IKinema RunTime available to small and indie studios for £99

Following up from this, we have extended the RunTime Indie Cyber Monday sale by a week until December the 4th.

We have also released our update for UE4.14.

If any of our existing customers are looking to upgrade their projects they can find the updated plugin in their account page.

Hi all,

My workarounds to get the Ikinema Binary Indie Version, to function with the UE4 4.15 github source compilation, with engine modification optional.

UE4.15 github version, Simplygon SDK (if you want Simplygon advanced tools), and RegisterEngineVersion.cmd from Kalmalyzer GitHub - Kalmalyzer/UE4RocketBuild: Build stand-alone Rocket builds of UE4 engine yourself.

As usual setup.bat first to get libraries.

Optional:
Apply source modifications. Working with GraniteSDK & Nvidia HairWorks/VXGI 4.15 branch & Simul TrueSkyPlugin.
And amazing post from Allar’s how to update to the last SteamWorks GitHub - Allar/ue4-steamcontroller-update: A rewrite of UE4's SteamController module compatible with newer versions of the Steamworks SDK.

Recommend:
Apply SimplygonRedistUE4.
Neuron Mocap Plugin https://neuronmocap.com/content/unreal-plugin

Optional
You can add plugins to compile at this stage.
Tested with the next plugins:
Substance
FMODStudio
Wwise Audio Engine
Runtime/HoudiniEngine (remove for shipping builds)
PopcornFX
NeoFur
Epic’s market place plugins

Required:
Do not add Ikinema runtime indie plugin, when compiling engine source builds, remove it from source.

Requerid:

Edit yourUE4.1source\Engine\Source\Runtime\Launch\Resources\Version.h



Line 71 - #define BUILT_FROM_CHANGELIST 3416026

Line 106 - #define BRANCH_NAME "++UE4+Release-4.15"


Edit yourUE4.15source\Engine\Build\Build.version



{
	"MajorVersion": 4,
	"MinorVersion": 15,
	"PatchVersion": 2,
	"Changelist": 3416026,
	"CompatibleChangelist": 3299760,
	"IsLicenseeVersion": 0,,
	"IsPromotedBuild" : 1,
	"BranchName": "++UE4+Release-4.15"
}


At this point we will try to compile an UE4 binary version with backward compatibility with Epic’s version release!

Required:

Open command prompt in your UE4.15 source directory:

copy and change 2 lines to reflect your source directory and run command:



"C:\yourUE4.15source\Engine\Build\BatchFiles\RunUAT.bat" BuildGraph -script="C:\yourUE4.15source\Engine\Build\InstalledEngineBuild.xml" -target="Make Installed Build Win64" -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=false -set:WithPS4=false -set:WithXboxOne=false -set:HostPlatformOnly=true -set:SignExecutables=false -NoXGE


If using Incredibuild please remove -NoXGE from command.

Wait to finish successfully Win64 compilation or Win32 compilation error, BuildGraph as bug, it will try to compile bout versions.

This next thing require that you have runned the top command before. To make the saved build with info for installed UE4 compiles.

It works with Visual Studio 2015 solution build.

Mai-be the best fast choice for building your solution.
Command prompt GenerateProjectFiles and open your solution and build what do you need.

Edit: we can do binary builds in the same UE4.15 engine source folder, add next 2 steps for Binary build, remove to recompile engine source.

Next after everything compiled, make changes to the build configs for installed binary build.

Requerid:
1º Edit yourUE4.15source\Engine\Build\SourceDistribution.txt_back and create InstalledBuild.txt.

