Start chanting that it doesn’t snow that day
Dios!!!
i am excited , i hope ,we will learning a lot
Talk about realism omg
shot my own hat off!
Awesome we can download it already
Can’t wait for the stream. Unfortunately will be at work, so will have to catch the non live version.
You guys are in Cary? Never looked up where you all were before… my company has offices there and I often spend time there for training… So I understand how crazy they are about a snowflake or two. You ever let people visit?
Sometimes we do things backwards. I’m OK with it, I think
We always archive the streams on youtube afterwards for consumption at your leisure.
And yes. The snow has been “neat”
Hi,
Thank you for the project in learn tab
KikactusStudio needs stop cheating
I thinked , maybe epic will make something about how introduce an ANTI-Cheat (like Punkbuster & Fairfight) in a project game.
At the moment , i don’t know how it’s working. I think , I’m not the only one.
Thank
EDIT : Put your gun here and you won !
Oh Insert image forum is fixed , thank you !!
Hey not sure you will be on stream but I have a question (mainly for).
,what features would you like to expose next in the online subsystems (friends/voip/etc…). What general timeframe would you like them in by (i know deadlines and features get pushed back but ideally )
Also, I am confident in my general programming, but when it comes to networking programming, it gets complicated quickly. Have any advice for C++ network programming (resources/texts), I’ve mainly been looking at Shooter Demo/Unreal Tournament to try to understand some of the basic elements.
Is there server/match finding capabilities via BP in example, or just networked features?
I think the one area where BP’s are lacking is with regards to hosting/joining games. Would love to have those nodes for non online subsystem connections- just like ShooterGame has.
Haha, Looks like I’ll have to update the template to randomize the background elements too!
Is there anyway to publish the project with the steam subsystem? Steam works great in standalone mode from the editor. However if I launch or publish the game, Steam doesn’t work for me.
Looks like there’s a packaging bug where the Steam runtime libraries are not being copied into the packaged game’s directory.
You can try manually copying <UE install directory>/4.7/Engine/Binaries/ThirdParty/Steamworks to <Game directory>/WindowsNoEditor/Engine/Binaries/ThirdParty.
If you used Launch, the game directory should be <Project directory>/Saved/StagedBuilds/.
Yes, I have problem
We weren’t able to fix the dedicated server support before release, so it’s currently unsupported, unfortunately. We’d like to revisit in the future, though.
Really great learning project, and awesome that you guys presented it on stream, learned a lot in the last couple of days, and i finally see results in my own project! Weeeeee
Guessing the stream is not up on youtube yet?
Ah, somehow in my over tired state last night I missed the “past broadcasts” section and thus did not see it. Thanks.
An (or issues) in our Blueprints. Feel free to post a question about your project on AnswerHub, I don’t want to derail thread too much