--generally-- its best to do one texture-set per mesh, unless you are certain that all the meshes are always being used together in the scene, or if its for something stylized where they all use the same texture for gradients or so.
Size depends on the mesh. again --generally-- 1kx1k texture means 1 meter by 1 meter. (though its slowly shifting to 2k/2k per meter/meter)
#fab
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Things have also changed a bit with nanite --but unless your pack needs nanite-- you cant be certain your buyers will use it.
I see, thanks. I'm working on some small props like signs, lamp posts, fences, barrels, etc. and i'm trying to hard draw the texture so it's stylized and i checked a few packs from the 'free for the month' assets and some of them share textures
hey do u have any free basic third person/First shooter templet or project i need a foundation to practice then making a game from round up
the lyra project is free
Is the unrealsales tracker website down? I haven't been able to reach my wishlist in a few weeks now.
Clear your coooookies/site data. It opens for me.
iirc, they had also and place for support or so
Good idea, I'll try that. I reached out to support but haven't recieved a response yet.
Hopefully your suggestion will be enough though, much appreciated advice
ipconfig /flushdns can fix stuff sometimes when you run into dns issues
I appreciate the tips!
In my case the solution was to delete my cached files (Was rather large) and then just log out and back in on the website
Guys would anybody recommend some good Hack n Slash combat game plugin?
Any save system product suggestion?
marketplacce downn
Yeah i noticed it too, Getting unknown error occured ๐ฆ
Who else is waiting for blackfriday sale? In most likely its going to be live this coming Tuesday
No. You're the only one.
Too much holidays around, too expensive period.
^
I need lightning
thanks
Humble Bundle made another one. I donโt think I want this one, itโs all over the place and some of them are for Unity https://www.humblebundle.com/software/ultimate-game-development-bundle-software
It is a BF sale on the UE MP btw
Up to 70% cheaper, you may change your mind later, buy now.
Opening the sale page to discover some first-day-in-unreal assets for sale, AI music, and other content that makes you question whether the entire marketplace has anything valuable to offer to me.
I think Unreal Marketplace has turned into a unsearchable dumpster.
Back when it launched, some amateur 3D models just filled the empty shelves. A growing pain to be solved with future curation.
But now the AI art and wonky models suffocate anyone who actually wants to do more than that.
at least makes broswing the quagmire easier
Hi, who is the developer of orbital market?
I was noticing an error I was wondering about.
Briff iirc
https://orbital-market.com/search?searchText=Stylized+Kingdom+
You see, this middle asset here, it does not say it is discounted, but in UE, it is discounted.
Why is it not updated? Could it be that many other assets are also not updated?
Thanks, so @vale prawn? See above please.
And, great tool by the way, thanks.
iirc yuz
afaik orbital takes some time to catch up / synchronize with marketplace pricing
@deft eagle
How long? Haha I was just finishing browsing the sale on it. Just to realize I may have missed some because it was not fully up to date. ๐ฆ
probably less than 24 hours , wait till then or browse marketplace painfully like I'm doing or wait till I make a video highlighting sellers which should be ready sometime today.
That aside I was adding stuff I wanted to cart just to notice my cart at 260$ ๐ฅน and I still haven't finished looking
I think @sturdy hawk is doing that amazing job, not me ๐
Haha thanks for clarifying.
For what it's worth, I think orbital updates nightly. So it should probably be fixed tomorrow.
I'm the culprit โ๏ธ ! Orbital Market updates all the product every 24h at 2-3am GMT0, it will be fixed tomorrow ๐
Ahh, thanks ๐ฏ
Hey those are my assets ๐
Would I lose a lot of possible sales if I focus on UE 5.3?
I'm thinking about creating an environment asset but would include in it some PCG tools that comes with it, the thing is that PCG is quite new and work better on more recent version so I feel like I have to chose between either using 5.0 (or 5.1) with a bit less features, or 5.3 and going all in with the new stuff
5.3 being interesting mostly for Nanite displacement and PCG
Not quite a marketplace question, but anyone know how long it takes for something to get published on the Epic games store?
anyone have a quest plugin they would recommend from the UE marketplace? something that is also replicated/works for multiplayer
@void prawn here, make your first sell ^^
Im not on the marketplace yet x)
define 'works for multiplayer'
what does that include for you
Lol allows the players to all have their own quests but can allow players to do multiplayer quests whether thatโs from a main quest line or itโs specific to co-op.
Its just. .when i set mine up for multiplayerit raised a hundred questions about what functionality is required, and what should actually be handled by the quest system directly
like shared progression.
I've let the system handle that for now, but the minute I implemented it I realized how wrong it was with detour calls and whatnot
quest sharing could be a thing, but might require group/party setup, which is not the quest systems job
quests requring multiple players to be completed (co-op) would probably be the game designs job of handling, and quest really just gives text about this necessity of being two or more (?)
the benefit of letting the quest system do some of these things is ofcourse clear: It simply works for the user implementing them, compared to having to figure out how to RPC this or that to the correct clients
I can def agree to this concept for sure
So thats why i asked what it means to you :p if there are other scenarios or multiplayer related features that youd say does belong in the quest system, i'd be happy to implement it ๐
I mean modularity is the answer
All options is the answer
damn man I am browsing all the stuff on sale and there is just so. much. bloat.
yikes
full of shitty "icons" and "music" apparently
That contradicts the "letting quest system handle something its not responsible for" option in many cases
So I for now landed on replicated with shared progression as the only implemented multiplayer feature. Guess i could provide a few examples for the other options down the line
Most of the classes i use can be extended, altho not as easy as id like in some cases
they ought to remove this guy
nods
is the market place drunk? It's just reloading over and over when I go to it..
holy shit I think this guy alone is flooding the MP
there is SO MUCH crap
it's fine for me
Yeah I ended up clearing stuf, and restarting the browser. No idea what was going on.
it was just spastic reloading the page over and over, every other site was fine including other epic ones
https://www.unrealengine.com/marketplace/en-US/product/megalodon-locomotion-system/questions
Stolen from ARK lol
You should notify the marketplace team then.
Occasionally ppl find stolen assets sold on the MP.
Agreed
Ok I have a dream marketplace product and I wonder if such a thing has ever existed. Has anyone made a plugin that can shrink nodes down to a very mini input and output? With way less fluff and turncated titles? Preferably with an option to switch between views?
I just keep finding myself using some unwieldly huge nodes in blue prints that I wish I could just compress a bit to make my graph less massive and need to zoom out less.
Like after a while, do I really need my Branch node to be doubled in size just to fit the words condition and true and false?
Do the simple nodes like contains and length need to spell out the whole word and be so long? lol probnably not an important enough thing to most people and I guess it is for clarity but I'd love the option!
I know they compress when you zoom out, so being able to just set certain nodes to always compressed or even super compressed would be such a dream for me.
cant you just, like, collapse nodes?
look how wide my nodes are :p
yeah but like I want it collapsed every time for a specific node
know what I mean?
like I want a new branch node that's super thin lol but only for the branches
it happens to me from time to time. I'm guessing something about the privacy/adblocking addons I use in firefox don't play well with UE Marketplace
AFAIK that guy is unity asset store employee.... aaand on top of that 'top' unity publisher... ๐
His characters are not bad though, have couple of them from humble bundles, its just a lot of people including myself who hate AI generated stuff but I blame marketplace for accepting such items in the first place.
Chars are not bad yea. I don't mind and the bazillion of AI spam in general. However, we need a much better UI/UX experience from Epic on the Marketplace, but they don't do anything about it. Hopefully this new store they work on will be more useful.
I agree, Canโt knock another manโs hustle.
What we need to be calling for is better filters from epic games. They should force all sellers using A.I to tag all their content with โAIโ
Then give the buyers an option like โNever Show A.Iโ
Everybody wins.
Simple. In most cases the solution is giving both sides more controlโฆ not silencing, banning or deciding for people like they are childrenโฆ
hey guys, I'm planning on getting a framework for combat, to both apply in a game I'm working on and learn the best practices. I wonder if anyone has any experience with any of these frameworks:
https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/tempest-combat-framework
https://www.unrealengine.com/marketplace/en-US/product/combat-fury
https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/ascent-combat-framework-c-action-rpg-creator
I need to mention that I'm working on a sekiro-like project (regarding the combat) so I'm not sure which one would be better. I'm currently considering tempest combat as my first choice as I don't really have a budget and it seems to be the better one regarding the sekiro feel.
Anyone know why I would be getting this warning when trying to add my asset pack to a fresh project (Or any project?).
All of the files are in a unique folder in the Content folder, so I can't figure out what it is trying to overwrite ๐ค
might be because it has source files and unreal wants to import em?
I think
maybe
just try cancel, if it doesnt work, try again with yes XD
oh it works fine. I just want to make it so that warning doesn't appare at all for people. It shouldn't apper, I've never used an asset before that's had that warning when I try and install it
Hi! Im looking for some plugin/tutorial to create a game like "Who wants to be millionaire" , very simplistic, is for a university project , I want to do it 2D , only unreal engine, because I dont know how to use unity, thanks!
Does anyone knows how to get the free of the month of previous months ?
You can't. Gotta claim each month when they are available
is it legal to take these content from friends?
This is my best interpretation, which may be wrong.
If you are working on a project together, I believe only 1 person needs to own it.
However, you can't just 'give it to your friends' on different projects.
And more nuanced, I think the person or 'business entity' who submits the final 'publish' game wherever might needs to own it. But this nuanced thing I'm not really sure on.
- https://www.unrealengine.com/en-US/marketplace-guidelines#42
- https://marketplacehelp.epicgames.com/s/?language=en_US
All products sold on the Marketplace are licensed to the customer (who may be either an individual or company) for the lifetime right to use the content in developing an unlimited number of products and in shipping those products. The customer is also licensed to make the content available to employees and contractors for the sole purpose of contributing to products controlled by the customer.
Each such product built using content purchased from the Marketplace must be a standalone creative work (such a game, simulation, or video) in which the Marketplace product is merely a component and not the primary focus.
No.
Apparently code plugins are treated differently btw
oh? interesting. hmm. How/Where does it say that? And what's different?
โIf youโre working on a project together, only 1 person needs to own itโ
This is not true for code pluginsโฆ You need to purchase the required number of seats for your team.
"Plugin files can be shared, but licenses will need to be purchased for each user that will be using the plugin."
https://marketplacehelp.epicgames.com/s/article/Can-I-share-products-with-my-team?language=en_US
Ah That's an excellent clarification! Thanks!
And the key here is "using" , from what I understand if for example only 1 person will be making level environment using something like dungeon architect only that 1 person will be needing the purchase as for someone like a programmer that may need to view or test gameplay will not be needing a seat (purchase) but still needs to have the plugin for testing purpose without actually modifying something related to the plugin, this is a rough example as light artist will have to work on the environment which means extra seat but for sake of simplicity let's assume 1 person does all of that , as for my point correct me if I'm wrong.
Does anyone else get annoyed when they submit something to the marketplace, wait a few days and get a "you need to fix this". So you then fix those issues only for a few days later to get another "you need to fix this" list for issues that weren't even pointed out the first time you submitted? It makes me wonder what process they take to check over content prior to approval.
it gets assigned to a random person on the team, and results may vary depending on said person.
As in each time it gets submitted (re-submitted)
yea
That sounds a bit ineffecient. Surely you would want to assign each 1st submission to a person so that they can then track it from 1st submission to final approval to prevent issues.
unless its project-breaking, you can sometimes just submit the first checklist and show that you followed that one to the t.
