#fab
1 messages · Page 13 of 1
Even with Legal Review? Because with thirdparty libs, it usually takes 4-6 weeks for the legal review.
Despite third-party being used?
Yes
Yes
I guess it depends on the 3rd party lib you're using
Possibly some libs are already pre-approved and just new libs need review
Well, given that some folks managed to get ffmpeg license approved (violating rules LOL) my case is nothing in comparison 
Yep. There is old thread on UE forums about license ambiguity. I made sure mine are not GPL or similar but I guess the only way forward is to use GPL lib and then plugin is approved 
How Stockfish got approved though? Did someone bribe Marketplace team? 
Anyway to know free assets of month early?
every first tuesday of the month
5 PM PST iirc
Doesnt sound early to me :/
regarding this asset, as much as its easy and quite cheap. I think the downside here is that I CANT really cut the mesh to where exactly I want and at what angle, right? Like for example I want to have modular boots, but since the boots have varying areas where it ends with the rest of the pants, then it might be cut off just based on the bone references. But i think i can just use the opacity mask to trim those areas.
https://www.unrealengine.com/marketplace/en-US/product/make-modular-skeletal-mesh
I am in review for two months lol
tried contacting and just received a "its still in review" message
Fell ya ❤️
Do you use third-party libs as well?
Anyone know if there is a plugin for better blueprint comments? I feel like I want to add more in-depth (to some of the bp's not all), and with the base one it looks and feels terrible.
There's a blueprint sticky notes or something
I remember someone asking about adding images inside BP comments a few months (or years) back. Then I saw this product pop up: https://www.unrealengine.com/marketplace/en-US/product/advanced-commenting
Also, the new TLS fingerprinting on the MP means that Discord can't create embed for MP links, which is... yay, great step forward 🫠
Atleast fab is coming soon, right? Right?
Thanks to both!
I need your guide, it's recommended to use actors child for a multiplayer game? Because when I use the BP Actor my game runs well, but if I use a child, my game doesn't work well
Not to brag, but embed links still work on Orbital Market :3 https://orbital-market.com/product/advanced-commenting
I was trying to clear cookies to bypass the "let's-refresh-every-second" MP bug, when I was reminded that this also is an issue on the MP.
||my record so far: #cpp message||
Are there any plugins for cloudkit?
Hello,
What's wrong with the marketplace team, I've been trying to update my plugin for a week now!
back and forth with a message link is broken or files are password protected! They even don't read the version notes where I put the password and also the links for older versions because actual link fields are not editable! It seems they also don't read emails!
From when? I sent them password-protected files for years...
is there a way to enable plugins for the editor only, without using the upluginin(which is basicly a projectsetting, but i want a editor setting)
it does the trick. it loads ... but after a time it will still try to modify the uproject
unreal engine editor wants to update the project
If it's an issue of other teammates not having the plugin, in the uproject file you can find the plugin entry and add "optional": true
If your teammate doesn't have the plugin, it won't load or complain
ok thanks
I wish bridge was marked optional by default because anytime I open someone elses project it complains
still better than Unreal coming with the VR plugins enabled by default and every project booting up windows mixed reality
For those of you who sell music on the marketplace, do you actually make any sales?
I've purchased a couple, so someone has made sales lol
I'd think one advantage is you can sell your music practically everywhere with relatively little extra effort
hello. is it possible to advertise your work on the UE Marketplace in this channel or is there another channel for this?
Is there any API endpoint to the marketplace to verify invoice IDs?
Not an official one, but I think someone here has developed something like it... can't remember the name though
Maybe that: https://www.uebot.net/
Automate the process of verifying product ownership on the Unreal Engine Marketplace with our Discord bot. Save time and effort while ensuring only legitimate users can access your exclusive Discord community.
Yep I use this. Works well
So they have private access to the marketplace API?
No, the customer writes a question with their discord username, and the bot checks for the key icon
I see, they created a bot to read the webpage, that would be a super easy and fun project in Python.
python and fun in one sentence doesn't go well
but yeah that bot works kinda well, they have to post a question/review with their discord username, then wait for the bot confirmation and delete their question
I have a bot that is almost done that will be free -- no need for the end user to write any "posts". 😄
I do want some beta testers... So if you are interested, DM me.
Does anyone have a link to these blogs?
id like to know the plans, timings and more...
You and everyone else
the only update we've had really is the delay announcement around september last year
and some minor updates for UEFN
so, nothing really
I'm beginning to suspect it might just not be coming
If you dig deep enough in the forums, you can find some very small signs of life
[...] once Fab launches later this year
(Posted in march 2024)
😄
Hard to believe that since it wasn't mentioned at all at GDC
Seems like it's solidly on the backburner
anyone who can check my artwork and tell if they can be selected on marketplace or not, i have been already uploaded them on other sites, but just want to know will team epic marketplace like them or not 😄
As long as you follow the guidelines, your product should get approved. Whether the MP team likes it or not, it doesn't matter.
How are the items in the monthly free collection chosen? Do you still get paid for sales made during that month?
I heard they're just particularly slow at the moment, if it gets denied then because of some technicality
I believe you can apply to be considered. It will be in the seller guidelines. There is a payment but Epic do not publish it, it's speculated upon though to be around $7500.
Is it a one-time submission or I must submit my project(s) every month to be considered?
thanks guys for the help , i was thinking about the quality because they are 2d artwork and it's written that they all pass quality work, mine is good but i don't know how good theyare, they are up on other sites
If you're already creator, you can check out this thread for more information
Hello.
I am developing an enemy AI system for a stealth-shooting game.
Could I get some recommendations for Animation packs available on the marketplace or elsewhere, that I could use for my project ?
Free or paid.
You cannot use any non Epic marketplace assets. If using Epic assets, you need to ensure that they are not the focus of your pack and kept to a minimum. Someone once tried to submit a 20GB asset, of which was 18GB of Epic stuff needless to say it got rejected.
If using other assets you must pay attention to the license, it probably doesn't allow redistribution.
when i launch epic launcher it tries to auto update installed plugins can i turn that off somehow?
Hey guys, does anyone know about a shader similiar to this?
https://github.com/oxysoft/RetroSuite3D?tab=readme-ov-file
Asset pack just called "Retro Graphics" on the marketplace has some cool stuff
i've been searching around and can't find anything about marketplace eula and 3d printing. is that allowed to any extent?
if it's not content made by epic games you can pretty much do whatever you want (aside of reselling the actual assets in any way)
the way I'd interpret this is that there's no sublicensing happening when you 3d print something, even if you were to sell the print
making and distributing print friendly files out of the 3d models on the other hand would likely (and rightfully so) not be allowed
the Epic Content License Agreement referred to here specifically talks of content distributed as source files
thanks for the input. i see it points to the content eula. seems ok. to anchor it to something concrete, i wonder if it falls under linear media
I wouldn't say so
Not sure that’s overly accurate. Selling something you printed of a model you don’t own is scummy at best. You should at least ask for permission, and possible offer a cut of what your making
Was not referring to your comment 🙂 chiming in on original question
Game models always generally don’t print well, I’m forgetting the term but they aren’t water tight basically. They usually require modifications for a printer to handle it
Making good printable models is a skill in itself 😂
yea, It's pretty much just a real life asset flip
it is scummy, but also probably allowed (though if the model only makes for part of the print or gets very heavily modified that is fine imo)
either way, the question probably referred to printing for private use
pretty presumptuous, not every use case is "scummy". I'm aware of the space and the work involved. I wanted to get clarity on the one thing i haven't seen discussed directly, the legality against the license
i wanna buy this asset https://www.unrealengine.com/marketplace/en-US/product/advanced-cannon-system . does anyone has any better suggestions for cannon system?
I was specifically stating selling a printed model you don’t own. It’s different if your doing it for fun or printing it for a friend
"don't own", of course, they're licensed! is it just black and white for you? personal print or it's bad? what about using multiple assets to build a composition like a diorama for commercial purposes? how is that different than creating a scene to be rendered into an image for commercial purposes. I would assume your view is not so black and white, but you are passing judgement and disdain based on nothing but what you've imagined in your mind
Are we talking about the same thing? I was referring to 3D printing a model that isn’t yours. If someone designed a really cool character, you print it and sell it, people are buying it because it’s a cool printed character. You didn’t create that and should probably contact the artist to ask if it’s ok to sell their work
yes, i believe you assumed my use case. i am in agreement (while it is probably legal with the licensing) that it is morally dubious to just straight up profit without modification or composition of assets. but you injected that into the conversation when i asked an objective question about licensing
No I did not. I was referring to the reply to you
ok, i stand corrected. my apologies if my text is misdirected
To answer your question you would likely need to seek clarification as epic I don’t think has stated one way or another on that use case
yes, why i'm here asking because i don't see anyone else asking. i provide solutions for others, the first thing to do is define the legal boundaries before you can devise any solutions
Yeah for sure. My guess, and this is purely a guess, is it would be seen the same as making a product with their assets
Yes though there have been cases where people have gotten in trouble for that.
Bottom line I think…better to ask and be told no, then to assume and get bonked 😂
I think contacting the author is the best idea
you can always find the email on the profile
Absolutely
would be nice to have the official word from epic. there seems to be 2 primary considerations. embedded in a game like media, or rendered to an image (they define linear media). 3D printing seems to fall under the latter. while not digital, it is technically a rendered image.
the eula doesn't specify the medium
I would wager it falls under product guidelines
epic has stated the assets can be used in games
3D printing is creating a product not really rendering something in game
neither is using the assets to make a movie
Sure but it would fall under your right to produce
It would be like making a t shirt with a Disney logo on it
so back to my diorama example. what's the difference in creating a virtual set, or a physical diorama. they are both composed in the same manner. i would even have to likely do more work to get it into the final form
I see where you are coming from@
Im not a lawyer but I’d imagine it would fall under fair use
Download a game model to be used in your game is the use epic intends, and has specifically allowed. Downloading a model, printing it, then selling that printed model is a different category
definitely the original intention, virtual production changes that game a little, puts a lot of grey area into play
Indeed
thanks for your input, I appreciate the discussion
Of course thanks for the discussion 😄 certainly something interesting to think about
So having a massive problem with Youtube and copyright claims on music I purchased in the Unreal Marketplace. What should I do when I have the rights and someone rejects a copyright dispute? I've been sending the invoice id and username in the dispute. Now it's saying if I try to appeal the rejection I can get copyright strikes if the person who falsely denied the claim before does so again, which is absurd.
