unreal 5 so you can grab assets from there as well and make something for fun. https://quixel.com
I'm not sure on reclassifying the data, but this might be a good lesson in always using source control in your projects regardless of how small.
It's fairly straight forward to setup and start using and its very helpful to save a new version after each change that you can go back to at any time.
My suggestion would be use Github Desktop Application when starting out and go from there.
I'm looking at this Turn Based Tile Toolkit, which looks pretty cool. Probably snag this soon.
And the FX Star Starter Kit is a must have, it's great.
Obviously the Advanced Cel Shader Pack would totally make your week better.
I'm quite glad Epic has gone free with UE. The number 1 issue I keep hearing about is students and young people wanting to use it but not having a credit card or not being able to justify $20 a month, which is a reasonable complaint in a lot of circumstances.
No you don't need to have a UE4 splash screen or logo on your game or marketing materials (with UDK, you had to iirc, but its different with UE4).
In fact, if you want to use UE4 logo/splash screen, you have to get permission from Epic first.
More info: https://www.unrealengine.com/branding-guidelines-and-trademark-usage
If anyone wants to have a play, check it out here: https://play.google.com/store/apps/details?id=com.jeevcatgames.BallDrop
I tried out UE4's AdMob integration, but if you find the ads annoying, just disable ads in the options.
This is my first piece of art to submit, I hope you like it or maybe have feedback on how I could improve it, thanks :)
You can have a look at it here: Unreal Marketplace
I also wrote a little about my process here: Artstation
Woah $349?! Any reason why you think it's worth that price? Because if I search the Unreal Engine markletplace, I can find water systems that are just a tiny fraction of that cost yet seem to achieve the same result (For example: https://www.unrealengine.com/marketplace/aquatic-surface).
Have I missed something? Genuinely curious.
Shameless plug if I'm allowed.
Game Settings is going to be 30% off. Not the biggest sale, but the asset is already quite cheap for all the work behind it, and I do provide extra support over mail/forum.
We here at Epic love the idea underlying UWP -- a safer sandboxed execution environment for Windows apps, and a common OS layer between all of Microsoft's platforms. Our objection is solely due its semi-closed nature providing a vector by which the PC could be turned onto a closed ecosystem over time.
If Microsoft were to clearly and unambiguously commit to UWP being an truly open part of the PC ecosystem, we'd gladly support it as an official platform for UE4. This would require:
A clear high-level statement from a leader who can speak for all of Microsoft.
Thorough technical details on the mechanisms by which UWP would operate in an open ecosystem, addressing issues like web download and installation, signing through an open process similar to the http Certificate Authority process, API parity, and clarity that these features are officially supported and aren't going to be turned on or off at executive whim in forced Windows 10 updates. (While the Microsoft docs are silent on these issues, Allen Lindqvist has been investigating this and found that many of these mechanisms do exist in the OS; see https://twitter.com/aL3891).
As long as Microsoft's position remain vague on these vital issues, I don't foresee Epic adopting UWP as an officially supported platform. However, full UE4 source is on GitHub, and Microsoft (or anyone else) is free to provide a UWP fork of UE4 if they choose, and teams using UE4 are free to support UWP in their projects, with or without Epic's official support. The UE4 EULA (https://www.unrealengine.com/eula) is written to give developers complete freedom of action with their products, independent of Epic's engine decisions.
Yeah, I bought it from the unreal market place.
Link: https://www.unrealengine.com/marketplace/en-US/product/realistic-forest-pack
The passwords that were compromised are transient passwords generated by Epic, not related to your account password. These transient 'passwords' can be regenerated without resetting everyone's account passwords. This is pretty much the best way to do security for vbulletin since it is probably the most exploited platform ever.
Official EPIC statement: https://www.unrealengine.com/news/information-regarding-recent-forum-compromise
You seem a bit confused. If you want free assets to use in TTS, looking at engines is not the way to go about it.
The starter and example content in UE4 is free to use in UE4 projects. Technically you could export them from UE4 and import to TTS (I don't know how to import assets to TTS but doubt it's difficult), and I doubt you'd be sued but it'd be a breach of UE4's free license I assume.