Well, I think the mp-team could use some additional budget and more peeps on the team.
For their sake I hope that once it moves over to Fab, things will be more streamlined.
What is Fab?
That is such a terrible logo.
it'll replace the marketplace and sketchfab and what not and turn it into this monster
I just read it as fap
So they're combining multiple market places into one. Are they going to port over current submitted work or ar ethey going to force everyone to re-submit all their content?
And yeah the logo looks like it was designed in the 90's.
I think they're porting some select stuff over
So most likely the 4k ultra high detail, expensive assets that make the engine look good then.
Just watched the video and its interesting that they're going to support multiple engines, not just unreal.
Yeah , i hate how their terms are NOT black and white and leave things up to the assumptions of the buyers. this creates a legal mine field for those using those plugins but not properly licensed cause the licensing are so shady.
First thing they need to do is add an input for one to choose how many licenses they need to purchase. Apart from the advantage of a better UI/UX and buying experience, this also hints/communicates that buyers may need more than one license..
it's so weird. I've been wondering what's the motivation for how things are. leave it up for interpretation.
They need to do a proper QnA video on youtube or something...
@fossil duneThey did a livestream about some legal aspect but don't remember if it contained any info about that and was mostly aimed at how the marketplace was not responsible if any stolen asset got there and then into your game, I agree with you on that.
Why I expect to have the same shitty UI/UX as the current Launcher/MP ๐ค
Hi can anyone suggest , good top down survival game template package with multiplayer support from marketplace
Hi,
I'm having some issues updating my asset and I'm hoping someone can point me in the right direction as the feedback I got from the marketplace team makes no sense.
I originally published a project for 5.3 only. I've since created 5.1 and 5.2 versions, with the intention of supporting 5.1, 5.2 and 5.3.
If I "Create New Version" in the product page, it says they need to be different version numbers but all three are functionally the same thing.
What I did was I created a single zip file with all three versions and selected 3 versions but that got declined saying I need to upload them individually ....but how?!
It makes no sense that you can select multiple engine versions for a version but can only past one link.
Or am I supposed to like, comma separate multiple links in that tiny input box?
But it says that each "Version" is functional unique, which in my case they aren't. It also lets you select 3 versions at once so it makes no sense ๐
I just submitted a shared folder with all three in their own zips. See if they'll accept that ๐คทโโ๏ธ
guys is it possible to have two marketplace seller profiles with the same tax and payment info ?
Email marketplace
Only surefire way to know those questions
@scarlet mountain actually I emailed them but their answer was not clear to me ๐
What did they say?
@dire meteor A single individual or business should only have 1 UE Marketplace seller profile. If you operate multiple businesses, each can have its own UE Marketplace seller profile as long as they are created under that businesses tax info.
Sounds like a big fat no to your question then.
yea
hey does anybody knows why the payement threshold is still at 0 even tho I made multiple sales this month?
I think that thing doesn't work/display as intended... but if you've crossed $100 you'll get your money don't worry
Yeah it has never worked for me since day 1 but always got my monies. its always on $0 on my dashboard no matter what
oh okay thanks
Yeah it's always showed 0 for me. I just thought it tallied at the end of the month and if you didn't cross the threshold, it would show you where it was at, but if you did cross the threshold it would just reset to 0
Not that much.
he meant none
Hey guys!
Is there away to get the animated characters from Twinmotion to unreal ?
Or does anyone know any well rounded optmized animated people package that can be used in archvis projects!
Thank you!
@digital agate any plans to network rdInst ? ๐
That's an interesting question! ๐ In what way would you like to see it networked? Usually it's things like impulses and interaction that would be applied across the clients...
well, at this moment I use it for projectiles (in my single-player project)
but it would be nice if I could use it in multiplayer (also for projectiles)
@digital agate ^^
It should work fine in multiplayer - you'd just do the projectile pooling/spawning from the servers fire message rather than from the characters fire event. I'll try and write a tutorial for it this week when I get the chance...
That's a relief. Most marketplace assets that get "networked" end up replicating things that should be driven by either already replicated/predicted gameplay events or overarching systems ๐
aww, that would be handy! Much appreciated!
Has Epic said anything about the issue with code plugin licensing?
They really need to clarify things, especially to consumers, and ideally allow for purchasing multiple licenses
I haven't heard anything more, but I've noticed some vendors are selling two types of their products now, one being enterprise - I thought that was good thinking...
I'm not sure if this is the most appropriate place for this, but I noticed this game for sale on the Epic Games Store and it looks like someone just reskined Lyra and is selling it for $10 lmao https://store.epicgames.com/en-US/p/lines-guarder-174742#:~:text=A small fast-paced stand,of character costumes are available.
Specifically I saw this in the "Trending" section
Its fair play though... do you mean to say it shouldn't be allowed or something? Can't knock another man's hustle.
Especially if they are operating within the rules set by epic games. By all intents and purposes, the "Free" marketplace are availabe for you to tweak and resell in a game as you wish. Maybe a major tweak, maybe just minor..
Not gonna lie though, you have a point, it creates a low quality games Store experience. I hate asset flips just like the next person, they are so damn lazy. But Epic needs to change their terms to include a clause that prevents or bans asset flips. other than that, its fair game
Wow they didn't even change the text style ๐
I actually agreed before I looked at the game, Epic need to get their act together
Feels scammy
One of two things are happening. Either:
They hear/see what we are saying and completely don't care...
Or
- They don't know / aware this is a common complaint , im not sure how often they go through this discord channel ,if any...
Good news, it has a 'report' button
It's a gray area, what exactly are you reporting though
Yeah I just looked at the options, there's no option for "its basically a scam"
Even marketplace has guidelines that mean they have to have a minimum standard of quality (but.. yes, we all know there is tons of low quality stuff anyway, but it would be nice if we could report for that here)
If nothing else, they should realize that this devalues their platform
Yeah like terms wise... i wouldn't be surprised if epic games responded and said "we don't see anything wrong with this game since it doesn't go against the terms"...
Keyword is terms. They should first change their terms to explicitly deny this kind of content. Otherwise why are they denying it without it being in their terms/guidelines
im not vouching for asset flips, don't get me wrong. Im just saying we need better and clear terms on both the unreal marketplace and the epic store
Yep we're in agreement there
I think most (all?) characters from Twinmotion are from AXYZ. And they have an Unreal integration.
Personally I use RenderPeople a lot, but I don't do archviz so I don't know how they'll fit your requirements.
Anyone aware of high poly weapons besides the one from dekogon?
Anyone have any idea why the Content Examples project would be "unavailable"?
We have our differences but i like how everyone is united in the marketplace being garbage ๐คฃ๐
Still useful though ๐๐ฝ๐๐ฝ(If anyone from Epic is reading this)
You were 100% correct ๐
I think since they dropped their take to 12% it stopped being a priority. Even given that, It's just severely ignored. I get focusing your resources where you'll make the most profit but oh man..
Tim has the Chinese/Tencent to report to about fortnite billions... someone is assigned to the marketplace im sure and they haven't made a single change since being appointed, just raking in their 6/7 figure salary doing nothing , living the life ๐๐คฃ
Complain away peasants...
At least they don't mess up payment processing, they've been doing pretty good there...
Its not bad bad in other areas... but the UI/UX is just bad man...
can i sell my game on platforms like steam if i use marketplace assets? or can I only sell my game if I only use my own assets?
Yeah you can...
Thank you!
watchout for A.I content though... i think steam doesn't allow those
Yeah those should be good...
But there are people on the markeplace selling A.I content and Steam banned A.I content...
like UI, sounds, music, models, animations, vfx, etc
Yeah you should be good
got it. will watch out for those. Thanks!
Since when it aint allowed to use the Landscape tool and what the heck it has do to with the Epic samples
usually i just do what they ask.
You get assigned a different person each time and they treat things differently. I never have the energy or time to argue with them over email
exports Landscape as FBX
imports FBX as mesh
reviewer is now happy
โ
Or just resubmit and see if they accept
if it would be that easy I would have done it by now. Cause how you are going to adapt your landscape material without a landscape layer blend? How you are going to spawn grass procedurally? How you are going to create lod for that mesh cause it going to be pretty high poly?
You can use a alternative launcher [like mine at assetmanager.studio] to download assets when the standard store/launcher is having issues on both Windows and Linux. ๐
Neat!
That looks extremely fast compared to the normal one
Does that mean we really can't use the landscape tool to build some assets? I was exploring some procedural world generation tool
It was built to be very fast, even on windows it starts up and is fully usable typically in less then a second... ๐
I sadly dont know, the agent still hasn't responded. I will make sure to post an update
Thanks that would be appreciated!
I love that I've never participated in the marketplace channel, but it turns out that inside everyone is shitting on the marketplace ๐
As of someone who come from Unity, I just want to point out that the delay to release an asset is 4 months before it get reviewed. And you have to pray your asset is accepted on the first try ๐
Sometimes a spade is just a spade
Are there any good frameworks that handle loading, inputs, settings, device profiles, etc.
Normally I'd start with Lyra, but sometimes if your game is too different its just time consuming and painful and you end up with a lot of pointless stuff
I know there are frameworks but I don't know if they're good and often bad products end up with 5/5 stars
E: Might just build my own simplified version based on Lyra
Why is it the marketplace is quick enough to point out mistakes but they take their time when you've fixed everything and it just needs final approval XD
question, Would this template, the best FPS implmentation for Lyra currently available?
https://www.unrealengine.com/marketplace/en-US/product/692010b934d0494187a6369c860dbadd
I'm looking for a fps plugin for Lyra, if the 1st person has cool movement even better, the best i found was this, even the tutorials i have seen are complete trash.
One made me waste 3 days just to get to the end and it was a incomplete tutorial ...
even if all the features lyra has apart from not having 1st person i would like to have?
I'm mainly doing game design, 3d modelling, level design, sound design, animations, ui design and interactions.
so i needed a 1st person shooter template, with implemented menu and ready for multiplayer. So after searching around, Lyra looked like a good start, i only needed to change it to 1st person, and then build on top of it since all the other mechanics would be welcomed
Its only for prototyping levels mainly.
Would you say lyra wouldnt be a good starting point for it?
I have looked around i havent seen a good FPS template yet.
also dont see it as a "real" game development project, more as a level design "training".
Does anybody know why Epic Games charged me 5,42โฌ for a plugin but didnt give me the plugin?
It seems like i need to buy it again
Because they hate you. Obviously. But in order to find out you'll have to email them directly. If you've just bought it and haven't restarted the launcher try that. If not, and it's listed in your purchase history do the email thing. [ETA- but maybe give it a day or so, incase it's a weird server sync issue.]
I isolated a scene and compared 3 different master materials on the market place with the same functions enabled, worldspace and tri-planar
From left to right:
EyePerfection
TM
UltimateMM
Im trying to make a small horror game in unreal engine as practice and to get a feel for the engine. I want it to be set in a house however im horible at 3d modeling. I was wondering if there are any free modular house packs I can use on the market place or in other places. https://www.youtube.com/watch?v=ZZp7wiVnjWM&t=112s. somthing like this from 30 seconds - 2 miniutes is perfect however idk where this came from or if its even one asset pack.
In this video I'll be starting the journey of creating a first person horror experience in unreal engine 5!