Youtube is, to be frank, a POS. Their copyright system is inherently flawed. Put a copyright claim against the video(s) yourself. No idea if that still works but it used to.
Meanwhile, Rumble's just like yeah whatever here have some money.
As a content creator on the marketplace I'd be upset if you were to print and sell my models on a storefront somewhere as if they were your own.
I mean... if the marketplace license allows it then it doesn't really matter if I'm upset and I should have read the fine print better. lol. I was under the assumption signing up to sell my assets that they would be used in a game using Unreal Engine since that's what the marketplace is for.
Just my hot take.
New topic (Since that post got a bit lost in my last message)
Hey, any creators in here know a better workflow than creating a new project for each asset you want to sell? I have like 15 unreal projects for my assets and I have 6 new assets to stage and upload and it's starting to get a bit unruly to have this many project files.
Is there any way to keep them all in one project?
why is it unruly? I have like 60 project files
I feel like it's more organized to have them individually, rather
I mean, same. I guess I just feel like I'd like to see my actual projects in my library view and not just a flood of asset projects that only exist to upload assets to the marketplace.
oh I only open the epic games launcher like once a month
I just head for my project folders and launch it up
Also seems like a waste of space. Each project is at least 35MB and I know that the majority of that is Unreal files, not my static mesh assets and handful of basic materials.
I have a test project that's like 200MB that has hundreds of meshes in it and then a single project with like 10 meshes is 40MB.
if you have shared files that indeed sucks and you cannot make them a plugin since you can't submit that as a marketplace asset
¯_(ツ)_/¯
I mean it's really not a big deal. I was just kind of hoping someone was going to be like "Oh there's a simple solution. Here it is..."
I mean there is
you need to submit a project if you want to sell an asset pack, right?
Yep.
you can just migrate the folder specific to the asset to an empty project and submit
That's how I'm doing it now. When it works...
it gets tricky with shared files since epic only wants a single folder
I've seen people who have a folder with their name and then there's a shared folder and the project specific folder inside
so if you add two of their assets it'll overwrite the shared folder
Yeah. I've just been uploading each pack in its own separate folder. Though I'd prefer my assets all nestled in a single creator folder... I tried that early on and had a lot of complaints about pop ups warning about overriding files, etc. Which was fine since they were identical, but it worried devs.
Right. Exactly this. But ^
It's not a big deal for me, tbh. Just sucks for anyone using a bunch of my assets (especially since I sell small prop packs)
if files are not imported they are not supposed to be ffs
this isn't a hot take, this is the correct take, on both points
Does anyone know where a can get an asset of a car with destructible windows?
Maybe its a surprise, Unreal Fab releasing with UE 5.4 at the end of April
Source?
Or maybe it was a joke, nevermind 🙃
I think Digital Dive's cars have that
The CitySample vehicles also most likely have that, and they're free
Thanks
Anyone know of any good foliage packs (trees, grass, flowers, etc) that are “game ready” I’ve been attempting to use mega scan trees and grass but even with optimisation (disabling wind, lowering texture quality, etc) I think they are hurting my performance just a bit too much for my liking.
Don’t mind paying a bit for it too
As long as the quality to triangle ratio is good
Hello! How can I get tax documents for the money received through marketplace? As Hyperwallet says No Tax Documents
Hello. I'm working on a 2D animation and struggle with the backgrounds, so I thought I could just make a scene in Unreal and take photos in the right angle and such.
The issue I need help with us finding the right assets. Free or otherwise. The animation is fairly short and happens at a café so I need a shot from the café on the outside and 2 from inside.
I found some low poly city packs that could somewhat fit with the drawing styles, but they're only blank outside buildings and I need an interior as well.
The style of the characters will look like this so I need something that's simple and stylized. Nothing highly detailed or photo realistic.
Is there a time limit to resend your product after "changes needed"? 🤔
Not sure if it's the same for all type of plugins, but I had Code Plugin and I think it was 2-3 month, and then too they send you a mail asking about an update, and if you don't respond, they put it in Rejected Section ( For non-published product)
Probably a really dumb question but the things you buy in the marketplace are all royalty free usage right?
Hey guys quick question
im playing with the thought of buying some bundles from Leartes Studios from the marketplace while they are discounted
now my problem: next meeting with my team is on monday so im not sure if we´ll actually use them
can i refund them within 14 days if i do not download any of the files?
According to this yeah
Reddit keeps complaining about how Leartes is a scummy actor who lies about the assets, and rips off the actual creators.
One thing I do is put a cel shader on. So then the 3d assets match my 2d art. There are a couple of cel shaders on the marketplace on sale right now but I can't tell you which one is the best. I am still comparing them.
Would be nice to find some stylized sci-fi assets that aren't outright low-poly synty stuff
I doubt they approve refunds for “not going to use it”, the seller needs to agree to the refund 1st for this.
The reason is people would just buy stuff to get access and download files then later get refunds. Then ♻️
They’ll approve refunds though if something is very misleading and does not work as advertised
so if i do not download them it shouldnt be a problem or would you say just buy it if youre sure?
Just buy when sure
Only buy something if you absolutely need it and only buy it when you absolutely need it.
Sigh -.-
Hello, this is my first time selling and I have a question:
Basically I have a a configurator, it’s a very light Project File, but it relies on some lines of code I’ve put under UE_5.3 (or whatever version) directory. How do I not just give the project files, but also give these extra lines of code that must be put within the engine directory??
hi everyone! what is missing on the marketplace in the blueprints category?
I want to create my first asset
bowling scoreboard - disc golf basket
If it has any cpp then it has to be a code plugin.
It’s not a mod uhm.. the engine stays the same I just add a couple of .usf and .ush. It’s basically a shit ton of shader that I couldn’t do through the pure material editor
Probably i could convert all of my .ush / .usf into one single custom node within the material editor, but it would be a nightmare, also very unstable and exposed
I really have no experience on these spellings / plugins / engine mod things.
I basically did a ray marching lavalamp configurator, 3/4 of the job is in my ray marching hlsl files and 1/4 of the job is just construction script
They sent an email already asking for the update and it's been only a week...gotta move fast 😅
So the marketplace website itself is an untrusted source?
Probably a bug but its saying "I don't trust myself"
sounds like this probably needs to be a plugin on account of the shader files, but I'm not sure I've actually seen this done and don't know how it works in practice. I do agree that the shader files should be the way to go with distributing it through (also those lava lamps look neat)
Thank you dude. This morning i moved everything inside the single custom shader node but it will be very very untable, but i have literally no idea how to work around it or force the user to allocate some extra engine files
i would also have troubles imagine a pricing for this, if someone can hint, since it's literally my very very first time publushing something and also this is basically unique, i dont find assets or configurators like this
it should be possible to my knowledge
i never done any plugin, im gonna document rn
You can... i have a plugin "CommonShaders" i put all my common USH files in here
Common is a Common name
haha
from another server:
seems easy enough
just create a pointless blank plugin and include the shaders there, lol
have the same folder structure.. but you can call the folder anything you want
Shaders is just.... "Common"
Then do this
void FCommonShadersModule::StartupModule()
{
auto thePlug=IPluginManager::Get().FindPlugin("CommonShaders");
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
FString ShadersPath=FPaths::Combine(thePlug->GetBaseDir(),"Shaders");
AddShaderSourceDirectoryMapping("/Plugin/CommonShaders",ShadersPath);
}
The magic function you're looking for is
AddShaderSourceDirectoryMapping
😅thePlug sounds better than Plugin... without thePlug i can't really get the path without hardcoding. thats the entry point...
thank u guys
it was just weird for me to add plugin since there is actually no plugin ahah
but i think there is no other options in this case
Guys can i use my marketplace addons on my paid game
For what purpose they would serve otherwise?
That's kinda the point of them.
You can even use free Epic content in your paid game.
Do discounts also apply to multiple seats purchase on plugins? I might be interested in buying a lot of seats of an already expensive plugin. But if I could buy them all at the discounted price during a sale, that would be easier on our wallet. I might have to contact the MP team for that, since I'll have to contact them for the multiple seats purchase anyway. But if someone here knows, that would be appreciated 🙂
Info I got from the marketplace team was that for bulk purchases discounts can be given. Email 'em.
That sounds nice, I'll get in touch with them then 🙂
Thanks!
I actually guessed that, but I wanted to ask anyway, for full information. thanks 🙂
niice!
heyy, just wanted to confirm and double check, marketplace assets are checked and are verified to be safe right?
Most rely on the idea that if an author intentionally wants to screw a plugin, it will be noticed and banned.
Problem is that in C code it is much harder to detect actual bad code. I'm surprised we haven't seen purchase and turn arounds yet in the marketplace, it is only a matter of time... (i.e. A author creates a great plugin, has good reputation, a third party buys it for an insane amount of money and adds stuff that isn't wanted to it... )
No more different than any other project out there. Even open source projects on github are mostly used as is, without scrutinizing them for security. Not to mention all them downloaded apps from internet.
Totally agreed.
In the end I’ve managed tu submit my project folder, it’s pending rn, hope it gets the approval. Thank you guys for the pieces of advice
Hello! How do plugin developers package the plugin for all platforms automatically? Like do they copy the plugin on mac, build it, same for linux? Because in my terms to automate it, it's hell of a ride.
You only need to package it once, and send that zip to the marketplace team.
You will however have to compile and make sure it works on both mac and linux, or the marketplace team will notify you off any errors during their internal compilation tests.
If changes are needed between the platforms, you handle that with preprocessors in your code.
Yo. Got a neat tool we made for ourselves. Asking for more experienced people, do you think this would be interesting as a marketplace plugin? Done in CPP, but can expose stuff for BPs.
