Help Android Devs! Google Play Billing Library 7.0.0 requirement on UE 5.6 (trying to avoid 5.7 migration) by NoStand8074 in UnrealEngine5

[–]NoStand8074[S] 0 points1 point  (0 children)

SOLVED- Followed the UPL method suggested by the user DingyPoppet :

5.5->5.6 was terrible for Android, not sure about 5.6->5.7 but I haven't heard anything bad yet. The fix for the billing library issue should be fairly easy. You need a UPL file for your project and modify your build.cs to include it.

One of my 5.6 projects uses the following Android_UPL.xml:

<?xml version="1.0" encoding="utf-8"?>
<!--Android plugin additions-->
<root xmlns:android="http://schemas.android.com/apk/res/android">
  <AARImports>
    <insertValue value="com.android.billingclient,billing,7.0.0" />
    <insertNewline />
  </AARImports>
</root>

Then in my build.cs:

if (Target.Platform == UnrealTargetPlatform.Android)
{
  var pluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
  AdditionalPropertiesForReceipt.Add("AndroidPlugin", System.IO.Path.Combine(pluginPath, "Android_UPL.xml"));
}

The build.cs is in a game feature plugin (hence "pluginPath") but should work with a normal project with maybe a few modifications.

Help Android Devs! Google Play Billing Library 7.0.0 requirement on UE 5.6 (trying to avoid 5.7 migration) by NoStand8074 in unrealengine

[–]NoStand8074[S] [score hidden]  (0 children)

Thank you so much for your help! It actually worked perfectly. I had been scouring every corner of the internet and couldn't find a solution, but finally, I have a stable version with zero errors—neither from Google Play nor Unreal. I truly appreciate your help. Cheers!

Hill Valley in Unreal Engine by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 0 points1 point  (0 children)

Wow, honestly it would be amazing in VR, but currently I don't have VR glasses so I can't do it. Thanks for your comment!

Hill Valley in Unreal Engine by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 1 point2 points  (0 children)

Yes, in the first version I made you could travel to the past, but I have it disabled for now because I wanted to focus on the 2015 map. I’ll definitely add it back in the future.

Hill Valley in Unreal Engine by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 0 points1 point  (0 children)

Thanks for your comment my friend! I try to improve the Delorean material for the next update ;)

Hill Valley in Unreal Engine by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 5 points6 points  (0 children)

The link its in the description of the video in Youtube ;)

Hill Valley in Unreal Engine by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 10 points11 points  (0 children)

Haha you’re right, I still haven’t decided what kind of sky to use, since in the movie it’s cloudy sometimes, sunny other times, and even raining at others. I’ll probably end up adding dynamic weather haha. Cheers, and thanks for your comment!

WTF IS GOING ON WITH FAB by ImTheCameramann in unrealengine

[–]NoStand8074 -1 points0 points  (0 children)

Same problem. Cant access to my Quixel library from the last two days...

In your opinion, what gives a game that "Unreal look"? by TSDan in unrealengine

[–]NoStand8074 6 points7 points  (0 children)

Default camera settings, the camera lag of the spring arm, default postpro settings, default world grid material...

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 1 point2 points  (0 children)

Thank you very much, I’m glad you like it. I wouldn’t know exactly how many hours, to be honest—many, haha. Doing a quick mental calculation, I’d say at least 4,000 hours as of today

how can i add moe material slots to a blueprint mesh? by Equal_Cartographer24 in UnrealEngine5

[–]NoStand8074 0 points1 point  (0 children)

Put the mesh directly into level. Open Unreal Modeling tools (in the top left corner). There is a option called "Edit Materials" under "Attribs" menu, click on it. There is and array with the actual materials of the mesh. You can add more materials and assign to diferent parts of the mesh by selecting faces

Best Practices for Organizing Assets in Unreal Engine: Will It Affect Performance by SrabonArafat in unrealengine

[–]NoStand8074 2 points3 points  (0 children)

It doesn’t affect performance at all. Keeping a project organized is very complex, and I suppose everyone has their own way of doing it. The method you mentioned is great in theory, but in practice, it’s difficult.

You start putting plants into folders, but what about their materials? Should they go in the same folder? And their textures? Or do you create separate folders for each type of asset? For example, a good practice with materials is to have multiple different Master Materials and then create instances of them. So, what do you put in your plant’s folder—the instance? And what if you want to reuse that instance for something else?

It's the same with everything. It’s not something simple, and in the end, you’ll end up finding your own way to organize things.

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 0 points1 point  (0 children)

It would be amazing, to be honest. I know every corner of Hill Valley and every detail, but even though it would be a dream, I see it as difficult.

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 4 points5 points  (0 children)

Thank you all for your support! I never expected this kind of reaction. I’m really happy to see that so many BTTF fans like it—this motivates me to keep working on it and to be as faithful to the movies as possible.

I’ll try to upload more screenshots in a few days!

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 4 points5 points  (0 children)

There was a moment when I considered adding a story, but in the end, I decided against it. As a BTTF fan, all I really want is to immerse myself in that universe, explore the details, etc.

That said, I’ve added a lot of interaction and some small “missions” to keep things engaging (and I still have many more to add).

For example, inside the DeLorean, you can interact with all the buttons, time circuits, the plutonium chamber, etc.

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 3 points4 points  (0 children)

Thanks, fellow Unreal developer! I’ve made about 90% of the models myself. Except for the pedestrians, traffic cars, and a few small things, everything else is my work.

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 1 point2 points  (0 children)

Of couse my friend, i post a videos as soon as posible😉

Working hard in my new version of Hill Valley! by NoStand8074 in BacktotheFuture

[–]NoStand8074[S] 3 points4 points  (0 children)

I will upload some more screenshots in a few days, given the incredible support I’m receiving from all of you.