€4315.62 for some {I just presume} spaghetti code!?? Geesh... that guy would go crazy if his eyes could get into my 75+ digital paintings personal collection {60 of which painted between 2001 and 2011, making me one of the 3-4 pioneers in Digital Fine Arts}. He would go crazy specially finding out they are not and won't ever be going on sale as long as I'm still alive! 😂
#fab
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Anyway... going back to more FAB related stuff... there's no hope on a Spring Sale starting before these holidays, as William Faucher eloquently and impeccably gifted of synthesis, as always, argued earlier... Am I right?
anyone ever had this problem before, im stuck in a infinite loop of authentication, i updated everything, removed and added this plugin, sign in on the website but this plugin will just not load it is incredible frustrating, the downloads and imports from website manually are broken, i cant see most of my fab content in the launcher and the plugin is just not working for me
It's even worse on my side... can't reach your point either, it doesn't launch the login at all. Definitely something coming with the latest update but I have no idea of what that is.
I think the free items showing up on my sales report was just a bug, they didn’t show up today
They also only showed 1 unit each which was unusual for free products
Damn customers are getting so cheap they won't even download the free stuff! 🤬
spring sale was the same time last year, but around may last 2020 hehe so i assume it might be between april and may
Guys pls how can i post to #hire-a-freelancer?
Read #instructions
I think they are not showing it, I’ll ask betide he has a free product that’s popular
Hello Sourcers! Is anybody still facing issues with logging in to FAB from within the editor!??
Thank you for the great suggestion. Do you know how to actually set this?
I set a profile/cover photo immediately when you suggested but I can't get it to show up on my seller or product page
The fab team will first review the changes you made to your seller settings.
But you set this in the fab settings right? For forums and other epic stuff you need to set it too if you want. It’s not a global profile picture & banner
Thanks. Yes, I added these in Publish -> Publisher settings
I also have a forum profile pic that's not being used here
Would make sense if it requires review, though I'm used to cosmetic changes getting approved same day
hey
can this be used to somehow create an assets audit, like download all asset info on my account with for example screenshots of the assets, title, description and other data, categories, tags? not sure what data FAB is exposing
So no April Fab sale. Gotcha.
An easter related sale would of started today.
Easter/spring
That depends on exactly what you want. Some of it -- it already does exist, AMS has a CLI mode which allows you to export asset data for use however you want. It can also export full data per asset so you can script getting everything using the CLI. Part of the full asset data is links to the screen shots. 😉
AMS's Asset information shown is way more complete than what the Epic Launcher shows because I do pull both using the normal asset api that the Epic Launcher uses, but in addition I also pull the data from the API the FAB web frontend uses and combine it all in the local database so that I can give the most complete information.
If you see something that Epic Launcher or Fab site is exposing that I'm not, It is trivial for me to expose it because AMS probably already has it, I just didn't think it was relevant to show. In addition I also display some of the same asset information on the Vault screen (not quite as detailed, as you typically only need a summary of the asset you've downloaded)
If there is something specific you want to see exported that it doesn't already do -- let me know asap, I'm about to release a new version with lots of quality improvements and hopefully will work on Mac. 😉
It’s coming but we can’t give a date
April... 2026 😏
Will Fab implement regional pricing?
Can we at least have a spoiler about how big it's gonna be!?? 😅
devs don't know anything except their own prices
Impossible to know, but usually the bigger holiday the bigger the sale. Or if it's been awhile between sales, typically more sellers are willing to join
Are they really going to have spring sales on easter Monday? Lol
Everybody is off and enjoying holidays
Worst timing ever
Whose everybody, does the US even get a day off? NZ gets a 4 day weekend followed by a 3 day work week due to ANZAC day the following Friday, but I thought US gets nothing
Guys just be patient 😂
Huge part of Europe and Canada gets days off for sure. Easter Holiday would be a… questionable time to have a sale going
☝️ this, its very not ideal time to start a sale, but later, sure
wow, didn't expect such detailed answer, thank u
like is said, i want to make some kind of audit, basically a database of what i own, with names, descriptions, at least 1 screenshot, categories, tags and things like that, so i can search it easily to find what i need
i have a lot of assets and realised there is no good way to search it exposed by epic games, the launcher search is terrible and useless, its just a simple text based on the asset name or something thats it, if its not in the name, good luck finding it, no filtering on type, author, nothing...
FAB is not much better anyway, i can search my library in a extremely limited way, there are at least categories etc. but lacks many other options, and its only on the website, and due to FAB replacing marketplace, u cant see the assets u owned before that in the FAB library, they are only visible in the launcher that has terrible search capabilities like i said
and BOTH lack any way to export at least all owned asset data that would help to find the assets u need
frankly it is absurd how bad it is, how a service orientated around owning assets do not have proper search capabilities and on top with this nonsense fab/marketplace split listing, its a mess...
i was planning to write to them about this, how im supposed to search what i have, but honestly i dont think they will do anything about it
looks like AMS will solve the issues for me then, i will check the app and see, maybe i will provide some feedback if something could be improved if needed, thanks again
hey, does anyone know of a good way to make a curated list of my owned assets to share with people on a project. like if i'm working on a specific project with others, and i own a bunch of assets suitable for that project, it's difficult to relay that. I used to manually curate a list back in marketplace but it's all dead links now. might be a nice export option for anyone doing alt storefront apps or something
In the US, that depends on who you work for. Government buildings in Florida will all be closed, so they get the day off. But companies like Walmart will say, "Get back to work, you filthy plebs! You're going to earn that minimum wage!"
looks like everything has redirectors now, i'll just manually update my list, gonna have to write a script eventually
I made [a script](#fab message) a long time ago, never bothered to migrate it to Fab (but I'll need to in a month or so). In the meantime, it should give you a rough idea.
thank you, this should be helpful
If you are looking for a simple export of all your assets, AMS supports CLI mode which allows you to export a list of all your assets like so:
you can also filter it to a keyword so I used --filter castle and it returned this:
It will list all assets you own from both UEM and FAB. And the id at the end is actually the asset id if you wanted more detailed data you can use assetinfo <ID> and it will give you something like this:
If there is more data you want exported with the assetinfo command, please feel free to suggest it, adding it is trivial since the actual data stored in the database is fairly complete mix of both the public fab api data and private epic launcher api's.
cool, this pretty much hits the data i'd want to generate a webpage list i could share
where is ams available?
oh nm, found link in your bio
It looks like there might be a corner case bug in .27 on export of data, it looks like if the developer field is null it will crash out when it hits a null field. this is fixed in 0.28 but 0.28 probably won't be released until later today (maybe tomorrow) as I'm trying to get Mac support all finished up...
If you don’t mind sharing the data, I’m curious how many people are using a third party launcher over the official one
Since I'm a privacy nut, I actually have zero idea. 😂 I don't track or collect any data about who d/l's or uses it. 😉 As long as it works for ME, I'm happy to share it with others. I'm even happy to build versions for other platforms and improve things for others, so others can use it -- but its primary use is for me... 😉
Which is part of the reason my next "leap" and focus on it will be dealing with assets from different sites, because I've got way too many assets from too many other places besides FAB and trying to keep track of them is a PITA. I really want it to be the single source of truth for all my assets from every site. And allow me to dig into the asset packs for all the pieces so if I need a chair, it can show me all the chairs no matter which asset pack or site it belongs too.
Cosmos, Gumroad come to mind
Yup, I have assets in both those places.. And more.. LOL... Too many more...
yarrawah, mocap. whatever everything from humble bundle sends you to lol
Humble Bundle is my Achilles heel... Oh pretty new assets only $15, must buy....
hehe yep
Dang I couldn’t imagine releasing a product without data tracking even anonymous data is better than no data. It makes it hard to what to improve without it but I guess if you are making it for internal use then it’s not a priority
Yeah, I've debated adding tracking as I've used anonymous tracking for other projects which helped figure out usage. But in this case, since I don't sell it and it is offered totally for free the only user that actually matters to make happy is me currently. 😉 Don't want to get mired down in the tech support side, I have things I want to do with AMS, and dealing with end user support is an energy sapper of what limited free time I have to even work on it... That is the entire reason the "Games" tab is disabled for release versions, that just opens up a whole other can of support I don't want to deal with... 😉
I would definitely track simple things like the number of users, how many people use each section of the app, etc. you don’t need to tie it to an identifier
what's the command line option to generate this?
i see the video on the page, but none of the arguments print anything
You can use -help to show the command lines. For this specific case you can use ASSETS as the command and it should list all your asssets...
neither does anything
Let me guess;
- Your on Windows,
- You are using the self contained windows exe aren't you...