Features at the time:
Record any gameplay event in BP and C++
Integrate with Gameplay Ability System - Optional
Record data in json, Unreal Archive, and compressed binary file
Able to merge events from multiple data files, multiple matches
A fully integrated high performance 3d grid based visualization
Filter events by Gameplay tags, locations,...
Never put anything on the marketplace before 
Hey, I would be definitely interested. I recently built something similar but not at this level of integration in the editor. It looks really good. Curious to see if we could use it and integrate this tool with our data and infra.
Hmm, okay that's one person who's intrigued. Enough to have us build a clean version of it 😃
hello I want to ask why unreal engine has Supported Engine Versions
4.26 - 4.27, 5.0 - 5.3 this will make it difficult for me to try the example if I use version for example 4.25
every version can have a different API, which means the creator has to specifically test on a version for it to work.
that said 3d models generally are fine and should work on any version, unless the creator used a specific feature such as nanite or displacement which only works on specific versions
oo thanks
Yes but you can't use anything on previous versions, only newer ones, is that still the case?
Yes once a project has been upgraded or assigned to a newer version of UE then it cannot be downgraded/assigned later on to an earlier version of UE. Unless you use a version-control system like Perforce or Git. Even with a version control system, any changes made to a UE project since the "upgrade" will be lost once you "revert" to the earlier version.
Depends if the assets are resaved in the new version or not.
What happend to fab?
I noticed the seller portal is v3 in the url now, so good signs?
hopefully they've abandoned the idea
Hey everyone! I just added a few features related to favlist on Orbital Market if that's of any use to you.
- You can now search/filter your favlist
- You can now import/export your favlist (it's still stored in your local storage though)
(For those who don't know, Orbital Market is a search engine for the Unreal Marketplace, just a bit less buggy: https://orbital-market.com/)
Cool! Now do blacklisting of authors, it is pretty similar to that feature, right? Right?!
Do you have some example of authors you might want to blacklist? (You can send them in DM)
Err... Can't this be done with anyone? I just want to reduce greatly the noise when browsing.
Will DM you tho.
Cant DM you? 🤔 Can you?
Hello!
Im interessted to build an open world map, something similar to Palworld, much smaller. I would build it from scratch but im a terrible designer. I was wondering if theres something in the marketplace to help me generate a rough map. Just something where I can start building from.
So far it seems like there is only plugins for endless worlds but I want a small island with a few biomes. Any ideas if there is plugins for this? I dont really care about the price of plugins either.
Ideally something where I can just provide my environmental assets to work with.
Are sales reports bugged for anyone else too?
Mine havent been updating at all these past 2-3 days
Not bugged for me, but I wouldn't be surprised if yours was
Hey guys!
My team has a free marketplace code plugin that was recently approved on the marketplace. However whenever anybody tries to access it, it shows unavailable. It is supposed to be available for UE 5.3.
Has anybody encountered a similar issue or know how to fix?
I had some ideas I had on what might be the cause:
- the zip file has the wrong folder structure (currently the zip has a subfolder that holds the plugin) perhaps the zip needs to be the root? EG atm it is
Zip/PluginName/[all plugin files and folders] - The .uplugin file has engine version set to 5.3.0, perhaps we need to have it set to the latest 5.3.2?
Any help would be appreciated.
You are better off contacting the Marketplace Team directly for issues relating to one of your Products.
They are in the only position to help you with such issues.
Yep, I am also doing that, just thought it might save time waiting for a response from them if somebody had similar issues.
But thanks anyways!
Did you click the "Publish" button after being approved.
When it's approved it will automatically be hidden until you publish it.
If yes then contact them
Yep we did. It's live and people can see it on the store, its weird because doesn't show in the vault though either after you unlock it.
I will wait and see what the marketplace team says.
did you also restart the launcher and/or logout and login again?
yep tried a few times, on a few different computers. People started leaving negative reviews due to the install issues
We decided to hide it from marketplace until we hear from support about it.
Errant Worlds ? Never used it nor played Palworld, so I may be totally off.
Developer of Errant Worlds - plugins that employ procedural generation in order to create large and beautiful maps in Unreal Engine.
basically the Unreal Marketplace but in good
They released the UE 5.4, but i feel like they forgot to include FAB ?
Anybody knows something about that?
nope
let's just say unreal marketplace desperately needs this artstation marketplace feature
there is already "CreatedWithAI", but no feature to exclude tags
If you want to generate heightmaps, I'd recommend Gaea/World Machine/Houdini etc. Generally these are used to create a landscape and then it is modified in engine from there
if you set up or use an automatic landscape material you should be good to go with just that, but all of these can generate data on where to use which layers and where to spawn what foliage too
Is it allowed to have more than one account?
I'm thinking on becoming a seller, but I wouldn't like to use my personal Epic account for that purpose.
Pretty sure that would be fine. We have private accounts and also company accounts, where one holds the seller account.
Another Humble Bundle Unreal bundle is here
I got duplicate keys for assets I already have, but can't even offload them anywhere since everyone keeps thinking it's a scam
only a scam in so much as the assets might be dubious to begin with, but otherwise yeah, should be fine
people will be rightfully sceptical if you're asking for money though
(also who asks for money for keys obtained from charity bundles?)
it's a weird bundle.. you can get a farm tractor, viking warrior, commercial doors, and a tank
Yarrawah said they curated the bundle to be genre agnostic.
Iunno, vikings running a farm sounds cool.
If I want to dump my repeats, where do I do that?
Looking for good cloth material references. Especially shiny materials like silk and satin. Any recommendations?
Well here goes, here's my repeats if anyone wants em. Free of charge
Image so bots can't scrape it first
I used the book generator code, thanks.
I was able to redeem the Flag Generator, many thanks!
I hope it helps!
I am bit puzzled why there is not a single web browser widget plugin that uses Firefox framework (and supports Android) 😦
That’s very niche in the game dev space , probably why…
probably, but it's something a lot of people in VR/XR space might be looking for 😊
Don’t doubt it, but are they willing spend money on it though…
I am 😉
@drowsy jasper - Firefox would NOT be very usable in Web VR/XR space. That browser has (VERY) poor support for WebXR.
I don't need that
In fact the Wolvic VR browser (which is currently based on firefox) has been switching to chrome (just released first beta I think) because Chrome's WebXR support is massively better, and is currently being developed by several companies upstream. Firefox for VR/XR is dead effectively now.
I need to stream from Prime Video, Crunchyroll, Netflix, etc. in my custom VR mansion
Chrome has MUCHO better support for doing that in VR.
and sadly, Firefox is the only browser that allows that on Quest, for some reason
it doesn't - I tried all of them. FF streams, everything else is black screen
on flat PC it's not an issue
on Quests, it is a BIG issue
Chrome supports Layers allowing you to stream things to a layer unmodified, FF you have to manually have to handle the overhead and conversion. I'm kinda suprised you are having issues with Chrome as its WebXR support is first rate do to Meta upstreaming much of its WebXR code...
it has nothing to do with WebXR though
just open any browser on Quest (browser app) and login to any account you signed up for and try watching a movie
the only browser that works if Firefox
and it's been like this since the dawn of VR
I'll run some tests, but I've never had any issues streaming things to my Quests. But I rarely do that, so I could just be lucky so far. You can try Wolvic, it is a Firefox based browser (currently).
My guess is meta stripped out some of the codecs, and those sites are assuming those codecs exist because it is "Chrome" based.
I also tend to stream things only from my home server, so that could be also a reason I don't see any issues. Using a standard video tag works great on Meta's browser.
Most sites have a lower quality non-drm, but the site can assume certain drm'd codecs are in place and break where they might work on FF because it doesn't support that drm'd codec .
streaming from streaming services and streaming videos from home server are entorely different things
Correct, I realize that -- which is why I said it just to let you know why it was probably working for me... As I said before, if you think it is firefox supports it, verify with Wolvic, as I believe the current release version is still Firefox, and only the newer Alpha/Beta's are Chrome based.
but how is it going to help me? 🙂
I need a plugin for UE so I can create UMG widget with browser in it (FF browser), with Android support
By testing if Wolvic would actually work to play those videos on a headset, it is a Firefox based browser that is built for the quests -- I personally tend to think it probably WON'T work as most android based browsers depend on the system's codec's for things and if the Meta XR browser isn't working, than even Firefox on Android probably also isn't going to work... So testing lets you know if this is even a valid path forward....
If Wolvic or meta's xr browser works, then you have a direction you can proceed. If neither work, then you have to go a totally different route, my personally choice would be using ffmpeg which I do think there is a plugin...
how would I stream from Crunchyroll with ffmpeg ?
You would have to manually download the html page, then parse the html page to get the url for the video control file, then pass the video control file to ffmpeg to stream to the texture, and I assume the ffmpeg sets up the texture that you would then apply to the "movie" object in your scene. If the site uses JS to setup things, then it can even be more complex as you might have to do several techniques to decode the control files location. It a LOT more work, but most the time it can still be done... Obviously a browser is much much simpler, but before assuming firefox works to solve this issue you really should run the tests on the actual hardware to verify it even works. Just because the desktop browser works, doesn't mean the android (and specifically the Android Quest versions of the browser) will even work for what you need... Again Android tends to use the built in OS stuff as much as possible and it is possible that the Quests just don't have those codec's implemented as Meta has stripped out a lot of stuff in their Android port to the Quest (otherwise known as their Horizon OS)...
I believe I already mentioned I used FF browser on Quest to watch all my streaming services
I missed that, I assume you aren't talking PCVR, but actually using Wolvic then, as I'm not aware of any other FF based browsers on the Quests...
actually, I take that back.. I don't remember if it was Android FF or PC FF
sorry about the confusion
Not a problem. Android is also completely different than Horizon OS (despite them both being Android)....
Your Android phone is a more "open" stack than Meta's stack. Meta has stripped out a LOT of things that default Android can do.
so, Wolvic is available on AppLab ? Or do I need to sideload apk ?
alright, added to the library.. Will check after work. Thanks!
assuming that Wolvic works (wishful thinking, I know), then what ?
