#fab
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best creators...
im slowly but surely getting annoyed with fab
no timing?
and this tweet doesnt help at all. First it says soon, which would confirm humble bundles "redeem within 10 days" and then they write later this year
Did you buy a humble bundle?
yes^
was there any warning about redeeming your keys?
later as in Valve Time β’οΈ
please no
I already bought knowing that warning, so I redeemed all.
Link was: https://www.fab.com/en-US/support
so you bought it today but it still said within 10 days? lol
i bought mine a week ago and it said within 10 days
i am on their discord, they said is just so people don't forget
what do you guys think of https://www.unrealengine.com/marketplace/en-US/product/dynamic-voice-chat-system-voip
Stay tuned for another update telling you to stay tuned
Do with that information as you will
Fabulous.
Place your Bets, for when it gets released..
I was really looking forward to fab possibly being released this/next week. Pretty disappointing that we have to wait another 1 1/2 months. Maybe its not even gonna release at unreal fest expo, maybe we get some updates and then they tell us it will be released in december
HumbleBundle telling us to redeem our keys within 10 days was not a nice thing
or maybe its a blessing and we get to use quixel, marketplace etc to the full extend one last time before fab destroys everything lol
I just want a marketplace sale 
guys is there another market place?? this one is so empty
How many ai packs are there?
Ahh
whatever
I'm gonan find myself
Max 5K
not more
Ai image creater api's are free couse everybody should dive into in
not making 100 images and put the places
3.4k ai generated products out of 52k, but the rate of new releases is much worse
There is a new humble bundle available, maybe some stuff can be useful for yall
HumbleBundle 10 days activation notice could mean anything
maybe they are just preparing for FAB to release later, but they need to update things now on current marketplace for compatibility
like the keys activation system etc.
When you guys use Marketplace assets, do you reorganize the assets and their materials and everything into your own folders, or just leave them in the folder the asset was automatically added into?
I leave them where they are, I have broken too many references in the past
I suppose it's easy to keep track of them while working if they stay where they were migrated into, and, when you package for shipping, I don't think there are any references in the game folders or documents that expose the file structure of the original Contents folder. So probably no real reason to move them other than your own asset organization which, as you say, is likely to break some references if you aren't meticulous in moving things around.
In my serious long term project, I reassemble the assets in the main folder structure and move to existing libraries, noise textures etc. to make it feel part of the project, avoid any superfluous or duplicate parts and keep things maintainable. When there's blueprints I redo them entirely.
In a gamejam I just leave things where they are and bash stuff together as long as it works.
when importing assets in the project first thing I do is check source control and make sure the only change made was a new subfolder and no ini files were touched
This is really smart. I like this a lot.
People will be able to see your original folder structure with datamining tools just in case that is a concern
That's good to know. I'm not sure how important is it, and not really trying to hide that Marketplace assets are being used. In my current project is a mixed bag because at first I was moving everything, then as the project got longer and the asset list grew into the thousands, I stopped doing that.
I was curious what others do and I also what best practice is. When I'm done, I'd like to showcase the project (rather than make money off of it) so it's most likely other devs will be the ones looking at more than non-devs.
It will be in it's shipping/packaged state, but some might dig deeper to look at the structure and see what all was used.
I try to go from asset subfolder with demo content to just having the functionality as if it was made for the project to begin with as soon as possible, but it can be unrealistic in cases for sure.
I cannot really use any art assets without at least a full retexture anyways so they end up nicely sorted in naturally.
A big concern could be updates, I check for updates sometimes and if I think the changes are something I need on my side I will just recreate them on my implemented version.
This only works because I consider being able to understand and maintain the entire project critical (especially with it being long term), I still believe it is entirely valid to make sacrifices there and just treat some stuff as a blackbox as long as it works and the game gets done
"I want this game out and move on a year from now" vs "I will still be working on this project in 5 years" are whole different mindsets
That makes sense. I do appreciate this conversation and your approach seems really good to me.
I'd say I've integrated the purchased assets into my code, folder structure, materials, static meshes, etc probably about 40% before I stopped doing that. Now I've only peppered the recent ones into the project as a whole like that and the majority now get used mostly as is. I'll make time at the end of the project for additional cleanup because it is quite messy at the moment. I have a better understanding of the system as a whole after these last 400 hours or so. I think if I were to start over, I'd do quite a few things differently. But I'm sure we all feel that way to a degree.
Coming from a programming background, my code is well organized and well documented. It's the level design and asset management that's a bit of a mess.
it is hard even if you only have in house made assets to be honest
I've been doing software engineering for many years, but game development is new to me. It's been a blast and such amazing tools and assets at our fingertips. I'm really blown away by what I'm making. I'm sure it's childsplay to a pro, but man this is amazing to me.
hell yea, I wish you all the best of luck
Urban Background Buildings - VOL.1
2PPYP-QFNC9-PFLGM-RYH7E
Suburban Houses- VOL.1
2Z8VQ-KZ2FC-DQ5BE-SC9PQ
Already have these
Thanks man, again I really appreciate your input for both short and long term projects.
@silk badger That was very generous of you. What is the etiquette for redeeming a code posted like that?
In case of Assets, I created an Asset project, containing all the stuff.. Since I rename all the textures, materials, Audios.etc..etc to fit my Name- and Foldername-Rules, I also sort them internally into different subfolders, remove whitespaces from names...
So I just migrate to my projects from my Asset project, with all changes I made included.
Interesting, so you make a project specifically for that pack, then in that pack rename and rearrange things for your naming conventions, and once that's ready, then you migrate it into your project? Is that the order of operation you do? That sounds pretty smart. You don't end up bringing a mess into your project and the time you spend in the Asset Project isn't cluttered with things from you project. I'll have to try and and see how it feels. That does seem like a good way to do it.
1 project for ALL Packs.
π
Directly with my default Folder Structure.
Oh snap! That must be an absolute massive project folder! I could see why you'd want to do that though. I find asset collection for the project difficult. If I had all of my assets in a single project, whether they were organized under a specific method or not, I think searching them for items would be pretty easy.
Na.. it's okay.. 130GB.. still smaller than CoD..
lol
My Unreal Cache is just over a 1TB, so I'm pretty sure if I made a single asset project with everything in it, it would far exceed 130GB, but maybe not. I don't actually know what's in the cache.
untill you gotta do updates...
Doh! True...
Assets mostly do not get updated.. if i got two Update for an Asset pack within a Month.. it's much..
Assets are less likely to get updates than plugins and code assistants and things like that?
generally yes because they are just static and don't require changes for switching engine versions etc.
depends on the pack.
Character and Environment packs may get updated regularely.. Specially in the time most meshes get swapped to nanite meshes.. which will happen again with 5.5's Nanite Skeletal meshes.
Animations sometimes..
Textures and materials. mostly not..
Gotcha
but there are creators that do update their asset packs with more/new assets or bug fixxes/improvements. and occasionally with engine updates or new features they might require changes to remain relevant.
its not nearly as frequent or common as with anything code based.
That makes sense
still though i went for the "conglomerate" blob project approach at some point and having to remove the old project, create a new project, restructure it, bring it over to the large project, clear it from the vault again removing the temporary project. it was more hassle then it was worth at times.
the big benefit was being able to have 1 large catalog of all meshes/textures etc. in 1 place to search through.
it definitely has its uses. and can be worth it if you use and need it enough.
What about making projects based on type. Like, a weapon project, a plant project, a furniture project, etc. Would that be a good approach to asset management? It doesn't get fixed with the update thing though. Hmmm
I think it depends on your workflow..
it only adds more separation, with no benefits.
you could just have a furniture folder for instance. within the 1 project.
Yeah, I can see that. Ugh.. this asset management thing is kind of painful.
yepp.. especially since you can't filter correctly in the Vault...
Again.. all hopes on Fab..
I'm sure I'm not alone feeling like that Vault is kind of a POC. For as amazing as the devs at Epic are, why is their search and asset management tool such trash?
i've always wished that epic just kept a server side catalog of all assets in a pack, that you can then search through based on the asset packs you own, sortof like quixel. prior to downloading the pack, heck maybe even allow you to download a single asset. but i reckon that would require alot from epic's side, with no real incentive.
Wait, what's Fab?
the replacement of marketplace merged with sketchfab quixel and artstation.
Oh wow
the AI content creators wet dream.
And that's a thing coming down the line at some point?
the word on the street is within the next few weeks.
If they're taking the opportunity to re-write from scratch their asset vault, I sure hope they're thinking things from a user quality of life perspective
hah... yeah right...
Oh weeks, dang! Just in time for me to finish my project
I did find a command line based solution for filtering my assets based on what can be implemented in UE5.3 and 5.4, that was helpful.
Leaving this here as this was a godsend when I needed to install plugins that werenβt available for the exact engine version I was using: Needs your credentials to see what you own obviouslyβ¦ so, be careful who you trust. I canβt guarantee the safety of using it and I didnβt validate that the login page it presents is 100% legitimateβ¦ But the...
untill an asset is compatible with 5.4 but the creator just hasn't updated the product yet to be listed as such.
or some packs are perfectly compatible with any version of UE5, but just arent getting updates or checked at all
I see. I've been too scared to put an asset marked for like UE 4.7 into my 5.4 project in case it crashes it or makes it not build or something
chuck it into an empty blank project, update that, try and see if it packages succesfully then migrate it
or... just use source control (like you should anyways) and if it breaks just roll back.
Okay cool. I didn't really know I could do that. I need to install that old version of the engine to make the project in the first place right?
Yeah, I use Git. I did try the new one .. umm... Diversion. It seems really good, but the plugin syncs every time you save and it causes the engine to stall every save. So I bailed on it for now.
But you don't need th engine plugin with Diversion, I was just trying it.
diversion is sketchy untested and lacks key features for now
stick with perforce or git.
Well, Git is doing the job, so I'm happy there. I mentioned earlier that my background is in software engineering, just not game dev. Game development is a whole other beast and the code, I'm pretty good with, but the level design and asset stuff is kind of a nightmare for me. I'm getting through it though and my project is doing pretty good I think.
yeah i'm pretty much in a similar boat but the opposite. i really enjoy level design, creating cool stuff. but i don't really know much code, though tbf i enjoy learning code and how to do stuff. it just doesn't come very naturally to me.
i also only do UE for fun in my free time though, i don't really have a set goal or specific project or game i'm working on. i just like making fun or cool things in my free time lol
Yeah, I'm with you on that. This is a fun hobby. I highly doubt I'll ever make something that is worthy of a price tag. Even if it is, I doubt I'd sell it. My current project was an idea I had in '95 after playing Myst. I took a stab at it back then and it was fun, but I had to give up on it. Now, with the tools available, it's coming to life and to fire up a 30 year old dream has been amazing.
if you wanna feel old, that idea was born before i was xD
lol
I'm super glad that the Marketplace and others like it are available. I'm no artist and there is no possible way I could come up with these assets. I've purchased quite a few of them now, and they are making the development possible. So I'm incredibly grateful for the designers and artists making these models and I'm happy to buy them and pay for their skills.
has anyone experience low sales recently?
I have only sold like 1 asset since last month
Huge downturn in the economy, people don't really have money lying around like before
I suspect the majority of my customers aren't professionals
So they don't get a return on what they buy and don't have funding
is therre a recommendation for a good starting kit/template for a multiplayer fps, that already has most of the basics included?
Does anyone know where I can get any unreal engine assets for medieval weapons that comes with icons with it by any chance?
Epic's Lyra sample project. I cannot overstate how hard it is to get into, because it's basically an entire game already and documentation is hot ass, but it has everything you need for your average multiplayer shooter, it's built to a decent standard, and even has a small community that can support you
I already have some prototype parts running on lyra, like first person mode and easy ballistics. But there's a lot of overhead because most of lyra is in code so you can't do much with it without fully learning the language and code. The stuff that's in blueprints is a lot easier to deal with
bad actors are tagging their AI garbage as "NoAI" π€¬
what, really?
that's some xxxxx
what's the point of filling up the marketplace with AI slop? I can just generate whatever AI I want with my own prompts if I wanted that
It's really annoying
Same reason there are shitton of low effort / bad products uploaded there even before the AI.
It might be worth to mention that the Orbital marketplace can filter out authors you have chosen.
You can make the marketplace more useful, by removing the noise.
I love that AI generated content adds NO AI. π
Which soon or later will also happen to Music and Sound Effects.. And 3D Meshes..
And since epic gets a bit of the money earned with that, they won't forbid the selling of that stuff.. even there is no copyright possible..
All those people currently sell stuff in a grey area of law.. they don't own that pictures.. but want money for it..
I really hope Fab will have a Filter to eliminate AI generated shit from the results/FYI/Showcase/NewReleases..