If you want assets for TTS, you should probably be looking here.
You can find a bunch of example projects in the "learn" tab of the launcher. They are free to download and you can migrate the assets to your own projects.
You can also find assets on http://opengameart.org/
If you want to create you own assets there are a bunch of tools you can use.
3D Models:
Textures:
Quick prototype, root motion based. Same anim bp/character bp as in the previous post, DetourCrowd based player controller, simple follower bt.
Wolves and animations are from "Poly Art Wolf" (free in December on Unreal marketplace)
https://www.unrealengine.com/en-US/blog/announcing-the-epic-games-store
" And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%."
For this type of effect you need to create fracture maps using Maya, Houdini or 3Ds, using a circular Voronoi fracture and break the glass and export it using nvidia apex. Then import that and create a destructible mesh. Ideally you want multiple fracture maps depending on where it was hit. For the best looking effect you will want to swap in the appropriate mesh at runtime depending where the glass was hit and you can adjust how little or how much the glass shatters around the impact point. And don't worry, it doesn't require CUDA or anything to run. Simply using a destructible mesh alone without fracture maps will not look good.
Or save yourself some time and just buy one that is already done for you: https://www.unrealengine.com/marketplace/procedural-destructible-glass
You can also use Nvidia blast, but this is a lot more work.
there is a tool on the marketplace that lets you do it.
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https://www.unrealengine.com/marketplace/stitchingoflandscapes
It's a widget, setting up a widget for VR is the exact same process as setting it up for a display on a 3d object, just follow the VR instructions but attach the radar to your display object/actor instead of the player pawn https://docs.google.com/document/d/1WBEWF2ZEooIy6L5ebDtrn2nOS-lYFhGQ9eLeJHOsR_M/edit The documentation is literally at the bottom of the marketplace details page. https://www.unrealengine.com/marketplace/radar-minimap
I should add that I will still re-iterate mine and others previous statements that are that you should stop buying things and try to teach yourself, as you are trying to run before you can walk.
Atleast the stuff your buying is from the UE4 marketplace now, not pirated/ripped.
If you download it from the marketplace, you have to download the full package first.
If you want to use single Megascans, you should install Quixel Bridge.
You can find and download all the scans that are in the bigger packages with it and export straight to your UE4 project by installing the plugin through the software.
This isn't the answer you're looking for but I think it's one that will help you become a better programmer.
Stop looking for tutorials. A video here and there on concepts are extremely helpful but a tutorial on a specific system can be detrimental in learning. Sure, you'll watch it and now have an inventory. You can walk around and show your friends. You'll feel great. But what if you need to implement the inventory in another game or in a new way? Chances are you'll be lost. After all, you were just duplicating code and blueprints you saw in a tutorial.
It's a lot less fun and attractive but why don't you try to make your own? Sure, it will be harder. But you'll actually learn the skills needed to make it. Tell me, what components do you want to learn. Pick a method (blueprints or C++), do the best you can, and when you're stuck, ask for help.
For an inventory system, there are a ton of ways to make this happen. For the UI side, use UMG or Slate. For the code behind it, you can use either blueprints or C++. Tell me more about your inventory system. What kind of abilities do you want it to have? We can break them down into core concepts.
The weapons themselves? Make a USTRUCT. It could have variables like ReloadRate, FireRate, BulletSpeed, SoundEffect, Model.
The inventory can be a C++ class or a Blueprint class. Store a TArray of your weapon structs.
For keyboard interaction, you can bind the keys in the input: https://www.unrealengine.com/blog/input-action-and-axis-mappings-in-ue4
Just so you are prepared, an inventory system is quite a task. But if you take your time and understand the concepts behind it, I guarantee you'll be a better coder.
Don't misunderstand me. I'm not against all tutorials. I'm just against people learning how to copy and paste code without understand the concepts behind them.