I have that bug listed as a known issue that I haven't spent any real time figuring out, since it works fine on the installed version. https://github.com/master-technology/AssetManagerStudio/wiki/Notes-Windows-Os
For some reason the self-contained EXE does NOT pass the CLI on to the actual AMS executable that actually handles everything including the CLI commands.
Sorry about that, it is something for me to fix, but it is a really low priority since the install version works....
ya, using portable exe
Yep, it is a issue only with the portable exe, and since most people don't use the CLI; it is something very very low on my priority list to fix. 😄
However, maybe I should just expose the export functionality the CLI exposes inside the GUI so that people know those features are available. I could add a "export" menu under the file menu...
If your app uses CLI ALWAYS expose it to a GUI
CLI usage tends to be for way way more advanced stuff -- primarily to allow scripting of things Virtually everything is available in the GUI other than exporting any data...
The idea behind most of these CLI commands was to allow you to script different actions. Open a engine / project, list projects, ect. So in the case of the the ASSETS command with something like --filter CASTLE to find all assets that have the word castle in them. Then using your scripting language you can grab each of the ID's that are exported and tell AMS to download each of them to your vault, then you can use the VAULT command to get the path where they were installed ect and then do whatever you wanted all via your script.
Right now in the GUI, you can use the Asset page, type in Castle in the filter and then tell each asset to download from inside the GUI. So the functionality is there, just no scriptability that the CLI allows. In Juan's case he just wants the raw data to do whatever he wants to with, and in that case I don't actually have an export for it from anything but the CLI since the purpose for it was what I needed it for... 😉 BUT I will expose the two exports in v 0.28 since this ability has now been asked for a couple times... 😉
ya i was just going to write a quick script around the cli, i'll have a gander a bit later, thanks
Hey everyone! Bit frustrated with uploading unreal asset packs to Fab. The required folder structure wont allow me to actually sort my stuff. I have a meshes folder with all my meshes in there right now. Though thats super unorganized and I would like to add subfolders for the Nanite version and Low-Poly version to sort them better. Is that possible without getting flagged?
subfolders seem fine. rejection is cheap in this process so just go for it
What do you mean with cheap? I’d like to know if that’s always going to work. Don’t want my submission to be a gamble. I’m currently trying to streamline my process and automate some sorting. Would need to know for that
Submissions get evaluated quickly and you can resubmit
Does anyone know any alternatives to the megascans assets? I don't really fancy paying money for something that was previously available for free
there's still tons of free stuff in the epic samples, including many megascans
city sample, electric dreams, valley of the ancient, medieval village, etc
it's more work to identify and extract assets than before but still high quality and free
Thanks, you mean they contain assets that are no longer available as free on fab?
they contain a lot of nice and free assets. i do not know which if any megascans are free on fab
Is there a way to filter free assets to exclude ones that are only free for the fortnight editor?
This doesn't filter out the assets that are only free for fortnite
Do you have an example of those? I don't think I ever saw one on the UE channel.
Fab.com
Texel density: 5697 px/mPhysical size: 0.18m x 0.24m x 0.08mMesh type: Closed meshMaps: AO Gloss Cavity Roughness Displacement(high tier only) Normal Specular Basecolor Bump Create high-quality 3D experiences and worlds with Quixel Megascans. Browse thousands of photorealistic assets and environments, including materials, 3D assets, plants, deca...
I can't find it on the Unreal free page though. The only Quixel stuff showing up are the free scenes, which are still free.
Ah ok, there are other free quixel assets, but you can't filter out the fortnite stuff when searching
Well, you just admitted that the folder structure is super unorganized right now. Take a look at the Unreal sample projects and you can look at these as an example for how your folders should be organized.
Fab doesn’t have a hard set folder structure, everything in the pack just needs to be under a singular root folder and the naming conventions for the folders need to be easily readable
I got denied and rejected countless times because my project didn’t follow a strict structure (since it’s an asset pack. Those have to follow a stricter guide.
Did they tell what needs to be fixed, and what guidelines to follow?
Yeah. It was to make a "Meshes" "Textzures" "Blueprints" and "Materials" Folder under the root and drag all my materials/material instances, textures and meshes into the appropriate folders. No subfolders allowed last time i tried to submit (not even a single one). Thats what I was told a couple of months ago. This seems to be a thing for asset packs though I suppose. Some staff lacked when inspecting and thats how i got some with a subfolder and some without. I flattened all of them afterwards. Really sucks though 😦 Just wanted to know if there was an update to those guidelines
God this thing is insufferable
Why did they choose Xsolla out of all things
Literally so many better payment processors out there that don't suck
Been a while since I've seen a service so unwilling to take my money
What are you talking about? Is this some plugin you are using?
No, this is some plugin I'm trying to buy
From fab? Epic games uses their own payment solution
They seem to use different ones based on region from what I can tell
Also I saw someone saying that the payout system on Fab is bad but mine come in from HyperWallet which is a totally different one to the one they mentioned
Huh, TIL not everyone gets paid out through hyperwallet. Is it a sanctions thing for russian sellers?
I forget what the one they had trouble with was called 🤔
That’s interesting, in the US payouts are from hyper wallet and the checkout is just epic games branding, there is nothing about third parties in the checkout window as far as I can tell. With epic having millions of transactions a day it makes sense they would want a in house solution for checkout to save costs, be multi platform like working in overlays, and other specifics they may need from it
Can confirm that as a non US person its hyperwallet too. I have heard of people in russia (and other sanctioned countries) needing an alternative solution though so maybe that was it?
Mind sharing what your folder structure and naming conventions look like?
I get my money using hyperwallet but I heard some people get it trough PayPal and other payment methods.
When I try to purchase something it used to use XSolla (Epics buggy payment system) but in Germany at least they replaced it with a proper working one
Hmm no easter sales 🤔
This would never happen at Walmart.
Its easter Monday dude. People are still on vacation. Public holiday in a loooot of countries
For crying out loud, Spiderman is an easily recognizable IP. And no one thought that he might not have the license to use him?
yea even not knowing this is a stolen project you'd think someone would've recognized that this is literally spiderman during the submission process
Seriously doubt most products get manually reviewed until someone complains
A lot of smaller devs use this extra free time to work on projects too though
I think the devs who actually are doing stuff aren't here impatiently asking WHERE DISCOUNT??? lol
@pulsar nova Thank you for flagging this. The product in question has been removed from sale, and we're investigating further.
I've noticed that a lot of Epic things happen on Tuesdays
Haha, yeah I noticed
@dim fable They do review products. If they weren't, then that other guy wouldn't have gotten his project rejected so many times. 
Western Desert Town w/ Construction Tool (Unreal Engine): 2UF77-R4VP8-N2B4Q-8YW6W
Manual review or automated review?
why are you giving away a product code?