Well.. there is no right to forbid the usage of those images for other AIs.. since the missing of copyrights..
Even the origin AI has no copyright to the pictures it got feeded with..
So.. the NoAI Tag has no license effect.. cause all those AI Assets can not be licensed, sell a license or force on a license..
(talking about European Laws here.. don't know how other Unions handle this.. but i recommend to stay away from AI Stuff, if you want to publish for Europe, too)
And since epic gets a bit of the money earned with that
I'm not sure Epic makes any money from that. If I had to guess, I'd say they're actually losing money from it.
- Those products probably don't sell much, and are dirt cheap, so they're not making much in the first place
- They have to pay for the whole infrastructure to host, distribute, package, sell, etc.
- They have to pay staff to review the truckload of AI stuff that get submitted
- All that AI stuff clutters the MP and might hinder "real" product sales, as they're harder to discover
"harder" is understated
What they want is a "is this ai without the CreatedWithAI tag? report here!"
And a 3 strikes system.
And the ability to show only content that doesn't have a tag, which you can't do in the current UE MP?
Fab is not gonna release Aicreated assets right?
As of the current state.. it will.
Since it just unions the MP, Artstation and stuff.. and existing (and bought) AI stuff be available in Fab, too.. and so will be future stuff.
All we can hope for, is better filtering, hiding of specific tags and reporting of AI stuff not tagged as one..
all they need is this one little button that shows up at the top of any search page on the artstation marketplace
The need more than just that..
Wished Filter Options:
- show not installed to any available engine
- show update available
- show installed to {engine Version}
- option to hide AI Shit
- show {artist} only
- option to hide assets that are deprecated not updated anymore
- option to report false tagged stuff
- a favorite list feature (like a must-install to the engines)
To name a few..
On the MP it's a mandatory tag, and overall it seems pretty well applied. But once Fab gets here and every product from every store ends up in the same pool, good luck with rules, tags and filters...
if you zoom in on the trailer from the Fab website there's lots of the good features and concepts that will make marketplace a lot better
question is, how much of it will actually make it in the final version
Where i am? ehheeh
there's followers for artists, something like trending artists, followed feed, filter by style, filter by engine etc
but whats there (current UEFN version) is nothing like it
hi so i picked up unreal engine for gmtk and i like need some free trees
of any quality (preferably low to keep file size small)
whats some options to find a couple trees
Which plugin for rain is the absolute best or most realistic?
I do have ultra dynamic sky and while I love its ease, I donβt feel like itβs super on the realistic side, and in a lot of instances the rain drops are really hard to see
Megascans you can always scale them down or project nature
I bought this one a long time ago, but never actually used it. Orbital Market ranks it pretty high in popularity. There's a playable demo, so you can check out if that's what you want.
As mentioned you have Megascans Trees, but also some free products include trees:
https://www.unrealengine.com/marketplace/en-US/product/city-park-environment-collection
https://www.unrealengine.com/marketplace/en-US/product/landscape-pro-auto-generated-material
Does anyone know whether we are allowed to include the Game Animation Sample animations in a pack?
I've been using the basic animation set from the third person sample for a while now and I've never had an issue with the guidelines, but just not sure if I can include the new animations with my own motion matching system
Thanks
yes, we are allowed to use it.. as of all Epic Games Demo Content π
thats cool thanks! though it has ballooned our project size a bit. do you know what is meant by 'scaling them down'?
MegaScan Assets can be huge in Size.. in terms of Dimensions in Game.. you may want to scale em down to fit the allover game Scale.
Has nothing to do with Filesize..
to reduce asset filesize, you want to reduce the texture size.
Beside that, you may can export the trees as FBX, reduce the polygons and repimport them.. but the texture sizes do have more impact on the size of the packs
also be aware of the fact, that games today can be reeaaaaly huge in size.. just see a CoD with 80GB+, Helldivers with over 70.. or just a Tekken.. with 100+GB of space needed..
Don't be to shy for the game sizes today.. and never see the project size as final game size.. packaging to shipping does not include the source files, you may have in your content folders and CleanUp Plugins may help, too.
With Engine compiled.. it can be bigger than the actual project.. or.. if included many source files.. smaller then the project.
π well you see we're doing this for a game jam and they require less than 1gb submission so we must be super conscious
Well - it depends on your assets.
And how you manage the usage
f.e. (again) Textures.. are you using 3 Black/White textures for metallic/roughness and specular.. or 1 Texture with 3 Channels..
4K or maybe just 1024 or less.
For Color, Metallic, Roughness, Specular, Emissive, Displacement and AO.. you can reduce the texture amount to 3.. instead of 7
But.. really.. in my opinion.. 1GB is a hard limit for a 3D game π
Question:
Does one know a Plugin - Either MP or Github, to pack a big bunch of Icons, all uniform sized, into 1 texture Atlas (like a Tileset / Iconset)?
To do the actual packing? Within Unreal?
The Texture Graph can do it.
It'd require a little set up, but I believe it's one of the functions.
no.. to create a new Texture2D Atlas of around 400 Icons π
So i can get rid of the individual icons.. and use the texture Atlas with a Tile Material instead.
or.. if you mean that by "packing".. then yes..
Pretty sure the TG can do it, but for 400 icons it'll just take a while π
so are marketplaces creators just allowed to find your email through the Unreal Engine github page and just send spam emails? any way to report this?
Hey there, I saw on GitHub that you were an Unreal Engine developer and wanted to let you know about the WebUI plugin. It allows you to build web-based user interfaces with HTML5, CSS3, and JavaScript using blueprints:
unrealengine.com/marketplace/product/web-ui
There are FREE download links for versions 4.23-5.4 in the Marketplace description if you'd like to try the plugin beforehand. Now this is an all new version 2.0 that just released in July 2024 which includes FULL ACCELERATED PAINT SUPPORT for the Chromium Embedded Framework. This means you can have a shared texture on the GPU between the browser and the engine for lag-free 4K 60FPS (and it supports both DirectX 11 and DirectX 12).
If you have any other questions about the WebUI plugin I would be more than happy to answer them. I apologize for sending you a spammy marketing email, but we're a small company and don't really know of any other way to find people that might be interested. Hopefully you find the WebUI plugin to be a worthwhile tool that can assist with your Unreal Engine development. Thank you for your time.
Do you have your email exposed on github?
Or are they messaging you through github or something?
Are there any good animal characters with animations, like dog/wolfs? Because it feels like, in the marketplace there are none, there is one good looking wolf, but the animations are not that good and even missing attack animations, are there some other places where i can look? (sketchfab appears to be pretty similar)
You will have better luck finding a good looking wolf, and then a separate set of good looking animations, and using the IK Retargeter to transfer them
This is more of an #animation thing now
I don't have my email on my profile but maybe through commit history?
It was a direct email, I'll need to check my privacy settings on GitHub.
I also received it, but I have an open-source Unreal plugin, and my email address is public, so I assumed it was from there.
When is the next marketplace sale?
Seems like there hasnt been one for a really long time
With the upcoming release of Fab, I don't think theres gonna be one. Maybe some kind of Fab opening sale. I could be wrong tho
Wont FAB mean alot more competition for unreal marketplace sellers since there is a merge of so many different marketplaces?
i think so yeah
that makes a lot of sense tbh, it must be soon then because the last sale invititation I got was for june
I am hoping fab remains free to publish a product, I hope they dont start charging like 100 bucks per asset you publish like the epic store and steam
I wouldn't mind a fee that gets deducted from sales. Some friction to reduce the amount of slop on marketplace would benefit everyone
eg. fee up front, recouped from your first $100 / .12 in sales
you can filter that stuff with programming though, no need to charge for that. look at youtube or tiktok, they nailed hiding low effort posts
my main concern is AI products, I feel like they should be in their own tab
I am just hoping that fab is feature parity with unreal marketplace at the minimum and we dont have to wait 5 years for the store to start getting good like with the epic games store
the AI slop is bad but there's non-AI slop too. it'd also work, as you observe, to have better discovery mechanisms. discovery is very bad and even orbital-market can only do so much with the limited data available
the ratio of reviews:sales appears very low and means there's very little quality signal even for something that's sold dozens of copies
vs something that's sold zero
yeah, the marketplace right now is basically search, feature discounts, free for the month, and browsing categories. they should add a discovery or fyp feed
for orbital or epic? epic has access to sales data but I think basing everything on sales data should be wary because that can create a chicken and egg problem if not done correctly.
for orbital
low sales can also mean saturated market, like I have a footstep system but because there are 20 other footstep systems it doesnt sell as well as my other more niche stuff
chicken-and-egg is an issue but avertable eg. giving boost to newer products and give them a chance to put some sales on the board
but in the category of footprints even a few sales would help you rank above slop footprints
in theory that could work but I would assume just based off personal experience that with assets people usually buy them when needed for their project not just when they release. thats how I am at least
my sales dropped off quite a bit after the second month
but i also probably got a good amount of traction from initial posts about them
really? mine go up over the lifetime of the product.
usually I dont sell much initially but sell more over time due to the evergreen nature of assets(at least for code products)
Fab seems to be on the agenda of unreal fest seattle which goes from september 30 - october 3. So its likely gonna release around that time frame
thank you, I wonder if they will release it alongside 5.5, I remember seeing some posts on the forums that 5.4 technically has the code for fab but they hid it
yes 5.4 already has the base plugin but no fuctionality
ok looking back the dropoff was not nearly as much as i thought
I was talking with someone on reddit who claimed they had early access to it and said they are doing something about solving the AI problem
my sales have been unusually low this month too
as in I haven't had any sales since the 12th
mine have too, someone said the economy is affecting the marketplace a few days ago
yeah I was selling everyday up until the 8th then it dropped off until the 17th then dropped off again after.
yeah, usually I have 1 or two things that reliably sell every few days
same
like I half want to say there's something happening on Epics end that is causing the dip
The two things im concerned about, at least customer wise, are that i hope that you dont get an inferior license when it comes to the marketplace products you already own and that quixel remains free for UE use
it's also summer π i'm in my first year of sales so i have no idea what the seasonality looks like but it's a time of year when people are on vacay
summer is usually slow
at least for me
same, but not this slow
If I want to submit an asset that is primarily code, but is a standalone project, (It is a Voxel Engine) which category would I select? The "Code Plugins" option does not have the ability to select "complete project"
If it has cpp doesn't it have to be a plugin?
Does it? π
I thought so
Whelp
This is a finished product. It's a Voxel Terrain Engine, but it is meant to be packaged as a starter project
I'd really love a solution to this that doesn't involve removing a whole bunch of hard work. There's both blueprints and C++ involved, and I don't think it would work well as solely a code plugin
Voxel plugin by Phyronnaz has similar thing to you and is a code plugin
Maybe different methods not sure but either way.
So there's no way to ship it in project form???
Gl
the best thing for you to do is just email epic games support, when I do that they usually respond same day or within the next day and are usually very helpful
You can have BP and all other uassets in plugins. Isn't Lyra mostly just plugins?
Will keep that in mind. Probably going to just convert to a code plugin anyway. But thanks
The Plugin can have any assets you want in its Content Folder - including maps, so the only thing you'd miss out on from a complete project are the settings in DefaultEngine.ini.
You can only have 1 plugin per product too.
Yep, this was what I was missing before. Seems like the way to go βοΈ
Lots of content has suddenly disappeared from my vault, including the entire category of Code Plugins, which no longer appears in the dropdown.** Is anyone else seeing this?** I can't access assets I need right now. Is this perhaps related to Epic's Fab launch?
Weird...the Code Plugins category just reappeared even though I did nothing. Anyway, I'll leave this post here in case someone else experiences the same thing.
a couple days ago everything vanished for a few hours
sometimes i can't log in
random goofiness. install your content before you need it i guess π
my marketplace purchases show "unavailable" when viewing in the marketplace and don't show in my vault
anyone know a workaround?
edit, this actually fixed it
#fab message
They probably started setting up fab working with the vault on the backend and had a glitch. Fab may launch in like 2-4 weeks
I haven't sold a single asset since last month
Epic hasn't done montly sale this month
It has been a while since there was a sale, yeah
No offer of a sale either, and they tend to be well in advance
Wonder how badly its gonna tank
I doubt their goal is to remedy the issues with the marketplace
Hoping to be proven wrong tho
It's now been almost 2 week streak of no sales
I think its a good idea to make videos/screenshots of your assets on the marketplace, sketchfab, artstation and megascans, just in case something is missing when fab releases and then you have proof that you already owned it
Interesting trend, I too somehow went from $1k+ just last month to zero sales this month.