Here you go
https://www.unrealengine.com/marketplace/en-US/product/dragon-ik-animal-inverse-kinematics
Btw the aiming functionality is still WIP, so it’s not available yet in the marketplace build. Will be available very soon.
as Loraash mentioned, octopath isn't really a 2D game,
but there is one awesome looking game I know of and am still waiting for it to come around, the siege and the sandfox (and several others I know of/have seen but can't remember because weren't my kind of game ^^)
that said, I tried to make one or two myself and got annoyed at some basic limitations right away so I decided it's not really a good option (eg animated tiles/flipbooks not being supported on tilemaps)
so if I'd want to make a 2D game I'd probably look into learning Godot or any other engine that's specialised for 2D because then I don't have to figure out workarounds, or if it'd be for a game I expect to make some money with, I'd atleast buy something like this
We applied for the Mega Grant on October the third 2019 on the official website https://www.unrealengine.com/en-US/megagrants
In December we received an e-mail saying it would take a little longer for them to reply. In march we had sort of accepted that it wasn't going to happen but on April 16th we received an e-mail stating that we had received it!
After that we had to fill in some legal documents and that was basically it. (Legal documents are just for the payment, you keep all the rights to your game etc, no worries there)
-Tim
Edit:
Something I wanted to add, we had wanted to apply for a regular dev-grant but we waited a while before submitting, especially since we are a two man team.
When we submitted We had the demo that was half a year old and dozens of videos spread out over almost three years to at least show that we are serious about releasing this game. I would've totally got it if epic didn't want to support the project. It really blew me away when I got the email!
There are two types of free assets, the names basically speak for themselves:
The former will be free all the time. The latter are on sale for 100% off during their promo month. Usually, 5 assets are selected each month, starting on the first tuesday of every month. They are yours forever once you add them to your account (you can download and use them at any time, i.e. even after the month ends). If you don't add them in time, you indeed miss out on the opportunity (it's been running since November 2018, 80+ assets).
The assets here are permanently free.
Link to the death animations pack: https://www.unrealengine.com/marketplace/en-US/slug/death-animations-mocap-pack
Yeah, a major bummer. I was hoping to add a jetpack to my project, but I guess I'll have to either wait until this matter maybe gets resolved, or I'll have to whip up some shitty animations myself.
If you are not in a organization it is not allowed.
Can I share products with my team? Yes, you can share Marketplace products with your team but only for the limited purpose of the project that you are jointly developing. Content pooling or sharing products between developers outside of your organization is prohibited. Team members also cannot use products in an unlimited fashion for their own projects.
Epic did like 5 livestreams covering a lot of what you need to setup the paragon animations, pretty much everything they mention should also be valid for other assets too.
https://www.unrealengine.com/en-US/blog/animation-blueprint-setup-walkthrough-stream-recap
Epic has a blog about this from the guys that did Maelstrom
tldr: purchase relevant high quality assets that make sense in your game and then modify them.
Expect up to 350ms of lag (yes, really) and 0.5-1% packet loss in real world conditions if you're selling worldwide. Also try to keep your up/down bandwidth as low as possible by reducing the net tick rate of actors (10hz is a good goal) with interpolation to hide movement jitter. Reducing the net relevancy of actors based on proximity to the local player can also help if you have a large play area. Internet quality sure varies a lot around the world!
More info here: https://www.unrealengine.com/blog/finding-network-based-exploits
Edit: Bonus image, here's the Obliteracers analytics graph for average ping in online multiplayer:
As you can see, the average value is around 150ms, but you'll see plenty of spikes up around/above 250ms. So being realistic, it's probably wise to ensure your game runs acceptably for 250ms ping or lower, bonus points if you can go higher.
Check if OpenStreetMap has 3D models for the location and if they do, you can use this plugin to import them.
If you're just starting out then an LFS-enabled Git should be fine for small projects if you have a good .gitignore, and also check the files you're about to add should be added. The basic reasons I'm aware of that it's not popular in gamedev is that it's not good at handling large binary files which change as it just stores each version in its entirity, it doesn't support file locking so teams can hit problems with binary files being changed by multiple people with no merge capability, and that when you check out the repo you get the whole lot local including all previous iterations.
This means that the repo gets very large and unmanageable fairly quickly slowing down the repo, and if someone only needs access to a small part of the repo (for example a composer accessing the assets for the soundtrack) they end up with a massive amount of data they don't need.
For small one-man projects, or very small teams, this can normally be worked around though and it's a fairly simple workflow.
