#fab
1 messages · Page 22 of 1
Bruh what is that
Fab does not send an email to my inbox. It is also not in my junk folder.
crowdfunding in your asset store 😄
Servers are alright: https://status.epicgames.com/
Welcome to Epic Games Public's home for real-time and historical data on system performance.
hahaha 😄 I wonder if someone actually purchased that
could also be (tax) fraud someone buying that from a corporate account, feeding it into someone's personal account, writing it off as business expenses.
with fabs 0% commission/100%rev share it would be one of the cheapest possible ways to transfer funds in that manner.
true
anyone ever found this mysterious "Fab UE Plugin" somewhere, that they mention here? I could really do without "epic games launcher" (especially being on Linux, but either way really =)
Not released yet
its not out yet
ack =)
Mmm, just bought something in FAB, and while it show ups in the Vault, when adding to a project the progress bar just shows a second and then nothing is downloaded or added.
Beyond frustration tbh.
A beggar, epic should make a rule that assets need to be for actual use
Maybe fully close the launcher and retry but for sure report that bug to fab support. It’s likely gonna take a few weeks for them to iron out all of the bugs that appeared
Is the Fab plugin going to support MetaHumans? Right now, if you install UE fresh it does not include the Bridge plugin so there's no way to import MetaHumans unless you have an old copy of the Bridge plugin.
as far as I can tell, the only recourse is to download the UE source from github and compile it, since the source still includes Bridge.
Probably, it will likely come within the next 2-4 weeks.
That's incredibly short-sighted of them.. smh
Bridge desktop app
The page to download it was replaced with the Fab redirect
Note: I still have the bridge plugin. I am just trying to find answers for people who keep asking about it in our UE related discord.
It was removed from the vault, too, so you can't find it searching for Bridge there either.
I just hope the fab plugin for UE is fast and not choppy. The alpha plugin for UEFN was very choppy
I can't imagine how the FAB team isn't able to hastily create functional systems for this new marketplace, when individual users create the features in sub 24h.
Someone has already created a decent looking Wishlist system https://github.com/Crezetique/WishlistForFab
What I don't get is this kind of hard launching with clearly no proper QA, scaling or bug testing internally
discounts will likely be announced/allowed next month
Why not to keep Marketplaces in parallel for a month?
Until ironing all the bugs and smoothing frustration
Nice, hoping for a firefox one too
same reason modders can add stuff in 24 hours while it takes a game studio longer, modifying an existing code base is much faster and easier than building a robust tool designed with everything else in mind.
The license that can do that is called CC-BY-NC. NC standing for non-commercial. But it doesn't seem fab supports that since it's for commercial devs. If your product is a 3d model you can put it on sketchfab with CC-BY-NC license for free, then link it on your fab page I guess.
for non-model products too you can just release them anywhere you want, say on your personal website or blog, with CC-BY-NC license, and then link that in your fab page.
Hi everyone, it seems like 17000 megascan assets are ported to Fab and will be available to download after quixel store closes down. Is this correct? Do I need to download them from quixel or fab before the end of the year?
thats a lot
Nice. So all I need to do is figure out what the 2k difference is and download those from quixel?
If you dig into it, about 1000 of them were either too similar to other assets or too low quality. Fab also has 10 asset packs from quixel that are not in MegaScans.
Based on thier clear as mud communication, no such list exists haha
Ah interesting. Do you have a link or have you done your own comparing?
Just things that were said in the FAQs or by Frak on the forums
I might spend some time making a web scraper that gets a list from both sites and compares them to get the difference
Even if they are similar they are still different, and when it comes to assets then it's always useful to have options
*Flak, not frak, my bad
https://forums.unrealengine.com/t/fab-list-of-known-issues-at-launch/2080070
We’re aware of a few things that aren’t working as expected – thank you for your patience as we work on improving these items post launch. Ratings Ratings do not appear on a product’s listing page until that product has received 5 or more ratings. This is the expected behavior. Because of this, buyers who submit a rating for a product before ...
"Low quality" doesn't matter when it's a rock taking up 1 pixel in a rendered image
this is an asset flippers wet dream, now steam can have more asset flips more often
Haha
Yeah they have basically created a gaping hole in the market for a premium, curated marketplace
How the heck did they not add a wishlist feature to FAB?
I also think removing the Samples section from the launcher was a bad move.
confirming
Oh wow
So basically there's no unreal license anymore?
That's crazy
Very cool
I'm.just worried they might hit delete
But seems like they won't?
It’s just on fab now under the education and learning category
Any News of how to fix installation Error MD-0011-0 when trying to install a Plugin?
they most likely could... no idea what drove their decision to not do it
after all it's most likely one property on the user data or a separate table/db if you wish
I contacted Epic support for the "MD-0011-0" and they said it's typically an issue with their backend and they will have a specalist email me in a few hours
Some assets creators had that problem. They pushed versions to FAB, and the launcher choose one at random for all engine versions.
I sent the Trello board to the Fab team now. I will add some of your suggestions soon that are still missing. If you have any more suggestions, then ping me 😄
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
So, I tried reporting two different assets that depict characters from famous IPs, but I guess because it's copyright infringement rather than any other rule breaking both tickets got closed as "after thorough investigation, no rules were broken".
One of the models even openly admits to being ripped straight from a game.
Maybe all that slop will stay until the individual rights owning companies gets aware of it and submits infringement claims, feels messy to me.
I didn't see anything about MetaHumans on there. If we can't access them via fab, could they at least post the quixel bridge plugin for download?
I added a couple suggestions on the feedback section in the Epic for Indies discord group
One was better organization of categories in launcher (and moving a lot of the new categories to sub categories)
The other was fixing launcher so it understands which assets are migrated so that you don't have to reinstall all plugins and content in order to get updates (right now it will happily let you install duplicate fab content and plugins alongside the marketplace versions of the same)
I want clicking this link to do the same as clicking "Add to Project"
Also, I can't filter for characters in my library... lol
Even typing 'character' in the search doesn't work right
And it ain't sorted by purchase date, so I'm gonna be here forever
Does anyone see it? https://forums.unrealengine.com/t/fabs-integrations-for-unreal-engine-5-and-uefn-are-live/2083702
The Fab UE5 integration is now live and the UEFN integration is back up and running! Creators have had access to the Fab library right inside Unreal Editor for Fortnite (UEFN) since last year and can now use the Unreal Engine 5 integration to add content from Fab into UE5 projects, too. The UE5 integration allows you to easily create with Unrea...
Middle click thumbnail = doesn't open link
I hope the foundation is good, then its just a matter of time until they fix these high level issues
Thai is great! Gonna add that tomorrow
Oh that is awesome. I managed to get it working on firefox too
for some reason firefox doesn't have a plugin that does both css and js scripts. Had to use 2 extensions
Didn’t even know that. Will also add that soon!
This is also good stuff! Gonna add that too
Characters are smart assets apparently
For anyone else, plugin is in Library : https://forums.unrealengine.com/t/is-there-a-fab-plugin-for-ue5/2080362/24
If you are looking for an in editor integration, you have to install the plugin from your UE vault (now called Fab Library) under your My Library in the Epic Games Launcher. Just search for FAB in the search bar and then install it the engine version you need it on. It will then show up where the old Quixel Bridge used to be.
well the epic launcher Fab Library area is currently showing a subset of my library (it consistently did that back with UM Vault too so I think they have not fixed that), and theres no Fab UE Plugin in there, even with reload 🙂 some things never change
That wasn't very smart
Surely they can have multiple tags that we can filter by...
Characters almost always come with animation blueprints. Smart assets are assets that have some form of code/functionality attached to them
Yup which is fine, but I still want a Character tag separate from that category type
ah, you mean in library
Yeah
I think this will just be part of their process to finalize it
So long as the foundation is good, then whatever, it'll come with time
oh-- i had a category filter set in the launcher.... its terrible that it doesnt look visually different when this is set [but thats also not new]
oh nice.. the FAB Plugin forces EOS Subsystem Plugin and/or EOS Shared Plugin to be activated - Which the Redpoint EOS SDK does not like 😅
why on earth would they do that
they'll make a plugin but not a direct download button?
They add a "View in Launcher" Button, that opens the Launcher Vault.. right.. but does not open the Plugin one wanted to be shown.. 😂
looks like it only depends on EOSShared
not the full shebang
and EOSShared just loads the SDK in a predictable way
Yepp.. but conflicts with the Redpoint Plugin 😅
Alread opened a ticket at Redpoint - hope they can fix it fast.. or call a solution
and as expected, the EOS SDK is used for auth
And it seems like it not even saves the auth over session.. in my test project i need to authenticate every time i open the FAB Window 😅
They were supposed to just take the fab part of sketchfab, not the sketch part. 🤦
so
Looks like the Fab plugin is now live in the vault which can be used while in editor as outlined by the documentation. My hope was this plugin was going to make things better by actually allowing me access to assets not showing up in my vault but the reality is that it made the entire process way more cumbersome and confusing. Assets that are UE licenses available in my vault prompt me to buy them again when I navigate to them via the fab plugin window and the items I have fab licenses for simply point me back to my vault which doesn't list the asset.
So Epic emailed me back asking for a screenshot of the error, I tried to reply with one and my email got blocked with:
"Hi there! The address you're emailing is unsupported and not monitored for replies. To reach out to Epic Games Player Support, please visit our website: https://help.epicgames.com"
so had to open up a 3rd ticket to tell them I couldn't respond to the escalated ticket, wild...
There is no "drag the asset into the scene" option at all from what I can see.
As outlined in the docs
The "add to project" button only shows from the vault items and 1/4th of my fab items are still missing from my vault
They said that’s coming
1/4th of my assets simply are not there.
is the new master material bugged? AO doesnt seem to work.
