#fab
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the example project for a plugin cannot be published in the marketplace ?
it either needs to be part of the code plugin, or published as a cooked thing on itch.io/downloadable executable thing.
I see, many thanks for the insight.
Also a "Content-Only-Project" cannot contain c++ code ?
Any recommendation for where to publish C++ tutorials / exampleprojects ?
Anyone know if there's a way to accommodate humanoids of different proportions with the same animation set? I've heard that the default mannequin doesn't take well to resizing.
Thanks! I assumed this would have to be some kind of plugin.
Also #animation
what happen if your personal sale conflicted with invitation sale ?
the world divides by zero
Nah, this can't be true
Hello creators,
Is there currently any solution for a situation like this where someone leaves a 1 star rating and disappears without an explanation?
contact mp-team and hope they'll remove it
Hello, does anyone use this asset?
if yes is it worth it?
guys, its possible to remove old links old versions of product? i want to remove 1st, and to keep only 2nd link but i cant understand how to do this
links are only used for initial download. you should be able to just remove em.
if i just remove it from Project File Link Field and keep it blank i have that error
i dont see a button to complete remove and keep only 2.0 version link
hmm yea, I noticed you cant remove it anymore.
in that case, might need to contact the mp-team.
what is version notes field?, i need to write all changes what i made in this update or i can write something to devs there?
i wrote them in that field "please remove old version and keep 2.0 only"š
idk if they can read that or not
its just a note for you, like "1.01 added a texture that was missing"
ok understood
when people are trying to download my project, they can choose old versions? or automatically is downloading the last?
only the latest one
ok thanks
Can I use the assets I buy on the marketplace for multiple games, or do I have to rebuy them for each game?
You can
Hey guys! Needed a suggestion. I got a DMCA takedown notice from Epic for a Open-Source plugin I have which is named EIK. It's paid on marketplace for support requests. The plugin blew up very recently and has been getting a lot of users, so I don't want months of work gone in few seconds.
In the notice, they say that the Plugin was not open-source, which is wrong.
- The modules are highly modified from Unreal's code and even file names, but then I was forced to add Epic's copyright notice by the Marketplace yesterday and today I have this. I am not re-distriburting any part. Would a counter have any effect?
(Just FYI, I did this way because most open-source plugins followed the same step and also other repos which I got use from)
I think that first screenshot has you. It doesn't matter what license you put on your code. You agreed to the UE one and the marketplace one.
thanks
Even if it's completely different from the engine?
It's very highly moded version of Epic's EOS Implementation.
So you copied their code and then modified it (by your own admission)...
That's just plain illegal right there.
Not gonna say that people don't do it. Just don't admit to it š
Okay, considering this as a good tip for next time!
Luckily nobody here is actually affiliated with the marketplace in any way.
Yup, but again, I used it as a base, because I saw multiple plugins did so, but looks like I need to do it from base up.
Thank you!
ā¬ļø
Hi guys, is there any good marketplace product for melee combat system which has all the animations for melee weapons & melee combat movements? Thanks š Also, be nice if they can show their blueprints as ell so one can learn how to create them
I have a question about these assets: https://www.unrealengine.com/marketplace/en-US/product/paragon-rampage does the description mean we can use them in any unreal engine project (even paid ones) as long as we don't use the name "Paragon" ?
I'm a bit confused by the description. I'm not sure if they are saying we can't use Paragon or we can't use the assets to advertise the game.
You cant advertise your game in any relation to paragon, you can still use them in your game and show them off... just dont reference Paragon in any way
Okay. Are we allowed to use the character names ?
I don't plan on it, but just want to be safe.
Beats me but i would assume so since the actor will already have the name in the files
Thank you. There are four of these assets I really like and will save time if I use them so wanted to make sure it was okay and wasn't only meant for like prototypes etc
Can complete projects contain Source folder too? Like I want to distribute c++ code too, but don't want to use Plugins.
Any rumors/updates about when FAB will be released?
You know, buyer verification, etc⦠the worksā¦
Was hoping for 1st quarter release, but Epicās been too quiet
Haven't heard anything beyond the delay announcement last year. My guess is next update would be around their usual state of unreal event around GDC
^was thinking the same thing, but it's weird how quiet it's been
Ah i see⦠March or soā¦
I wouldn't expect much other than a new POS
A broken POS is what I actually expect
Haha lets give them a chance guys⦠Theyāll do the right thing
Epic please do it right this time
Giving credit where itās due, A royalty free engine to use and 12% for the marketplace is not a bad dealā¦
I just wish there were more transparent on their more shady terms. Forced Source code sharing , Hidden buyers/customers, and shady āper userā buying terms(thats not enforced)ā¦
Yeah contemplating if i should launch there or steam. One thing is for sure, steam is still going as strong as ever, even with the 30% cut.
Anyway , weāll see the updates come March or so.
Just wondering why they were so vague about the Fab release. 2024 could mean December 2024. Honestly i prefer if they just told us , yes December. Know what to expect and plan accordingly
Gamers sure make a lot of noise about how they refuse to use EGS
But they're probably just the vocal minority
Its still not a good look for an organization that can clearly afford to resolve it
anyone else having issues getting payouts this month? It was never this late and this is the only answer epic games is giving to me. and they don't reply any of my followup questions.
Dunno, I'm not expecting mine for another 5 days based on when they usually pay me
5 days from now next months payment is due
Any suggestions on what license to use for my project that uses marketplace assets?
A commercial one? Pretty sure that's your only option. Can't open source a project with marketplace assets
day before style scamming humble bundle XD
Does anyone have any paid websites for 3D models they use that they like outside of the Marketplace and CGTrader, TurboSquid, and Sketchfab? I'm a bit picky and sometimes have trouble finding photorealistic quality assets that match my existing environment, so curious if I have missed any.
Quixel is free for unreal engine users, in case you missed that, @proud delta
Ah yes I am, should have included Quixel in that list. Indeed it is very handy.
Can someone help me to unreal?
it has a ton of yarrawah stuff
their customer support is literally non-existent
wouldn't rec tbh
I bought it because I needed the animations, weapon pack and characters. I hope I don't encounter any problems that require support.
all of the characters and vehicles are from them
again, just telling people, that's all
Just to let you know, if you didn't already Yarraway posted an announcement in his channel recently talking about the lack of support over the past couple of months.
ah, I've seen it, yes
I understand his issues and I honestly don't mean to be an ass but at least having one of the staff members tell us what's going on would've been nice.
Anyone familiar with the Artstation marketplace?
I've purchased an Unreal asset with the Standard non-commercial license.
It will be used in a personal cinematic that I will post on Vimeo and linkedIn.
ie I am not being paid to create this.
Is the Standard license sufficient?
Is any additional attribution required as in a CC BY license?
Any hot takes on free animations that can be packaged with an asset pack (i.e. redistributed)?
I'm trying to showcase functionality I've built as part of my asset pack better but struggling to find assets I can use. The goal of the pack would not be the assets but rather the functionality. I'd expect most would replace the assets as they would just be for example purposes.
This is one of the biggest curses of making locomotion systems
I had to make my own, with the intent that customers change them
Customers did not change them
Nowadays I don't bother making them for the marketplace, I just do custom licensing agreements and tell them to purchase the animations they want to use
Keep your animations you can't release to a video or (if possible, I'm coming from a unity background) playable web demo, and release your asset with unreal's default animations if 3D? It's a bit harder to answer without details like 3D human character and the functionality is wall climbing, etc. Or just pay an animator to make some anims just for project.
Hey is it possible to switch currency in the marketplace? Looking to buy a plugin for $300 but in my local currency is priced at $374 š¤Æ
afaik you'll have to buy it with your local currency. sadly the VAT's can add quite a lot of additional cost.
NZ is 15% tax 
dang
post it in #1054845218723209226 this channel is not for you to do promotion @peak badge
Hey there, everyone!
I've updated my curated resource list and made this little trailer for it
Hope you find it useful somehow! š
https://www.notion.so/gusmaiawork/2024-Curated-Motion-Design-Resources-722f2d3ec83d4d08b5439019802415f7?pvs=4
Best,
Gus
Hey guys, the official unreal marketplace support team sucks š¦
So I posted about 'Third Party Software' Declaration Form (TPS) a couple of weeks ago in this channel and some good samaritans helped me.
Here is their reply in email š¦ (1st img)
All I have in my dependency is this: checkout the image, the green dotted box is the only dependency, and I am guessing the red dotted boxes are what they are talking about. (2nd img)
-
I don't understand, why do we have to declare the sub-dependencies when I have already declared the dependency and explained it's usage along with providing it's usage and license !
-
What if I declare these 3 then after another month they reply that I have X more dependencies within these 3 additional dependencies ? This is so complicated !
-
In the TPS form, do I answer '4' for this question:
How many different sources of Third Party Software does your plugin use??
Please help, I don't want to do back and fourth for 3 months just to get my plugin published.
Also, in the maven repository itself, it mentions the compile dependencies as well, and all of these 3 dependencies have their own dependencies listed their too.
BUMP anyone ? š
I can't really help, except I thought the issue was solved when I saw a few days ago a "Google Play Billing Library" product on the MP. I remembered you talking about it and I thought it was yours, but evidently I was wrong. Maybe try to get in touch directly with creators that faced a similar issue (e.g., Android deps in their plugin) to see how they solved it.
Anyone know what exactly does this mean?
2.6.3.e Plugins being built against engine versions 4.20 onward that need to include files from their own plugin directory must add those include paths using the ModuleDirectory property in their .build.cs. If
using System.IO;
exists at the top of the .build.cs, Sellers can use the following syntax where "MyFolder" is the name of the directory under the current module they'd like to include:
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "MyFolder"));
Like, I get what it says, but I'm looking at some other C++ based plugins, and they don't have any extra include paths defined in their build.cs... so I'm not quite sure what exactly Epic means by this?
Hi guys I need some piece of advice if anyone is willing. Iāve made a LavaLamp configurator, allows you to have a realistic lava lamp, itās 90% done in hlsl and has some construction blueprint to set it up, like changing style of lavalamp model or material and wax behavior. I also done a demo scene to instruct and show off all the work and the details. My problem is the following: Iām extremely bad at rendering and setting up a scene to make a very small video / shots, so I donāt have any content for thumbnail or selling goals, and my second problem is that I basically have no idea how to publish it in the marketplace and establish a price. Does anyone have experience with these things? Iāve been working sometime in this and I donāt want it to end up forgetting it somewhere like it usually happens, I would like to finally publish something, also counting for my portfolio
Ah okay, good thing I went with the public/private split for the plugin then I guess
Unfortunately mine's still in their crappy legal process. I'll post an update here once I get it listed š
They don't just want it for the 3 compile dependencies, they want it for the whole dependency tree, it's absurd.
Thanks for the tip, will try contacting other creators directly.
Can someone explain to me how marketplace assets work in terms of demo content?
According to the marketplace demo guidelines:
When submitting a product to the UE Marketplace, you are allowed to use demo content as long as it meets the following guidelines:
The content used is published under the Epic Games seller account. Assets from Quixel, MetaHuman, and Permanently Free Collection are not allowed to be used as demo content.
However countless assets on the marketplace use assets from the free epic packs, quixel, etc.
What am I missing? 
glasses? they'd plain out refuse any pack using content that isn't published by epic themselves.
With perhaps a sporadic item they'd miss.
Eh, it's not that rare to find Quixel content in there, especially with continued updates on the products. They're obviously a lot more thorough on the initial launch.
Hey all - bit of an odd one here. I believe I got this asset for free a while back and I wanted to use it in a small project I'm making in 5.3, but the skeleton is nowhere near compatible at all despite claiming to be.
I've tried to retarget and do the steps to make the skeletons compatible with one another, but that did not seem to work. Any ideas?
This is the end result and it's.. clearly not supposed to look this way lol
I've noticed all of the asset previews as well as animations seem to be the UE4 Mannequin, but I am having issues with making it function as "Manny" or "Quin"
whats wrong with it? looks good to me. You might need to just have that character using UE4's skeleton, and having him be a special character for that unless the creator updates the asset.
Is there any point on supporting anything other than 5.3 when making brand new packs nowadays?
I still get requests to update a plugin for 5.0 ..... which is frustrating. but that's an existing one, not brand new.
my rule of thumb is always support the latest 3 versions as not everyone is on 5.3
It's oomoa loompa-fied. It definitely should not look like this. The skeletal mesh on its own looks totally fine but when I try to retarget or give it an anim blueprint it gets all jacked up
I sent the creator a question on the asset because the entire pack is like this and it says it's compatible when it's clearly not
if a anyone has any piece of advice, how do you prepare thumbnail and images show off of what you are trying to sell? Iām very trash at composing images, lights and rendering and it feels horrible for me being stuck at these very last steps
look at other thumbnails within the same category until inspired.