0:00 Intro
0:18 The house
2:20 Trees n stuff
3:03 Water
3:58 The Mine
5:20 The Monster
Find me on Twitter: @Crusher_XE
heya! Iii wanted to ask, ya guys recommend any cool packs on the marketplace regarding AI behavior? i wanna speed that process up a bit as im a little late on level design in my project, i looked at the marketplace but there are a lot of different packs
Hi, I got a more elaborate answer "Landscapes that are created using the Unreal Engine Landscape tool will not import properly into other projects. These landscapes will either need to be turned into static meshes or heightmaps.". There are doing it to make assets compatible with Fab
Awesome thanks, so I think I should be good for what I am working on
That still doesn't make any sense. What kind of assets are you actually trying to sell?
It's an environment pack. I want to create a bundle with a previous pack I made. The most ironic thing is that these two assets are already published
Ask for a different representative, that's stupid. Entirely nonsensical.
yea, imho that makes no sense.
So we can expect to see all current landscapes removed? Brushify and the likes won't enjoy that ๐
What's fab? Is it that fap thing?
I'm very out of the loop here
Its not meant to be unreal specific right? So like... every code plugin, every... landscape... gone?
That's about all I know about it ๐
Besides the fact that a high school student designed the logo
I'm all for redoing the marketplace properly but this seems like another fail in the making
This seems like a common case of "selling them what we want them to buy" and not "selling them what they want to buy"
Well, surely they have code plugins and other such things in mind, but the fact they're saying 'no landscapes' is worrying, something being unreal specific should not prohibit it
It's so absurd because it's such a fundamental feature of the engine, one necessary for building environments, and there isn't a replacement for it. Why aren't they okay with the fact that I just want to build for Unreal Engine and not worry about their fab thing
Get another reviewer. What they said is false.
Fun fact: the guy in charge of Fab (Bill Clifford) is now VP of UE at Epic.
I was in a similar position and this helped me a lot: https://www.unrealengine.com/marketplace/en-US/product/fps-starter-kit
Any individual building models I can use for a cyberpunk style city with a PCG?
Am I late to the "what the hell is going on with the marketplace" ?
^^
Well found this link, i'm somehow releaved: https://status.epicgames.com/
Welcome to Epic Games Public's home for real-time and historical data on system performance.
aw that's no fair
I was in checkout and my cart price doubled as the sale ended
from 77 ๐ฆ
Somehow I thought, Black Friday Creator Sale would last another day, too: "The sale ends on December 3 at 11:59 PM EST" (https://www.unrealengine.com/en-US/blog/black-friday-creator-sale-2023-up-to-70-off-25-000-assets)
i want to know this too
i hope its an error because i havent checkout yet...
Big Oof. Was just about the pull the trigger on some purchases as well lol
I think it's a mistake... Black Friday Creator Sale shouldn't be over yet
I hope they'll solve the problem !
I hope this, too.
Maybe it's still consequence of yesterdays "major outage" (https://status.epicgames.com/).
At https://www.unrealengine.com/en-US/black-friday-creator-sale there are links to all 3 EPIC Black Friday Creator sales: Sketchfab is still celebrating BLACKFRIDAY50 and there's a countdown timer to end (23hours to go!), Artstation shows a big banner ("up to 70% off") and it's working... Unreal Engine Marketplace still has that ad banner, but "No Content Found" (and all discounts seem to be gone).
I would really like to see 1 general working marketplace with a superb usability.
Huhu i thought it was just me seeing no blackfriday sale, when its still 4 am est dec 3. Hehe
Damn I was ready to buy some assets before the end of the sale :(. I hope they get it back online, the sale should still be on for 6,5 hours right?
I think, it should still be on for about 18hours: December 3 at 11:59 PM EST
Why is the marketplace sale gone? The banner says "through Dec 3" and nothing is on sale anymore
Something for Epic to answer there!
i remember fighting with my poor Connection at 23:55pm to load the store pages of the things in wanted to buy, god was it a hassle
On a Sunday? Pinging Epic staff is a no-no at the best of times never mind a weekend.. ๐
ahhhh dont remind of that the voices
but why wait untill the last day to make your purchases? ๐ sure there was plenty of time to browse the sale...
Spent all week researching and making sure assets have a good track record of support, updates, etc. I go through forums, YouTube, discord, documentation, etc. to make sure an asset is worth my time. Iโll usually have a certain amount after a week that Iโm comfortable with.
fair
been there aswell hahah, its just i always see people asking in here when the sale ends, kinda like they feel some kind of rush pressing the buy button on the last minute or something ๐
pressing the button for one big purchase instead of multiple times hurts my wallet a lot lessโฆ. mentally at least lol
This. ^^
If you see something that might be useful down the line, is fair priced and may well go up in price by the time you are ready for it then perhaps think about buying something. If you don't need it, don't get it. Plenty of things can act as placeholders until you are ready. ๐
kinda same logic of buying steam games in a sale that you are for sure gonna play๐
Hi. The servers didn't work yesterday and I couldn't even log in. According to the announcement, discounts are continuing! But there are no discounts! Restore it?
You can read above or see all the threads from the marketplace forum. You aren't alone lol. https://forums.unrealengine.com/tags/c/community/marketplace/51/unreal-engine
Someone messed up, but its sunday so its likely this wont be fixed and I doubt they'll add an extra day for their mess up. Likely have to wait till the next one.
Next BF is just around the corner.
Hi
'nuf boyfriends for you, go make mango cakes
Theyโre not adding a day?
Black Friday Creator Sale seems to be fixed.
Any recommendations regarding making docs for a MP product ?
Im thinking about google docs or doing a github wiki/readme file, but I think there might be a better solution for this sort of stuff
I just make an otherwise empty public github repo and use the wiki
Example: https://github.com/DrowningDragons/Morpher/wiki
yeah that was my best option rn
Its free and it works well, I've had zero complaints between the 3 products I've done this for
NGL its tempting to host a website and make it look more professional and less bog standard, but being familiar/bog standard is actually beneficial, its like people who make their own art profile websites instead of using art station, pointless and unhelpful
Question regarding the marketplace website:
Is anyone having an issue where they start typing in the search box on the marketplace website but after you enter a couple of characters, it stops accepting what you're typing in and starts showing results for the characters entered. So example, I try and type in puzzle system and it stops at puz and then shows me suggestions for the word puz and for me to finish typing the rest, I have to click back onto the search box. Is anyone else experiencing this?
Sorry no
Yes itโs a very poorly made website
Man fuck Epic, they ended the Black Friday Sale a day too early and only fixed it right before the end, when us Europeans already had to be asleep because of jobs today.
And they didn't even have the courtesy to extend it.. I waited like half a year for this sale and now I have to wait another year for the things I want to get back on such a sale. ๐
That is unfortunate
There could be legal issues with extending the sales because they don't own the products
But I don't actually know the reason
Leaving it until the last minute might have been ill advised tho
I mean they already extended it once, so I'm sure they could have extended it another day.
He has a point though.
The agreement between sellers and epic was that the sale would end on a specific day.
Epic can't just choose to extend it cause they feel like it.
There's terms of an agreement they need to honour.. Its a legal minefield otherwise.
The assets/plugins are not theirs, they are just the middle man.
If their terms of agreement was "the sale would be for 14 days" thats better than "November 23 to December 3" <-- this is very specific and doesn't give room to legally dance around.
So they could ask the sellers if they want to extend the deal, or ask them if they want to do another single day cyber monday sale a few days later.
There is lots of options other than "we fixed it, you can go shopping again for the last few minutes, pat pat our own backs aren't we great".
Also, as a seller I would be pissed to probably lose a lot of sales, because traditionally a lot of people buy things on the last day.
As is evident when you look at the marketplace forum.
One could argue that they should have extended the sale for these lost hours, as they did not fulfill the agreement they had with the sellers. Although I am sure their contract gives them protection from technical problems.
I agree though, the marketplace and launcher are in such a bad state, it really shows how much Epic cares about the indie developers at this point.
certainly
Honestly, I doubt they even called their lawyer. They probably just fixed the technical error and called it a day.
I'm convinced the marketplace team is just a few interns and one or two regular epic employees, who do the marketplace work on the side when they don't have more important stuff to do.
๐
like the orbital one? I use that instead all the time now
there are??? ๐ฎ
Ohhh which ones?
please share, I hate the launcher with all my heart
And Legendary
Thanks you two! I will check them all out ๐
^^
I still remember how many years it took them to add a basic search function for the marketplace
By that speed we will get a good launcher in the next century
But really all I need is a good alternative marketplace, that is not handled by Epic, then I would be happy. I only start the launcher nowadays for my asset downloads and plugin updates anyway.
I like gumroad, but it doesn't have a category for unreal assets, so I can only find things there by luck when browsing the internet
oh don't get me started..
The whole 2D section of the MP is now just AI generated stuff
I actually was thinking about selling 2D sprites and other art, but when the AI flood happened, I just gave up that idea
Has anyone seen a plugin that lets you slect a objects with a volume?
What volume?
any volume box but it select all objects within said volume ~
Maybe you can go in orthographic and select in 2d with transp, but I don't recall now how to do it otherwise.
๐ซก same that's why I asked if anyone has seen anything on the marketplace with it. I remember their was a guy selling something on art station for 4. something or other that did just that. I was hoping it made its way to the marketplace or someone else created something simular.
When you submit an asset, what is the waiting period for a response?
Hey all! I'm working on some viewmodel animations for a weapon mesh I've made with the intention of uploading both to the marketplace eventually. I'd like them to work out-of-the-box with the epic first-person skeleton, but save for exporting it out of the engine directly, I don't see a way of obtaining it. I suppose the alternative is sticking to the regular third person mannequin that mr. mannequin tools provides in blender, but I'm essentially wondering what the convention is for creating these sort of assets, and would appreciate any input, thanks! <3
found it, https://www.unrealengine.com/marketplace/en-US/product/level-design-tool-kit
Thank you XD
the epic payments to creators are automatic or you request them on batchs as itch
Is there any character assets with working vismes or facial bones for UE5 Mannequin on the market place for free?
Just looking for a place holder asset to demonsrate some anim tech
doesn't "Windwalker Echo" have them?
there are automatic through hyperwallet
Thank you for the info!
damn this month's free assets are bangers
Guys if im not mistaken, the black friday sale ended december 3rd. Why in my reports are my products still selling for sale price?
anyone know about this?
im confused
I know it doesn't update right away, so it might be sales that happened during the sale and are only now being reported. I'll need to check my portal when I'm back at the PC
huh i hope thats the case
It shows my assets still selling with a reduced price on the 4th
Could be a timezone thing too?
@livid sequoia my last sale reported is on the 4th, also showing at a discounted rate, since I didn't have any after that I can't say if its properly reverted or not
well ya we wont know until tmrw whether or not it lasted until today
but im EST, same as epic, shouldve ended just before midnight on the 3rd, theres no reason my reports should say anything about the 4th
Sale was until 11:59 EST Dec 3. If you are based in Europe that means you still had some sales on the 4th
Any market place plugins for UMG text effects, simple ones like shadows, blurs, gradients, etc.? The built in shadow functionality isn't enough as its only color and offset, but I want to control its size and blur
And I have a feeling the reporting period is till midnight UTC. I always see reports about 00:10 UTC
And I'm not in europe
ah, I always assumed it was local time 00:10
but since my local time is UTC, I guess it makes sense ๐
Good asset for farm ๐๐ฝ
that looks very poorly made
Mods are asleep, post tractors!
This is my favorite tractor from the MP though: https://www.unrealengine.com/marketplace/en-US/product/drivable-tractor
๐
I have now a proper answer to my landscape issue. It appears that it is acceptable to retain the Landscape created from the Landscape Tool in the map, and you just need to additionally supply the heightmap or export and import it as a mesh.
yeah for sure, could have been a lot worse
That's still stupid. How would that work with the landscapes layerblends?