Beyond this I'd recommend either Perforce or PlasticSCM, both of which are designed to avoid these types of issues. These are both available in free versions for small use cases but will cost when scaled up, and they tend to feel a bit clunkier (to me) than most good Git clients.
You get to make it how you see fit. Unreal is fine and the content examples will show you that you can achieve what you're describing.
You may also want to look into Twinmotion, which leans more towards architecture and environment design.
FAQ but tl;dr - you owe epic money (5% of all money the game makes, so before steam, apple or whatever takes their money) when a game makes more than 3000$ a quarter year (each game counts seperate, two games with 2000 each don't cut the corner), you only owe them as long as the game makes that kind of money
nearly anything else you could make with the engine (that's allowed) you don't owe them anything
you can pay for the license and as far as I know the biggest pro for that is access to some special forums and support, nothing you as an indie developer needs probably (in the beginning?)
Did some searching, because this looks awesome. Not sure if this is what's in the video, but I found this in the store Node Graph Assistant
thank you!
The creative commons license I used basically means you can use/modify the music in any way, including using it royalty free in commercial sales, just give attribution (ie, just say 'music by Punch Deck' or something)
Here's the text from the license summary:
>You are free to:
>
Share — copy and redistribute the material in any medium or format
> Adapt — remix, transform, and build upon the material for any purpose, even commercially.
> This license is acceptable for Free Cultural Works. The licensor cannot revoke these freedoms as long as you follow the license terms.
> Under the following terms: > Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. > No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Prefabricator is a free plugin for UE4. This new construction system feature [WIP] enables your players to build their own worlds using pre-built prefabs. It supports save / load and a data driven construction system menu where you can easily register prefabs (like walls / doors / stairs etc) in an asset file
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It doesn't yet support mulitplayer but is planed for a future release
Hi guys! I released this fully-featured landscape automaterial, specifically designed to be very simple to use and optimized.
Find out more here!
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PS. I'm working on the update to expand even more the features, so stay tuned!
Looking @ https://www.unrealengine.com/marketplace/tweenmaker but its a code plugin. I remember having some reservations about using Plugins for some reason. My project is mostly blueprint and mostly targeted at iOS. Is there some reason I should be hesitant? I thought maybe code plugins didn't package well, or failed to nativize, or something? But maybe I'm misremembering.
Warning: blatant self promotion incoming!
Both of my asset packs are on sale: Public Hallway Pack and Houseplant Pack.
They are general art packs that I hope can be used in a wide variety of projects. I'm proud of them and have received positive feedback.
And if I sell enough of them, and can keep making art assets for the marketplace!
There is grid snapping enabled via a button on the top right of the viewport and you can set the increment. All in all though I think the BSP tools in UE4 are not going to come anywhere close to hammer.
I would suggest checking out supergrid. Really fantastic asset for grey boxing in UE4, it’s an amazing $25 spent.
2D isn't awesome at the moment. There's no real solution; it's not a priority, its not on the roadmap.
https://trello.com/b/gHooNW9I/ue4-roadmap
All I can suggest is a diablo style 'fixed floating camera' style 3D game rather than a real 2d one.
If you really need 2D, I'd suggest another engine, perhaps Playmaker?
I can't think of any other blueprint-like scripting systems... maybe someone knows some?
Hello everyone ! I have released a Dungeon Generator for the Unreal Engine Marketplace :
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https://www.unrealengine.com/marketplace/dungeon-generator
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This asset lets you create procedural dungeons in only few clicks.
- The content of rooms is procedurally placed, based on zones inside the room (walls, center cells,...)
- You can create paths to connect rooms (place them manually or procedurally).
- You can manually place rooms and paths or just use one of the automatic placement generation to procedurally create the Dungeon.
- The composition of rooms and paths are defined inside data tables so you can easily setup the elements of the dungeon.
- You can place rooms with a predefined shape ( for floor and/or ceiling ) or procedural shape.
- You can even insert your custom rooms and just define where the doors are located. The system will place your room and connect it to the reste of the rooms.
- Since the last update you have the ability to place multiple floors ! Paths will automatically create stairs between floors.
But they released animation blueprints for the previous batch of characters.