I bought a Humble Bundle Pack and I already have this product, so why waste it instead of giving it away?
ah okay, it looks like soemone already redeemed it
Beats me. 🤷
Tomorrow is gonna be FABulous
its me again 🙂
i finally tested AMS so i would say its not ideal i terms of exporting
the CLI listing option is not great to create searchable export with columns like csv files etc., its just text and not all data present, no screenshots...
and for my case it crashes after like 10 or so asset listed
the app UI itself, has no option to export any data, so thats kinda odd, i expected at least some export options
but i just use a workaround, i just open the app database, and this is all i need, it has all the data, its all columns, it has screenshot links, fully searchable data, so i can use just that, amazing
ofc i will need to do some query to transform the data and a script to download some screenshots to make the data as i want it, but thats no issue at all
not sure why but i assumed it is open source, started to plan some PRs, lol, but it is not, overall its good, i would make some changes, but its great base
there is just the elephant in the room, why not use the app itself to search the assets, well cuz the search is very limited, seems like title only?, no way to filter by author, tags, categories with AND OR conditions, there are also some UI and other changes i would do to use it as the ultimate assets finding tool
but like is said, with the db i have everything i need, but if its not open source and i had to suggest anything, it would be nice to have at least some export functionality in the UI and maybe better search if possible
Anyone purchase any 9CG weapon animation packs? Curious for a text review.
Has a blacklist feature been added to FAB? This ScansLibrary guy posts more stuff than the wave of AI 2d art we used to see on Marketplace.
30 minutes
this is why i believe there should be deposit or small fee per listing
I agree with that idea, wouldn't mind having both of the features though
I agree, but i also agree that would get expensive real fast... depening on what "small" is/means... i believe that's why steam has a $100 fee.... i don't think that's small but maybe some people do
Even a fee of a couple dollars would likely prevent 90% of the AI generated garbage from being submitted, because most of them will never make a sale at all
Doesn't steam give back the initial deposit after a certain number of sales? Curious if you would take the approach of refunding it or keeping it. They may just buy their own products to get the refund back. Probably would leave fake 5 star reviews while they're at it
i don't know! your point about defrauding a deposit-based approach is valid
afaik they give it back if you make 1k
ideally just enough to make the go-wide approach unappealing
adding another droplet to big the pool of fab assets has some cost if those assets aren't things people want to buy. so the cost of listing should be proportional
Hey look a sale
Hope i make a sale or 2 before the 30th...
Sale started finnaly 🙂
Hi, I did not get sale notification ( I have 1 product > 1 month) , after reading it seems I need to enable fab events in email preference which I didn't know, is there a way for me to still participate in this sale? Is this open sale or invitation only?
I have a question, do you think this assets are just so low poly and would work better on mobile?
https://www.humblebundle.com/software/stylized-cartoon-assets-bundle-software
wait so everything is on sale on fab?
what omg!
Not everything but a decent amount
Plenty of games use a lowpoly art style regardless of platform
A ton of well reviewed products on fab are going for $15 - $5. Kind of wild compared to past sales/old store. O.o Not complaining just odd.
sales have been pretty juicy since the first fab sale last year
@fossil summit just saw your Nanite Trees launch... but it's because I'm using the publishedAt URL. you are totally right that the delayed launch got you buried ~250 items down under the default createdAt
fab should really switch to publishedAt
two of the newest releases by publishedAt also don't have working pages
indicator of wishlist items being on sale. that's nice
Hello everyone, I am new to Fab and I opened it and found this sale report, and I made around $6
you are kidding
Well I think that’s because personal discounts are not a thing, so these sales every 2 months are the only time we can sell at a non full price
who is kidding about what?
Charge at least 10-20 bucks for a flamethrower VFX, you will only get paid out once a year if you only have one product and it’s 99 cents. You need to sell 115 dollars to get paid out
Prices on average I think are 10x cheaper then with the old store.
just the other day there was someone saying the prices are 10x higher than before
Could be the market adjusting, when fab launched a lot of sellers price gouged and that didn’t work so now the opposite is happening. Fab also seems to have more competition
Also noticing a lot of unity assets also appearing on fab then the last sale.
Like in the marketplace there was 1 good pack for flight animations, on fab there are a dozen of them
I don't think Fab has had any impact on my sales... if anything I think they have been a bit higher, but my sales are kinda sporadic anyway
Mine have been higher especially considering I have not been able to do sales all the time
We're talking as a whole, not individual seller experiences. If you rely wholly on Fab to push you sales I'd be concerned.
Okay I was my first time and I didn’t know if people will like it or not so I thought about keeping it simple and I keep improving to make more better
That's a good approach :) You might also consider talking to potential customers and seeing what the value would be for them
I will put in my condensation next time
getting anyone to buy anything is a win and feels good
common vfx are a crowded market and you're competing against free as with https://www.fab.com/listings/ac2818b3-7d35-4cf5-a1af-cbf8ff5c61c1
if you want to make more:
- it should look much better than the free options (the thumbnail in search results does! but the screenshots on the product page don't look as good. where did the smoke go?)
- there should be a demo video
- there should be more quality signals in general. an easy one of these is demoing it against a nicer background like one of the epic sample projects
- "This project is the beginning of creating high-quality visual effects for sales. I know it's simple. I'll keep updating and improving it. I continue learning more about technical and real-time VFX. Excited for the journey ahead."
this is nice but does not give people trust in your product!
and yes you should probably charge more once you have a competitive listing
i see you have video on artstation. it looks great there! really! it was not obvious from the page that there would be a video on artstation; i assumed it was a portfolio link
i would look at other VFX to gauge the price but i think people would pay $20 for a flamethrower that looks this good
the video looks sooooo much better than the screenshots on the product page! i can't tell if the smoke is invisible due to the gray background or due to sensitivity to the lighting but it should really be visible
Here it is what I've feared about FAB... taking the Artstation endless scroll-down model, which was gonna be 100% leading exactly to this!
You can change the price at any time
Don’t do it if it’s on sale though
Just scanning the market for flamethrower offerings I think you could legitimately position yours as the best-looking flamethrower and charge one of the highest prices
But you really need better presentation and a better page
I'm kinda sure that if I refresh the page the items are listed randomly making the previous search useless
This is what happens when you kill a profession by adopting "everyone can build website now" systems and tools...
...and then... when you think things cannot get even worse...
I am so Glad for this advice,
It's almost like you've never seen software with bugs before lol
i would categorize at as a design misstep 😛
Fab isn’t using WYSIWIG tools, they coded it from scratch with maybe some JavaScript libraries added in for easing stuff
They likely are just experiencing a lot of traffic and the servers are having trouble keeping up rather than code issues
They probably use a load balancer so more servers should spin up to help with the load but that takes a few minutes to do
It’s honestly good web design that the web page doesn’t load everything at once and only once scrolled into view, when servers are hit hard this means there is a slight delay but for most the time it works really well.
I do agree that using infinite scroll is a bad UI pattern
Exactly for reasons that SteammannXs said, you lose the place you were in in almost every single infinite scroll implementation I've seen
So you would prefer pagination?
It’s not supposed to be used that way, you are supposed to search for specific things you need and use the top results, the infinite scroll is to help give some visibility to other assets that MAY be related and make the store not look empty.
Like if you search “unreal plugin” you are using it wrong
i used the infinite scroll today, just to get a feel for what was on sale
All their pagination uses infinite scroll even if you're not searching
I don’t know what that means
The store is centered around search algorithms like Amazon
They probably did AB testing with focus groups and found discovery was better when users are not blocked by page loading
I mean if you open a category page and then scroll down, it just keeps showing additional items instead of showing you "page 1, 2, 3, 4...."
I know on the marketplace I rarely went past page 1
so if you're interested in just looking through what's available you can quite easily lose track of where you were
I doubt they did any kind of testing for the pagination, any UI/UX expert worth their salt would point out that infinite scroll has poor usability
It's just cooler and flashier than pagination lol
I find pagination can be a bit disturbing
If I'm just browsing through, I like to keep scrolling and see whats there, pagination is always the additional click for ne next page, wait for the loading, maybe even see less, because you need to scroll down the header, it's a disturbing jump in UI to the next page, you complete lose everything from the previous page.
ideally you want to load things a step ahead of the user wanting to see thim
this could be done with pagination (yet it feels like nobody ever does)
Just do both. Infinite scroll which also says which page you're on and let's you jump to different pages
I feel like what you might need is just a bookmark functionallity, so you can just mark things you liked while scrolling through.
