#fab
1 messages · Page 10 of 1
And you've only ticked win64 in the marketplace submission?
yes because this plugin use nDisplay Cluster rendering module .. only for win64 and linux ... not for android ... but maybe problem is here: add "WhitelistPlatforms": [ "Win64" ], to plugin module description
correct 🙂 its working now ... thank you BorisTSR for help:)
Hi, is there a plugin in unreal engine to check the speed of a locomotion animation, so that i can choose appropriate speed in the blendspace. I mean some assets do share their speed (cm/sec) in their doc. Thanks
can someone tell me why i still see 0$ earned in payment threshold?
Tallies at month end, and if you cross the threshold, it'll just reset to 0. So with any luck, you'll never see it as anything but 0!
ok thanks
its allowed here to share marketplace products?
nope, that's for the community creations section, like #1054845218723209226 or #1054845120236757103
so if i published a product i can share it in these sections?
yup
ok thanks
I know it's old chat at this point, but the 2D section of the marketplace has become effectively unusable due to the sheer volume of lazily uploaded AI art (which will also mean you can't upload to certain storefronts like Steam if you publish). Why is this not being stopped by epic? It's lowered the quality of using the storefront so much when every single 2D 'art' is AI generated. Used to be good for finding actual hand-created UI elements and now it's basically impossible
Can't you filter out the AI tag?
You don't want 200 photos of Bao Buns?
https://unrealengine.com/marketplace/en-US/product/xiao-long-bao-icons-200-kinds
That has to be my weirdest find on the marketplace. It's such a small niche target market that would want 200 photos of that
You actually can't, the NoAI tag is to stop your work being used for AI generation, so even with NoAI you still have thousands of these low effort things 😦
So there's no self reported "this is made by ai" tag?
There is but you can filter TO those assets, but i don't think you can filter OUT those assets
Fail.
If i wanna make cokking game probably i have to buy it 😄
UE Marketplace, The gift that keeps on giving…
Those migrating from the unity store are in for 1 hell of a surprise
It has its merits though, its not all bad don’t get me wrong
The fact you don't have to buy basic functionality off the marketplace will be the biggest surprise.
What would you prefer, a lacklustre store search experience, or fundamental shifts in the license agreement retroactively?
touché
High conversion optimized Store front TBH,
Imagine someone not buying cause they still need to research if the content is A.I or not. They are probably going to change their mind in that time frame.
The same goes for the Licenses…
Some people just don’t understand they need to buy more than 1 and they just buy 1
Well it’s not obvious to them, they need to read the fine print
Just use orbital.
Yeah problem is people usually associate third party as “not official” enough…
despite it being better. if it’s not branded “by Epic Games”… they won’t use it… they won’t even click to see what it’s about
Oh I'm not saying it's a good or useful solution.
It's a hack for the few in the know.
What we need is for Epic to pull their finger out.
how tf do you sort by rating
Use orbital market
yeah thx just discovered it
Sorry it this as already been asked but does anyone know if the Automotive materials pack is going to be updated to 5.2+ anytime soon? Thanks!
No info. But you can just install the 5.1 version and check "Show All Projects". They work fine
What does it mean GPL thirdparty software can't be used on Marketplace? There is literally a ton of plugins there that violate this rule 🙂
GPL is infectious and is incompatible with the unreal engine license for that reason
if there are plugins that violate it, you can report them
There's been a few issues with previous plugins
what kind of issues?
There was a chess AI one that got approved and then removed in a few days, as it was using a GPL AI implementation that violated that rule
If you use a GPL library in a project that's released, the GPL requires that you release the source code of your entire project.
I don't think you want to release the source code of your games
more importantly, unsuspecting people that buy your plugin do not want to be on the hook for releasing THEIR source code
Not to mention not being able to release unreal engine code
Yeah that's why epic blocks it immediately without letting it get listed
Does GPL org come and chase game developers?
what's the license?
Not sure which license but if GPL, then yes they can force if they deem
they CAN, that's all that matters
Oh, I mean like ffmpeg for example
ffmpeg has different licenses...
depends on what you do... its not a straightforward license
Most files in FFmpeg are under the GNU Lesser General Public License version 2.1 or later (LGPL v2.1+).
If you link against it, vs merely calling an executable. different licenses
you need to be careful and read the fine print
LGPL can be dynamically linked and bypass it, but I don't know if that's allowed on the marketplace still, you'd ahve to check
you definitely can't statically link LGPL code
but i doubt ffmpeg would go for the little guys
It doesn't need to be them, an LGPL licensee can request the code
GPL and derivates all all blocked afaik
even worse
and they CAN, doesn't matter if it's likely. It's a legal liability
Yeah... if Epic Games found a way to bypass the license legally, Unreal Engine Sequencer will have long had MP4 exporting and other video codecs
You may not combine, Distribute, or otherwise use the Licensed Technology with any code or other content which is covered by a license that would directly or indirectly require that all or part of the Licensed Technology be governed under any terms other than those of this Agreement (“Non-Compatible License”). Code or content under the following licenses, for example, are prohibited: GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License. Code or content under the following licenses, for example, are allowed: BSD License, MIT License, Microsoft Public License, or Apache License. You may not sublicense the Licensed Technology under a Non-Compatible License.```
Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library),
Weird
as long as you link it as a DLL, it's usually fine with LGPL
GPL is only safe if your program is not distributed. EG a cloud or website app..
Then they can't force you
the GPL app sits on the cloud and just sends the results of the output
let me introduce you to the AGPL 😄
Well, don't forget video encoding industry is infected with patents, it is so bad these days
that's why it's recommended you just use Bink which is now included in unreal
This is just an awful license... the attempts on hacking websites are already bad as is. imagine releasing your source...
Well, it was kinda forced after places like AWS just forked open source projects and started running hosted services and contributed nothing upstream
using the "but we're hosted" as a loophole
Yeah Epic Games lawyers or legal team is actually really really careful. Very Careful. Its not that they can't technically do it. Its mostly the legal side that's stopping features from being implemented. Those guys are mad smart on the tech side
also i don't think it applies if you are just using a DB for instance, its if you are hosting that service as a SaaS product i think
You put it perfectly. GPL is "Infectious" ... i don't think ill ever describe it any other way.
Its a cancer for sure..
not good for anything commercial or that you mind open sourcing
I mean, it has it's place. But yes, definitely think twice(or ten times) about it before using it or a product under it
okay, this is really hilarious
Make sure your program is not using any GPL libraries (notably libx264). -> from ffmpeg License Compliance Checklist
basically, we can link ffmpeg to Unreal as a shared library but without libx264, lol
Yeah that's why the codec industry have been trying to develop and come to an agreement on a codec that is just as good as libx264 but more permissive license. Google and the others have been trying... but yeah it still hasn't happened
That's more patents than licenses
there is AV1 in development for quite some time
we will see what happens in 5-10 years
Av1 is definitely coming. So much hardware support, free, and great quality for the bitrate
High Compression WITH Good Quality After Decompression seems to be a tough thing to make
not so much support from hardware vendors atm, especially mobile ones 😦
It's coming. All 3 GPU manufacturers support it. Won't be long for mobile
Sometimes it depends on if the hardware manufactures have signed licensing agreements preventing them from using new tech for the next X years.
Legal side of things gets very nasty, very fast and twists arms a lot.
Its not always black and white.
And sometimes you'll find that these companies are not even allowed to talk about that agreement in a public capacity
Contracts , contracts contracts...
I think Epic Games really beefed up their legal side of things when some rapper tried to sue them for a dance animation as an emote in fortnite..
Then you have PubG , which i kind of understand, but comeon... its not like they stole your code.
People will always come for you if you're making money
sounds like capitalism, business as usual? 🙂
can anyone please recommend lightweight main menu/pause menu asset from the Marketplace ? Gotta support gamepad/mouse/kb via Enhanced Input, have multiplayer and graphics settings screens/sub-menus (aside from standard New Game, Save/Load, etc.), be clean and easy to integrate into any project and somewhat easy to customize (art wise), and expand (if needed). For UE5.3.
Might not be the answer you want but I really would recommend making your own if you can spare the time to learn UMG, tons of tuts on YouTube for it. Save-load functionality will depend a lot on your particular project
Why does the marketplace vault default to oldest->newest. Every time I access my vault I have to go to the last page lol
i wish you could sort the shop by rating 😔
there was a website, orbital-market i believe that does that
Anybody know if there are updates or dates on Fab yet? I noticed it was in beta in UEFN. Is it invite only or is there somewhere to submit assets yet?
Nope, epic usually just drops it on a random day then does all the press stuff
Would you all have any recommendations for river/lake/ocean plugins? Ideally one that handles all three. My big thing is it being able to handle world partition and running rivers between tiles. I figure splines would be better than just baking fluid sim to a static mesh or something like that but I'm happy to be wrong. Cost is not important as long as it does the job
Why not use the water plugin from epic?
anyone know any plugin like linter?
that doesn't work though as it still states its not a compatible version
that's usually just a warning you can click through. For pure assets it's usually fine, maybe a few material fix ups here and there
I do it all the time, specifically for the automotive materials
I work with them a lot
Ah yeah i just changed the version number to 5.1 when selecting the 5.2 project and that worked, thanks!
no probs
anyone still selling materials on the marketplace? Do they still sell?
Is there much of a market for gameplay programming plugins? I'm thinking about developing some simple ones based on mechanics that I've developed for other games (think: things such as a replicated inventory system, for example)
That very much depends on the specifics of the plugin, and also how well you could demonstrate/advertise it.
I would think in general it's chances would be boosted if it's exposed well to blueprints so non-c++ Devs could get a boost
Yep. That’s kinda what I’m thinking.
Anyone know of an asset pack that has destructible fruit? I just spent all this time making the glass breakable in this level only to realize I forgot aobut the produce!
that probably would be a particle system that you could make yourself if you have the models for the fruit
ugh, I haven't made particles in years, I was hoping for a premade solution but oh well
You should learn them, an explosion isn’t hard to make. You can’t rely on assets for everything
We can take this to #ue5-general if you want to talk more about it
He is a rather smashing person!
I just learned about FAB today 😮
Later this year, we’re bringing together our marketplaces—Unreal Engine Marketplace, Sketchfab, Quixel Bridge, and the ArtStation Marketplace—to launch Fab. Fab will be a unified marketplace where creators can find, publish, and share digital assets for use in creating digital experiences. Fab will bring together a massive community where creat...