Source: https://www.unrealengine.com/en-US/blog/free-paragon-assets-get-an-update
EDIT: Just downloaded and imported one of the new characters and can confirm that they do indeed come with animation blueprints.
Maybe interesting for you. I received it for 1min in my inbox: https://www.unrealengine.com/en-US/blog/balancing-blueprint-and-c?mkt_tok=eyJpIjoiTVdWa01XRXpPVEkxTURKaCIsInQiOiJLeXY0SnMwTnNHUzh3U3ZOOUtvTFV6S0FvODRtU05IOW1ncFpWNWJ4ZFB2TnNnak50bWVhcDVkRGlpMURSS3dzOTZDWUtxb3NFc0VJUE82c3pSZ1lUOUg2UTZDR1F4UlNRS0ZIVk1WY1ErNm1zWUFiMm9tR3BEUHowc3VwQ0tyZiJ9
Hey! I would probably recommend watching this tutorial from Virtus - https://www.youtube.com/watch?v=DywBqQtTHMo&list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg that is helpful for any beginner. If you want to get a bit deeper try buying this really cool FPS GAME STARTER KIT from SB that will show you how exactly are things done. https://www.unrealengine.com/marketplace/fps-starter-kit.
It looks to me like each square face of the cube only has one triangle visible from it, even though for each face it looks like you specify two faces. The missing triangle is probably facing the wrong way. Try changing the order of the vertices of these missing triangles.
Also, check out the Runtime Mesh Component. It's like UProceduralMeshComponent, but better*.
My brother and I made this! He didn't have much experience with UE4 beforehand so us finishing this is really big for us, check it out if you wanna! https://itch.io/jam/2018-spring-ue4jam/rate/258197
https://github.com/kmkolasinski/AwesomeBump
Better than Crazybump and free as in freedom (i.e. runs on Linux, which no similar software does.)
If you're looking for other free software I would try using Krita instead of GIMP, especially if you have a tablet. It can even paint on HDR images (which Photoshop cannot) making it good for editing skyboxes and skybox components, and has a wraparound mode which is really good for tilable textures. But Substance Designer is really the way to go if you need to get lots of textures done with multiple channels per, and need to be able to quickly make changes later and guarantee that they're generally consistent with each other. If you have too much money, Mari is the best program in existence for texturing.
Setup your own svn on a server using this: https://www.visualsvn.com/server/
We tried perforce but it seemed to be a headache to get setup properly even though I have heard a lot of people love it.
Hey /u/ojas11,
This is super common with the Unreal Engine. These false flag errors are harmless. Usually to get rid of them I do a binary clean and a full clean recompile and it should remove them. Otherwise if it is in your budget get a third party plugin like Reshaper from JetBeans. I use it at the office and home; super useful beyond this issue will speed up coding in general.
Best,
--d0x
https://www.unrealengine.com/marketplace/en-US/product/c26355353df843289701d632508d4fb0
here is one, im sure megascans has a few other pre assembled scenes as well, just look on the markeplace...these scenes can get a bit heavy but a good start to understand how to approach lighting
it's calculated from the gross revenue (if that gross revenue was over 3000$ a quarter year per game)
when someone pays 10$ on the steamstore, that's the gross revenue. 30% go to steam from that, 5% to epic and then you can calculate your taxes ( I have no idea how your taxes work, so I can't say if it's from the 10$ or from the 6.95$ that's left)
(EDIT: they even mentioned that in the FAQ btw - " you are generally obligated to pay to Epic 5% of gross revenue on your product after it generates $1,000,000 USD in gross revenue, regardless of what company collects the revenue. " <- the already updated version with the new numbers I mention below)
also epic recently changed the treshhold and money you have to pay to something much lower (I think the first milliion gross revenue is free and after that the threshhold is 10.000$? - please check the exact numbers yourself, I haven't looked at them more than a short glance)
It's got a ton of neat features. You can also shake nodes to remove them (and it will hook up the before/after together)
I'm happy to announce the release of the 2.0 update of my plugin Electronic Nodes :) !
It's been a huge work, and I had to completely re-write the algorithm, but now you can truly customize how you want your blueprints (and materials) to look like!