I personally like to just middle mouse click so you have them open in a new tab, that was not possible in the beginning
they have that, you can bookmark stuff from the cover art
Oh wow true, that's awesome!
I've to say, even though there where some issues and there is still stuff missing (like comments!), I constantly see the platform being updated, I like that.
Epic listens to their community, it may take them time to implement the stuff but they do listen which is cool
fab has earned my confidence with their rate of well-directed improvements
We should be getting another fab development update next week I think
At the end of each month they tell us what they worked on from the roadmap and what to expect for the next month. With fab sale going on this week I doubt they would drop new features
Is it currently possible to create a coupon for my asset? Like giving it free to someone. I remember that i used a coupon to get a free asset in unreal engine marketplace, but i dont know how it works currently in fab
They probably aren't selling much and needed to drop the price. That's my guess. 🤷
Part of me thinks its competition and a lot more indies are coming to use ue5. I have no hard numbers on that but a guess.
Deprecated
Pretty sure you email fab support for that if someone knows better feel free to correct me.
There's rumours it's being re-written in unreal
Sorry to hear that, man.
I honestly don't know how anybody thinks Fab would be a good business plan for most people. I listened to an interview (can't find it for some reason) where some guy paid over $10,000 hiring people to make asset packs for him to sell on the old UE Marketplace. He still hasn't made profit to this day. I don't know what he was thinking.
😮
This is the last version they released, https://quixel.com/products/mixer
Would love to see that interview but it is a good reminder that quantity isnt quality. I know quite a few people who have made bank from selling assets. And sometimes good isnt good enough. Marketing is important too like anything else involving sales. Word of mouth isnt enough.
Sorry, but I can't for the life of me remember where that interview is.
Still a better track record than Sam Bankman Fried, I guess.
AKA, Scam Bankrupt Fraud.
Now that I think about it, they probably deleted that video.
No, fab staff said they plan to do one final update for it that has a offline library of assets but other than that it’s no longer getting updates or supported
This was shared in here before has some substance alternatives
I've used material maker myself
Substance is really good, it’s worth the 20 a month they ask + you get designer and sampler with it. Alternatively you can buy a perpetual license on steam
There is also a new one, infinity mat or instamat
Instamat is free if you make under 100k a year I think
Blender sucks though, it’s a mess compared to adobe products. If he likes adobe but doesn’t want to pay then he would need a proprietary solution since open source stuff is all garbage
It's been getting better but I also havn't used anything adobe in like 10+ years
the reality is that there is no alternative to substance painter, nothing even comes close
the number of dev houses that keep making assets over years tells me they're doing reasonably well. it's a small number, admittedly, and mostly not in high cost-of-living places
most folks do not set themselves up for success
in the same way that you rarely see games that failed on steam and can be truly surprised they failed
you mean companies like Laertes?
they buy the assets that they sell from various artists
yep. seems to work for them
other studios look to be more inhouse like freshcan, who have a pretty distinctive style
which isn't bad, both has it's perks
and some developers make a single asset that pays the bills for years
or a pretty small portfolio
I’m releasing a ai plugin that is free with api pricing so If that goes well I’ll let yall know. In theory if 10% of users buy credits for it then it will make good money each month especially if a viral hyper successful game uses it
The problem with fab is you always need new customers and their platform isn’t built for word of mouth like game stores are where people are asked for reviews and the algorithm accounts for reviews. If fab asked for reviews and setup extra discovery for products with lots of reviews that would change things up drastically
With assets also costing more than games and usually being implemented in a Just in time development standard, selling one asset isn’t viable. You either need 10-20 high quality problem solving assets or alternative pricing like subscriptions
Or you get really lucky and make a product that sells a ton everyday like ultra dynamic sky but those need to be High quality, work in every game easily, and have good ratings so the ideas are limited
yes, i think high quality x broad market is going to work pretty reliably
i think there are still pretty big gaps in the market. certainly there are assets i want for myself that don't exist yet. my list of "stuff i think people want that i could make well" is already longer than i can do
Stay away from anything that could be done to some extent through tutorials, those products sell well on discounts usually but not at full price
Like I made an occlusion visibility shader and it really only sells on sales because there are YouTube tutorials for that kind of stuff, they are not as advanced as mine but for most indie games the YouTube tutorials are probably enough
I think the AI plugin might sell well, there is a market interest for generative AI tech in unreal right now, Nikolas is also making one but his is ai for blueprints and mine is ai for story/NPC stuff
neat
does one have to tick the "made with generative AI" checkbox if the asset itself is handmade but calls generative AI APIs at runtime?!
No I don’t think so
It’s mostly just http POST requests for the AI stuff because I generate it through firebase functions since I need a secure way to manage it and api keys as it will be redistributed to players and fab requires full source access . There is a component and subsystem used to integrate it with NPC, quest systems, and algorithmic dialogue like red dead 2 uses but otherwise the AI stuff is just HTTP calls in the engine.
I think I’m the first dialogue system to both integrate with third party quest systems and also use algorithmic dialogue selection, I have not seen any others use algorithmic dialogue before
Ah, OK. So I need to move to a third world country. 🤣 No thanks.
no, there are certainly creators in HCOL places that are doing well. but it certainly opens up options
Im currently modding a game and restoring cut stuff, while looking through the maps i have found numerous missing references to wall models names with "SFG".
my only lead rn is that its likely from an asset pack but idk which one
and i was wondering if anyone may recognise the models or know what SFG may mean
any way to filter for discount % in fab, no right?
Hey everyone! How do I sign up for Fab Sales? Just saw a sale happened without getting invited to partake or anything.
You need to sign up to the fab newsletter with your creator email I believe, then you get the invites. It could be the invite went to your spam or promotions folder.
I dont know how long you’ve been around but sometimes very new accounts don’t get invites.
Been around a while already. Dont think i actively signed up for the newsletter. Will do now! Appreciated
Cheers! Hope that helps! It’s weird to me that one needs to signup to the newsletter, kinda annoying IMO but yeah it is what it is.
this is what chatgpt says it might mean
I'm planning to publish my plugin on FAB. However, my plugin is depend on another plugin which made by me too and I have to put 2 plugin in 1 project in order for the main plugin to work. But FAB doesn't allow that and say this: There are two plugins and one .uproject folder structures and files in the same ".rar". Please make sure to follow the FAB guidelines for
the correct submission of a project.
How can I upload my plugin then? Do I have to create a separate listing for my other plugin? Or I have to merge it into one?
They have to be merged into one
Rather than two plugins with one module each, combine them into a single plugin with two modules
I’m pretty sure they allow it as long as you put a disclaimer that this one needs the other to function on the store page. Varest plugin relies on others I think
Yeah, I prefer splitting it into 2 plugins because I can still develop it and use it for my other personal projects too, not just a single module in that plugin. But I also don't want to make a separate listing page for it.
Where can I put that disclaimer?
In this one? Or on the product page?
Fairly sure you still have to include them all in the plugin module for it to be possible to upload to Fab?
4.3.6.d Plugins can depend on Unreal Engine plugins distributed with the engine, but must not depend on other user-made Unreal Engine plugins.
Yeah at least it says so in the requirements 🤔
So I have to merge it into one?
That's my understanding of it at least. You can have the others as their own modules, as long as they are within the same root plugin
In the description “Disclaimer: this plugin relies on X to function, please install both or this will not work”
I would honestly contact fab support and ask them, us here can’t confirm or deny this
VaRest has no disclaimer like that on it at least
I think this is actually the most up to date doc on that https://www.unrealengine.com/en-US/marketplace-guidelines#261 - see 2.6.1d
Earlier, someone posted [a quote](#fab message) (from where?) saying that asset packs and complete project can do that, but not plugins. If anyone has the source on that, please share it 🙂
That might be outdated, it's definitely not in the guidelines anymore
It did before, it looks like the original creator took it down and allowed someone else to reupload it so maybe the new version is self dependent
Ah
from the ones that are real alternative standalone software, its armor paint and instaMAT, the last one is what i would recommend to look at, quixel mixer is also great but epic killed it, still, if someone just needs to make some nice assets for games, mixer is more than fine
Anyone have issues trying to add assets to their project? The FX pack I'm trying to install has been saying "Initializing" for the last 10 minutes.