I'm not sure why you'd be super particular with using database terms here
I got burned by realizing I had filters enabled on the launcher vault area-- they don't have any visible indication until you click filters and make sure All is active and everythings checked. just in case you haven't checked for that yet. This isn't new with fab, but also unfortunately not fixed with the fab changes either
oops should've been in reply to the 1/4 of assets not being there message
Yeah they are trickling in slowly and it appears it’s primarily “full project” types but yeah it’s not a filter issue
I own thousands of assets
Looks like they brought the api down for a minute then brought it back up so likely I got caught in all that
Does anyone know the popular AI plugin with tree branch decision making? I can't find it on Fab
I forgot the name but it has pink colored marketing ._ .
right 
Hey peeps,
In case you didn't know, as there still isn't a sales reports page yet on fab, you can still use the unrealengine.com website to access your sales reports and it does update with FAB sales. If you have the issue where you try to login to your account and it redirects you to Fabs website, here is the direct link to the sales reports page just in case. Hope this helps peeps out 🙂
https://publish.unrealengine.com/v3/reports/sales-reports
<@&213101288538374145>
there are sales, and yes the plugin is now in your library if you refresh it
Thank you
the one thing i wanted out of fab was to be able to filter to the things in my library that need to be updated. ugh
*and wishlists (again)
Because searching for on sale, no results are found
How do I access sale numbers in Fab?
is "Free for the month" Gone as a section on fab? It used to be on the marketplace tab
or is there still a way to pull it up?
How do I add the fab plugin to a existing project?
Its still there on the fab homepage, smth like featured free content
@tepid nichethere are sales yes, there just might not be any right now
ok cool 🙂
and I'm seeing the Fab Library in the epic games launcher but not in the editor I don't see a fab plugin like quixel
refresh your library in the launcher and it should show up
ohh cool thanks!
and I'm probably blind but where in the editor do I find it?
ohh nvm in the content browser 🙂
it should be full, it should be similar to the one in your launcher
Yea just realized that I was not authorized in the plugin, now it works fine 🙂
ok looks like thats the only place they have it now
Does anyone know where you can find any info on sales, etc on things you have uploaded on FAB?
I found a link that leads you to the featured free page
https://www.fab.com/blade/7c8a9479-b008-4d52-8a15-a880a118327f?context=homepage
Does anyone else have the issue where you technically own something, but you can't add it to your library? Download tells me to add to to my library, but I can't.
I don't want a plugin for fab, but I guess it beats having to use the launcher. I wish they'd just let us download the files normally
Best option would be to allow people the choice to either use the plugin or download the file directly
fab links to assets doesnt also show their rightful thumbnails and names of the asset here on discord like this
https://www.fab.com/listings/58a21054-ca60-427d-a12c-c070f17395a8
How can I access the assets that are missing on Fab????!
Like this one!!!
https://orbital-market.com/product/military-weapons-silver
I am following a tutorial https://www.youtube.com/watch?v=H_Q57Yso9mM
I am already worried that I may have trouble following many tutorials because of this new Fab coming out.
In this Unreal Engine 5 blueprints tutorial, MizzoFrizzo will show you how to make a weapon system in Unreal Engine 5. We'll create pickups with simulated physics, a two-weapon system with primary and secondary weapons, and a weapons type inventory system that allows you to carry one of each weapon type and switch between them, as well as how to...
I have the same problem. Only that in my case it is my own asset which I cannot add to my library. Actually, my own assets should automatically appear in the library. Very strange. I have already informed support about this.
It's also my own asset actually. So we're in the same boat. lol
Was your asset automatically released when the FAB marketplace was released or did you publish it manually? I published it manually. All my other assets were published automatically and are also in my library, as they should be.
It looks like it has something to do with it...
So the search function is still poor...I hope it will be improved considerably. I can't even find my own asset even though I enter the complete name...ouch.
Fab says an asset is in my vault - but it isn’t and it wont let me download it - because it is in my vault…
What I find even stranger is that the release date of my asset has been changed from the original 22nd to October 23rd....why 😂
Hello all
Does anyone know how to submit file updates to your approved listing on Fab?
It was impossible for me...I think you can't
Only after publication...also strange.
So we can't submit bug fixes or new features to a published product? 😱
You can....But not for the 'Approved' list...at the moment
Hmm
Ours are on the "Live" list, does that make any difference?
What the hell has Fab to do with EOS? Epic be dreaming stuff
its used for the epic login apparently
They broke all EOS Plugins 😦
The FAB Plugin uses the EOS Shared Systems for authenticating you with the Library..
Nice Job of Epic to just drop this without giving the EOS Plugin Creators a chance to update their stuff BEFORE FAB Plugin release 😅
I yesterday posted an issue to Redpoint Games for their EOS Online Subsystem..
Hope June can update that plugin quickly..
UH - found an Asset that uses the 3D Preview 🙂
https://www.fab.com/listings/8e84ab51-fb2c-4806-86d6-183e21e6197b
nice
apparently not all the sketchfab ones, this looks like its from sketchfab: https://www.fab.com/listings/6b3b82cb-a88d-456f-9816-19c2fb9ea884
(I'm not that into Quixel and SketchFab)
this bag of doritos has it https://www.fab.com/listings/d6c38ab4-0d81-4992-a8d1-c82df5acfe44
huh, the doritos appear to have a two sided material, the inside is rendered
we'll be generous and say its a two sided material and not double the vertices for no reason
I think there may be a few bugs in the renderer, one of my models is not displaying well at all
I did notice on mobile, after a bit of zooming the whole model just stops rendering even if you zoom back out
And, again, we have Assets definitely created with AI.. but not tagged as such.. nice..
oh, it doesn't break if I fullscreen it first
but then the control buttons fade out and can never come back so there's that
An addition to your trello:
Rightlicking a Thumbnail only gives the options to open the Image.. but not the link to the asset page.. Would be nice to have the Thumbnail being part of the Asset-Object, too.. not only the Asset Name.
FYI: sorting by "Newest" on Fab is a lie. It sorts by "kinda new-ish, in whatever ordre we decide it to be".
Sorting and Filtering currently is a Lie.. 😅
Guys, Shouldn't the content that has an AI generated image in the icon preview be tagged as Generated with AI?
The Assets are not moderated.. there are so many creators just ignoring the rules of tagging..
And no one can tell me, that a serious Artist sells 2500 icons for 7$
Including stuff like 20 icons of the same visual, just arranged or shaded differently..
we need a "Report AI shit, not tagged as AI shit" button..
Hey mates, does anybody know if reviews and/or questions will be returned to Fab?
Hopefully
But more important is, to fix the installation of Plugins and adding the Wishlist..
So im guessing they will add a way to add all the claimed quixel to your library?
Already exists
are you talking about claiming all?
It's not actually
you mabe just need to refresh the launcher Vault
the quixel stuff only shows a subset
yeah but I am talking about adding it from there to your library
its not added to library, just claimed in the quixel profile, i believe
they are not directly added to the FAB library on the website.. since that would mean, your library get littered with 18K+ Assets
You need to get them via
https://www.fab.com/sellers/Quixel
And don't get confused if some (nearly all) of the Assets on the Store Page are not marked as "Owned".
If you claimed them, you can download them/Add individual to your library
Yeah, they need a better system for handling the quixel stuff
Are they really claimed though if they aren't shown as owned?
My understanding was that they're all free until EOY
yes..
As Example from my Lib - Some are marked as "Owned".. the others not.. but even the others, since i claimed them, are owned.. just not tagged as..
Bug of the Fab page
Oh, so they've said it's a known bug then?
See Medieval banquet:
Okay, thanks
"megascans claimed" is mentioned on the right... i can download and add.. but on the Store page, it is not tagged as "Owned"
I think that will get fixed soon.. Maybe they missed to compare the Libary with the actual loaded Store Acrticles..
Fab seems to have trouble showing stuff as owned on search pages, but you do own them
Thing I want to see them fix first is the launcher problems honestly
it's impossible to sort with all the new categories, and it lets you add plugins / content twice if you already had marketplace versions
Yeah I just dont want them to pull some legel trickery in Jan 2025 and be like oopsie guess its not really yours since you didnt do this one thing
If it shows owned on the item page, you are good
The launcher is a whole other Task..
In my opinion: They need to overhaul the whole thing.. from scratch..
It is slow, memory heavy and not accessible enough to work well with it..
see when i added it to my library, now is shows as owned in the quixel profile
All they've done during the past years was, put more load on the launcher, without fixing the basement..
Agreed. I absolutely love the 10 minute wait on first launch of the launcher
so it makes it seem like it only gets "owned" once in library, otherwise it has free status which may change later
no
If you claimed it, you are good
I think they intended for claim all to actually claim everything. If the individual items show owned, you're good. That's a bug that should get fixed. Anyway, I wouldn't go crazy adding all the quixel stuff unless they still haven't fixed it in December
Currently, don't rely on the "Owned" tag
watch us sitting for 12 hours adding everything manually in december
Would be a bit stupid to have to download multible TB of Assets, just to add an owned Tag, that is simply missing cause of a Bug ^^"
Well TBF, that's how the old quixel bridge worked 😆
You wanna know who spent a week downloading every Quixel asset on bridge? This sucker 😂
oh jesus christ
All 18.871 pieces? o.O
Yeah, kicking myself for wasting time on that. They come with standard license now, so you can actually use them outside Unreal Engine. I hope they add a replacement or new version of bridge for the quixel stuff. I really don't want it all mixed with the regular fab stuff. That was one annoyance on the old system. Those megascans packs cluttering the vault.
Yes sir.
Epic will also add a way to Add all Quixel stuff at once to your library.. i really hope that they will stay in a separate library tab.. so the normal Plugins/BP/Assets stuff is not littered with 18K+ megascans
Right now.. epic has 2 Months ultimatum to fix that 🙂
fab u lous
Yeah, really really *really * hope they keep them separate. Library will be totally unusable otherwise
They should have a one click download button to a local drive with bridge too see assets
Bruh
Great 👍 Thank you
Has the engine version filter been removed!??? C'mon Epic... can't be...
When is Sale starting on FAB?
That's gonna be a long wait... there's too much to still get fixed.
I think.
ahh so no buying till then?
I suspect the Free For The Month has also changed... they are labelled as Featured Free Content now, which I'm not sure if it's meant to change anything in how it works.
maybe there won't be montly refreshes anymore?
Or once gone free they remain free.