(Remember that it's just the rendering, it doesn't modify your blueprint at all.)
You check it out here ;) https://www.unrealengine.com/marketplace/en-US/slug/electronic-nodes
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If you have any suggestion / question / bug report, don't hesitate to report it! (here, or on the forum topic, or on GitHub)
I think you are talking about Input Buffer basic or the Advanced edition
If you were working on a team project together then you are allowed to share plugins and assets.
That being said, he's not supposed to keep the plugin after the team project and use it on his own project.
For further questions read the FAQ or contact the plugin author or Epic support.
This is the first time I tried to do a video with voice, I hope you understand what I'm saying (I know there is a lot of errors). I will try to improve next time :)
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My goal was to take some assets that I don't know and to use them with the plugin. I found the assets here on r/unrealengine (author /u/The-Lord-Our-God). It took me few hours from downloading the assets to the final result, then few more hours to make the video.
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Links: Modular Snap System plugin on the Unreal Marketplace and Medieval House assets on the author's website.
Houdini Engine has been free for nearly a year now, and supports some limited functionality for using Houdini assets within UE and Unity.
https://www.sidefx.com/community/houdini-engine-for-unreal-and-unity/
There is, kind of. A while back i used a service called shadow, which is basically just an powerfull full blown gaming pc in the cloud.
I also installed UE4 on this machine and it was working like a charm.
Take some time to read and understand the way collision filtering works.
You can do the most complex constructs of conditions with very individualized interactions, however, just winging it will prove troublesome.
I'd suggest to read this blog by epic:
https://www.unrealengine.com/en-US/blog/collision-filtering
And maybe the documentation page for collision:
https://docs.unrealengine.com/en-us/Engine/Physics/Collision/Overview
Then start by making a list or diagram of which objects exist and what their interactions should be with one another. From there it's as simple as ticking some checkboxes and maybe creating a few collision channels (which is just entering a name in the project settings).
In short; no.
Can customers modify, resell or transfer my product? Customers are free to modify any product they purchase from the Marketplace, but they may not transfer or sublicense those products for further distribution on the Marketplace or any other online store.
Link to this: Distribution Section
There are quite a few tutorials that cover the basics of loading screens, and a plug&play Loading Screen System on the marketplace (shameless self-plug).
You would use level streaming to load the new scene, while the game remains active in a loading screen scene (a different level).
Not sure what you mean by transition as in "recent games". Can you elaborate?
It is probably because you entered your GitHub username in your account details on the "connected accounts" page (https://www.unrealengine.com/dashboard/connected)
If you do that they will invite you to their GitHub group so that you can have access to the Unreal Engine 4 source code.
Read more here:https://www.unrealengine.com/en-US/ue4-on-github
Actually, it is possible to diff blueprints https://www.unrealengine.com/en-US/blog/diffing-blueprints
However, last time I used diffing tool was in 4.15, can't say for sure it still works in later versions
For anyone who needs high quality sound effects Pro Sound Collection is currently on sale. Has a huge collection of sounds like guns, bullets, explosions, footsteps, punches, voice screams, etc, etc.
Unreal Engine by default enable a lot of PostProcessings that are very noisy visually. The culprit are usually screen space techniques: Temperal AntiAliasing, Motion Blur, Screen Space Reflect, Screen Space Ambient Occlusion (sometime).
If you are making game for computer monitor, then it is possible to tweak the PostProcessings and art assets to get it to be less noticable.
For VR games, you can turn on the Forward Render in Settings->ProjectSettings->Rendering->Forward Shading. By turning on Forward Shading, it also disable all screen space techniques which will automatically make your stuff look cleaner. Another bonus of Forward Shading is being able to use MSAA which is almost critical for any VR app.
More information on Forward Shading is in the release note just search for "forward shading". Link https://www.unrealengine.com/blog/unreal-engine-4-14-released
Some facts you should know before getting out any pitchforks:
Read this: https://www.unrealengine.com/news/information-regarding-recent-forum-compromise
Read this comment chain: https://www.reddit.com/r/unrealengine/comments/5bmfs8/unrealepic_games_data_breach_check_if_youve_been/d9pm9qd/
As said in the description, the vulnerability was in vBulletin. Therefore, the problem was in using the vBulletin forum software (which may have been set up a long time ago, before its vulnerabilities had been known). Either people just kept maintaining it without noticing any vulnerability warnings vBulletin put out, or (management?) refused to update the forum as it would be too difficult/costly, but I don't think some programmer went out of their way to use outdated security practices (I hope...)
