We are excited to Announce that the Kickstarter campaign for DREAD: Book of Lovecraft is now live!
For those of you who may not be familiar with what Kickstarter is; Kickstarter is a platform helps people get support for new and innovative products when they don't have the capital to go it alone. essentially it is a place where individuals(and companies) can pitch a product and take pre-orders for those products... without the need for large capital reserves.
simply put, it lets start-ups and the little guys compete with the big guys.
after some work, and careful consideration, we have decided that DREAD: Book of Lovecraft and Kickstarter are a good fit; To that end we have launched our Kickstarter campaign.
we are offering a number of cool and fun rewards in addition to the game itself. check it out let us know what you think; I am confident It will be worth your time.
feel free to share it amongst anyone you feel would be interested. stay tuned for more updates, including a playable demo.
The most important part of any Kickstarter campaign is the Support behind it. so thank you for all that you guys do.
There are many features in common between UDK/Unreal3 andUE4 ... features that were carried-over or replicated. There are some incremental improvements, as well as wholesale replacement of features.
So i thought i would give my top three things that seasoned UDK users might get thrown off by.
The First and perhaps most noticeable change is Scale. unreal and UDK operate on in UU or Unreal Units;
UDK- 1UU = 2cm
UE4-1UU is now equal to 1cm.
This allows maps/levels to be sized more accurately sized, and helps eliminate confusion with modelers when setting the size of props; The gotcha here is that the maximum size of the world is cut down, in UDK it is 10.48km x 10.48km; In UE4 it is 5.24km x 5.24km.
Item two, Assets have been totally revised in UE4; In UDK a collection assets were stored in a package; these packages got large quickly and made for a challenge to Source control. Now in Unreal Engine 4, all assets, regardless of kind(e.g. Texture, material, static mesh, Etc...) are store individually as .uasset files.
Maps in UDK are .udk files and in UE4 they are .umap files.
The Third change i would like to talk about is the importing static meshes and annimations. the actorx, .PSK and .PSA importing process is now defunct, and FBX files are the standard(and only way) to import meshes, animations and skeletons.
Bonus change; The UCX_MESHNAME collision mesh importing functions as it did in UDK with one change, it now allows for multiple collisions meshes per mesh using UCX_MESHNAME_xx, where xx is the number of the collision mesh (e.g. 00, 01, 02)
Now, there are far more things to know, when transitioning from UDK/Unreal3 to Unreal Enginge 4... far to many to list here; however you can find an extensive list on the unreal wiki here
If you are Like us, you enjoy walking on the Bleeding edge of new software; You love digging into new tools, and unlocking it's mysteries.... well, if you are like us, you too may be at a TOTAL LOSS as to why the people at Epic chose to use a 2 year old version of the FBX tools.
What is FBX?
FBX is, in the opinion of many, the best way to import and export 3d files... not just for UE4 for many uses.
It came from a program called FilmBoX, developed by Kaydara in the 90's ... which was later bought by Autodesk, and became MotionBuilder... as part of developing MotionBuilder, Autodesk has added an array of great features to the FBX file format, including things like stored animations, and LOD groups, Super useful for game content. in the last couple of years, it has become the standard way to get Assets into motion and game engines... it is a staple of the Tall ship workflow.
Again if you are like me, you are using the newest software, So Maya 2014, that is where the problem comes in... Maya 2014 uses the 2014 FBX tools... and the 2015 tool-set is available to developers(but not yet released); Whereas, UE4 uses the 2013 FBX tools.
So, What's the REAL problem?
Aside from a warning when importing, which can be disabled, there is no obvious signs that there is a problem.
what we have seen, is that the lightmaps don't layout on the meshes properly on LOD-Group based models... I suspect that it is the way the UV sets are packaged in the different FBX SDKs. there are a few issues with importing collision also(using the "UCX_MODELNAME" naming Convention) To be fair, we have only seen an issue when importing a LOD group with 2 or more UV sets; and i'm not sure how common this is.
end result; Lights and materials don't layout on the Meshes quite as you expect... not a desired result
to be clear, this will only fix import issues directly caused by mismatching fbx tools, and the UE4 error popup warning you there is a mismatch; you have to have a valid Maya file or it doesn't matter what you do...
And I fix this, How?
The quickest and most simple solution, if you have to use maya 2014, is to create an export preset.
In the File menu, click on the square Options box off to the side of Export Selection
(Export all and Export selection will both work for this; however, they Maya stores these settings separately, so you may need to repeat these steps if you use both Export methods... we only use export selection when making FBXs...)
THis Brings up the Export Options.
on this dialog we want to make sure that the 'FBX_Export' is the selected, then simply click the 'Edit preset...' button(shown below)
this brings up the 'Edit export preset' dialog; This is where you set all of the options that determine what and how maya content gets exported.
There are a metric tonne of options and many of them are beyond the scope this post; Visit the Official Documentation site for a more in-depth look at the export presets.
if, you are editing an existing preset, make note of it's name in the Current Preset dropdown.
Now you can set the options however you like... Go crazy have fun... when you are done with that, under the section called 'Advanced Options' expand the 'FBX File Format' section and click the version dropdow, the version UE4 expects is the 'FBX 2013' version.