I really dunno.
like the permanently free stuff
I think excluding sketchfab as a whole would've helped fab so much better
basically, a mix of the two things, and each month they list 5 as Wfeatured". It's just an assumption, mine, nothing more than that. We'll have to wait and see.
it looks like the whole thing is full of junk
I agree on that, I expressed my concern about that a lot before FAB was released.
plus i wonder why epic didn't move to fab gradually (from the customer's perspective, I mean)
low quality, copyrighted content from games and other rip-offs...
yeah, at least that
wish they take it out or deal with it some other way
but still it does make the whole system slower anyway so ain't a win-win...
it does say october free content
What I'm annoyed by the way is the fact we cannot see the assets on the launcher and we are forced to run the browser, which slows my CPU tremendously despite all tabs merging extensions and the CPU/GPU controls {I Use Opera GX}. Unless i have to watch tutorials on YouTube I want to keep my browser shut down.
Hey so can someone clarify this one thing about about the licenses work ? If someone buys an asset using a personal license for 20$, and the dev's game became a hit making a lot of money, does the dev need to buy another fresh pro license at full price ? If a pro license in this case is 50$ here, do we pay the whole 50$ again or just need to pay the remainder 30$ that adds up with the 20$ from personal ?
Yeah, maybe that won't change at all, I mean... that feature was what made Epic marketplace special.
i don't think we'll need to buy another license for what we already have
just my thoughts tho
the fact that we can't sort A-Z pisses me off so much
I believe, from wt someone explained yesterday, it doesn't matter the income generated by the project/game we made using those licensed assets but the income generated up to 12months before the purchae. I might have understood wrong by the way.
The sortings will come.
But currently, even sort by newest/oldest is not working properly.. especially since nearly all migrated assets do have Release Date 18-Sep-2024
and it sorts by that 🙂
👆 😏
i guess there will be some sort of "Upgrade License" in the future... But for now.. Epic has to deal with more important Fab problems 😉
heh, I noticed that lol
Yeah I think that's the case. But hypotethically, if someone did make more than 100k$ in the last 12 months, its not clear if the dev needs to purchase pro versions of the assets again rather than some sort of license upgrade taking into account existing purchased standard license.
I guess it's not something worth thinking about now considering fab's current state
not really..
I think.. more Important is to get rid of the installation Error in the launcher (MD-DL-001-0)
Adding the Wishlist back
A Solution to add all Quixel Assets at once to a separated Tab of the Library
Fixing the Categories of Assets.. since they are confusing and not even used correctly
Blacklisting of deprecated Assets
Moderating all Assets to fix the wrong Tags (like missing AI tag for AI things)
and letting us filter sketchfab nonsense
All of that indeed. Specially this one > Error in the launcher (MD-DL-001-0)
I wish they gave us an option to remove the per seat license limit on code plugins
oh crap does this mean I need to buy a license for every single member of my (potential) team?
exactly
Currently.. yes
;-;
I'm runnng Solo so I'm not concerned but yeah... kinda annoying, I guess.
does this apply for plugins bought on the MP too or only on fab?
Get rid of this “professional” crap license and give us per seat pricing. Ffs
Only Exception - When the Seller states in a document shipped with the Asset/Plugin, that one buy is usable by the whole team
well at least a lot of us won't be needing to buy professional for a loooong while
maybe even forever
But i think, this is a thing the Seller itself needs to clarify.. either by stating with an own license shipped.. or by reducing the price per seat to fit the new terms
Since of the migration.. there is no more MP licensing.. only FAB
So the seller has the rights to override Epic's per-seat limit by stating it in the document or a readme inside the plugin ?
but I bought them before fab was even a thing :((
The Seller ALWAYS has the rights.. since of the copyright
I guess i'll just do that
Are you sure about that? I don't think they can alter the EULA just by saying it. Otherwise they could just say "Hey, you need to give me 1 billion dollars to open this file, kthxbye"
Epic cannot forbid the owner who created the Asset to sell it how he wants to - Specially for EU law.. the owner has the right above the market.
I saw a developer's assets selling the personal license for several hundred Dollars and the Studio liencse for over 1 thousands dollars... it does make ense when it comes to studio licenses but, on personal licenses that 's discouraging from buying. At that point s a seller's choice in targeting the customer they are interested into.
Yes, the owner can sell it however they want... elsewhere. But on Fab, they have to follow the store EULA.
Since posting an Asset to FAB does not assign ownership rights to epic games.. and since you pay with revenue for the FAB place.. it still is your right to deal with Seats and company sales as you please
I think i'll mail fab support to clarify whether it's doable
It does not transfer ownership, but it does mean that the seller and buyer abide by the store EULA. You can't workaround that, otherwise the EULA wouldn't mean anything and wouldn't exist.
Anyway... lunchtime for me folks... enough for me with wrapping my head for what' needs to be clarified or fixed... . Take care.
in my opinion.. the license system of FAB is too
inaccurate and restrictive.. there are multiple license types missing that really should be there. As many say - a per X-Seat Discount option would help..
like to define:
You buy 20 Seats and get 20% Discount on Prof license.. would already be a better solution than the restrictive ones we now got
An overview on the Profiler Tool used to monitor game performance.
I mean you can't actually buy multiple seats or manage them, so if you want to follow that rule, you actually can't. It's just so stupid. They added it last minute (first version of the EULA didn't have it), and added NO support/tooling around it.
exactly
In the current State of FAB.. i question myself, why they announced it for mid october.. instead of delaying the release for some months..
Maybe some "bigger" money-people wanted this to be released for Profit reasons.. or Stock..
Yes, it would've been significantly better if they gave more licensing options. Even the personal license could've had a friendly fixed 5 seat limit and pro license being 20 seat would've balanced it for both sellers and buyers. It's not even hard to add something like that.
A lot of UE indie projects aren't solo, there would be around 2-5 people involved. Even if a project has only 3 people, they still need to buy certain plugins 3 times which can quite uncomfortable for many.
One of the most annoying thing about that is that Epic implemented a way to check that you have the valid licence for a plugin (PluginWarden), but didn't implement a way to purchase multiple licences! That's just... why?!
That's epic 🙂
Implement new Stuff.. but only finished halfway thru
And then.. to showcase the new stuff.. cover the problems and bugs with workarounds and more work, instead of finishing the Feature 😅
man
Fab is really cool-
if it wasn't for the masses, the WAVES the absolute OCEANS of ai slop that are shitposted onto the platform, making it impossible to actually find quality work

like... stop...
same with icons or hdri... why tf would i buy an ai generated hdri. Or random ai generated "magic icons" that i can generate myself within 10 seconds 
Turns out AI doesn't steal jobs by being better than humans, it steals jobs by just burying human work under an ocean of literal garbage.
You can filter out AI stuff. What you sent are music packs with AI thumbnails. I dont think the tracks themselves are AI
i listened to a few of them - there is absolutely 0 chance they are not ai generated 
Unless there's suddenly some dude who manages to machinegun create music that sounds so samey and so nothing-like, in completely different genres.
Lol I didn't even know we had the tech to generate AI music
well... """""""music""""""
how can i filter out ai stuff? I'd love to get some flatdesign ui packs for rpgs because they're a pain to svg myself...
But good luck finding icon packs right now lmao
if you go to a category like unreal engine products for example, there is a little toggle on where the filters are
oooh neat! thank you!
note that this thing turns itself back off if you do any search so you need to apply it again
fug. Should be turned on by default...
The problem with the AI Stuff:
Theoretically, epic needs to moderate ALL Assets again and add the AI-Tag to all AI Shit.
Since many Sellers of AI stuff do not Tag their Assets with the correct tags, to either hide that it is made with AI (to fraud you), simply don't know it exists or don't undertsand that this is the rule of the market.
And we are talking about thousands of Assets from ALL marketplaces migrated to FAB... Way to many to be handled by epic..
THEORETICALLY - The community should get a "Report missing AI tag" Button to help epic out.. even this may gets abused by Trolls..
We now have the "Hide products created with AI". But when only 300 of 1000 Assets do tag their shit correctly.. you still get 700 shown to you..
A few things might slip through because some sellers don't flag their AI stuff as AI
Like - i have nothing against ai. It's here to stay, and it's a tool.
And there's ways to make really really awesome stuff with ai - if you put effort in it.
I'd have nothing against someone making an hdri with ai - if it were actually useful
If they went through the effort of for example isolating the clouds, making nice normalmaps, so i can use it for more than just "a bad lighting setup"
or if they made 10 hdris with the same clouds, at different lighting conditions or times of day...
the problem is that
people who put effort into their work don't use ai, and people who use ai, don't put effort in 
Are AI HDRIs even real HDRIs? Aren't they like just normal images?
they are, but there's shitty tools that kinda "make it hdri"
they don't work. Not even close
they kinda just expose the fug out of the image, save it as hdri, and badabing badaboom
there should either be a 10€ fee to upload anything onto fab-
Which would instantaneously kill 99% of ai content-
Or people who don't tag their shit as ai - even though it obviously is, should have their entire account permabanned 
This is why steam has a $100 charge to get a game page. Without it, it'd be another itch.io
It's the only way to filter out most of the really bad stuff
so maybe charge like $50 for creators to open a seller's account?
weeds out those to are just trying to sell boxes or AI crap... and maybe means something when people who constantly try to sell illegal copyrighted stuff lose their accounts.
we can sell our own music on Fab too, right?
Was anyone able to submit updates to products that are already live? Having trouble figuring out how to do this for Blueprint projects
yes - but the approval process can take some time..
😞
Is there sales report page for fab or i use the old portal
old portal. my fab sales are showing up there
looks like this
Ooo, second question will they add the reviews i got to fab? It says no rating yet on my products although i had many
Reviews aren't coming back
It sounds like products with under 5 review willl have ratings hidden
Ratings should otherwise remain though many report they are missing
That last condition may? be temporary
How did you do it please? I can't find the "Submit File Update" button on Fab (like there used to be on the old marketplace)
Thank you
i keep right clicking the thumbnail of assets, and missing the name of the asset and it just shows the picture, i was hoping it was also a link to the asset.