Guys, should I buy this professional unreal package that was on $4,230.75 and now it's $100, but with the discount code included it is $29.99. π€
I would like to use professional scenes and some scenes for test scenarios of my video games in my portfolio, but I need a license to use them. I don't know or I should just use free scenes and forget about this.
https://leartesstudios.gumroad.com/l/GigavaganzUE
Wich discount code
Coz that s worth it 100%
And i eanna buy it too
Wanna*
They also have a Hypervaganza bundle
I wouldn't recommend.
still no new sales on my stuff, it's like a switch was flipped off
Why
it's mostly old packs, quality is often questionable, and they apparently have shitty deals with the artists who make the packs
and they force you into their own launcher/downloader eco system
so you wont get updates from unreal marketplace
What Ben said + these "time limited" deals appear every month with much repeats. Also you could wait for bundles in Humble Bundle or use the free assets for building your portfolio. If what you want is built scenes, imho there's plenty.
case in point, lol. "time limited"
Good old Leartes
Who do you call old?!
Reminds me of those permanent 90% off gamedev courses people used to talk about a few years back
I've gotten environment bundles from FreshCan and I think Hivemind. FreshCan's quality is top notch and IIRC Hivemind's is too so if you're looking for an environment bundle at some point maybe see if they pop up
where can i ask about MP asset refunds?
if the product does not function as advertised: go through marketplace
if the product does function as advertised: you have to ask the seller to request it on your behalf
check https://marketplacehelp.epicgames.com/s/article/What-is-the-Marketplace-refund-policy?language=en_US and Scroll down to the bottom section 4.3 https://www.unrealengine.com/en-US/marketplace-guidelines
i just wanna know where i can just simply ask them about it before doing anything
or its either i make a refund request or nothing?
the product is as advertised, so this is a request you'd make to the asset vendor
"hey if i buy the bundle can you refund me on the individual one i just bought"
support will probably tell you to ask them
so yes this is fully in the vendor's court
contact support and state that you've asked the vendor and they've given permission (as long as they have)
Has anyone here tried Survival Game Kit V2 or MST Pro? Is there anything about MST Pro that makes it worth 10X the price?
Those bloated BP only complete projects are almost universally terrible
haven't tried either, but relative to the time costs of a project that's based on either, the dollar price of the asset is basically a wash
eg if you're going to spend a year plus on a project you only have to like the more expensive one a little bit more to justify buying it
also a lot of people get it on sale
How so?
Full of bad practices
I consider BP only to be bad too
They're usually solutions in search of a problem
They don't solve particularly complex problems either. You're just inheriting a bunch of tech debt that you had to pay for
Also since these projects are so bloated, you're almost guaranteed to make your game feel like the template
Personally I don't have the experience needed to make a multiplayer game, so I figured it's better than nothing. I'm surprised there aren't better options for templates on the market. Most games in the same genre use essentially the same systems.
Multiplayer still isn't easy even if you try and use your credit card to get through it. I would recommend learning about multiplayer on your own before trying to make a multiplayer game
BP also has some limitations when it comes to networking too
If I do go the $$$ route, what are the potential issues I might run into?
Such as?
Replication conditions, CMC prediction
Properties and RPCs are there which is 99% of what you need
Bugs, inefficient replication
CMC = character movement component, right?
Yes
I've seen a lot of people recommend this plugin to fix that. https://www.unrealengine.com/marketplace/en-US/product/smooth-sync
That's not movement prediction though, that's just a generic interpolation/extrapolation implementation
I'm too stupid to know the difference
It's something Mover is looking to solve though for a more data oriented approach but that's super early. I've seen people say good things about GMC
Prediction is making movement smooth and instant for the local player
You generate input and then simulate clientside, the same input is sent to the server and you compare to see if the outcome was the same, if it was, you successfully predicted a move
Also with something third party like this, you might not know how much they brute forced the networking support. They may have made good chunks of it client authoritative m
Why would client authoritative be bad? (I have no idea what that means)
It means you give a lot of control of the game state to a client. For example, imagine if a client was able to spawn or duplicate items just by sending a well-crafted packet to the game server
If I wanted to release my game in the next 1-3 years, do you think Mover or GMC would be a better solution?
Well I've never used GMC so I can't really tell you other than what others have said here
Mover is early and experimental
But it is being worked on actively by someone at Epic
Ok, I'll keep an eye out on these tools while I work on my game. Thanks for all the information, you've been super helpful.
this is not the place to advertise, please read the rules and use the #1054845218723209226 section
I can't speak for SGKV2, but for Hyper stuff it's super pricey for how little much of it does and the implementation isn't necessarily the greatest. The inventory system hard references every single item and its meshes and textures, which is already a lot to have permanently allocated in memory just with the absurd amount that come with the asset for some reason
frankly I'd not recommend any of it
oh actually I can comment on SGKV2, I own the electricity and farming system by its author and they are definitely up there when it comes to marketplace content, didn't do exactly what I needed in my own game, but were a genuinely useful example to work with
kit might be decent, but don't expect AAA quality
Do the electricity and farming systems use better programming practices (soft references) than MST?
anyone have recommendations on interact framework that supports 5.4 k/m, controller, and vr out of the box? The framework i was using appears to have begun to be abandoned and myself and others are looking for options to migrate from the old VR plugin functions to the XR going from 5.2 to 5.4
Would prefer not to move to an entirely new framework, but if it has to happen, so be it.
Thanks!
Are templates worth making? Has anyone here made a template and had good sales from it?
A good template.I mean really really good one.
Project time could like 3 months probably more.
Couse optimization and makin 10 or 20 pages explanations about template how-to-use pdfs etc...
This is not a AAA Solution but for starting it's great
But biggset problem is
you have one and it does well? The time commitment to make one compared to a standard asset is why I am trying to get an idea of what to expect from it. I suspect support on a template would be a massive effort with most users requiring support
Probably 999+ more project gonna use this template and people gonna say why all these gameplays are similar
Now we'r only developing High quality FPS Anims.
oh okay
Just go to Anim page you can see there
same username?
Yeap
Tons of devs are asking how can i do that with this template but generally nobody doesn't relpy like that questions.
20 PDF + Huge programmed Template + Few questions that's all
do you have a team of animators? you are releasing quite often
going complex these days.Still busy with packs
Like i said makin a template is good but you have to make really really moduler add weapon add property etc...
Hi guys, I'm working on my first pack, I have a question, can I use Hdr in my video/image preview in my pack? I mean include the Hdr in pack?(related to review and rules of uploading)
If you own the rights to redistribute the HDR you can put it in the pack, if you donβt you can still use it in the screenshots on the store page and marketing but you need to put a disclaimer that the HDR is not included
In addition to any HDRIs you create yourself, you can use CC0-licensed HDRIs as long as they're for display purposes (eg. not the crux of what you're selling)
ditto epic content
the important thing from Epic's perspective is that the entire distributed pack can be legally distributed under the Marketplace license, which CC0 and other Epic assets can
but notably other creative commons licenses can not because they impose requirements which differ from the epic license
Glad to see it isn't just me who is questioning the lack of marketplace sale for such a long time.
So I guess it's due to the fab launch. Anyone got an idea when fab is likely to launch ?
It sucks that my overall sales tank in any month that doesn't have the weekly sales period
Its probably gonna launch around the time of unreal fest seattle (September 30 - October 3)
doubts
so at least one more dry month for sellers
Are we talking of next year for fab?
if you make a killer FPS template with proper implements and good documentation, you'll make bank
If you make a killer FPS, though, you probably won't.
I am making my second marketplace item, Can I use the animal variety pack since I need animals in my new marketplace item, the marketplace item will focus more on the behavior BPs (instead of animations/modelling) or is this is considered reselling?
is that epic content? or CC0 content?
CC0 ?
creative commons 0
It says
***Permanent Collection Unreal Engine Sponsored Content for November 2018!
I am not sure if Epic bought the rights tho
marketplace guidelines are mostly clear. only epic free or CC0 content, and only for showcase purposes. this is not epic content, even if epic has licensed it for free distribution
That's what I thought
I guess I will ask for permission from the developer first
But can I use my own content right ?
Let's say I have a small system that is sold separately , and at the same time is also sold as a part of a bigger system
yes, if you have the rights to give Epic the rights to distribute it via the Epic license, you are generally in the clear
there are some clauses about sublicensing from others that some distinctions that, i confess, seem to me only to be a lot of words saying the same thing, suggesting there's a distinction there which i don't appreciate
but it's very common for creators to include the same content in multiple assets
in the case of eg. Hyper Survival Template's multiple tiers, they do this explicitly
I hope in the new MP launcher/marketplace, they will make a sort of top NEW assets (either by views or activity), most popular existing assets, assets with new updates or modifications; i mean there are great stuff out there just buried with 2d stuff hehe
just wait until 3d model generation gets more accesible
we won't be finding anything anymore
then again I just bought an environment and one of the meshes (literally just a floor piece that could've been achieved with a reused tiling texture and some tricks) has 12 sets of unique 4k textures, example map uses more VRAM than my entire open world game...
I just need an option to completely remove AI generated assets in my marketplace search. Apparently there are now 3483 assets in the marketplace made with AI, which seems nuts...
So far most them are in the 2D category. If you use the Orbital Marketplace, you can ban certain authors too. They are pretty consistent in their production, hence it is easy to kick certain people out.
@drowsy plaza , @untold bay thanks for reply, you mean if i create my Hdri or using CC0 lic Hdri i can put that in final package?
Create your own bodycam game with this ultimate multiplayer experience on Unreal Engine 5!
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You get Door system, Grid Jigsaw Inventory, Lockpick and so more.
Available now on the Unreal Marketplace!
ULTIMATE MULTIPLAYER BODYCAM LINK:
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In this video, we explore the latest trends in the Unreal Engine Marketplace, reviewing newly released assets and sharing creative ideas for future projects.
Whether you're looking for inspiration or just want to stay updated, this video has you covered.
Let us know what you think and what assets you'd like to see next!
yes. if cc0 the hdri cant be a core feature of your product but for showcasing is ok
Looking at their website with the alpha version in UEFN, it seems discovery is a key part of the marketplace.
https://www.unrealengine.com/marketplace/en-US/profile/Ana+Craft
https://www.unrealengine.com/marketplace/en-US/profile/New+Horizon+Creators
https://www.unrealengine.com/marketplace/en-US/profile/AI+game+icons
How do I hide/block/report/mute these "sellers"? The whole MP is filled with their garbage.
If you use https://orbital-market.com/search you can block individual sellers
(on top of muting the 2D and music categories, which are now 95% AI slop)
Will I need to make an account for it?
nope, in fact I don't even think you can lol
Ah, that's cool. Thanks!
you can import/export your banlist and favlist in the top left
nice, I'll do that
Epic needs to do something about sellers who fake 5 star reviews by verifying discord users with it, itβs basically rigging the system because products with reviews get more traffic
they did delete every single review in some cases and most sellers started avoiding it since then, explicitely mentioning not to verify using a review
Thats good
Iβm excited about fab, I hope it is good. My main concern is that the faqs says it will only be available through a website but I suspect like myself a lot of users use the epic games launcher to browse the marketplace
^ I would argue most people don't use the launcher, for anything other than downloading the Engine and possibly adding assets from their vault to their projects
The launcher itself is staggering slow and non-user friendly
that sounds like the unreal assets will be available as a regular download, if so I much prefer that over the launcher
Won't Fab have a Bridge-like integration in the editor? I think that's how it works for UEFN.
oh, right
Which incidentally could mean that Fab couldn't really release before 5.5, as this integration isn't available in 5.4? And we still don't have 5.5 preview, so NET end of september seems quite likely at this point.
5.4 does have the base plugin for fab. But without any functionality
But i also havent seen any commits for the plugin in 5.5
Which has not to be a problem.. if the development of fab is on an external repository until a final release.. simply cause of multiple shop integrations.. it is possible that it gets merged to the UE repository after announcements.
yeah hopefully
Epics been really silent on 5.5 and new stuff, they have not updated their roadmap to support the features on the 5.5 GitHub branch like nanite skeletal meshes. I wonder if they are planning something big
We are proud to announce that Unreal Engine is now being re-released as Real Engine. It's just that good.
Is there a date know when the next big sale is or is it to far away, because i was thinking of buying something expensive but i don't wanna wait if the next sale is on blackfriday or so.
usually it's a monthly sale but the monthly sales have not happened for a while
I see thanks i checked some older dates from last year and it was in October but they say there is a "Fall" sales usually and that would be next month no?
yes but the process by which sellers are pinged to submit their products for sale seems to have halted
i was pinged in... june? and not since
i see so they dont tell you upfront when the sales are for the whole year? its just RNG?
haha no they have told me absolutely nothing up front
Damn, but thanks i think about it maybe i still buy it and pretend they never go on sale :D
They are doing another next month but itβs a spotlight sale, they asked me not to share any more details beyond that.