And also, don't underestimate how vital this is, its the first thing customers see, and might be the last thing if you don't pull it off
Luos' advice is good, but keep in mind plenty of other assets get this wrong too
Try to get the point across at least in some way, but mostly make it look good and draw attention
I think I did a good job with mine but if I link it I'd just feel like its a veiled attempt at promoting myself 𤣠So I won't, maybe I can just post the thumbnail/features image but it might not be useful without the context
Guys, I have a question about the market place
I was checking out the Paragon Assets that are available for free to be used in any project, as long as they are used in projects based on the Unreal Engine, what I would like to know is:
Can I use them in a game I'm developing? as they were made for MOBA, the game I'm planning to develop is also MOBA, but when I researched the Assets, I saw that there is a game called Paragon: The Overprime, is there any problem with using characters with the same name, but in a game with a different title? Or can no one else use these assets to develop games?
No one here can reasonably provide advice that has legal implications if its wrong
But the generally accepted conclusion, based on what I've read, is that you can use the characters in your own game so long as its made in unreal engine
You can send me on DM I will check for sure
Can't actually DM tho š
From what I've read, I can use them like this, my fear is that I will be sued after finishing the game, because there is already a game using them, so I don't know if the company bought the right to use them, but apparently not
The product page specifically calls out some restrictions around this:
Licensed for use with the Unreal Engine only. Without a custom license you cannot use to create sequels, remasters, or otherwise emulate the original game or use the original gameās trademarks, character names, or other IP to advertise or name your game.
So, no, i don't think you can use the same character name.
but i can use the characters right?
yes. Just not the names
okay š Thanks
safety, always off
Hell yeah dude
Hi i have a question
If i purchased A "free for the month" assets, can i use them in my commercial game?
the ithris cementary and fantasy bundle pack looks awesome š®
Thanks for fast answer
@digital agate hi š I haven't seen any updated popping up for rdInst (replication for pooled projectiles). By chance, any ETA on that?
Hi š I've been working on it all weekend, doing the proxy tutorials and beta testing it as I go - just a few small bugs to fix (still have 1 more tutorial to go though) so hopefully not long now.
cool, thanks !
You're also completely in the wrong place
It's always released on the first Tuesday of the month
Hi ! š I was wondering if any of you released a code plugin made with UE5 , in which they had to replace their TObjectPtr<> with regular pointers* to enable support for older versions ? My goal is to reach the most people so targeting 4.26 and 4.27 could be great, but am I wrong to guess that i would need to replace TObjectPtr<> ?
Haven't made the transition to using TObjectPtr yet. But just as a small note, if you plan on releasing on the unreal market place you can only submit versions for the last 3 engine versions, meaning 5.1+ currently. Once 5.4 is out it'll be minimum 5.2.
Don't know if that changes your plans
Oh i though it was only recommended. Noted! Thanks for your time
Nope, hard and fast rule. They just will not compile it for older versions
Don't think you can even submit at all
would make sens
I wouldn't worry too much personally either. I doubt there are many potential customers that have a project so far into development or maintenance on the lookout for new tools or assets. Only frustrating thing would be existing customers that want an update that far on
That's a good point!
Does anybody know if thereāre any specific requirements for Russian citizens that sell products on marketplace? Considering sanctions and all that.
There is a thread about this subject in the Creators Hub on the forums, not sure if you have access.
Thanks, unfortunately I don't have access
I just read the last comments (it's a pretty active thread), and from my understanding, it seems that payment might be delayed because Epic needs to run extra check for banks and such. But overall, beyond that, there doesn't seem to be more restrictions.
Thank you, that's very useful
If a review is completely unfair, is it possible to contact the Epic team to have it checked out?
By unfair I mean "It work but I want a refund" 1 star
so I am looking into prototyping a game idea after some modding with UE
is there something on the MP you can recommend where maybe a map and some enemies with AI already exist
so I can focus on implementing my stuff and some groundwork is already there (for UE 5 preferably)
Thanks I will send them a message. I also try to resolve with that person but he never answered other than with a 1 star
Got the same type of review āShould Be freeā
1 starā¦
Soon "should be 5 stars but didn't get my coffee yet" 1 star.
That's horrific
I guess it will happen from time to time... the "Report" button seems to be useless too so...
serves you right for wanting a roof over your head
just greedy!
XD
Any suggestion about where to buy professional GUI Kits?
I explored the whole Epic marketplace and there is not even a single decent one.
I've heard an argument from some game devs that game assets should not be more expensive than a game on steam or something.
Completely ignoring the fact that with a game you don't get to resell another person's work as your own for commercial purposes. You're just playing the game. Not getting the source code and selling it in binary form.
Eg, most of Codemasters games are based on the same codebase, with improvements to graphics and physics, but still most of the code can be found in the original rally games.
Although their game is $69. They would not sell you their proprietory codebase for $69. That would even run into the millions...
I hear you, but making software and making good commercial software are too different ends of the spectrum and i believe we need to make that distinction whenever someone says it can be easily done by watching a course or something...
Don't suppose anyone has tips for getting this to work? It has a compile error, but if I fix it and hit compile, it sits at 50% for... ever as far as I can tell.
https://www.unrealengine.com/marketplace/en-US/product/menu-builder-carousel/
Which error? According the product page supported engine versions are <= 4.26, that's really old.
PlayerState->PlayerName vs PlayerState->GetPlayerName() but in blueprint
I made the change, saved it, and then compiled. Worked for some reason.
I know it's old, but I'm guessing there's a decent chance I can get it to work.
and it works
can we use assets from lyria in our commercial game?
are the assets there free to use?
like everything in it?
Hey there @Raed_Abbas! Welcome back to the community! Sorry for the lack of follow-up on this one, the answer is just as complicated to the problem. While technically the EULA disallows repackaging Unreal free assets (like Lyra) for a paid plugin, Lyra itself is required to run you guysā plugins and also anyone downloading unreal plugins is also...
it's surprisingly hard to find a license on the free content epic gives away
It's just the Epic content license agreement. Same as any marketplace asset, with the 1 extra stipulation that it's only for unreal engine based projects
Made 1 of my Plugins Free yesterday and i got this.
132 units. This is my first time seeing a āpurchaseā higher than 3 units.
One reason we need Enterprise licensing instead of āper userā is it gives the company/enterprise huge discount.
Iām pretty sure this company will never buy 132 units of a $200 plugin. That would be $26400,
Theyāll just buy 1 and distribute it among 132 employees.
If enterprise licensing was a thing, i could maybe cap the price at $4900 for a company this big which is much more attractive than $26400
Unless im not reading this correctly and for free stuff, they just combine all purchases into 1 line or report? Maybe. Anyone got any insights on this? Is this 132 interested parties or just 1 party seeking 132 licenses?
Yeah isn't that just a daily tally?
I never see reports more granular than a day unless a sale started or ended and the product was sold at 2 different price points in the one day
I don't think that's a single purchase
Ahh yeah you're probably right... The more i thought about it, the more it didn't make sense..
I always thought the "Units" is how many units that one person got. You know because people pay different VAT... but I think based on the numbers its more like somewhere around 132 people or less like you say...
I did have a company email me to ask about bulk licensing options once. But only ever once
Donāt they send this enquiry directly to Epic Marketplace team though?
Not sure. Don't think I've ever had bulk purchases like that. So either no large teams use my products or they aren't above board
If you get to work for one or two companies youāll notice they use a lot of Mp assets, especially to meet deadlines. But thereās one designated buyer who will send everbody the files later or merge it into the project and you just get it from Git or perforce
Yep. Which means they're in breach but you'll never know
bulk purchases can be made by contacting Epic directly yeah
but I suspect a lot of studios don't buy plugins for this reason, because managing it is a bit of a faff
I just want to say , I truly regret ever buying a Defuse asset from the marketplace, butttt , only because it was hands down the best experience on the marketplace with his asset's and service. It has litrally ruined other assets that are lazy , slow to update , poorly programmed and more cash grabs than i can count. When o when will epic up the standard ? anything less than Defuse level (well maybe a bit lower considering the dude goes above and beyond ) should not be acceptable. We must rise up and voice this issue way more often ! how many assets do you have sitting in the vault because you got false promises ? yeah we need to put a stop to that. Or heck put Defuse in charge of quality control lol
Thank you for letting us know. We can reach out to Epic about it so they can investigate.
lemme delete that link for you
@delicate dove likely removed it as a precaution. If we leave the URL up, people may visit the website and purchase what are potentially stolen assets.
At the same time, it would be nice to leave up a PSA so people know which sites not to trust. It's a bit of a catch 22.
thats sadly not how the world works.
if you are sharing that link, you are --sadly-- part of the problem.
send it to the epic legal team, we sellers know about these a-holes and their shady websites, so the only thing you are doing is making it known to a bigger audience.
That's a very entitled mindset but you do you
Epic is never going to require devs to do that, nor should they, nor could they from a legal perspective
Try to look at things from the perspective of people besides yourself š
Thats what happens when you spend money to access a product. You are now entitled to it. So whats your point ? They could easly implement a better product standard. No more Full Menu Systems where you click Options and it brings up 2 sentences on a black screen , and then when you aks the dev about , the NUMBER 1 excuse has become , yeah its just va place holder for you to EXPAND upon LOL no no no. Thats off
Sounds like you need to do more research
On the product's ? because they all can freely false advertise both on the market and especially in there discords
So you bought something and it doesn't work the way you would prefer it to?
I think i will open a car dealership where all the cars look perfect on the outside but are completely empty on the inside. Once i get people to pay full price for them , I wont give refunds , ill just tell them to expand upon the car lol
A LOT OF THEM. I started with hopes of using some , now i just like to investigate how far this issue is going
Well, if they really are advertised as something they are not, then that's a problem. But it's possible that you just are going in with the wrong expectations
But without a specific example I really don't know what to say
Theres one seller example ill use later after im done fully with my RESEARCH , this one i believe will demonstrate to epic why they HAVE to do something.I cant say anything yet since i dont know how it will turn out , but i have my full report on stand by.
Actually if anyone from the epic staff sees this , please feel free to request my pre written letter abut X product. Plan to post it if everything keeps going as i suspect, and it will outline the issue clearly with PHOTOS of chat conversations and broken promises and then the actual outcome.
Hello,
I want to know that Do I need to submit my project to be selected as the Featured Free project of the month for every month or if I just need to submit one time?
Are there any Procedural Landscape Ecosystem users here?
I know it's not Marketplace specific.. but..
Current Humble Bundle has a 1600$ Music/Sound/Ambient collection.. for around 19$
https://www.humblebundle.com/software/melodic-mayhem-comprehensive-audio-and-music-bundle-software
There is one trend on Epic that make it really hard for the buyers, and its the trend to hide the documentation behind a paywall.
I understand that some publishers do this to counter piracy, but in my opinion every devs should have the right at a minimum to see the documentation before buying. This is literally how I see if the tool will match what I need or not.
Epic ask for the tools to be documented, but maybe they should ask it to be public too in respect to the users.
@still basin Absolutely . I have stress that so many times. Some sellers understand why its important if you talk to them about it. I have gotten a few of them to do just that. Unless they can use your documentation to rebuild your entire product without paying for it , it should be available. How else will people know what they are getting ? I also disagree with LOCKED discords. The support channels make sense to be locked , anything else is just hiding what they dont want you to see 90 percent of the time .
I agee for the support part, it can be very time consuming and you want to be sure that person at least got a copy
But I don't think any reason is good to add the documentation, it doesn't help the end user at all to buy "blindly" in hope that the asset fit their need
Most projects aren't even finished . The docs would help make that obvious to people before they buy.
I don't know if I would say that but I'm sure it would give a better experience on the marketplace
I buy A LOT of assets lol i have all of the inventory's , combat systems , "Complete" projects with lots of bugs. The smartest thing you can do on the marketplace ,,,,, try to only buy static or skeletal mesh's lol I have had some success with those. Everything else ??? Im wating for the next update LMAO
Most of those products need to be rebuilt entirely from scratch by someone who knows what they're doing
No amount of "support" makes up for the fact they're built wrong
Ha ha ha ^ TRUTH
If you can't be certain then don't buy the product IMO
There are only a handful that are truly well made
Best to learn how to make them properly yourself
Where do you all go for your models or custom models?
Other than the Epic Marketplace or Fiverr
And dont forget the default setup !
HUMBLE bundle lol right
If you didn't say or show this, I never would have noticed. Now for any future purchases I have to make sure I change it
Ive been thinking of getting Ultra Dynamic Skies and Brushify
To those who have used it, is it worth it?
Also, if you have recommendations for environments lmkš
You mean as finished maps or to make landscape + env yourself? ^^ If second, Id reccomend to try out Gaea
Ah, to make environments š
Ill check out Gaea then
Thanks for sharing
hmmm for env stuff I just get stuff from bridge and make a foliage out of the stuff which looks good together ^^Ā“
Thanks!