Below the Thumbnail, you see "Included Files"
You then select the Engine you want to update the Files for.
There you find the Plugin/Asset versions and the Create new version button
yes.. i think Nikolas already put that in his trello, which he submits to epic 🙂
But what if you already have a version which you just want to update?
Or do you need to delete the old version and create a new one
Yes 🙂
Don't worry.. if you delete the version in the publisher portal, the asset is still available. it only gets processed after approval
Thank you so much..
The delete listing button wasn't showing up because there was only one version, so I had to add a temporary one with a different engine version, delete the old, then fix the new one
any way to retrieve favourites from the old marketplace?
Is Fab UE plugin supports as well to a lower version of Unreal like 4.27?
Or is it only available to version 5.1 above?
5.3 and above only
Is it me or is the fab store worse in terms of value. Everything seems to have more license restrictions
Do you know which email address to send to?
This is amazing
My question is how does that get submitted and approved
via AI moderator?
I thought fab would still have the same system in place for asset approvals as UEM. Which as far as I know, was all manually approved by somebody
But I suppose that wouldn't be possible now with the overwhelming amount of assets that probably get submitted
Sooooooo, do reviews/questions no longer exist in fab?
Currently... No
Oof
But, as the wishlist, i think they will add it again
I published a new thing, it's my first thing on the marketplace. Same as you
it's total garbage compared to the MP
all they had to do was remove the stupid ai generated image spam and maybe add the 3d viewer
that would've made it 100x better
this likely got merged from sketchfab and if we know anything about moderation when it comes to those merges, we certaintly know there's next to none considering the amount of copyrighted content on here
I wouldn't be that harsh here..
Sure.. complaining is ok.. but the amount of migration from 3 stores is immense.
On Top comes (maybe) pressure from people in higher positions..
If epic now finds the correct to solve issues.. first starting with the 2 major problems (installing error of plugins and Qixel add to library).. this could get a well made store
Oh no, don't get me wrong, I'm not being harsh at the moderation team for lacking moderation. The main issue here is that reporting an asset has very limited options. You can't even report very clearly copyrighted assets unless you're the copyright holder themselves. Like for example, nintendo themselves would have to report a mario asset in the library, no one else can.
And (for me personal and maybe other users of EOS Plugins) epic needs to work together with creators of EOS Plugins (like Redpoint Games), to fix the issue where the FAB Plugin kills those other Plugins EOS integration 😅
I guess, in early 2025.. when a good portion of bugs got fixed.. epic will moderate the stuff..
Simply cause they get part of revenue then from the Authors sells.. which would makes epic being part of the copyright fraud 🙂
Currently, sellers get 100% revenue..
Which only exists until 31th December.. after that, Epic would get partial guilty when taking their share
Apparently the fab plugin is out now, for any interested parties
Unusable for me.. and others that work with EOS plugins.. since the FAB Plugin's EOS Shared usage kills those Tools 🙂
Here the Announcement from Redpoint Games (EOS Online Subsystem Plugin):
so... good thing that we can FINALLY.... have more than 4 products per row. but it also lags like hell when you make the window bigger xD
I would have assumed they would have updated atleast the devs about this or given a workaround, but they are least interested in it. I assume they won't provide support too saying to do workarounds as they won't be going back and making it again.
guess the quixel assets on fab at least work the same as they used to.
and you can still drag and drop directly from the fab plugin into UE
the UI's responsiveness is absolutely abysmal though.
I mean.. it's absolutely stupid to have a plugin where you need to authenticate yourself via an Online Subsystem of Unreal.. instead of the simple login via Epic Games account..
I mean, having to login 50x times a month wasn’t great either but yeah
Sure.. but it didn't kill all the EOS Multiplayer SDK Plugins. That don't rely on the current UE release version internal SDK
The quickest solution would be, that the FAB Plugin only relies on the UE internal EOS SDK, when no other Plugin ships its own..
And you also need to think about companies, that also use their own SDK implementation.. which is also f###ed now 🙂
But.. one can simply deactive FAB as Plugin right now to continue developing..
The reason i stated this on a lower Fix-This Prio than the Installation error in the Launcher and the a way to add all Megascans to the library at once..
wait what happened to the categories in the vault
wtf is airports? why is animation on it thrice?
I think Fab's category are hierarchical, but they're presented flat on the launcher
ahh I see
nah, don't think that's the case
even if I select all three of the animation categories, i still can't see all the animations that I have
You mean that some products might not be properly tagged and sorted? Well now, that would never happen on Fab!
right, I forgot it'll still apply on the vault
the whole transition could've been handled better
MUCH better
absolutely
Understatement of the year right here 😄
why are "airports" and "animations" in the same category LMAOOO
wanted to put it gently, that's all
And all would be so easy..
When committing a Tag in the Publishing Portal.. they just need to make All Text uppercase and replace - and _ with a space.. and disallow enything other than Letters, space and - or _
Or only allow predefined tags..
just use the existing marketplace system
if I wanted to see all animations, all I needed to click was the animations category
now there's 3 of them and they still don't show all of the animations
I would say this launch is a prime example of how not to launch something. Another point on the long lust of u finished and untested stuff Epic released in the last years.
still wondering why they chose to outright replace the MP instead of slowly transitioning
like phasing out gradually
that is definitely not worse lol.
login issues and problems getting into games on launch is really common, and not that serious. from a gamee devs perspective it doesn't make too much sense to scale everything to handle potential peak loads at launch when just hours or a day later usage drops off by 80%
ye server issues on launch is acceptable
don't think the problem we have with fab is the server stability
Fab has been “coming out” for 2 years now…. i guess this was thier idea of phasing out….
its not that bad though. i feel like Dec/Jan it will be fine
Wonder if their announcement that took place 2 years back was just a way to gather feedback on the idea but the project wasnt even started yet… smart but deceiving, but still smart…
why build something nobody wants
The 1 year delay is normal?
as an end-user, I only saw fab yesterday (or was it the day before that?)
yes.
okay
You don’t remember the delayed announcement?
last year ish
it was supposed to be out in 2023 i believe
I know the announcement, yeah
before the delay announcement there was another 1… the official “fab is coming”
personally i see nothing wrong with it now, especially since they make their updates snappy compared to UE marketplace which rarely received updates
I believe it will be stable by Jan1st with features that most people are asking for
i can spot many mistakes, see this ^^
yeah, I get it
what im saying is that i wonder why they didn't phase it out gradually
like until fab is feature-rich
They spent 2 years trying to phase it out. that would mean 3 years
cuz it's clearly lacking a lot of MP's features
not a good look
agreed
let me word it this way: why couldn't they run them in parallel until fab was ready?
they had to release it as is… and improve as time goes
not with UEFN, with UE
they would have to tap into the same database. that would be a mess for webmasters
ahh that makes sense
trust me, you don’t want two applications (websites) editing and reading from the same database
if one is editing , the other can just read without editing (i believe thats why fab sales reports are showing in ue marketplace now) its not writing just reading…. i believe from yesterday onwards only fab has write permissions
yeah I get that
is that yours?
Alright, just installed the plugin, the editor is restarting... I read we have to login once we open the interface... did I read that correctly? I really hope is not the case... I hated the fact I needed to login anytime I opened Quixel... I really hope they will just consier the launch and login into the launcher as the only login we need!
I'd rather ask "is that you!??" 😄
oh lol I didn't notice the PFP
man just modeled himself and giving it away for free
probably to verify your account for the first time
Rigged on Skeleton 5.. awesome! I'm so pissed when i see new characters released and they are still rigged to the old one... it has a glorious legendary past but it is past now! Welcome Skeleton 5! PS: Very nice quality btw, visually speaking.
Well, that's ok of course I did and all seems pretty cool, I'll start using it and see how it goes.
i hate logging it all the time too and I use 2FA
need to grab my phone and bring it everytime i need to use bridge lol
let me know if it's no longer the case, I'm curious
Now all I can hope is they add a filter to avoid 2Ds and music/sounds assets take us over.
Ohhh, thank you, I tried to do well, Enjoy!!!
You're welcome Andrei, thanks! I wonder... are you considering the idea of releasing bald male/female base bodies bundle with no hair and no outfits that we can dress up just buying hairstyles and clothes separately? I saw you're selling clothes and accessories that way so I guess it's really what you're gonna do. That would be awesome. Thanks again for the free character indeed!
I'm adding him to my current project to test both FAB's plugin and your character and things so far look smooth downloading and adding into the editor on the fly.
Great! Both the plugin and the character worked as a charm. And all that took...
...just less than 10 minutes
Not bad
At all!
Dinnertime for me... enjoy folks, be creative!
Does FAB have a support page? When searching on google, the support page doesn't exist. The link is there, but leads to a 404 basically. And clicking support on the bottom of FAB takes me to the community page.
Thank you! How do you normally navigate to it?
Can I self promote a new fab plugin here?
And clicking support on the bottom of FAB takes me to the community page
From said community page, the last option points to the link I shared
No, this goes to #1054845218723209226
K ty
I'd love it if you could give me some feedback. It will help me in my development.
I was really hoping discoverability would improve from the unreal marketplace when switching to Fab, but it seems even worse?
You can't really do keyword searches, listings can't do much with the 15 tags you are able to assign to it, based on presets.
I think the plugin I made is rather unique since I spent hours looking for something that did what mine does before I made it, and found nothing. I can't even find my own plugin, knowing exactly what to type to possibly hit something in my description and it never comes up. Buried in a sea of things completely unrelated.
Is it intentionally designed to be impossible to find things?
Search is very bad at the moment, the team is working on it
Alright good to know.
Thanks for that link. I'll keep myself updated
Tho, considering the launch and how unreal marketplace was, I'm not sure I wanna expect anything lol
Epic: makes the most advanced and complex 3D engine ever
Also Epic: *how do I sort products by dates? I guess it's just not possible 🤷 *
Fr
It's amazing the things they decide aren't important
Like, they have so much font support for every aspect of the program like UMG and rich text and avalanche, but they don't have an option to change the font you see in the editor???
Has anyone had problems trying to download their recently published assets on FAB (either in the browser or inside the editor)?