A Unity regufee in love with Unreal now, I can't help but think UE marketplace feels... off. But oh hey they're working on a new marketplace. 🤩
Continuing Epics trend of not really doing anything with the MP, FAB is now delayed until next year.
To the surprise of absolutely no one.
honestly im not suprise
To be fair, next year isn't all taht far away.
Probably coming with 5.4 or something.
True but which part of next year? 😄
I can see that or at GDC
You can buy stuff on artstation? I thought that was just for portfolio and hiring people
Shrug
Maybe it is going to be really late 2024... Who knows...
I think they just hyped it cause of UEFN , they’ve been throwing a lot of resources there and i’m assuming it was their priority this year.
They launched Fab Alpha/Beta with UEFN. and have since gone quite about it. I guess it’s going well for Fortnite? The undefeated money printer 💵🤑🖨️ . Compared to Fortnite, The unreal marketplace pails in comparison. So probably not a priority and hency why they seem not to care at all about what you critics have to say to about the UE marketplace.
and to think that back in january they removed the questions and reviews feature (aswell as all existent reviews/questions) because they were working on "improvements to the MP"
good that they went back on that decision, because if we'd have to wait for improvements/FAB just so people could post/read product reviews, we'd be screwed
It's like a company can't do more than 1 thing at a time or have multiple departments focusing on different aspects of things..
You'd think with Fortnite money they would have more to invest in other departments too
biggest offender of this is Chaos physics IMO
They probably saw what Roblox was doing and sent all funds and resources there.
I don't like the model though, and probably will never develop for UEFN/Fortnite.
Some folks are killing it though... so I guess it works...? Not sure if it increased/boosted Epic's revenue though..
Anyway it will take some time to see if this was a good initiative or investment.
time will tell
its still nowhere near ready to replace PhysX
thats a thing?
true, but its a bit hard to see the positive side when this is the result: https://www.reddit.com/r/unrealengine/comments/142kzt3/why_does_ue5_chaos_perform_so_much_worse_than_ue4/
a reminder to what we've lost 😢
Try turning on async compute in the project settings
It’s still in beta but my guess is once it’s fully released epic will make it default and increase performance a lot. I use it and don’t really encounter any issues though.
I read online there was a technical limit with physx that kept it from meeting what unreal 5 needed
its not my video, I just know this is a common issue, a few more cases:
The first post confirms why the async stuff helps.
This is just advice for you if you need extra performance from it
I’m looking for a Marketplace asset that features most systems found in RPGs [combat, status effects, quests, shops, and dialogue] while also being simple enough to add in extra mechanics, like combos, party members with character swapping, and aggro management. What would you recommend I look at?
Hello,
Anyone ever shopped at Sketchfab? I cant seem to get a straight answer if we can use the assets for commercial game.
Wrote to their support and they tell me to use them at my own risk. I dont get the point of Sketchfab lol
They have a sale on going right now but their licence system seems sketchy ( Pun intended )
I think they have a license under the asset, if it’s something paid you can use it. Sketchfab will be moving over to fab next year
Was planning to buy this asset but its undwr stadard licence but just not clear if I can use them for a small game im working on.
Might buy them and just wait for it to carry over to the new fab licences.
https://sketchfab.com/3d-models/lizard-fe08fb17e7104a339433c689b1e91af5
Fully rigged and animated Fantasy Lizard 3D model.
Fantasy Lizards are awesome for fantasy games
and suited to be used in many types environment
like forest, jungle, desert, plain etc.
They’re strong creatures who bite,
claw or spit poison to paralyze and kill their prey.
Features:
Fully rigged, textured and animated.
3 color options.
Polygo...
when i see a pack with this
i cant imagine UE5 doesnt have those natievly 🤔
or what is special that i dont understand
those are basic math, UE5 has them already??
right click and search for add, subtract, whatever
yeah right, what is the person selling then with this particular thing ? 😅
can you link it? I wanna check it out
the one i shared in the other chat
https://www.unrealengine.com/marketplace/en-US/product/functions-mega-pack
its the 8th screenshot with these numeric operators
i try to really understand what he is selling other than hot air/steam , maybe there is good stuff
most things are understandable, others will be when i get used to UE5 i guess
but i also dont need to reinvent the wheel if somebody already delivers 544 basic functions that you need mostly all day
half of these look like you can do them in-engine already
ok, but for example i read multiple times that bluepints have no access to Quaternion from the UE5 API , is that true?
so these one would help, as i need Qaternion 100% ^^
I am not a programmer so idk what quarternions are
its basically a mathematically way to describe rotation or orientation along a vector in 3D space
ohhh then there's get actor rotation and get actor transform
if you are looking for rotating actors then just add a rotator component, ez
ok i will look into it when i get there 🙂
How is that different from rotation?
yeah thats what i understood also, thanks for writing it out
but there is so much going on, maybe there is another way, im just used to work with quats and if that package seemingly has functions build that do the job, then there is a way. maybe its just a C++ function delivered to blueprints by himself
Quaternion ToQuaternion(double roll, double pitch, double yaw) // roll (x), pitch (y), yaw (z)
{
// Abbreviations for the various angular functions
double cr = cos(roll * 0.5);
double sr = sin(roll * 0.5);
double cp = cos(pitch * 0.5);
double sp = sin(pitch * 0.5);
double cy = cos(yaw * 0.5);
double sy = sin(yaw * 0.5);
Quaternion q;
q.w = cr * cp * cy + sr * sp * sy;
q.x = sr * cp * cy - cr * sp * sy;
q.y = cr * sp * cy + sr * cp * sy;
q.z = cr * cp * sy - sr * sp * cy;
return q;
}
something like that will do the trick i guess
isnst it that we can basically do everything in blueprints by making C++ scripts with in-/output and somehow collapse it into a blueprint?
what does the "U" do in UFUNCTION , UnrealEngine ? 😅
got that but as last question , yes/no , i basically do the math in eulers, but i CAN actually access quats via blueprints, just have to back-and-forth either way while in blueprints ?
ok, i guess i figure it all out when i really need it , when moving my materials around, going through a ramped up conveyor belt e.g.
so far, thanks laura ✌️
p.s.: i like that target was genderable as "actress" , nevermind really 😅
still, not an actor, but an actress ^_^
tometo tomato (did I miss an R?)
oh yes that's what I meant to say
my brain fried itself for doing some basic math 😍
Man, as a Unity transplant I gotta say it's kinda nuts to look at the marketplace and have to download 5GB just for a tutorial project which doesn't even have any visual assets beyond Manny/Quinn.
Trim the fat, zip it up.
Not everybody is on unmetered fiber.
wait till you realize sometimes you have to download an entire engine version at 20GB+ just to get a 246kb plugin.
lovely stuff.
Or you need the debug symbols which are 80gb per engine version
Why did you leave Unity for unreal? Their fee is lower. 4% vs 5%
Unless you want the tools of unreal it’s kinda dumb to leave the financial bonus and all the assets you had
Lots of people do want the unreal tools, and source access.
It'd be the new fees they announced that were untethered to income. Their announced structure could have you paying fees for people that bought the game years ago
Unlike Unreal's license, Unity's art/model/sound assets are perfectly fine to be used in whatever engine I want.
That was just a royalty fee, their use of “runtime fee” was weird but it was still a royalty and if you did the math it allowed you to make several million before paying anything since it scaled with your games price but now it’s a flat 1 million regardless of your price. So a 20 dollar game only has to sell 50,000 copies to be charged where before it was 200,000 copies
It was not. It was not tied to income generating events
Royalties are fine. No problems with them
Fees that are unpredictable and untethered to income, not great
Even upfront fees are fine
It was just a royalty. 200k units AND 200k dollars. You are gonna reach the dollars way way before you reach the units, so until you reach the units it’s essentially free
You can budget around them
Not a royalty
It was not a percentage
It was a fee that was unpredictable and untethered to income events
If you sit down and do the math instead of hype:hate riding, it is better than what unreal does(they are still generous though)
Except you can budget around unreals one
You can budget around unitys too, it’s a flat 4% rate once you make 1 mil+ depending on your price. The fearmongering online around this for clout is insane
No hype hate here. It would have been fine for unity to announce royalties. The issue is the fact it's a fee structure that's completely out of step with the business realities of the industry.
Wasn't this 4% thing a leak. AFAIK unity didn't have royalties before this
It’s literally the same thing, you pay 4% per unit sold after a minimum threshold. This is an objective fact straight from unitys chart after 5 minutes in a calculator
That’s just math. There 20 cents per unit rolls out to around 4%
Except the 20c per install. Not per unit sold
Even if you consider that per device, you have no control over how many devices your customers install games on
Therefore, you cannot work out a flat royalty rate or budget around it
It’s the same thing, this idea that trolls are gonna go waste terabytes of bandwidth to “get you” is a word I can’t say in here. I deal with trolls online, they don’t care to download your game let alone spend money on it
If it was 20c per sale. That's fine
It's nothing to do with that. In my household there are 3 PlayStations, 4 phones, and 3 PCs. Regardless of which platform I buy a game on, I could install it on 3 devices. Suddenly that's 60c cost from me for the dev. Nothing to do with trolling. If I replace a device, that's another 20c. If I replace a device a year after I purchase, another 20c
It's untethered to income events
Are you buying your game on 3 platforms and replacing your hard drive every year? That sounds unrealistic
No, I said regardless of which platform. I would install it 3 times most likely
If it was even a dollar per sale, you could factor that into your price
But the fact its untethered to income events is extremely problematic
Seriously, flat fee per sale, or a predictable royalty rate would both be satisfactory solutions
You would make less and pay more but okay
That’s what they are doing now
It’s just sad to see people hurt themselves over ragebait likes on social media from misinformed and delusional thoughts
Most the Unity games that would even run into this Fee charge 20-25 bucks. With the old fee they could make 3-5 million before paying, now it’s only 1 million
yeah, for the ones marked "UE use only''
Can i use free epic
marketplace assets in unreal to create prototypes and create videos from it to share ?
Sure will be unreal only, i can also share the videos publicly ?
