Than your best bet is to create an in-game editor, not relying on UE4 source code.
Then please describe how I can create sculpting and painting and saving of landscapes in game. It’s just not possible.
Well you got all the tools at hand, licensing now only puts minor inconveniences on complete modding tools, The only thing Epic doesn’t do is *making *the game and the modding tools *for *you. One cannot seriously think its reasonable to request that. And yet Epic says and shows it is trying to get to the point where its more easy to do all that. Why such a hard and denying debate about it?
@Darkhog. You seem to be caught up up a single detail. I would let it go.
To be honest, if you think that your game should be bundled with an engine that may well dwarf your own game in size, I would think that the vast majority of your player-base, who do not mod, would be unhappy at having to download all that stuff. Plus, are you going to make them download Unreal again, every time you need to patch the game, perhaps making use of new functionality?
Those who want to mod will be prepared to sign in to download the software. Those who don’t will get a slimmed-down download, and be happier for it.
In any case, with a game properly set up to take new files, UE will not be necessary*. It would be Maya, #DS Max, Blender, Painter, etc etc.
- Look at the way Bioware allowed modding for Origins. They had a folder that you could dump .fbx (or what ever the format was) files into, that would overwrite the corresponding file in the main game. doesn’t even need a copy of the Engine. The conversations and mission modding was done by creating the data needed (text, audio, locations), so the engine would do the work, rather than the modders needing to write game files.
Then you wake up to see over 9000 crappy maps done because barrier of entry was too low. Also making map editor is hard. One of the reasons I am porting over is because I’ve tried to make level editor in Unity and failed terribly at that. Plus, giving users access to the very same functionality I’ve used to actually make the game, means more complex and fun mods can be made, other than simple maps.
Your solution is even more user-unfriendly that bundling tools. The bar here would be just to high. Also, not bundling UE by default, just making optional SDK, like creators of Goat Simulator done so.
I don’t know about the technicalities of such solutions though. I could give access to sources, but then it would be too easy to make rip off with just few changed textures. I want mods to be distributed via Steam’s workshop system.
Since only ~20% (or even less) of the players would even consider creating their own maps I would have to sell quiet a huge number of copy’s to get so many maps, then I would not care whether they are crappy or not
I think having 9000 crappy maps and 1000 great maps is way better than having just 20 great maps. If everyone can create maps I will get many crappy ones and some good ones, if only people who are willing to learn how to use whole UE4 can create maps I will get very very few good maps.
Not that Im able to find the thread, but packaging downloadable content with the editor is in dev right now, so user mods can end up to be downloadable wherever needed.
Yeah, we need more details about DLC.
I asked about it on another thread, do not recall getting a response.
I inquired about using the source for making mod tools . is the response I got back from Epic.
The first is the response the bottom is my question. should resolve the any question about mods and DLC
Hi,
Everything that you are hoping to accomplish with the in-game editor is completely fine. You are allowed to create level editors in your software.
Would there be any additional question that you would like for me to clarify?
Thanks,
Sean Gribbin
Engine Support Technician
On Wednesday, March 4, 2015 at 2:10:50 AM UTC-5, licensing@epicgames. wrote:
Contact name: John Crawford
Company website: https://smalltownsbigcities.
Position/title: owner
Email: c3di@smalltownsbigcities.
Phone: (323) 833-3393
Type of Project: Games
Number of Developers: 1-3
Number of Commercial Games Released: 0
Country: US
Describe your project:
I asked before but have misplaced the response you gave me. I am developing a city building game " Small Towns Big Cities " a multi platform PC game. I want to clarify that I may use the source code to create mod tools for my game using tools created with unreal 4 and distributed with my game either as stand alone editor or incorporated with my game. An example would be a map editor or asset creation tool. The game would NOT include your tools or direct access to the engine. My editors or tools would be made with code based on the unreal code or tool set but modified to suit the needs of my game. Your product as distributed by you would not be include in my game. Thank you so much.
Platforms:
PC (Steam, GOG, etc.)
Referred by: Internal Referral ]
Hello.
Apologies for the quazi-necropost, but I have a relevant question that I failed to have answered according to what I’ve sifted through in thread.
I have come to understand that modified versions of Unreal Engine 4 may be distributed via github source, but I would like to know if I may distribute the binaries of the modified toolset as opposed to the source code.
Say I want to distribute moddable game on Steam, and I would like to provide the binaries of the modified toolset. Is that safe within the EULA?
PLEASE correct me if I’m wrong on any of .