OK, now you can take out your pitchforks: -----E -----E -----E
You can download it from GitHub. Steps are here, UE4 on Github. This is the full source as well in case you need to edit it. I don't know if the launcher will pick up the download as an engine but it shouldn't matter.
https://www.unrealengine.com/release
"Once you've begun collecting money for your product, you'll need to track gross revenue and pay a 5% royalty on that amount after the first $3000 per game per calendar quarter." -- every 3 months.
Forms at the link.
Unreal Engine offers quite a lot in the way of free assets that you can use. Your project will not look like ass if you utilize the free assets they give you, assets from games like Infinity Blade, and follow a few of the art tutorials for ideas. Your characters will look like well designed crash test dummies, but they'll play around in some beautiful environments. Example of art asset that is free:
https://www.unrealengine.com/marketplace/infinity-blade-ice-lands
Try out a few of Epic's tutorials, use the awesome assets available, and if you feel like dropping $20 to $100 bucks on other assets to make your project a little more diverse, it will go a long way.
If you want to have some characters that, while they're not amazing, are templates to edit from, use MakeHuman (free) and edit the resulting rigged models in Blender a bit to fit your project? There are places to download free mocap stuff to use for animations. You got this.
Summary: Follow one of Epic's tutorials on the art side of the house, for level design or whatever, while using the awesome assets they give you. Get used to everything else by knocking out tutorials and experimenting, combining concepts from different tutorials, downloading the source code and poking it til it breaks.
No, I was going to look into doing it with splines. But there's a fantastic little "Cable" component, I just set the end to whatever vector I want and with a few tweaks in the details tab it worked like a charm :) Blog post link for the component
Easier is an interesting way to put it. It's definitely easier to get it up and running but just like anything else you wouldn't want to go in production with the straight forward tutorials they give you. The biggest thing I found is UE4'S tools are far and beyond those of unitys especially one the networking side of things. Ahh it was soo nice as I had to write a whole heap for unity.
As for the pre processor stuff it is basically UE4 creating a work around for C++ not having the ability to do reflection natively. You can read about it here :) https://www.unrealengine.com/blog/unreal-property-system-reflection
I made the switch about 6 months ago from having 2 years of unity experience and it's super difficult. The best thing I can recommend is spend some time in blueprints exploring stuff. Learn where things are located and how UE wants you to do it. Makes life soo much easier rather then fighting then engine.
Have you created the 'Move Up/Down' axis in the project settings? Check this page to see if it solves your problem (I'd assume you have given you have the event, but I don't use blueprints.)
Make sure you have assigned two inputs (W, 1.0), (S, -1.0) in the axis mapping with opposite values so you can move up and down.
Lastly, Unreal Engine 4 uses Z as its up/down axis. If your game is top-down and the camera is looking at the X/Y plane, make sure you're moving your character along the right axis.
VS Code itself is FOSS, you can use it with no restrictions
Visual Studio Community Edition 2019 is free to use within limitations. Its free for commercial use if you are not considered an "Enterprise Organization" (non enterprise being less than 5 employees and less than 1 million in revenue).
https://visualstudio.microsoft.com/vs/community/ (licensing info is at the bottom)
It's a very good course but I'm not sure it's what you're after from your description.
Using C++ with UE4 is very different from normal C++. A macro setup handles most of the memory-management for you, in general most classes aren't as tightly encapsulated as normal OO (Public variables and external tweaking is standard), and there's no STL as Epic couldn't find one which worked on all of their target platforms with adequate performance at the time and so all of the collections, strings, and so on are custom classes.
The course itself then focuses on the UE4 way of doing things which doesn't teach that much C++ as, to be honest, many UE4 programmers just don't need it. If you go with the automatically produced class stubs then writing the implementation actually feels to me more like C# or Java than traditional C++, a lot of annotated macros and function declarations then the memory management happens in the background.