I can't decide if this is a green screen or actually outside.
Probably real life?
I'd expect something to be getting kicked up behind the vehicle with that kind of road
Maybe the ground is just too moist tho
Maybe its just how solid the object is but the black point does seem a bit mismatched too
Its too low quality to tell for sure
And maaaybe the shadow direction isn't the same either
The tractor looks like its at a ~45ยบ angle and the foliage is closer to a ~90ยบ angle
Ah, and this is whats been messing with my head - took a while to put my finger on it - the wheels of the tractor are spinning too fast for the speed its doing
Or maybe its just the size of the wheel playing tricks on my mind
Either way, something does feel off about it
I wish you hadn't said anything because it wouldn't have been bothering me otherwise ๐คฃ
It's possibly on a trailer, so the wheels would be independently moving. Because the camera is moving with it too, and they weren't so portable back in the day.
Also yeah, lighting throws off perception
Quick question for any other authors of code plugins I would like to hear in regards to this:
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.
My question is related to best practices from Epic Games for the following paid for code plugin sale model:
Currently:
The runtime and blueprint extension modules of the plugin are free and offered as an Open Source solution.
End Goal:
Offer the open source plugin for runtime and blueprint node extension modules free on the marketplace
Offer and extension plugin that offers significant editor functionality as a sold product on the marketplace
So my idea is to have the Editor Plugin depend on the runtime plugin for shared data objects. I want to know what process I should take to fit my desires, but stay within the guidelines. From the guideline linked above I think the solution would be the following:
Release the Runtime (so Gameplay) Plugin as a Free Code Plugin
Release the Editor (so Gameplay & Editor) Plugin as a Paid Code Plugin, but include the code for the Free Code Plugin
The problem with this is that it could lead to a poor customer experience. The free version and the paid version would have different runtime versions and both would need updates pushed in tandem. Fine from an automation standpoint and painless with my repo setup - but could still be inconsistent.
What I would like to do is (as I think was an old guideline) is release the Free Plugin on marketplace and offer the Paid Plugin for sale on the marketplace and make the Free Plugin a dependency.
May I do the latter? Or do I have to treat them as two separate binary distributions - as the former? Or, option three - release only the paid for version on the marketplace and leave the OSS version on a public repository and have customers pull that if they want to use it for free?
Ah sorry sorry sorry
How do marketplace sales work? Are creators putting their own stuff on sale or are there seasonal sales? Or both?
Both. Epic schedules a sale and then sends emails to publishers who can opt to participate.
The short answer is, it doesn't. Because I dont have to provide them, so rip to the people that want to use fab
Simple questions :
- Is it possible to sell a product as a service on Unreal marketplace ? By that I'm referring to a subscription system where the user pays a monthly subscription to receive updates and new content on my sold marketplace product. Of course the person keeps what he already downloaded and can work with it but doesn't receive new content or bug fixes until he subscribes again.
- Is it possible to make the system not break old content of the same product when the users download the new update ? Is there a proper way to do that in a clean way ?
Please ping me if any answer ๐
As Laura said, it's not really doable within the MP. Not even sure if Fab will allow that. Some Unreal tools/assets providers offer "service" deals, but it's always using their own platform/market. Sometimes they have a special asset on the MP that just redirects to their own website (the MP team allows that, not sure what are the terms though).
Updating assets is a pain no matter what. If users have version control on their side, they can at least review/pick changes; but on the dev side there's not much you can do beyond the obvious: don't move asset at every update, if you do keep redirectors (... which now that I say it I'm guessing is forbidden per the guidelines, so ๐คทโโ๏ธ), provide clear changelog as well as update notifications, etc.
If you have one liked, do you get a notification when it's on sale?
@woven jay @vale prawn Thanks for the answes ๐ So what do you suggest in terms of commercial strategy for someone like me who wants to make a whole system / project containing all the basics that most of video games have and where the creator has just to change properties values to customize their game and prototype really fast.
Like I want to make a big package containg : Inventory system, XP system, chests, doors, skin customization for players, weapons, etc... (Heavily inspired by what Fortnite Creative does with its devices, each device giving the player the possibility to customize certain things on the island / in his future game.
Of course all of these things takes alot of time so I'm going for years of developement but want to release stuff step by step and also for cheap for people to be able ot purchase it (thought something around 10 bucks for the whole thing) but thought about making it like a subscription system so I can live out of it while making progress on that project and giving people a really good product.
So after your answer, that means I can't do a subscription system, then I'm stuck because I have no choice besides putting a high price but I don't want that because I want it to be affordable for everyone ๐ฌ
never used Brushify, in a summary how does it work ? ๐
I'm not sure to follow ๐ค where exactly please ?
Oh so each system is sold individually that's pretty good idea
When preparing a character for the marketplace, I'm considering using the Metahuman rig and performing a transfer weight paint. Will they allow this when reviewing the submission?
marketplace, huh?...
do u wanna buy Unreal Engine 5? it's fine-tuned, cutting edge, modern, amazing, awesome! i'm selling it at a 50% discount, only today
tim sweeney personally allowed me, don't worry
50% of 0 is still 0
Can the Unreal water plugin be used in a marketplace asset?
Probably just need to declare and explain the dependency on the product page.
Seeing how buggy it is I'd give it a good think whether it's a good idea though.
can't check out free for month
yeah I was affraid of the experimental thing, I migh as well do some cheap water for now and maybe another asset later
I think that'd be sensible.
@digital agate by chance, did you have time to make tutorial about using rdInst for pooled projectiles in multiplayer ? ๐
Not yet sorry, works been really busy - I'll see what I can get done this weekend...
Could I be in legal trouble if I try to recreate all the devices + settings + weapons + consumables, etc... from Fortnite Creative with the same settings but even more upgraded into Unreal Engine (buyable on the marketplace) for people to use to create / prototype games really fast without having to code at first (except if they want to customize / modify even more the code and assets I provide to fit their need ?
Here are the devices for those who don't know what they do : https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-devices-in-fortnite-creative
Please ping me if any answer ๐
They will say 'no' regardless of whether you can or not
They're not going to go ask their lawyers for you
People recreate common features from games all the time and that includes visuals (albeit often poorly)
The rules only specify that you don't name drop companies or products
But I can't answer the question either way with any certainty, I don't have that kind of knowledge
I would focus on rebuilding the functionality but put your own spin on the visuals
If you want to name drop then do it away from your marketplace page eg. YT video or other external promotional content
Hi - do you know which free/epic assets have punch and kick animations?
Wouldn't they be biased because both products (Fortnite and Unreal) are theirs ? They will say no like Vaei said I guess
Of course the visuals will be different but in terms of settings for those devices it will be the same but also some of them will be upgraded to have more options that aren't present in Fortnite devices
The thing in my case is it won't be free like we talked before with a 10$ per component / device.
What do they mean by copy the code ? because I won't copy the code but it's possible that by coincidence my code looks in some part like Epic's Code because the logic will be so close to Epic Games's Fortntie devices.
Yeah but a Mode isn't copyrightable, but in this case the devices could be copyrighted in terms of design of art and structure of code.
Hey so I'm confused, if I buy an asset from the marketplace and use it in my game and publish said game, will I get in legal trouble from the asset's owner or do I own the rights to use it in my game/games now?
That's what you are buying the license for! You are fine to use them in games and projects. You just can't make your own asset packs with them
Alright thanks
My view is that the people that pirate it likely never would have bought it. They are usually students etc. It's much less likely that professionals or companies would pirate assets as the potential risk and lack of support is honestly, not worth saving a few hundred dollars.
That said the things I do are regular sales to help convert people that want to buy it but can't afford it at full price as well as checking purchase receipts before providing support
You can't really stop it, but you definitely don't want to waste time supporting people that haven't paid
Also regular updates can help incentivize purchasing
What's most frustrating though is I've found sites that sell products at 25% of the cost. That's infuriating. They even plainly state that it's not paying the developer. At that point don't give some random the money, just pirate it. God damn.
I do Discord verification for support. Its about all you can do. When people pirated my assets I talked to Epic about it, they know and did what they could, but can't get them taken down. It is what it is, at this point.
Can you first submit your item to the marketplace and then once its passed then write documentation or do you have to do it before, i dont want to write a bunch of documentation and have to change things because of marketplace submission, then have parts of documenation outdated
Depends on whoโs reviewing your item for approvalโฆ
Some of them will give you a hard time about documentation
On another note,
Im curious if Epic Games ever uses Marketplace assets/plugins in Fortnite, and if they do they buy a single license?
must be nice to have access to all those assets and plugins for cheap
When I released my first plugin, I had a comment on review mentioning missing doc pages in the website. I guess some reviewers will take a look, at least for code plugins, where it's part of the requirements in the MP.
Open World Locomotion systems swimming component is dependant on Unreal water system. so yes
Hello.
I have a question about sharing a project with Ultra Dynamic Sky plugin.
I am sharing a project in perforce, but I am having trouble sharing only the Ultra Dynamic Sky plugin.
One person has purchased this plugin and the other person does not own it. Do both of us have to have purchased it on the marketplace to be able to share it? If anyone knows, please let me know.
Thank you.
@worthy badge --generally-- if its a code plugin, every member on the team needs to purchase it.
if its an asset pack, it just needs to be purchased once. BUT if the team-member (that purchased it) leaves the team, someone else needs to re-purchase it.
and other team-members cannot use the asset pack on other projects.
Is Ultra Dynamic Sky an asset pack?
i think so.
Do you know how to share in perforce?
At first I submitted normally, but then the UltraDynamicSky folder was not submitted and I got a bunch of warnings when I opened the project.
I get a number of warning messages that say "CreateExport: Could not load the external of the resource 'Moon Icon Arrow'".
The 'Moon Icon Arrow' statement is variously 'Moon_Root', 'Sun Icon Arrow', etc.
The problem has been resolved.
The cause was that newly added elements had not been manually included in the submit target.
If it should have been, it would have been included automatically, but there seems to be an exception to this rule. I learned a lot. Thank you very much.
What happend to fab.xom
It got delayed
Awesome thanks its good to know!
Ok its a weird question but I want to add a license inside my project, which text format I can use?
I always get "Unknown extension"
I don't think you can add your own license
Yeah its more about using a common creative licensed texture and add a note + link to the texture used
Make another folder inside the project folder but not inside content
call it license or something
and add the txt there
Alright, I was trying to do it inside content so that probably why I couldn't. Thanks!
Anyone know why you canโt buy Frankโs animations anymore?
iirc it was either
a) he had a quarrel with mp-team about the change in payment system.
b) they got reported as ripped.
prolly the quarrel one.
His animations all had serious technical issues that he never fixes
But doubt that's why, their standard isn't high, and the animations do look good
hey BP users, what marketplace products do you wish there was ?
It is unlikely that you will get good ideas that way, when people voice their needs its their needs and never the masses' needs
But they almost always sell it as the needs of the masses to encourage you to make what they want for them ๐
Its a trap best avoided rather than invited
The products I made were always based on my own needs, and now that I have some experience I've learned to consider deciding whether to make it or not based on the expected support requests; code plugins that require engine knowledge are going to be time consuming because they will expect support for issues they caused so long as its anything your asset touches (and things it doesn't), and that same experience tells me whether a lot of games actually want what I'm making (I still get this wrong, but not too wrong)
How do you linux users download a plugin to your UE5 project from the Marketplace?
Im trying to import assets from the marketplace. When I look at them in the content drawer I see materials on meshes on the thumbnails, but when I drag it in a level the materials seem to dissappear and instead they have the grey square material. Am I missing something?
