Can Epic release Gears and UT assets for the new Engine?

Would it be against any laws or some sort for epic to release free models and textures from GoW and UT and such on the marketplace? most people dont know / or just arent artistic enough to make models and make them effectively. i think UDK had amazing starting content with models and such and Unreal Engine 4 is quite lacking in that department. or maybe just make a basic free pack on spare time(if any)

Hi Jamzuz,

This question was previously answered in this post: Link Here

Thanks for your interest, but
unfortunately use of UDK assets in UE4
is not permitted. Basically some of
the assets in UDK were the result of
specifically negotiated rights which
don’t extend to UE4 use.

To answer your overall question though, you do have access to all the assets that are available in the content we’ve released on the Marketplace. You will just need to ‘Migrate’ it to your project for use. Hands down with all the content that has been released and is available for use in your games this is much more than what was available with UDK.

Thank you!

Tim

as far as ive seen most of the models origin point are screwed up making them almost impossible to use since the origin point is like 2kilometres from the object "/

and actually you dont answer to my question at all. and i do not mean to be rude but i didnt ask about using udk assets in ue4 but to release GoW or make new static meshes etc for ue4.

hi Tim! and thanks for responding again so soon, and let me address again that i meant not to be rude or anything in my past reply. i import the meshes by selecting the asset folder folder i want to migrate and migrate it to my projects content folder. and another bump i hitted with these that none of the meshes have collision on them and auto convex collision is great for some objects but for bridges with arcs and such it cannot understand and since creates a collision in the part i want to go through.

Hi Jamzuz,

It would still fall under the same category. Assets that were used with UE3/UDK may have required middle-ware that are no longer included with the engine. The licesening terms between UE3/UDK and UE4 are different and as such the same terms of use do not apply.

i think UDK had amazing starting
content with models and such and
Unreal Engine 4 is quite lacking in
that department. or maybe just make a
basic free pack on spare time(if any)

You did specifically mention UDK and the assets that were included which I responded to.

As for the other part, I’ve recommended many times for users to migrate assets from the project with no issue. I’ve had no problems doing this as well. How are you migrating the assets? There shouldn’t be the issue of having the origin point shifting like that. It’s will stay where the original pivot point of the model is from when it’s imported. Let me know on this one and I’ll see what we can figure out.

Thank you!

Tim

Hi Jamzuz,

No worries. I didn’t take it as being rude. There are just different licensing terms between the two that prevent a lot of things like that.

Can you tell me what project you’re moving assets from that is giving you the issue. I’ll be able to test it much easier this way if I’m using the same thing you are and can find a way to resolve this much quicker. :slight_smile:

As for the collision. Some meshes included with UE4 content does not have collision meshes included with them. I know that the Blueprints Office example doesn’t use collision meshes on anything in there. They use blocking volumes for all the collision. The collision generator in UE4 is good at getting basic needs and you can modify that with the auto-convex hull to get it to adhere more closely to the mesh but it can be something that you have to tweak to get what you want. My prefer method has always been to use blocking volumes or make my own collision meshes in 3Ds Max with my models.

If there is a particular mesh you want to get better collision on, tell me which one and I’ll see what settings to use to get it right in the Collision generator.

Thanks!

Tim

the shooter demo meshes are the only one with the origin point thing. maybe in future marketplace releases epic could make the collisions on all meshes exluding ones on the outside of playable are used only for decoration. but example in effects cave map collisions would be handy since the props are triple a standard looking already. but some of them are just unusable without collision like the rope bridge since it cannot be made with auto convex collision tool. and like SM_CityWall_Arch too is impossible use as a proper static mesh since auto convex block the arch so it cannot be walked under. thanks again.


I was not aware the pivots were off like that in Shooter Game. Everything else I’ve used has had the pivots with the object.

A way to use change that (at least temporarily) is by moving the pivot point within UE4. You can do this from the perspective view by middle-clicking the mouse button on the White Pivot Ball and then dragging it to where you want it to be. Then you can switch to the orthographic views to move the mesh. You can only move the pivot from the perspective viewport (At least that I’ve found). When you click the mesh again it’s going to reset the pivot back to its original point.

7917-pivotpoint.png

As for collision. I would agree that perhaps there needs to be collision for the meshes. But the things is an example like Cave elements was meant to be a showcase example. It doesn’t use any movable characters other than a camera to move around the cave. There was no need for collision to be set up in this type of example.

(Continued in next comment…)

With the autoconvex you can get mostly the shape but not always, as you did point out. On the arch this was as good as I could get it with the autoconvex. There is an option in the Mesh Editor that allows you to have collision that is based off the meshes own polygons but this is not the best route to take for the simple reason that wit the bridge you have 3192 triangles being rendered. When I use the Complex Collision it is rendering those 3192 polygons again as the collision for the model.

This may be a simple way to test something for you but I would recommend either using Blocking Volumes that are positioned to offer collision or exporting the model and importing it into a 3D software package to make custom collision for the meshes you need.

7920-autoconvex.png

Tim

wow thanks again. im massively blown away by your responses everytime! :smiley: well this solves most of my problems. thanks!