- I've given multiple people access to the source. Eventually it will probably be open source, I do a lot of open source projects, but there is a lot of "TODO" and "HACKS" in the code base as I was figuring out things so it isn't any where near my best work -- and jobs evaluate based off of frequently your most recent past work. So no not open source at this point until I can spend time doing a lot of cleanup. But if you really want to contribute, I'm fine giving you access to the code -- I just need to know your Github handle 😉
- Export via the gui to CSV/TAB/JSON is in 0.28 already. 😉
- Filtering in app should filter based on not only title but about a dozen different fields including author. But you are correct there is no "and/or" in the filter system yet. You can also use the Type to filter to a category which works in addition to using the filter. So you can limit the type to Fab -> Combat, then type "Boss" in the filter and it will limit it by BOTH the category and what you type.
- Glad the DB access is working for you.
- I do plan on revamping the search to allow an advanced mode where you can use "& | !" symbols, but this is probably after the complete revamp to support other asset sites...
Works fine through the Fab plugin in-engine.
Didn't try that last night
So how long does fab payment ban lasts? Anyone had that?
Made a little too many purchases during sale in one day (3) and now it just rejects all payment methods "for my protection". People are reporting varying durations from a day to several weeks
What a truly abysmal platform
They're saving you from buying poorly made, AI generated assets!
JK, try using a different card. This problem happens to me all of the time if I use Chase Bank (those mother fuckers), but not with Chime Bank. In fact, this happens so often with Chase that I wonder if they're trying to debank me.
Nope I think it's platform wide actually, 2 cards in and paypal still won't let me proceed 🙄
Look at all those juicy discounts
I'm like 80% sure they used the first shitty anti-fraud protection solution they could find and the guy who had to implement it into the marketplace and set it up didn't fully understand what he was doing or why
Sorry, dood, must be painful.
Eh, I did manage to grab a couple plugins at least
That's on me tbh, I should've expected their payment system to be trash and just do it in one order after placing everything in cart
Dafuq?
I use chime and found which are both neobanks, all those legacy banks need to die off they are horrible
The old brick and mortar banks can be quite corrupt. We'll see how these digital banks fare.
Idk if I’d use the word corrupt but they have horrible customer experiences and features compared to neo banks
Chime has been fantastic, my sister uses it too
Found is great if you operate in the US and don’t need international transfers
What's great about Chime is that you can create a new digital debit card number as you need it. There's also Privacy.com which can create all kinds of digital cards for whatever reason you need.
Yeah, features like those are really good for the customer. Meanwhile with banks like well Fargo you need to schedule a call to get an account setup and another call for getting new debit cards
I used to work IT at a legacy bank that I won’t name and they had really archaic tech for the financial stuff, their IT infrastructure was solid but the stuff for actually checking transactions and other bank stuff was horrible, it was all proprietary tech built by a about to retire programmer with no design skills and assets made from gimp
They couldn’t even spell the app right, they called it bancline instead of bank line, knowing programming I feel like they had a typo in one of the classes and just never changed it
If only I knew Cobol. I could get a job at a legacy bank and get paid $300+ per hour because no one wants to deal with that shit.
Apparently it’s a third party program, I always assumed it was internally made
Yeah cobol might have been the language, I know the ATMs ran windows NT 2000 I think
So, with this Spring sale going on at Fab.com...anyone have some hot suggestions on a third person shooter template with cover mechanics that would integrate reasonably well with GASP-ALS?
maybe the title was french?
Haven't you done this before? 🤨
Yeah, I guess I have to merge that into 1
Banks, payment processors, basically all of them have really bad tech and horrible UIs (if they even have web/mobile portal) because 99.9% of financial business is legal and it so happens that guys who know it don't care about tech
Maybe a couple outliers
But I mean have you seen PayPal app for iOS? And those guys are in the top processors in the world
This is not exactly true. Apps like Venmo etc. have forced banks to look at their business from a tech perspective.
But it's true the banking sector is something that evolves quite slowly, and from what I can tell, US tends to lag behind in any kind of innovation in that... still probably using magnet stripes to read credit cards over there :D
I think it's good that banks don't move that fast because it makes it more reliable even if it means they take a while to adopt useful tech stuff
I'm fine with it as long as it works robustly (most don't)
I think Japanese do it right though I had a very limited experience with their banking system. Prehistoric stuff but at least it works. Much worse when they do make a website but it's horribly unstable
lol yep
I live in Finland and ours are pretty good. The worst thing that came to be at one point was one of the online banks required some Java applet to run at a time when the entire internet had collectively agreed that Java applets were a mistake
This looks like a plugin, why are you trying to submit a plugin as an asset package?
Yeah its a plugin
How do I switch that, because distribution method only have 2: Asset Package & Complete Project
I guess this have to be Tools & Plugins?
Previously I leave it as Gameplay Systems
so misunderstanding
That's just the category where it appears, if you create a new listing on fab there should be an option to choose tools&plugins which would probably be the right choice
Oh actually no maybe you're right? I thought that was the category :)
ok yeah I think that's the issue, if you have it on game systems then I think it's assumed to be a slightly different type of thing
just checked it on my fab listing and the category it appears in is a separate choice :)
Unreal supporters miss defining that too, they said that I have to change my Category into Tools & Plugins which I spent a whole morning looking for the correct Category, but turns out its in Product type instead.
Heh
What help do you want? These designs are someone else's intellectual property so you can't legally sell them
Also this isn't even on fab. It's just a link to screenshots of star wars assets someone made which is fine. They'll probably get a cease and desist if they try to profit of it, but for now it's just fan art
Hey guys, my plugin supports multiple engine version, but EngineVersion in .uplugin only takes 1 version. What should I put in, the highest version supported or the lowest? I tried to put the lowest supported engine version (which is 5.3) but FAB rejected me 😭
You can get it approved with 5.5 then once it is approved you can add the previous versions. Interesting note though.
For plugins with multiple versions you need to duplicate the plugin and make each duplicate have its own engine version then upload them to GDrive as separate files.
You do need at least one version supporting the latest engine version and fab only allows the last 3 engine versions for submission
You can submit as many versions as you want. The last 3 was a UE Marketplace limitation which was lifted in Fab
I've been able to add official support for 4.27 thanks to that which is something I was asked once or twice :)
That’s only for asset packs, plugins still have this rule as of my last submission
Nope :)
This is how far the engine version selector goes now
Well, I don't know if they are going to compile for 4.0 in this day and age... but when I submitted the 4.27 version of my plugin they approved it just fine
tried to google, tried to run things in admin mode, restarted things.. sheesh.
I bought things from fab, they sit in library - if I want to add to project - they go to initializing and sit like that..
even small asset with few models.. what else can i try?
If you are on Windows or Linux -- You can try https://assetmanager.studio; it is my launcher/asset manager program which allows you to d/l assets from Fab and install them into your project, and as a bonus it can use your same epic vault so if you don't like my program you can easily switch back to the Epic Launcher and the asset will show up for your in EL. 😉
woot, thanks, trying.. I do not know wtf to do about this epic .. fail. No easy to find log files either, or errors..
Yeah, Epic API's sometimes have issues. So it might not be fixed with using AMS, but it is at least worth a try. 😄
I was wondering that maybe it's again jsut some serverside issues but there's no transparency and clear info to see whats going on.. I understand sometimes it can be FAB, sometimes epic..
is your thing is more verbose, about what it's currently doing? 😛
Yes, you can actually use the help menu to see logs... I do decent logs about what is going on. I also will show any errors, so it might tell you "timeout" talking to some https endpoint.
timeout would be nice, epic is fine "initilizing" for 3 hours already.
Mine should timeout, because I prefer timeout over frozen. 😄
(and i saw some forum complaint with someone having similar problems, nobody really advising anything good and they finally said "oh okay i got it solved, started working after 4 hours wait") x.x x.x x.x
your host is kind of potato, 90kb/s download 😄 but okay
Strange, it should be faster than that...