Tags I'd love to see coming asap ...
having the same problem
why do you need 2D no AI when you can look at the 2D category with the Hide AI toggle
also, blueprints are now spread across Game Systems, Game Templates and Smart Assets it seems
I do wish you can filter multiple tags at once though
or maybe have negative tags
I wish the hide AI toggle persisted
separating Audio into "Music" and "SFX" would be useful
smart assets is just too big a category IMO. that's absolutely massive
Isn't it the case?
I'm starting to feel my concerns about a prices' raise with FAB are having a confirmation... I hope I'm wrong but you folks can expect to see an increase of prices between 20 and 40%, if not 50%, on environments and, even most likely, in characters. I'm already seeing that tendency taking place right now, among the majority of characters creators, with, surprisingly to me, one only particular name going contrary to that tendency so far. I hope I'm wrong. I won't make mystery of the fact I never had enough budget for purchasing characters at full price but only took the chance during the 70% OFF sale when i could bring home a character for 20-25€ each time. Now I'm seeing some of those prices raising in a way the same character I could have paid with a 70% OFF discount will cost me as they were their previous full price. The same happened in my Country when the new coin EURO, became official, prices rose from 50%, in the best case, up to 100% the prices when the Italian Lira was the official national coin. I'm one of those people who perfectly understands the value of an artist's work so I'm not complaining saying is unfair {I can always focus on creating my own characters with Metahuman and become able to have them looking exactly the way I need}, all I'm saying is I would expect more flexibility now that different licenses are available and that I just hope my words can help starting a common dialogue on this subject, outside personal interests and rather in terms of community interest.
Kinda needs an in-between Indie tier or something
Prices are set by the creators though
If something doesn't sell, you will probably see prices adjust as a result
its going to take time for it all to stabilize
Yesterday I made an example of what could be reasonable to me, in terms of licenses and prices:
PERSONAL
For an hobbist or student or for individual creator with no more than $25k of revenue or funding in the last 12 month.
INDIE/PROFESSIONALS
For a solo professional creator or a small team with no more than $100k of revenue or funding in the last 12 month.
STUDIO
For a professional team, studios o other entities with over $100k of revenue or funding in the past 12 month.
This will level out for eventually. Some of it is due to the merge of the other asset stores. I expect it will balance over time. If anything the 100% revenue on Fab should get sellers to drop their prices through the end of the year. If I sold items, i'd be dropping them right now as you don't have to worry about the split.
I also think the 100k tier should be a little higher, closer to 200/300k.
I think there's no universe where this causes prices to increase for the lower tier. It lets sellers capture more of the economic surplus of their assets, which in turn lets them justify more investment in bigger/better assets
It's just plain better for everyone involved
Let's not forget not all the indies, specially solo developers, hit the jackpot with their game or project... how many successful among, let's say, 100 of them? Ain't all flowers out there...
If the logistics of it were possible (and they're super-duper-not), ideally for everyone assets would be priced on (flat price + % of revenue generated)
This isn't feasible. Two tiers are still an improvement over one tier.
that games are hit driven is exactly why asset pricing is a problem. If an asset powers a hit game, it's worth like 100x to the developer than it is to a hobbyist
so there's no one price where the creator can capture a reasonable share of both; you can only choose which side you get hosed on
And it's a whole new revolution at its own start so yeah, I do expect things to improve over time.
And I'm sure if there's ever a middle tier it'll need sign-off from like 20 different lawyers
im kinda mad at people being upset at asset creators selling their stuff under pro license in FAB lol
calling them greedy
yes, and i can just as well call them stingy and spoiled
like they call the artists greedy
notoriously rent-extracting artists
those people are really spoiled
post got upvotes but my counterargument to it did too
in most domains there is a population that doesn't ship much and wants free stuff
and a population that ships and understands basic economics
"oh no, now i cant easily afford those 50 assets i wanted to buy to put into my game that i want to maximaly profit on, how dare they to want to profit maximaly as well"
you see this in SAAS where consistently the most demanding customers are the ones on the free tier
not everything revolves around solo indie developers
competence correlates with buying power
and not ever solo indie developer is cheap
How do i verify fab orders as seller?
I have to remember the majority of people on gamedev subreddits are literally amateurs
I checked lookup tool thing but couldnt find anything
I was meaning the search tags along the top (which would be really good if you could just remove tags with an "X" button.
I hope fab works on the features they promised before adding Minecraft and Roblox support
Will add that to my Trello list!
Most people building stuff and enjoying life don't have the time, energy nor mindset to complain on online forums
simple rule-of-thumb - "would I say that to their face?"
What do you mean amatuer? They tell me all the time how much of an artist they are and how the world is better because their Roblox Unity game is played by 3 people
There was one guy on Reddit who wrote this heartfelt letter about how he is okay people pirate his game he spent years making because “touching one’s heart with my art is worth more than any finite dollar”
His game looked awful too
Thats why the indie gamedev statistic looks bad but it shouldnt be discouraging
Same with art
has anyone seen a sharp fall in sales since fab's release?
I haven’t sold anything in the 2 days despite selling most days on the marketplace but it’s only been 2 days so idk if it’s a fluke or something more serious
Same here, Im thinking it might be down to positioning of the product in search results vs on the old marketplace
Yeah I’m not sure, a friend of mine told me to expect a transition period where sales are low as users migrate to fab and get used to it. Hopefully things will pick up
Fair, hopefully they start doing sale invitations too. Its been a good 4 months of no sale invitations
It’s only been 2 days, last month I didn’t sell anything from the 22nd to 23rd either
I’m gonna wait until Sunday to check again
Yeah, true. Best to wait till end of month at minimum
Pretty sure most people getting paid either tomorrow or day after
I was in the publisher sale in September or October but yeah the general sales have been a while. Given fab team is saying “we will announce sale details soon” my guess is they will do a store wide sale next month or introduce the self service discount tool the guy on Reddit mentioned
I get paid on either the 31st or the 1st but I don’t think many will be paid out for fab this month since it launched late in the month and you need to make 100 dollars to be paid out
Yeah, I forgot to add last month in that message. Last month I didn’t sell anything on the 22nd to 23rd even on the marketplace, same with prior month. Usually my sales are good for 3 out of the 4 weeks in a month. I guess around the end of the month bills like phone, internet, rent, etc. become due so people stop spending for a week or two
I’m releasing a sister product to procedural NPC Crowds V2 that was free for the month last year but for vehicle traffic so I’m hoping that sells well because before free for the month crowds was my biggest seller
It's still on your original publishing portal
Hope they'r gonna bring back new releases&special discount pages
or we have to see every 1 usd 2 usd 3D models.
Still samestings on main page
Main Page is biggest problem right nowi
New Releases should be a front-page option for sure, but I use this bookmark https://www.fab.com/channels/unreal-engine?sort_by=-createdAt&is_ai_generated=0
I think they will, my guess is with everything be considered a “new release” and discounts not being out yet they probably just hid it for the time being
I am impressed that they managed to have an even worse store to navigate. Takes real effort
Newest doesn't work.Main page doesn't have new releases stuff.When i write fps animations on the search bar shows me first horse anim kit and dance anims.tags are going crazy.
hmm-- you get different results?
oh horse starter kit is indeed on there though
which is more of a third person animation i suppose
the search isnt purely based on tags anymore
for the sellers, what was the exp of having discounts regularly? does it significantly increase your overall income?
As a buyer, personally i dont mind how small or large the discount is, i mean its just a reflex for me to buy something that is discounted.
I do hope they prioritize the discount
How do you see the "sales report" from the old marketplace as a seller in Fab? I can't find anything that shows payouts, outstanding payouts, sales, etc
I do discounts every month and they helped, I’d say it was a 20-30% boost but during epic sales where they all were on discount for like 70% off it was a 500% boost.
I don’t know how well they will help on fab though, I didn’t sell anything the first two days sadly
How do you know? Where do you see sales reports now?!
Same place it’s always been the publisher portal
Very much still there, verified 10 seconds ago
The screen exists but the product page isn't aligned with fab anymore. Are you sure it's still updated? Even the image for my asset is old and not what is on Fab.
The reports tab still works
Don’t worry about the other tabs
Sort by "Newest" only seems to discriminate at a per-day resolution, so even if you keep refreshing "Sort by Newest" new assets will appear after older assets from the same day
and probably set to US local time rather than for time zones
Get a cash
What is this from?
logging into Quixel, I accumulated around 2,400 P via subscription which had been unused so I was given the option to convert points
Dang 547 dollars worth is a lot
I mean, easy enough, depends solely on if you plan to spend 657 bucks on Epic's stuff
hyperwallet is processing the wire, but yeah I took a good look at the store and I couldn't justify an almost 700$ spend
Think about how many skins and emotes you can buy in Fortnite with that
Interesting so according to itch analytics since fab released my products have had more traffic go their link in description
I really hope epic adds fab store analytics like impression, visits, conversion, etc. before a lot of the other stuff because it’s hard to improve without knowing the data
Also has anyone had any experience getting itch.io to allow files over 1gb? Most my demos tend to have high quality assets in them so they end up being a little over 1 gig
did they remove the simple import of quixel assets? Like do you have to import FBX and then setup the pbr mat manually now?
How are people pricing their products in terms of standard/pro?
I did a $25/$60 split. Reasonable for individuals. And also reasonable for indies making $100k+. I didn't really think of those with millions in revenue when setting price.
First sale on fab was actually a pro license 😄
I like that the split is at $100k and not $1 mill. The split needs to have a certain amount of potential buyers on each side, otherwise the pro license is just wasted. If it was set at $1 mill then I would need to price the pro for those very few. And probably never sell a pro license...
But what's up with the per-seat stealth change?
It used to be 1 purchase per company. And I was fine with that. In fact I don't even want to offer per-seat as it makes no sense for my plugin.
e. Plugins. Code plugins that are being offered on the Epic Marketplace, including Unreal Engine Plugins and Unity Plugins ("Plugins"), are offered to you on a per-seat basis and may only be used by the number of users that you have purchased licenses for.
None of FAB's pricing model(s) make sense. Just do a per seat license and no "Pro" license.