Ohh this is a good workflow thanks and then gaea for landscape right?
basically yeah. Gaea landscaping first tho foliage after š
Haha yea! And wow i just finished reading the website i didnt expect there will be a free version and its okay for commercial use too
Combine this with bridge and everything is free
Wow
just the export res is limited in gaea, but for trial and error purposes it should work fine
btw, did sent u a pm since I didnt want to annoy the rest here with me gaea talk lol
Ah sorry about that i talked too much too lol
Speaking of free assets, am I the only one for who the order of those is sluggish as hell? Just so I know if it's known or something's up with my browser
I go through them quick enough that Epic pretty quickly starts throwing captchas, they don't seem particularly slow otherwise
going to buy Ultra Dynamic Sky now, its so good it even has a weather system, its like a complete package! I haven't seen any product better than this, but if anyone know that is better please let me know
I love UDS. I don't have SkyCreator but I've heard lots of good things about it too, and that dev has done some other really cool stuff which I do have.
Thanks for the feedback! SkyCreator looks like this has more control over the clouds, I'll take note of this for now since this is triple the price of UDS haha and UDS meets all my needs for now
Haha.. Yes.. That's the reason i created an Asset Project, where i import all that stuff, rename it properly, adding meta data..
And from that, i migrate to my project(s)
offt. Massive fail
Might be my browser then. Thanks!
It bothered me enough that it was infested with music that is a single track without instrument layers etc (i.e nothing to do with games)
Yea I hate the Zip in a Zip. I use a script to extract them all into another folder.
Hi everyone, I'm about to publish an asset pack and I'm just wondering if there is an release date info for UE5.4?
no, it's not even in preview yet, so atleast a month
but no release dates are ever published for upcoming versions. They just drop a preview, and then after a few previews, they drop the full release
Got it thank you
GDC is next month though, just saying
GDC, Global Domesticated Cubes? yay
God damn..
Was in the 2D Asset section today.. And.. Why the f**k has epic still not implemented an "AI Asset" section.. It's so hard to find useable icons and real Artists.. š
The noise is too big, ye. It is very hard to browse and follow up, but Epic never paid much attention to the MP. So, I don't expect this to change until their new MP move over. And if it does not have some basic filtering caps, they will never be done - most likely.
... Actually, the ai spammers are also creeping inside the Textures and Mats sections too.
will never be done - most likely.
I don't :/
I wonder if any of the MP reviewers are in this discord or even active in this chat
sellers are customers too and often leave reviews.
since many sellers come here, it would be a fair assumption that there are therefore reviewers here. Since not all people even look in this channel though there will be a fair number of folks overall in this server.
Haha I mean the actual Epic marketplace staff that review products before they are available on the marketplace
Has anyone seen a drop in sales this month?
I've experienced a sharp drop in sales, which felt weird because it wasn't a gradual drop , it was an "instant stop" to everything all at once. I shrugged it off and focused on other marketplaces... but the post below makes me wonder...?
https://forums.unrealengine.com/t/why-buying-the-pack-fails/1688000
I want to buy the pack, but the buying fails as described here. Is this a marketplace bug, or what can be the other problem? UPD: the pack author has already answered, but he writes he doesnāt have control over this error. So, we wait the answer from staff: @Tina_Wisdom, @Amanda.Schade, @VictorLerp, @SupportiveEntity etc.
You know how like an asset's sales decline naturally over time? But gradually. Well, imagine going from 50 sales a week to exactly 0 sales a week. It's weird...
Should we be looking at other marketplaces? because if this isn't an isolated issue, there are sellers suffering from this and they don't even know it, and yet they can see traffic going to their pages
Hi everyone, is there an external site like Steam Spy for the Unreal Marketplace, or a convenient sales estimated method like 5 copies per review that u guys use?
The closest thing would be orbital marketplace which calculates a popularity score based in reviews since release. But that's inherently inaccurate as some sellers use reviews to "verify" purchase before providing support so the reviews get artificially bumped up
Essentially, I am trying to understand the total customer size. For example, if an average asset that is not using the method you mentioned has 50 reviews, what could the estimated sales count be for it? So, how many copies is someone going to sell in one year with an average success on sale?
Honestly, it's fairly impossible to get any reasonable estimate without talking to a developer of an asset you are interested in. There is a very low reviews per sale ratio, and some assets greatly inflate that with the verification stuff, so it's not consistent either.
Best free realistic meadow environment pack?
So, it's going to be a surprise for someone new to it. Thank you for the replies.
Its hard to guess but 2 factors greatly affect the reviews
The asset category, for example arts tend to receive less reviews than a plugin
And some asset developer ask a review to get access to things like the documentation or support so it artificially explode the number of reviews.
how do people create ai assets? is the tech really working now?
Judging by the bazillion of 2d assets on the UE marketplace, yeah, it is working.
Anyone here use ACF (Ascent Combat Framework)? Would you recommend it?
get lost
Great C++ programmer (pask) possibly one of the best of the marketplace , EXTREMELY slow bug fixes and Updates, his true genius will be revealed in about 2 years if my guess is right. Depends on your games release schedule. Also pretty strong learning curve. Can you code C++ ? not 100% mandatory but if you need to make changes its something to consider.
also sources tutorials to community mostly. I personally hate this. The mind of the creator understands there system best and should always do these things on there own ! but what do i know.
Thanks for the insight! Yeah I'm pretty decent with C++ so that's fine, but if the documentation and tutorials are lacking then I'm torn if it would really save me time compared to making my own GAS-based system
The docs are pretty good. Not complete but decent. If your good with code i think its a pretty good fit if TIME is not an issue for you.
is Epic ever going to overhaul the marketplace? I'm especially tired of seeing all the AI bs, the thumbnails look like real assets and instead it's more low effort jpeg
There are optional websites available that displays the marketplace with more flexibility. (Orbital market being the one I use)
All thought I don't know about filtering out AI things specifically, it allows me to browse the marketplace recently released and similar pages without having to see the 2D category and so on.
it's hopeless
btw who tf is buying random images on UE's marketplace?
why here?
because people need money, selling attractive jpeg with cool thumbnails for quick $
is there micrortansactions and lootboxes in Marketplace? I am not aware. Let me take a look
lol i actually thought there are
the same Tim that hates monopoly practice? Woah there. Many often view him as one of the smartest person, for him to side with NFT...
nah nah I'm talking about people who are buying them
okay sure a seller is dumping the AI images
who's buying them? why are they buying them?
uh i see. I failed reading comprehension. My bad
Not sure. Probably someone who thought they could use it for something quick or save time. Not everyone knows how to use the art ai despite its popularity or they don't want to spend time.
As long there is demand, there is supply lol. If they generate money, surely they will want it exist to sell. Hence they allow it there.
The greater issue is really just how horrible the marketplace UX is
Its not even a "how do we fix it" thing its a "demolish and rebuild it" thing (but maybe that's fab...)
Do unreal engine marketplace reviewers review products on weekends or is it strictly weekdays
Im guessing its people from countries where the USD is valuable. So they probably pump out lots of generated assets and even if one or two make sales thats enough for them
Is there any plugin that you guys suggest for better performance (personal performance) on programming? Like cleaner lines for nodes etcc? Based on your own experience
One or two sales is not enough , even in USD currency.
A laptop costing $700 will still cost $700 even if converted to any currency. In fact it becomes more expensive than $700 due to shipping and import duties.
Just cause its USD doesn't mean "its a lot" once converted. Its the same amount/purchasing power for goods at that time.
They aren't using it to buy first world tech lol
Have you been to truly poor third world countries?
It might also just be a kid making pocket money 
I assume that reason for buyers is "a lower average price per picture" and maybe some kind of quality check by seller (pretty unsure about that point!)?
Usage might be in prototyping or "getting a idea how XYZ could look": Much faster to buy and download 1000 pictures than generate them.
For example, a standard Dall-E3 image (1024x1024) is 4 cent, higher resolution doubles price. A lot of offers of (background) images are 4k resolution and much cheaper (and of unclear license and origin).
Blueprint Assist and it's autoformatting has almost entirely removed any time spent wrangling nodes and noodles for me. One press and clean node layout
Anyone able to help. It says I have to disable any active plugins but if I go to my projects plugins there are no enabled plugins. If i check my engine plugins it says there are no installed plugins
Any idea on what could be wrong or what I need to do
Or how can i remove that WMF Codec plugin
Oh never mind
What I think it means is this?
I mean that still doesnāt work. They must have first world tech to run unreal engine. How would they have afforded to get that tech in the first place?
Maybe this, But it can also be mostly adults , right there in the US or first world countries trying to make a buck with volume sales. Itās always weird that the narrative is thereās no āpoorā people in ā1st world countriesā that could use a quick buck. Completely false narrative.
The sheer number of AI assets in the marketplace suggests thatās its a lot of people doing it.
I got rejected for the same reason awhile ago but my reviewer was kind enough to tell me which plug-in was enabled in the notes section (for me it was modeling tools)
in some countries, $30 USD can eat meals everyday for 1 month. Not even joking.
Internet cafes cost only $0.50 promotion to use first world tech for long hours a day.
ā¦Right⦠and youāre saying enough people in those countries have enough money to buy a rig with enough juice to run unreal engine, and have enough for internet and were fortunate enough to be tech savvy even though grew up with never ever having to see a computer? These are the people filling up the marketplace with AI content?
I donāt think you have any idea how much internet costs skyrocket once you get out of the US or in lesser developed countries. Internet is a luxury.
And internet cafes in those countries wonāt have enough juice to run unreal engine anyway.
Lol. I went to holidays in the 3rd world countries. Some of these people live near jungle where there are so many trees and bushes everywhere. Guess what? They just cycle bicycle to 10minutes~15minutes away to internet cafes in nearby town or somewhere. And that internet cafe? Oh boy you can even play CSGO and COD and Apex Legends. You obviously never been there does not mean this does not exist. And i do not say these type of people are selling those AI content, it could be them or not them, anyone
And their house? All wooden, the wooden isn't the same quality as the American wooden house
š§¢š§¢š§¢
Good luck finding $0.50 internet anywhere outside of the US. Even in more developed countries than ā3rd worldā, youāll be paying $100 or more just for 20Mbps. People have no idea how much things cost outside the US.
They just believe the biased bs western media ā$1 can feed africans for a monthā . All of sudden they think USD is a lot just for being USD.
Anyway, the argument was if people from ā3rd world countries ā are the ones filling up the marketplace with AI. And id bet my last dollar its not them
Dude, google some of the 3rd world countries, one of them is Malaysia internet cafe and the cost of it. It was especially that cheap in old times. I just googled it still costs $1 3hours. Lmao you are really something just because you cannot believe it
The shirt i bought in the poorest country cost only $0.50. In USA? I have to pay $25 per shirt. Then the internet too is different pricing there
It could be anyone. I for one, against this sort of practice at times, but people free to do whatever they want to
My point exactly! It could be anyone. Why take a dig at ā3rd World Countriesā because 30 āUSDā can āfeedā them for a month? āOh YeAh iT mUst Be tHem, USD iS a LoT ovEr TheReā.
Almost as if no american can eat a meal a day for less than $2
Okay, i will take it that i definitely wrote something that caused misunderstanding. I am sorry really. Just consider i misread the context as you replied to others. My bad, sorry.
Idk lol Iām running unreal engine on a cpu you can buy for 15 bucks lol
Oh oops thanks I had that enabled sucks I already submitted but thanks
You shouldn't go making bets since you don't know and don't seem willing to learn about people in those countries. I've been. The beliefs you have aren't real
No one's taking a dig either
Where have you "been" exactly? What are "those countries" you keep talking about?
Cause I'm suspecting you're talking about "I've been" like you took a week's visit with guided tours and you suddenly think you know more about the environment more than someone who probably grew up in such an environment their entire life.
You're taking a dig , if without any proof or anything you say some stuff like "its probably the folks from 3rd world countries, cause you know... a $ dollar makes them rich over there" like...? comon man..
"Did YouU kNow YoU can FeEd them with $1 a day?, YeaH bro, TruE StoRy"
Bruh š¤¦š½āāļø
I have been to Thailand. And no, you're the only one saying that. It's a different way of life, you should get out of your country and experience some other cultures if you can. I suspect the reason you're trying to paint me as insulting people is so you can take the moral high ground after you got emotionally invested in something you realized you are wrong about, but that isn't what is happening no matter how much you wish it were. I don't think there's any point engaging with you further though.
š¤¦š½āāļø You can NOT make this up 𤣠unbelievable! You actually think you're right on this one...
You know, i was just contemplating if i need tell you all about where i grew, how i grew up etc.. and how my country compares to so called "3rd world countries".