I've seen reports that sometimes fully exiting EL and/or nuking logging out and back in on El can fix issues. But I can't tell you how reliable that is, since I only use my AMS...
I'll run some tests, thanks for the report.
mhm, even opening your link, i was first looking at "oh what is this, webpage images slowly opening from top to bottom"
i'm in EU, if important
That might be part of the cause the server is I think in Dallas, Tx so not only the hops to the coast but then hops to EU... I'm already done downloading it...
I should get setup on a CDN for it so that it is fast in the EU....
little feedback more: install to a project dropdown. I have same name project in two folders. One for state keeping other in dev. In epic thing I can in "install to project" window see with mouseover what folder is the project in that I'm choosing, in your dropdown menu I can not and must do other tricks to distinguish
Interesting, never thought of doing that. I'll see if I can come up with a solution to show the path of the project...
but it is downloading and things are moving, thanks a million
what would you do and when if it sits like this for very long time?
my intenet obviously works so idno.. where's the hang..
Hmm, that is not good, so there could be a couple things:
It could be a large file [like a pdb] if it is a plugin. But if it stays frozen for a while, quit and restart, it will resume the d/l if you start it again. 😄
I could have sworn I got all the lockup bugs during d/l fixed in 26, but perhaps something on Epic's side froze.... Hard to say.
mhm, thnx, let's see.
When it restarts it will only do the CRC checks on already d/l files to make sure they are accurate so it will ZOOM thru anything it has already downloaded...
Hey it's me again, I am having a problem where FAB tries to compile my C++ plugin but it got compile error. Mostly it's missing #include error. But on my machine, I can still compile and package the plugin normally without any error like that. I just do some research on the internet and found out there are a thing called "unity build" which compiles the cpp files into 1 big cpp file so it's easy to miss #include. I tried to turn off unity build but it still cannot detect the error that FAB gave me. Do anyone have experience in this?
Try compiling your plugin in a virtual machine and see if that throws any errors.
Your machine specifically might have some hardcoded settings that Fab’s compiler might mot have enabled/setup.
FYI: https://forums.unrealengine.com/t/how-to-compile-in-non-unity-mode/94863
I guess FAB compiles my plugin using non unity and no PCH mode. I tried to turn that off and have the same errors as them.
Epic Developer Community Forums
So I’m in the process of converting the source of my project over to the IWYU model. I’m following this guide. https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/index.html The first thing I did was remove the #include of my .h file from the top of all my headers files. This effectively removed the ...
You should compile using RunUAT.bat BuildPlugin -Plugin=path/to/plugin.uplugin -Package=path/to/output/folder -Rocket
This should be the command Fab uses to build them also.
RunUAT is in path_to_unreal\Engine\Build\BatchFiles\
All the information regarding plugin compilation and requirements for Unreal is listed:
Plugin Guide https://marketplacehelp.epicgames.com/s/article/Marketplace-Plugin-Guide?language=en_US
Plugin Compilation Environment https://marketplacehelp.epicgames.com/s/article/Marketplace-Plugin-Compilation-Environment?language=en_US
Plugin Compilation Troubleshooting https://marketplacehelp.epicgames.com/s/article/Marketplace-Plugin-Compilation-Troubleshooting?language=en_US
There's a few slightly outdated things in those, like the whitelists and such are called allow and deny lists now
I just tweaked pricing on one of my products thats been live for a while already and had 0 complaints and while resubmitting (nothing but the price changed) It got a sanction with no specifics at all. So frustrating that the check system in place is so unreliable...
If by "sanction" you mean rejected, then you probably had some problem with it to begin with if it got rejected now and you just got lucky it got past the review
Nope. No issues with the pack. The sanction was because there was supposidly something in there that was against TOS or something (like drugs or whatever). This pack is totally clean though and never had anything that could be deemed 18+. Just furniture! Just annoying to get these automated false flags or whatever they are. These checks are only like this for unreal products. Everything else gets let through 100 times more easily. Anything not unreal or UEFN gets through with almost no checks. The amount of garbage models ive seen uploaded as individual things is crazy. No moderation on that but overmoderation on the unreal stuff.
I mean if you want to assume only your product is being moderated and nobody else's, sure lol
Thats not what I said though? I said that Unreal Engine products get a totally different amount of moderation than just model files or other engine files (For things not UE) uploaded for example. On one side it obviously makes sense with them being behind the engine but on the other hand if they want a marketplace unrelated to Unreal (which I suppose was the point of moving from the unreal MP to Fab) they should put equal efforts into moderating all content.
How do you know UE assets get more moderation than non-UE assets?
Since I upload both. They have their unreal checklist in place but for everything else it seems they just use automated systems, no manual checks. Obviously just from experience and not backed by data. Things like folder structure and naming conventions for example seem not to get checkd at all when uploading individual models for example.
Interesting, I suppose it's possible
I guess they probably kept the same process as before for UE assets from Marketplace and same for the rest from Sketchfab and what have you
Yeah the checklist they have is identical to the one they used on the old marketplace (or pretty much identical). Sketchfab didnt have any real technical checks in place iirc. You could upload everything and if it wasnt something that could be deemed inappropriate the rest really didnt matter. Seems they took that approach on fab as well. Thats why you get files named Cube.fbx and textures named Defaulttex_Albedo.png all the time when downloading individual models from fab
Also users can upload stuff like drugs as single assets and release them but not release them as an unreal engine project or asset pack.
Dispensary seemed to be an exception.
Well I guess we can expect the rules to be unified at some point
Unless there's some particular reason for them to be different like that
Probably the only reason right now is the amount of effort and the amount of new staff youd need to actually moderate everything would be too much. Individual models could at least get a better automated check. That would be fairly easy to implement. But with the amount of just AI generated content getting released, human checks for everything would be nearly impossible Id guess
Update: I actually can compile it using the CMD without any errors. I checked the log that FAB sent me, we used the same Visual Studio, MSVC version. Pretty weird.
Yeah that's strange if it compiles correctly for you with the RunUAT command 🤔
This just happened to me too. Added updated contact info to the product page and bam "Sanctioned for Harassment" and marked "Mature".
I guess the Fab employee took it as though you were trying to get their number by adding contact information. 😋
Now I can't wait to upload a drugs and hard liquor asset pack.
Should get approved right away.
It seems so, coincidentally the reason given was "contains Harassment"
My best guess is they didn't like the name "bullet hell" >.>
But think of the children!
Jokes aside, that would be a terrible reason to sanction it.
ikr, doesn't help that they don't give any feedback, even when you appeal. I guess this module is a mature product now
anyone know if there is a way to sort the sale by the % off
on the sale page, sort by price and set the lowest price to like a dollar to filter out the free stuff
that's not the percentage though, i just want all the 70% off
You can save more on expensive products that are just 30% off than on cheap products that are 70% off
that's sort of beside the point, i'm looking for particular types of things at the maximum deal, not the most money off
That is currently not supported. We need to ask on the forums for it. That should be an easy fix for them
Though a most Money of Filter would also be great
ya, was hoping i was missing something. glad they're incrementally improving the site, but that's a filter that was on the marketplace, too bad it hasn't made it back
I will put it on the community fab Trello board too. The fab team checks that regularly it seems like 🙂
oh cool, do you have a link for that?
hey all, I'm new to UE and want to take advantage of the spring sale on fab. I just bought Blueprint Assist since I hear that is really helpful. Any other plugins I'll probably need later down the road? And any cool characters that are on sale that are good for an RPG tutorial series I'm following along?
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.
you can filter the sales percentages on orbital-market if you really need it
oh thanks, didn't even think of orbital
Exactly what happened to me haha. So random.