FYI this doesn't sort by newest, it's bugged. It sorts by... I don't know, I haven't figured it out yet. But it's definitely not by newest.
But that doesn't make sense for my plugin again. It would lock a 20 person studio into 20 licenses for something that essentially only runs on the build server.
The new split actually makes very much sense. The per-seat does not, to the point where I feel I had to clarify on my support discord.
Since MeshPack runs at build time I consider that to be only one seat. You never have to purchase more than one license. You can quote me on this 😊
"only be used by the number of users that you have purchased licenses for"
Like what does that mean when the plugin runs in the background for everyone. 0 licenses? N licenses? Is it up to me to decide how many seats a company needs to pay for?
If CD Project Red buys a plugin on Fab. Even just a small editor utility for like $10. They now are on the hook for $10 times all their UE editor users? That sounds insane.
Your plugin can have a written statement on the sales page. "One one license is needed per team/company/enterprise" That's perfectly fine.
But in the case of a the majority of plugins I see the per seat being extremely reasonable because of the value that plugin brings to the table.
If you purchase a plugin/asset/etc you as the purchaser company or otherwise will purchase as many seats as you see the value in.
The plugin might only be worth $10 but actually save 20 hours of developer time to recreate.
You can do some math there that after 10 seats purchased that negates the 20 hours of developer time but still. That value is there.
That's true. But the whole ecosystem is currently based around 1 license per purchase. And there is no system in place to enforce/encourage this.
If it was a robust built in system for plugins. Then I would gladly adjust the price down to $5 to give cheaper for individuals.
I agree with you. I do, yeah there won't ever be a perfect system for drm of assets. 😦
Riot Games could purchase 100 seats of an asset plugin and just buy the Personal License. 0 consequences.
100 seats or 1 seat 😄
How is it insane? CD Project can afford it
or they can write their own. its going to cost them a lot more than $10*N
AAA studio money VS indie/small team money are vastly different.
It's still money. And an AAA studio would never buy a plugin if it will cost them "$10 to $10k based on how we read the license". A per-seat license needs clearly defined per-seat terms.
Yes.
With proper integration and per-seat terms it would be really cool to offer utility plugins.
Could price them cheaply knowning most teams would buy a couple of licenses.
I see where UE's "professional" background is ruining its chances of a platform like Fab being successful compared Unity's asset store.
UE Plugin developers expect big money for what Indies/small teams expect for $40 - $80 from the unity asset store.
I look at the two stores and its kinda wild to see the professionalism/customer service difference.
Yeah. I think the $100k threshold is fine. But it need to stabilize on that first. And not people using pro as a "whale" price.
Also will add that soon
Thank you
Yeah I noticed that, realy hope that gets fixed soon
I was surprised at that too, I had thought that it would be an unlimited seat license with the Pro.
I've kind of gone out on a limb and added a statement to each of my products that the Pro license gives them unlimited seats, I really can't see Epic minding, but will see. I've tried to phrase it that it's not the standard way to try and avoid confusion.
It sorts by Newest - BUT.. All migrated or auto-moved Assets and Plugins are set to Release Date 18th Sep '24, so all have the same date.. so there is no newest.. and so the sorting is not working on them..
So sad, cannot switch to 5.5. in November...
With all the FAB Problems right now, epic will need much more time to moderate all new Plugin updates for 5.5. support... I think I can switch earliest in Jan '25...
My opinion about the personal and professional pricing after a few days: I really like the change and I also don’t think the 100k revenue a year is too little. I just think that some people price their products like way too high for what it actually is.
Idk, someone who makes $100k vs $100m shouldnt be paying the same for a license
same
it gives the chance for sellers to make a fair price for Indies, individual for Pros
I just wish to have a SpinBox to enter a Seat Amount to buy Pro Licenses for..
Whose earnings have decreased? Because they decreased for me, today I earned 0 😢
my last sale happened on the 22 the day Fab launched, so whos to say if that happened right before the switch over or not. It's only been a couple days so, gotta give it a bit more time to really know where this is gonna trend
I will apreceate it if the added price tier brings in a bit more money. But gotta give it a couple months to see if that actually works
I also am working on another new asset pack for my store, and even if sales behavior is the same as before, the best way to increase sales is to make more asset packs.
Though coming up with good ideas for usefull asset packs can be a challenge sometimes. Gotta give it time.
If it was before the switch then there is the “UE Marketplace” instead of “Fab Listings Sale”
Yeah, sales report looks like this
Where is the free for the month in fab marketplace?
well, I would say I would be way more worried at the future of the asset store platform if you were somehow not making any sales on it lol
someday I will get my skill set to a point that I can churn out content at the level of quality you consistantly hit.
back to the grindstone
On the Main Discover Page -> Featured Free Assets
I'm curious.. there now is also Unity support.. Will there be free Unity Assets in addition to Unreal ones, too?
It sorts by when the listing was created. So if a product takes more than a few days to publish your listing, it'll never appear on the Newest sorting.
With the Fab plugin launcher is unnecessary now - right?
wrong.. cause the Plugin cannot install Code Plugins from a running engine
To sort by publish date, this is the URL
https://www.fab.com/channels/unreal-engine?sort_by=-publishedAt
Is there a workaround?
Plugins is just the same files copying to UE dir
some work.. some throw the Error MD-DL-001-0
And then compiling the whole editor and Engine to run the plugins, yes.. but when the engine is running, you can only live build the project code.. not the editor.. so it won't work.
I would like it, when one can download a Code Plugin from the website and just copy&Paste the content to the engine.. but no.. we have to deal with the launcher instead.. again..
No need to compile the engine. The plugin can also contain compiled libs, especially in non-Windows versions
You can download Quixel Bridge plugin this way
Sure, but the editor hat no live build to recognize them on the fly.. or better said.. not right now.. maybe epic will come up with a solution t this..
But there are other problems way more high up the priority ladder, than this..
Actually, I installed some plugins like Vitruvio just copying them into UE /plugins dir. It was recognized by the editor. Anyway, the plugin was broken because it supported only Windows and I use Linux
1st on prio list should be the MD-DL-001-0 Error, when trying to install Plugins via launcher.. cause this is of a false manifest loading.
2nd should be to add all megascans to the library at once.. instead of indiviually clicking to death..
3rd should be the problem, that the FAB Plugin kills Third-Party EOS SDK plugins
And then.. maybe.. after fixing Sorting and Listing of FAB Content in the browser.. they should add more features like Code Plugin install via the Plugin
At least, code plugins from the marketplace is a rare thing: maybe just some specific integrations like ads, controllers or NFT. Most of the stuff should be as a source code/blueprints and it has simply copying mechanism. The guys who intentionally trying to overcompex obfuscating their code making a plugin while it's unnecessary - I don't like them.
Why should Code Plugins being rare?
all Editor Extensions are Code Plugins..
i'd say there are multiple thousands
Actually, didn't use Editor exts. I mean stuff like C++ code projects like city builders etc.
Possible, some editor plugins can support next minor version of UE
But wait, USD support I installed without a launcher as well as Quixel Bridge - does it count?
Quixel bride is an unreal native plugin.. it is directly linked to unreal and does not need to install.
Same for USD
you just activate them
Installing means to download, link, refresh project Files and then update the editor to recognize the changed files.. sometimes by rebuilding new integrations..
And this.. is not supported on a live basis right now
and it never was
The FAB Plugin currently only supports to have Drag & Drop of Assets (not plugins!) into Scenes and Contents
But not install whole systems or Extensions
Diversion version control was installed from outside. But yes, it doesn't require to update your project
but if we talk about like new brushes to paint a forest - maybe it's more complex
It would be nice if Epic lets us download the Zip File of a Plugin, so we can copy & paste it directly by ourselves, via the Website.. instead of the "available in Epic games launcher" shit..
Would workaround the Install Error in the launcher for now..
the fact that we absolutely need a plugin or the launcher with an asset cache and the risk of unwanted overwriting of things like config files instead of just letting us download files normally is absurd
1000% agreed. They know this but won't do it. Which would have been fine if they provided a reason instead of being mum
Right?? if at the very least they would provide a "Why??". But we're just peasants who are not privy to that...
Like if a plugin is for 4.27 it doesn't mean it won't work in 5.5... , now i have to download the entire 4.27 engine just to get it?
Wasn’t able to work the last few days. Can we install engine plugins directly from the Fab plugin and does it also support older versions like 4.26?
no and no
Bruh
Just a heads up for everyone. The FAB plugin crashes out packaging. You have to disable it to be able to package your project 🙄
An epic games classic 😂
Bug or feature?
100% a huge selling point feature
i wonder why fab even needs a plugin
Actually, there'are 2 available launcher alternatives on Github, I use it because there's no Epics support for Linux. So, they could download extensions, I believe but didn't check
It'll let you drag and drop assets into your scene like the Bridge plugin did, but I think I heard that's not available just yet
it is available.. but sometimes buggy ^^
You can try to change the version in plugin's config and launch it. Also it may be possible to convert - UE has batch files to convert versions inside
but its an editor only plugin right
The drag and drop functionality?
yes
Ah cool
But only works for assets
and i don't know if it works like:
You own an Asset that was not updated since 4.2.. if you still can add it to your 5.4/5.5 project.. since in the past, this only worked by switching "also show unsupported engine versions" to be true.. even it just was texture or a mesh..
Epic again missed to add a "Support all Engine versions" to the list.. since.. Audio files for Example are not "supportable"... it does not matter if UE4 or UE5.. or any subversion.. its just an Audio File.. But the Author/seller has to select ALL Engine versions that are available individually in the list.. instead of 1 Omni-"All"
… Yeah thats kind of a workaround. Cumbersome.
My question is WHY? does epic feel the need to force us to use workarounds.
Direct Download links are the simplest thing to do for a webmaster compared to a launcher….
are they trying to prevent users sharing DDL to others? if yes, they can set them to expire… OR tie them to the IP that initiated the download, OR Tie them to the account
Anyway, you can share your plugin folder if you want some piracy
OR even if tied to the launcher , why does the launcher check if you have the specific engine version… why doesn’t the launcher have a “ download anyway” button
exactly
cause sometimes.. a code plugin my does not contain the source.. and so is not editable..and isn't compatible with newer Code API of the engine..
huh?
but thats a thing where epic simply could add this "Support all Engine Version" in the publisher portal.. to give Sellers of ASSETS.. not code related.. a way to make it available for all Engine versions at once..