2º Edit and add in yourUE4.15source\Engine\Config\BaseEngine.ini:




[InstalledPlatforms]
+InstalledPlatformConfigurations=(PlatformName="Win32", Configuration="DebugGame", PlatformType="Game", RequiredFile="Engine\Binaries\Win32\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Win32", Configuration="Development", PlatformType="Game", RequiredFile="Engine\Binaries\Win32\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Win32", Configuration="Shipping", PlatformType="Game", RequiredFile="Engine\Binaries\Win32\UE4Game-Win32-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="DebugGame", PlatformType="Game", RequiredFile="Engine\Binaries\Win64\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Development", PlatformType="Game", RequiredFile="Engine\Binaries\Win64\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Shipping", PlatformType="Game", RequiredFile="Engine\Binaries\Win64\UE4Game-Win64-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="IOS", Configuration="DebugGame", PlatformType="Game", RequiredFile="Engine\Binaries\IOS\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="IOS", Configuration="Development", PlatformType="Game", RequiredFile="Engine\Binaries\IOS\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="IOS", Configuration="Shipping", PlatformType="Game", RequiredFile="Engine\Binaries\IOS\UE4Game-IOS-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Android", Configuration="DebugGame", PlatformType="Game", Architecture="-armv7-es2", RequiredFile="Engine\Binaries\Android\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Android", Configuration="DebugGame", PlatformType="Game", Architecture="-arm64-es2", RequiredFile="Engine\Binaries\Android\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Android", Configuration="Development", PlatformType="Game", Architecture="-armv7-es2", RequiredFile="Engine\Binaries\Android\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Android", Configuration="Development", PlatformType="Game", Architecture="-arm64-es2", RequiredFile="Engine\Binaries\Android\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Android", Configuration="Shipping", PlatformType="Game", Architecture="-armv7-es2", RequiredFile="Engine\Binaries\Android\UE4Game-Android-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Android", Configuration="Shipping", PlatformType="Game", Architecture="-arm64-es2", RequiredFile="Engine\Binaries\Android\UE4Game-Android-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="HTML5", Configuration="DebugGame", PlatformType="Game", RequiredFile="Engine\Binaries\HTML5\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="HTML5", Configuration="Development", PlatformType="Game", RequiredFile="Engine\Binaries\HTML5\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="HTML5", Configuration="Shipping", PlatformType="Game", RequiredFile="Engine\Binaries\HTML5\UE4Game-HTML5-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="Linux", Configuration="DebugGame", PlatformType="Game", Architecture="x86_64-unknown-linux-gnu", RequiredFile="Engine\Binaries\Linux\UE4Game.target", ProjectType="Content", bCanBeDisplayed=True)
+InstalledPlatformConfigurations=(PlatformName="Linux", Configuration="Development", PlatformType="Game", Architecture="x86_64-unknown-linux-gnu", RequiredFile="Engine\Binaries\Linux\UE4Game.target", ProjectType="Content", bCanBeDisplayed=True)
+InstalledPlatformConfigurations=(PlatformName="Linux", Configuration="Shipping", PlatformType="Game", Architecture="x86_64-unknown-linux-gnu", RequiredFile="Engine\Binaries\Linux\UE4Game-Linux-Shipping.target", ProjectType="Content", bCanBeDisplayed=True)
+InstalledPlatformConfigurations=(PlatformName="TVOS", Configuration="DebugGame", PlatformType="Game", RequiredFile="Engine\Binaries\TVOS\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="TVOS", Configuration="Development", PlatformType="Game", RequiredFile="Engine\Binaries\TVOS\UE4Game.target", ProjectType="Any", bCanBeDisplayed=False)
+InstalledPlatformConfigurations=(PlatformName="TVOS", Configuration="Shipping", PlatformType="Game", RequiredFile="Engine\Binaries\TVOS\UE4Game-TVOS-Shipping.target", ProjectType="Any", bCanBeDisplayed=False)

[Analytics]
UE4TypeOverride="Rocket"


Requerid: name your build examples

Copy to your UE4.15 source directory RegisterEngineVersion.cmd

Run command 2x time as administrator and as user in your UE4.15 source directory.



RegisterEngineVersion.cmd 4.15UI


Do not add names as from the EPI’s binary distribution build’s, you you will break EPIc’s binary registry info.