I highly recommend it if you're setting out to make games and enjoy it, but not for strengthening your OO/C++ skills. What could work though is grabbing it along with a good C++ book (I recommend "C++ Primer 5th Ed" by Lippman, Lajoje and Moo- not "C++ Primer Plus" which is a different book entirely and one I've never looked at), then working through that and the Udemy course, and finally choosing a project which will involve joining a third-party traditional library into UE4. Things I've considered doing like this personally included Chromium Embedded Framework (For a better web browser widget now the splendid Blui doesn't seem to be well maintained), OpenCV for a computer-vision driven game where the player does actions in front of a camera, or the Bullet physics library for a better 2d physics engine. Basically though pick something that sounds fun and interesting and go for it.
Oh, i see.
In laymans speak:
The 3D objects have a 2D representation called UV.
The engine lays your texture on top of your UV and looks at the (color) value and applys it back to the 3D version.
It's much like the cube kids fold out of a 2D plane. If you color the paper then the 3D cube has the same color.
When you scale the 3D cube the 2D version does NOT change. Meaning you get a square part of your texture on a rectangular surface which will look stretched.
The best thing is having Object and UV match. But you can also do it in shader (=material). For instance world aligned textures... though that may be a little to complicated for a beginner.
You can get this pack which contains a bunch of such materials for prototyping purposes. It's free:
https://www.unrealengine.com/marketplace/en-US/product/supergrid-starter-pack
u/Redditor_Baszh u/Wi_Tarrd u/visijared u/NoNeutrality u/CanalsideStudios Hi! It's actually pretty simple. u/TheProvocator is on the right track here. All you do is, go into your physics asset (for the mannequin), and select all the constraints like: Upperarm_l, Upperarm_r, thigh_r and thigh_l (those don't have mesh stretching, they can fully disconnect), and set the Linear Limits (x,y,z) to free. So now, when you activate Ragdoll (set simulate physics), the character will break apart!
In this game, I used my Third Person Template Remastered, as I have ragdoll already configured (both explosive ragdoll, and regular) and fully implemented for collision.
Indeed! Map is not mine though, I just used it to show off my upcoming plugin.
Check out the map itself here, it's really fantastic looking: https://www.unrealengine.com/marketplace/en-US/product/modular-seaside-town
This is one of many tools in Level Design Tool Kit. The tool in this video allows you to generate LOD for meshes straight from your content browser!
Marketplace: https://www.unrealengine.com/marketplace/en-US/product/level-design-tool-kit
there is nothing to chose for you - there only exist two licenses, one for if you make games, one for if you don't
and both are free, the one for games only costs money when you exceed a special amount of money in some amount of time (per game! two games, each not making that threshhold don't count) - they've changed the numbers, that's why I don't mention them, before it was 3000 a quarter year per game, now it's I think 10k a quarter year per game and the first million is free?
take a look at the FAQ to be sure about the numbers though
​
EDIT: there are more than those two, but only if you contact epic directly to get a special license negotiated, but I'm relatively sure that's not something most indies need - is also mentioned in the FAQ ^^
Logic driver pro is the asset I've been happiest with and can recommend without doubt. Super easy to integrate, in c++ and blueprints. The code is well written and commented.
Our company, Offbeat Media Group, is looking for Unreal Engine artists to join us in Atlanta, GA. We’re big on virtual production, characters, and shows. Check out the “Unreal Engine Generalist” role here for more info: https://www.notion.so/Unreal-Engine-Generalist-Virtual-Human-Video-Production-x2-bf5fa1280dac4c5cb155db47a19680f2
1) Best source for that is: https://trello.com/b/TTAVI7Ny/ue4-roadmap
2 and 4) Your game assets made in 4.18 will work on 4.19 or likely newer versions. Rarely do game assets break in newer version. Epic is never in fond of breaking changes, unless they really have to. The evidence is in their Content Examples project. It's made years ago and still works just fine in 4.18.
3) If you want to use new features, you definitely will notice the differences, because UE4 adds a ton of new features in a new version. You can however always stick to using what you know as Epic is unlikely to remove an existing feature.