Plugins like Dungeon Architect or Substance do not have an open sourc eavailable.. if the Engine API changes drastically.. which happened from UE4 to UE5.. you won't be able to use the UE4 version in UE5.. and since not open source.. it won#t be editable for you..
I don’t follow… my question is why not have a “download anyway” button…. you could give a warning
but give a DDL anyway.
i believe those are special scenarios. most plugins have the source
you don#t need a "Downloa danyway"
what do i need?
HERE.. in this dropdown.. at the Top.. epic should add a "ALL" option
so the Plugin Seller can decide.. if the plugin should be available to ALL engine versions at once..
right now.. the seller has to select ALL engine versions individually of the list.. and the list closes every time an item gets selected..
It's just stupid for not code related Assets, to have this..
while for code related assets.. it's needed, to not break by the Engine API
Lets say this :
Im a plugin dev.
I abandoned a plugin at around 4.24
The plugin is still very useful and would build in 5.5 fine or i would make 1 or 2 line changes.
Why do i have to download Unreal Engine 4.24 just to get the plugin??
its crazy
Would still not need a force download button..
More a Select download from list of UE versions
i still don’t follow fam
what’s the problem with what im suggesting?
whats a better alternative?
i don’t get it
if you add just a button to load an asset/blueprint/code plugin directly.. how should FAB know what version you wanna load..?
You need a List in the Download Window, to select the engine version you wanna load the Article for
kinda like in the old marketplace vault, when you switch "Show uninstalled Engine versions" to true
Like:
[Download latest] Button
Scrollbox
[Download 5.4]
[Download 5.3]
[Download 5.2]
[Download 5.4]
[Download 5.0]
[Download 4.2]
[Download 4.1]
...etc
Actually, with a direct download you still can't solve the source code issue and recompile the plugin
and this.. not only on Fab.com (to download the corresponding zip) - But also in the Launcher Vault
So, I'm just trying to not to use such proprietary closed things.
I think me and you agree you just don’t see it.
My point is we need a DDL and thats what you’re saying too
yes - just give the error-safe recommendation of how it should be done
Yeah!
a single button.. cannot work..
One needs a list as stated here #fab message
And this is not complicated.. since the Zip Files are located on Fab.. just need to link the individual file with the supported Engine version.. and generate a list of buttons for a Scrollbox...
And place this Scrollbox below the Included Formats:
They still can leave the "Open in launcher" there.. but should give us a list of all Engine version zips to chose a direct download from
Maybe this is coming later on..
Cause to still rely on the (for years now) outdated launcher.. is a really bad decision
I think epic should take a look on blendermarket.. cause they do it exacly that way.. list all versions of an item as download..
I even can load AddOns for blender 2..
I'm curious when we'll see the first sale
we didn't have any in forever with exception of a few specific sellers
here an example of how Blendermarket is doing it (for those not knowing blendermarket):
just as this.. in a Scrollable Box..
no launcher.. no bullshit.. just the plugin/asset/file in a Zip.. done..
and maybe with the Frontend Name in the Button as:
[Download for <Engineversion>]
yep I wish myself there was another option to download plugins I had to install old versions just to port a thing purchased
itch for example allows zips and special versions to work with the launcher, then you target the one in the launcher
could be something like that
for plugins at least its somewhat understandable since code can break on version changes.... BUT why do I need to download an old engine version just to grab a few of my art assets, or animations or music? this is rediculous... even if they have updated for newer engines it's probably just a resubmit with no changes.
you can add non plugin content to newer versions tho
I don’t even know why they support such old versions. Like there is no reason to create a new project in something under 4.16
God damnit..
Those AI Asset Creators do not have a single bit of sense for any category or tag.. right?
New AI Shit Icon packages in the UI Section.. instead of 2D Assets 🙄
And lot of new AI Stuff not even tagged as AI stuff..
By Tyr - i hope epic will get better moderators or a better report system running..
If fab provides a permanent seller block functionality, that might partially help us avoid AI flippers. Some AI flippers are notorious for having dozens of AI art listings in a single account.
Wouldn't be a problem..if those tag their shit correctly and put it into the correct asset category..
There is..
Giving us "Report untagged AI" Button, that on click chrcks if the tag really does not exist.. if it doesn't, send a report to the support.
And in the normal Report system, adding a "Product is not categorized correctly" Radio Option.
That's a thing a moderator should handle.
But.. obviously.. seeling 1000 icons as pack for 6$ is really suspicious..
I also found many packs that stated in the description to have used midjourney.. but not added the tag
And with many.. i mean maaaaaany
And categories:
The "UI" section should belong to Widgets, Full UI/UX Kits and UI Extensions
And all Texture-only based is a "2D Asset"..
Simple as that..
Seing 3 new Iconpacks submitted to UI, instead of 2D Assets.. is making it obvious that there is 0 moderation behind the system
Not even talking about the more than confusing
3D Model, Game System, or Smart Asset.. what belongs to characters. blueprints and any other something..
They definitely try to make a uniform system for all (Unity, UE and UEFN).. but that is not working..
looks they made the thumbnails clickable
yay
at least they seem to listen a little
I have a few problems with Quixelassets over fab plugin.
- You now get ORM instead of ord textures --> easy over the engine accessible displacement information for materials = nope
- Textures have now weird code names --> easy to search texture by name = nope
- Mastermaterial with orm support --> Scaling or rotating textures or using a few other functionalities having been there in the old mastermaterial = nope
Is there anything known whether this will be fixed or changed?
OMG YES IT WORKS
but i must mention, it did work from the start but only on the title
But clicking on a big thumbnail is way more convenient than clicking on a small text
THEY ARE FIXING EVERYTHING
it's a little improvement but feels great and it's a good sign if they can make the little QOL changes
Its a weird order but it doesnt start with 4.x versions anymore:
because as bad as this launch has been, the edit distance to a good place just isn't that far
Yes!
This just gives me hope that it all wiill be good at the end
Seems like this doesnt apply to all products though
part of my hope for fab was for the ability to make any improvements since they were paralyzed on marketplace by having its successor in-progress-but-not-done. cursed position for product development
Yep. But I think they will now be rolling out updates very often. Its always like that also for my products. After you release it and get feedback you get hyped about it again.
yes, and it's so much easier to orient and have confidence when you're already live
vs having 2 years of work unreleased
Its slow. The website is fast af but the plugin is slow
I have a quick question about c++ projects on fab. It's my current understanding if you sold a project that was initially marked as blueprint-only that you couldn't later add c++ to the project. Is that the case and would the c++ have to be sold as a plug-in or is there a way to just have it in a content folder? I am very familiar selling blueprints, but first time getting into c++
Where is free for the month
in fab
?
nvm, its right there xD
Just called Free content now
Is this a bug lol
Different currency perhaps?
I did notice fab doesn't print currency
Just have to assume its local when purchasing
That said, I haven't completed any purchases, maybe it specifies at the checkout
i love my Logitech Mouse here.. just give the mouse wheel velocity and you scroll waaaaaay down the quixel library.. since the Store does not save the current Scrollpos for Refreshing..
And my most loved bug...
Already seeing double..
Yep. Thats a common issue
i think i currently added around 2K to my library xD
Are you actually adding all of them to the library?
Why not wait until Epic delivers their solution to this?
Wanted to check how long it took @arctic plover to add that 😅
Something like a week to a week and a half, in my spare time when I wasn't working.
After doing that, I am definitely waiting for them to fix the claimed functionality for Quixel assets.
YEAH - The launcher does not scan for already installed Plugins.. so one can install them again.. wooop woop
Yeah, I already brought that up. I believe Nikolas added it to the roadmap thing
The thing that they shared with the dev team
Currenrly.. i am really annoyed..
I think i will play some satisfactory to calm down...
Yeah, I guess I'm more patient. But I will be very annoyed if they don't fix syncing fab products to the old marketplace versions in launcher. No way in hell do I want to have to wipe my vault cache and redownload it, and reinstall plugins just to be able to have them updated again.
But what really kills me is the Library now..
Whithout type filter... Or having the megascans in a sub-library.. it's the mother of all mess
Oh yeah, and they removed the code plugins category
Who do we badger to get comments back? I was using those.
literally the most useful category from vault is gone
They just renamed it to tools and plugins
i got fab plugin but i can't find fab in UE5
am i missing something?
nvm i found it
Oh nice, so you just have to doom scroll to the bottom of the categories mess to find it now, instead of it being somewhere more usefull, at the top 😂
do we know when sales are coming to fab?
I don’t know what you are talking about, the categories are at the top. There is no scrolling to click on categories
Nope, publishers have not been told anything
I hope they come soon! Was always exciting to check them out.
I suspect most sellers would agree with you since its royalty free until end of year
hopefully they bring them soon then! 😄
In launcher, you have to scroll through all the categories
And there is no division like primary and secondary categories to make things easier
Previously code plugins was one of the categories at the top in launcher, and there were far fewer categories you had to scroll through
I think this is gonna be the biggest sale ever
95% off
Some guy who works at epic on Reddit said they are planning to do a self service tool
Hopefully. That'd be amazing
The technical docs said they wanted you to email them but I’m guessing with how many support tickets they got on launch they probably were like “nah bruh we ain’t do this forever”
Could someone please explain how to download an asset from fab and use it? Its much more complicated than Quixel
via the Epic Games Launcher
https://github.com/EpicGames/UnrealEngine/commit/15cfc2217c338d87e2747fd0c464399d58e74f0a
[Fab] Submit plugin version 0.0.1 for source users
source engine users can now use the plugin probably (haven't tested it myself yet)
Anyone can use the fab plugin, it’s downloadable via the launcher
didn't knew that this works with source builds
Library
on the launcher
click Library at top, click Fab Library refresh icon, then use the search bar for "fab" and you should see it
Then I'll be able to import assets from FAB like I did from quixel?