If it works, then you have to create a plugin using the I would assume the wolvic base -- you might be able to use the Firefox base, but wolvic has lots of VR specific code, so it might be a safer bet... You could reach out to Igalia (they make Wolvic) and ask if they know an easy way to embed it in an app...
well, that's why I am here - I can't create a plugin 😅
You can then use the freelancer section to hire someone. But you really want to know if it works before you try and hire someone. 😄
can't afford a freelancer. Was hoping for existing solution available on the Marketplace
Ah, yeah, that is a problem that I fully understand... Good luck!
I wanted only few of the bundle. Take what you need.
Warning: With the new release of unreal engine 5.4 , you are again asked to agree to the terms of service when you use the Marketplace or download the new engine. If you accept, you should remember that unless you opt out of arbitration you will be automatically agreeing to give up your legal rights. I would hope everyone takes the time to OPT out of arbitration and any other clause or term that is not legally required for you to accept or that effects any of your legal rights or defenses.
It is purely a benefit to the company , especially if they decide to pull a Telsa move. Elon has actually used arbitration clauses to shutdown class actions against his company in the past, so do not make the mistake of believing that it will not stand in court legally if you do not opt out.
You may not have noticed yet but something seems to have changed with the Epic market place support teams for the absolute worst. The response times are crazy slow and I have seen many people struggle to get refunds on products. I myself have been waiting now for my refund from them for a total of about 40 days. If you think Opting out is not worth your time , remember no lawyer can protect you if you do not. Nor can any lawyer start a class action lawsuit in the favor of the customers who shop on the marketplace. Do you see Epic having arbitration with Apple ? nope.
Take the few minutes to opt out if you can. Your future depends on that, you just cannot see it yet.
Good warning, just a FYI if you use my Asset Manager Studio, you can download anything including unreal engines without have to agree to any added legalese... 😉
I hope this is because they are in the process of switching to FAB
probably going to hearsomething bout it this year.. and official announcement at next year GDC at the earliest most likely
A bit late, but we'd be quite interested in this. It looks great, congrats!
Thanks! We're actually ALMOST finished with the first marketplace-ready version by today 😃 Just applied for an UEM seller account this morning.
Hey peeps, can you recommend me good weather, clouds and water systems from the Marketplace?
I see many options
Ultra Dynamic Sky? Everybody loves UDS
UDS is popular for a reason indeed. It's one of the few drag n drop, work out the box assets out there. It does skies, weather patterns, time of day etc. Worth every penny.
Avoiding a new set of T&Cs won't absolve you of any of it's clauses ultimately. Certainly not worth the legal wrangle you would find yourself in.
Not true:
Epic won't have your account tagged as accepting the new TC's as of X date. So, they can't enforce it legally meaning they would lose if they tried to dismiss the case based on the new arbitration clause, and the presiding Judge who gets the bogus request might not look upon illegal dismissal actions to kindly...
Not that I have any plan to sue Epic, but this actually works even better for a lawsuit because if Epic's lawyers have egg on their face going in, the judge tends to be more critical of their arguments which is in your favor... 😄
I wasn't talking about any case, real or imagined.
Your response was in response to my saying AMS doesn't show the T&C which was in response to the warning about the Arbitration clause... Which is discussing forced Arbitration vs a lawsuit...
What do I know? I'm not a lawyer in whatever part of the world you are in 🙂 But it doesn't take a rocket scientist to consider that by using a product that use is governed by a T&C agreement while deliberately bypassing the actual acceptance of that agreement, then you are on shaky ground. Or not, I have no idea.
It is in effect piracy. [eta: this is of course just my opinion]
No not piracy, you actually purchased the product (or it was a free product like Unreal). T&C valitity really depends on jurisdiction, some countries don't even allow them and they are considered null and void no matter what they say. But the US (which is where Epic is based) does, but there are restrictions on viability of them even for people in the US. If you don't agree to them, then the terms aren't enforcable in the US, or if you have a minor (i.e. someone under 18) click accept they also aren't legally enforceable. Just a few legal loopholes against obnoxious T&C's that work in the US. 😄
Using a minor is harder to prove, but not seeing it is normally trivial for web since they tend to time stamp your acceptance, no time stamp, never was accepted. 😄
That is why you see so many T&C changes state if you continue to use the service after X date, you are accepting the new T&C. Otherwise you can close your account. No easy fix for that, because basically if you want to continue to use it, you have to accept the changes...
That's one of the advantages of Epic's licences. It's literally built into them that you can use whatever you have in perpetuity and you only need to accept new licences if you want updates.
Is asset manager studio an Epic thing?
Asset Manager Studio (formally called Unreal Launcher) is a project I wrote to allow you to download Engines/Assets/Plugins on Linux. I also released it on Windows (& sometime when I have some "spare" time to do testing, Mac will be released). Basically it is an Ultra fast FREE Launcher / Asset Manager currently targeting the Unreal eco-system.... Not sponsored by Epic, but they know about it as not only does Tim follow me on Twitter but I've talked to different people at Epic on occasion... 😄
You're kinda massively breaching unreal's ToS/EULA/whatever by doing that.
And Epic will definitely shut you down.
Nope, they don't care and I've talked to their legal department... 😄
They don't care that you can let people download the engine without agreeing to the EULA?
Besides I suspect the AMS project is one of the reasons why Tim followed me, so who knows. They don't service the Linux market, and that is the primary goal, but no -- they have no had any issues with AMS (and other like projects) for many years. In fact they haven't had any problems with the launchers that actually download the Epic games games, which would be a bigger sticking point imho....
I'm not suggesting that a launcher for linux is a problem for them, just the EULA bit...
I don't use this, as pretty much all code in AMS was written by me. But many third party GAME launcher/downloaders use this project as the epic api handler: https://github.com/derrod/legendary if Epic had any issue at all -- that project would be most certainly the first to be shutdown....
It can download games, assets, unreal engines, etc and it is a CLI so that is why many projects use that internally to handle Epic's api...
Again, having a downloader isn't the issue!
I realize what your saying, what I'm trying to convey is ZERO third party launchers show Epic's T&C's. And Legendary is very widely used, so if Epic had an issue with T&C's not being shown, Legendary would be the first one killed by Epic's legal team.
Specifically saying "you can download the engine without agreeing to teh new eula" is kinda pushing it a bit too.
Then Epic's pretty silly in that case.
I mean, it should at least be gated on their end in some way :/
Imho, there is absolutely ZERO chance epic would do that with the current battle against Apple. Anything that would show they are "closing" their access (despite never really opening it), would be a bad PR move, not worth it to them.
I was trying to state, my launcher doesn't show any T&C's so nothing to accept. It is possible during the install of 5.4 on windows you will still get a Install T&C, but it isn't from any of the launchers then... The Linux version of Unreal doesn't show a T&C at startup, afaik...
Yeah, teh engine itself doesn't show anything. It's the launcher that installs it.
I haven't installed 5.4 yet, so wasn't sure where the T&C would show up, since 5.4 has been a low priority upgrade vs everything else I need to do. 😄
Anyone seeing sales slowing down recently?
Surprised this is still this much despite being 9 years old
You'd think this would be natively built into an UE build by now
Tho I see why it's still worth the price. Would be amazing if UE devs bought this outright from the creator and put it in for all of us to use. ^^
UE kinda has it's own thing built in these days
controllable clouds, skybox with time of day settings, etc
it's just broader systems rather than a blueprint with sliders
@modern perch Really? Just finished watching the demo tutorial of UDS. Is there a tutorial for UE's sky itself? Like 5.4 or something?
it's in 4.27 etc, not sure there's much in the way of tutorials
it's really $40?
I swear i picked that up for like 9.99 on sale or something
Recruiting is meant to be on the job board, for how to post see #instructions
lol I'm an extremely inexperienced UE Developer (UE5) doing a self small-scale project > to maybe half finished. Have a 3 figure budget.(Multiplayer, party game)
Please don't hesitate to reach out if I sound like I'm making a mistake. ^^
Sell me your copy? <.<
i still belive UDS is way underprice for what it can do.. TrueSky in my opinion, is worse than UDS now i mean yeah there the sqeuwncer thingy with truesky but holy, for what UDS does, its so underprice.. i even buy it if it at $100+
i remember epic have thweir own sky system in fortnite.. dont know if that even will be in engine
@glossy pilot Use the job board #instructions
What are the worst months to sell on Marketplace?
After big sales
Im not seeing any sales after the recent sale that just went on
But i'd say months where people have spent money on holidays ect
Same, I participate on black friday or christmas, then sales dwindle down for the next 2-3 months
Hello everyone, I would like to publish a plugin I am developing for free on the marketplace, do I have to pay any fees for that?
No fees. If you only plan on publishing free plugins, you can also ask the MP team for your account to be flagged, allowing you not to have to fill the payment paperwork. But obviously, it means you can't publish paid products.
Search for the marketplace eula, read it.
You can use the mp stuff, but you cant redistribute them
I understand. Even MP. However, reading the license agreements is a must if you want to make a game. It aint 12 hours, definitely. You or someone will have to do it for each piece of sw or 3rd party asset you are using.
Ah, wait, I understood your mp as multiplayer. We commonly abbreviate the MarketPlace as MP here.
Anyway, even for multiplayer it is the same rules.
Well, in general - you don't allow the others work to end in other hands.
So, if you make a multiplayer, let everyone has your game with the MP stuff. If players want to share their creations they will share the references to assets in the game. So there is no actual meshes say bundled in these levels they throw around.
gl 👍
The confusion is perhaps due to asking in this channel, where such questions are usually about selling assets on the Marketplace. You are making a game however, which means you can of course buy and use any Marketplace asset in a game, video, or whatever. Use of anything out with the Marketplace will be governed by the licenses are sold under. Generally you are looking for commercial use ones, even then read the fine print. Seeing survival multiplayer games out there that use Marketplace assets is a great thing for sellers, knowing that someone out there is using their stuff!
I think, you're reading in to what I said a bit too much. Where was the negative feedback? The horses mouth comment is weird though. You're buying from Epic.