It is recommended that you leave the type binary, as Unreal in the past has had issues using it.
Save, Save, And... wait for it... SAVE. you don't want to have to constantly change these settings so save the preset, via the 'Save Preset' button at the bottom.
this will ask you for a name. Here we are using the name 'Unreal 4' ; if you are replacing one that already exists you must type in the name exactly.
CLicking close take you back to the first dialog, the 'Eport Selection Options' Dialog
click 'Export Selection' and the Save dialog comes up.
Note this is the default Maya Save Dialog, if you are using the OS Native or other option, it will look different.
all you have to do is verify that the current preset is set to what we saveed it as.
In this Image you can see that the preset clearly says "Unreal 4" so we are good to go.
This is a set and forget option, the preset stays the same until you change it... so from here on out you should be going like gangbusters.
Can you suggest a similar how-to? Let us know in the Comments below.
This is a continuation on my last post which you can read Here.
After Following my last post you could connect to a Repository, however, when you try to Commit a change, you get an error that says "Info svn: W155007: 'filename' is not a working copy" this is because svn is looking for a .svn folder inside the Unreal project; which is not present.
what follows are the steps for checking out from a visual client; If you prefer, you can use the command line client you downloaded as shown in the last post instead... You can find more info here.
To follow these steps, you will need to have a svn Client installed. I recommend TortoiseSVN
First navigate to your project directory(default is C:\Users\YOURUSERNAME\Documents\Unreal Projects\ ) then, open the project you want to use source control with, inside that Right-Click on the Content folder, select the SVN Checkout option.
In the Checkout window, you will need to put the URL for your SVN repository, you can leave the rest of the items as they are.
you will get be warned that the folder is not empty... feel free to ignore it and proceed.
this will do a little work, and create the necessary files and folders to allow you to check in files from the unreal 4 editor.
the procedure for this is simple, in the editor, in the Content Browser, Right-Click on an Asset(or folder) and select the 'Mark For Add' option.
you can check-in in a couple of ways:
-Right-Click on an asset that has been added to Source control, then select the 'Check In'
-in the File Menu, select the 'Submit to Source Control' option
either of these opens the check-in dialog which allows you to select the files and folders you wish to check-in. simple enter a check-in message( this is required for most repositories, and is highly recommended) and press OK.
that is it.
comment below with tips/tricks that you have found for the UE4 editor.
One of the new additions to the Unreal engine is in-editor support for SVN (or SubVersion). Previous versions only allowed the in-editor use of Perforce.
A little background
while i could launch into a long and involved rant about the need for version control in development, including games, i won't; I am Assuming that you want to use version control or you would not be reading this post.
Subversion(or SVN) is a version control system freely available, and supported under the Apache software foundation; It is one of more popular version control systems out there. click here for More Info
i am assuming that you have access to the Unreal 4 engine, either by corporate or individual license; And that the editor is installed and working properly.
Ok, Let's Do This
since the SVN support in Unreal is not officially supported yet, getting this to work requires a few extra steps.
***Unreal 4.0.2 now includes these files, making this step unnecessary, so feel free to skip down adding SVN***
the first barrier is that the binaries for svn were not shipped with the launcher version of the engine. (after quick look at the GitHub project and i can't see them included there either... However, i may be wrong ) You can download the binaries Visual SVN; you are looking for the Apache Subversion Command line tools. Direct Download Link. so download the zip anywhere you link.
Next we need to extract the files; we really only need the files inside the bin folder.
the svn binaries need to go inside your unreal install folder, in a specific place. First locate the install location, the default is 'C:\Program Files\Unreal Engine\' under that folder navigate to following folder '4.0' > 'Engine' >'Binaries' > 'ThirdParty' (assuming you installed it in the default location the pathg would look like this "
C:\Program Files\Unreal Engine\4.0\Engine\Binaries\ThirdParty" Once in the ThirdParty directory create a new folder, name it 'svn', inside the new svn folder create a folder called 'Win64'.
Now that the folders are set up, we need to copy the svn binaries into them; So copy the 21 .dll and .exe files from the bin folder you extracted and copy them into the Win64 folder you just created.
the resulting folder should look something like this.
now all that is left is to add SVN to the Unreal project.
here is the simple way, there are others...
In the editor, find the Content Browser( by default it is docked to the lower left side)
right-click anywhere in it. in the context menu, select the bottom option 'Connect To Source Control'
a dialog window will pop up, select the 'Subversion' option from the drop-down and you will see a place for the following info:
Repository, this is the address of the SVN repository.
User Name, this is you user name on the Repository.
Labels Directory, this is the relative path to the labels or tags directory.
Password, this is the password, if any, of the User name above.
when you have the info entered correctly, you should see a notification pop up in the lower right-hand side of the editor, saying "Connection to source control was successful!"
you should be ready to go.
Note: i did not cover installing nor navigating the editor, i feel that there is already more than enough info available as part of the Unreal Official Documentation.
This post is already too long, so there are a few things i did not cover; Setting up a SVN host and Repository, adding and what to add to Source control; ...Etc. If there is some interest I may do a follow-up, Comment below if you are interested.
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