No?
that's not a plugin tho
but yea you are right, for "normal" content it works apparently
what do you consider not normal content?
plugins, stuff which comes with source code
and view in vault wants to open EGS for me
Hello Sourcers.... small question... any rumor about if and when assets purchased on ArtStation in the past will be available in our Library?
Ah so it's assets only. I need to see if my Legendary guide still works
I don’t think you can install a plugin while a project is open, that’s likely why plugins have always been installed before you open the project
i don't see why this wouldn't work (unless it has to be compiled first, but that's another topic....)
They have never allowed plugins to be added to engine installations while the engine is in use, likely because of read write stuff in windows. I know if you have a program open and try to modify the program windows will give an error
Well that kinda not how it works anyway
That is how it works on windows
You're not modifying the UnrealEditor.exe executable
If you try to delete or modify a program while it’s running you will get file access errors
It's dynamically linked
plugins don't modify the engine code/executable
Unreal is more than its exe file
Yes? I've been working with Unreal for a while
Anyways I’m not gonna argue with yall, if it was easy and possible epic would have added that functionality years ago
i think they couldn't care less
They still don't care about source builds
hello! I'm wondering if I'm allowed to use an official plugin on a marketplace asset I'm working on
Skeletal Merging plugin ^
On Marketplace, your asset projects could not enable any plugins, but could require a plugin to be enabled (and you can tell users to enable it)
I do not know if that has changed on Fab
thanks for the info!
is there not a wishlist/like button anymore?
Yea different currency
no wishlists...again
at least the old seller reports updates
I hope I make a sale soon, I’m getting a bit nervous because I was selling everyday or every other day on the marketplace this month but since fab launched I have not sold anything
What’s weird is my itch and YouTube links are up from fab but yeah idk
well I hope the search and asset organization gets better
Yeah, someone on Reddit said he bought something and it didn’t show up in his vault for hours.
He also said he is gonna wait several weeks before buying on fab again due to the bugs
We’re aware of a few things that aren’t working as expected – thank you for your patience as we work on improving these items post launch. This post doesn’t address feature requests. We hope to have a product roadmap to share with you soon so that you can see what we’re working on. Ratings Ratings do not appear on a product’s listing page un...
This forums post says they updated search today
I’m wondering how much of an impact fab not displaying local currencies correctly is having on sales, when my games were free to play I did that and it impacted sales negatively
They said that it does that because of the localization setting a user selects/defaults to but I guess it defaults to English America for everyone. That’s probably something they should prioritize fixing. If someone is in the UK it should show the price in pounds not USD
Where do I find the Metahumans in the Fab plugin?
Pasting this here for anyone that searches the error... Fab plugin causes build errors when packaging with 5.5
UATHelper: Packaging (Windows): LogWindows: Error: Assertion failed: CurrentApplication.IsValid() [File:D:\build\++UE5\Sync\LocalInstall\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h] [Line: 307]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001903d8d2fe4 UnrealEditor-Fab.dll!FSlateApplication::Get() [D:\build\++UE5\Sync\LocalInstall\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h:307]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001903d8e9d2d UnrealEditor-Fab.dll!FFabBrowser::RegisterSlateStyle() [D:\build\++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabBrowser.cpp:98]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001903d8df08d UnrealEditor-Fab.dll!FFabBrowser::Init() [D:\build\++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabBrowser.cpp:68]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001903d8762ed UnrealEditor-Fab.dll!FFabModule::StartupModule() [D:\build\++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabModule.cpp:36]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa9443f719 UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb142da234 UnrealEditor-Projects.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb142f5f64 UnrealEditor-Projects.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb142d9ab9 UnrealEditor-Projects.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bda882 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bddd25 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bd5796 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bd5a7a UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bd9274 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bebc14 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff700bee31a UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb55157374 KERNEL32.DLL!UnknownFunction []```
To fix, turn off Fab plugin temporarily... also see #fab message
Also in 5.4.4
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001692c2b48a4 UnrealEditor-Fab.dll!FSlateApplication::Get() [D:\build\++UE5\Sync\LocalInstall\Engine\Source\Runtime\Slate\Public\Framework\Application\SlateApplication.h:256]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001692c2cdb4d UnrealEditor-Fab.dll!FFabBrowser::RegisterSlateStyle() [D:\build\++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabBrowser.cpp:98]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001692c2c2e8d UnrealEditor-Fab.dll!FFabBrowser::Init() [D:\build\++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabBrowser.cpp:68]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x000001692c2d889d UnrealEditor-Fab.dll!FFabModule::StartupModule() [D:\build\++UE5\Sync\LocalBuilds\Fab\0.0.1\HostProject\Plugins\Fab\Source\Fab\Private\FabModule.cpp:36]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa9447e42b UnrealEditor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:674]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb3032a944 UnrealEditor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:696]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb30346ec1 UnrealEditor-Projects.dll!FPluginManager::TryLoadModulesForPlugin() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2766]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb3032a1fe UnrealEditor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2903]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0d34e2 UnrealEditor-Cmd.exe!FEngineLoop::LoadStartupModules() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4745]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0d7079 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4000]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0ce146 UnrealEditor-Cmd.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:136]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0ce42a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0d18a4 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0e70c4 UnrealEditor-Cmd.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff71b0e96e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffb55157374 KERNEL32.DLL!UnknownFunction []```
I sold 2 copies within days of launch. It's a high priced asset that isn't new so pretty good
Yeah, I am seeing this change on my end too. At least it looks like some of my packs are more noticable now if you keyword search
I hope that means something for my sales...
but searching via tags for the same keyword gives different results :/
I can deal with prices in dollars but the prices also do not include tax it seems which makes it extra difficult to guess how much it'll actually cost on checkout
btw do we know, if the professional and personal license are the same which one to choose?
also why is there some items listed twice when i sort by relevance
Fab might be the most talked about thing about UE these days hehe
same here, results are quite good on search
Ok, I got 1 sale for Oct 25. One of my $19.99 packs. So only about 2 day gap between my last sale made on the old platform to now after Fab has launched
well that bodes well
guys how can i see my product reviews i don't understand anything in this FAB?
purchases history is still on marketplace? or i can see them on FAB too?
So how is your selling experience so far ? Does fab increase/decrease you selling?
Still on Marketplace.
Reviews are not available yet.. only Rating.
But will come soon or later.. better soon..
No change right now.. but depends on the niche of the product
Ok thank you
Hey. So I want to buy a 3d model but I really don’t trust 3d models on Fab due to the high amount of absolute copyrighted garbage 🗑️ absolute trash 🚮 of IP stealing ass. So therefore the question. Does anyone know if this sellers 3d models are okay to use? I want to buy these bells: https://fab.com/s/1fa385f641df
Fab is a digital marketplace that offers creators a single destination to discover, share, buy and sell high quality, real-time-ready game assets, environments, VFX, audio, animations, characters, plug-ins, and more.
good question.. didn't found anything "bad" via google..
Seems like he does Photogrammetry and polish the Meshes before selling..
Currently, seems legit
For models.. i think Fab should have the rule of needing to enter a Polygon Count..
I miss this from platforms like Turbosquid.. which gives a good indicator if the model is polished or just Scan to Sell..
Can I return things on fab?
I think you need to ask the Marketplace/FAB support for this
thanks
Hey peeps,
What does this license type mean? Just saw it in my sales report and I don't understand what type it is. All my stuff is listed as standard license with either personal or professional prices.
I think it is a UEFN sale?
Maybe? I don't know XD
Love that "You have unanswered questions" email I get daily now 😄
Figured it may be like so I quickly answers the one question that was left with a dot 🙂 But I will add that to the Trello list
i have this too for a non-uefn asset, but also, isn't reference without the source anyway
no halloween discounts? 😦
fab plugin makes fail building HLOD and minimap ,
It's failing during packaging and cooking too
disabling it and it went through.. it looks like the plugin is quite a rubbish at the moment 😦
It also kills EOS Plugins that use Third Party EOS SDK..
So..yes.. currently unusable for many people 🙂
Go to the settings tab on the publisher portal and disable that email alert
Really getting fed up of scrolling through FAB in $ instead of £. If you're going to do this atleast give a language of English (UK) 😢
"Prices that you see on listing pages are set according to the language and locale from which you are viewing Fab (e.g., English would display listing prices in US Dollars). Once you have added a product to your cart, however, the price will display according to the billing country indicated on your Epic Games account. So for example, if the site is set to Spanish but you are located in the United Kingdom, the checkout flow will display prices in Great British Pounds."
It still baffles me their launch is this bad -_-
I think it should have separate category for high and low poly too. High poly generally means they authored it themselves, plus it helps to know if you can bake your own maps and redo textures
No one has been notified of a sale. I think they didn't even finish the support for sales lol
As a publisher I've received no communication for that
I haven't been to the checkout yet but it bothers me that it doesn't display currency at the very least, it just a number
I am guessing the next sale would be for black friday, which is the end of next month
Does it show the right amount though? Like UK pounds have different prices than USD, does it show up as the right amount just wrong symbol or wrong amount with wrong symbol?
So its just on the product page itself that its USD
Oh but it still doesn't bother applying the GST of 15%
It says taxes calculated at checkout but that includes the GST of 15% lol
Sloppy
I don't mind that I can see the original USD pricing though
It just needs to specifiy 99.99 USD, not listing any currency is silly and misleading for people not aware
anyone else encountering packaging errors with the fab plugin in 5.4.4?
yeah it sounds very common - disabling it while packaging seems to work
good to know it wasnt just my project, hopefully they fix it soon
the fab team has a lot of work cut out for them over the next 1-3 months
Someone knows if they are planning more UX QoL and fixes?
Like will there be ability to add videos, left/right keyboard slide, fullscreen mode for gallery?
Make sure you leave that on the fab forums so a staff member sees it
I think priority for them right now should be the correct currency displaying, the scrolling bug where when you back out it goes to the top, and improving discovery/search
where is the link to that, wasnt it closed for others?
Just search “unreal engine forums” on Google
They have a fab section