Sorry, but you are way out of line there. You asked a question, and you received a polite and informative reply. I didn't insult you or your project. I simply answered you.
Hi guys, how do i set discount/ sales for my product in the unreal marketplace? i wanted to have a 50% discoutn for the first week or two but i can't seem to find this option. Anyone knows?
I think you have to email marketplace support unless you wait for the monthly sale invitation you get automatically
I have a Complete Project I bought from the Marketplace. It doesn't show up in my Vault because it's a Complete Project, not an asset pack. I can only download it by goinng to the store page. Is there anywhere I can see all the complete projects I bought?
I was updating my code plugin on the marketplace, and it occurred to me -- is it actually possible to just upload one zip for your plugin and check all the supported versions for that?
I've been uploading three separate ones, since they have a difference in the uplugin file's engine version. But does that even matter for Epic?
I think they require you to have the correct version number in the .uplugin, so I'm not sure how you could submit only one zip for multiple versions. But I've never tried myself...
Doesn’t matter if your code compiles for all three. They’ll send it back just because the “Engine String” does not match.
Ridiculous if you ask me. It’s the same exact code and it works the same way. The only thing im going to change is “5.2” to “5.3.0”
Not that UE 5.3 cares if the uplugin is labeled “5.2”. It only cares if the code builds.
They should change the engine string value to be an array instead…. “Supported Versions: 5.2, 5.3” … that would make more sense…
Then they can produce two separate binaries for the MP downloads…
It’s not even a hard thing to do… Even if you open MS VS and created a C# project , you’ll have a console project that does that in less than 20 minutes…
I don’t know why it’s not added to their build pipeline. It’s literally a few lines of code
Yeah I figured they might - Thanks.... It's kinda weird because using literally their own example of RunUAT build command, that command automatically changes the version in the uplugin file for you already
I'm sure all of this will be fixed in Fab! Rejoice! 🙃
Odd, complete projects show up in the vault just like assets. I'm guessing you've closed the launcher and reopened it to check?
guys... am I blind or what?
I can't see the "Add version" button anywhere. I tried refreshing, tried checking with other producs of mine. What's going on?
click submit file update
Thank you. I feel dumb. I tunnel-visioned myself into development these days. 😄
But it's kinda non-intuitive text... huh?
Anyway, thank you again for helping me.
You'd think "submit file update" would update one of the files already there...
looking to get some help with animating a character pahha
I've solved the mystery. Category filters had "Epic Content" and "Complete Projects" unchecked for some unfathomable reason.
Probably tried to hide the Paragon assets years ago.
You can email the MP team and ask if they could remove them from your vault. Just be aware that if you change your mind in the future you'll need to email them again to add it back in as you would not be able to "buy" them again.
Hi there. Have you figured this one out? It drives me crazy.
it seems like it does this when it tries to validate the engine
idk why it wants that
I'm currently using Electronic Nodes plugin, but I was looking at some other plugins that might help with Blueprint workflow, such as Blueprint Assist, Node Graph Assistant, and Graph Formatter. I saw that Electronic Nodes has some compatability issues with NGA and possibly BA. I'd rather not deal with having a hotkey to turn on/off Electronic Nodes, so I was wondering if anyone with experience with plugins similar to these could recommend which ones I should try to use together. I don't want to just purchase a bunch of plugins just to test how they are like and if they are compatible with Electronic Nodes. After using Electronic Nodes for a bit, it's hard to go back to the default spaghetti wire.
Is there a good plugin for "painting" 3D levels in UE as if it was Tiled editor?
Anyone know when the free assets for this month update?
First tuesday... so should have been today, I guess. Maybe it'll be next tuesday?
1st Tuesday of the month. same as normal. 🙂
think we will get some good free packs this month 🙂
i got my fingers crossed for something horror themed 😄
is there going to be another sale for unreal engine marketplace?
probably
Epic should add folders to the vault. I saw users asking for it years ago.
Folders in what way? Like to categorize them, or would tags work better?
Anyone got anything in a market place like this I can use in a project?
I was gonna say this often used one (picture related), but that's unity. Maybe this? https://www.unrealengine.com/marketplace/en-US/product/millionaire-mansions-pack
There are quite a few like that on the MP, I sometimes use those two (mostly because they were free)
https://www.unrealengine.com/marketplace/en-US/product/modular-neighborhood-pack
https://www.unrealengine.com/marketplace/en-US/product/modular-houses
look the free twinmotion assets, there are several for architecture etc
Hi, i need some help, i am making my first project that i am going to sell. i am working on the colleciton of assets map, i have multiple textures for some meshes, should i put a duplicate of the mesh in there with the other texture or how does this work?
I put them on the showcase map just so buyers can see there are variations, but there's a single mesh in the Geometry folder
ah , right, thanks
looking for a cheap or free x oriented model on the marketplace for prototyping
for some reason the default unreal mannequin is oriented incorrectly so im looking for a better one
anybody got a link?
it shouldn't be oriented X...
why not
why shouldnt the models face what is quite literally defined as forward in the engine
I'm sure there's a thing where skeletons just face +y instead of +x and that's how UE works.
yeah and its an incorrect way for it to work
they did it so that people who incorrectly export models import them correctly
but it fucked with people who actually export them correctly
I'm pretty sure that's not the reason that's how it works.
well it seems that it is
its extremely stupid but yeah
also, what other thing could possibly the reason for orienting them incorrectly on import
like literally, now if you try getting a forward vector of your skeletal mesh for whatever reason it gives you the vector that is actually its side and not its front
they really should have fixed that by now, it's been a decade of this stupidity
I assume they didn't fit it when they introduced the new mannequins etc?
They didnt, mannequins are wrong too
There was a moment during 5.0EA that the new manny etc were X+. I thought it deliberate but must have been a bug 😄
one day the sun will rise from the west and the mannequins will be oriented to X+
https://www.unrealengine.com/marketplace/en-US/product/shopping-mall
I'm having an existential crisis.
On the one hand, I'm quite certain this is what I need, and even then it's filled with a buch of stuff that can be used outside. I have no doubt that it'll be worth the money.
On the other hand, it's 100% relying on me not giving up on my project and I don't have the best track record on finishing what I started.
use blockouts until you actually need the pack. Then decide.
how do I add the Plugins folder to a LyraStarterGame project? It won't let me add it to the All folder.
Nevermind, found it via the settings.
Why there is not alot of vidoes about GMCv2 ?
Presumably because it's a more recent marketplace product and people aren't using it
1.1.d Products must not contain or be marketed using any copyrighted or trademark protected names, branding, or content, including any Epic-owned trademarks (such as game titles, logos, or character names), unless owned by or adequately licensed to the seller.
how about like we re create a subway from real life and we re create for sell?
Some places and buildings are subject to various rights holders. Eiffel Tower is a big example. Best to make an "inspired-by" product to be safe. And make up posters, don't use real brands
if there is no rights holders on any web, epic will check?
Think of your downstream customers. What if a game uses it and blows up and then they get sued because it's noticed. That will come back to bite you. Don't try and sneak it past. If you can't verify that its clear to use, you cant use it
i'll use this as an example, Gangnam station, there isn't problem at the place in shutterstock,if Eiffel tower there isn't night photos
That's a tricky subject. Epic doesn't check that deeply, because it's a huge amount of work. You can contact them in advance if you want to know, but you'll always be in a gray area, unless you can 100% back up the compliance on that rule. Is there a trademark/copyright on that metro station? If you're sure that there isn't, you're safe.
I know a creator had this issue with road signs. In some countries, those are actually trademarked. Is Epic going to check that for each country if the signs are trademarked? No they aren't. I myself had to check if they were trademarked in my country, and even though the people in charge of that are actually in the building next to mine: I never managed to get a definitive answer on that.
So two solutions: do your research beforehand to know if what you're working on is copyrighted; or contact the MP team to know if they would reject or not (they might not answer).
how does this trader non/trader thing affects sellers? 🤔
Seems to just be new compliance to EU regulations
Only difference as far as their brief says is that our addresses and extra contact info are shown after the process is complete.
We can also choose for the city and country to only be shown on our seller page so I guess it works out rather nicely
Hmm but are there regulations for selling game assets or art? Or will refunds be more accessible?
Less specific regulation, more that EU wants all trade to have listed addresses etc.
I ain't sure how you can sell marketplace assets without being a trader... Probably just the difference between being legally setup or not
I think based on the information Epic have provided I would need to identify as a Trader
But I'm not willing to make all of that information, especially phone number, available to the public
Its not a business number and I don't/won't have one
I'm not willing to provide my home address to the public either, and of course don't have a business address
If they try to force it I would choose to stop selling on MP instead
I think that’s what the faq says… you must sign up as a trader
I quite clearly meet their trader requirements
by february 2025
You very frequently sell content to the consumers with the intention of making a profit (the sales do not all have to be on a specific marketplace)
Yes
You sell content through a registered company, you are a sole proprietor, or you have a VAT number
Sole proprietor
You sell a large volume of content over a period of time
Yes
It seems I will need to stop selling on MP
I'm not sure why the EU thinks they can force people to provide their home addresses to the general public
Who would feel safe doing that
This isn't the 90s where most businesses have a business address
Their answer to “trader” basically describes every one who is selling
unless I’m mistaken
You provide your business contacts, office. I suppose that's the idea in EU.
I think people who have 'free' content wouldn't be
I don't have any of those and won't have them
Their laws are stupid 😄
They are not selling…
I have email for that
more like giving away
Right, but they still have marketplace seller profiles
I'm kinda used to it. You can't have a company here without contact info. Even if you buy a waffle from the grocery store, you can see their address and contact info.
Yeah but they're now trying to force me, a sole propieter in NZ, to follow their dumbass laws
We don't do that here
I live in a pretty violent area
Why not discuss that with the Epic team? You may pass still as non-trader. I see such accounts on the MP and they looks like making enough bucks. Gotta check for some examples.
