Add in UE4 working models of units, weapons, vehicles...

I’d say we mostly lack free fantasy prototyping animations like we have all that free shooter stuff.

Appart from that I feel like Infinity Blade assets are enough to start prototyping things.

I’m a noob in C++ but not in Blueprints. I’d rather make a creative use of the built-in damage system than start my own from scratch. I could learn how to setup my own damage system of course, but not is willing to do that.

Hi there,

Just wanted to chime in and address the OP’s ask.

It seems like you’re looking for a lot of game content that was available in UDK to also be in UE4. Well, you are in luck! A lot of that content was just from Unreal Tournament at the time and we actually do offer the new UT’s content for modding. You can get a hold of it via the launcher. You can use those for learning off of and making mods is probably the best way to get experince with the engine: Tutorials

That should include several kinds of weapons, buildings, characters, particle , power ups, interactive objects and much much more. The only thing it won’t have are the vehicles.

Now, you can’t reuse the assets in a commercial product, but if you’re just looking for examples of how to make an online shooter, that is where to start your journey. I hope that helps!

[MENTION=8] [/MENTION]: Is there a to see UT3 assets released in a similar fashion as Infinity Blade assets were released?

I am not sure if that will come to be. We try to focus on the future and make new content to release as much as possible. I can’t say it’s out of the question, but if it was to be done, the assets would need to be completely updated to look good as modern game content anyway.

I can understand that positing. However, for mobile games and mobile VR games I think UT3 and Epic Citadel content would look just fine without any major updates (of course I could be wrong). Having that amount of content would definitely help jump-starting indies who are short on manpower/art talent, but strong enough in BP scripting department :slight_smile:

I would love the UTGame as a Template/FrameworkGame, with all the gameplay features exposed in blueprint nodes, like simple nodes. :slight_smile:

I have not looked at the UT4 community project EULA, if it can be used in any diferent project, or is only allowed as a modification for Unreal Tournament Game.

But it would be very interesting to have the UTGame classes inside a standard Project: Blank, FirstPerson, ThirdPerson, Vehicle, Flying…etc, in both Blueprint/C++.

UTClasses and examples assets could be inserted into any template in the same way as the Standard Contents is Inserted in any project with an insert option. It’s About UTGame for creating an entirely new game. I’m not referring to assets like art, sounds, particles…etc, but gameplay features prepared for prototyping.

UT3 content isn’t technically compatible with the engine anyway, it was built for a different renderer entirely.

I’d also like to add that we now have modding tools available on the launcher if you want more realistic weapons to learn from. We just finished the livestream interview about it and I think it’s a great resource.

Correct, which is why I had also mentioned “the assets would need to be completely updated to look good as modern game content anyway” because they were not built for deferred rendering and their models/textures are a bit dated as well at this point. The new UT weapons are already up-to-date aesthetically and also functional.

I see :frowning:

How about Infinity Blade 2 and 3 assets? :slight_smile:

I am actually trying to build my VR experience using Infinity Blade assets. So I am guessing it would make sense to release more if people use Infinity Blade assets actively. Otherwise it would probably feel like wasted efforts.

Correcty , you are absolutely right when you say that we have to reinvent the wheel in Unreal4.

I think be very important and extremely interesting the modular ontological approach with components using placeholder, if it can be expressed this way. As a approach using placeholders with a fully functional combat system, damage system, diferent weapons types system, several physics simulation volumes, several vehicles with diferent behaviors (aquatic, aerial, terrestrial), NPCs interaction system, AI system, HUD, Stats and SaveGame which can be easily dragged from content browser into any custom project, whether it be the Blank, First Person, Third Persons, Flying … etc, and configured using placeholders and parameters, and not least: Examples for game types like CTF, DeathMathch, Cooperative.

In UDK could find inside the folder UTGame very interesting UT classes and game types using a few scripts (All UT Game Logic). And some of those scripts (class) could be declared for use inside the editor and used as kismet nodes. Using such method could be possible in a few instants and with a few simple adjustments add new fully functional weapons, projectiles, characters, enemies, objects with páwn interactions, HUD, only replacing the placeholders objects with entirely original skeletal and static meshs, particles, sounds, animations, sprites…

I think the Poster when mentions ‘working’ in the title, not exactly is about licensed Art content that could never be used in a commercial game, but Draggable ‘Working’ gameplay functionalities which can be used in any original game. A hybridity between modding and authoring tool.

But I understand the Epic’s proposal. In another thread when I have discussed about something similar, some distinguished members considered that my proposal could not meet with the Epic interests, which aims to make the new Unreal Engine one Framework more Agnostic than UDK was, especially when it involves the Powerfull Blueprint Language which in my opinion is more like a visual programming language than a visual scripiting. It is almost like C++ using diferents arguments and arranged in a flowchart.

Why does every game have to be an Open world FPS Shooter/Zombie/RPG?

That’s the problem with you ppl. if there’s anything they need to release, its the UE3 Samaritan Demo (only because of the rain material).
Other than that, they have released more than enough examples and assets.

Stop trying to make your fantasy into a reality and make reasonable games based on the resource you have or can acquire.

Here’s the difference between the asset in UDK vs. UE4. Most assets in UDK were simply props and you never had a full scene.
With unreal engine 4 you have full scene with elegant materials. Materials trump props anyday. If i wanted to make a lava or volcano, i know because of the materials in the elemental demo.
Same with snow, ice, good looking skybox, etc. I can actually learn to make advanced materials and blueprints by looking at the examples. You won’t get that from UDK.

The problem is that unreal indie devs don’t even try. They get free props, throw acouple things together and call it a game.
its embarrassing, they don’t even bother to make any changes to the assets they acquired. Secondly there isn’t even an attention to gameplay, simple game play mechanics like checkpoints don’t even exist.
its simply roam around some big map aimlessly and then shoot random object/creatures.

watch this video, this video is the indictment of purchased asserts.

So giving ppl all the OP asked for will simply lead to more modders pretending to be devs.
You will see more 10 car wide streets. when i created a test street i went outside and measured my side walk.
I also did some rough estimate on my street with addition of searches online on the size of streets.

These ppl won’t do that. They simply want props so they can throw things randomly and call it a game.
They don’t care about detail. This is why even with all the HQ props in the world most ppl can’t create a good looking scene that looks better than a ps1 game even if it was just a corridor.

Props are not the problem, people don’t even try.
Alot of threads in WIP ain’t actually related to games. Even then the games there are too ambitious.
99% of games are not finished and since it were too ambitious in the first place ppl don’t learn from them.
Then they move on to the next project, fail on that but still not learn anything.

Aiming high is not the answer, it leads to disaster.
take a look at Inside xbox one game that was just released today with 95% metacritic, a contender for game of the year.
it didn’t have to be an ambitious open world game.

Most people can’t create a pacman, card game, ping pong, pool game, even simple tic tac toe.
How can they create their own fantasy? If you can create all the game listed above, you would then know most of the knowledge you need to create a FPS/TPS and most importantly the workflow.