You guys aint worth it... You're brainwashed by western media / propaganda which always focuses on "showing 3rd world countries" in a negative light. Always!.
You've got people in America saying they get by with just about $3 a day and yeah... a "$" is a shitton to the 3rd world folks cause you know , its USD.
Anyway, lets not get off topic.
How do you come to the conclusion that "3rd World Countries are filling up the Unreal Engine Marketplace with AI Content", without any proof , except bias and brainwash by the western media?
Don't want to get into politics too much, so id rather not explain how much "experience with other cultures" i have..
Just wanted to understand , why can't it be the Americans, or the British filling up the marketplace... the Russians, China... etc im geniunly confused..
Oh thank you very much
This vehicle is from a marketplace pack and I can't find it
I don't even know what vehicle that is
Are projects that use lyra as the base allowed in the marketplace?
hello! quick question if anyone knows, are the representatives that review products before approval for selling in UE allowed to customize the rules and guidline of marketplace?
Wdym
the difference is not a lot but somehow I feel like each different representative has a different taste, I've submitted a couple of different packages and each time how they review it is a bit different.
for example my last package, I always try to keep the number of assets close to minimum and in their guidlines it says the minimum for realistic is 10 static meshes and between 50 to 150+ for simple/stylized/low poly , but the representative quoted +10 meshes for realistic and +20 for stylized/simple objects.
or how they structure the files, a couple of times I was asked to put the materials and textures next to each mesh, and then sometimes they ask me to put them into different folders.
somehow feels like they are reading the guideline but each person is changing the rules a bit to what they like.
Yeah I have the exact same problem to be honest. Its just luck to be fair
Some reviewers just dont give a shit and some follow it to the T or are even a bit overboard
Similar to you, I had a simple blockout map of the Call of duty map Shipment and one reviewer didnt flag it at all and another told me to rework it slightly, many other examples of this
Its probably just depends on their mood or how close they are to finishing their shift lol
It must be a bit annoying if they both conflict and with how slow they are to respond its a pain
There has always been a disparity between different reviewers. There shouldn't be, but Epic care not a jot.
I see, so they are in general allowed to customize those rules a bit then and it is not outside of their boundaries right?
Allowed to? No idea what their company rules say. If they do, as politely as you can quote the reference to whatever and ask for clarification from their line manager. Thing is to try and work with them, and not poke the hornets nest while being determined to get a straight answer out of them. It can take several back n forth emails until you arrive at this happy scenario though.
I agree with you 100%, which is why I came here to get some opinions and see if anyone knows anything, but tbh I'm not sure if it is worth it to talk or argue with them, but I have to say they are a bit unclear in my case so for this part I may have to email them and ask them, if they meant my pack is simple/low poly and they need 20+? or they need 10+ from me...
Yeah not going to lie I think its almost impossible to get verified on a bigger project / pack without going back and forth at least a bit
Just gets a bit tedious when it takes a few days to get a response, replying and then having to wait another few days ontop of that
true I agree on that part as well.
I'd like some advice.
Someone asked a question on my asset pack for 5.3 about whether I could do it in 5.2
Simply changing the engine version doesn't work for the maps or blueprints, and I don't want to re-make it and copy nodes by hand.
Can I get any suggestions, either what to say to the customer or workarounds to get it into the old engine version?
Oof. Thanks for the input tho!
I wish Epic weren't so determined to do 50% sales, would be nice if I could opt for 30% (sometimes it's an option)
High volume of sales seems to be their intent but that's rough for code plugins when you want to keep support requests down
I'm signing up for a seller account just incase I wanna polish some assets for sale, do you all use your main personal account you game on as your seller account or did you create a new account?
Or do you like get to choose a display name, don't exactly want to sell under HALF_OFF_SHOTS lol
I'm curious about this too
I just went through it and it lets you create a store with your own chosen name and support email address
I have some code I'd like to separate from my own game project into a project that I could package later, do I need to make it a Plugin specifically or just another game project? And what do I do about the MYGAME_API on all my c++ classes? Can i just name that anything?
MYGAME_API is created by UHT I think. Somewhere in your files it is defined as __declspec(dllexport) for windows builds and nothing for non-windows builds. So I think you can rename it after your new project when you move the code
I'm sure there will be some wrinkle since it's supposed to be auto generated by UHT, but it should be possible to figure it out
hmm i don't have that anywhere within my game's files, the only 3 uses of it in the whole solution are 3 of my classes
It's going to be in one of the generated.h files I think
ah
It appears thereās a lot of bots on the unreal marketplace.
Test:
Create a Free product that requires the download of another product on another server to work. Free too.
Track the downloads of 2nd product thats outside the Mp.
If youāre driving enough traffic(or not?), you should be getting 40-100 unit āsalesā claimed everyday on the Mp.
Compare that to the outside product. Youāll notice a trend of 0-2 claims. Most days 0 and sometimes you get 2 real peopleā¦
In order for these bots to claim free products, they must have signed the unreal EULA, correct?
Meaning if Epic counts number of unreal users using the # of licenses, itās going to be way off. It never really felt like ā7 million usersā while selling on the marketplace.
Ofcourse you can set up your own test conditions but those were mine
Dedicated seller account incase it grows into a larger business
Well damn too late lol. If its that big I hope Epic would work with me on that haha, but hopefully just a little passive income at best.
My project needs these in built unreal plugins for stuff like steam sub system. Do i have to literally write enable steam sub system, motion warping ect plugins for this project to work?
If so are there any examples of any products that do that
Open your Uproject file in a text editor and remove all the disabled dependencies
Such as these ?
Thing is I need these to be enabled for my project to work in multiplayer
Oh, i think i understand what you mean. Do i have to empty out the plugins and they will automatically enable on loading the project for other people?
I believe they want you to remove disabled dependencies from the list, as far as the text on the left in your screenshot goes.
The other thing they said is to include a list of plugin dependencies on your product page, for buyers to see
Hmm, so would i have to just list the plugins needed in the description since all mine are enabled?
I would assume so
Ok thanks for the help
you'd think by the brickton of times they have to tell people to remove those, they'd get their own uproject regenerator that removes unneeded dependencies. would save them and us a lot of time.
I honestly think the team does, not sure about the people above them though.
Yeah they seem to be really helpful with email replies just seems like they have bad tools
Are the MP reviewers based in USA timezones or are they spread out across us europe asia ect?
Wanted to share my marketplace publishing experience so far because there seems to be a lot of horror stories about how difficult it can be :)
Initial review was done in about a day (submitted on weekend, was published next day), no issues there. Later submitted an update to files, also took about a day for them to sort it out, no issues either. It's a plugin which adds a bunch of C++ modules / editor tools, so feels like if anything would have something to complain about, it would be that, but nah :)
My experience was similarly smooth.
Hey everyone, I am currently working on a UE5 Project to create a small demo level that I can showcase in my applications. I am a programmer and I already implemented some stuff but now I have to add some assets to my game to make it appealing. Its going to be a Top Down ARPG
Epic games is providing very nice environment assets but I am struggling to find assets for mobs/characters. Searching through the web I struggled to find good free assets to use. I want to spend as less time as possible in rigging, animating, modelling etc.
Do you guys have some advice where I can find good free assets?
mixamo?
Im using mixamo allready. Mainly for the animations but I am looking for some variance in models I can use as mobs. Maybe even some not humanoid ones.
where did the sale go?
they all disappeared
all info states 22nd Febuary the sale ends
that is not febuary sales though, i had items in my checkout that are now normal price
You could use https://agora.community/ here you'll find rigged models!
Agora.Community is a free educational resource for animators in the film and gaming industries.
Also there is a software that helps you make custom human characters just like character creator(This is free) http://www.makehumancommunity.org/
Did Epic again ended sale prematurely? š¤
...ok, it's back on š
silly unreal
Hello all - does anyone have suggestions for a high-quality first person hands/arm content pack? Ideally something that includes a large amount of animations for melee weapons and bow. Cost is less important than quality and variety.
This questions more targeted towards marketplace sellers,
With Fab going live sometime this year, does anyone fear that it could possibly negatively effect sales, reviews, etc?
Just wanted to know if anyone else shares this concern or if I'm second guessing Fab for no reason.
With Fab combining multiple marketplaces all into one space, It makes me assume that this will result in less potential customers. Maybe I shouldn't be so concerned though.
I really wish I could do this in EGS
Looking for a marketplace asset and made the mistake of looking for it through EGS launcher, can't easily share a link to it with your team
Well it would result in more potential customers but with considerably less exposure, so same result
Much better explained yea no I 100% agree. fingers crossed Fab is a step in the right direction in many aspects
Should epic give marketplace creators the engine update before anyone else? I mean so that they can test it already with their assets especially for blueprints and plugins, like in the upcoming 5.4? To lessen the delay in updating assets for users? Previously some assets gets updated 1 to 3 weeks even though creators have submitted their updates. Sorry not familiar how it goes actually with updating assets. Thanks
You can just clone master if you want to do that
Or the specific 5.4 branch if it exists already
Epic tolerate their marketplace at best, a necessary evil, they're not going to go out of their way
Not sure if it has been discussed, but this is new... Any penalties for checking it?
The fact that itās new means FAB isnāt coming out anytime soon šŖ
Text is confusing though. Has no context
Kind of glad FAB ain't popping in anytime soon š
Specialized market > diversified market
Yeah I ain't checking that until more context is found.
how do i confirm this?
In short they suspect youāre using assets or libraries that you donāt have the right to re sell.
Need more context
It's just a few old characters models I commissioned for my game that I'm not gonna use, I do own the rights to them but idk how to prove it to epic
Try replying to the email with those details
the one with the .pdf correct?
Yes , they also have contact form somewhere. But itās better for the reviewer who denied it to explain why
It's resolved, thanks!
It wasn't approved due to some mesh naming issues but that's it
https://www.humblebundle.com/games/unreal-environment-mega-bundle-software
another unreal bundle...
it's rather underwhelming tbh
Especially when they claim "worth $1159"
There isnāt really much of a theme with this one either, itās all over the place since they seem to be focusing on one creator
So you can do both NoAI and CreatedWithAI?
Seems like a contradiction. I guess maybe if they ai generated the model base then textured it but still would be created with ai technically?
Sounds about right
I wanna hope it will eventually get better but eh
Amazing
NoAI -> Don't use this material for AI training
CreatedWithAI -> self explanatory
There is no contradiction, it is like an alcoholic telling you not to drink.
Fair
Looking for Freelancers and potentially looking to contract people under our company for 3D Modeling mainly looking for low poly
Message me on Discord or X @livid heath
#instructions is the place to recruit
So this NoAI thing is like an honour based thing? Then seems like something hard to control.
If they can't prevent piracy how can they prevent people from using ai on things.
Nobody can stop AI
Pandora's box...
Lmao
Im working on a large blueprint template that is quite comprehensive. Im not sure whether to make documentation like tutorials public, but make discord server support require receipts, or to make it so tutorials require receipts along with the discord server support?
I'd think making the tutorials public would serve as good marketing or make it better for people on the fence of purchasing
But then again since its such a big template which is a bit pricey, people might just be more inclined to pirate it
For me the tutorials act as a way for marketing and proper assessment before buying. I don't want to trick people into buying something that's not fit for purpose and then getting reviewed bad.
Fact of life unfortunately. If people are going to pirate it, what's to stop them dumping the private videos too?
Thats a good point
A worse customer experience for legit customers won't really help sales
I still don't know why I'd buy ai art on the MP vs making it myself
Why wouldn't you trust their ChatGPT-generated descriptions saying they offer "An extensive and diverse collection of assets specially designed for game developers with premium quality content that should satiate any palate. Imagery and sounds delicately curated and tailored for the demands of high-quality videogames, with potent emphasis on reinforcing storytelling. Ensuring crisp, clear aspects that bring to life your ideas and allows your creativity to step into the grandiose essence of epic games."
ā ļø
Hey guys, I'm working on an idea for a multiplayer peer to peer 2 player card board game, RTS style, and wondering if someone wanna share video tutorial on how to set server and client info cause I made a mess lol.
in addition, if someone have a good suggestion about Marketplace item related to this field, i will evaluate, thanks
Is there a way to easily see what the exact number of the next payment from Epic will be
Not sure but isnāt it last monthās revenue minus 12%?
On the report set the date range and look at the total
then multiply by 88%
Quick question cause I'm just wondering
How difficult or troublesome is it to go through the whole process of putting something on the marketplace?
I've been driving a control rig asset lately in my own project
And I'm not sure how much time it's gonna take to extract the whole thing into an isolated package and even submit it for moderation judgement
sorry i meant agr pro
a unprecedented lack of documentation
if you want to know anything about the system, you're going to have to sit through hours and hours slow, and rambly youtube videos
it's a decent system. ngl. but man those long tutorials. just can't do it
in short its annoying but you get used to it
Is there any good way to share a system that needs a character model - without having made that model myself?
