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Unreal Engine Made Free By Epic Games

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  • jonwil
    replied
    Regarding the royalties, anyone doing anything where they expect to make big money will be signing a separate deal with Epic for an engine license.

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  • mememe
    replied
    Originally posted by vortex View Post
    That is what I tried, and it said that it requires a paid account to do that.
    Have you tried unlinking your GitHub account from your UE account and relinking it? Because I am able to access both repositories (UE and UT) through GitHub.

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  • vortex
    replied
    Originally posted by Tiger_Coder View Post
    You just have to create a free account and link your github account with that. Then they will send you a access request.
    That is what I tried, and it said that it requires a paid account to do that.

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  • Tiger_Coder
    replied
    Originally posted by vortex View Post
    But, it isn't open for everyone. https://github.com/EpicGames shows 0 repos, so, it seems like you have to join the "developer" program, which requires a paid account.
    That isn't free.
    You just have to create a free account and link your github account with that. Then they will send you a access request.

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  • vortex
    replied
    Originally posted by Kano View Post
    It is a wise marketing step to open the code for everybody. It should definitely increase the number of new multiplatform games. I think it was a great fault that Unigine did nothing like that before. Epic just followed Unity and even surpasses it right now. As i am no game developer i do not know how many really need to change the engine to fit to their needs, but it is certainly a very interesting aspect. It it really impressive how many Unity games you find on Linux/Android right now, Epic is prepared for a challange it seems.
    But, it isn't open for everyone. https://github.com/EpicGames shows 0 repos, so, it seems like you have to join the "developer" program, which requires a paid account.
    That isn't free.

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  • Tiger_Coder
    replied
    I tried the Editor in Kubuntu. My pc is AMD Phenom 2 X4 955 3.4Ghz Quad core + 16GB Ram + Nvidia 970. The editor seems heavy for my PC. The shader compiling takes much time(Known Issue). Also the tool tips flicker a lot. After using 5 min, it said my framerate drops below 10fps so it lower the ui. Still usable, but might not for professional use.

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  • davcri
    replied
    Originally posted by GreatEmerald View Post
    I tried it, and it works nearly perfectly. The only things that aren't ideal right now is that it may crash on certain specific conditions (but they're usually quick to fix those if you report the bugs), and renaming assets doesn't work correctly yet. Also, depending on your distribution, you might need to install dependencies manually (right now only Debian and SUSE derivatives are supported, and the latter courtesy by me).
    Originally posted by Txukie View Post
    I do use it, mostly to build linux packages, as of right now it works quite well but is a lot less user friendly than in Windows or Mac. It really needs the launcher and to iron a few annoying bugs that persist through the versions.
    Thank you very much, it's sad to see that Linux support isn't not on pair with Windows Nonetheless I'll try it in the next weeks.

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  • GreatEmerald
    replied
    Originally posted by gerddie View Post
    That's not what I meant. I meant that if Epic would offer a GPL version of the engine, then some game developer could make a game, distribute the software part according to the GPL and thereby be free from any obligations to pay Epic, but still charge for (independently created) textures, models, and in-game items. I.e. the incentive to get the commercial license is not as big as it is with some pure software project because there is more to sell than the executable, which in turn means that if Epic wants to make a cut from every successful game developed by using the engine then they can not offer a dual licensing scheme with a FOSS option included.
    Ah, I see your point. But can any license prevent you from doing that to begin with? After all, if you made the additional resources, they're yours and you can do whatever you want with them.

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  • Kano
    replied
    I don't get the point why you should not pay for something you use to create cool things and earn money. Basically you have got several engines out there and you can choose whatever suites best. Currently Unity is most likely the most used one in the mobile world - an lots of Linux games use it as well. Unreal 4 is so new, that you can not really count it, bu there are Unreal 2.5 engine games like Killing Floor (with bad Nvidia support on Linux), several Unreal 3 engine games (with unofficial Linux ports) and of course custom engines and some GPLed ones. If you use something and even get support for it, why don't you want to pay for it? I don't think that you get so many GPL engines with full support for basically every major platform, but feel free to tell me.

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  • gerddie
    replied
    Originally posted by GreatEmerald View Post
    They have assets separated just as well as third party components. They have a directory called "Restricted Assets" just for things like that. Not shipping them with the FOSS version would be trivial.
    That's not what I meant. I meant that if Epic would offer a GPL version of the engine, then some game developer could make a game, distribute the software part according to the GPL and thereby be free from any obligations to pay Epic, but still charge for (independently created) textures, models, and in-game items. I.e. the incentive to get the commercial license is not as big as it is with some pure software project because there is more to sell than the executable, which in turn means that if Epic wants to make a cut from every successful game developed by using the engine then they can not offer a dual licensing scheme with a FOSS option included.

    Leave a comment:

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