Hello! Soo, i recently wrote a lot with someone to collab with, to make an product to put on the marketplace and split the revenue.. problem, i never put something on the marketplace before, is there an inbuilt system which splits the revenue between accounts..? Dont wanna get screwed over
Lol no. Best bet is the monthly payout report that lists all that was sold
No use the total sales number * .12 and a shared business bank account to make sure both parties have access to the funds on payment.
You will likely need a LLC with a partnership setup to prevent legal issues and secure both parties interests
Hey everyone ! I'm looking for the absolute best quality models for weapons out there, intended for cinematics.
I don't care about poly count, I just want the highest quality available (comparable to what BigMediumSmall is doing with characters and environments). I'm looking for the usual classics, like M4's with attachements (flashlights, laser sight, grips, eotech aim down sights, etc..). Thank you !
Have you looked on the marketplace yet? This is more for developers/publishers
I checked a bit but there are just too many stuff to look through, I'd rather ask the community and get the best assets
We probably don’t know, a lot of the people who use this channel are publishers. If you want custom stuff that meets whatever quality you need I know a guy who does AAA modeling and texture work for a good price. Depending on how many models you need it could be an option
wasn't it capped to max 2.5% of revenue?
For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available. You will always be billed the lesser amount.
so how did you come up with 4%?!
That’s what it was, they dropped it to 2.5% but it’s still more than if they kept the old one. 4% of 3 million is less than 2.5% of the 200k dollars or 1 million. Given they said the “calculated amount based on new users” means they are keeping the 4% and using the 2.5% to trick the users into staying. Smart wording/damage control tbh. Settle the fires while keeping it the same as was fee wise but with a new lower threshold
4% of 3 million is less than 2.5% of the 200k dollars or 1 million.
since when?
So 2.5% of a 20 dollar sale is 50 cents compared to the 4% of install which is 20 cents using the fee. The 4% comes from a million which is their threshold, it will scale with cost
Regardless everyone will end up paying the install fee but unity betted on rage and people not using simple math which worked
so your comparsion is for a fixed game price of $20 and one installation?
That’s just an example, anyone reaching this threshold is likely selling a 20 dollar game/more premium one
90% of Unity devs don’t need to worry about this fee
and yea the old deal wasn't super bad either, just that some things havent been clear enough
specially since all the higher unity subscriptions lower the cost while raising the threshold
Yeah, their wording on the “redo” was very well thought out and going off an analysis of the specific backlash complaints. For a 5 dollar game 2.5% will be better but most games breaking a million are 15-25 dollar games
So ultimately they get what the originally wanted without the backlash due to calculated wording
maybe it was all planned out like this 😄
I do like the removed the unity splash screen though, that was a smart move that removes the Unity brand from asset flips
i skipped a bit through their thread about that, and this thread had like 5k replies and exactly one of them sat down and made the math showing that the actual fee isn't a bad offer
I don’t think so, the response to this was honestly really low IQ takes. A quick trip to a calculator would have shown these people it’s nothing to worry about but they took a knee jerk reaction and got a bunch of likes on social media for rage baiting. It was a avalanche of disinformation basically
It also was super interesting how people who wouldn’t ever deal with this fee were worried about it. High hopes I guess but my thing is to cross a bridge when you come to it
those are also the ones which we have here now
the ones who can afford to rage quit unity
Yeah, I think unreal is 100x better than Unity, I’ve been doing this stuff for almost 3 years now and still struggle with Unity due to how extremely barebones it is but there was no reason to rage quit your main platform and go do something radically different. There was someone who abandoned 2 years of work over this
I opened Unity the other day and found out they don’t have a free form camera in game, I thought every game engine had a editor camera you can move around in their PIE mode
yea the interface doesn't look really user friendly or intuitive, and i'm blender user since 2.7 😄
also i'm kinda sure that most people who have quit unity wouldn't been affected by the changes
i dont think that its legal to just change your TOS which is basically a contract
specially if the contract to date said that it cant be changed
I just gave my first negative marketplace review.
I didn't know when I bought it, but I got to use it now and my god.
It. Is. Awful.
Messy, full of typos and errors.
Is that a marketplace asset?
I am wondering if I should fix everything in that damn asset myself or just start making something myself that serves the same purpose.
oh?
Unity's AI? Really?
It has nothing tho
A character model?
no, if I tell you what it is then there's a very good chance you'll figure out where I left it
oh come onnn
20$ a piece comes with different colors
Nah i can't
it's a phone system
A phone system?
Oh a phone Ui
ig
everything related to a phone
at least it is supposed to be it
it is expensive?
the best part is that I use version control so I can't make case-only renames to tidy it up
no clue, prolly not
so I migrated everything to a new project and deleted them from my existing one
I'll fix them there
and bring it all back
I'm so mad at it rn
ughh
should've checked when I bought it
but nooo
I CAN'T EVEN USE VCS
because of the no case-only renames
the one (1) thing I didn't like about it
there are 100s of things I need to rename lol, this is literally easier
I wish I could give 0 star
I've NEVER bought a bad asset until now
Found the asset, a couple other people mentioned some of those issues too
I will say that the unreal marketplace has pretty consistently good assets compared to something like Unity asset store. I think the pricing being kinda high for most stuff also incentivizes quality
knew this would happen lmao, never buy shit from that guy
spent 20 minutes fixing everything
now I am going to migrate them all into my actual project
they'll break again
I’ve seen his channel on YouTube for tutorials
he's a UE youtuber?
that makes things worse, where the fuck are the standards?
Ngl I have considered making a phone code plugin but the logic would be done in c++ and exposed to blueprints most likely. I try to make my stuff work well though
didn't buy much from UAS but whatever I did was good
Yes he is
UAS and UMP?
I mean, there's no other good assets so it's a free market
just maintain quality lol
asset store and MP
True, I always try to make my stuff super simple for the end user by compressing lots of logic into a handful of nodes
Oh yeah, just stay away from uisco assets I guess
you think I didn't realize that already?
I am sure you know this already but please have good documentation
Can you make a widget be designed in UMG and have its code/variables\event graph be done in c++?
I always make a google docs and YouTube video on how it works
if I knew how to make the phone thing, I would've done it myself
that's good
My stuff doesn’t expose too much to the end user though, so most they need to know is variables and how nodes work
Look up “procedural npc crowds” that’s one of my big sellers
ahh will do
I need to update my ultimate shooting system to a V2 to support physical materials and some other stuff like penetration and bullet reflections(forgot the actual name but when it bounces off)
ricochet?
That’s it, thanks
Crowds?
Nice, yeah it gets crowds setup in a few minutes. I use it albeit slightly modified in my own projects
Where?
I'll keep my eye on it for sure
Q&A
If you use it be sure to keep polygon counts down on your models, metahumans are notorious for high poly counts
Oh lol, I usually don’t pay attention to usernames
it's okay I just realized too
deffo, but crowds are a later element tho
nothing to do rn
Yeah, they are more of a thing once you get your map fleshed out. If you have any questions about the plugin you can tag me
will do, thanks
Anybody have reccomendation for tutorial / asset for REALISTIC LANDSCAPE HEIGHT BASED BLEND MATERIAL?
I would but the multi-channel spam and caps just make your message unreadable.
Anyone know if I should declare that I am using Third Party libraries in a marketplace plugin when the library is already included in the engine itself? I am assuming yes but wanted to make sure. For clarification, I am using Eigen3 for a plugin and I am using it by adding AddEngineThirdPartyPrivateStaticDependencies(Target, "Eigen"); to my Plugin.Build.cs file.
Hey does anyone know when the current 50% off sale ends?
Apparently I do not need to declare anything because Eigen is already included in UE5 source code.
any ChatGPT4 integrators here ? I found offline chatGPT4-like AI and I wondering if anyone can make a plugin for that system. It's called h2oGPT.
Not a marketing skill or anything but there's this asset that took literally a minute to integrate into my system. Insane!
Is anyone else not getting the report for August? I've made over the 100$ in august and no payout was issued even till now
Isn't august paid in october?
Wdym? I got the June and July reports on the 1st of their month, no idea why it is different for August?
anyone?
Anyone here have a good tutorial that outlines a good setup for a blueprint inventory system for Unreal 5?
Anyone here who uses a prefab tool? Would love to know which way to go:
https://www.unrealengine.com/marketplace/en-US/product/prefabricator
https://www.unrealengine.com/marketplace/en-US/product/rdbptools
https://www.unrealengine.com/marketplace/en-US/product/prefab-tool
Are you coming from Unity?
Yup
Actors are “prefabs” from Unity, if you want to make a prefab it’s called an actor blueprint in unreal
It’s the same thing, not sure what those plugins you showed do
Thanks, I will give that a shot.
Yeah no worries, you can use scripts as components like you do in Unity with them but the main difference between prefabs and actors is that actors can house their own stuff, you don’t have to do things via components with them
You can if you want to, but just doing stuff on the actor itself is going to have more options with the API
Yeah, I agree, but someone told me to post in this channel too, so I followed their suggestion 🙂
I think the equivalent of Unity's prefab is more Level Instance than Blueprint. But I haven't touched Unity in like.. forever, so I could be very wrong.
Prefabricator is a really handy tool
tho it doesn't work the same way Unity's does
you should still use it
Blueprints are closer to prefabs than a level instance though a level instance isn’t far off from a blueprint either.
Prefabs are not just 3d models in a scene, it’s a group of things that do a single thing like a player or a house with lights, working doors, and other stuff
Main benefit of a level instance is you can see what they look like and edit them in the level itself
This is a question that comes up all the time, is it legal to use assets from one game engine's asset store in another game engine? Perhaps you have purchased hundreds of assets on the Unity store and are now considering using Godot or Unreal Engine, or you have your eye on those juicy free Unreal Engine monthly give aways, but you use another ...
So I can use sound effects I bought from Unity Asset Store(or any other asset with Standard AssetStore EULA) in my Unreal game 🤔
Hello ! Anyone knows how to import assets from UE5 to UE4 ? , when i import in UE4 they seem empty
what about skeletal mesh,skeleton and physics asset ?
thank you
Why are there no good city vehicle packs on the marketplace outside the matrix one? this seems like something a lot of games would need
If the matrix ones are anything like the metahumans then they are not gameready
there are tons
I typed in vehicle pack and it was just a bunch of random vehicles like construction diggers
and old mafia style cars
Yarrawah has a few, Leartes/Cosmo has a few
there's a free pack by Switchboard
Breaking NEWS: Mafia is an asset flip(this is a joke)
189 dollars for 7 cars??? thats insane pricing
That's very fair pricing by my standards, but I guess we have different standards 🤷
thats just 4 cars though, If I need to I will use the city car set above
There's also Digital Dive, but I'm not a big fan personally https://www.unrealengine.com/marketplace/en-US/profile/Digital+Dive+Studio
that one is fair priced at around 30-40 bucks
you can buy multiple packs yk
Mr Money bags over here. seriously though the point of the marketplace is to sell at volume + with single time work vs doing free lance which is 1 customer + full time work.
