[=Marionette;10275]
hehe no, i meant for some of these might be added/merged etc into the wiki for folks that might miss thread
as far as adding functionality, i agree, we have the source, however it’d be nice to know who’s working on what and how we want to implement it, if it is indeed up to us.
and i wasn’t trying to take potshots at the tutorial you made, i was simply thinking what i, and other nubs to the engine, are probably asking
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I didn’t take it as pot shots. The issue I was referring to is that of the questions you asked, I had already addressed many of them.
[=Marionette;10275]
EDIT:
•Short discussion on the rendering pipeline and how, when and where it fits into the rendering pipeline. Preferrably with a simple visio type flowchart
•Your plugin does not exactly fit into the rendering pipeline. It is a module, and is treated like all other modules in the game. You can extend or modify the rendering pipeline using a plugin, but you would be sticking yourself into the pipeline at a determined spot.
exactly. do i get a render callback so that i can handle LOD calcs? is something i need to add or is it already in the works? if so, who do i ask? the UE devs?
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You can if you so choose. LOD is already supported in the engine, but if you want to extend it, there shouldn’t be any hurdles related to plugins that you would need to address.
[=Marionette;10275]
the points above are simply things that need to be fleshed out a bit more, was all i was trying to point out. here’s another: once i’m done with a plugin, depending on the type, where does it show up in the editor? that kind of thing. right now, when i try to use the custom mesh component, i can’t add it to a BP, why not?
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Plugins show up in the plugins and modules listings. Your classes will show up in the class listing, where you can select the types of actors you create. If you are adding further functionality to a custom mesh component and want it to show up in the UI, that is something you will need to research further, but is not related to plugin development.
[=Marionette;10275]
i wasn’t asking for you to answer each one as a shopping list. for example, the market place. sure we can sell things. any idea how? or licensing? or the plan for such things? there are bits of info all over the forums etc, some are conjecture some aren’t but As you have a wiki going i simply wanted to suggest a few things. even if we don’t know right now, we can use them as a place holder possibly.
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The marketplace and its details are being worked out by Epic, which has been documented in more than a dozen posts on the forum and answer hub. There will be great fanfare, likely with trupets and bugels and more unity folk joining the ranks when they realize they can sell trivial things. All of the details for the marketplace are likely to be shared with us all when the developers, producers and managers at Epic have decided that it is ready.
How to sell your plugin is not exactly an introductory topic. As money is involved and likely distribution/publishing rights may need to be negotiated with Epic, for me to put that into a wiki would do none of us much good.
[=Marionette;10275]
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Dude. I was not intending to be brash, but as I look back on it now… okay fair enough. I understand you and many others are excited about the future of UE4, and likely the future of you being able to make money extending the engine using the marketplace - as we all are. Just keep in mind that if you don’t see something in the documentation it is not likely ironed out. The tutorial is a first steps piece to get you moving and start building tools to help the community if you are interested in that. We all have questions, and as Captain Sweeny has said in a few places - no one has ever tried to do before, so lets hold on to our seats and keep good spirits about where it may lead.
=D