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  • replied
    @HEGI, You only include what you need, there is nothing to clutter the package up unless you explicitly decide to do that. In this case only include the BP asset, and a sample map of need be.

    Leave a comment:


  • replied
    Alot of code-only projects on the Unity Asset store for example, come with content that you just don't need for easily integrating the functionality you seek into your own project. That is something i want to prevent and only include the absolute minimum to demonstrate the functionality. I.e. if you need a certain ready-to-use control scheme, you dont want to dig through alot of content, to find what you are looking for, or copy it over into your own project.

    Leave a comment:


  • replied
    Originally posted by HEGI View Post
    Since the BP's are made to be used in other projects, you don't want any clutter in there.
    I don't get this part at all.

    Leave a comment:


  • replied
    Another question regarding BP submissions.
    Is it ok to just submit screenshots of blueprints ? I plan to only include the minimum of content to demo the functionality. Since the BP's are made to be used in other projects, you don't want any clutter in there.

    Leave a comment:


  • replied
    Hi Ray and Farshad

    Thanks very much for your replies, you have clarified my questions which is much appreciated. It seems pretty clear how to move forward from here so I will begin working on the package and hopefully be submitting it soon.

    Cheers,
    Logos

    Leave a comment:


  • replied
    #1 - As many as you want!
    #2 - Yes, tutorial/documents to explain everything are encouraged. For 4.5 we're expanding the editor tutorial system to better support this (including allow tutorials to be created entirely within blueprints).
    #3/#4 - I'd suggest working with the starter/template content.

    Originally posted by Logos View Post
    Hi everyone,

    I'm considering submitting some blueprints that I have made for various purposes but just have a few questions to clarify about what needs to be included with the submission.

    1) If there are multiple blueprints used to achieve the one mechanic, i.e. character bp, weapon bp, HUD bp, can these all be included in the one package? Or can you only submit ONE bp at a time?
    2) If the overall mechanic of the bp's needs communication with the level bp, is it ok to include a tutorial on how to set up the level bp for the package? Or can the level bp info be included in the package as well?
    3) If the overall mechanic requires use of a playable character with sockets, and assets, such as weapons, can this content be included with the bp package? Or does it have to be a separate asset package? Or can a tutorial explain how to work with the starter assets from epic to make the bp functional?
    4) Related to the above question, if a playable character plus weapons and sockets can be included, can we use the character from the starter content included with the engine? Can we also use weapons or other assets migrated from other free epic projects, just for functionality, with the intention that the developer swaps in their own content? Or does it have to be our own content from the top?

    Think that's it for the moment, any help or advice would be much appreciated.

    Cheers,
    Logos

    Leave a comment:


  • replied
    That depends on the blueprint itself.

    If the BP has a more unique behavior/feature set, then you also want to create a specific map to demonstrate such features. A good example would be a TimeOfDay BP, for that you need a map with a few lamps to turn on/off, a sun light and a very special sky dome to support sun/moon/clouds etc.

    On the other hand if your BP is kinda simpler or the features can be represented individually, a map just like the ones you see in the content example would be a much better choice. For that you can just copy the room BP and panel BP from one of those map to yours and set it up so each room demonstrates one of the BPs and each panel in each room demonstrates only one feature or a specific combination of features to the user.

    At least that's how I would do it, in the end it's up to you as the designer to decide what is the best way to demonstrate your new BP features and show them how to use it.
    Last edited by Farshad12; 08-20-2014, 05:59 AM.

    Leave a comment:


  • replied
    Hey Farshad12,

    Thanks very much for the info, that certainly clarifies my questions. Good point about having a sample map included to demonstrate the blueprints, that makes a lot of sense and would make demonstrating their use and functionality much easier. I think you're right too about the character and assets, shouldn't be a problem to use them as everyone will have them, its just that I have to re-package the character as it needs sockets, so thought I would double check that that's ok.

    Any advice for creating a sample map? Would I just make a completely new project and set it up like the epic templates? Then just include the exact content and bp's needed for the functionality?

    Thanks,
    Logos

    Leave a comment:


  • replied
    1. As far as I know, a pack could have as many blueprints as it makes sense to have.

    2. You should have a sample map demonstrating the use of your new blueprints anyway, so you can use the level blueprint of that map and make additional comments in the class blueprints, so the users know they need to look over level BP also. Though I would recommend to make your blueprints self-contained as much as possible, especially for these BPs that are gonna be shared with others.

    3. You could use them since you're only sharing with other subscribers, though I would only try to use the assets in the starter content since everyone has them already. As an example, you better use the little blue guy instead of one of the characters that comes with Mixamo pack.

    4. This one you should wait for an official response, but I don't think that's gonna be an issue since the pure focus of your pack is on blueprints and not those assets.

    Leave a comment:


  • started a topic Blueprint Questions

    Blueprint Questions

    Hi everyone,

    I'm considering submitting some blueprints that I have made for various purposes but just have a few questions to clarify about what needs to be included with the submission.

    1) If there are multiple blueprints used to achieve the one mechanic, i.e. character bp, weapon bp, HUD bp, can these all be included in the one package? Or can you only submit ONE bp at a time?
    2) If the overall mechanic of the bp's needs communication with the level bp, is it ok to include a tutorial on how to set up the level bp for the package? Or can the level bp info be included in the package as well?
    3) If the overall mechanic requires use of a playable character with sockets, and assets, such as weapons, can this content be included with the bp package? Or does it have to be a separate asset package? Or can a tutorial explain how to work with the starter assets from epic to make the bp functional?
    4) Related to the above question, if a playable character plus weapons and sockets can be included, can we use the character from the starter content included with the engine? Can we also use weapons or other assets migrated from other free epic projects, just for functionality, with the intention that the developer swaps in their own content? Or does it have to be our own content from the top?

    Think that's it for the moment, any help or advice would be much appreciated.

    Cheers,
    Logos
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