Due to this difference pricing should be more fair
The Leartes car packs are pretty meh honestly, not too bad, but overpriced for the actual quality.
you can find a foreigner art guy who can do it probably for like 250-300 and produce custom results with more cars
you shouldn't need support for a 3d model and quality doesn't mean you should cost more than a actual artist, especially for only 7 models. if it had like 15-20+ cars that could be customized I would totally understand but not 7 generic models.
Like I said earlier you cant price the same on the marketplace as you would on a freelance
Have you looked around at other stores specialized in 3D cars? Like Hum3D or Dosch? They only sell the mesh (not driving model, no animation, no feature at all) and you won't find much for less than $100/car.
I mean at over 150 dollars I would just spend another 150 and buy a bulk order from my artist and it also be custom tailored to my project
No clue who they are but that is more than a 3d artist outside the US
my guy is from turkey so COL is way lower and USD goes much further, so he would make 2-3 car model or more if its just the 3d model for that
I mean say you need 30 models, thats 3000 dollars. just hire a art guy to work for you for 20-30 days doing nothing but cars
If you only care for the 3D model though, the Marketplace won't help you much. Most cars come with the features you'd expect: drivable, animated, physics model, driver/passenger, lights, etc. And all of that has a price.
Yeah I just want a model with a basic 4 wheel rig but honestly I could do the rig myself if its gonna make it cost wazoo money
I know how to do the other stuff
to each their own, I just linked you everything I know
My art guy can do more detailed stuff than what that pack does anyways
do what you will with them lol
yeah I will try the city sample stuff first and then if thats too performance heavy I will do that low poly pack I found via google
Yeah I am gonna go with the low poly pack, If it does what I need I will be sure to leave him a 5 star review. I know how much those help
thats a next month problem though
It shouldn't cost more but think of this - pay or keep an artist occupied at your studio for one man week or buy the asset already made at 1/2 the mancost. Even 3/4 the cost sounds okay with the perspective that a bigger studio is the client
If I am paying that much money it needs to be custom and fit the requirements for my project directly
It looks liek that is what I need, I should probably be able to retexture it too for PBR
I dont understand, why is that pack above so cheap for the amount you get but this one is so expensive https://www.unrealengine.com/marketplace/en-US/product/velocity-cars-pack
People value their time differently, if I had to guess
Depends on your target market. And whether you want to aim for high volume cheap sales or low volume expensive sales.
Because one is background cars, low res and they don't even have rim geometry?
why would a plugin be marked as "Unavailable" for download?
trying to download this for 5.3, I have downloaded it for 5.2 in the past
oh nevermind the launcher needs an update 🙂
Sometimes you need to refresh it, the site had a hick up and didn't detect your engine or some data properly -- Epic's launcher frequently has weird issues, the other option is you can use a third party asset manager/launcher [ like mine 😀 https://assetmanager.studio and download & install it via that method. ]
because the velocity pack has also interior designed
i think you underestimate how long it takes to model something like this
i still wonder often if they really do them all from scratch or rip the assets somewhere and adjust them a bit
Its also higher quality in general for exterior too
They're actually reasonably high quality - imagine paying an artist to make those, be adding 0's to that number
Not Mimir though, he has a guy in Turkey who does it practically for free. 🤷♂️
more cars = better
I have a guy that pays me to do them 😵💫
Do people generally prefer 'add to project' or 'install to engine' for plugins?
I suppose it partially depends on the plugin itself but does anyone have thoughts? I've never been a fan of 'install to engine' or 'create project' for plugins.
if it doesnt contain code, I hiiiighly prefer add to project.
what about if it does have code? (C++ and BP)
just bp, same.
if it has code, highly doubt its a good idea to add to a project unless the (lead) coder on the project can read its source.
I thought unreal marketplace require source be included for most all plugins? Can you actually ship 'only compiled binaries'?
plenty do supply it, and many buyers refuse to buy without. might depend on plugin though.
ah okay. I had intended to include it. I always prefer including source or having access whenever possible myself. At very least I always think it's a great educational resource for all, and better yet to solve bugs/problems or whatever too.
might want to hear other peeps their opinions as well, of course
To be honest, I would always prefer to start with adding it to a project. If I want it in teh engine, I can move it myself.
Having both options is good? Or all 3. Add to engine. Add to project. Create project.
Add to project 99% prefered
Its a pretty obvious answer for me
- If I want it in every project then install to plugin eg. RecentAssetsHistory plugin
- If I only want it for a specific project then... project
I don't understand this
If I buy a plugin that one project needs but rest don't, then it makes no difference, there's no downside to adding it to project
In fact installing to engine means that it doesn't end up on git/p4, and other devs end up with broken projects
Also... you don't want backlogged projects having their engine-based plugins updated while not actively in development, you'll go back to them and they'll be broken
this is assuming the plugin doesn't affect anything about your assets you push to the repo
I do agree with this.
also, I might (shh dont tell the others) overread the part where it mentioned plugin.
Anybody wanna give me some feedback about FPS Animation packs?
We released 1911 dual fps anim pack
Does anyone know of any good low poly asset packs similar to what synty studios makes? Looking for more low poly stuff to complement their packs
AKA around this kinda poly count:
Has anyone tested/compared the different movement/motion systems on the marketplace? I've noticed there seems to be quite a few (TNT, ALC, ALS, VMM, UMW, Z-something)
TNT seems to come with a few nice additional features but I don't k now how hard/complex it is to integrate
please read our rules about advertising
I'm looking for a landscape automaterial to use, and found the brushify shaders pack and openland. Anyone know which is better?
brushify imo, but they are close
as far as features go and the implementation of the features... as far as a complete package, brushify is the better choice... it comes with better variety and higher quality texture assets
alr thanks, looks like i will be going with brushify then
it's very modular, good usage of material functions
it works great as-is. I've modified it quite a bit for my usage with masks and heighblending etc but having a solid material for my basis was extremely useful
Hey guys, I’m working on a walking sim-type game. Was working in a Unity but took the nonsense as an excuse to check out Unreal.
Any blueprint/templates people would recommend as a head start?
Does anyone else have their plugins update still waiting to be processed by Epic?
It's been 3 weeks since I sent the update for 5.3 and 2 of my plugins are still in the queue.
I'm not sure if it's happening to others or maybe something went wrong with my updates.
Where do y'all advertise ur plugins?
Mine took 2 weeks for the 5.3 update and right now im still waiting for my submission to be approve..
Could be because of 5.3 update sibce it just release weeks ago.. or you can just resubmit..
That's one of the issues with marketplace, you get 'new releases' (and often you're flooded off it quickly, luck of the draw)
Then you get showcase if you're lucky
But otherwise you have very little other avenues; you can post to some of the channels here but you won't reach the right audience doing that
So you're self-reliant for advertising; you'll need to build a following over time, esp. starting your own discord support server then gives you a future audience to advertise to
And of course, socials
It's not great - a lot of good content gets buried
Sales too are a good way to get seen, but its insufficient on it's own
Looking for an asset that does billboard aligned to camera in the material and also aligns mesh to object's axis (defined by developer)? The use cases are fake glow around candles, fake glow around fire, fake glow around lightsaber, etc.
Guys, Idk if someone can help about it, but, I have tons of assets from unreal marketplace that I got for free, can I use this assets in any project no matter the engine or just on Unreal projects?
Only unreal project
But How do I buy a product that I received for free? Because, if I buy, I can use in other engine. But if I receive it for free, I cannot?
They say that products that I bought I can use on other engines.
That just says that Epic assets can't be used in other engines.
And assets that specfically say that they can't.
I'm working on an unreal engine marketplace plugin for the editor (not for in-game) and I was trying to make it look as 'native UE' as possible. Is there anything wrong with doing that? (Making it look like UE default look/style?) or do I need to do a slightly different personal style to differentiate from the engine?
Some parts are in slate, some parts are still in UMG while I was experimenting/exploring. but will eventually migrate it all to slate longer term.
If you want to use slate, FAppStyle is where to get your shit.
Also look up Starship (it's the name of the app style)
Also #slate !
Any paid fire extinguisher training plugin
Why... why would that exist?
Like an attack dog
Any idea when the store will release the free monthly assets? I need my fix 🫣🫣🫣
First tuesday of the month right? So today later probably
First Tuesday US time. So, yeah, later. Unless the marketplace team for laid off or they aren't busy with unreal fest.
another day, another batch of AI generated images added to the marketplace! I wonder if anyone accidentally buys these things?
would be nice if I could block certain creators at least
good point
Hey, just to follow up on my earlier question about packs good for walking sims...I'm going to dive into Horror Engine. It seems to have lots of cool interactions (and could work for non-horror contexts)
https://www.unrealengine.com/marketplace/en-US/product/horror-engine
that's an office project
if that's what you're looking for you may like First Person Story Adventure. It was free for month once. It has similar functionality to HE, but much cleaner and easier to follow
One of this month's free packs on Epic Games replaced my third person character BP with it's own completely blank empty one. (might have been venice pack from one of the last month I also installed today).
Just on a day before my game's next version release. Anyone had such a thing happen? Any way to undo this?
Any way to undo this?
#source-control
if you aren't using source control, probably not
Well great. Thanks for the answer.
Yeah. Means a canceled shipping and probably 1 month delay. The damage is more crushing the more I assess it. Repairs will be grindy.
But all developers and studios encounter such or way worse problems. It's just an experience and opportunity to grow.
that's a great way to look at it
Why are you not using Source Control?
Check your save folder in the project, there is a high chance the old version is there
*saved
Yea it came out today
I seem to have found something in autosaves. Checking. You might be right.
Does anyone know of a well priced, simple "fully working bow and arrow"
Included with Blueprint, a dummy bow & arrow and animations that are easy to implement in a different project? UE 5.3
I've been learning game dev for only 6 months total. (+1 month dropped it in beginning, 1 month away on holiday in village without internet or electricity) I hear about Source Control for the first time.