I emailed them
Hopefully they can look at my account and see if there is a loophole in the requirements, IDK
Marketplace isn't something I do for profit but it does make some
Having to pull my plugins would be pretty shit
Let us know what they say a “non trader” is?
can you trade and be a non trader? ambiguous
I'm not sure if they will elaborate on that
But if I get any meaningful info I will share it ofc
Got a quick reply but just to say they're escalating it, hopefully its a good response then 😄
I contacted the MP team for an unrelated matter 3 weeks ago and they said they were "escalating it" too, but I'm still here waiting for any sign of life. So don't get your hopes up 😦
when does the free for this month update?
First Tuesday of each month
ahhhh i see thanks 🙂
Hey folks, sorry for such a basic question but.. if im reclaiming some assets from a bundle, and it applies a 100% discount to an item with 3 different licenses (personal, indie team, studio), is there any reason not to get the studio version? (maybe in the future you have more team members, etc)
FYI, this has actually always been required prior to EU regulation to sell into certain countries (e.g. Germany) and Epic has actually been skirting those legal requirements
Sounds like it deserves to be skirted
Does the EU not know the internet exists
Do they they all stores are brick and mortar
I believe they do and their stance is that you are selling to their citizens, you are playing in their back yard, so what they say goes
That doesn't make it sensible
I feel like you've missed the point entirely
No ones arguing that the EU can set laws for selling to people in their country
I dunno, in australia it's pretty typical for invoices and businesses to list a place of business and contact details, along with things like business registration numbers
I don't feel it's an unreasonable requirement to expect the same for international sellers
I don't think its reasonable to require my personal home address simply because I WFH
And then show it to the public
I'm not a store
The access to what I sell is digital, its not my home
typically you can have this registered as your business manager/accountant a lot of the time
Neither of which I require/have
I don't think you're going to be able to make a reasonable case for an unreasonable law
I mean, if you sell something that violates IP and they need to turn around and sue up the supply chain, i think it's reasonable to have a legal record of place of business
i don't think it's that unreasonable
it's just... business. It's not a sunday fair
It is unreasonable, its my own safety
so don't sell if its such a risk?
I live in a violent area, I'm not putting my home address online, they have email and other information that can be used
It isn't a risk
I just won't be giving them my address
The EU is stupid if they think people should give up their safety to sell
My physical location has no relevance to my online business
And if you think people couldn't sue me without my home address then you haven't been paying attention
Do you think if someone wants to sue me they're sending someone to my home? Of course not
This isn't a TV show
No one comes and tells you "you got served"
they don't want your home address, they want your place of business. If you've made that your home address, then that's your business.
You're just being obtuse at this point
My place of business isn't a physical location
I do not have customers walking into my home
according to this legal firm you are required to list your place of business on invoices issued in new zealand
this isn't an odd requirement
Dude
if you sold online in NZ you'd be required to do the same
I sell on MARKETPLACE
I do not sell in NZ
I don't even do business in NZ
I'm gonna block you now because I firmly believe you're not stupid enough to believe this nonsense and I don't bother with trolls
well look, i think we just disagree. I don't see it as that bad.
Sometimes opinions are wrong/stupid, this is one of those times
I'm sorry for giving you the benefit of the doubt
I wasn't trolling btw, i was just pointing out i don't think it's that unreasonable. You're the one who devolved into attacks
Because I thought you were doing it on purpose
It isn't unreasonable to think that someone would be capable of seeing the problem
Like, publishing people's home addresses on the internet, if you can't see that then there's no point conversing with you
I mean, registering for an ABN in australia requires this information, registering for a domain requires this information. Albeit domains now have domain hiders in some jurisdictions, but it's not that uncommon.
these are all public records
And yet, no one can easily find my address
Its not even a problem if someone can, for me at least
Its a problem when you're literally inviting people to look at it
The people who do see it usually have business with me and purchasing something I made on an online marketplace does not constitute a relationship sufficient for having access to my personal information, and anyone who even browses the marketplace can see it
Sometimes laws are wrong, this is one of those times
yes but is this not fine?
"If you choose not to display your address publicly, we will only publish your city and country."
Where does it say you can do that?
Did read it, just missed that detail
now we just gotta read the 120 page UE regulation document
I honestly can't believe that people were defending having home addresses published tho 😄
Relieved that isn't the case
It does say this on the publisher page
We will also ask you to certify that you commit to only offer products or services that comply with the applicable rules of the European Union law.
Everyone is going to say yes and 99% of the people saying they comply won't know EU law and the 1% who do probably still won't be confident 😄
Hmm it tells you that your verification may fail if your document doesn't include an address but they don't let me use anything that has an address on it
Please have an identity document that specifies your address ready for verification. If the document does not contain the address, the verification may fail.
I also have my home address as business address, but it's pretty moot even if it's not visible. you just gotta search the company name and you'll find it
also no idea what the rules could be for game art
If your business address or business phone number is the same as your personal address or personal phone number, you will be given the choice of whether to display the information publicly
What's the issue?
twitter syndrome
What's that?
it's when you have a sense of entitlement and you also get angry for no reason
Karen syndrome! 😄
even better, yeah
free for the month where?
Few hours away
oh i thought they come around 5th of every month
First tuesday
oh!!
I swear last Tuesday was the 1st. It obviously wasn't!
almost bought the sci fi stuff that was discounted for the showcase minutes before the free for the month, I am glad I waited haha
hmm i think there is an epic mega sale during May.
they did not mess around with the free for this month selection 😮
What is this new Trader verification?
Most of the sellers are traders right
Does anyone know if there is a marketplace asset that does this https://www.youtube.com/shorts/cvWmJbU-ikY
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what is "this"?
there's a lot of things happening there
the whole repair mechanic with replacing bits, opening the objects, removing skrews etc
I imagine so. I guess people who give away stuff for free are not?
Making a free pack right now
My impression is that unless you make your stuff free you're a trader (i.e if you take money)
That article made some very simple stuff sound not very simple
It won't display your address either if its your home address, and it asks this before publishing - same with your phone number
If a user clicks the tick icon and then clicks 'show trader details' it loads for a bit then shows my full name, my email address, and the city/country I live in --- and nothing else
And you get a cool "verified" checkmark like on twitter
And it costs $8 less
Hi, Is there a way to import ply/ gaussian splats apart from that overpriced plugin ?
Light Detection System plugin release on Market place!!
Now you can use this system!
More info?
here is Document : https://docs.google.com/document/d/1A1hTb5iClC_hZkeYKIlZyJRsijNgM1hCslXA7CS8rw0/edit?usp=sharing
You want to buy this?
here is Market place link : https://www.unrealengine.com/marketplace/product/light-detection-system
Thank yo...
Hello, Is there a right place to ask for some help and advice for marketing my project (Marketplace project)?
It should be fine here to ask for advice.
I launched my plugin about two and a half months ago but the sales are not good at all, I see other simpler projects with fewer features have better sales (at least by review counts).
I think my project has not been seen by the target audience or potential customers, or maybe it's not attractive to people.
As the first step today, I'm going to hire an artist to design a new thumbnail and cover for my project, with a little hope of improving the presentation.
I appreciate any help or advice.
Did you put the right tags? And as many as possible
I have some tags on the page:
Hmm but what is it about?
Procedural level generator
Ah
Definitely add all the procedural tags
You can think of
Imagine what people might search for
Ok thank you, I will go search for some keywords.
For 2 months old project of that scope, it looks it gathered good enough attention. Note that there are might be some competition on that already from some old level generator tools, and even the Epic's PCG which is demo-ed as of late.
You prolly need more advertisement.
Yes, I agree with the advertisement, but I'm on a very tight budget now and honestly, I don't have any idea where to put some ads
Have you posted on the communities? There is the #1054845218723209226 here for example, there are some Reddit channels, the epic forums, you can do some work for free.
Thank you I will do that.
is there any info on asset creation on the store
like recurements and profit sharing
thanks
4 months in review, i am going for a record
Sounds like this epic code review I did the other day 😂
Weird that people are experiencing this.
I submitted Monday approval on Wednesday…
Does your plugin have 3rd party libraries?
it needs a third party .exe to be functional, but not to compile
I asked someone if I could buy access to their Substance Painter files for some assets I bought off unreal engine marketplace and they agreed.
I don't know how much to offer for them? (per asset or per bundle, these are non-exclusive and non-original already made files) .
And is there a better place for me to ask this?
Oh , yeah maybe they are having a hard time verifying the license.
I do have 3rd party libs but the license is easily accessible through a link. so still took 2-3 days.
Maybe for yours they need to contact the .exe company first for approval?
I do not bundle the .exe with the files, so any license should be OK, the user is expected to aquire it themselves
Aaah yeah the issue is probably that they can't confirm your plugin does what you say.... since they would need to get the 3rd party .exe to test it...
Did you remind them about it? I had a 3 months time and they seemed to had lost it in review and got it reviewed in a day after reminding.
yeah, I've emailed them 3-4 times, they just say they can't share information and will ask if they need something
do i have to identify myself as trader or stuff ?
yeah
is that mandatory ?
yeah
(am assuming you are selling something)
i amselling something
yeah
if i choose i am not trader i cant sell something ?
no
what is consumer protection law stuff
I suppose you can't have an anonymous store/seller
it took about 5 mins to fill the paperwork, should be no problem unless you are worried about sharing your private info
I have a company so its nothing private anyway
the problem is my camera phone sucks
it willt ake hours
why do u need a phone camera
hours for what? I sent one file
it need you to take photo of your face
and cards
how to change front camera to back camera in trolley ?
sigh
looks like i am out of jobs
wdym sent one files ?
Registation document
still no response from team yet....
Does anyone know the details of interior map textures used in City Sample's window glasses? I'd like to create interior map textures myself.
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Thank you I'll check it.
i am asking so i submit trader form how long does it takes to verify ?
about 4-5 days here
do you use business or individual ? i choose individual trader it told me to take picture of myself and my national card
business, only need the registration document
I worked 2 months on a tool and my community is waiting for it.
It got declined because it use one experimental tool of Unreal (Landscape Patches) and yet its not written anywhere in the marketplace guideline that I can't use those...
Any advice?
My tool is working very well and I been using landscape patch since last year...
Is it free?