Fab is probably releasing soon, so we will likely hear more about that in September or October. Years almost up. Their twitter said a few weeks ago itβs coming soon still
I think itβs based on sales. I was first Invited to one once I reached 500-1000 dollars sold I think. You can also schedule custom discounts though
i am exactly one sale short of $1000 π€£
This month or of all time?
I donβt know if there is a monthly minimum, a slow month for me is like 400 dollars and a good month is 800 dollars, sometimes north of 1000 if itβs like the winter sale going on
all time
Oh okay, yeah then you should start getting sale invitations soon unless they change it to self service or the process in another way when fab launches. I suspect they will implement self service, they already have the code for it in the epic games store
I recommend doing custom sales in the meantime, usually my units sold goes up the more I sell of a product
Oh I saw your post on Reddit a while back, Iβm glad that product is doing well for you
thanks! it's going alright. didn't really make time value back in money with my rookie effort, but i also haven't experimented with pricing which i think could help it a lot, and it's encouraged me to make some other products that are close to release now
Nice, I have like 3-5 products that sell well every month out of 10 products(currently). The trick is to have more than one product so there is more chance for larger amounts.
Intressting so they limit the sales this way as well i guess... do you have lot of marketplace items to reach your 400-800 per month thing? Currious how much you need to create to get to that ammount
I have about 10 products, around 3-5 of the sell routinely and 2-4 of the rest sell during sales and the other 1-2 donβt really sell much
Do you mind sharing the link to the store?
I wonder how much hassle it is if new version comes out you instant be forced to make 5.4 / 5.5+ updates or you get 10000 questions "where update"
Oh... i got 3 of yours. .. yeah i can seenow why but damn you still need a lot of knowledge to create them
i was thinking maybe you did something more simple like some game meshes but damn...
I usually get asked when updates are coming out but I try to spend the week of a new engine release updating them all. The asset pack types are really easy to update but sometimes the plugins have functions that donβt work or epic requires an extra return or the build tool has packing errors so those can be annoying
Oh which ones? Yeah Iβve had a lot of success, Iβve been sponsored for free for the month twice and even placed on the featured discounts tab
My ideas was to do rather 3D models or some Blueprint stuff i think they pretty fast forward with upgrading since i dont think anything changes if you have doorframe + door ... its not like there magic stuff happening in a newer version
Achievements in blueprints / dlc in blueprints / procedural npc crowds (i think this one was free of the month)
The stuff that sells well for me are usually the solutions and frameworks like dlc in blueprints. Procedural NpC crowds is the big seller for me, that one has sold a lot
My cel shader has also been selling well recently
Jeah the stuff thats just unnecesary complex like if your game is done and random plugin helps you to add 1 node to unlock achivments you rather spend 30$ then start learning 50h how to do it yourself
Iβm gonna be making a swarm and vehicle traffic versions of procedural NPC crowds later this year for zombies and AI traffic systems
I have other cellshader i mostly use for stylized cartoon stuff
Yeah thatβs why I make plugins and not assets usually, plugins are much easier to work with usually.
but i bought that like 5000y ago
for 4.26 ahha
i think there where only 2-3 out
You can feed it the textures and it makes it cellshaded + gives a collored outline depends how thick you want it
it works well for like stylized game and you put it on the enemys to make them look little more cartoonish
Yeah I am honestly surprised my cel shader does so well because there are a bunch out there and even some for free. I think mine does well because itβs easy, works with nanite, works with emissives, and can keep the shadows/lighting you already have
i see yeah the more easy the better
currently i am looking for a shooter / fps tempalte i got like 4 in mind that look promissing but i feel like sometimes when you use to much PREMADE stuff you dont even know anymore what does what...
Like if the asset is to well made you get like tons of datatables around your ears and folders and 50-100 BP
small stuff is lot easier to intigrate lets say easy wallrun blueprint you know more or less where it should go
Check out my ultimate shooting system, itβs not a template but it is a component that has all the features to setup polished shooting really quickly. There is a downloadable demo you can try where I use the first person template unreal comes with to add polished shooting
It handles decals, muzzle flashes, explosions, sound effects, shooting, for loops, automatic shooting, chaos destruction, wall penetration, camera shakes, impact widgets, damage, and more
Itβs not a weapon switcher just the shooting part of guns. The demo does have that though
Yes you can use ADS but you need to set that up yourself, you would just change some of the variables like recoil when you do that.
i currently watch the whole thing to see what wepaons are possible or if there is a limitation
In the component there is one GENERAL and one for SHOTGUN
Doesn't that means you need to add like 10 components if you want each of them use different bullets?
Like one is for Laser gun, one for M4 one for rocket laucher so you basically have multiple components for each one right and basically all weapons are in your character since you need to put the spawning point custom for each weapon.
You can use it in actors not just characters but if you want to use it in a character you would need to change the variables on it before you shoot.
The projectile is a variable you can change at runtime
ah i see so basically you would put that componet on each gun seperate and tweak it there.
I was just thinking if you put it on main character you would either need multiple comontents liek for each wepaon typ or you constantly swap stats
I recommend trying to the playable demo on the store page, it has different weapon types and I put the component on the gun actor not the character, I just used a interface to send the camera and spawn point from the character to the gun actor
If itβs on the character you would just swap the variables before calling the fire functions
They swap instantly
1.2gb haha
its fun sometimes i get demos that are 300mb
and some are 1.2gb
and then i wonder how the hell did he compress it to 300mb
It uses brushify assets for the level, thatβs why itβs 1.2gb
I made the graphics in the demo pretty good, itβs on a archipelago with different islands featuring different mechanics
Also it supports automatic skeletal mesh decals, you can see it on one of the islands where the NPC will get bullet wounds on them. That follow the bone
I canβt release the source code for the demo project though because it uses assets from other sellers. Only the packaged playable version can be downloaded
jeah i just saw it you shold maybe add teleporter haha i am like "wait there are more testing zones?" ... how i am getting over there first searched for teleporter then ... ok swimming time haha
Itβs apex water, you can run through it lol. I didnβt think about people not knowing you can walk to it though
btw i barly saw the other island i almost closed the game since i just was thiking the 3 cubes are all there is :D
yeah i didnt even think of turning around so that was rather just before iwanted to close saw other islands with random text above them haha
It works really good i just wonder how customization able it is for example i see the shotgun shoots an RNG circle dmg / projectile
I guess rocket launcher will be projectile
sniper is traced
regular guns are projectile
but what about a laser gun, not a rail gun with a long laser i mean one where you HOLD the mouse and it creates a BEAM?
And other thing that came to mind was how do you spawn custom projectiles lets say you want something like a shotgun but it should shoot flat basically just left and right extended but not a circle, more like horizontal blade.
And how would it work if you have rocket launcher with 4 openings and you want them to spawn at different locations like you hold mouse click, it shoots slot 1 2 3 4 and then reset.
Since i saw only 1 projectile blueprint that you can spawn.
It is an interesting blueprint since it will just do the specific mechanic not everything around the game.
PS i read in your project your not allowed to take assets from other people for the marketplace, but you can use somehow epic games stuff if you checck there marketplace items this one you can use, at least i saw a LOT of assets sold with paragon and SFX / FX from there other projects they made in the past.
Charge rifle(lasers) are not a current supported feature of the plugin. You can use shotguns, automatic, and single shots. All support either projectile or line trace, there also is perfect projectile which combines line trace and projectile
Ah i see maybe a feature you can do at a later point or so since my goal was to create like older retro shooter with some of this old style guns.
Patterned shooting is also not a feature, it uses a randomized recoil pattern for all weapons
Oh i just see that its a plugin so you cant even upgrade anymore 4.27 or 5.0 right i wonder why they only allow the last 3 editions
Idk likely something to do with their toolkit
It might also be a way for them to encourage people to be on the latest version so they are not having to support super old versions of the engine
i feel like 4.27 shold be still supported since i think there still lot in made with that speicic version
Calisto Protocol and Stellar Blade are newer Games they where both in UE4 :D
Hi Guy, I appreciate if someone from epic answer my post. This is the second time Iβm adding a product to marketplace and Iβm considering moving to other marketplaces for these reasons: A few days ago, I sent my latest project to marketplace for sale. I worked for months on this and itβs super important for me. I modeled and textured every si...
In my limited experience I have found their review to be very good for things that are on-script and totally unable to actually answer any questions or just tick items off the checklist
they also missed some issues in their first review, but considering how fast they got back to me (< 24 business hours every time) it wasn't too much of a hassle
however they were unable to answer any questions i asked. 100% boilerplate responses
they cited some performance issues i couldn't diagnose (in a scene that was 120 fps locally) and i asked what machine specs they used for testing. could not get an answer
overall it was a positive experience but the lack of communication/flexibility is worrying as i create more assets
Well they do have a checklist to go through and they send out said checklist, which is tailored to the type of asset and features that you ship with
once you ship multiple projects of the same type, you figure out quirks and requirements which are not obvious from the first sight, since the description of each step is vague sometimes
they do respond fairly fast (under a business day) and sometimes even within hours, sometimes it may take a few days, depends on a particular person's schedule that conducts the review
each particular reviewer has their own set of things they focus on the most, what is no problem with some people, suddenly is a problem with other reviewer
a lot of things can be talked about if you have reasonable evidence to back up your words
I've had a project accepted without resubmitting the files simply by pointing out reasons why it was done this way
there is one cheese that can happen with marketplace - submit a project in a way reviewer wants it and then instantly resubmit in a way you want it once publishing rights are granted
they dont check project updates and just manually click the button to accept the file
overall the system is slightly annoying, but it is 1000 times better than having no moderation at all
at the very least you have good odds of buying something that will boot up and wont be broken
Thanks for sharing your experiences guys, what I experienced is totally different, I realized they don't do a full a review and also, they never replied to emails. Also they don't mention the problem in detail sometimes and this make artists in a bad vague situation.
I've sent my project to them four or five times and each time they mention something new or they mentioned the same problem without mentioning the details I needed to solve the problem.
Finally, they told me that some of the textures naming's are not appropriate since they don't represent the assets they belong to.
I renamed all the textures names (700 textures) and send it again while I knew not one in a million will care about the texture's names in my project.
Most of them already had T_ in their name and just for a few I did a mistake and used T- which I renamed in my last submitance.
Anyway they have very good rules and laws for the marketplace and I like it but the way the handle the review process is wrong.
Multiple reviews instead of one review is a problem. Not mentioning the problems in detail is another. Not replying the emails is a bigger problem.
and also some of the problems they mention were not existing at all and were caused by the fact that their PCs did not compiled the shaders or their Niagara plug in was not enabled
There are many more I can mention but I'm sure it will take your precious time and won't solve anything
I'm not sure but I think it's the 10th or 12th day that I'm in this stage!
It could be 1-2 days if they did their job right
This post seems a bit unfair or naive, pretty much every store front I have released products on will stop a review if it reaches a fail point in the checklist, no point in reviewing further if itβs already considered a fail.
They usually send out a nice little green/red checklist of what they expect too.
You can always email them and ask questions about their review process and what they expect, if they tell you naming conventions are wrong take a small break and ask them what specifically is wrong so you donβt do unnecessary work. Usually they respond quickly, Iβve never not had them answer a question I had.
For things like specs and performance I think they test in a sandbox environment like a VM. From what I have talked to them about they donβt use the standard editor we use, itβs some specific toolchain
Well,I emailed them multiple times and asked them about it and no replies was sent to me. Also, they asked me to confirm that I have created and owned the assets, and I did so and in their next email they asked me again, I did so again and it proved me that they don't read emails.
The unreal support team is probably like 100 people, you can add notes when you click submit in the publisher portal or even respond to the email thread that gets started confirming they received it to be sure whoever is assigned the review knows
Let me give you an example, they told me some of the assets cast wrong shadows and I checked it and noticed this only happens when I open the project and don't wait for it to load for a few seconds!
Then I would put that in the notes when you submit it.
I did so and I never got a reply
They donβt use the editor like we do, they have specific tools built for reviewing products quickly and easy compilation
Where are you emailing from?
They have a specific website you should be using
They had attached an screenshot to the pdf file to show me the wrong shadows and it was in unreal engine editor.
I reply to the marketplace confirmation email they send when you submit
Maybe for models they do then but regardless, was it just shader compilation? Iβve never seen the editor have wrong shadows that load differently later.
I've never seen that too,but I noticed when you open the project, Some of the self shadows looks wrong and when you wait for a few seconds or click in the editor the problem solves automatically.
