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Welcome to Unreal Engine 4

unrealengine.com

51–60 of 168 posts

Re: Welcome to Unreal Engine 4

#51
post #36

Everyone seems pretty focused on the pricing - I thought the inclusion of an asset-marketplace directly into the editing environment was brilliant. You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want. Same would go for…

Great, so stock blood animation, stock Wilhelm screams, and stock explosions everywhere?

Re: Welcome to Unreal Engine 4

#53

Earlier quoted context omitted.

You need to pay the subscription, then they add you to their private repository.

Do they accept pull requests?

From the main FAQ[1]:

How do I submit Unreal Engine 4 changes back to Epic?

GitHub is our channel through which the community can fork and modify Epic's code alongside our own engineering team. Source code changes you check in at GitHub will be viewed by the community, and if the vetting process goes well, we'll incorporate your code into UE4. This means you'll help lots of people!

1: https://www.unrealengine.com/faq

Re: Welcome to Unreal Engine 4

#54

Earlier quoted context omitted.

Wonder where DLC comes in? 5% of that as well? Or advertising? Game was free... DLC packs are $10 per. Sorry Unreal... no monies for you.

From the new user faq: What about downloadable content, in-app purchases, microtransactions, virtual currency redemption, and subscription fees, as well as in-app advertising and affiliate program revenue? Revenue from these sources is included in the gross revenue calculation above. Are any revenue sources royalty-free? No royalties are due on the following: Ancillary products, including t-shirts, CDs, plushies, act…

Ahh good catch. Didn't see that in the blurb above. Good call.

Re: Welcome to Unreal Engine 4

#55
post #41
post #36

Everyone seems pretty focused on the pricing - I thought the inclusion of an asset-marketplace directly into the editing environment was brilliant. You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want. Same would go for…

people aren't talking about that as much because Unity already has that, so it's not quite as new. It's just keeping up with the competition at this point.

Agreed, and it's been an amazing success for Unity. I imagine it's why they now give standard Unity away for free, they make more from the asset store than from the editor licenses.

Re: Welcome to Unreal Engine 4

#56
post #38

Really missing linux support... But i think the pricing is fair and i like it otherwise :)

From the FAQ ( https://www.unrealengine.com/faq ): What platforms can I access under the subscription plan? If you access the source code, you'll see that there is early work on other platforms, including Oculus VR, HTML5 and Linux. You are welcome to extend and modify this code, and also build and ship games for these platforms.

Kinda funny to have to pay someone to contribute to their code.

Re: Welcome to Unreal Engine 4

#57
post #24

Earlier quoted context omitted.

They likely realize what they're doing. I'd wager it's a friction fee. Markets often have fees just to add friction to eliminate some problems that derive from completely free access. They clearly don't care about the $19, it's meaningless except for one plausible purpose.

It's not $19 it's $19/month that's a large friction fee. They would be making money even when the game is in development. Say your game takes 1 year to make well you have just spent over $200 and still haven't made any money. That's an unnecessary burden on indie developers.

You're aware that the iOS developer program is $100/year right? People stopped complaining about that years ago.

Re: Welcome to Unreal Engine 4

#59
I'll say it, THANK YOU!

I've used UE at previous jobs, and while I'm not gonna say it is the best ever engine, allowing this piece of software in the hands of indies for 19 bucks a month is a bargain. I will probably not use it as I left the games industry, but compared to other commercial offerings out there, the 19 bucks a month plus the 5% is a bargain if any team is doing high end graphics games. You can bitch about Linux or try to do all the math you want to say Epic are being money grabbers, but seriously, unless you had access to full source code before and see what the engine can offer you, please take a moment to step back and appreciate what they are doing here.

ps: not affiliated with Epic at all. Just from many years in the games industry, Unreal has been the best engine I worked with and this is a FANTASTIC offer

Re: Welcome to Unreal Engine 4

#60
post #36

Everyone seems pretty focused on the pricing - I thought the inclusion of an asset-marketplace directly into the editing environment was brilliant. You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want. Same would go for…

I've been saying there will be a huge middle man market for assets for years. A whole studio specializing in different models for boxes - every era, every state of decay, every material. A studio dedicated to the most realistic rain effects possible - at the lowest price and graphics overhead. You don't have to worry about the "Wilhelm Scream" of boxes or rain effects though because there will be a lot of choice, a lot of options, and probably a tracking system for which assets are being used by which projects. Oh, Crysis 4 bought up all the high-def palm fronds? Sounds like there's a market for a tropics-based object studio!

I got carried away. But yeah, an asset marketplace will be essential in the future if only to keep art team sizes manageable.

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