Just wondering, has Epic ever chosen animations for free for the month? I started using UE in April and have collected all the free assets for the month; most of them are environments, materials, 3D assets, and VFX. However, I haven't seen a single animation yet.
You were right. It is there. Still some other things are replaced and need retrieval from autosave folder but I could find it and returning it worked. I could kiss you now, but I know something better. I'll remember and list down every one who helped me with the making of the game on game's discord, tutorials and direct assistance and when ever I make solid profit from the game or other ones I'll be thanking everyone with proper cash. You did me a great solid. I could have lost a month of future time repairing it if I had not written this here and you did not came up with suggesting it.
I lost my sleep tonight. You saved it. For now, thank you, very, very much.
well if you've heard of github ... (and Git) then you've probably heard of it. Its a great system for backing up each significant change you make.. and you can rollback to a point in time quite easily... just search github and unreal engine... you don't even need to learn the whole thing to use it. highly recommended
Here's a guide specific to unreal engine projects...
Once you got a slight idea what git or github is.. just follow it. it will guide you
guys how can i make a sale for my product?
if it's any consolation, my asset is the one that broke your character 🫠 , so let's just say we're even now. I have no idea why it did it now since the included third person char is in it's own folder, must be something that recently changed in Unreal. I'm pushing a fix right now to the asset as well.
No way. You are still 1 over me. I got to use your assets for free after all in the first place. If only I wasn't from a country which values their people's labor dirt cheap I could probably afford to do buy your asset pack, but I'll keep it in mind to do so in the future. Though.. Which one was that?
Also I think more than just game logic was overwritten. Im going to finally get some sleep now, but my guess is that player game mode or something was also replaced as my controls and stuff I set up in game mode are also gone. Just so you know.
It's the Tower asset. Yes it included a game mode and char controller as well, I have no idea why they would override something already existing, my guess is you used the default gamee mode and char and added your stuff on top of it and somehow redirectors got messed up
I removed both of them and submited an update
Are people making a living from making market place code plugins? Or is it a nice side hustle for some passive income?
Interesting, do you do it?
Another spin on it could be to freelance to learn what's in demand and also repurpose some of that code to plugins, if that is contractually allowed... not sure about any of that
Okay that makes sense
I was just thinking it could be a cool way to sustain yourself while you're working on a game project.
And passive income that just keeps existing
deal with what?
understood
why don't you want to deal with the marketplace? Support I understand
haha okay that sounds horrible
jeez
I guess it helps to make content that's easy to keep decoupled
Hey, does anyone have a link to an animation asset pack on unreal marketplace that had some animations like using bandage, drinking from water bottle, and eating from a can etc in first person view.
I think it also had some gloves/arm models.
I remember seeing it but I can't find it now, if anyone can remember that would be great, hopefully it hasn't been removed from the marketplace
Can you post screenshot related to marketplace asset in here ?
Depends why you'd want to post it...
This is to talk about the marketplace as a whole, not to advertise assets or report problems.
What would be the proper channel for advertisement material ?
There's a release forum somewhere.
hey guys i have a quick question: I started making a widget library that was supposed to contain many widgets that can be useful and should already be in unreal, but now I made too many and i feel like some of them should come in their own plugins, for example i made a fully fledged controller input tester that works in game or with an euw, and i feel like it doesn't belong in a widget library . So should I continue growing the library or separate the different widgets into their own plugins?
Personal preference and what you feel would sell most.
The market is unpredictable...
Cool. I have that one as well, but my understanding is that it is no longer supported and isn’t set up for the newest engine version.
But it’s my backup plan. 🙂
Anyone know a good source for arabic/middle eastern voice sfx for a military game?
Level Blueprint is also blank. Just for the info.
My pack doesn’t include the tps level blueprint so probably unrelated
I'm working on a plugin (unsure if it'll go on the Marketplace) that uses some third-party code. It's a very small public domain zip library that is just three source files.
Wondering what's the best place to put that code to keep the plugin tidy?
I'd put it in the Private folder in a subfolder called ThirdParty. Then add a link to the website in the source code so people can check that it is public domain.
I've also seen suggestions of putting it in a module of its own to keep it separated from the rest of the code
So I've taken those two suggestions and combined them like this, with a wrapper class so the other code doesn't have to use the library classes directly.
what do if the launcher doesn't want to install a plugin?
we've made sure the launcher is up to date
specifically trying to install node graph assistant for 5.3.1. on a mac
the plugin does support macos
it has worked for 5.2. previously
Define "doesn't want"
Is an error coming up? Not showing a compatible version?
it simply doesn't do anything when clicking "install to engine"
no error coming up
tried deleting vaultcache but apparently there wasn't anything there in the first place. I've not been doing this on my machine though, just giving tech support for someone on my team
currently re-installing 5.3.1
Could you please move this post to the job board, see #instructions
It is a type of freelance or revshare job. Anyway in the end it is a type of recruitment and by #rules 8 is not appreciated in a channel like this which is for discussion.
You can use the /job command in any chat! It doesn't have to be in the #instructions channel! :)
It is where it needs to go, so 🤷♂️
Hi, does anyone know if it's possible to upload code plugins for UE 5.0 or UE 4.27 in any way? The Publisher Portal currently only accepts the last three versions, but I believe there are still some users working with Unreal Engine 4.27.
Could always upload on Gumroad and link it in the product page (I think?), or have links to downloads for those versions on your discord for verified users, or perhaps an email to marketplace support with a download link to those versions could potentially get them to add it for you to the products.
Hello, is there a channel for sharing links to Marketplace content you have just finished? The header says to post in a thread named project launches but I don't see a channel named that.
it's here #1054845218723209226
ah! thanks!
Petition to remove the 2D assets category from marketplace, please? Or at least hide it by default and allow anyone crazy enough to buy from there to manually enable the category.
Hi, if i wanted to sell a 3d model on the marketplace that was made by us in Blender but that model was textured using textures from Bridge, that wouldn't be allowed would it?
Correct. You cannot use anything Megascan related, among others.
Okay thats what i thought, thanks!
Same applies to certain parts of a Metahuman [used to be a complete blanket ban on anything to do with them] and of course anything else under the Epic umbrella. One thing of note is the smart materials that are included with Quixel Mixer which are completely free to use as you wish. You can easily verify that yourself with some detective work methinks. 🙂
the pre-existing smart materials or custom smart materials that you have to make yourself?
Anything you make with your own textures of course, and yes the ones that come with it [quite a large download btw]. This is from Jonathon the Quixel Manager :
As long as no Megascan data is included, you are good.
Hi, I’m a furniture designer looking to have my work converted to 3D models to sell in the marketplace. Looking for people experienced in both for ongoing work and a potential larger business. Anyone with experience in both interested in chatting? Thanks in advance.
Appreciate your help mate
as the #rules mention, anything related to job offers should be posted in their dedicated channels.
If I manage to move assets from a newer version to an older version (e.g. even UE5->UE4). Can I still use it? Is the only requirement that it's being used in unreal engine, or does the version on marketplace matter in terms of legal?
@upper temple unreal is not really backwards compatible so you won't be realistically able to do that
unless you export everything out
and reimport
yes that's what i meant
are code plugins checked for malware on marketplace?
They are compiled by the marketplace, so there's no invisible viruses in the binaries, but I don't know if they do any source review for viruses
thx
https://www.unrealengine.com/marketplace/en-US/product/multi-task-01
is there anything like this for ue5.3? I tried to use a c++ interface but couldn't figure it out
how do marketplace sales (like this October sale) work for sellers? Do products that go on sale get picked by Epic, or do we creators have the option to opt in/out of the sale?
You usually get a monthly email to participate in
thanks!
I made a mistake of linking my own Epic games account., cuz I have an unlimited Unreal Subscription, is there away to unlink it?
You may have to reach out to the Quixel team via their website
Is it really a great idea to link your Epic Games account to Quixel Bridge?
Is anyone away of the perks of partnering with epic games? any way to get free assets that are legal and surplus from the marketplace?
Surplus? They're digital
Also is there any programs to access as testers and being able to be part of the development by playing with assets to asess and offer feedback of its quility, functionality and basic reviews of new products like asset enviroments, blueprints, scripts and other developments that are in need of testing?
there was no need to say that. money inside a safe is not surplus to you even if it can magically appear after taken, if you don't have the code. LOL... no worries, everyone makes mistakes
but it becomes surplus. Im asking if there are any programs within the Epic Dev communities that offer a surplus of assets by being part of a program
There is no such thing as a surplus of marketplace assets
Epic does not own them
They have already made free what they offer themselves and have paid other devs to make theirs free for the month, and there is the permanently free collection, that you can access like anyone else
oh yes your right. wow. That word was misunderstood my entire life i guess. sorry about that. thanks
abundance of choices to pick from was what i assumed it to be what that word meant
so there are no programs for devs?
that offer that sort of thing?
What do you mean by programs for devs, can you provide an example
Well, I heard you could make a deal or be of a program with epic if you are approved or make a contract to have a game built either solo or with a team (company) and epic or something within the corporation will assist the development of a game to then somehow they will benifit of it.
for example, Unity offers a program which they fund 800$ to develop a mobile game. either mobile or a online game.
You can pay for UDN access
As part of a licensing deal it may be provided
You won't have access to either UDN or licensing deals as a hobbyist or solo dev
There's nothing like that
I think this is what you are looking for https://www.unrealengine.com/en-US/megagrants
Don't know how I forgot that one
That barrier is extremely high compared to the old grants system
It sounds better then. I have seen quite minimal efforts mostly to 'get these money'. A bit later, the project dropped.
I wonder if you are elligible if you make content for fab/uefn
how to use ai
Hi, so I'm an active marketplace seller. Cant seem to figure out how to get a copy of my tax from from last year's sales
Does anyone know the steps you need to follow to get a digital copy of it?
Off hand I don't know of any reason not to link them, barring licensing issues when using different emails as previously mentioned.
in the past they where kinda reluctant to do so. but if you send them an email you should be able to get one. Though word of mouth is that they are generally barebones.
Thanks for the quick response on that. I've made a ticket through support about it
Can someone tell me where I can find ship hull damage texture? Like the hole texture. When a cannonball hit the ship
is there any good 3d train models that i can find for free?