Yeah donβt do that, thatβs a bot. Use this website https://marketplacehelp.epicgames.com/s/?language=en_US
Your customers may not know that, if that happens often with your scene itβs best to find out why. If a customer opens your demo scene and it looks bad they will like review it badly
This is happening due to nanite not loading the mesh in proper details or trying to load it in my opinion.
Thanks
On the support link I sent scroll down until you see the blue contact us button. It has a form you can fill out to reach their support staff. Tell them your product name and the issues you are needing help with
That website sometimes bugs out in the first submit attempt though, if it is getting a stuck loading circle animation when you click submit refresh the page and do it again
You will get a automatic email letting you know if it went through
I think customer should know that when he/she opens a project he should wait for it to load all the textures and comile all the shaders. Is not that so?
Sure,Thanks
Itβs best you find out what specifically is causing that, thatβs the kind of stuff people leave negative reviews for. I had a guy leave a negative review on a plugin because he didnβt set the mesh to be used. Gave it 1 star
Iβve seen material packs get 1 stars because people didnβt turn on distance fields and the material used them too
I see
Thanks for the advice
You would be surprised, donβt expect your customers to know anything. A lot of people who use the marketplace are beginniners
Thanks, I just send them an email by using the page you sent. I hope they read this one. It's super annoying to spend 10-12 days on a process that could only take 1-2 days
Once you release more products you will get used to what they want and anticipate it
This would be my last one for sure. I love Unreal Engine and since the release of UE5 it really changed my life. But I think the way marketplace reviews large products such as mine is not right! I guess they open 5.3.1 version of my project in 5.4.1
5.4.1
to avoid downloading the 5.4.1 version
and I think this is why some of the problems they mentioned about my project were only happening on their computer
while the project worked fine on both my PC and laptop
I think marketplace support is seeing it from the view of, If there is an issue on their machine, then it will probably also be an issue on potential customer's machines as well. For the most part, I've found them really easy to work with so I don't think they would give you hassle for no reason. Hope you get it all sorted out though.
Actually, the problem I mentioned belong to their second review and in their third and fourth review they did not mention it again. So, I guess they found out that the wrong shadows they mentioned is due to not waiting for unreal to load the scene and compile shaders.
I just mention it in here to give an example of why it's super disappointing.
They even mention to me that the Niagara folder in the project is empty while it's not empty at all. Even in the zip file it's not empty. I realized that they have not even enabled Niagara plug in though I had mentioned that there is a Niagara system in the project too. If you do not enable Niagara for sure the folder will look empty!
It proved me they are not doing a good job!
I guess since my project is huge (around 500 meshes, 700 textures, 300 materials and material instances+ a full environment) it's hard for them to review it so they prefer to find some small issue such as using "-" instead of '_' in a few of files and decline it!
They even told me a car I had modeled for this project is similar to one of tesla cars and they were right, and I replaced it.
here is their fourth of fifth request
and I applied all the changes
And send them the new file 48 hours ago
and still no response
To me it's like they don't like their job and they don't spend enough time on it or don't have the required skills.
What I experienced is that they don't read emails, they don't mention the problems details, they don't do a thorough review and instead prefer to do multiple partial reviews.
They have a lot of problems on their side and thinks the problem is from the project!
for examples all the changes they mentioned to me were small changes and could be mentioned in their first review! It could save me days!
Instead, they mention them in 4 or 5 reviews and some of them were their errors not project errors and bugs!
Anyway, it's been one of the worst experiences of my life. A few months ago, I asked a famous 3D content creator why they don't sell their product on epic marketplace and sell it only on their website. He told me "Because they don't care about artists atall. "
It seemed a wrong idea to me at that time since Unreal Engine has really changed my life as an artist and I am forever grateful for it.
But now, I'm starting to think that maybe he was referring to the epic marketplace.
What I experienced is that for a project that needs some changes, instead of helping the artist by mentioning the requested changes in detail, they decline the project and ask you to read marketplace guidelines again! I believe the matketplace team should feel more responsibility toward artists!
I don't think any reasonable person disagree with it.
My project is 2*7 Gig files, one for 5.3.1 version and the other 5.4.1 version
I have zipped it 4-5 time and reupload it 4-5 times
I'm sure doing a Full review for such a big project instead of doing multiple partial reviews can save me days and save them atleat a couple of hours
that's not a big request!
Guys I created a new pack for UE5.
It's part of a series of other pack dedicated to the creation of Pirate theme environment, Treasure cove, pirate ship, underwater shipwreck etc,. I'm looking for feedbacks both artistically and technically, I would like to know if I'm heading toward the right direction regarding features and art style. I'm a bit confused with the direction the engine is taking (nanite/lumen) and don't really know what should I aim for in term of budget/workflow. Right now this project use a lot of new features but has a range of quality switch for lower device (not nanite/lumen), also tried and was working on android (but not really the intended target). I feel stuck in between two world and don't know If I should fully embrace nanite (tris count/ fully model leaves, simplier WPO) and completly give up on the lower end device or the more traditional workflow.
Here is a simple instance of plant with thickness. 10 k tris for a shrub. Yes I used lod and everything
but still, I don't know exactly what ppl are really looking on the marketplace and If I should reorient my "strategies"
I get into more detail about the materials and what you are able to achieve with the Stylized Tropical Foliage UE5.4 Project Pack.
Here is the project overview, if you would like to have a look and tell me about it.
You can make a thread and keep it all in one place instead of spamming this channel
sry this was not the intend of promoting anything.
10k for a shrub? This aint small at all.
yeah subdiv + tickness.
Should decimate it
that's the point of my question. Should I keep a more traditional tris count, or should I aim for something using nanite and having the highest quality level and let nanite take care of the tris count.
People are interested in this ?
Or should I do First Mesh 'Subdived with thickness modifier' for the nanite representation. Then export my "LowPoly" for the fallback mesh and use the lod system (usual way).
So people could choose which workflow they want to use?!
You can supply different folders with different lod types. So if I'm using it for a mobile game I can just use the stuff in the "lowest quality" folder.
Also, nanite is not a "triangle count doesn't matter anymore" thing. Should still have a polycount within reason.
Also check out these two Nanite videos. Nanite has weaknesses it's nice to know about
https://www.youtube.com/watch?v=eoxYceDfKEM
https://www.youtube.com/watch?v=6igUsOp8FdA
Much has changed with Nanite since it was first released in Early Access. During that time, artists have been exploring what is possible with technology. In this session, we will demonstrate the best way to build with Nanite, explore the tough edge cases, and create assets that work well across all platforms.
In this talk, we explore the new Nanite features for UE 5.4 and look at best practices to keep in mind when building with Nanite. This artist-focused session will cover everything you need to know to create Nanite meshes that run well and don't blow your memory budget.
Yeah I should create a lower res version for some of the asset. The big difference is that I'm changing the workflow for creating foliage, I now model the leaf individually, for the most part . So tris count naturally increase . Like this Anemone with 12k tris. But business wise, Are people interested in this "next gen" approach of creating art, or are more looking at "traditional worflow" assets. It's a big concern as I'm heading full steam ahead with creating everything with a higher tris count. (not being inconciderate tho :D). Yeah thanks for the video I saw them some times ago, may want to watch them again π
This is the scene I'm working on right now pretty stylized but with modelled leaves and thickness on them. ****
The primitive stats says 11 000 000 for 2k instances (part are unseen). Is the reduction settings used in Marketplace project?!.
On this one I can simply reexport without the subdiv modifier which will reduce by a fair chunk.
Keep in mind that the marketplace is about being a market. And most prospective buyers are indie devs.
Personally I think it might be a higher selling point if your assets are "ready to use" for people regardless of their skill and target platform. Make it idiotproof to use the right asset for their mobile game, or pc game.
High quality is nice, but a "my fps dropped by 20 when I added this asset" review could be devastating.
I try to do polish over features. And easy to use over features. With that in mind I like to think that 30 % of the work is "prepping for marketplace". Make easier names, better guide, etc. Anything that means less frustation from the end user.
You could copy the Megascans settings a bit. Have all assets come in medium (mobile optimized), High (PC gaming) and Nanite (High poly).
Then your target audience is bigger. And it also hints of quality that your assets comes in different presets tailored for their need
Yeah I think I'm going to head up that way. I think I'll make sure every asset created can be game ready and not tank the perf as a UE5 Demo Level. But also can be scaled for the distant future (5 years from now), So it can still be relevant. Should be pretty easy to implement. Thanks.
god damnit.. the launcher is so broken..
I need to restart it completely a few times, before the Vault loads up.. else.. it just remains empty..
Fab infrastructure changes? Hopefully π€
nah, that bug has been in the launcher for over a year xD
@vale wraith one thing that i'm interested in as a buyer of nanite foliage is whether the materials are masked or opaque. super dense foliage that's masked can have massive overdraw vs opaque materials culling
I made a marketplace submission and it apparently just vanished immediately, like I can't see it as a draft or pending or anything, any idea what that might mean? should I contact marketplace support or just wait a bit?
I think mine also disappeared into the void on submission, only to show up again after I got a response
@blissful haven Congrats on getting approved and launching!
Hi Guys, my product is finally approved!
Thanks @untold bay
Also they emailed me and apologized for the delay and mentioned that one of their servers had a problem and that was the reason for their delay in response.
So Happy to see my work finally is available after months of modeling,Texutring and ...
How did you arrive at your price for the product?
I notice it's currently the highest priced environment on marketplace
Thanks man,Your advice really helped.
Well, I estimated that I worked for 3-4 months on creating all the 500 meshes and textures. Also, I'm super-fast in modeling and texturing. So, I told myself I'm saving the buyers atleast 3-4 months by providing them around 500 optimized 3D models. I guess it's a fair price for those who want to save 3-4 months of their time.
Yeah,I believe it is the highest priced product in the marketplace too and I'm okay with that. In my opinion I'm not selling my product with an expensive price, others are selling their work cheap. I know with this price I will have lower sales but I'm ok with it.
In my life I've seen many poor artists and all of them worked really hard, were talented and create really great artworks. But their mistake was that they were selling their work with cheap prices.
So, I learned that if I don't want to become one of them, I should not do so and never did. I've seen many AAA products on similar marketplaces which are super cheap, and obviously, the artist has stopped making new products because he did not earn enough money by selling his products. It was a lose-win situation for them. They lose by sharing their work with a cheap price, The buyers wins!
How ever if they had placed a higher price on their products, it could be a win-win for them and their clients!
Beside all of these, I believe 3D content creation market is not a market with millions of buyers for each product in the short term. It's a market with utmost hundreds of buyers for each product and that happens in the long term. So, you have to pick your price carefully and don't sacrifice your work with dream of having many buyers.
i agree that a lot of creators lowball
i priced Pitch Black at the highest number I thought would cause people to crinkle their faces but buy it anyway
Here are a few pictures of my product.
Yeah,That's what usually happens
I think the biggest gap in Marketplace -- for both creators and buyers alike, really -- is that having a flat per-project license fee achieves no price discrimination between hobbyists and large studios
I agree
Which in practice means you either charge the full AA going rate and sell, like a single digit number of copies if any
All the other marketplaces have this options,I hope epic add it soon
or you charge something closer to the hobbyist price, which I think is the direction almost every creator winds up going
because that long tail of buyers is very, very long
I think hobbyst don't like to spend money so I consider the buyers indies companies and large companies
I charge the higher price
for example for this product I prefer to sell 10-12 per years with a price of 999 USD instead of selling 100-120 with 99 USD
I have the opposite impression, that 95% of marketplace spending is by hobbyists or very indie devs
I think it depends on the product too
The products with the highest (price x (sales proxies like reviews or questions)) suggest that they are moving units in the thousands or tens of thousands
way more than the number of publisher-funded studios in the world
And if you assume that the creators who are investing the most people-hours over the years are getting returns and know what they're doing: their pricing strategy seems to confirm this long-tail approach
For sure hobbists have a higher population, but they spend less. bacause they don't make as much as a studio
eg prices seem to top out below $100 in most cases on the high end
Jay, I've been watching the marketplace for quite a few years, and I just want to suggest you don't get your hopes up too high, be prepared to flex with the market - and batten down the hatches because you're going to get a lot of flack about the price in the form of questions.
For my first product someone ask me why this product is so high? I told him, I don't think so, All the bests, The next day he buys it!
What I mean is that, sometimes your product is something that is rare, For example my first product (Easywaterfall) . So, your client easily understand that he has to buy it or spend weeks or months on learning and creating a product with similar quality. So, If you sell it cheap, After a while you will lose and he will win! It's reasonable to sell it with a price that makes it a win-win.