Hey!! I have a lot of assets in my vault on Epic Games but they all dissapeared. I wanted to save space on my C drive so I changed the location of the vault to my D drive and now about 75% of the assets are missing from the vault. I switched the file location back to the default and restarted Epic Games a few times but its still not showing up. Can anyone help me with that?
Hey all,
Can someone please help me in regards to selling content packs on the marketplace which include fonts please? What I want to know is, what type of license do I need which allows me to include a font in a content pack? I've looked at the marketplace guidelines and the only thing mentioned is the following which doesn't really answer the question as to font license type requirement for when including it in a pack. Can anyone advise at all?
"1.4.5 Third-Party Software Usage
1.4.5.a Sellers must declare whether or not their product includes, uses, depends on, or distributes Third-Party Software of any kind. Third-Party Software means any and all files, including, but not limited to, fonts, graphics, sounds, APIs, content, source code, or compiled libraries, from sources other than the seller or Epic Games.
1.4.5.b Products that have a Third-Party Software Usage declaration of "This Product Uses Third-Party Software", must also have an accompanying declaration form completed during plugin submission."
You can use any asset you buy [inc free] in other engines etc. Anything made by Epic or companies controlled by Epic can only be used in Unreal. https://marketplacehelp.epicgames.com/s/?language=en_US
Do you know some free cool marketplace stuff for third person shooter? Like animations, assets, whole systems.
I must look at this. Thx bro
I've heard of A Man Called Sue.. but not Laura..
hello there i am trying to upload my first asset and got a pdf ofr changes needed in which it is wrritten that mesh should not pass the ground but i am not getting why i get this error as i have 2 gun skeleton mesh which have collision and always attach to player never drop and if drop then they have the collision physics and other are static mesh of gun parts which also have complex collision enables can anybody tell me why i get this error
it stays in the air when i play
that wasn't the question
okay so when i drag the static mesh in map and press end when it is selected it goes to the floor
i tried for all the meshes and all are going to the floor and i guess that is okay
Hello, does someone know a good modular House pack?
any tips for lightweight VoIP plugin for Android, with proximity/positional audio (and Blueprints implementation) ?
Are refunds available?
@digital agate I am dying here without docs for networking rdInst projectiles ๐
j/k, but just want to know if maybe docs will come after Christmas 2023 ?
yeah, sorry it took so long, I actually finished them off this morning:
https://recourse.nz/index.php/rdInst-tutorial-25/
There's some extra code in rdInst to handle the projectiles better now though so I'll need to submit an update...
rdInst Tutorial 25 โ Multiplayer Pooling Last Updated: 17th December 2025 Note: This Tutorial is using rdInst version 1.35 which is not publicly available yet. The rdInst Pooling system can be used to pool actors from both single player and multiplayer. When Pooling actors with Multiplayer in mind, the pools are maintained by each client [โฆ]
aww, much appreciated ๐
is there a better alternative to this which works on 5.3? I need speech to text plugin. So far its not been updated and had bad reviews.
https://www.unrealengine.com/marketplace/en-US/product/whisper-based-real-time-speech-recognition
there's one that's free for the month
you'll need to contact either the author or marketplace support
What about this (I've got no own experience)? https://www.unrealengine.com/marketplace/en-US/product/runtime-speech-recognizer
I have some codes to give away:
Material Assignment Tool: E6GER-W2QYR-GYJN5-Q6J3E
Bank Building/Interior: BM6F8-C92CM-QT88B-6GJS7
Object Distribution Tool: E7E55-HUA62-ZJ8LE-TCU8D
Vintage Room: ANSBM-238W7-S3VGH-ZYYKF
have fun lel
i cannot include others content in my product despite owning it?
You don't own it, so you can't resell it.
You're merely granted rights to use the product in a commercial binary form/ game.
Hello! Not sure if this belongs here but I'm trying to sign into my epic account in quixel bridge but I'm unable to put the @ sign for my email :/
I tried copy and pasting too but it seems to have it's own clipboard so I am only able to copy and paste characters I have typed within that same window.
Hi there...my asset requires first person and third person template..i read I have to move what is used to my Asset folder.. they're 5 folders..can I condense them into a folder with folders within? What do I call the folder Also... I already have a characters folder for my asset.. Im a little lost..thanks
Content/
โโ YourAsset/
โ โโ ThirdPersonTemplate/
โ โโ FirstPersonTemplate/
โ โโ YourCharacter/
โ โ โโ Materials/
โ โ โโ Textures/
โ โ โโ Meshes/
But anything works, really
Thank you sir ๐
why megascans trees are only in the ue5 marketplace and not in the quixel app?
just logs in quixel
Is it okay to ask for a marketplace recommendations here?
go on
Is there a minimum number of assets stated for an environment pack ?
Yes.
@digital agate is it possible to use rdMeshTool as snapping (and snapping-duplicating tool) for rapid modular level assembly (when using modular pieces of level geometry) ?
hey i have a question can i use marketplace free assets in my asset/ product that i have created to sell on marketplace like i want a red dot sight from the fps weapon bundle pack and the gun mesh can anybody tell me if i can use it or not and what is the procedure i have read some forms they said we can use but i am still confused
rdMeshTools is more focused on tools for quickly editing meshes. Modular building is what rdBuildBuddy is focused on - it provides components which you can build from modular pieces, using splines, lines, rectangles or even spheres etc. The next update will include a full house and section builder (it's written, just needs some polishing). I've also got a bridge and tunnel builder almost done which will be in a future update.
hmm.. I am looking for something that is not BP based, so I can just drop either my BP actor or plain static mesh(es) into the scene and start working with them as I normally would, by dragging them around.
You cannot use anyone else's pack in yours, only certain Epic ones and even then, there are restrictions. You can have videos showing it's use with other packs, but you must make clear in the video, and it's description what is and isn't included.
okay thanks i got it
I see what you mean - I use two from the marketplace (not affiliated in any way) - Snapping Helper and Modular Snap System...
Does anyone know how to create a sale on the store?
Have you read the sellers guide?
Hey, you can't do it on your own. You have to wait for epic games to send you a sale invitation that you'll have to accept
You can simulate it though.. but your products won't have the sale tag
I've been selling for 7 years, I did at some point long ago haha
You need to send a discount email to uemarketplacesupport@epicgames.com. The discount can start after 14 days and last a maximum of 14 days.
When sending the e-mail, do not forget to write the date when the discount will start.
Anyone can help me and explain how to deal with this?
My tool is not really a 3d asset but does come with some stylized rock and trees. I did some research on how to properly deal with it and I was in the impression that it was better to not have lightmaps UVs at all on the trees
Do you mean that if I want to have a sale in 2 weeks, actually I checked my mail and they replied already you're right. Another year, another Christmass sale I miss
๐ฆ
What to you mean 10.50? It says 314.62
This is Turkish Lira. 10.50$ = 314โบ
Now that makes a lot more sense ๐คฃ I was wondering how on earth Noted Pro could be that amount, my phone screen was too small to see the currency symbol clearly
I purchased Ultra Dynamic Sky now. This is cool.
Is this worth it ? https://www.unrealengine.com/marketplace/en-US/product/skeletal-mesh-merger
It at least adds 2 so just to understand it.
Does it break animations?
Anyone have an issue when you delete local content, if you attempt to install the same marketplace asset as before without restarting the launcher it will tell you, that you need the proper engine to install this asset?
any recommendations for a menu system?
that works with 5.3
as in like ui elements and such
In this tutorial, I'll show the most basic setup you need to get started with UI Navigation.
If you're already familiar with UI Navigation 2.0 (the previous version), you should see this video instead: https://www.youtube.com/watch?v=VgqMlsPtokA
is it better than common ui? for making a simple menu for pausing and restarting
Bit of a long shot here, but has anyone seen an animation with someone throwing out contents of a pale or bucket, or even the motion of someone throwing someone out of a building.
Hi there, if I release a plugin by start of Jan, (in review currently), when would I recieve the payment of it if it crosses 100$? (Priced at 50$ so I think it will cross 100$ easily). A bit of confused with the wordings.
Im adding a megascans pack which is around 21gb to my project, and my launcher keeps crashing after a few seconds
No, they pay on a 30 day delay which allows processing of any refunds etc
So your December payment will be paid beginning of feb
Ohh thanks a lot
Good Morning, I have tried everything I have found online for adding plugins to source builds of UE5, I have a few plugins that are engine installed. I have successfuly built the project from source and am running into issues when trying to add plugins to the build. I have tried to add them to the plugins older of the project but when trying to open that it fails to rebuild the project. I have tried copying the plugins from the launcher UE5 install to the source engine plugin folder and it fails when i try and generate project files. When GenerateProjectFiles.bat is run after copying over the plugins this error shows up for each of the plugins: Exception while generating include data for UnrealEditor: Could not find definition for module 'AutoFolderSetup', (referenced via default plugins -> AutoFolderSetup.uplugin)
Anyone knows of a good regular people and zombified people packages? Meshes mainly not animations.
Can someone suggest a good water (not stylized) material asset from the marketplace ?
I want to create a river, not a pretty forest just a good looking water shader.
All the good once doesnโt support 5.3 though
guys I am trying to sell gameready characters in cgtrader for Unreal , is there a way to export the model directly from unreal with mats and textures so it can be drag and dropped in any scene?
Looking for an asset that aligns decal actor on the surface(s) more or less properly, in runtime. Need this to place bullet holes, burn marks, blood splatter, etc. on the world (static meshes, static or moveable) after trace line (or trace-whatever) hits the surface.
Hi guys I am trying to upload some content into unreal market but, I have weapons to upload and they just got rejected because they have no animations. Does anyone know what animations do I need to make or familiar with any of this. I literally have bought some weapons on unreal market and its only the assets no animations
I am looking for Medieval stuff, castle, village, soldiers, knight & his horse etc, any good deals that dont break the bank?
Anyone has recommendations for bullets in shoot 'em up games? (assets in Unreal Marketplace)
thank you ๐๐
Note: I ask in here because I tried searching for "projectiles" and the first one that shows up is an asset from the author that supposedly involved in plagiarism in Unity Asset Store a while ago.
Also it's my first time using UE marketplace (Unity refugee from the fiasco few months ago). The store (surprisingly) has no option to sort by popularity or ratings.
Is a Person from Germany here, that can help me with the Tax Interview for the Publisher Portal..?
I`m absolutely lost here..
Hi, I'm unsure about any "must buys" from marketplace for this topic, but it sounds like a Niagara use case (maybe check some tutorials for this). Did you check for "shmup" at marketplace?
can we register publisher account with someone else Paypal ?
rumors say the email used for paypal must be same as the one used for epic account, is it right ?
don't do that, the tax form is for the account owner, you may be committing tax fraud
no the account owner is ok but I mean the email. I entered his tax info.
because im not elligable for marketplace (being from 3th world county ๐ )
I see, well, if they're registered as the one receiving the money in the tax form, it should be ok, in any case, contact the marketplace support https://marketplacehelp.epicgames.com/s/marketplace-case-form?language=en_US
I am using my company's email instead of my epic account's, so should be fine
Anyone else getting errors when using marketplace today?
i was just going to ask
it keeps saying that im trying to acess too many times
it also opens like 12 tabs every time i click
same
Looks like I am not the only one huh?
anyone else not able to login to the marketplace?
hah
nice
same
@delicate dove thanks for confirming, where are my niagaras?!