I just found one of my assets on this website for free. Who do I need to talk to for this to be removed?
@stiff maple the marketplace team, but maybe dont post the site here?
Thank you for your response. Sorry, I've removed the link
TruboSquid has some free train models: https://www.turbosquid.com/3d-model/free/trains Note they mix up free and paid on their "free" page.
Free Trains 3D models for download, files in 3ds, max, c4d, maya, blend, obj, fbx with low poly, animated, rigged, game, and VR options.
thanks but i got no idea how to place textures into the model it just colored white
I was in that boat
They never did manage to fix it
Is there any bannerlord melee combat animation pack?
Hey y'all! I'm planning to refresh my Unreal Engine skills by recreating an asset pack / plugin I made for Unity. The final product will most likely be a combination of C++ and blueprints/assets, as it contains both code logic and templates/demos.
I have two questions:
- I'm curious which Marketplace category this goes under? I'm guessing it's either Code plugins or Blueprints?
- Is it a good idea to mix C++ and Blueprints for something sold on Marketplace, or would I be better served going exclusively C++ or exclusively Blueprint?
I'm curious which Marketplace category this goes under?
If it contains c++ it can't be anything other than Code Plugin.
Is it a good idea to mix C++ and Blueprints for something sold on Marketplace, or would I be better served going exclusively C++ or exclusively Blueprint?
The only thing you should consider is including C++ at all. Once you've decided to include C++ then you follow typical unreal design choices to mix C++ and Blueprint as they best fit.
The reason you should consider including C++ is because it immediately means a few things for your asset:
- It needs to be a code plugin
- It installs to the engine, not to a project, so it can be a bit of a strange workflow for people initially
- Code plugins are licensed per-user. This is often ignored, but technically the requirement is that if 5 devs on a team use it, the company/team needs to buy 5 copies.
So sometimes it may make sense for you or your asset to be Blueprint only which gives you some other packaging options.
But it really depends on your asset/project
Thanks a lot for the detailed answer!
I guess code plugin it is! I wouldn't want to write all that code in blueprint only, it would be a hell of a spaghetti mess
I'm looking for a good jumping-off point for making a FPS/TPS multiplayer shooter game, which uses good practises for design and development, and which would not be too much of a chore to edit and modify into something that matches my own design.
Any recommendations?
Use Lyra as a starting point. It'll show you just about everything you really need to know
Im looking for stylized Material packs - mostly metal and landscape stuff (rocks, grass, sandy dirt) !
Question! You know how Epic gives out free marketplace products every month, can we produce a game & sell it to make money using them?
yes, the license is the same as if you purchased it
Sweet, thanks for that
Anyone know of a good starter AI brain? I'm working on a 2d platformer using 3d art. I think just the basics like Patrolling, reacting when seeing the player and such.
can be done in 10mn with youtube tutorial for this
Hello! How can we hide a product from the marketplace so that it doess't show up for sale?
There should be a hide button at the bottom of your product edit page
@charred mica ^
The button was so big, that I looked everywhere except the main button itself xD.
Thanks a lot!
I've updated my tool that packages code plugins for the marketplace, if anyone is using it, its a major QOL update
https://github.com/DrowningDragons/UE4MarketplacePluginAssist
hello all, can we promote our work here?
Not really, I think #1054845218723209226 is where it's at
Thanks man ^^
So how do you handle a framework as marketplace products.
Option 1:
Plugin A.
Plugin B depends on A
Plugin C depend on B
Option 2:
Plugin B contains Plugin A and listed as 1 Product with “Bundle” attached to the name and description.
I’m currently using Option 2, and it’s confusing some of my buyers.And they kind of just get both.
Now the marketplace lacks a true and proper addon support for marketplace products .
For option A,
Has anyone ever made a sophisticated plugin that depends on another and still builds without plugin A?
Like are there any macros i could add so that Plugin B still builds with epic marketplace build system? or it’s not worth it?
Also is this setup accepted by the marketplace team?
Maybe just try to document it better on the MP page.
Tried, I guess they are still missing it. it’s the first thing in the description and its in the title.
I’ll try add more and include it in video tutorials/trailers.
Talk with them why they missed it, when they complain.
They are not really complaining or asking for refunds. They are just like “I only realised this after i bought both 😅, but don’t worry. enjoy the extra sale” or something along those lines.
Which i kind of still feel bad. it feels like i’ve employed some trickery to it. I’ve bought products where i’ve been tricked into spending more than i should and i hated that feeling. Don’t want to be that guy
Don't get hooked on the 'complain' word I used, use 'told you' then. Point is, ask them why they missed it. If they just didn't read the page, you can't do much about it. At most send a feedback to Epic.
Yeah i’m hoping unreal fab supports adddon setup. it would make selling frameworks much easier
2.6.1.d Plugins can depend on Unreal Engine plugins distributed with the engine, but must not depend on other user-made Unreal Engine plugins.
https://www.unrealengine.com/en-US/marketplace-guidelines#26
Only option 2 is valid
So you know when you're setting up your UPlugin file?
You can set the dependency to "optional". whats that about?
If you want "if this plugin is available, then use it", I know you can create preprocessors for that
I worked on a project that did that, but I also wasn't the one who created it, so I only know its possible
I remember they used #ifdef instead of #if
Try this in your .Build.cs
string PluginsPath = Path.GetFullPath(Path.Combine(ModuleDirectory, "../../Plugins"));
if (File.Exists(Path.Combine(PluginsPath, "MyPluginDir/MyPlugin.uplugin")))
{
PublicDefinitions.Add("WITH_MY_PLUGIN");
PrivateDependencyModuleNames.Add("MyPlugin");
}
Then you should be able to use #ifdef WITH_MY_PLUGIN
My interpretation of it is "the plugin builds with or without the previous one"
Now the only way i see this working is with Prepocessor macros. ( the #if else ) you just mentioned).
But i remember the marketplace team once followed a video tutorial i posted on the products description. The video was for version 1.8 of my plugin. But i uploaded V2.0. but the vdieo was not that far off TBH. a component name was renamed was renamed to include a qualifier. Eg from "Actor" to "AActor" and they rejected it. I had to create a new video for it for them to accept it...
Yeah, if it is buildable and usable without, then it should pass guidelines
So i'm not very confident they'll accept optional plugins that use preprocessors to pass the build process.
They actuall run and test your plugin. I'm not sure if they were just giving me a hard time or they do this with everyone's plugin.
But they followed the video tutorial from start to finish.
Unless if they'll also use the plugin the current one depends on when testing...
If someone has done this setup before , i'd like to know
It will likely be contextual
Is that plugin simply extending functionality if its present
Or is it required
But only they can tell you
I mean it would be buildable. but not really usable. you'll still need the previous one. its like a true dependency. you need to have the first one for the features to work
i guess i can just assume its not supported now...
i can try again next year when Fab launches
Oh, then no, if they accept that, it would be in error
anyone getting the marketplace webpage refreshing itself over and over again?
its a common thing close the tab and clear the site cache or do a hard reload
the javascript is probably buggy
It seems to happen when your login session or something expires
it's been happening a lot lately, it'll recover if i close my browser or wait a couple hours
just super annoying
I usually open the Epic Games Launcher, click on my name and Manage Account to fix this
the launcher will open a link that log out and log in again
Does anyone know of any crowd/spectator packs to use for something like a stadium full of background people? Marketplace or otherwise, I cant find anything that is complete.
I have this one. Never actually used it, but reviews look good and I think it has good documentation.
Thanks yes I saw that one too…despite the reviews if you look at all questions and reviews from the past year and a half they are one star and saying it’s busted in 5+, making it a risky one. The dev seems pretty passive or mute on issues.
Indeed, seems strange. For what it's worth I just opened all the demo maps in 5.3 and they all seem to be working. But once again, I've never actually used it, so I couldn't tell if it's broken elsewhere or not.
The demo map with 245k fans runs at ~55FPS on my hardware, but I think I have raytracing and some other fancy things enabled at the moment, so that probably isn't helping.
Nice! Thanks for opening, in my case the spline placement needs to work…which reviewers say is busted. Fps is good, it’s for movie rq output. Do they look nice to you or is the movement obviously looping and similar? The demos are flying around so fast it’s hard to tell, like they don’t want people to see lol.
Is there a delay before the key icon shows up next to someone's name if they're purchased your product?
Someone posted a question for verification but theres no key
You won't want to do any close-up shot, but other than that I think it's ok. No idea if it works in MRQ though.
is there any marketplace items that can be worked to roughly like the ai director in l4d2?
Hello, sorry that i come around the corner with such a newb question, but im looking at PRAS (Procedurally Recoil)... the developer includes a standalone Demo. To open the test customization menu you have to click LeftCTRl, problem is it does not work under any circumstances for me .. does someone know where the problem is? i tried every button on my keyboard and theres sadly no input cfg included which i can change so it may be hardcoded (qwertz) layout
Hello guys, how can i made link like that in marketplace?
There should be a hyperlink button you can use for that.
is it possible to earn a full time income from marketplace assets?
Yes and you can even do it with art only (but you probably need at least 10 good packs)
We'r making fps animation packs
Sametime they have to be looking good
and few 3d realistics assets
we'r still trying
seams fine for now
Are there any good first-person animation packs not focused around shooting?
Probably a lot easier to do it with art only too
You might have an easier time searching marketplace using orbital https://orbital-market.com/search
Not having a lot of luck there, unfortunately
Would also like to find a character model that has a headless/armless variation so as to have an invisible lower body while still allowing for more traditional arm models
Use Transform (Modify) Bone to scale head and arm bones to 0 (or near 0) from the anim graph
@ me in another channel if you need more info
We'r making melee for now and they have good quality
Okay, maybe I should've been more specific, I meant non-combat animations
I mean basically interacting with the environment and perhaps holding/using non-weapon tools
I'm working on a prototype for a sorta-horror immersive sim (basically Thief but without weapons), with a focus on tools/gadgets and environment interaction instead of any kind of combat
I have found a couple of things involving first-person tools but that's about it so far, anything else is part of a much bigger pack that usually is focused on FPS gameplay
Oh, that Laura... interesting.