The average income of people in world is 70-80 USD in world. 3D artists are higher than average. If you're product can save them 10 days, They will be happy to pay you 500 USD
if it save them 6 days, they will be happy to pay you 300 USD
For example for easy water fall I was sure an professional should spend atleast 1 week on creating a product with that quality and learn many new things. So I priced it 300 knowing I would sell 10-12 per years
and It did something close.
that is a nice result!
I could sell it with 50 or 25 and have more clients, But I prefer to sell less and make the same amount of money instead of selling more.
Also I realized that some websites buy cheap assest and share them for free! For example Desirefx.me or many more.
But they only buy cheap ones and product with higher prices are safe from such pirates.
I know a AAA 3D content maker https://www.bigmediumsmall.com/, They sell their assets with 3 prices
1 for freelancers around 250 USD
1 for indies around 1000
and one for large companies around 3000 USD
and the interesting thing is that once one of my clients who was an indie company, had bought the freelancers licene and send their project to me! After realizing it, I refused to send the project to him and ask him to buy the right licence (It could create legal issues for me too)
I checked an noticed that all their products are available for downloading on Pirate websites!It was obvious that someone had bought their freelancers licence and shared the files and then suddenly one day, Their product was on every pirate website!
I'm sure if they did not have a 250 price which is super cheap for their product, They would not see their products on pirate websites.
To me their product real value is atleast 3000 USD, Check their website
Also they have a lot of AAA clients such as WETA, Crystal dynamics and ...
I've seen your waterfall system - it looks nice.
I've just discovered a product I haven't even released yet is on a pirate site.
From what I've heard, Fab does look like it will support tiered licensing which will make things a bit more interesting.
I think FAB should have this option otherwise it will not be a good platform
I'm sorry to hear that about that product, Thanks
They will use a fraudulent card. They're not using their actual card
Sure, and after buying the product and asking for refund they will add it to their website I guess and add malwares to the files or try to find victims to rob their pocket in different ways.
I could not findout how they make money by doing this, But I guess it is how they make money by their piracy.
The good thing about Unreal Marketplace is that they have a great refund policy
Which Avoids such issues
I've heard gumroad refund policy is a disaster.
How much are you actually selling though? The people who have the money to spend a grand on some buildings and grass are likely just gonna hire a part time or free lance artist at that point and get something custom that fits a specific style and requirements.
Pricing isnβt really arbitrary, there is a limit to how high you can go before a consumer will say no. You have no reviews and for a product that cost 300 bucks for a waterfall I would expect at least 1 review if it sold something to let others know if itβs good or not.
Digital Marketplaces are supposed to be sold in bulk because outside of the initial time spent there is no added future cost to selling another unit.
Your asset is the price of the new iPhone 16 pro
Or a rtx 4090(last I looked at their prices), itβs very high
I believe my product saves the buyers 3-4 months which they can spend on working and after 3-4 month they can buy atleast 7-8 RTx4090
Don't you think it's reasonable to spend the price of 1 RTx4090 and instead by working in the time you saved make enough money to buy 7-8 RTX4090
But most indie devs donβt make that kind of money in return, a lot are hobbyists or small startups.
You have a real hard sell, you need to convince someone who doesnβt make much money to be buying your assets especially when stuff like quixel or alternatives(I have a 40 dollar waterfall pack that looks the same)
Having a building in your game wonβt make you a millionaire
Well,I'm not making products for hobbyist and inde devs that can't pay!
Good for you if your 40 USD waterfall is as good as mine
Itβs nice to make your asset affordable to people. The higher the price the more people will look to pirate it. It only takes one person to give it to a friend or website for the pirates. I think your reasoning here is not great.
And bad for the artist who created it,your the winner and he is the loser
Thatβs who used the marketplace and places like sketchfab, big studios with that kind of money either do it in house or hire a studio that has a third party asset creation pipeline, you are gonna be hard pressed finding a big budget company using public assets and if they do they will still try to maximize their profit margins by buying whatβs most affordable
I don't think so @drowsy plaza
Part of owning a business is figuring out how to maximize value to your customers while also maintaining profitability, imagine if Apple charged 10 grand for a iPhone because it took several years of R&D to make
Apple has billions of clients so they can sell their price lower and have more clients, 3D content making does not have millions of clients! It's wrong to compare these two to each other!
Itβs up to you but I would heavily consider lowering your prices to a reasonable standard if you want a successful business. There are last of us style cities(entire cities) packs for like 125 bucks on the marketplace
Thanks for sharing your opinion but let's agree to disagree
I think you will need to do this as well. There are multiple other post-apocalyptic urban environments around the $100 mark that are not at a lower quality point
And again, I'm all for trying to charge the highest price the market will bear, and only backing off if needed
I've seen all of them and I checked them all, Thanks for mentioning that, I considered that when I was pricing my product.
I've been looking at waterfalls for a number of months now and this may be a great example. I saw your product, but as I'm somewhere between an indie and small startup I scrolled past as the price was too high, it may not have worked as I wanted it so there was a risk factor. I recently found another waterfall system that looked like it could work, and the price was right so I purchased it (and it's really good too).
Was it the Dr games waterfall that you ended up getting? Thatβs the one I own and it works well for me
It's the ShaderSource one
i kept seeing artifacts like these in the screenshots -- were these a non-issue in practice?
Understandable, I don't force anyone to buy my products! you're free to buy the cheapest you find! But forsure, I have my own clients too and I'm happy with the price of my products.
They make some good stuff from what it looks like, it seems they are an established seller
It uses dithering, but you don't really notice as it's moving all the time
Feel free to compare it with other products and buy the one that suits you best π
Hello! Does anyone know where I might find/purchase/import a detailed map of San Francisco - specifically the bay on the north side of the city? I've dropped coordinates into Cesium and it got me halfway there, but its terrible quality...
Hey prices are so good?
Does anyone know of an animation pack in the Marketplace that contains a "hand fan" animation?
(With the character standing or sitting and fanning their face with their hand)
UPDATE: Control Rig is NICE (: Took about an hour!
Funny you should ask that, given the discussion just above was about expensive environments on the MP: before Jay took that crown, Tav Shande briefly had it with his $1.5k SF downtown environment. He got so much flak from the price that he removed it from the MP and now sells it elsewhere.
But which Cesium source are you using? If Google Earth tiles aren't enough for you, I'm don't think there is much better out there. Maybe the Aerometrex tiles, but I'm guessing they're out of everybody's price range.
1.5 grand is insane for an asset, the fact he has two reviews is wild
Itβs 500 now but still wild
Yeah I did stumble upon Tav's pricey downtown SF ("valued at well over $550,000!"). It's beautiful and I would have gone for it, but it doesn't cover the area I'm looking for. Yes I am using the Google Earth tiles for Cesium. I'll check out Aerometrex. Thank you!
I wrote an article on Twitter about my experience selling on Marketplace so far. Would people like to see a link to that?
congrats on the $1K
I would be interested. I am nearing about a year selling on the marketplace so I have my opinions, but interested in hearing about others
Just came here to congratulate you on the 1k, so your Reddit post just now
thanks! the earnings are going to a good cause
Does posting on Reddit help you? I donβt do any marketing, I tried TikTok and that didnβt generate any sales for the marketplace
Based entirely on vibes and not data: Reddit is easily my best source of leads outside of Marketplace itself, and is possibly even better than Marketplace.
You, and I suppose RD, saw the post. 2 of 34 people who purchased Pitch Black replied to my Reddit thread in the first hour.
I'm seeing Reddit puts up ~50-200 views per upvote, suggesting that my two posts tonight have had ~100 * (26 + 54) = 8000 views so far
Maybe I should post there for mine, what subreddits do you suggest?
I think YouTube views counts lag a bit but in a couple of days that should be a good indicator of how many people checked it out as a result of the article, which will probably get the vast majority of its views from Reddit
For Marketplace stuff the only ones I know that matter are /r/unrealengine and /r/unrealengine5
If you download the YouTube studio app it is real time or refreshed when you swipe down
Any specific rules I should know about or can I just post whatever?
Like do they care if you include links to the marketplace or add text to your post?
/r/unrealengine rules:
https://www.reddit.com/r/unrealengine/about/rules/?utm_source=reddit&utm_medium=usertext&utm_name=unrealengine&utm_content=t5_2x11n
/r/unrealengine5 has no rules posted that i've found
In general, I think what works on Reddit is:
- talk like a human
- be considerate of the audience
- mind the subreddit culture
like ultimately it should be to share something that people in a subreddit are likely to find interesting
marketplace products can be interesting if they're reasonably novel
and i think the posts about my marketplace experience do well because they're personal and because they look into something people are curious about but don't know much about
Iβll keep that in mind, I just did a ama
Iβve seen those done a lot
yeah, AMA fits a lot of cultures well
as long as you avoid the Woody Harrelson "let's just talk about the movie i'm shilling tonight" style
I find this very interesting. Youtube has been my main source of advertising ~40k views on everything with 700+ subscribers which has transferred to nearly $5k of sales for a year of selling but also an additional year of work put in before I published my first product. I assumed everyone used youtube for the main source of advertising so much so I never considered reddit or x (twitter). Although I put a lot of time into making the videos for product demos, which I think has helped it grow, but also it greatly distracts from development time
Someone in my discord server mentioned I should make plug-in I make specific tutorials, I am gonna try that I think
Iβm going full time in the marketplace stuff So I want to explore options for marketing
I find that having video tutorials are the best form of documentation because it's very easy to follow along. Since it takes me so long to make the videos I double my tutorials as demonstrations to save time as well
I've been wondering about YouTube as well - I've been using it to host tutorial videos more than anything else up until now - usually get fairly low view rates as expected, but after releasing one tutorial it just spiked, got over 2K views in a week, turned out it was because it had the Epic template vehicle car in it and people thought it was about Rocket league π But it did make me wonder about the potential.
oh in your reddit post you linked a article you wrote, the sales to review ratio is way way lower than 2% unless you ask people who seek support for reviews. I had 293,000 units redeemed when procedural NPC crowds was free for the month in december and only 20 left a review
I do think on expensive products the review ratio is probably higher though because people will feel the need to tell others if the price point is justified or not
like above 100-200 is expensive
I basically only get reviews when I have someone seek support and then ask them after I judge if their experience was positive or not
I see different platforms having different payoff structures for the work you put into them
Reddit generally rewards good content, but there's minimal compounding. Anyone with a Reddit account is on roughly equal ground when posting. This is good for me, who does not have much of an existing audience
Twitter is largely the opposite. Even very good posts will die on the vine unless they catch viral wind. Having an audience gives each post more chances to catch that wind.
I think the spectrum looks something like:
Reddit - TikTok - YouTube - Twitter - Twitch
Totally believe you on the < 2% reviews, and on the ratio depending on the product
Probably also on people having very strong feelings about the product one way or another. If I feel "fine, whatever" about something I'm likely not going to be spurred to share my opinion
I think a lot of people just forget to leave reviews, the unreal marketplace doesnt have any reminder to do it like steam or EGS has
YouTube can be very powerful but agreed that it's a huge investment
you have to seek out reviewing a product and most people have other things on their mind unless asked
Yes. Another weakness of the marketplace being very bare bones
they said they are changing how reviews work with fab
I am honestly excited about fab, if epic games puts good effort into it and makes discovery easier then it could be good
I feel like free for the month shouldn't be applied to the <2% statistic just because I know people like me just download it and only use the product if/when we need it. For my products I think I have a >2% purchase to review ratio but I think it's because my pack can be applied in many diverse situations and they just don't know how to use it how they were planning to so they contact me, which I fully encourage. I do unreal work full time so I have really good response times and that's what the majority of my reviews say. But I also agree that it is higher review ratio for higher paid assets
I am also excited about fab but also worried that I'll be competing for visibility against all the new stores/audiences and my product only works in ue5
I bet if epic makes unity integration then unity the company will put in their terms that you cant sell on the asset store and other marketplaces at the same time
I keep seeing "VAULT EMPTY" in my launcher, but it is not on the marketplace website. What can I do?
restart, wait, pray
I did that for 2 days
reinstall? Use another vault browser? Clean caches?
already cleaned caches, don't know what using another value browser mean I want to install one plugin on the marketplace, and yeah I'm reinstalling atm π
thanks
I just wanted to know if there's a known issue atm
Yes, many people have been having this issue for quite some time now. On my side, I noticed I only have the issue when I log out from the launcher. If I stay logged in, the issue go away after a few restart of the launcher, and then don't reappear until I log out. But that might just be me.
You could also use an alterative launcher, mine is compatible with Windows and would show you what is in your vault. π (https://https://assetmanager.studio/) -- By show, it does also allow you to install the assets into your projects/engines, etc. Full vault ability. There is still some bugs, and work on it is slow -- but the main functionality is solid and it is lightning fast. π
The same thing is happening to me again. Right now I'm trying to load a VFX asset but it's disappeared (along with most of my VFX purchases). The entire Code Plugins category is also missing again. I have to work on other parts of my game until my assets magically re-appear god-knows-when. π¦
Hmmm...that looks good actually, I'll give it a try - thanks.
