The Support-A-Creator program is returning to its roots as an affiliate marketing program for streamers and social media content creators. The SAC affiliate program is still available to those who meet its requirements. We've removed the Support-A-Creator device from Fortnite Creative and all published islands as part of this change.
Engagement payouts are specifically designed to reward island creators who make great content using the Unreal Editor for Fortnite and Fortnite Creative tools. Unlike SAC, engagement payouts do not require code entries to reward creator success, and players support island creators simply by playing the experiences they already enjoy.
Creators are no longer allowed to promote SAC creator codes within their islands, so that island creators and social media creators each have an independent channel to profit from engagement and are incentivized to work together, rather than competing to convince players to enter their codes. Any new or updated islands will be required to remove mention of SAC creator codes starting March 22, 2023.
With the removal of the Support-A-Creator device from islands, creators should reconsider player experiences that may no longer be necessary, such as reducing or removing matchmaking lobbies and/or sending players into the islands directly.
All real money Fortnite purchases like V-Bucks Packs, retail V-Bucks gift cards, real money transactions like Starter Packs or Quest Packs, Fortnite Crew subscriptions, or other real-money offers contribute to Fortnite gross revenue.
When Fortnite offers are sold by third-parties, Fortnite net revenue is the funds received by Epic after third-party platform payment processing markups and fees are deducted by Nintendo, PlayStation, Xbox, Samsung, and other sellers of Fortnite offers. Other direct costs of goods sold, such as gift card manufacturing costs, are also deducted.
When Epic processes payments directly, such as the Epic Games Store on Windows and Android devices, Fortnite net revenue is the funds received by Epic after third-party credit-card, PayPal, and similar payment processing fees are deducted by payment service providers.
But I'm also looking forward to the community's reaction to the Dragon Age series' best character creator yet. At the heart of it is inclusivity, Veilguard game director Corinne Busche tells me before letting me guide her through creating my own character.
As is usual, there are four races to choose from: Elves, Qunari, Humans, and Dwarves. After selecting Qunari, Busche pages through various presets, explaining the game allows for more detailed looks at each and the ability to choose pronouns with she/her, he/him, and they/them separately from gender, select different body types, and more. You can view your character, referred to as Rook in-game, in four different lighting scenes at any time, including The Veilguard's keynote purple hue, a bright and sunny tropical day, and a gothic night.
I joke with the team that after spending upwards of an hour creating my Dragon Age: Inquisition character in 2014, I immediately restarted the game after seeing him in the first cutscene; the in-game lighting made my hair color look terrible amongst other issues I had with my Inquisitor. Veilguard creative director John Epler says the team is aware of countless stories like that with Inquisition and its green-hued character creator, adding BioWare worked hard to squash that concern in Veilguard.
Head and body presets can be selected individually and customized to your liking with 40 different complexions that include smooth, rugged, youthful, and freckled skin tones, skin hues ranging from cool to neutral to warm, undertones to those skin tones, and even a melanin slider. Busche tells me BioWare relied on consultation to represent all people authentically. There's a Vitiligo slider (where you can adjust the intensity and amount of it) and sliders for your forehead, brow, cheeks, jaw, chin, larynx, and scalp. You can select your undergarments, with nudity as well because "this is a mature RPG," Busche adds, and use the "Body Morpher" to select three presets for each corner of a triangle and then move a cursor within it to morph your body or head into a mix of these presets. It's an impressive technology I'd like to see adopted in other games.
I can keep going: You can adjust height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how visible cataracts are, the sclera color, how crooked your nose is, how big its bridge is, the size of nostrils and the nose tip, and there are as many sliders, if not more, for things like Rook's mouth and ears. On ears alone, I see you can adjust asymmetry, depth, rotation, earlobe size, and even add cauliflower ear to your Rook. Busche says makeup blends modern stylings with the fantasy of Dragon Age with more than 30 options, including eyeliner intensity, color, glitter, eye shadow, lips, and blush.
Tattoos are just as customizable alongside options for scars and paint. Tattoos, scars, and paint are very culturally relevant to some lineages, BioWare tells me, with unique tattoos for elves, for example. You can add tattoos to Rook's face, body, arms, and legs, and you can adjust things like intensity, too.
Im most impressed, however, by the hair options on display; there are a ton, and as someone with long hair, I'm especially excited about the fun selections I can make. You can finally dye your hair with non-traditional colors, and it's gorgeous. EA's Frostbite engine uses the Strand system to render each style fully with physics. "The technology has finally caught up to our ambition," Dragon Age series art director Matt Rhodes says.
"Rook ascends because of competency, not because of a magical McGuffin," BioWare core lead and Mass Effect executive producer Michael Gamble tells me in contrast to Inquisition's destiny-has-chosen-you-characterization.
Ready to begin our Rook's journey, we select a first and last name and one of four voices out of English masculine, English feminine, American masculine, or American feminine options. There's a pitch shifter for each voice, too, allowing you to tweak it to your liking further.
Do you know if there is a way to update the creator of a databricks_job using the API? the Documentation does not show "the creator" property and when I tried setting the creator, this property is not updated in the workspace UI.
I understand the customer wanted to change the creator of the job but at this moment we could change the owner but not the creator. But you should be able to clone an existing job, this will ensure all the configs are replicated and the creator name would be updated.
Unfortunately, looks like updating the "creator" of a Databricks job through the API is not possible at this time. The Databricks Jobs API and documentation do not currently expose any such functionality as you might have already checked. Additionally, attempting to set the "creator" field while updating the job will not change the displayed creator in the workspace UI.
2. Store the creator information (username,timestamp, etc.) alongside the job metadata in a separate system like a database or data lake. Using this you can manage your user who created the job.
3. Consider using Databricks Workflows, which offer shared ownership and collaborative development on job definitions.
This way, multiple users can contribute to the job while maintaining transparency and accountability.
I am aware that we can clone the job to update the creator. The reason why I don't do that is because I want to keep the job "runs". We have a KPI for availability based on the number of successfully job runs vs fails job runs and if I clone the job, I will lose all that information. Also, when someone is not longer working in the Databricks workspace we have this "Unknown" property in the UI:
Looking at your concern of maintaining the KPI. I agree that if you clone or re-create the job you will loose the history. A way which I can think of is if you can capture these details of your runs in a separate table. Look at my response above where in I've explained further about this. Due to some technical issues my post was not posted yesterday and it's showing up now.
The IPTC Photo Metadata Standard document is published under the Creative Commons Attribution 4.0 license - see the full license agreement at obtaining, using and/or copying this document, you (the licensee) agree that you have read, understood,and will comply with the terms and conditions of the license.
This project intends to use materials that are either in the public domain or are available by the permission for their respective copyright holders. All materials of this IPTC standard covered by copyright shall be licensable at no charge.
Development and maintenance of the IPTC Photo Metadata schemas is led by David Riecks (PLUS) and Michael Steidl (IPTC) and these members of the Photo Metadata Working Group contributed (ordered by surname):
The IPTC Photo Metadata Standard includes two metadata schemas, sets of metadata properties. Each schema has its specific version, the version of the full standard reflects the year of release. Both is indicated below.
This document is a specification that may be revised to fix errata. Any changes will be indicated by a new document revision number.Any changes to the specification will be reflected by a change of the version of the standard.
IPTC Photo Metadata provides data about photographs and the values can be processed by software. Each individual metadata entity is called a property and they are grouped into Administrative, Descriptive and Rights-related properties.
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