No, I'm talking to @ Laura
Read the channel anyway, this is not the place for job offers.
damn, reviewer asked for a change to the config files and declined the submission, I think they misclicked 😭 now I cant submit again
I was reading marketplace-guidelines and then encountered this:
2.6.3.d Epic will only build sellers’ plugins against the three latest major engine versions available.
does it mean that we cant sell code plugin for 4.27 ?
correct
u must be kidding me ? I cant sell for 4.27 ?
Ah, did anything come of that tweet directed at Tim Sweeney, concerning this very topic?
Maybe if you have a plugin that works with 5.3/etc and you still have 4.27 version available.
can we advertise in Marketplace but sell manually ? I see some plugins have external link in marketplace
🤔
If you have a single code version, you can ask the user to just replace the version in the .uplugin and recompile
no its very different code base, I need to spend lots of time porting it to UE5 (not sure even possible). also many people want it in UE4
im still deving in UE4
Is there a common source people like to use (for models) outside of the unreal marketplace? Looking for anime-esque models. I'm used to unity marketplace lol
Hello, how are you?
Can this asset be used for commercial projects?
yes
Thank you!
Hello, back in september i submitted an update to MP and its been a month..does it usually take this long? Or do i need to resubmit
I was thinking maybe epic having holiday or sumthibg
Yeah this ones too long
contact them
Does anyone know if it's written somewhere that Epic handles the VAT stuff with people who purchase Assets and that the seller only has to care about the VAT from Epic (US) payments to you?
Yeah check the faq
I can find the line that says that the Seller has to deal with Epic's payment VAT, but not anything about the VAT handling of customers
I checked the Marketplace Distribution Agreement
Sadly this doesn't really talk about that I think
Maybe that goes hand in hand with the idea that Epic buys the rights to resell from the seller?
Is an FAQ worth anything in legal situations though :D
in short
"When your customers buy a product on the Unreal Engine Marketplace, they are buying the product directly from Epic Games. As a result, we are the entity responsible for VAT. Epic is collecting the tax and remitting it to the appropriate tax authority. This information was added to the sales report just for visibility so that Sellers can see that we are charging VAT when applicable. This will not change how payout amounts are calculated. "
Okay geuss that is enough for now
i mean the question didn't say in the distribution agreement, it just said somewhere
Yeah I was hoping for an agreement but you are right
Pricing and Payment
a. For Digital Rights that Epic agrees to sell to a Customer through the Marketplace, you will sell to Epic, and Epic will purchase from you for resale to the Customer, such Digital Rights through the Marketplace. Notwithstanding the Base Price, as an independent reseller, you acknowledge that Epic may resell Digital Rights to Customers at any price in its discretion. You agree that Epic may resell the Digital Rights either to Customers directly or to any affiliate for purposes of such affiliate’s resale to Customers.
Think that's what you are after
In the marketplace distribution agreement
Yeah, I would have loved the FAQ part to be in that too. Thanks for sharing!
Yeah it doesn't mention VAT, but I think it's reasonable to draw the conclusion that you are only selling to epic and therefore your VAT obligations stop there
Yeah 100%
For me that's all super clear, but tell that an older german bookkeeper
That has no concept of this
Honestly I've just explained it to people that if I was selling a stapler through a supermarket, Im not selling to hundreds of customers, I'm selling to the supermarket
Problem is, that there are stores that don't handle the VAT for you
And my bookkeeper has a client that publishes teaching videos on a platform
And they pay out the whole value iwth VAT and a list of the customers with their country
And there it has to be post-processed
Aus
Yeah I'm pretty sure it's a pretty clear hand off of taxation responsibility with GST. Much simpler by the sounds of things
I hope it's okay to ask. I'm a 3d animator who's really new to coding and I was making a webseries that I decided would work better if it was on steam. Is there an asset in the marketplace that helps one make an interactive movie such as indigo prophecy or others of the same type?
why do some marketplace packages have "add to project" while others are "create new project". Is there a way to override the latter, so it works like the former.
I know we can just migrate, but still curious
Hey! I found a perfect asset in the marketplace, but it doesn't look supported... The last version is for 5.1. And unreal is telling me it won't load, but for a simple pack would it truly be incompatible with 5.3?
Depends on the asset, if a mesh, texture or similar - most certainly compatible.
Great, thanks!
Sellers can choose if they want their product as add to project or create new but full template games usually have create new project as they arent really meant to be integrated into a exisiting project by default
But other products like component blueprints or sounds models ect are meant to integrate and can be added to project
you tell the bookkeeper you are selling goods to a distributor, IE epic. thats as far as your transaction goes legally.
Technically not marketplace but a New Humble bundle with 50 items. Minimum $30 to get all of them https://www.humblebundle.com/software/unreal-engine-asset-bonanza-software
I am VERY tempted
Especially since I’m pretty sure you also get the keys that you can activate in epic games rather than the asset files themselves
Yep. I got keys to redeem for all but 5 music packs which were zip downloads
I did, still needed to provide something legal to back that up :P
I have some keys I don't need for some of the items in the pack as I already have them, am I able to give out those keys here?
Here are some free codes for whoever grabs the first I guess.
Basic survival attribute system (Replicated)
4EJT2-7YYRK-J5SNH-FS4BF
Village Houses Environment & Furnished Interiors
4J3RE-WT6P9-PWZCC-M3YNQ
Death Animations - MoCap Pack
4WF2C-EMF48-8VBYJ-XNF8A
Drowned Knight - Draugr Undead Zombie Monster Set
3HQWX-CE8JV-NVYMF-BF6QV
I think only Humble & Authors themselves can answer that. Then the mods here.
I haven't had a chance to check everything out yet. Just finished redeeming everything
Hello people! 😄
I have a quick question, I already kind of went over it but I really want to clarify it before continuing.
So I'm looking to do a bit of sidework from my RL gig, I wanted to start working on an Industrial warehouse Pack
Plasterboard, Pallets, Plaster bags, Insulation, C Section etc.
However I'm using real world metrics and the plasterboard doesn't look right, the pallet and the plasterboard looks smaller
so i've scaled it up by 200MM so instead of it being 2400x1200 MM it's actually 2600x1400 MM
My question is, would this be a big killer for selling? If i add in the description everything was upscaled by 20% to make for the fact that most games are third person and the scale didn't sit right?
The image with the smaller pallet is the accurate amount of plasteboard on a pallet as well as the accurate size
The Image with the stacked plasterboard is scaled up by 20%
Would love someones opinion on this? I'm new to the marketplace
Am I the only person struggling to get to my seller portal right now? Is the site down?
Nope. Same here.
In the end most people are going to scale it however they want anyway. You should probably put them at the correct size and let people make their own decisions about what looks right or not.
I just remembered, the next free for the month is right around the corner so I might just wait on that before touching this. It’s a good bundle but there’s a lot of stuff I don’t think I’ll ever need so I’ll have to see what this month has to offer for free first
Usually even 1-2 packs to be of interest and you will be getting them with pretty good discount.
I only wanted 2-3 tree packs from the whole thing, impossible to buy for 30 euros, even if one of them is free.
Fair point but I’ll see
I don’t what to like, buy a bundle and have the stuff I actually wanted from the bundle to become free for the month 4 days later. It’s unlikely but not impossible
Is there any plugin to extend options with property matrix stuff?
i wonder what this month's free stuff will be
oh yeah for sure i think so too Laura!
does anyone know when the free asset rotation changes?
3 days into november and i think its still the old ones
It updates every first Tuesday of the month. For this month, that would be the 7th
4 more days from now
Ohhh ok, thanks!
Hey, I'd really appreciate it if you could take a moment to fill out a form regarding the pricing of my complete clicker game template blueprint pack. Your input would be incredibly valuable. Here's the link to the Google Forms survey: https://forms.gle/VGcuEa7KVKL6fBAG9. You can see all the details in the form. Thank you for helping me.
hey guys, I am looking for a great plugin that can do grass really well?
with wind too
any suggestions?
Is there a way to give people free copies of your epic marketplace asset that you made
Like an actual key so that it shows up in their vault cache
Not an actual key, but you can email the marketplace team and provide the epic account emails of the users and say you want to gift a copy to them.
thanks
Just to ask about this, can they review the product? Because I have a paid product which was blueprint asset but to expand it, we had to take it down, and make it a plugin, so in short, another product. Now I will give the old users a free copy of new update, but can they review it? because I had 20+ 5 star reviews so a bit of trusted solution but now on a new product(still in review), it would have 0.
Technically they can review it, but the mp team discourages reviews on gifted copies and usually gives a disclaimer that those reviews may be removed.
I actually gotten a stern email from mp-team because some of the people I gave access wrote reviews out of their own volition.
I'd never ask for them to do so.
I think the easiest way --if they are so kind-- is email the mp-team and ask them to give access to the people who previously paid for the other product. Shouldnt be too hard for them.
I tried, but they instantly declined, saying i need to provide the emails of the people who own the first product and then they will provide the access
Aah ok
<_<
My question:
🥲 Need to rebuild the rep for the product now.
anyone else annoyed by all the ai art 2d assets being spammed in the marketplace? It's not just overcrowding with stuff but the thumbnails often look like real 3D assets.
Does it matter? Annoyed or not.
well it does actually matter since ai assets can get games booted from steam
Steam banned ai assets in games? Hmm... They will have a hard time with that. Anyway, I was saying does it matter whether we are annoyed or not? Epic seems to benefit from more products on the MP. There is a just a very minimal quality barrier.
There is an wave of ai assets coming.
i wonder at what point we'll see the first game entirely generated by #generative-ai
heh, just got posted by Laura in the AI channel
Use orbital marketplace, much better filtering
anyone happen to know an alternative to this: https://www.unrealengine.com/marketplace/en-US/product/snappy-roads-blueprint-tool
it's decent, I guess, but surely there must be something better than that
New batch of free for the month is here https://www.unrealengine.com/marketplace/en-US/assets?count=20&sortBy=effectiveDate&sortDir=DESC&start=0&tag=4910
Guess I’m buying that humble bundle because this is a weird selection of assets
yeah it's pretty mehh
Usually these have a theme, but recently, I can’t tell what the heck they want us to make with them
The three environment/prop packs don’t even work together
The two blueprint packs sorta work for like some rpg I guess
set in a grocery store apparently
You have three possibilities pretty much, an RPG set in a Castle, an RPG set in a low poly town or one that is in a market, for some reason…
ngl I'm really bummed
thought I could any of these for my game but none of them are useful
except maybe the grocery store one
I doubt the quality, but might be useful templates for beginners.