It would really cool if the fab team made a discord bot that could verify orders by typing /verify in the sellers server and the bot would automatically assign the role of "verified buyer of x product". I think I would be able to do it but I don't know if there is an API call that could be used to get a response to get it to work
Ah would be nice to be free though, but I understand the guy should be paid for his work. But if Fab embraced Discord as an official platform of product support, it would be nice if they kept a bot updated and free to make it easier on sellers trying to prevent piracy
There are much easier ways for them to allow that sort of verification I think
For example, since each purchase is likely to generate a unique ID into their system already, they could simply allow the user to fetch their transaction ID via some method, and send it to the seller, who could input it into a page on Fab to validate ownership
i think they don't see it directly, or didn't use to?!
since epic is the actual seller, and so it's not tied to a single invoice
it would probably be easy to implement tho... just like a wishlist which took like a year?!
Some asset providers ask for order ids to confirm. How not sure.
Isn't that how it works?
Haha, no idea because I've never tried it
But looks like I described the system that already exists :D
I suppose if you have a very large volume of users it's easier to have an integration, but I don't know how common that kind of problem is to have
I haven't tried it, either. The documentation for my assets is public and I have yet to get a support request for anything which would require intense debugging of a customer's project or something like that (but in that case I might verify them first).
I think if you are doing something like requiring verification before allowing users to access basic documentation (which could mean verifying individual orders becomes a lot of work) you might be doing it wrong, but I've definitely seen people who disagree XD
I got a bug report on the forums (no notification) and on the youtube demo clip (no notification) even though the first or second paragraph in the docs links has a clearly labeled "Contact" link to my email address lol
Gating documentation behind purchase seems kind of ridiculous frankly
If anything, the documentation is a good sales tool. It serves as further example of your product's features and such
Yeah this is how it currently works but it would be nice to have it be automated, because otherwise you have to manually type in every order ID. I sell a very cheap asset that gets almost 5 orders a day at its peak, and I would rather buyers just go onto discord and verify the product themselves. Benefits of the validation bot: It relieves me of the burden, I know it's legitimate, and buyers don't have to be stuck in that waiting period in which I have to get around to manually typing in their order to verify it.
Right now I am not verifying orders but I want to soon and I feel like a discord bot is a good way to do it
I'm curious, why do you need to verify every order?
It prevents piracy. This way you can ensure support is only given to people who purchased your product. I have had a few users admit to piracy, and it's very frustrating to hear. They want your help for free for a product they did not pay for
How does that prevent piracy? Does your product not function until after they verify the order through you or something?
No it still functions, but they want you to teach them how it works or they request features that would only apply to their project. I don't mind being patient for those who bought the assets. But I don't want to spend 2 hours of my day doing support tickets for somebody who did not buy my product. I am practically just working for free then. It's bad enough they pirated my asset, they don't get the privilege of me working for them for free to figure out how to use it
I wouldn't say it prevents it, but it might encourage pirates to purchase a copy if they need support with it
I've not done any verification for mine because all support stuff I've done is just straight up bug fixes, so I don't really care if it's a pirate or not because it is likely to impact legitimate users as well
..plus mine is probably kinda niche anyway so don't think anyone has really pirated it to begin with
Yeah when it comes to bug fixes, or feature requests that can help everybody, I listen to that even if you didn't purchas the asset. But when it comes to helping in individual projects, that's where it gets time consuming (at least for me)
I'd probably ask for verification if someone asking for support that would take a significant amount of time, as well, but I still don't think I'd ever try to verify every user. If I expected to have to spend multi-hour debugging sessions for most support requests, I'd probably try to rework my documentation and examples 😅
Yeah I can definitely see if something was time consuming and likely to only help the specific customer, it would be nice to verify the purchase
Especially if it's something that's on the inexpensive side to purchase in the first place
I feel like it depends on the product. I only sell systems, and I have extensive documentation on youtube. Some people don't like to watch the documentation, so if they are verified I would just send them the video clip of their relevant question along with the rest of the documentation which was taken directly off the fab product page
Yeah it probably depends a lot on things, but the second or third time you get asked the same question or a similar question, it could make sense to create a FAQ or something :)
Is there a way to get notified via email if you sell something on fab? Dont think i ever get anything for selling, only by checking it manually. Would be cool!
It's exciting the first few times you sell something but it gets old pretty quick lol
How do you guys manage to maintain a plugin with multiple versions? Like from 5.3 - 5.4 - 5.5 they made huge changes. I can adapt with the changes by rewrite some of the code, but that means I have to duplicate into 3 versions, fix it and upload separately. And when I implement a new features, I have to triple my work with copy and pasting. I know there are C++ macro that can check engine version to support multiple engine versions on one source, but changes like (UPROPERTY meta change, plugin merge into engine source,...) will make the macro useless.
At least I've not had that big issues with it tbh. There's a few bits in my plugin which requires using the version macros, but nothing that would be too bad to work around. If there are significant portions of your code which cause trouble due to engine changes, maybe you need to consider using an architecture that allows your code to be kind of "pluggable" - as in, you can encapsulate the problematic logic into a single class, and your implementation allows swapping the class with another one. This would allow you to swap out the class based on engine version, which should make it a bit easier to manage I think.
I just work on the lowest engine version and then duplicate that because then all I usually need to change the is engine version key
The worst part is, my code used Unreal plugin called "StructUtils", which they manage to merge that whole thing into engine source
That can be an easy fix since I can just add macro whereever I include the legacy StructUtils
You might need to modify the build.cs to condtionally include the dep but probably not much more complicated than that
C++ supports stub functions, engine version checks, and platform checks for code. You should be able to code for one engine and it work on others
if (Target.Version.MajorVersion < 5)
{
PrivateDependencyModuleNames.Add("EditorWidgets");
PrivateDependencyModuleNames.Add("EditorStyle");
}
else
{
PrivateDependencyModuleNames.Add("ToolWidgets");
}
I have something like this in mine for similar reasons :)
you also have to manually change the .uplugin to exclude that
I mean it just showing warning, nothing too bad
Someone finally used the comments on one of my products
Are there any good assets for an "Press key at certain time" fab assets or you tube videos with an overlay/widget approach. Something akin to Guitar Hero or Dance Dance Revolution? I'd like to have a mini game / puzzle in my game where you have to unlock something by completing a series of events in a cutscene by pressing keys at the right time
The term you may be searching for is quick time event templates. There are a couple on Fab but I dont have any recommendations since I haven't used them
are you talking about rhythm games or quick time events?
Quick time events. I was unaware of the term so hopefully that'll help direct my search. Thanks!
okay Guiter Hero and Dance Dance Revolution are rhythm games.
Quick time is for example a Level Sequence/Movie Scene where say the character is about to jump and you have to press the 'X' or 'A' key for the movie sequence to continue...
Yes, I misunderstood the difference. I for sure am looking for quick time events
I got this asset pack which is one of those ones that require you to create a new project to import them. Except, when I create the project it doesn't fully create it, so the launcher and the engine can't recognize it. It's only got the Config and Content directories, there's no uproject file at all. How do I get these dang assets?
Assuming you aren't on a Mac, my favorite 😉 suggestion, use assetmanager.studio it is a third party asset manager I wrote that currently support Linux/Win [Mac soon], it should d/l and install it fine, or you can just "d/l" and then access the files from inside the vault folder w/o having to create a project....
what doesn't reach high
have a link to your asset? i'm curious to see
https://www.fab.com/listings/beec834c-7654-4956-b27c-0c5a8cf09061 or like this on sales
Fab.com
2 SCIFI Spaceship with 2 Seater cockpit, the asset includes cockpit and modular attachment. the asset contains 2 skeletal mesh (animated), and 14 static mesh. the Spaceship is optimized with handmade retopology with 3 step LODVertices count : -1 Control: 9297 -2 Chair: 2807 -3 SecondaryController: 8587 -4 Cockpit: 1018 -5 Side Control: 3070 -6 C...
flyable + interior

neat
my unsolicited opinion for things that might help:
- Having built-in controls is a nice feature that should be in the title and thumbnail!