Like, for a rig, I need to give a character skeletal mesh with it in order to demonstrate the effectiveness. Can we send the mannequin since it is already in a lot of other packages? do I need to create my own simpel T-posed skin mesh just for showcasing?
Why not try this? https://anything.world/
That's not related to what I am asking about at all.
It can rig though? Even a model you didn't make
yeah that's not what I'm asking about.
I HAVE a rig. I am making a universal rig inside of UE5, a Control Rig asset.
I'm asking how I can distribute it on the Epic Marketplace if I do not have a character model. What can I use as a generic standin while following the submission rules.
A rig without a model is very hard to demonstrate.
Pretty sure you can distribute Manny and Quinn as demo assets.
Oh really? AWESOME then. I could not find a clear answer on that in the submission guidelines.
That makes things significantly easier then.
I'll submit with them and if it comes back with a problem I'll find another solution then. one less hurdle to getting it rolling.
You can use it as long as it's not the main focus of your project
Would you reccomend Leartes Studios assets or are there better medieval assets on the marketplace?
I think people here don't really like Leartes because they're quite predatory with other creators (I'm sure you can find stuff by searching this channel). But Epic seems to like them, and their content is usually pretty well rated on the MP.
wait wdym predatory with other creators?
A few mentions of it but I dunno, just pointing out what I found (also the following chat.)
I'm curious about this too. I have some Laertes assets that I'm probably going to use at some point.
Also, don't bother searching for this. All the results are Hamlet and Greek mythology. š
Yeah I think that was it. This Twitter thread was interesting: https://twitter.com/ofkaters/status/1512865733881085952
I own a few of their products and I'm quite satisfied with it, so as a customer it seems ok. Epic is also throwing money at them, so there's that.
But it seems the other side of things can be quite shady.
Ah. A contractor dissatisfied with the way they were treated. Promising exposure is always a warning flag.
What about dekogon? only complain I've read is assets being somewhat pricey
Epic likes them they helped with city sample afaik
I think they also gave a talk at the last Unreal Fest?
is the marketplace down? each time i try to click on a link in the desription of a marketplace asset i get this pop up
leartes and dekagon are like the most popular creators on the MP
there was this massive bundle for a lot of leartes' stuff on humble a while ago
it was an insane purchase
that bundle included some vehicle (blueprints) and the support I received for them was ass
I spent like $30 on the whole bundle so wasn't a problem
probably won't buy from them again tho
I bought a Laertes bundle on Humble Bundle recent-ish. For $40 (I think that's what I paid) I don't expect any support.
yeah I think we're talking about the same one
Hey there, my asset on the marketplace has users reporting its missing a uproject file. The drive link works perfectly fine and features everything needed but the actual complete project that users download through epic portal has the missing uproject
Any ideas?
I contacted epic support to see if its on their end
Hi all. Can someone send link on free assets for game like tree boxes, doors and other
Hey dude, im having the exact same issue right now on launch day lol. How did you manage to get it fixed?
Emailed them
Okay thanks alot
Hey guys, i've emailed market place support but wanted to drop by and see if anyone is having the same issue.
I have people who have purchased my product and are finding out it's an older version, i downloaded it my self and confirm the same from my own vault. Any one else having this issue?
I think epic marketplace support is bugging out like crazy
I released a product and they didnt include the uproject with it
No luck from marketplace support yet
Lots of people complaining about untrusted error when clicking links also
No clue tbf
yeah, seams to be some issues going on. I also emailed support and havent heard back. i imagine there busy.
Yep i think so
I got a reply, "Hello,
Thank you for contacting Marketplace Support. We have escalated your support case, and one of our senior support agents will get back to you as soon as possible.
Thanks,
Unreal Engine Marketplace"
Just need to wait and see.
Just got an email back from them now saying it should be resolved
I had the same email you got yesterday, expect them to take around a working day or so to get it done
If your lucky you might get it solved later today š
fingers crossed.
I came here to ask the same exact thing, but seems like I now have the solution, will ask them too.
yeah, email and wait. hopefully it will get sorted soon.
Hi, is there any useful plugin/asset to improve performance of render to texture? I'm using Render to Texture for sniper scopes but performance and quality is horrible ...
Im not sure about any plugins or assets but to save performance, have you tried making the RT only active when aiming in, and try some of the different settings here
Especially the two I highlighted
Another thing you can do is limit the refresh rate of your RT to something like 50 FPS
or 60FPS
Some people even go for 30FPS
You can change the refresh rate by changing the Actor Tick Interval
If you are to do this, you'll have to disable Capture Every Frame and manually Capture Scene on Event Tick
LOL this happens whenever you click a link on a marketplace assets description like a YouTube video etc
Some of the multiple things being reported here about the marketplace could explain the sales drop some of us have been experiencing.
I donāt think anyone will buy a product if they canāt navigate to its docs/tutorials or trailers 1st.
you can still copy the redirect link from the URL, but yeah i dont even see how they manage to do this lol
Yeah thatās true, but some people will just assume thereās something wrong with your asset and move on to the next.
Some assets links work, itās not all assets that show this message
It makes the seller look sloppy / untrustworthy. People move on quick if you place a barrier between them and spending their money.
youd think epic would jump at the idea of losing money lol
They are not making much from the marketplace i think⦠well i assume. Thatās why they neglect it
Fortnite is priority 1 at Epic. Thatās the money printer
I tried this already. Either performance is horrible or image quality is so bad it's unusable. I wonder how other games do those scopes....
In 2019, they made $8M from the MP. Which accounted to...0.19% of their total revenue. But if you exclude games and only focus on engine revenue, the MP was just under 10% of their engine revenue that year (source).
Yeah now it makes more sense..
To be fair
I think epic is awesome for letting us keep 88%
I dont know any other company that would ever do that
There's always a catch
Whats the catch?
The Marketplace Eula allows Epic(and other large companies) to buy a single license of your asset , tweak it and use it in fortnite, their billion dollar game at scale. fast iteration and everything. There's probably hundreds of thousands of assets in the marketplace if not millions. ripe for just $30 a piece.
Can't say the same for code plugins.. but that eula too is shady...
It's like getting hundreds of thousands of developers for a fraction of the price
Epic answers to investors like any other company of this scale. Investors don't care about your users. Just $ $, you may have a good heart, but investors come first
Thats a good point tbh, i forgot about that. Pretty sure unity mp sells licenses for indies and a license for large companies
Unity MP is really good compared to the UE mp, just take one browse of the unity mp
Yeah Unity is good.
But like you said, TBF, Epic offers pretty good deals, helps the developer community i think more than any other out there...
But my point is, the "deals" we get are not just free... there is almost always a profit angle to them... whether right now, or in the future.
Companies can plan for 5-10 years down the line.
The one thing i can truly truly give credit to , is the Megagrant program...
At first i thought it was to reduce taxes, but its such a small amount compared to their revenue.. so that's not it. i don't see a spin on that one except building goodwill for epic games and unreal engine
The fight against Apple, Epic still gains goodwill, although they stand to gain a lot from lower app store fees and alternative stores, they are also including indie developers in the benefit. not a behind the wall contract for lower fees with apple like other big companies do...
So, in terms of goodwill, epic wins of all the companies I came across. They do a lot in the 3D dev community.
God bless Tim Sweeney for taking most of these decisions.
I'm not sure what your point here is, that's just how assets work, and epic is obviously not using marketplace assets to make fortnite
or how profit is a catch, if you can help someone while profiting that's better than just helping someone
the idea behind megagrants is the same as government grants, they are charity in a way, but importantly also pretty profitable
epic profits from people succesfully using their engine
though epic also has a long list of fuckups and shitty practices, very mixed bag
but that's how it goes
Billion dollar company. Buys asset for $30 (spend 0.00001% or so of income).
Buyer Makes $100'000 , ~333000% ROI.
Indie Solo dev. Barely making a living, Buys asset for $30( Spends 5% of income. Uses it to make $1000.
3,233% ROI.
If these numbers still don't make sense to you at all, like you said, ask yourself why the following examples businesses have this sales model
https://www.jetbrains.com/resharper/buy/#commercial
https://juce.com/get-juce/
https://jangafx.com/software/pricing/#type=indie&billing=yearly
.. and hundreds more.
Even epic itself wanted to start charging Disney for using its engine...
If you don't believe pricing should be different between a smaller indie dev, and a large company, i can't help you get my point really. we'll leave it at that.
But this will all change once Fab gets released! You know... someday... maybe...
I mean epic does have a separate license model, just not on the unreal marketplace
Can only hope...
how do you mean
their other marketplaces allow you to sell different licenses
artstation lets you make completely custom ones
im lost in how it relates to the argument that tier-based pricing is only fair and the current licensing takes artists and sellers for a ride.
but okay
I mean it's good to allow that, but the marketplace not having it is not a big deal imo, most plugins for which it really matters just deal with that by selling outside the marketplace
whenever there are tiers for assets it's mainly a personal use vs commercial license
and I think omitting the former is fine, though I'd gladly pay less if it was an option
studio pricing is tricky, depends on what you define a studio
Just like Tim 1 can tell Tim 2 to go build his own mobile and operating system and leave iPhone and iOS alone.
You know, the ol reliable "my way or the highway"....
by far most buyers of assets are beginner devs that will never make a profitable game
realistically
and that feels like an understatement
but I do agree providing the option is better, I just see it more as a functional issue, like epic failing to provide a shopping cart in their game store for a year or so
it's likely going to be a thing with Fab
"profitable game" does not mean "better game" or "well developed game".
Indie devs can make a better game than your favorite giant studio.
You know how the larger studios overtake the indies,
Marketing and reach spending, a lot of it. Amounts that indie devs don't have...
You know how you make profit? Reaching people/ getting users, more people than your competitor(the larger company).
Anyway i feel like we're leaving the topic of the marketplace.
So...
Point noted, you don't agree with revenue based pricing.
I do.
Lets leave it at that...
oh they can, it's just extremely damn unlikely and licenses are usually paid based on expected profit and current funding
I totally agree with that
mildly unrelated, but there's ones like Errant photon's Landscape plugin that sell outside the marketplace not just for the tier based pricing, but also to include a DRM, charge extra for source code and charge extra for updates
Yeah, again. Why are sellers forced to share our source code, when a plugin works just fine without the source.
Why not have a tier for binary only and another for full source code.
Let the seller choose.
Isn't it suspect?
Share your source code with us, or go build your own marketplace (similar to go build your own phone and operating system)
Which part in the Eula stops epic from dipping into your source code , rewrite it and make it part of the engine later on? what stops them from using it in their games...
you can sell your plugin without source code you'd just need two separate pages for with and without
Anyway... i think i talk too much about these sensitive topics nobody wants to discuss.. catch you guys later...
that said I'd hate that, as far as I'm concerned a plugin without source code is worthless
code plugins need to be paid per seat and you cannot publish the source code (unreal engine is still open source)
Have you tried submitting a plugin without its source code?
there's a bunch of pretty much just blueprint assets like gbwpowerfulhit that are mainly a bit c++ just to use the plugin licensing
hm, yea I'm not actually sure they'd allow that, fair point
but if they don't I think that's great
tier based pricing is a nice to have feature, paying extra for source code access sounds horrible
ask yourself why some C++ libraries are sold as header only and why companies are still buying and using them although its "horrible"
because they don't need the source code, I and many others do
it's a complete dealbreaker
okay
some people might not care, I'm not paying for a blackbox I can not adjust to my needs or maintain when the author inevitably drops support
more importantly it's a silly thing to charge extra for
I understand charging someone with more money
but this is just plain anti consumer
gives me the same feeling as manufacturers trying to prevent repair of their products
welp, thanks for the discussion have a good one
really, never though people would think that
my plugin is free without source, paid with source code
Haven't got any complaints
I'd not complain either, the fact that you provide a free person is really nice
most plugins I end up buying without knowing if its gonna fit my use case anyway, always a bet from provided videos etc
it is a more nuanced topic than I made it out to be of course
yeah, but at some point you need source code, specially if you are going for multiple platforms
you kinda know what an asset is going to do, but the most important part is how it is doing it
buying code or blueprints is unfortunately almost gambling
and damn is the average quality abysmal on the marketplace
some of the best assets on the marketplace are actually free, not free for the month, just permanently
Anyone know how to contact people in the marketplace to request they do some contract work ?
Does anyone remember the name of a plug-in/asset in the Marketplace that deforms the Skeletal Mesh into goofy proportions?