Hi everyone, I'm facing an issue on the Unreal Engine forum's Marketplace section. Every time I post something, it gets deleted by the mods without explanation, and my direct messages to moderators go unanswered. Any suggestions on how to resolve this? Apologies if this is the wrong channel to ask. Thanks.
CityBLD once it releases. I use RoadRunner, but it's kind of very pricey.
hey I'm considering buying this general movement component for my projects for multiplayer does have any experience with this component or recommend it? https://www.unrealengine.com/marketplace/en-US/product/general-movement-component?sessionInvalidated=true
I'm using the Neon City pack by SilverTM and having trouble understanding how this cube map works. Each of these windows use the same material but one has shutters and one does not. I cant figure out how to apply the shutters.
Well, you're basically stuck with the reviews
Which sucks, because you can't know how good the people using/reviewing it even are 😄 Or what their use-case is
In my experience 5/5 stars rarely tells you anything
There are a crap ton of awful products with 5/5 stars
Some of the most popular ones are unusable in an actual game
I would never fork out for something like that without a highly experienced dev I personally know speaking for it
Is it possible to make a plugin dependent on another paid plugin in the marketplace?
well, yes. but you cant sell it on the marketplace me thinks.
for your own purpose, yes, for selling, no..
I own it and have used it to some extent, it's very high quality and does exactly what it says it does.
Impressive networking, always being worked on and improved/extended.
I plan to release a landscape material soon on the store but I was wondering since displacement is from 5.3. Is it better to release the landscape material on 5.0 and add a tutorial to ad displacement, or I do the material from 5.3 out of the box?
I'm guessing that most buyers are smaller indies or doing this just for fun, so is it wrong to assume that most of them switch to the latest aniway?
you could release on 5.0 and submit a new one for 5.3
Oh that true I forgot about that part, so I can send 2 different version on the sotre
yea
That actually solve it thanks
no way I am spending that much for road networks welp
looks like I am stuck with what I have
I think there are Blender plugins that also do that, but I don't know much about those. But Unreal road tools are very limited at the moment yes.
that's a bummer, hope it changes soon
there is a model pack from a rather reputable seller
but it is just a model pack
no splines and junctions and stuff
As I said, the CityBLD folks are working on a complete road editor, which seems rather interesting.
There's a video behind that link
looks pretty cool
So um, how do you give discounts to your buyers in the unreal marketplace?
Like vouchers?
anything, offer a discount in form of codes to a specific customer but keeping the price the same for the rest
like here is a 50% discount code
or something
I don't think that's possible
A bit related to what aubrey said,
I have customers on Unity who switched to Unreal and one of my asset are on both engine (RPG Indicator). I would be happy to give a free key to anyone who bough the asset on Unity and want to switch, is that possible?
To give free products, you can contact the MP team with a list of email adresses, and they will add products to their accounts. But for discounts, I've never heard of something similar.
Awesome thanks, that work for me
One thing to note is that they strongly discourage users who received the product for free to leave a review for it, which seems fair. It was actually discussed right here a few days ago (#fab message)
That make sense to me, thanks for the info
Just like gifting assets to users you can also request private sales only visible to specific users, following the same discount percentage rules as public sales.
One last question, is there a recommended version for doing blueprint or materials assets? (I will only focus on UE5)
Basically is it worth it to focus on 5.0 or I can start with 5.1 instead?
I see some bugs on 5.0 and was wondering if it was worth it 😛
Its my feeling with the current project 😛
Does anyone know of a way to gift an asset pack to fellow dev friends?
was discussed a few scrolls up
how many days? lol a lot has been covered just in the past day
think i found it, although not exactly what I was hoping for. Need a "Gift" button next to "Purchase" button. Gift button shows list of Epic friends or something.
#fab message
I don’t know man,
The “email marketplace team” team approach to basic functionality just feels off. It’s like we are kids that need governing and we don’t know what we’re doing.
You email if you want :
*to buy more than 1 plugin license
- To Gift a product
- Discount codes…?
To download a plugin without first installing the engine version.
It’s like unnecessary parental controls for adults 🤦♂️
One way for discounts is to maybe keep a balance on paypal or something and after the buyer pays full price , send them discount…
…or that’s also against the rules?
At this point it's rather useless to ask for changes to the marketplace, just wait for FAB. 🤷
Yeah … I think the Unity licensing changes saga spooked them and they delayed it. Otherwise they would have released FAB while the game dev community was still mad.
Wonder what changes they’ve made honestly… and i hope it’s early 2024 like January or something
I had similarly "stern" emails saying not to do it in response to asking for them to be gifted, nowadays they warn before granting the copies
is there a really good user friendly (preferably blueprint) Drag and drop inventory system? preferably one that supports various sized (1x1, 2x2, 3x3, 1x3 and similar) items
Hi there, does someone have a good lightning pack for UE5.2.1?
Self promos for released products go once in #1054845218723209226
Is there a general rule for all asset packs, that if I work for a team, I have to buy the pack for each person on the team? Or is this a per pack/author decision?
thinking of getting this, but researching first for performance limitations, and need to know how licensing is handled.
https://www.unrealengine.com/marketplace/en-US/product/brushify-floating-islands?sessionInvalidated=true
I know that I have seen this question but seems the answer varied before.
Blueprint assets can be shared with a team. Code plugins require a seat to be purchased for how many will be using it.
I updated my payment information in Hyperwallet, to get paid out to Wise instead of Paypal, and now its showing different tax being charged. I live in NZ, so I do not incur VAT and am tax exempt from US/EU/etc. taxes. Historically, as it should be, no tax comes from my end but I pay income tax in my own country and handle this myself. I raised the issue with Epic and they said this:
Thank you for contacting Marketplace Support.
When your customers buy a product on the Unreal Engine Marketplace, they are buying the product directly from Epic Games. As a result, we are the entity responsible for VAT. Epic is collecting the tax and remitting it to the appropriate tax authority.
But it sounds like they are misunderstanding. It showed different information previously, and I just want to make sure they're not going to start taking tax from my end that I don't owe/incur. I know they are responsible for VAT, GST, etc. and I get charged 15% GST myself when I purchase something. I'm not sure why they didn't think to comment on that in their reply.
Did they coincidentally change how this information is presented at the same time I updated my details?
Screenshot shows before/after (after at the top).
Wasn't the wording something closer to "how many devs will be working with it" with a ton of ambiguity around whether those devs are extending the plugin in C++, or designers working with it in editor, or simply working on a project where it exists? 😄 Got a link?
That's just a coincidence, but it's always been this way.
It's just displaying what the respective customer has payed in taxes on his purchase,
it's just a nice info to me, but nothing more than that, since taxes themselves for those purchases are being handled by Epic.
It's not taking anything out of your earnings, the customers are obviously additionally paying those taxes and Epic is deducting them.
Ah thanks, appreciate it
This is the reply I got from the MP team regarding is it a floating seat i.e. not tied to any particular user. However, other sellers have been told otherwise.
Who doesn't love ambiguous licensing?
I think most customers rightfully aren't even aware of this, they buy one and share it through their project
Its rather bizarre, to me
So if I were to take that as golden, I could have one license and as long as only one person was actively using it at any time, it would be okay.
Epic don't really enforce license checks, it's very much a trust system.
Leaving it up to sellers to use the whatyamacallit thing that can check
Yarp. Confusion abounds. Hells bells, even Tim Sweeny didn't know about the code plugin version limit
More and more I think all the marketplace rules were made by various staff at a drunken night out.
Do the monthly free assets in the UE Marketplace remain perpetually free, or are they free only for a limited time?
They are free to claim only for that period, but they are yours forever if you claim them
Marketplace asset creator could be full-time job?
That depends on so many variables. How much do you need to survive? How much do you need beyond that for quality of life? Are you saving for the future or living for the moment?
And then depends how good you are. How fast you are. And etc.
You'll only find out by trying
Is there a reliable plugin for save and load games with world partition?
Lightning Fast by the same developer of Ultra Dynamic Sky
Heyo i got an extra key for "Quarantine Medical Tent", "6WQMD-6EVX7-TKLT7-PC8S9" have fun
Is there a naming convention for the procedural foliage?
Looking at the doc there nothing (unless I'm looking at the wrong one?)
LGT_Grass ?
Choose one and stick with it. There are some easily searchable conventions like https://github.com/Allar/ue5-style-guide, but not everyone uses them.
Thanks I will have a look at this one
Hey everyone, I'm trying to set up my store for the first time,
I was wondering if there's anyone here who has gone through this process before and would be open to having a chat sometime.
It would be really helpful to get some insights and advice.
I doubt anyone is going to sign up to talk to you for free, you're looking for consultation at that point. Why not just ask your questions and see if anyone can answer them?
Best to just ask questions if you have em :)
The marketplace seems to be getting way too many 2D assets lately, and they usually have the CreatedWithAI tag, so developers who put actual time into making their own stuff don't get much exposure on New Releases anymore
Surely there is a better way to handle all this AI generated stuff saturating the store
yeah they're literally flooded with 2d images made with AI
it's genuinely impossible to find something you want to find
you can use orbital though
Orbital doesn't solve the issue of devs getting exposure from new releases
I'm not sure why Epic is approving all of these low effort assets
Music was a bit of a problem too, esp. when it wasn't designed for games, there was tons of low quality tracks - not even broken down by instrument or chords or anything
Isn't Epic concerned about copyright ownership of AI generated images?
not only are they approving it, I've seen a few of them today in the featured sections
unbelievable
Hi, is there a water system asset suited to this type of river flow? I was thinking of fluid flux, but not sure of it is suited to it. The single player game im planning is not vr, sort of a floating object that the player drives down a river current, but its a bit of an open world but not quite large and a bit narrow river with few larger bodies in some areas, so i might be using world partition. Thanks
iirc that is in fact fluid flux
user joined, tried to at-everyone, got auto-muted. auto-mute period passed, and spams "we'll buy your game" crap.
They want to buy a game? 🤔
Today's scams are kinda next-level.
Idk where to ask this, but if i made an asset pack would it be good to have one 512x512, or 1k texture for each mesh or should i make one 2k texture for 2-3 meshes or more meshes in a 4k texture? What's the best resolution and a good amount of meshes i can put on a texture?