No it's a paid tool
Submit again until somebody accepts it? 😦
I guess but seriously I want at least the rule saying that I can't
It take time to build a store page amd they even deleted it
I will remove some features to my tool, that part was just a small extra
But still if it is an official rule, Epic could at least add it on the Marketplace Guidelines
You could email them and ask!
Does it work without this tool? I would assume if you compile without it, and instruct your users to turn it on if they need the features, could be a workaround
Yeah that what I did
Yeah my took work without it and will compile
I mean I will remake my page amd send it again but it's a bit surprising to have it all deleted based on an unwritten rule
dont deleted it, just temporarily disable so users can reenable if they want
Landscape Patches is this a plugin?
you could have it as enabled: false in the .uplugin, it would be easy to turn on
not the best solution, but at least you can sell it for now
Yeah it is a plug-in.
So I guess it's like playing with the rules and just disable it?
And I leave a note
haha, I was assuming they don't want a plugin that requires a experimental feature, but if its optional, whats the problem
Yeah, it is optional and really just for a small feature...
I could even remove the feature completely but it's a nice addition to have
I will adjust the documentation too and explain that it is optional and experimental
I recall something 🤔 #1054845218723209226 however
Oh shoot, thanks!
I missed to get some essential assets during the spring sale and I wonder if there is some similiar sale planned on the marketplace soon?
It seems like that there are 3 kinds of CitySample's interior map textures(1x1, 2x2, 3x3). Does anyone know what's the difference between them?
not sure if this is the best place to ask, but does anyone have experience with hotloading Lua files? I'm looking at UnLua but LuaMachine is also an option - UnLua seems easier to just get going
also if anyone has experience with UnLua I'd like to know if its possible not just to implement actors, but simply runa procedural script to call a bunch of functions
Is there absolutely nothing I can do to combat piracy anymore? My asset has been listed on multiple pirate sites and since have made no sales anymore for the past month and a half. Seems so shitty after putting so much work in for nothin
If you see your asset in games on steam or whatever, you can file copyright claims.
That’s why ive resorted to making apps/games now.
Atleast there i know what to expect and if you force an online connection and cloud saves that should encourage genuine purchases.
Devs can be brutal. and Epic is not really helping by not having any tiered pricing or subscriptions… It’s a flawed business model that will always fail sooner or later in terms of predictable revenue stream…
Games/Apps are harder to sell though… Try doing both app and plugin development so that you can slowly leave the marketplace (if things go well on the other side)
I doubt there's much correlation. People that pirate assets would probably never buy them, plus anyone half serious about their project knows you can't use them = no license (and everybody hopes their game will get big)
This may be a dumb question but how would you know who had a pirated version? I wouldn't want to accuse anyone of pirating if I saw a game using my assets
I dont think so really, alot of people still buy assets just to learn off or for hobby purposes. So if the option is there for them to get it for free 30-40% of people would probably take it
The point you miss is say you wrote some pretty neat source code.
This source code is based on the unreal engine API.
There is something in your plugin that i feel does what i want to do .
- Buy your plugin and see what you did. (fair enough you got your share.)
2.Download it for free. get what i wanted and discard it..
If you've been programming long enough, you'll notice code is mainly following pseudo-code. meaning most times, there's not just 1 way to write certain functionality.
I can rewrite a lot of code without following the structure of the original code... the pseudo-code is the idea, and that's what you're selling... the actual c++ code can be very different but i still would have stole it and paid you $0
When it comes to code, you can rarely copyright functionality, chances of that, in a public engine like UE are close to 0.
As long as there is no block of code where everyone can see it was ripped off. you have no case
granted I don't know much about the marketplace but isn't the point that Epic is taking a cut out of marketplace sales is that they will protect the seller from such?
Haha supposedly
like what does Epic do to warrent their cut? Provide the store front and distribution.. ok well other places offer that, but shouldn't they also go after piracy?
not really. Legally they actually don't have much power to enforce rights over your IP beyond the resale of a valid licence
Their cut covers your licence for unreal as no sales on marketplace are considered against royalty schemes etc, as well as storefront and sales processing, distribution etc
I'm not sure but i think what i read and understood was(could be wrong) but a few points:
Legally:
1.You as the marketplace seller are not selling to the buyer.
2. You are giving EPIC a license to resell your plugin as "Epic Games to the buyer" i.e to sell that On Your behalf.
3. You don't know who your buyer is, only epic knows , since the buyer bought from epic , not you. That's why epic tells you got a sale but not from who (Shady). no email, company name or nothing...
4.You're still required to provide support to the buyer( even if they didn't buy from you).
That's if im remembering the terms correctly.
Youre like a wholesaler... epic sells in retail mode...
From the surface the model looks like B2C when it is really: B2B(you to epic) then B2C(Epic to consumer).
That's correct
But epic doesn't have the rights to chase illegal redistribution beyond if they find one of their customers breaching the agreement they can terminate all agreements with that customer
Yeah correct, i wouldn't expect them to. it would be a huge cost to them in terms of time and legal finance.
but they don't place any measures within their store to deter piracy. You can't stop piracy 100% , but just leaving the gates completely open because a few people will find a way to get in is not right either.
It's like porn for crackers and unauthorized resellers. no hacking/cracking needed. just resell as is...
These websites are selling subscription for people to get pirated content.
The people running these websites get free lifetime updates to the content they probably bought (to resell)..
They are running a subscription model from your assets. when you can only sell 1 time license...
nasty model.
Yeah piracy is a complex problem. It's made trickerier since it's selling Dev assets, can't really build in DRM. Most they could really do is a unique fingerprint added on download with that customer ID, but even then, what if it's a contractor that leaked an asset, epic can't just straight up ban that whole dev.
Agreed on more licensing models for sellers though
But yes, as it stands epic can't chase pirate sites, I don't think they even have the rights to file a DMCA as that power isn't assigned in the seller agreement afaik.
If i ran a multivendor store, i wouldn't want to handle DMCA on behalf of my vendors as they could be millions of vendors.
You'd need another dedicated department (time and money) to handle that. Most if not all MultiVendor marketplaces avoid this. it makes sense.
But then again, when a website has Thousands of thousands of pirated content from the unreal marketplace. would it hurt for epic games to go after just that entire website instead of targeting individual assets?
Targeting Individual assets doesn't make sense.
But there are about a dozen websites sharing free unlicensed content. Epic with all its money can't go after those 12 or so sites?
I don't think it's quite so easy. Same reason steam doesn't go after torrent sites.
Nothing to say they didn't get those assets from gumroad stores etc as well as many sellers dual sell.
Steam is doing SOMETHING... they have DRM.
Epic is doing NOTHING
I understand the frustration and share it, I just don't think epic can do much
Atleast have subscriptions... so that a buyer knows its better to get from source to get updates early.
just something
Yes, but DRM for source assets isn't necessarily a simple problem either. Plugin authors do have an option for a form of DRM through PluginWarden, but yeah. It's tough
a ticketing system for support. something
if the marketplace seller is required to provide support to the buyer but Epic masks the buyer, then how is that enforced?
like epic doesn't have visibility on support network between seller and buyers
The buyer can send some sort of "proof" that you didn't respond to their reach out for support. They will refund them automatically
The quality of proof required is very very low.. like screenshots.
is the seller given a chance to respond with counter claim?
Half of the time. No
You just see -$99 from your sales report
The marketplace is kind of okay. I'm just saying you need to know what your'e getting yourself into
The bare bones nature of the marketplace doesn't paint epics claim that steams 30% cut is too much and you can run a store on less. As Aubrey said, steam atleast do more
a lot of people are not aware. But its okay you can make sales. you just need to know what you're sacrificing in exchange
What they need is a ticketing system which is private between you, the buyer and epic themselves.
A simple solution
they are already running a forum. they already have their own private ticketing system for EOS. how hard can that one be
Yeah their attempt at competing with steam. thats' why they are throwing a lot of resources to it. You see, when it matters they do it.
Its not a technical barrier... its a is that really important to us barrier
fair enough though, they are running a business and need to optimise resource allocation.
But still, trying to sell the marketplace like its fair to sellers aint right...
the reason I didn't get to the point of selling a plugin on the marketplace is that the plugin I wanted to make was not possible cause the parts of the engine I needed to extend were in-extensible, not because they couldn't be but because it just wasn't designed to be.
there is a lot in the engine that is legacy architecture, same as it was in ue3 and barely changed in ue4, and was never changed to be plugin extensible.
Yeah its fair game from them, they don't want to encourage people to create a wrapper for their engine and resell it.
That's why you can't package with some editor tools.
Cause what was to stop me from creating "Real Engine" in a few weeks.
But there are some runtime modules / classes that are not exported, so you can't extend them or depend on them even at runtime. . which is frustrating and doesn't make sense to me.
Maybe its legacy code, its a big library after all with decades of development
yah, just making engine plugins for a game project I have to make many engine mods just to get things exposed
it doesn't seem to be a conscious decision by epic though, though, cause some stuff is exported and some ain't its more like they only change it as they need it
UCLASS(hidecategories=Object, MinimalAPI, BlueprintType)
class UTexture2D : public UTexture
{
GENERATED_UCLASS_BODY()
}
MinimalAPI is very conscious and deliberate
also I would pay attention to the evolution of some of the interfaces over time
like they added the plugin system, and then they would add new features, yet the new features and the refactors to the related systems were not being made plugin extensible
so maybe that is intentional like you say but I dunno
design yah, but its use is inconsistent. as in just randomly failing to specify it when there is no reason not to
I'm just saying I don't think overall it is to prevent what you said, cause they can veto marketplace products if they want
I think its more just.. they prefer no change over change
like they will refuse bug fixes just because they don't want to risk anything
monopoly privilege I guess
Yeah you'll have people saying
"go build your own marketplace" or "go sell on another marketplace" when you write about such issues.
Which is funny because that is exactly what Apple was saying to Epic Games.
I'm not on Apple's side, never was, but if anyone has the mindset that you shouldn't make geniune complaints about Epic and instead hit the highway if you have a problem is just a plain hypocrite.