Yes thatās it. Thank you I appreciate it
The free for the month got updatedā¦
⦠these are so random
Hmm, looking at it, the theme might be Medieval Survival Game, thatās something you could make with it I guess
Hey there
does anyone know tha name of some in-place animations for attacks for fantasy games?
like those rts, moba, rpgs use, that "step out" to attack, then step back like https://youtu.be/Pm9PRc-62KA or https://www.youtube.com/watch?v=HkSEEwXLgaA
Here is my game animation reel from the fourth main champion I got to work on as the primary animator for League of Legends, Senna
Trying to convey weight in a giant weapon but also show that Senna would not struggle to hold it and is stronger than your average human was definitely a challenge and for a while I forgot how weight even worked bu...
Here is my game animation reel from the first main champion I got to work on for League of Legends, Kai'Sa.
Thanks to the whole team for creating this awesome champion, she was super fun to work on!
*Responsible for character animation only
Twitter: @animturnbull
so basically resettle to the starting frame so it can be used in games where you don't want to move the char with root motion, like how paragon animations are for attacks and things
how tf is renovation simulator 110 euro, it's pretty much just a basic interaction system (and not even a good one)
picking up trash just makes it invisible and you can spam interaction for a while to get 10x the intended xp
This is nothing but a price segmentation approach. If you need source code, you are in the higher tier, simple as that. Most people can't code or can't code well enough to modify a complex C++ plugin. Such people can save on the source code. What you are asking for is to merge these tiers, which wouldn't serve anyone. The price would be higher for most artists who can't make use of the code anyways.
And if you need source code, it's available. How is that similar to "preventing repair of their products"?
the best thing of the renovation simulator might be the radial menu š
There was one before on free for the month but I haven't looked into it
Trying to avoid radial menus when possible
yea, i made my own as very first thing when starting with UE, teached me a few lessons š
the farming system looks neat tho
yea, but i rather take some good made props than some bullshit system like renovating simulator š
the "just props" have mature states and plant disease stuff build in, so that's something kinda unique
my personal issue is I'm making a stylized game with specific art direction taking place on a different planet with completely alien flora and fauna so essentially 3d model assets are useless to me š
ah neat, I also saw splines and a distribution tool at a quick glance
so yea it's pretty cool
it's a stretch, but it's a maintenance issue, you are stuck to the version the author supports
there's no guarantee there will be an update
what I don't get is why needing the source code would make one a higher tier, I just cannot imagine any serious gamedev happening without it. That's why I think Takain's approach is reasonable where the no source code version is free
putting a blackbox in my game feels like a serious liability
Going by your logic Unity Enterprise wouldn't exist.
And also going by it, Unity is struggling to get devs using it cause it doesn't share its source code... its only here and there.
And here i was thinking most indie devs are using Unity...
You know, despite them not having source code access
Right???
I don't know how I would live without access to the source code of the engine
that's a massive advantage godot and unreal have over unity
I don't know .. seems like a lot of people are doing fine...
good on them
Thats why they have more users than Unity right?
welp, guess it is a personal issue
Yeah, maybe....
OR maybe its about the features not the source code access.
I mean give me an option between a crappy plugin with full source access and a well developed , stable, full featured plugin which is only offered in binary, and i'll take the binary every time, without fail. Even when its priced higher than the crappy plugin and the crappy plugin is free.
most buyers have only these requirements:
Does it work? is it fast and accurate? It doesn't crash? hows the documentation and support? Does it have all the features i need.
That's it, you'll capture 80% of the market. The rest of the 20% can pay higher for source code access theyll probably never use.
Most people just want things to work, they don't care how they work, they just want them to work. They don't have time to untangle your source code if things "don't work", they'd rather give you a 1 star rating and move on to the next dev or plugin.
Make it work and make it work well, you'll make sales. source code or not
considering some of the worst blueprint abominations ever conceived get dozens of 5 star reviews on the marketplace should've probably clued me in haha
Haha yeah people just want things to work...
tick this tick that change color then Boom , beautiful environment. render or package.
"I made a game in Unreal engine in 2 hours, buy it here".
Some People are wrapping OpenAI APIs as web apps and they are making bank $$. they don't care how it works. they just want to sell the end product and for it to be reliable. same for assets/plugins.
Understandable. A programmer should want the source code. However, access to source code is as good a reason to segment pricing as anything else. And ~90% of people won't have any benefit from having it.
Marketplace with their simplistic license and low, non-tiered pricing got everyone used to conditions that don't make sense for larger creators. That's one of the reasons most content on the marketplace is done by beginners, with generally low quality. Large creators don't have a business there.
And even small creators, sooner or later figure out that supporting their products at such a price, with no compensation for it makes no sense. They then abandon their products or drop support by releasing v.2.
This is simply an unhealthy ecosystem. And when I hear anyone praising creators for releasing their products for free or providing free updates, it makes me sad. We shouldn't be happy that people putting in work and skill are not compensated.
The biggest issue with no source would be other platforms, many authors only write it and test it on Windows. For those of us that use/prefer other platforms, this is the difference between a working plugin and no plugin. I don't know how many plugins I've only had to fix really "minor" things in, because very few authors test on anything but windows...
That and you literally cannot ship on some platforms without recompiling binaries
for me, if your plugin did not include source code, I would consider it to be useless
The marketplace also forces a license to protect customers. You can modify the source code to your own liking and as long as you don't redistribute it, you're fine, legally speaking.
Anyone know what steps can be taken against piracy
Or just how to make life harder for people trying to pirate your asset
Hire a former KGB agent to break into their house and recite bad poetry at them in Russian until they give in and pay up
As long as you distribute source thatās futile
š
Hahaha
Right on the money šÆ.
This ecosystem is incredibly unhealthy and i feel it exploites sellers.
Itās good for buyers sure, i see why they donāt complainā¦
Iāve seen non devs on forums and social media saying stuff like Epic Games destroys everything they touch. If they extend this unhealthy system to artstation and the others, it wonāt be just non devs not liking epic
You know what would be a good idea
Sign up to the cracked assets website and hand them over a buggered version of your asset
Watch them have the balls to run to support and ask for help
Wait I just re read what you said
Lol im guessing you've done that before x)
Yeah and thatās fine and reasonable right⦠we agree.
Except what we are saying is have a higher tier for source code. We are not saying get rid of it entirely. since source code is very dear , youāll be part of the 10% in that tier
Yeah weāre not saying get rid of source code. What we are saying is Epic should stop forcing sellers to share it, and if they do at least have a tier for it.
And then you as a buyer, before you buy a plugin, you check if source code is available, if not youll move on. Fair enough right?
Well that sucks, we are already a 2nd class citizen to Epic, now your saying we should pay more to use the plugins....
Lol twisting words here.
You hear what iām saying.
pay more to āuse the pluginsā is a stretch.
Also, itās almost as if as a buyer, the needs and struggles of a seller are 3rd class , they donāt matter to you.
To be honest letās say we donāt charge extra for a solo dev to get source code. Sure we can work with that.
What really concerns me is that epic feels its fair for them and their million dollar and billion dollar budget friends to pay the same as a solo dev.
That aināt right.
Wasn't twisting your words, I do fully understand your position, just stating that if you have a higher tier for including source the NET or END result is that Mac/Linux devs end up paying more for the plugins that might not even work. I frequently fix the plugin and I always contact the original author with the changes so that:
A - in the future I don't have to fix it again.
B - It is very helpful for them to know it now works on Linux. š
I think plugins should be sold per seat and have a yearly maintanace cost for upgrade, not as a one time purchase and yeah I get to now use it forever... I've done plugin work on other platforms, very sympathetic to plugin devs.
The per seat thing is how itās supposed to be working right now, but thatās not whats happening.
Look at that interface, whereās the input for seats?
+1 for yearly maintenance costs. š
Yeah, it currently sucks -- Epic's Marketplace is a trash heap in a lot of ways. I develop the 3rd party Launcher/Asset manager - Asset Manger Studio, and their API's are designed for Games, not assets. And it shows very much in the data I pull from their API's -- this is the reason why it has nothing that is really geared for actual "developers".
In fact the exactl same api pulls assets, plugins, games and game add-ons. That is why we don't have different pricing or seats.
Iāve always been very curious how 3rd party marketplaces work. Is there an API somewhere we donāt know about to get list of assets?
Iād like to take a look š, wasnāt aware of an API for the marketplace
Epic has a set of "private" API's their Launcher/site uses, me and others have reverse engineered how they work to create projects that allow us to do simular things on other platforms. So my launcher works on Linux and Windows (eventually plan on supporting Mac). But the same API's are used by The Heroic Launcher on the Steam deck/Linux machines to download games/game addon's as I use to pull assets/plugins. I just currently filter out the games in my "launcher".
Iāll try watch the epic launcher traffic /web requests
Basically, you have to authenticate with there auth apis, and then you can actually get all sorts of info, all your user info, friend lists, game list (which also includes assets/plugins) for unreal, etc.
Aah i think thatās why Humble bundle plugins can be claimed through āredeem codeā from the launcher.
They mixed everything together.
That sounds like a recipe for disaster
Wonder what their databases look like now
Yep, Games, Assets, Plugins, Game Addon's everything comes from the exact same api calls. And some of their calls are horrible time wise (which is part of why their launcher sometimes is DOG slow, because they wait for all requests before letting you do anything). I timed it many times in the past -- Their launcher took like 2 minutes I think to get to a usable state, my launcher on the same Windows VM took less than a second. I do things differently, but man some of their API's are stupidly designed and return WAY more info then you actually need...
Yeah no,. they need to redo the entire thing at this point. iām surprised it took them this long.
Itās like Epic hires the worst Backend devs and the best engine programmers. Unreal Engine itself is š
A common complaint from gamers and why they wonāt switch from steam is that āthe launcher takes longer to load than the actual gameā.
Epic keeps downplaying this like it donāt matter.
the consensus right now is donāt launch your game on Epic Store, we wonāt buy it cause the launcher is trash
Good point about sellers feeling like 3rd class citizens. That's how I perceive it as well. Gamedev attracts many indie devs who expect to get systems and assets for very cheap. And even start to expect to get them for free these days (ex. Voxel plugin). But they tend to forget that these assets are made over hundreds and thousands of hours by people similar to them.
As a buyer, when you get very low prices, or as a company you get a large system for 100 usd, with forever updates, and source code, you are only winning short term. Long term, this is killing the incentive and you end up with a marketplace full of small, broken, rushed and abandoned products.
Marketplace has a lot of work to do here. But even before that, we need to adjust the expectation of the buyers. Especially indie devs. Companies are fine with paying much more, as they understand the value of software very well.
Exactly.
I had one buyer low rate me some weeks back because āthis should be freeā . Not that it doesnāt work /not that itās not working as advertised. No you get 1 star cause āit should be freeā
I had to be professional but i what i really wanted to say was something like āwell go build it yourself then and make it free, see how that works outā. Not only did it require learning two separate programming languages,it required learning the 2 separate APIs.
That guy was the last straw, im in the process of moving away from the selling plugins business. TBH im glad he did that, made me realize that its unrealistic to make and sell plugins on the marketplace.
Going to try something else for a while⦠just diversify
Wow i just looked at your description and found out about asset manager
That looks so cool
The epic launcher is legit a fossil
Do you have to enter your details into the new launcher? And is there a chance of being banned using it
- Basically you login just like normal, it actually navigates to the epic login page using the epic web site and then captures the auth token and closes the window. Then it uses the Auth token to do all the API calls it needs to.
- Banned, nope -- no reason for Epic to do so -- you can't steal any assets you don't own, and it is a very well behaved citizen I even use my own user agent so they can track the usage in their eco-system (my app also does less api traffic by a large margin against their servers than their own launcher) -- So overall they have zero down sides, only up (i.e. free Linux support). I'm also not doing anything at all with the games/game addons, which is where Epic would be the most concerned about and they haven't tried blocking Heroic/Legendary which is totally games focused lauincher for Linux/Steamdeck. Everything is authorized via their auth api's before hitting any of their other api's. Worst thing that has happened in the last couple years is they changed the login api some which temporarily broke my login system and I had to fix it. But that doesn't look like it was intentional just that they were merging some api's it appears and changed the data returned and made it more picky about the inputs...
Legend
Im going to check it out tomorrow morning
Still in heavy development, and lots of features still in the works. š
Hey man you got me at the 1 sec
get to the launcher
Really helps for us that use older hardware too
Sorry to hear about your poor experience. I realize that the market is a pita, part of my goal for the Asset manager is to manage your assets/plugins from multiple places, not just Epic, to allow plugin/assets to easily be gotten from other places -- and I've been working on that front a bit recently. Another feature if you are still supporting any plugins, I should be releasing very soon is my auth Discord bot. It will allow any plugin authors to give access to discord features/channels based on what a user purchased without doing anything besides setting the bot to be if they own asset X, they get access to y&z. No more stupid COMMENT spam!