Copy Ikinema to yourUE4.15source\Engine\Plugins or yourGameBinary\Engine\Plugins

Edit yourUE4.15source\Engine\Plugins\IKinema\Binaries\Win64\UE4Editor.modules:


{
     "Changelist" : 3416026,
     "CompatibleChangelist" : 3299760,
     "BuildId" : "",
     "Modules" :
     {
           "JsonUtils" : "UE4Editor-JsonUtils.dll",
           "IKinemaCore" : "UE4Editor-IKinemaCore.dll",
           "IKinemaEditor" : "UE4Editor-IKinemaEditor.dll",
           "IKinemaRigTool" : "UE4Editor-IKinemaRigTool.dll"
     }
}

Edit yourUE4.15source\Engine\Plugins\IKinema\IKinema.uplugin:



{
	"PluginFileVersion" : 1,

	"FriendlyName" : "IKinema Animation Node",
	"Version" : 26,
	"VersionName" : "1.6",
	"CreatedBy" : "IKinema Ltd",
	"CreatedByURL" : "",
	"EngineVersion" : 4.15,
	"Description" : "Create Procedural animation node",
	"CategoryPath" : "Animation",
	"EnabledByDefault" : true,
	"CanContainContent" : true,
	"Installed" : true,
	"RequiresBuildPlatform" : false,
	"Modules" :
	

		{
			"Name" : "JsonUtils",
			"Type" : "Developer",
			"LoadingPhase" : "Default",
			"WhitelistPlatforms" :  "Win64" ]
		},
		{
			"Name" : "IKinemaCore",
			"Type" : "Runtime",
			"LoadingPhase" : "PreDefault"
		},
		{
			"Name" : "IKinemaEditor",
			"Type" : "Developer",
			"WhitelistPlatforms" :  "Win64" ],
			"LoadingPhase" : "PreDefault"
		},
		{
			"Name" : "IKinemaRigTool",
			"Type" : "Developer",
			"LoadingPhase" : "PreDefault"
		}
	]
}


And try if its working at this stage!

Remember, for Game code source builds use ikinema in your UE4.15 Engine binary build plugins folder.

Engine||plugins source modification||update, needs intermediate folders cleanup. Between builds. Why that? Because pre-compiled headers and cpp files aren’t re-passed by unreal header tool.
Prevent nasty editor and game crash by cleaning all your intermediate source before recompile.

Important task, do not clean, recompile, rebuild in Visual Studio, this will break our installed build saved info.

Clean by manually deleting Saved and Intermediate’s folder’s and run the build command prompt as described in top.

Not working with the new Visual Studio 2017.

Works with Epic’s market place projects, blueprint, samples, examples, kits, use switch unreal engine version to your (nameyourbuild).

Project Game Packaging needs some Ikinema runtime libs clones in Ikinema Runtime Inde plugin folder win64,

Check this official info https://ikinema.com/index.php?mod=documentation&show=184&id=291

And copy and paste the libs to reflect your project game lib build name.

Beer’s up.

Any more discounts in the near future?

Not in the immediate future, but we will keep everyone updated should another sale go live.

Maybe in a few years, but for now, there’s way too many problems, bugs, issues and DRM limitations. For us, seems far easier to having to do everything ourselves rather than depending on Ikinema, doesn’t seem aimed to indies IMO, for us it was the same amount of work trying to get Ikinema to work properly with quadruped than doing it manually in Unreal, which is free, not depending on a thirdparty, DRM limitations and I’m not even a programmer. Doesn’t make sense to me, again, maybe in a few years, but I doubt.

P.D. I don’t mind that much having to pay for some updates, it’s only fair to pay for somebody’s work.

Hey, sorry to hear you were having issues with the quadruped foot placement behaviour. If you do give it another go we have some resources that might be of use below. We also have a support channel and forum for any bug reports which we always follow and aim to address as soon as possible.