Unless they also were saying Epic should leave Apple alone, then they would be solid.
if I could leave the unreal ecosystem, I would
but its big, and it pays the bills, its hard to escape to something that is higher risk
cause I didn't choose unreal, it chose me
cause Epic bought out the company I worked for
and then I was using unreal ever since lol
and yah, Epics ploy of "we are the good guys!" is nonsense, Epic is a very aggressive company
they established their eco system by buying out potential competition early on
and seeing what they are doing with fortnite and now UEFN.. their aggression is more extreme than ever
Don't get me wrong i love unreal engine API 😅. I'm not going anywhere.
It's just the marketplace. i'm trying to slowly move away from the marketplace, just that.
The rest is 🔥
I was kinda mad when Unity shot itself in the feet last year
as although I had no interest in unity, that stunt they pulled is like a green light for Epic to increase their greed index
and they pretty much did with the new 5.4 license didn't they
Yeah atleast they didnt go after the little guy
just the big guys like Disney and other billion dollar/million dolar companies. Which im all for.
How are you making a billion dollars and want to be on the same terms as a solo developer in the middle of nowhere.
uh, no they did go after the little guy
we are a small company and epic send us notice to pay more money for UDN/perforce access
its already an absurd amount of money
UDN aint worth it
and we are purely a game developer
Yeah cancel it. I'm doing fine. i wanted it in the beginning. i don't ever feel like I need anymore , ever
ever since 2 years ago. i know how to navigate the engine on my own
the last time I used UDN which was last year, the way Epic talked to me just made me incredibly angry
talking out of both sides of their mouth is what I call it
Sometimes i don't even use the systems they wrote and write my own from scratch cause i don't agree with the default engine code.
lol you have no idea
I replaced entire sub-systems in UE3 and similarly in UE4 as well
for our game projects
They are people just like you and me. And there is a project manager who decides what where how. Guess what happens when the project manager/lead gets it wrong. the wrong becomes the "Gold Standard" because its tagged with "Copyright Epic Games".. no thank you
although I'm not sure how much direct engine mods the average dev does
probably not as much as it used to be
because the cadence of releases epic cranks out is too fast these days
increases merge costs too much
Dig deep enough you'll find funny code in everyone's code base. even mine, microsoft, google etc..
its human nature to make mistakes.
like at this years GDC presentation Epic was talking about how they optimized the material translator/caching time to be much faster (to a round of applause from the audience) and when I looked into what they did.. I realize it was the same thing I did in 2015 in UE3.
but I do it cause it was needed and don't get a round of applause haha
😭😂😂I have a similar story to share but next time
sadly my work can't be shared outside the company
I mean if epic was more open to PRs I would explore that but they really don't seem to care about PRs at all
Good question. I would just ask everyone who releases indie or low budget games? Doubtful a large studio will have done it.
Really depends on who's responsible for teh thing you sent a PR for.
Simple Grab System released!
hey is curius is it posible to make money by doing assets
maybe houdini or
You don't need to build from source to run a dedicated server, only to build the stripped down dedicated-server-only build target
I'm sure someone said you don't need the source to do that, but shrug
There aren't all that many steps:
- Learn how to use git and clone the source repository
- Follow the UE5 VS setup buide
- Add a c++ class to your project and add a dedicated server target.
- Build it
...and then draw the rest of the owl.
Say something positive at least: no money, a lot of work, many haters, etc
#source-control for git #cpp for VS and for everything else there's mastercard #engine-source
😂
That mastercard is important.
It’s a stick up, “your time(hardwork/extreme labor) or your money!”
lol
Hmm... Not sure if it's the right place, nor if I'm allowed, but there is a pretty big humble bundle of assets for rather cheap. Not sure if I'm allowed to share.
Seems like the Marketplace is not loading for me
Is it loading for anyone else?
NVM seems like it is back
Anyone ever have the marketplace loop and glitch in an internet browser? Couple times now it keeps refreshing infinitely.
Not ATM, but in the past yeah, clearing cookies and cache in browser fixed it for me in the past. Could be an MP issue
It happens randomly then fixes itself randomly. It's only when I go to a MP creator page I have bookmarked. Once it loads the creator page the MP is glitched for about 10 minutes.
Is there a good ai framework to start for a realistic shooter?
All payment methods to buy from marketplace were removed and there is only credit card now?
serious?
Maybe fab is so close?
I still have all payment methods available here. So I guess Fab is pushed back to next year!
I guess they did it only for Russia
Hey guys.
Does anyone know some good medieval armor pack?
It's so hard to find anything in the marketplace with that search
ROG modular medieval accessories and robes pack and ROG Modular Medieval Armor and Cloth. @ebon leaf
I'm having issues verifying my trader profile.
When I try to verify as an individual it asks for passport/driving license/ID card, and then it fails. Epic said that's probably because there is no address on either of them.
When I try to verify as a business, my business license information has the address written in Arabic language (from an Arab country), but verification steps need all info in English so again I don't know what to do.
When I ask Epic what should I do they ask me to seek legal advice from a lawyer...
Anyone know anything about this situation?
ive been struggling to find an asset pack with materials/textures for a top down game like links awakening, does anyone have any recommendations or artists to look at?
Should we make TrueFPS anim Pack?
Why can I not add the Open World demo collection to any project
Clear or reset the cache under options in the lower left. Then restart your PC
Alr
I’m currently working on a marketplace asset with the (attached screens) following “warnings”. These warnings are upon migration to a new project from the original and are in the original’s output log. I am not sure what the problem is, as there is only 1 of each enumerator. Any further help would be greatly appreciated. It seems as all Enumerators give this warning upon migration. Should be concerned about these warnings when submitting? Everything works still. Epic directed me to the forums so I'm not sure what to do.
no
he has the same thing twice in his project
whatever that MOVEDFORMIGRATION thing is
seems to be a copy of the other one
My bad
Yeah guys no clue whats happening here
Theres only 1
@tawny hinge @jaunty dagger Could it be an unfixed redirector somewhere in an old copy that I missed?
That a possibility?
I spotted this one one of my days in the sales reports, does anyone know what this means?
Usually a day with no sales just doesn't show up in the report
I think you made a sale and refunded a sale in the same day. This would net you zero dollars and explains why there is a negative vat and a positive sales tax. Whoever bought it that had a value added tax refunded it
Infinite money glitch if you can buy and refund same day just like that.
As soon as purchase is confirmed, you get access to files.
smh...
Ahhh, that would explain it. Cheers!
Don't quote me on this, but I'm sure I've read somewhere (on epics website) recently that refunding requirements takes into account if you've downloaded the asset from their server into your library among other things
Anyone?
Go to your file system and check for a uasset with the name that is incorrect (the double) and remove it.
(with ue closed)
auto fire mode, and movement type give errors also...but theres nothing duplicated?
what do you mean?
duplicated all enums, replaced references, fixed the bp's and still the same
Now remade them..see if this fixes it
if (ensureMsgf(bGenerateNewId, TEXT("Id clash in non Game and non PIE world. This should be incredibly rare!")))
wow i feel incredibly lucky
nope same shit
Hi. I'm maintaining two engine plugins that we recently updated for UE 5.4, and both of them have an issue where if a user installs the plugin from the vault by clicking "Install to Engine", nothing happens. If you select 5.3 or earlier, it works. Manually installing into the engine also works. Any idea how to fix this?
(I couldn't find anything relevant in the logs)
Sounds like an Epic issue, email 'em 🙂
Really need a way to filter out this New Horizon Creators, so much spam
#CreatedWithAI in general
Any idea where to email?
Thanks. Just don’t want my request going into a black hole.
I've always had responses when going through the contact form in the marketplace faq
Does anyone know of an environment on asset store that shows exemplary AAA technique that I can learn from
Epic stuff maybe? Electric Dreams, Hillside, City Sample, etc.
Thanks. I’ll consider these. Maybe I asked the wrong question. I feel like that may be too bleeding edge. I want something that is modern but using more traditional level design techniques instead of open world and proceduralism . Perhaps TLo2 would be a reference - I don’t play a lot of games so I can’t pick other references easily. Maybe Alan Wake 2
I got the Dekogon cyber punk city which was good, just looking for others
I use orbital market, stopped using the default epic games one.
I toggle all categories, then I deselect 2D, Texture, Music, Soundfx.. Not ideal but at least I never see any AI content
even 10 years after release i still think that it's damn good
Trying to figure out if something is a bug, or on my end...anyone i can contact from epic for support?
Anyone here want to take $50 to help me make something super simple with Geometry Script? I've already done 80% of the work, but i'm bad at math and need some help
Does anybody know what's happening with the free Paragon heroes as far as UE 5.4 goes? It doesn't look like they're officially approved for the latest engine version, but I'm not sure if that's just because nobody bumped the version upper bound up or if that's because there's actually something fundamental about how they're implemented which will not work in 5.4
For example: https://www.unrealengine.com/marketplace/en-US/product/paragon-khaimera
It's more than likely just not had the box checked
Just tick "show all versions" and install latest asset version
You're right, that works, appreciate the tip.
I think epic is using some of the models in their newer game aren't they? Called Predecessor.
Hey guys. I can't find static mesh buildings to use at all! Even this tutorial I'm following on PCG https://www.unrealengine.com/marketplace/en-US/product/medieval-kingdom is using $100+ worth of meshes. Where do you guys source free assets? Even if it's just for learning, but it seems it just lacks variety
Am I searching incorrectly in the marketplace?
hello, is there an ads system to play ads after a game or something like that
Like There are tons of modular assets on Quixel bridge. Surely someone in the community created a building meshes out of them? Or they just don't share?
I'm sure I'm missing something.
Here is a good example. Modular assets, sure, great. So there is no actual static mesh for the whole building?
You aren't allowed to redistribute Quixel's assets, so you won't find any. I thought Quixel would distribute those themselves with their MASS thing they showcased in 5.0EA, but I'm guessing this feature is now deader than Fab.
Hey there. Does anyone know a web-browser plugin that supports viewing .pdf files ingame? I've tried to view them with the epic web browser plugin, but apparently this is not supported.
Dm me lets Discuss privately