I jest, merry christmas
waiting for em to be ripe so I can squeeze out the Niagara juice.
hahaha good on you
stuff should be fixed
Yes it should be about Niagara. Btw I've found a way to sort by popularity and reviews in UE marketplace:
Iโm still unable to view my cart and getting 500 redirect errors ๐
None of the thumbnails are showing and my favorites list is also not loading
is it allowed to modify third party plugins from the marketplace ?
If you can modify it (cause Source or Content ist included), yes - why not?
Just keep in mind, if you update the Plugin, your changes get lost..
So.. the edited Plugins should be inside your project, not in the Engine Plugins Folder.
I will give my left kidney to whoever can make a functioning, feature-rich system for creating dense road networks that doesn't cost a fortune to buy
define a fortune?
is your left kidney not worth alot of money to begin with
yes but unlike money, I have it
So you want someone to make you something that is feature rich for less than $25 ๐ That won't happen tho
There are a lot of these systems already so you're competing with them, and making it cheap doesn't guarantee anything, it will be seen as a cheap version of those other products
And the moment one of those other products goes free for month, your sales will completely tank
Is anyone aware of a marketplace plugin (or non-marketplace if necessary) that enables streaming in of data at runtime from a server/CDN?
We're looking into a path forward to store terrain data off-disk and stream it in as the player navigates our rather large world space. This enables us to invest a bit more time (and storage capacity) to bring our terrain detail levels up a lot.
I'm aware of Cesium, though sadly that plugin/solution seems to only support globular worlds with their 3D tile system.
Our hope is to find something (or develop in-house) a system to bring in height and landscape material layer data tile by tile as and when the player needs it, and generate the terrain at runtime in these georeferenced grid tiles.
The above already being unlikely to exist, the added benefit of being able to edit and update the server-side representation within the editor using existing UE tools would be amazing
sounds like something you could mesh together with voxel plugin
you'd need to do your own data streaming, but their realtime landscapes would be a perfect match
I only found 2 other systems, bought one of them even
and it's not good (functionality wise, features are good)
so I'm asking someone to make another one which is good
one of them sucks and the other one is in showcase right so I don't think it'll happen anytime soon
Oh. Yeah. Reviews are truly unreliable because there is no review for the reviewer ๐ซ
Sounds like it's time for you to make one
I am biased since I created it. But I made a road system pack called the dynamic road system and it uses geometry script plug-in to create the road geometry in real-time. I also host a server where people can download osm data that gets converted to dense road systems. It's on sale for 42 dollars. It'll be cool if you check it out. But if you want something cheaper, try modular road packs. They're usually good quality and can be somewhat quick to snap together
https://www.unrealengine.com/marketplace/en-US/product/dynamic-road-system
are you talking about this? I did look at it but didn't buy it because it didn't have ways to create elevated expressways and all that
Yep that's the one. For elevated expressways, you are right that it doesn't include the bridge or support for the road, but if you had one it would easily snap to the top of it. To my knowledge, that isn't possible using landscape splines as roads. But you may find a modular pack that allows it. This road pack might be good for you: https://www.unrealengine.com/marketplace/en-US/product/roads-pack?sessionInvalidated=true
You could say my road pack is competing with this one but it sounds like for your use case this one might be a better fit for you
the one that I'm currently using uses blueprint splines, not landscape ones
thanks for this!
Plot twist: I am the owner of both road systems and you have fallen into my trap. Not really, but I hope your project goes well
thank you and good luck to you as well!
There's a reason why there are dedicated (and very expensive) DCCs for creating road networks: it's a hard problem to solve. If you just want roads, any spline mesh will do that just fine. But if you want realistic road networks, with complex intersections, lane merge/split, all types of lane markings, and maybe on top of that the logical description of all of it so that you can have AI drive around: you'll have to pay the price. So it really depends on what you want, but I wouldn't expect a $50 MP tool to complete with the $10k DCC out there.
the thing is that there is a tool that does this, it doesn't have support and there's a lot of bloat
There is more than one. Procedural City Generator can do impressive things with road networks but it is "a fortune" in your terms ๐
whats the correct way to change a plugin name without breaking everything?
Break things within the plugin? Or break things outside of the plugin where it's already in use? And does that include class or asset references?
easiest way
Report to the marketplace support team. Here, they don't look.
Thanks
Ah sorry i reported to the support team already
dang FOTM still didn't get updated
Might not get one this week. Epic's still out until next week I think.
ohh okay
if you're talking about free stuff, it's not for another 30 min
did they move the update time?
I even set a reminder when they updated before lol
always 10;00 eastern usa time
it appeared when I sent this
huh, odd that the reminder worked previously
could it be that day savings thingy you guys follow?
its been 3 days breh
I wish there were consequences for people abusing questions/reviews to defame devs
But Epic don't even prevent them reposting stuff that gets removed
I don't know if this counts as abusing the review system but I have had people rate my product one star based off them expecting an advanced feature that was explicitly stated as something that is not included. Should those reviews be reported? I would feel kinda scummy for trying to get a one star review removed but also feel it's kinda unfair my product isn't being reviewed fairly
Reviews must accurately reflect the product
So if they're reviewing based on a feature it doesn't have then it should be removed
That's basically them trying to abuse the review system into giving them something for free ๐
Should it be reported as a technical inaccuracy? The other report options seem a bit extreme
Honestly its hard to say
I don't feel like they take 'technical inaccuracy' reports seriously enough
Harassment/spam is probably the closest option you'll get
I also feel they probably don't take the technical inaccuracy reports seriously. But I also see it as kind of a stretch to claim it's harassment or bullying. Thanks for your response though. I wish misrepresentation was a category
It really should be a category
Just curious, If I report it, does it get removed? The thing is I only have one bad review and that's the latest. So it's on top + it's ENTIRELY wrong. I don't mind having a bad review if it's correct, Like without even checking the plugin, he reviewed the plugin on 4 months old version which he/she may be using lol.
It's at epics discretion. They don't exactly have a large team on this either
There has been a whole saga of whiners complaining about their reviews being taken down and it seems they have become harder to get removed as a result
if I see a product that generally has good reviews and one very bad review I will typically ignore it. your best bet is probably to answer that particular review with a factual account of your side of it (without coming off as angry, arrogant, or douchey). I think people will generally look at context. if your asset gets hit with a barrage of bad reviews attacking it or your support it may just point out a problem with your asset or the way you are dealing with customers
This isn't the place to post your plugins... and that's not even the ue marketplace?
Are there any good example of assets in the marketplace that includes other assets in it?
What I mean by that is that I have released a world building tool and I'm about to add into it a big update. That update could be a smaller asset by itself, so I wonder if that kinf of practive can be done on Unreal
I personally really like the ultra dynamic sky asset pack and they added weather effects after I had already bought it. It's one of the best selling packs on the marketplace. It's really up to you how you want to sell your assets but that seller made it a really good deal. They probably would've sold well either way. If you have good reviews for your existing product I feel like its probably better to add it as an update. That's just my opinion though
Thanks I will have a look on what he did
@digital agate by chance, do you happen to know if Epic pushed the update for rdInst networking public? I haven't seen it showing due for update in the Installed Plugins :/
I got a last minute request from a customer, I'm just adding that - but if you want a link to download, DM me.
Ah, no problem- I'll wait for official update
Is there some people who has already create a game on Android/iOs? Where they integrate a system of authentication like Apple or Google? And where some ads are added into the game to generate few revenu.
If yes, what plugging do you advice? Free or Paid (The most efficient)
game development is expensive 
Digital Dive does that with cars: they have a basic pack with vehicles that includes all the logic/parent classes. Then they release individual vehicles as standalone products. By themselves, they only have a subset of features, but if you import them into the "master" pack, you unlock all other features.
It's actually a bit tricky both on the developer and user side of things, but I guess it works for them.
the Hyper guy also does that
Thank you I will have a look
same with Yarrawah's vehicles
anyone know the best stealth system on the marketplace?
this is what I found, but for some reason the link to the discord does not work, can anyone help out with this?
It works for me. You might like Shadow Stealth plugin on the MP. Think of Thief series and it's like that.
Yeah I looked at that, doesn't have lumen support
any++
Besides UE marketplace , any other places where we can buy cool characters & stuff? both subscription and non subscription basses.
Maybe CGTrader?
I have a couple suggestions Iโd love to see added to the marketplace & vault functionality. Where should I submit them?
There is nowhere for you to submit them
You can try posting on unreal forum to gander support though
Ah ok, sounds good, thanks
you should have discord opened for it to work, I learnt it the hard way lop
Sure. Get some paper and some scissors. Cut out 5 k's.
how do I make document for my code plugin ? is it a good idea to use .md file in github or PDF inside plugin ?
๐ค
This was the answer
Hello, I have submited a plugin, it's been approved in the technical review but it's stopped in the legal review for more than 5 weeks, I have sent lots of e-mails, opened a ticket on the website and no answer so far, can somebody here take a look at it?
ok thank u
Hello! I am looking for camera plugins to save myself some time. I'm making a third-person action game with a single playable character. Lock-on is required.
Hello, Is there some people who has already create a game on Android/iOs? Where they integrate a system of authentication like Apple or Google? And where some ads are added into the game to generate few revenu.
If yes, what plugging do you advice? Free or Paid (The most efficient)
It works with Lumen, however it doesn't take the stuff Lumen does. Something to do with off screen lighting / reflections being done on the GPU. But for many the lack of Lumen support is a deal breaker.
why code plugins need to support the last version of engine (5.3) ?
How so?
Canโt i release a plugin for ue 5.1 that would break if ported to 5.3?
Yeah im aware, i just find it silly they wont accept a plugin for the prior version if the latest version isnโt supportedโฆ eg they removed physix for chaos or some other thing,
There are people building their project in 5.2 and your plugin might be handy
More like support 5.3
No its more like i cant support 5.2 and 5.1 if i dont support 5.3
I get the โ3 latest versionsโ
but itโs more like โ3 latest versions BUT with the very latest supportedโ
Yeah but you canโt upload for 5.2 and 5.1 if you donโt have the 5.3 version
the 5.3 is strictly enforced, the rest are optional
Maybe, but imagine ive been working on a plugin for 5.3,
and tomorrow say, 5 hours later or something, 5.4 is released, and with major engine changes (like physx to chaos)
This means i canโt release my plugin
But there are studios building their games in 5.3
Thereโs nothing to fix, its not broken
Yeah , but isnโt that the silly part? not the other way around?
Yeah i hear you
Do you guys know of a great plugin for Ocean waves ? But quite massive ones like in a big storm that has the same feeling as those YouTube videos of cargo ships riding waves
Hii guys,
need some help with a task, I have a FPSMultiplayer Bundle and another LoadoutSystem Bundle from marketplace. I want to integrate LoadoutSystem in FPSM.
https://www.unrealengine.com/marketplace/en-US/product/fps-multiplayer-template
https://www.unrealengine.com/marketplace/en-US/product/loadout-system
Noooooooooooooo please no! Use UE_VERSION_OLDER_THAN or UE_VERSION_NEWER_THAN instead. I can't tell you the number of plugins that just broke and had to Ctrl+F a lot when UE5 released because they just checked the minor version.
Then that code won't work with UE6?! I don't see how that's better than the new macros that they introduced to circumvent all those issues with UE5. But maybe we're getting off topic here.
You're missing the point that you clearly illustrated: using those operators, it's very easy to either use the wrong one, or miss a check on a specific version type. Which is exactly why Epic introduced the new macros, which are supposed to replace the old ones (but, as Laura mentioned, even at Epic old habits die hard).
I don't know why you don't want to use the new macros, but I'll leave you to explain to Epic why they're a bad idea, while the rest of the world moves on to use them.