OK, I over-reacted. Everything's back again after logging out and back in. I tried that last time this happened though and it didn't help. Just glad to have everything back. Bring on Fab ASAP!
Anyone remember a 2d sidescroll template in the MP way before like castlevania with a simple grid inventory that you can change equipment, not sure if its still available
Found it, its called Pixel 2D - 2D Platformer Engine for Unreal
?, does anyone know, can you split payments between different cards when making a purchase?
I believe you can add money to your Epic Games Wallet and use that in the market place.
Also, I don't think this is possible. I believe they only allow 1 card per transaction.
In this video, we explore the latest trends in the Unreal Engine Marketplace in the last week of August, reviewing newly released assets.
Whether you're looking for inspiration or just want to stay updated, this video has you covered.
Let us know what you think and what assets you'd like to see next!
Intro: (0:00)
Animations:(0:24)
FX:(1:40)
E...
Guys I asked Tim Sweeney on X when fab would be releasing and he responded to stay tuned for unreal fest. I guess they will announce it then
So I guess end of the month we will probably know
I just really hope its a full fledged store with good features, the marketplace slowed down on adding new features likely to spend time making fab
if its like the EGS when it first launched then we are doomed
all i have
interesting, apparently UEFN is already on 5.5
how do you make these memes?
first one i just grabbed the "i just need" meme + mspaint
second one just copied from google image search
if it takes me more than 30 seconds i'm doing it wrong
I am checking out the alpha of fab in UEFN and they have pricing tiers
the 3d model interactive viewer is awesome
Its also already in UE 5.4
This is either really bad or really good, depending on how they integrate it with the assets you already own on the marketplace/sketchfab/artstation/megascans
No I meant uefn is running on 5.5 already aka fortnite is using 5.5
Whatβs going on with this asset? People are saying the dev is scamming people and itβs getting a ton of 1 star reviews.
Someone said that the trees in the pack are actually from Edith finch pack and he is trying to resell them
In this video, we dive into Unreal Marketplace's free assets for August 2024! From modular environments to highly detailed character packs, we cover everything you need to know before downloading.
Watch as we review:
Modular Asian Medieval City
Mooreβs RPG Template
Skeleton Knight Modular
UnderCity + Wonderland
Stylized Nanite Dungeon Pack
Ep...
some critiques, like props being painted onto walls rather than being modeled
scenes not included
fake reviews
Thatβs crazy, that payout was probably the last sale he will get on that asset
We had such a project in the monthly projects before that was an animation pack and finally removed from the users vault by the marketplace team, If people report these products to the marketplace team we may see some changes in the future.
Are you referring to the orca animation pack that included mixamo animations? I remember hearing about that
Yes, the same pack.
Next free for the month packs in less than 12 hours π
What art style would this sort of product fall under?
How long before it's fair to freak out/resubmit/mail support for a marketplace submission that disappeared into the void when it was submitted for review? like it's just gone, no pending no denied nothing, I already have an improved version to submit π¦
low effort 
Is the product that you submitted for review still in you drafts category?
Oh i see now there isnt any products in there. Thats strange. emailing marketplace support about this would probably be your best bet
So I should have already freaked out, gotcha.
hello! I recently joined the club for releasing a product in the marketplace! I made a code plugin to help streamline game developers/designers. It allows creating a interactive moments, sequences, etc, in a visual manner, by re-using assets and tasks.
It's called FlowPilot. The custom editor is heavily inspired by UE's StateTree editor, so it should be familiar so some.
Feel free to check it out, maybe share it with people you think may benefit from it.
If you're a solo dev, I can give you a copy for free (just dm me). This pricing is mostly aimed at teams.
http://spotlesslink.com/4lyb6
Appreciate the support. AMA π
well thats cool.. i got the delux dev dream pack off of humble bundle and it seems all the packs are "Unavailable"
seems to be a bug with the epics game launcher. Going to the marketplace page in browser and clicking "Open in browser" makes it work
the marketplace support team told me it was never submitted, I think I pressed 'submit' before actually saving it and that messed things up, my new submission new appears correctly in the panel and stuff!
Nice. Goodluck with everything
hi, is free for the month bugged? all of those got price
they update at the full hour
Congrats on the launch. I think the description and initial screenshots would do well to make sure they answer "...but what can I DO with it that I couldn't before?" because after reading the description I really don't know
well i hope the FAB and plugin will be much better as i have used FAB in UEFN and i hope it just a very limited showcase as if not then FAB will be as terrible as the marketplace currently is
thats a nice asset
i always liked state like editor plugins
always wanted to try one of those "interaction designers" instead of using code
but they all look bloated and complex
well maybe not yours
I wouldn't expect any key improvements out of the gate
When you're building a big new system to replace an old big system you want to switch over ASAP maybe not even at feature parity
But then you get the benefits of only having one system to deal with at a time
well i strongly disagree, they had plenty of time to make it good, "ASAP" is not the way epic is doing it anyway, ton of issues and basic functionality lacking from the marketplace is the point of making one shared and better marketplace day one of release
especially when even absolutely basic functionality like searching/filtering etc. is terrible, at least this, MUST be way better than it is, day 1
there isn't even worse market i have ever seen probably, its so bad it cant be even at feature parity as there is NO features at all anyway, so how could u have even less???
epic has billions, im sure they can manage and fix all of the basic things ppl wanted for YEARS at least, if not, this will be truly pathetic for the amount of time they have been working on this
To me they look like the ones from project natures spruce forest
yeah idk, I used the edith finch pack for showcasing some shaders and those trees while maybe similar didnt look exactly the same to where I would make claims of theft.
Thanks for the feedback. I need to work on that yes. programmer brain makes it hard to "sell" stuff.
yeah there's a few out there, but I tried to keep this one as clean as possible. thanks for the feedback
bruh making youtube tutorials for my new plugin is stressing me out, its a quest system so it has a lot of parts to it and trying to explain all of that in a sub 15-20 minute video is hard and even breaking it up into smaller videos is difficult.
I am honestly considering just using discord and the written docs to guide people because explaining things in video verbal form is so difficult for me.
like I feel like trying to explain it in individual parts would just confuse people since its individual parts working as a whole
Ha, I know what that's like. It may seem like it's a time sink but just know that the amount of customer support questions you get will be a lot less and easier to show the answer. A lot of devs like to visually follow especially the newer devs
the written documentation is already made, its just translating that into a video is very difficult.
yeah, there is demo content that has quests made that comes with the plugin. the tutorial is essentially just reiterating over it.
I honestly prefer people ask me questions on discord, it gives me an oppurtunity to ensure they have a good expierience with the plugin but yeah a video is necessary of some kind
maybe instead of trying to go over the demo content I can just make a couple "How to make X quest from scratch with this quest system"
I might just record footage and then add voice over in the video editing software, trying to show and talk is whats tripping me up I think
There are a few different types of tutorials video styles to consider.
The first type is just the basic screen capture, no script, no editing
The second is a semi structured, no real script, and editing is just cutting out the parts where nothing much happens.
And then the type what I do is full script, extremely structured, heavily edited and cut for the most amount of info in the smallest amount of time. This takes me about two weeks per video and the average length is about 10 minutes but I might be able to monetize my youtube soon which is also a bonus of this method
Worst part of video tutorial is difficulty of updating it. I'm trying to stay all written for that reason
That's fair
I can't talk and demo at the same time either, I don't blame you. When I do manage to do it, I rewatch it and I miss talking about several things I want to talk about and it just sounds awkward when I do eventually pause. That's why I switched to scripts, but there is no right way to do it just whatever works best for you
yeah same boat. making videos, and mostly talking over it, is a nightmare. the only videos of stuff I've done have text explanations on them, but obviously less engagement.
I'll need to bite the bullet and do a proper script to follow and explain things.
If anyone is looking for inspiration the best channel I have seen do youtube dev format is vercidium. I have been learning youtube animation through manim and programming ue5 widgets to have animations. It's a lot of work and I'll update you guys if it's worth it later when I have some results
alright yeah, not talking allowed me to record better footage. IDK why my brain cant process both at the same time
it amazes me how there are streamers who will talk to chat and stream while also making games
It is a skill I assume, I also assume teachers are naturally good at that sort of thing. You also really have to know what your doing as a second nature. I have been doing UE for 10 years now and I still don't know a lot
Another video tip I learned for recording voice overs is that it (in my experience) is better to record at about a paragraph at a time. And then before you record the next paragraph, include the last recorderded line in the next paragraph and cut it out later to keep the flow of your words sound consistent. This isn't necessary if you come to a full stop or change subjects where a pause would be expected. But otherwise it sounds weird where you might end a line on a low note and the when you record the next line on a full breath you start on a high volume note and the difference I noticed is an unpleasant difference
so just doing the voice recording piece by piece in capcut helped a lot
I would record like 3-10 seconds of talking at a time and match it to the video content
boo epic, uncool -
Honestly it makes no sense and the guidelines say nothing about not using experimental plugins, if the plugin is in the engine presumably some people use it, it'd be up to me to maintain my dependent plugin for future editor versions, which would include naturally dealing with the unstable API of the experimental plugin, same as with any other engine feature really.
like seriously the word 'experimental' doesn't appear in the guidelines, I'm supposed to suss it out by myself? https://www.unrealengine.com/en-US/marketplace-guidelines
Experimental plugins sometimes get removed or changed, thatβs probably why. You could maybe copy the code from that plugin and just use it as your own. I donβt know if they would have an issue with it, just take specifically what you need
I added sequencer support to the harmonix midi files it's like, adding functionality on top of the harmonix plugin is all I did
well, I guess I largely wasted my time and that's about it
Iβm not sure, you can email them and ask if there are any workarounds. Usually epics support is nice
You can sell it on places like gumdrop or open source it on GitHub if it was supposed to be free. If doing something out of the ordinary like using experiemental plugins itβs best to ask if itβs okay first before you spend time making it
It's actually more ironic cause it is part of my already open source repo which I thought could be cool as a standalone plugin so I spent a couple of days just polishing up things for the marketplace plugin, which I guess is nice for the open source repo as well, but, I mean, lol? I guess someday harmonix will stop being experimental or something. Maybe.
I am pretty sure one of the products I made once depended on an experimental plug-in called geometry script. It's in beta now but at the time of publishing I thought it was still experimental. I wonder if that's their way of saying we no longer plan to support the plug-in you depend on
There's a bunch of updates for it in ue5-main and it's the backbone of fortnite festival, It's a big plugin they just added in 5.4, maybe that's a factor, I don't know, feels draconian to me. I'll stop whining.
Thoughts on this thumbnail for a quest plugin?
im trying to use the style of another asset that sells well for me
It's good, if it had good reviews or I needed a quest system I would check it out. But I would only buy it after seeing if the other gallery pictures are what I needed as well
Just saw your Reddit AMA today BTW. Great read! Lots of stuff I did not know including the self-registration. For anyone who missed it: https://old.reddit.com/r/unrealengine/comments/1f61e2m/i_have_participated_in_free_for_the_month_twice/
Good to hear, thanks for your feedback
I need to make another post on there, I am thinking of showing the wind shader for foliage assets
The thumbnail is serviceable. I think a few things would push it over the top:
- A consistent visual element across your products so someone sees a new Komodo asset and instantly pays attention. Just having multiple products is a quality signal, so recognition has inherent value even for people with no impression of your products
- There are a few things that make people notice images which are relatively free to include. One of these is faces. A quest system is an invitation to put that exclamation point over a big manny/metahuman head
- The text feels ill-spaced. the KQS are kerned differently t han the rest. The space between lines feels excessive
BTW one of my marketplace thumbnail rants for anyone who will listen: Anything that looks AI generated is going to trigger banner blindness due to associations of AI art with slop.
