UE4 in production environment | ||||||
posted by Saham Ali on April 8, 2016, 1:55 p.m. (1 day ago) | ||||||
| ||||||
Thread Tags: discuss-at-studiosysadmins | ||||||
|
Hey all, Seeing if anyone has had any experience with the implementation of UE4 in a studio pipeline. My biggest issue with them is they provide a msi installer for the launcher, but once installed, it essentially allows the user to download multiple "engines" at their discretion. So if all of a sudden a new version comes out, each user could click download, and then Ive got 20+ people all trying to download 15GB of data from the internet. Since the actual installs are modular, you can copy the individual folders to systems and they fire up just fine. However you loose access to the launcher, which I am kind of ok with. The MSI launcher installer does things like give you right click context menus on .uproject files, so you can switch versions of the engine to open it with, or launch it in the editor or launch it as actual game, but I have reverse engineered that install and pushed it out to our users so they have that ability but these just seems like a lame way of having to do it. Their documentation for "studios" kinda lacks, and was wondering what if anything people have done to make this work smoothly in their environments. it very much feels like their software is great for indie studios, but how on earth would a large studio manage build versions etc. while also having the ability for the Epic software to still be available for marketplace access and such.. Thanks! ,\|//, ( o - ) -oOO--(_)--Ooo----------------- Saham Ali Founder/Systems Engineer DvNT Technologies .ooO ( ) Ooo. --\ ( ------( )------------------- \_) ) / (_/ |