Why would you not use the macro specifically designed to weed out failed version checks?
They also look a lot nicer.
And make reading the code a lot easier.
Sure is. They come with increased chance of bugs.
And, apparently, the inability to understand simple maths and logic.
(I don't mean you, I mean the people using them badly)
No, he was specifically calling you out for using the macros incorrectly and doing something which is the exact reason why the new macros were added.
Your suggestion was wrong.
You corrected it (with the wrong correction, which again shows why they shouldn't be used)
Your whole point is that you can use the minor and major ones just fine. And he siad you should use the macros which specifically guard against using them wrong... and in your examples, you used them entirely wrong.
So it just backs up his suggestion even more.
You did. Your first example didn't account for UE6 and your second "fix" only accounted for 6 instead of 6+
Yes. And they were both wrong.
They were just wrong in general.
I'm not insulting you. I'm just saying that your whole argument for using them was massively shot down by your own suggestions on how to use them.
And I'm not referring to that guy's use case.
I think you're the one failing to understand the criticism, honestly.
๐ฟ
You mean here when you said NOT to use the newer versions?
Also I believe you are the one insulting people with this statement. Nobody else is saying somebody else fails to understand basic logic.
And now deleting your posts is absolutely the grown up thing to do ๐
Its about not engaging with you further.
Just realized how much time it wasted
Last thing I need is someone else coming along and wasting more of my time
And yet you're still engaging.
I mean, you literally make an incorrect accusation, of course I'm going to correct it
I shouldn't have to explain this to an adult
And there you go with the insults again.
is there a plugin that can tell you the size of plugins?
you're laughing but when you start a project there is a lot of bloat plugins that aren't worth having. I had to manually test each one on a packaged build to figure out which were the biggest.
I remember there is a plugin which tells which plugins are being used for your project or not, not sure what was the name of it, will check
linter?
Nope. This is it https://www.unrealengine.com/marketplace/en-US/product/detective-plugin
I am not sure about version 5 support
thanks i will give it a try ๐
thank god
can you imagine? package, open folder, audit each files
rinse repeat for all plugins
4.27 only?! D:
That's the only one I knew ๐
Hey there! Does anyone know if the review of plugins have restarted? It's been more than 10 days my two plugins have been pending for approval with no updates. (I did make a new support case but no replies on it too)
epic games only returned from studio wide shutdown ~14 hours ago
they were shut down for 2 weeks over the holidays
Got it. I just had a doubt seeing new plugins daily over the marketplace but thanks!
np. I'd guess that's more on the plugin developers themselves. I think on first plugin release you get it approved, and then you can choose to click release at your time frame. Subsequent updates are published as soon as they are reviewed. So i'd guess those plugins have been approved earlier but only just released by those devs. Maybe as they finished docs or whatever
but that's just a guess
Do you usually get different reviewers each time you submit or is it the same person
what happen to marketplace. my asset only contain config and content
anyone know of the advanced rpg system plugin? is it similar to G.A.S?
Is there a way to add marketplace packs to a custom directory in your project?
ah, yeah I guess it would be pretty difficult to design a system that would do that automatically since each pack is going to have it's own unqie directory relationships, huh? Fair enough. Thanks for the info ๐
I did wonder if that might be a good thing to do. Sounds like it is! I might follow in their footsteps in that case
For what it's worth, a few years ago I set out to move all my MP products to a Marketplace/ folder: it was a bad idea and I quickly gave up. List of reasons:
- Some assets really don't like to be moved, and most of the time you don't figure it out until wayyyy later when you encounter a weird bug somewhere
- If you intend on integrating product updates from the creator, having the assets moved make everything worse
The usual workaround I learned from folks around here is to put all of your stuff in a folder, i.e. Content/MyAwesomeProject/, that way you don't have to navigate around dozens of MP folders to work with your assets.
I have a project that I import my content to, there I move it to the relevant subfolder and fix up redirectors, mostly like Laura says
And while some stuff does have a few issues, there's nothing that should stop you doing it, certainly not to the point where your entire project goes in a subfolder instead ๐
Wasn't someone around here pitching something like that a while ago? But yeah it looks weird, especially with Fab coming "soon".
I found this, don't want to tag the person because it's rude: #fab message
I've been using uebot to handle marketplace purchase confirmation of customers on my discord. It's pretty useful. Think they are launching an auto-dmca tool. They spoke about it on their discord a few times
Sorry don't know if i'm supposed to ask here, can anyone help me with this ?
https://www.reddit.com/r/unrealengine/comments/193xq7p/help_needed_with_thirdparty_software_declaration/
You need to declare the Google library, not your own. "third party" means any entity that is not you/your business.
No you can't sell binary only plugin on the marketplace. It requires source so people can build it in their own custom engine forks.
To sell a binary only plugin would require you selling on a different storefront(like Gumtree) or hosting one yourself.
oh okay that helps, thanks a lot !
I think this is correct. The unreal part need of the plugin needs to be compilable
No probs. Laura made an important distinction though!
Yeah now I'm more confused thanks to .... her ๐
but thanks, might try messing with it some more.
Is there a way that I can sell a binary plugin on the marketplace ?
I don't think so, it has to be built on Epic's side.
(Ooops I didn't see Boris' response, sorry about the dupe)
alright thanks now I'm set.... oh oof ๐ฉ
Can you get penalized or restrictions on your seller account if you resumbit your project too many times with it failing. I.e. if you need to make changes each time.
Also, what is better. Selling an asset with a proper link to the documentation without needing users to verify their recipt, or locking documentation and requiring users to show their receipt
Locking documentation might sway potential buyers away since they dont know how good the documentation is
Just want you guys thoughts on it
another question please !
How can I get a license file of the google play billing library ? This is so confusing ! I seem to have found a license file in the gradle caches that is generated when gradle runs.
Also, I've put in the play billing docs url in the 'Software URL' field because I can't seem to find archived or source files anywhere for the play billing library ! Hope it's fine.
iunno, it spammed my email, so its permanently on my sh*tlist.
Is there anyone from the marketplace team around here?
@fossil summit this is an unofficial (but endorsed) server. nobody is here in official capacity
Thanks.
Hello everyone! How long does it usually take for Epic to process Marketplace payouts? My payment status is in "IN PROGRESS" since 2023-12-29 .
One month, you should get your payment around 31/01/2024 or 01/02/2024
(Also, you need to reach the payment threshold of $100)
@flint coral febuary for you
Thanks
I recommend making your documentation public. I make my documentation as youtube videos and it also does well as advertising
I require verification for access to the support channel, but not docs, for same reason
The docs answer a lot of questions buyers might have too
Pirates are proven shameless, they will ask for dev support
What type of verification do you require? I have seen that some people require people to put their discord in the questions section of the product
This, or email full receipt. I specifically disallow reviews for verification though
And also request deletion of question after the fact
Email receipt is a good method
I might use that method in the future
Yes, question section
Wouldn't it be nice if Epic gave us some kind of discord integration that automatically handles verification
The thing is buyer anonymity seems like a top priority for Epic. Based on the way they designed it, you as a seller are never supposed to know who bought your assets / are using them. Atleast not easily or automatically.
The buyer can opt-in by contacting you by email, but then anybody can contact and claim they are buyers.
Which puts Epic in a pickleโฆ
Iโm interested in seeing how they solve this conundrum with FAB. My guess is they still wonโt, atleast not efficiently.
oh god, what if they made a ticketing system directly in FAB? Nightmare material
A proper discord verification system wouldn't show you anything other than whether someone has been verified as owning your product or not. It should handle role assignment (and removal if they refund)
Goodness, the horrifying part is, they just might
This would be a much better move than what they have right nowโฆ They would still want to keep the buyers anonymous though
Anyone else specifically not looking forward to fab? I don't see much reason for it
The rumors of tiered pricing would be nice
I'd love to offer better deals for indies
The problem with the discord approach is that Epic Games will be tying their business to another company, Discordโฆ
In business you might want to avoid this unless you have a contract with said company
also i donโt think all buyers have discord or want to use it
yep, seems unlikely
My prices are indie prices. I'm happy to offer expensive pricing for non indies tho if they offer it ๐
I 2nd what Boris said. Tired Pricing please
If they can purchase multiple licences or other types like floating licenses then that's handy
My Prices are more like the middle for indies and funded studios.
The thing is , they are still expensive to some indies.
I want to help indies more than i want to help large studios
I donโt really care if large studios โcanโt afford itโ but i care if indies cant
large studios can make their own
I'm the same. I know larger marketing agencies would happily pay more, but i know it's very pricey for indies and hobbyiests.
What kind of products do you sell? I specifically try to price a lot of people out to minimize support requests especially from people creating the issues themselves but my stuff is all code plugins
I kinda think the opposite, most studios the equation to buying something is pretty simple, if it's gonna take weeks or months to build a replacement vs just buying it for a few days pay, then V1 will be buying the product and seeing where it doesn't work and if it's worth building their own. For indies that are cash strapped, they will happily spend weeks attempting to build something themselves, as budget is more important than time for them
There are too many people who buy products too advanced for them and expect ongoing support for every area of their project it affects, and if you don't they use reviews to try and extort it. Better that those people can't buy it in the first place
Definitely had a few that expected unreal tutoring....
All code plugins but ive also realise you meet the most difficult buyers if you set the price too low. So to filter them out i just raise the price.
Itโs weird, the people who paid next to nothing are more likely(100%) to complain and try to unfairly get a refund than those that paid a fair price
Yeah that's been my experience too. So even with tiered pricing the lowest price will remain where it is now with studios simply paying more
I never considered studios to be a significant customer in the first place
I doubt anyone is buying multiple licences either way, even if they should
I suppose marketing agencies are more on my radar than game studios, so it's a bit different. Marketing agencies have small teams and move fast
This!! luckily Epic games was on my side each time they tried to game the system with review threats and refunds. All the documentation was there, they just skipped it, or asked for something that was not in the trailer/documentation and just โhopedโ it was thereโฆ like ???
I agree yeah, studios are less likely to complain about a fair price than saves them months to years of dev time
I've found that they are quite slack, especially with people who repost it and then accuse you of removing it.
I'm less likely to hear from them too, as they often have the expertise to solve their own problems and would prefer not to leak IP
I'm not sure if they have the means to prevent them reposting at all
I think studios have been my biggest customers. But none of them have ever bought over 2 licenses each. Which is weird
I've heard lots of reports of this, especially if the person is particular vindictive and waits a few weeks for a repost
How do you know? I know individuals buy it when they come in discord. I once had a studio reach out and ask if custom licensing was an option but that's it
They need a license for every dev don't they
yes, but unless you implement plugin guardian or whatever it is, it's not enforced in any way
Another reason why this buyer anonymity hurts sellers. I mean i donโt need to know who they are but it would be nice to have a โRefund and Block from further purchasesโ button ๐
I paused dev of two of my assets while ue5 stabilized (retargeting was borked) and despite updating them since I still have wannabe vigilantes claiming I abandon stuff
plugin guardian is in built in unreal and will check through the epic games launcher that you are signed in with an account with rights for that product, but i've only heard of one plugin acutally implementing it
I think the greater issue is that epic aren't even telling them. They have to go looking for it
true
100000%
Itโs mostly โweโ when they contact me for support. Then they sometimes explain who they are โฆ i check them outโฆ find them they are middle size studio or small 2-10โฆ
I still help them though just like any other though
It just bothers me they only bought 2โฆ or so
unless they are making different purchases at different dates
Again without epic showing emails there is no way of knowing this
Maybe they only have 2 programmers. Rest are artists or whatever that don't work with the plugin? Idk
(not argumentative, curious) Question for you, how do you interpret "per user"? Do you expect every dev on the team to have a license, or does your product(s) have a clearer definition of "user"? For isntance, i make an animation tool, I wouldn't expect every dev, but every dev who touched the animation tool i'd expect as a "per user" count.