So don't use AI thumbnails. I say that purely on practical grounds. Probably super bad for clickthrough.
does mine look AI? I made this myself in photoshop
Sorry, no, no applicability to you, total tangent, just something i roll my eyes at every day
Programmer art for code stuff is honestly fine. Like if you go to Orbital and look at most popular stuff there's a ton of programmer art
ah okay good
yeah AI stuff probably does not sell well. those sellers might get some people who dont know any better but they are likely making very little money
some people use AI thumbnails to sell non-AI stuff
I feel programmer art does better on the marketplace than hiring a pro illustrator would
but i have to guess it's sabotaging their clickthrough
do you know of any examples?
also off topic, does unreal engine subreddit allow you to post the same content in other subreddits? some subreddits try to block you from repeating content elsewhere on the site
i don't recall anything like that in the rules
i've always posted to both unrealengine and unrealengine5 with no issue
don't have a specific example offhand. SFX/music assets are constantly using AI thumbnails, and probably not just the AI music ones
i get it, it's hard to make an image for sound, but it's just a terrible quality signal
Is it a terrible quality signal or terrible signal quality?!
pick a nice font, solid word on solid background, subtitle it "music", done. way better than the illegible AI slop stuff
like this
(I'm glad somebody got it! :p)
yeah
for starters, i automatically assume the music is also AI generated
second, anyone interested in music has no idea it's music until their eye reaches the "music" in the bottom left
that one I sent is AI made, the seller is releasing 5 new products a day
high volume doesn't guarantee AI origin. i've seen a few music publishers unload their catalogs in a series of products, and those look to be more legit
but the AI thumbnail, yeah, the implication is obvious
I am trying to make a gif but the end result ends up super choppy. should I just stick with a mp4 for reddit?
I have tried several converters including davinci resolve
yeah GIFs will always look terrible
but note th at /r/unrealengine doesn't allow self-posting media. has to be hosted externally. so you're likely doing a YouTube video, unlisted if necessary
okay good to know
linking to youtube/twitter/tiktok has the advantage of making it easy to subscribe to you
do you just paste the link to youtube and reddits backend embeds it automatically like discord?
yep
cool, I just use reddit for commenting usually so posting there is new for me
reddit is all over the place with what it does and i think it varies by subreddit too. so i don't worry about their embedding process too much
old reddit, new reddit, mobile reddit, two apps, and different per-subreddit settings re: embedding/thumbnails. i can't deal. i just link to youtube/twitter
I used to use the apollo app and then reddit decided to charge crazy amounts for its API so the dev shut down the app
the author of Reddit is Fun is a friend of mine and since they jacked up the API price i just stopped using reddit on my phone
I got it too and it was easy to do a workaround, I included the experimental plugin as a module in the plugin as that's allowed by the Marketplace, this way I was also able to fix issues to that part also.
Poor sellers who are participating in this months free for the month are getting a lot of negative reviews for no reason. Like one guy gave the Soviet one a 1 star because he didnβt like the name of the product, another is putting one star βnot goodβ reviews on all of them, and some are leaving non sense reviews
I do definitely see reviews that make me feel bad for the seller sometimes
these are actually worse than the one star reviews
complaining that content outside of the scope of the assets is not included, complaining about the author not testing the asset on every single platform and operating system, bonus points for linking your own youtube video
oh actually @cosmic hedge sorry to call you out publicly like this, but I feel like talking behind your back isn't great either.
please put a bit more consideration into your marketplace reviews, these are painful to read. Same for the interaction plugin where you criticized the demonstration setup when users are expected to use their own.
I hope you don't take this personally, I don't - and I do not mean to demean you. I think your videos are quite good.
So Epic Games just leaves bool shit reviews like these up?
Also, why on earth would anybody give good assets away for free. Gatekeep the fake reviewers by making them PAY YOU before writing a bad review. π€·
I will never understand how people can complain about something that's literally free π
People always find stupid ways to complain. I guess free stuff just gather more people. And when people spend money on it they are usually a bit invested already.
I just took a look at the reviews on that Post-Soviet Village asset. And man, from a publishers pov, It's genuinely unfair on the publisher. Those 1 star reviews have no valid reason what-so-ever for being 1 star. Someone leaving a 1 star review saying its "mid". I mean c'mon it's free. If you don't like it move on its not that deep
I'm against low effort, spoiled reviews, but not giving a bad review, if objectively deserved, to a free product is nonsense.
'mid' should be 3-star π
I don't think people realize the long term affect that these impulsive and rather unfair negative reviews have on a product in the marketplace
They are misleading too. If you see a product with like 100 reviews, most likely it has been a free of the month at some point. The good thing is that you have more reviews and select some which may be objective.
The reviews are the last issue with the marketplace. There is no good sorting, lists, discoverability etc. I really hope Fab improves these things a ton.
Really really hoping Fab isn't a flop. and that it doesn't hinder exposure of Unreal specific products
How will fab work for code plugins? I guess the same goes for non-model stuff to.
The fab presentation is all about 3d assets
I have a review complaining that one of the core features doesn't work, but it does work π
Epic won't remove it
The problem is they expect customers to be professional
But most of them are just kids playing around (which is totally fine, until this)
I have the exact same concern. Will have to wait and see I suppose
I just figure there will have to be an "Unreal Only" category
Fab could either be amazing, or a total train smash for products that aren't 3d model related
Well, it all comes down to the execution
Given their history, it could be utter garbage
But given that their history has provided utter garbage, they may have finally been motivated to produce non-utter-garbage
Only the gods know
Fingers crossed it doesn't negatively affect functionality based products
does anyone have experience with brushify smartbrush and/or errant worlds? I am thinking of getting one of those landscape tools but it is hard for me to decide. Any recommendations?
Hi, Thank you for your mention.
Why do you think that's painful? Not supporting older versions or a creator that does not accept any suggestions? Should I say everything is perfect and give that five stars so everyone is happy? We're talking about a four stars review not troll one star reviews with sdfsjffks as a description π
Actually, that modular town was my favorite project of the month, but when I saw the reply from the owner on my review attacking my suggestion I changed my mind, Even I was thinking of creating a video for that pack too this is the screenshot of the scene I was working...This is the same empty room in the video that when I reached I said that this project can have interior models. I just used the same models in the project to decorate the room...
@pulsar nova About the other plugin, first I said learn from that plugin and then implement using the enhanced input system & CommonUI to have more features.
Also, I didn't even mention other problems from that modular town
It's painful because it's a place to express your review of the asset, not suggestions. What you said is what you wanted with the pack, there is nothing wrong with the product, atleast from the point of reading your review. You could have left it 5 and added suggestions and the seller would have taken it pretty nicely. It's very hard when you get bad reviews for something which doesn't even exist or was not even promised. We can't suggest things to trolls, so it's in Epic's hand π
In my detailed review, I said some of the problems of the pack this pack is not five stars although this is a good pack.
i personally disagree, part of what makes an asset good is the seller treating you with respect and treating customers with value to their business. if a seller is expressing himself in a less than desirable manner that reflects negatively on the customer experience of that product which imo is part of the overall level of satisfaction and review score.
if you buy a product and experience problems with it you want a seller to be open to feedback and and willing to provide assistance, (it might not be possible in all cases either through will or abillity of the seller to fix it for whatever reason but the attitude still matters.)
additionally if a seller treats their customers poorly i also expect them to take a lower level of care towards the product they are selling.
Agreed but not if you put links to a video with a 4 star review in the review section to a video on his own channel.
You should have written the problems there then :D, sorry not to disrespect, but that seemed a bit wrong, not only to me but most of us.
What's the problem with adding a link to review...If you don't like that don't open it!
That's not what this talk is about, you had a issue, write the problem. You gave 4 star reviews for suggestions + adding a link to promote your own video and now back to work xd.
I do not agree with you
but then you have a problem with them putting a link to their review and not adding more detail to the text review, not with them scoring it 4/5 based on their opinions of the product.
π€¦ββοΈ I have a problem with putting suggestions as reviews, simple as that. There was a problem, write it. My link line was the reply to the seller's behavior which you said. I do not see anything wrong with what he replied. It was a normal reply.
oops, seems like I started a whole argument π
So I hope we see a suggestions section in the FAB π
hm i definitely find the original response fairly passive aggressive towards the end and not what i would like to see from someone i'd be looking to invest money into their products. as for the edit i can understand their take but that depends on what the 4/5 was based on. and i personally do not see anything wrong with adding suggestions to a review, i'd say its pretty common for people to voice their opinion in a manner of "it would be better if (product) included X"
and reviews are a personal opinion, i personally feel that if my product did not live up to the expectations of a buyer they are free to express that and their reasons as to why are a bonus because that could allow me to be mindful of them in my next product or when updating the current product if i desire to do so.
if this was a 1 star boneheaded review or a troll with no real thought behind it i would totally agree, but 4/5 is not a bad score at all and the reasons for it are not beyond reason in my honest opinion.
True, we can only hope they make it better with FAB π¦
that could allow me to be mindful of them in my next product or when updating the current product if i desire to do so
This line is everything I care about as a content creator and marketplace seller, it must be written in capslock
Yup, I agree for the most party but see, I just said, he should add at least a single real issue in the reviews, suggestions should not be the criteria for reviewing less as he is a well know person reviewing assets.
Sellers get paid 7500 dollars for participating in the sponsored content program
I never give away free copies of my games or products because 9/10 times a free user will leave a negative review as where a paid user wonβt. Itβs really weird
I have one from a guy who simply got banned from my discord for being a jerk to me. He got refunded on the product he didnβt like but he owned a completely separate product he never had issues with so since he couldnβt review bomb the one he got refunded he went to another and left a 1 star review claiming it doesnβt work outside demo content and that Iβm lying to people.
I emailed epic and they just said reviews need to be resolved between the seller and the customer unless refunded, if refunded a review may be removed
and yet when adobe asked them, they removed my very technical review (way back, their bridge was crashing often on amd5950x, idk if they have patched that)... (after I complained to marketplace support they said that my review didn't break any rules and was OK, and I'm allowed to type it back in). I guess it depends who ask for removing reviews.
this experience is commonly reported in other domains. very commonly cited in SAAS. free users also wind up being the most difficult users
That's probably because the buyer values his time and business relationship with you more. The guy who gets free shit feels entitled to getting more more more. I believe it was Ford motor company, but I can't remember for sure, who said that non paying customers would cost them the most in time and customer service. Those who paid just wanted things done quickly.
And you know this same idea applies to gaming in general. As soon as CS:GO became free the amount of hackers skyrocketed.π€£
Thatβs true.
i'll say one aspect of the flat-fee-free program that scares me is the support burden
flat fee for unbounded support costs
Is this something with fab?
no, just saying if you accept the $7500 to be free for a month
now you have thousands of people who may come for support
and your revenue per support request may not pay for it
It's crazy. You'd think if anything, it would be the other way around
When I did it the support wasnβt that much and it helped grow the discord server. Maybe like 30 people sought support
But it wasnβt all at once
Fr, I guess a lot of people in the world donβt have gratitude. If someone gives me something free and I donβt like it I am remaining quiet unless the product is a scam
Usually things are not scams though
If you do marketing by giving content creators on YouTube free keys, be careful who you give them to. A lot of the small channels on YouTube that review games will use steam reviews to link to their video since their content is bad and canβt get views organically and usually they do negative reviews because those get more clicks
Call me crazy, but the creator in question was being fair and very polite, but you thank them by promoting your own channel. If you have access to their customer support email or YouTube channel (if they have one), then why not leave suggestions there?
Oh, sorry, I didn't see that. Well, if he wants you to leave feedback in his reviews then he can only blame himself. π
This happens to me too
They basically use reviews to hold you hostage, often for things that are on their end so you can't even resolve
The amount of projects I've had to debug simply because they used my plugin is insane
you should make a scope of support, you dont have to support everything. sellers can leave context information about reviews. I basically called that guy out, it wasnt a big seller product anyways
Well, the best thing is to just not release on marketplace
I guess voxel plugin and a few others make it work
But compared to just working a contract I don't see the point
It is very much a "this is why we can't have nice things" deal
I make a lot of my money from the marketplace so I disagree there. you just need to set boundaries and make that known firmly but kindly when pressed on them
I rarely have troublesome customers, that was a rare occurence
i estimate the top marketplace sellers are making excellent, excellent bank. like big tech staff+ comp
I have made like 20 grand from the marketplace this year
most aren't, but it's something you can aspire to while making cool tech and not having a boss
I dont think so, the seller of the voxel plugin said he makes around 100k every year. thats amazingly good for a solo person and 100% livable but not enough to sustain a large business
id be happy with 100k a year on the marketplace, I could just make games and try to grow that side without the stress of needing to be succcesful or have launches often
that's a nice data point. what's their time commitment?
I think its just support and monthly updates but IDK, I remember seeing it on a article
off topic but has anyone here ever tried the free lite/paid pro model for assets where you give a lite version with limited features for free and then upsell to the pro version with all features? I am considering trying that
I wanted to see if anyone else has had success doing so or if its a waste of time
I know Logic Driver does this, but the 'pro' version is very pricey (and its worth it)
You could ask the author
do they have an tag?
From my view, I feel like that's where playable demos come into play. an example of what the product looks like or can do. if the customer feels its appropriate for their project or project idea, then they'll purchase.
I actually haven't seen anyone myself on the marketplace do that yet though