I hate SLOW programs, epic's launcher is not the worst I've seen, but it is exceptionally frustrating the very few times I have to launch it to see if epic added any new api calls. š
probably bad caching and blocking while (too many) API requests happen
I love when the website starts reloading itself on a loop for no reason š
Hey
can someone recommend some "non root motion" i.e. in-place combat animations?
I've been looking around the marketplace but 99% of what I found are for genshin-likes and soulslikes moving root motion anims, that wouldn't really work with my specific system
yes but that will make it move then snap back, no smooth return anim that rts, moba, rpg games usualyl have
so that is not really an inplace animation, just a disabled root motion
Does anyone know any plugin or paper to create a editor like the APB Reloaded symbol creator?
Is it worth participating in the marketplace sales for visibility? My plugin's already pretty cheap, but I'm kinda wondering if participating in those would bring additional eyeballs on it, as the discoverability seems to be pretty lackluster otherwise
I participate once a year on black friday or christmas and I get 2x or 3x my usual monthly sales so I guess yes. Downside is for the next 2 months there is not much going on
Interesting, perhaps I'll give it a go next time one of those opportunities comes by :)
Hello anyone using waterline pro plugin, what's your experience using it?
After you've been through 'new releases' and 'showcase' it is the only real means of advertising that isn't self driven (eg. promoting on social media or your own Discord etc.), so almost always yes
I do wish there were less 50% off only sales tho, I'm apprehensive to participate in those -- but sometimes do, but I often go for the 30% off ones
When I was a new marketplace developer I was worried that I would be eating into the potential pool of users, but that seems to have been a baseless concern, taking part in sales has always been very beneficial
I don't think there are too many people waiting until it goes on sale who will eventually pay full price, a lot will see it only because it went on sale in the first place
And typically the self-advertising avenues I have don't increase sales too much, because those people don't need to be advertised to as they are already subscribed to my content (but its very useful during initial releases)
Thanks, sounds more or less as I figured also :)
FWIW I make code plugins, it might manifest differently with art assets
Yeah, I have a code plugin also. Pretty positive feedback on it so I figure it could be useful to more people if they just knew it exists
People seem to really like one of mine but aren't leaving reviews, I don't think a lot of customers realize how much difference it makes
Its still selling well and users seem to be having a good time with it
Yeah I got my one review from a person I specifically asked if they would leave one lol
Hey, is there anyone from Unreal Engine that I could speak to? For some reason, every time I try to buy something on the marketplace, I automatically get declined, and this only began happening after I changed the email address associated with my account.
ive already checked with my bank and they told me its on unreal engines end, i also checked the forums and it appears to be a known issue with no resolve mentioned
ok well that would be great because i have tried everything including using a different account and it still occured.
this might be for security just wait i think it will work later on
ok will do, thank you
no problem
is there any asset being sold that allows users to apply decals on their characters and position them to customise their characters?
like in CS:GO you customise your guns and apply decals(position them) on guns from an in game library
Lyra is essentially the modern Shootergame template replacement, which Ark uses pieces of, and can even be seen in task manager viewing their .exe
We're utilizing Lyra for our project similar to Ark. Totally legal and expected from a marketplace and UE publicly available asset.
As long as you're not redistributing the code without meaningful modifications and usage it should be fine. If you list with Epic, then even better as you waive the licensing fees I believe as well.
Fair warning though, there's a LOT in Lyra and it's tough to just rip out pieces of it without full code changes. We've spent more than 6 months as of lately just purely expanding and rewriting some Lyra systems to work for our use case better. It's a lot of dedication, but a very powerful template to start with.
Modularity seems to only now be becoming more popular as it should be.
The suite of plugins were working on is designed as a broken down modular system for that exact purpose. Each one will sequentially get released and can be paired together with the end goal to allow beginners to easily be able to drag and drop/settings change their way to a game.
Any good Sci Fi weapons paack for muzzle and impact to recommend?
Hey guys, if I want to update my asset for a lower version, do I have to create a seperate zip file for that version? Or do I just check the lower version in the submit page, after I tested it works?
Separate Zip.
Thank you!
š š.... Been singing this song for more than a year...
Now Seems like even Epic Games agrees Multi Million & Billion dollar companies need to pay their fair share and shouldn't be paying the same with struggling indies/ solo devs. The model doesn't make sense.
They just got to bring the same to Fab/Unreal Marketplace when it launches...
š« hopium?
Yeah this is alright. Not a lot companies sell plugins so i think most of the people in this category are indiesā¦.
Rare to cross $1M with plugins although possible⦠but doing it annually year after year i donāt see it happening
It also depends if they use the Marketplace's definition of plugins (i.e., C++ code), or the engine's definition (i.e., .uplugin). At the moment, it's unclear if (non-plugin) Marketplace creators will need to buy a seat for their work or not.
I make exclusively code plugins but having dabbled in 3D Modelling , skinning , texturing and Rigging myself⦠i would say its only fair artists get paid the same (per seat) like code devs.
Itās not like being an artist is a trivial thing⦠Once you get to try to do somethings yourself youāll see why. Iām no pro but i know enough to get byā¦
Anyway⦠what do i know. Iām just happy Epic is starting to realize there was something wrong in their model. You can still help indies but donāt give the billionaires freebiesā¦
I'm currently looking at selling some blueprint systems on the marketplace but does anyone know if they would need to be 100% blueprint to be under the blueprint section? Adding a single C++ base class would make the system I'm planning easier to use but I'm not sure how this would affect how it would be submitted. Does anyone know?
Yes, any line of C++ would move this to the Plugins section, which has its own licensing (seat based) among other specificities (don't remember the others on the top of my head, but license is the biggest IIRC).
I thought that might have been the case. Thanks for responding. š
Gonna get multi billion dollar companies that create mobile games now so they don't qualify š
Before I get Pro Main Menu V3 https://www.unrealengine.com/marketplace/en-US/product/8bffc3173bd249b08ed0357fd1da8d6c , I'd love to ask if anyone knows how is it different from Lyra's menu and if it's easier to work with (and understand) Pro Main Menu V3 vs Lyra ?
I haven't even bothered with UMG yet š«
I just rewrote all of Lyra's menu/UI/loading/ability/etc stuff from scratch into a plugin
By the time I was done I had the entire game minus the game and knew it inside out
I probably could do it too, but I don't have time
I need something more or less plug and play, tidy and logical in the implementation
(e.g. not overengineered )
Yeah... I was looking for something like that which is when I decided to make my own lol
I looked at a lot of assets, very few seemed like they were maybe good enough, but I couldn't draw anything conclusive, and my experience tells me there's a good chance I could buy several (which cost several hundreds of dollars) and not have a winner
Is CommonUI more cumbersome than UMG ?
CommonUI is built on top of UMG
Generally you want your UI to follow rather strict structural patterns to keep it cohesive
And it certainly does that
And that can also feel a bit cumbersome when you want to make something it isn't specifically designed for
But I will always use CommonUI
I am curious. I see things like the Pro Main Menu product on the Marketplace and I find myself wondering how they work.
https://www.unrealengine.com/marketplace/en-US/product/8bffc3173bd249b08ed0357fd1da8d6c/questions
Does it lock you into a particular UI implementation or do you provide your own? How customizable is it?
And I'm not just asking about this product specifically. I'm interested in knowing how similar products work too. I'm trying to get a feel for how assets like this work and what people expect them to do.
And if this question should really be answered in another channel, just @ me there in the response.
When you talk about similar products, it's not so black and white. There are devs, and then there are good devs. Some code so specifically that their work is a one-trick pony, while others pack their projects with customizable features, anticipating every 'What if I do this instead?' scenario.
To sum it up, generalizations don't cut it. I'd suggest diving into tutorials to grasp the features each dev proposes , as it really varies from one developer to another.
I own both Pro Main Menu V3 and Moonville's Menu System Pro
PMMV3 is a pretty straightforward setup, Menu System Pro has much more features and it was the more useful one of the two to me as a reference, but I hate the way it's structured
it feels very overengineered in a manner that'd make it inconvenient to work with
PMMV3 is the polar opposite of that, but it doesn't really have anything fancy that you'd save that much time on doing yourself instead
@drowsy jasper I think it'd work for your purpose if you are in a rush
what do you mean by "fancy" ?
It doesn't have much in the way of tools and a framework to work with, it's a very functional bare bones setup
I wouldn't recommend it to someone looking to make their own menu, I didn't find it useful in that regard
you are really just buying a menu rather than a system or framework
these are the two most popular menu options on the marketplace and you kinda pick between the two extremes of under- or overengineered haha
alright, thanks!
Anyone knows how do I submit my code plugin to older versions of Unreal?
You can't. Only 5.1 and above ATM, and only 5.2 and above when 5.4 launches
Really? I literally spend up a lot of time and effort making a single version of my plugin be able to compile inside all versions of Unreal just to find out that supporting older versions isn't possible? š
Best case scenario, you can share the link to download your old version to verified users who may want it
I know a lot of people which still uses Unreal 4, I honestly don't understand why they don't allow giving support to older versions.
I personally wouldn't worry too much about it. The folks using older engines are unlikely to be buying new plugins as their projects are probably fairly late stage development.
There will undoubtedly be SOME but it will be a fraction of your potential buyers
And you can always sell on gumtree or other store for those on older versions
That makes sense
I was also thinking about making it open source on GitHub after getting some sales in the marketplace, but this might be disrespectful with the buyers who spend money on it.
Yes some may feel cheated. A commonish approach is to offer a "lite" version for non-commercial and student work, which comes with no support and is lagging the paid for plugin by a few versions
If you were to buy a game template from the marketplace... do you prefer it to be done all with manny and quinn or to have custom models? š¤
Absolutely Manny and Quinn, easy to adapt from there
I haven't been really paying much attention to sales or anything for a while
With the change to hyper wallet, at the end of this month, the next payment I get won't be for the sales between Feb-March, but between Jan-Feb?
I find it really difficult to determine what/when the next payment will be, I wish this information was presented explicitly so I don't have to work it out
Is that regional? I didn't see that change mentioned
All I know is the money you make this month, you'll get it on the 2nd Month from now.
Make a sale in March, you get the money ~30 days after April 1. so May 1st.
if you sell an asset on the marketplace with c++ in it, am i correct in understanding that it has to be an engine plugin or a complete project? i.e. not an "add to project" pack?
That's what I've heard
Plugin only. Not project
That just seems really arbitrary
So... You can't make a full project marketplace item with c++? š¤
I guess you can put the entire code in an engine plugin and freely distribute a project that needs the plugin š¤
or freely distribute the plugin? Not seeing the issue here.
I was hoping someone could make charts-notes-planner-flow within unreal engine with its own UI and using some stuff like in ue. I was thinking similar to OBSIDIAN or MILANOTE. Whats good with obsidian is the way they connect images or textbox similar the unreals blueprint nodes, and you can add notes as well. Then the expandability for the canvas is just similar to the blueprint graph. Add some color notes, connect nodes, add images directly from the web or from file.
Hoping it would not be subcription based.
You can make an entire project in a contained plugin anyway lol
Well, I guess you can't do the project settings etc.
hey has anyone got experience using GC_FSM plugin?
Any MP sellers from UK here? When you make a sale you pay VAT and extra fees. At the end of the month you your monthly rev sent to paypal. When you transfer that money into your bank account will you then be charged income tax on that?
I'm not from the UK but what i think i understand is that VAT is charged to the buyer,
So if your product is $20, your buyer might pay $20 + $4(VAT).
Also there is a difference between VAT and Income Tax.
And yes you'll probably have to pay Income Tax in most cases...
Oh I understand
Thanks
Making monthly 5K is soo hard
But possible. It happens every now and then
Why do you need to do that
cost of living š
Just an FYI, General Movement Component V2 is officially out of beta and the GMC will get a big price hike at the end of the month, so if you really want a versatile networked movement rollback framework and don't want to wait for Mover 2.0 (or if Mover 2.0 isn't quite enough for your purposes) then now's your last chance to get it before the price hike
One of the folks on the GMC discord is working on a custom Gameplay Ability System designed to be directly integrated into GMC to ensure seamless rollback-integrated abilities and effects in ways that the standard GAS is basically incapable of: https://github.com/reznok/GMCAbilitySystem
Can I delete an item from "vault"?
Yes, if you email the marketplace team and tell them what you would like to remove, they will do it
+100 item š
It is, what it is.. I've done it myself, unfortunate but perhaps good, in case someone might delete stuff by accident
Can you give me their email?
uemarketplacesupport@epicgames.com
Or, marketplace-support@unrealengine.com
I've used both
hello, What program can I use to easily create materials/textures for assets on the marketplace? I know I can't use quixer mixer, substance painter has a weird license... I don't know
someone can help?
Easier to just get a job lol
As an independent "self employed" person you're likely to have to work out your own tax each year. It's pretty simple and you won't have to pay anything if you earn less than I think it's like £12k a year? (in total over all your income from all jobs)
If you see 3 assets a year for $20, I wouldn't even bother reporting it, nobody is gonna care.
what's the weird license with painter?