Yeah thatโs the idea but comeon EVERY studio has only 2 programmers?
I know I had a studio that purchased 1 license of Morpher to evaluate it since they emailed to ask about custom licensing but maybe that's similar to what's happening but they bought a couple to test it? ๐ซ Dunno
Epic expects every dev working with a code plugin to own a license
wait, i think you are who i learned about plugin guardian from! I don't think i've heard of someone else implementing it
I've never heard of it until now
yes, but whats your definition of "working with"? Again, just because it's active in a project, but only 3 people use it, i wouldn't expect 50 licenses
I don't have a definition it would be a question for Epic
sure, i'm asking opinions, out of curiosity
Frankly it seems ambiguous and that's the biggest no-no in legal/licensing
like if a customer approache me for clarity, that's what i'd tell them are my expectations
I hear you.
Ideally i donโt like this โper userโ pricing that epic enforces.
Imagine Activision, a billion dollar company, buys your code plugin and it forms 40% of their games core code base, and they only paid for 2 licenses (which are indie friendly priced)
That never sits right with me no matter how anybody puts it
If I had to guess... If you work in an ide with a codebase that references it, that could meet the criteria, or if you work with it in the engine
Okay now im interested in this plugin guardain thing. What is it guys?
Yeah I'm unhappy with not being able to offer appropriately priced licenses for these studios, as well as other licences eg floating and project based
it's a plugin/module in unreal that verifies purchases through the epic games launcher. So each person loading unreal with your plugin enabled would need a logged in account in EGL with a valid license
lemme get the exact name, 1 sec
Neat! I want
I have the feeling that will piss a lot of people off, even the random level designer that opens unreal for unrelated work will need to buy it?
you need to implement a few checks in your plugin, but it's also usually trivial to find that check and disable, so it serves only to stop "accidental" mislicensing
I agree. That's why i've never implemented it, but i suspect you could implement the check not on plugin load, but on UI load or something maybe?
Without looking at the code myself, coz I'm on a phone, maybe you can make your own version based on it that gives a disclaimer about their licensing responsibilities if they don't own it
If you give a "hide and don't show again" option that could be reasonably non-intrusive - let me take a look now
Just dug in, seems an interface for your module definition, so it'd check on module load, but you could enforce whatever condition you want later in your plugin i supposed. So store a bool bAuthorized;, and then check that when the user actually goes to interact with your plugin
Hoho, can you make it contact your discord server? ;D
Yeah donโt you guys think its not right how ambiguous the terms are?
I mean im mostly a programmer,
Lets say im hired for a UI Designer Job.
Now everyone working on a project has access to those plugins , so they can rebuild on their own machines if need be.
My point is me, beeing a UI Dev, nothing is stopping me from copying your plugin to my machine for use in my own personal projects.
I wonโt use your plugin as is, but iโll sure steal some of the code / look at it if i need toโฆ
I think this should be priced when selling to studios. Thatโs why itโs better to charge by studio size (revenue or number) than just per seat(ambiguous one)
I'd never do this. Outgoing connections doing remote telemetry would be a massive no no for my customers
Already had several customers question before purchasing
Good point lol
Well, could offer an option, "enter discord name to verify"
Guess that has same issue
ambiguous, absolutely. Hidden, even more so.
yeah, i don't add any outgoing connections. One even questioned that i had an "open documentation" link which loaded my doco website
Hmm are there any example uses of plugin warden?
Seems reasonably simple but wouldn't hurt to see a proper implementation
I THINK i heard about it from a convo the dev of meshmorpher was having here, which is why when you said morpher, i thought it might be you
I might just add a module that handles the warden checking, specifically so they can delete it
Nope, my plugin is "Morpher"
I feel like there is a lack of available vocabulary for naming these kinds of things ๐
@scarlet mountain@fossil dune I've been investigating PluginWarden
First, it has a loading delay while it connects
And then its saying I haven't purchased my own plugin so that's cool
The dialog box that pops up stalls the editor load until you dismiss it
The link it offers certainly does open the correct store page
I will not be using this ๐
It might be worth rewriting, however. The entitlement check should be hidden from the user. And it should only fail if it was able to connect to the store and confirmed they do not have a license. And there should be a checkbox that disables checking in the future.
yeah tbh, it's very nagware to me. Even legit customers would be nagged to sign in constantly
Its not even decent nagware ๐
All I will do is see if I can make it operate entirely behind the scenes and only say anything if it connected and they don't own it + I can add a setting for them to dismiss it
As a rule I never have the epic games launcher open while working, it is intrusive, keeps reopening itself any time editor closes, awful software
Imagine requiring your users to do so!!
i don't thinky ou have that control, as soon as it activates it tries to launch EGL and sign in i guess
That's why you rewrite it ๐
So that it doesn't do that
If you look at FPluginWardenAuthorizer::UpdateAuthorizationState it specifically has a case EPluginAuthorizationState::StartLauncher:; we can simply abort instead
Except... wait... this thing failed to verify that I own my own plugin
So it probably doesn't work anyway
Pls Blueprint link
I don't think anyone can figure out what you mean from this message
Yeah I'm gonna get rid of this plugin warden thing, not worth it, sad
Also, technically, this is still an outgoing connection that you wanted to avoid ^^
yeah i ruled it out pretty quick too
part of the reason i avoided it
I would not use any plugin that implements this
but atleast it's from epic software, not mine
๐ฆ
It was worth investigating tho, oh well
who is christopher daniel ?
A person with 2 first names
I have a question about whether a specific content use case is allowed under marketplace content usage guidelines. I haven't found the right place to ask Epic -- can someone point me in the right direction?
Well, to start with, ask the question, no one is going to guess whether they can answer it or not, nor are they going to guess to what degree of accuracy they can ask it
But probably given the limited context, you're looking for a lawyer
Epic is likely not interested in giving you legal advice
Does the Demo level a pack provides, fall under content?
" 4.2 Purchasing
4.2.1 Usage Rights
4.2.1.a Purchasing a Marketplace product grants to the purchaser a non-exclusive, worldwide, and perpetual license to download, use, copy, post, modify, promote, license, sell, publicly perform, publicly display, digitally perform, distribute, or transmit the content for personal, promotional, and/or commercial purposes under the Epic Content License Agreement. Distribution of products via the Marketplace is not a sale of the content but the granting of digital rights to the customer."
I want to use a demo level from an asset pack for the background of my main menu but I don't know if thats allowed
Nope. You cannot redistribute other packs.
I'm not redistributing, its for releasing a game
then its fine.
Yeah, that's kinda the whole point of buying packs. be completely useless otherwise ๐
Can't be careful enough with licences :)
how long CodePlugin approval takes ? its been 2 days nearly
Varies considerably based on how busy they are. 2 days would be very fast.
Well, I figure if itโs a clarification of their own policy, it would carry a lot more weight coming from them than from a third party, even a lawyer. Iโm just surprised there isnโt a contact form to help clarify the specifics of the agreement. After all, it is their rules, so one would think theyโd care about helping people follow them.
If their terms are ambiguous, and they are, then its by design
You're mistaking your own interest with their interest
Either way, you're not going to have a conversation with anyone with merit at Epic unless:
- You have UDN access
- You're an incredibly well known member of the community who Epic have reached out to for their own interest, or at least someone at Epic acknowledged you enough to pass you onto the right person
- You're a studio with real weight behind it
And most of these avenues, I have no idea if they will get you clarification of legal terms that were specifically designed to not have that clarification -- more likely you will have custom licensing agreements before that happens
I understand that you want something clarified and it feels wrong that it isn't clarified, or that it feels uncertain or risky, and I acknowledge how much that sucks, so I'm not trying to tell you that you're wrong for wanting to know, I'm just telling you what the situation is as I understand it (even though it sucks)
What most indies with commercial aspirations do when they are in your shoes, is not use the product, this removes any and all risk and there are very rarely products worth accepting actual litigation for
And the rest either pay a lawyer or they take the risk
Ok, sounds good, I appreciate the detailed response
I need some animated computer screen 'greeble' for background elements in a personal demo.
Because these are background elements I don't want to spend 1-2 weeks myself creating from scratch in After Effects.
Can anyone recommend either marketplace assets or online sites that specializes in animated 2d computer screen graphics and text?
hello people im working on a template fpsmpv5 , it has a bad code of multiplayer fonction it is a simple joining /host session , i would like to buy a good solution for multiplayer like matchmaking or lobying , to merge with it , do you wich could be the best ?
Doesnโt Lyra have multiplayer built-in? Itโs free, so you might want to check that out first. Shooter Game (free UE4 sample) may also have it
FPS Animations of course
just be frugal and get what your project needs. You'll need the savings later on to market your release.
You have no guarantee you'll make that money back.
It's a cut throat industry and even if you make a good game, a AAA company can always outpace you with their large marketing funds... marketing is very powerful, but needs money. and can bury good games.
anyway
If you're making an FPS game then sure, FPS animations make sense.
But if you're making racing game, or 2D game, or a rhythm game , why would you spend your budget on FPS geared assets.
you know....
but if you're making 3rd-person(or 1st) multiplayer shooter based game like most people are, i guess this is a legit question that's not too broad...
i forgot the name of the animation pack of flying mage (looking female) with 3 orbs controlled
maybe anyone remembers?
where are some good places for cheap animations?
Node graph assistant
Autosize Comments
Graph Printer
Advanced Commenting
Yeah atleast not super rigidly. I mostly follow it, but there would be things that aren't exactly the standard in mine
which asset is in marketplace have the combat system like mount and blade bannerlord 2?
Can you share what is the standard? Like any good rules or something? ||asking for a friend||
I have seen nightmare tier code in some, so they can't possibly enforce it
Some people code like they're in unity
Sorry if I am sounding wrong or asking at wrong place, is there a nice plugin or code to study this? or learn good practices in general?
Ok, thank you. Just a follow up question, how can I learn about SharedPtrs and more advanced stuff? Everything I find seems basic gameplay courses or text.
Thanks a lot, will go through
honestly, every programmer's goal should be to write code that works, runs efficiently, is easy to maintain and is easily extensible.
Whenever the "good practices" get in my way of achieving the above goals I throw them straight out, without hesitation.
Don't get too fixated on "good practices".
Some "good practices" are actually good. Like following naming conventions, its a good idea, keeps the code readable and good for a team. But sometimes you might need to break this rule for better readability.
Depends on the practices... don't "hardwire" yourself to "by the book" ... a good programmer will know when to go against the book
deltaTime
DeltaTime
deltaSeconds
DeltaSeconds
Anyone else notice how lot of Epic devs aren't aware that ThisClass exists
Or they just don't want to use it?
Would it be accepted to release c++ example project / tutorial in the marketplace ?
I have looked at the Marketplace Guidelines but it seems c++ code is a bit of an odd one out.
Blueprints are content, but c++ classes are source ? It seems c++ code is only considered as part of a code plugin ?
if any c++ > code plugin
but not all c++ code in a game is plugin code I assume
Any cpp code on the marketplace needs to be a code plugin.
what you do with your own game doesnt matter in that case.
But Epic recommends to publish an example project for a code plugin.
What if that example uses c++
thats a project, thats something different
ok so I can publish an example project on the marketplace that uses c++ ?