We made a video recently showing a 3 minute set up for base quadruped foot placement behaviour:
Here is an example of the same behaviour with a finely tuned rig:
We also put together a tutorial found here:

Thanks, seems like there’s more documentation than the last time I tried it. Still, I don’t feel comfortable using Ikinema, the DRM makes me feel like a potential thief, but hey, that’s just personal preference. We love (and pay for) software like the Substance suite and Articy because we don’t have to wrestle with questions like “Could I use it in my laptop?, Do I need to use it on my laptop and my PC? Could I change my workflow to accommodate myself into this DRM?”. It just works, but I get why you have that kind of DRM, and again, it’s personal preference. Same main reason why we aren’t using trueSKY.

any news for the 4.15 update?

Expect it shortly, just finalising the build.

Hello ,

Could you please clarify the licensing terms for UE4 indie, especially this part:"During the term of this Agreement, you expressly acknowledge and agree that if the above thresholds are exceeded, then you may no longer use Licensed Technology, and you must either purchase IKinema RunTime and continue using the Product or destroy all copies of Licensed Technology in your possession or control and cease distribution of any Product created with the Licensed Technology. IKinema will monitor your compliance with and enforce these restrictions and requirements including but not limited to monitoring the number of downloads of your Product and any available revenue estimate data. "

I mean what happens if we pass that threshold, we need to remove the game from any online store?

And the full license price, are we talking about a five figure number, tens of thousands, at least can you give us a rough estimation.

We can’t really get a decision to use it if we end up paying all the money earned from reaching the threshold, for the license.

The product seems great but the licensing is a bit confusing.

I’m not real crazy about the licensing terms.

Sure thing, legalease is not really my strong suit but after GDC I’ll work on getting you info to clear it up.

On the topic of GDC, for anyone who is interested in picking up RunTime Indie, we have a seasonal sale running untill Midnight tonight GMT.

5ed40860a2a6154a38dca692d24c532cae358d89.jpeg

Hi ,

Any news about the licensing terms?

Recently purchased the Runtime Indi Package. While it’s a really a great tool i hope you guys reconsider locking it to a single machine. I copied my project to a laptop when i visited the GDC only to find out that i couldn’t launch it due to hardware-lock license restrictions on Ikinema, so i had to demo our prototype game without Ikinema - after removing it from the project. At least allow us on the account panel to reset the hardware id so it can be switched to a new machine without having to email support and waiting for an answer.

Hopefully hearing back from the lawyers soon just so we don’t end up with any mis-information out there.

Hi ,
I’m working on an indie project with my mate and each one of us is taking care of some aspects of the game. Each one of us is working on his own machine ofc, so do each one of us need a separate licence of Ikinema even if we do work on the same project :confused: ?

Hey, the indie licenses are node locked which means that each machine that makes use of RunTime would need a license.

Hey

expanding on the Question of Jihed…

Our small team just tried to implement iKinema for VR. After some time playing around with settings and your demo scenes, it was quite easy to implement.

However… We ran into an issue with working together on the same project using source control. Since I implemented the iKinema Indie Runtime plugin (using UE 4.14.3 Binary Version) no one else is able to open the project anymore as UE4 will simply crash on startup. I downloaded the Trial on a second Computer that crashed before and after installing the plugin on that machine, the project just worked fine (nothing else changed). So I understand that you would node lock the plugin… But the only one using and building the project is me.

I would understand if it would just pop up a message saying the plugin won’t work on this machine and everything related to editing iKinema will no longer work… but completly making the project crash (whether intended or not) on startup is annoying and risky (what would happen if Trial stops and it was still implemented? Project simply lost?).

We are students and it makes quite a difference whether we have to pay 100£ so that I as programmer can work with iKinema and build the project or we have to buy 3-4 License for people that never even touch anything related to iKinema (400£ +).

So… do we now need a License for our Level Designer, Sound designer, etc. just so they can open up the project and work on their parts? Or is there any easy way to work around that issue? (maybe having a non activated iKinema plugin installed on all other machines so it just won’t work but still be able to start up without crashing?)

Regards

@uexilon did you ever get a response on this?