Well, I'm not sure if I can sell assets with materials created in Substance Painter
Hello, I'm a 3d artist and selling my models on 3d stocks. So is it legal to sell a 3d models with textures from: https://substance3d.adobe.com/assets I found this EULA https://wwwimages2.adobe.com/content/dam/cc/en/legal/servicetou/Adobe-Substance-3D-Assets-Addl-Terms-en_US-20220322.pdf Ā and it lo...
Adobe Substance 3D Painter is the reference texturing app for 3D professionals and enthusiasts. From AAA Game Developers to Indies, from Feature Animation to Visual Effects studios, the industry uses Painter to bring their creations to life thanks to its unparalleled speed, flexibility and visual quality.You will get free updates on Steam up to ...
$199.99
someone use it for assets?
I'm still in the pre Adobe era, no regrets. ĀÆ_(ć)_/ĀÆ
Damn, I need something to create textures for my models and I have no idea what to use
can you recommend something beneficial for the seller in the market
Depends on your goals, despite that one. You can sub for until job done. Then there are other solutions too, albeit not so developed. Then there is the new UE texturing tools (/kek).
ue5 what tools
I mean that looks fine unless you're only selling tileable textures
soon Unreal will have it all š
if you're "applying to uvs" looks ok
Modelling tools also develop
then I will consider buying
I only use substance painter, both for work and marketplace packs
ok, thanks
monthly?
@hollow zephyr or this?
yearly on adobe cc
Can you send me a link to the collection you use?
thanks
but 30 models per month?
Those are assets from substance source
Iike sbsars or meshes
You get 30 points each month to download assets
ok
Wondering where people get textures -- is the Unreal marketplace a good place for that or are there other good sites (free or paid)?
Thanks!
Recording plugin suggestions
Hey guys
I am new here.
I have a use case where i want to record the screen while running the build in windows.
But i have certain conditions-
- I want to control the frame rate
- I want to control the resolution along with viewport orientation portrait/landscape
So far i have tried these plugins -
- https://petrleontev.gumroad.com/l/runtimevideorecorder [both conditions match, video stuttering happens]
- https://www.unrealengine.com/marketplace/en-US/product/msc-screen-recorder [Does not work at all]
- https://www.unrealengine.com/marketplace/en-US/product/framecapture-screen-capture-and-video-recorder [records fine but frame rate logic does not work]
Open to any other suggestions free/paid. Any help would be appreciated.
Runtime Video Recorder allows to record .MP4 videos at runtime. Video encoding is done on a separate thread to avoid stalling game/render thread. Supported platforms:Windows: x64, Windows Media FoundationAndroid: armv8-a, OpenH264Linux: x86_64, OpenH264Mac: No demand from users (you)Limitations:Hardware video encoding is only supported on Window...
MSC Screen Recorder allows you to record video and audio in real time and export them in MP4 or AVI in a simple way.
you can also texture in Quixer Mixer, but you can't sell on the marketplace, why, I don't know much about it, but it's strange that QuixerMixer doesn't allow it even though it's from Unreal
Not quite correct. You cannot use any megascan texture or mesh etc in a Marketplace asset, you can use the smart materials that come with Quixel Mixer for that however. The reason you cannot use megascan assets is because you don't have the rights to redistribute them other than in a final product be it game, film, TV etc. The smart materials come with Mixer and are not related to Megascans.
so I can use smart materials for assets? and there is plenty to choose from, or not too much?
for examle
Will I be able to make such textures?
I'm just learning
At GDC or state of Unreal was there any new information about state of new marketplace? Fab-Roadmap? ...or is it still "coming in 2024"?
Wasn't talked about in state of unreal, and none of the other talks were about Fab so I am going to say still 2024 but not soon
Hello, can I make a game consisting of free characters(Like the paragon characters available for free on the marketplace) or meshes(Quixel bridge) and sell it?
getting content from the marketplace often involves
- opening it in the epic games launcher
- adding it to a project
- finding it in the contents folder of the project in your local file browser
any way I can skip step 1 and 2 and just get the contents directly from the marketplace?
Yes
You can also use my Asset Manager program, but the steps are similar, but tends to be much faster. š
You can make a game using any of the marketplace or default/free assets that come with UE.
Only things in editor or developer folders are off limits.
Should you be as morally bankrupt as some, you can even take lyra, change the name and sell that.
Don't forget to claim your free (GDC 2024) Sound Bundle from https://gdc.sonniss.com
In celebration of #GDC2024 we are giving away 27.5GB+ of high-quality sound effects from our amazing vendors here at Sonniss. No attribution is required and you can use them on an unlimited number of projects for the rest of your lifetime. If you would like more options and design choices to work with, please consider purchasing the correspondin...
thx man
Thank you kindly. i will help seed this torrent for a few days.
Wow thank you!
hey what's up guys, š
can anyone guide me how i can upload 2D artwork on market place, little bit confused about it
I really need help how to start, i have 2d artwork in the form on png files, please help me how i can make them like epic market place compactable š š
thanks guys
that suspiciously sounds like more ai generated image spam
Look into decals
@pulsar nova and others if you guys are thinking that i am a spammer, than no i am not, currently working on a 2D platformer game, i have uploaded my artwork on other sites but confused about epic marketplace, if you want some proof than let me know, you can also check my post on paper2D channel, š check i have shared some of my WIP there š
fair, just rare to see someone actually sell just art because it's a lot of effort for little return
if it's assets and tiles for a platformer that makes sense
haha yeah i understand, but i have like 15 packs , different types for different games , hand made, i have made them and i do have files haha š
i don't know i can share link , but you can check those on other sites š
i was thinking that they will fall in a 2D artwork category , but they will be like textures ??
yea, images imported into unreal are all textures (with few non relevant exceptions)
so what i got until now and thinking that, i have to make a new project , than import all my package files in that project and pack it, with prefix and such things ,than i have to upload that project in marketplace and that will go for review
no need for a whole project, you can reach it in as a loose asset pack
do you mean zip file
that will be nice than , this is what i was all confused about, please tell me what i have to do for this loose assets pack
can you please confirm it, need to go my bro š
thanks a lot for helping me š
I am actually not entirely sure what the submission process for it is, you might have to give them a project anyways, but the important part is you only have one folder inside of the content folder that is named after your asset pack and contains everything
and nothing else
and then zip that project folder
ok thanks a lot, i will try this maybe epic than tell me what else i have to do š
thanks bro š
as far as I understand they will upload it as an asset pack instead of project if you do that, but better wait for someone who is familiar with the process to confirm
or yea, ask epic
ok thanks, cya later , thanks for the help
hi i am using unreal engine version 5.3.2 not working in Advanced Locomation System please help how can i install ? Please help
Is the Marketplace API unusable for other people? My Twitter/Discord bot stopped working yesterday with the API returning error 403 and wanting me to do a security check... I checked @sturdy hawk's Orbital Market, and it also seems it didn't update this night.
It's possible they may have started taking measures against bots. If you run a few test cases to detect bots in the marketplace you'll see a very strong pattern of bot behaviour.
It seems they're doing TLS fingerprinting now, so you have to deal with that
Hey guys when you submit for review..do you have to have everything else in order can you do like docs and stuff while they're checking it out?
Depends on whos reveiwing it, but most will reject it without docs or subpar docs
k I thought it was this way... but was wondering if I could work on them simulatnaeously... I guess when its approved its just dropped onto the market
Sometimes they follow the docs... and if your docs are out of date like changed the class name a bit or you moved a button, theyll complain about it.
One time they asked for me to go deeper into how my plugin works underneath as part of the tutorials. I found it weird but did it anyway...
Depends on whos reviewing it really...
But your docs don't need to be too advanced. sometimes a single page and a link to a video will do.
Is there anyone else here who hasn't received a response from marketplace support emails lately? I'm wondering if there's an issue related to me.
oh I see, may try that
I had someone ask the marketplace support enail for a refund and they messaged me within 24 hours, so I think they're doing alright
Hello everyone I wanted to ask a question related to audio. I have created a Turret Plugin and have uploaded in marketplace but currently it is not having any sound effects. So is it possible to include sound effects from royalty free sites without any copyright issue or do I have to create sound effects on my own.
So I have to create my own sound effects .
Aw shit, here we go again š© ... Can't they just stick to their API?
They should put their energy into improving the marketplace instead of blocking tools that improve the marketplace for them
For what it's worth, in my Python script is was just a one line change to bypass the TLS fingerprinting (so I guess it must be super effective at what it's doing, and not at all just annoying legitimate users š )
Ok I lied it was 3 lines
DONE! Orbital Market is fixed for next day scrapping, here goes 1h30 of my life... (turned out making it work with node.js was not that simple š¬)
This isn“t really the spot to talk about it...but does anyone know if quixel megascans is still being updated after the purchase?
It was one of the best moves to attract new customers, but just looking at the website, it looks like the last update was august last year.
Hopefully they are working on something like quixel mixer integration directly in Unreal, so we can even do proper texture painting in engine in the future.
And I haven“t even remotely explored the depths of the existing megascans library, I“m just curious...
Mixer is no longer being developed. Megascans library is regularly updated.
Hi guys maybe some one know, about a Videogame or software or pluggin or blueprint that let me connect one or more virtual reality device to a PC, the PC is the server and VR are the clients?
hey if I have a suggestion to add in the unreal marketplace, should I send it here #1155975213205442650 ?
This is a community run server, we have no direct affiliation with Epic. If you have feature requests for Unreal Engine or any of Epics other services, you should contact them directly through their official channels.
ok thanks!
For non-plugin assets, is there a limitation on supported engine version? Thinking of creating blueprint based asset, would those be under similar limitations as plugins?
I don't think so. I clicked on a random new product from today, it had 4.27 compatibility.
You can only upload a product version for the last 3 engine version currently available afaik. (EDIT: in fact, I build plugin assets, so I don't know for blueprint based asset š )
Yeah I've only done plugins up until now, so it's been the latest 3 rule for me as well.. But I'll just stick with the latest 3 for other asset types too haha
Hi everyone! I'm about to be a newbie Unreal Asset Store seller, and I got confused about the trader/non-trader topic. It seems that I should continue as a non-trader because this is going to be my first asset pack, but I'm still not sure about it. What should I do?
Hello, I want to create a British / UK type of biome and landscape especially in a fall / winter ambiance. I looked on the Marketplace but could not find a ready made kit that represents this Biome. There are probably separate assets one can get and combine . Any suggestions?
They want you to clarify in your product description that you own all of it and others are free to use it in accordance to marketplace guidelines. I think I put a similar statement in the technical details at the bottom. They wanted to make sure the textures I used I had rights to
they should place that in first place :/
i already sent now wait another day
š
thanks for help btw
Megascans?
@jaunty dagger Yo!
Wondering about print strings/text in BP for an asset..do I have to remove them? They kind of help to know whats going on
Any news on the FAB marketplace? Nothing was mentioned on the State Of Unreal talk.
Thanks, I will take a look at the Megascans.
No news...
For the product I sold, I mainly kept print statements in to give warnings like "mesh is invalid" when they are trying do something with it. I also kept some in that would tell you information after a function is completed. I would say mainly avoid any print statements that would spam the users screen. Also avoid any print statements that are unnecessary like displaying a variable that you can clearly already see in the details panel
There is also a way to make the print go straight to the output log and not the screen which may be helpful if you are using a print statement that will output a lot of info
I am looking for some guidance wrt publishing my plugin on Marketplace.
Almost 2 months passed since I submitted my plugin. They told me they will check thirdparty licenses in 4 weeks time but so far no news. I pinged them many times but they are absolutely non-transparent. They keep telling me they will do that in another 4 weeks. Feels like I'm being ghosted tbh
I am really tired of waiting now. Don't know what else to do except to make a post here. Previously published 3 plugins w/o any issues. I DO WANT to develop this plugin and improve it for all users.
I believe something is broken in Marketplace publishing process as some plugins with OBVIOUSLY non EULA compatible licenses even get Promotion payments from Epic while the others (that really aim to deliver best quality across multiple platforms AND INSTANT SUPPORT) are completely ignored by Epic
Any thoughts?
I would gladly talk to somebody from Epic about the process and explain everything about licenses. But I believe they don't care?
May be very busy with 5.4 preview stuff who knows. If your passionate keep at it.
I bought AdMob Blueprint product on unrealmarketplace, my ads look flawless and error-free, but for example, after watching the award-winning ad, I press the button to watch the award-winning ad again, but nothing changes, the same applies to banner and interested ads, please help me, what should I do?
contact the product maker?
Someone here who recently (last two months) published a plugin with third-party libs? How did your publishing process go? Any issues?