- Take screenshots of the assets against a flavorful backdrop, like space or scifi interior. A nice shot with some depth of field. A dark background would also make them pop out more and look richer
- When people buy models they're praying the assets will have reasonable topology. If your meshes have nice topology, flex that with a screenshot of your wireframes and UVs!
i need to learn from other people asset on next project
people prefer more modular stuffs
IMO people care most about the assets they get being easy to use, and it's often hard to tell from screenshots. Anything that builds trust will win people over
and part of that trust is in your taste, for the elements they can't see
if your screenshots communicate good taste, they will trust your taste
A decade ago I made a Magic: the Gathering search engine and did some user testing on it. The homepage was originally a simple, elegant text box like the original Google, with a friendly prompt suggesting a basic search to try.
The people I interviewed didn't trust it. They didn't trust that the site would work, or return good results, or be up to date. Just from the look and feel of that homepage!
I added a big background art from a recent Magic card and repeated the interview. The results flipped. The presentation changed the expectations.
There was a nice discussion on fab asset usability here: https://old.reddit.com/r/unrealengine/comments/1k9zvly/assets_on_fab_are_just_not_consistent_enough_with/
hmm yeah
Hi every body, sry if there is wrong place for my question. I model a free asset for fab and this is my first time upload, should I setup the asset in Unreal and create a material instance for the asset? Or just upload the asset and the textures? Thanks in advance
people will want a material on the model so they can just drag a mesh into the level and have it look correct
Could also take some photos in an environment space for example and just disclose in the image only your ship in included some other packs do similar for example in this one dinosaurs not included https://www.fab.com/listings/79a9eff3-e874-42dc-a11f-f1f4f4555d9a
i choose black bacground style
next asset
i want to try as long the info is clear people will like it
For me, personally:
- I like how it looks like you've made a lot of removable/replaceable parts so I don't have to worry about making holes in the mesh if I want to take a piece out or modify something.
- Showing all the individual meshes in a simple lighting environment is nice to give a clear view of the individual meshes, and I appreciate the vertex count information, but it would be easier to figure out what's what if you included that information directly in the screenshots.
- It would be great to see some screenshots in a more "realistic" lighting situation for a game. Show us an example of how you envision the asset to be used, do your materials work with a high contrast direct sunlight kind of scene or are they better suited to something more flat, stylized, etc? Same for the swappable/removable parts, showing a few different ship configurations could help people understand what they can do with everything and how well it fits their project.
- 25 separate materials seems like a lot for one ship, if I'm planning a space combat game with a lot of ships I might be concerned about this
understood i will learn from this
as for interior i will make it so the LOD 3 the interior wont get rendered
by replacing them with 100% opacity
will it work ?
interior take many material instances after all
I think that as long as the outer hull material is opaque the interior meshes should be culled even if they are also using opaque materials (please someone correct me if I'm wrong 😅 ). I can't tell from the screenshots if it's possible to see into the cockpit from outside the ship, though.
Guys, this is my first pack that I'm working on for Fab. I'm in the unwrapping phase. My texel density target is 10.24, and in many cases, I have to pack UVs at 4K resolution. Sometimes I have empty spaces, so I try to fill them with another object. Is this the right approach?
where can i answer my questions?
questions like this
For fab here
can you answer my question?
I'm a modeling noob sorry.
It's a very specific question and I would say that might be other channels better suited for that question. So the chance of someone knowing the answer here is slim. Since it is related to Fab it is allowed, but any channel related to UVs, textures, or materials would probably get you an answer quicker. If you had a question like "how do I change engine version fab?" You would probably get an answer very quick here, but a question about UVs, probably not
thanks man
Almost every day I run into someone who's confused about the personal/professional licensing
This is absolutely costing Epic sales
IMO a really impactful change would be "iterate on the license descriptions/UI and do some user testing on them"
So many people don't trust that their personal license is great and will last them forever
I'm one of those people who is confused about that, only part is the free stuff they giveaway as they have 2 different licenses. lol
both licenses grant exactly the same terms. the only difference is that you are only eligible to purchase the personal based on your revenue of the year before you purchase it
(even when "purchase" means "receive for free")
Or maybe it isn't? My legal team told me (paraphrasing here) "Fab's EULA regarding professional/personal threshold is highly ambivalent and therefore we can't tell whether we qualify for personal. Therefore, to be safe: buy professional". So I buy profesionnal, which I might not have to if Fab would make a decent EULA. But I'm guessing I'm the minority here.
really they should just not even offer that choice when it's free or the same price and just let you take the pro license
there's ambiguity in what counts as revenue but IMO if you read the full text from epic it is unambiguous that the license is yours forever regardless of future income
but yeah, if even your legal team has confusion, they have failed at communicating 😄
It doesn't help that I tried to get clarification from Epic via 3 channels, only to be ignored on all 3 (but I'm used to it at this point)
Would it help if they just asked upon checkout "do you still make under 100k for your digital content? (Appropriate licensing and pricing applied at checkout)"
And they ask the same when setting up your profile so they know the default price to advertise. And you would just confirm it everytime at checkout. That way users don't have to worry about it
I don't know! Worth trying and user testing
That’s why I have same prices for both licenses. Why should someone who is successful pay more? And since I switched to price parity a few months ago sales got better but that might be a coincidence
Make sure to use their support system on their website as they ignore you otherwise
I think it's in reverse, you have a normal "full value" price (pro) and you have a discount for indies (personal)
(although imo this only makes sense if your product is actually kind of pricy)
That’s a net negative for the seller though, 90%+ of fab users only need the personal license
For my next product I planned to try different prices again to see if things changed
It would be a net negative for sellers regardless if the full value pricing is so high that it's too much for an indie
because nobody would be able to buy it then
That’s why you price fairly, if your asset isn’t worth 200 bucks then don’t charge 200 bucks for it. Just because someone CAN doesn’t mean they WILL
Pricing isn’t arbitrary
There is a set market value for each product
Yeah exactly, if you think the fair value is 200 then it's 200. Having a cheaper personal license (say 150) should be at that stage considered to be a discount, not that "you're charging successful people more"
If you price it at personal 200 pro 250 then one could certainly argue that you are charging successful people more :)
The problem is a lot of people bad at business think a fair price is what they desire, that’s not how it works. Even if you spent 5 years in something, the market value may only be 20 bucks for that product
Yeah pricing things is hard
Realistically nothing is really worth 200 bucks, that’s the pricing autodesk uses for products like maya and that’s far more advanced than anything on fab
Substance designer and painter is 150 for a perpetual license for reference
Hard to say tbh. If you sell a gameplay system that would take a week to develop that could easily be worth 200 bucks, but obviously there are many other factors that would go into consideration for something like this
If it took you a week to make then it’s worth 20 bucks, you are supposed to sell in volume and price for volume, if you price your product for a one time purchase then you are doing it wrong. Labor costs for services and product businesses are not calculated the same as a freelancer or employee
Products like voxel or multi world are worth their money
An example is a guy I know makes a product he invented and charges 20 bucks for it but it takes him way more than that hours wise to manufacture and distribute this + employee salaried for other parts of the business.
It depends™️. For some value based pricing can easily be justified by something like that
His formula is cost of goods + 15%, since we have digital products it doesn’t translate directly
My consulting rate would put a week of work at around 6000 :P
a hobbyist derives less value from your product than someone who's making money off it
a game developer who sells more games using unreal pays epic more
it's not really feasible to do royalties for assets. so the price discrimination is a simplified version of pricing for value delivered
Why do you need a salary of 24k a month? Or 300k a year for one client? That’s a lot for freelancing/consulting especially if you don’t have a lot of clout that comes with you
I don't need it, it's what I charge
Do you have people paying for that?
Yes, not in gamedev currently mind you :)
It wouldn’t make sense to hire you over a salaried employee with that pricing, freelancers need to be cheaper than salaried employees to work
It's a complicated equation. Sometimes you need the work done now, instead of in two-three months once you've finished recruiting someone through traditional hiring channels
can go either way
a freelancer can be brought on and released on shorter timelines than a full-time employee
a freelancer can do work irregularly
a freelancer can have expertise that is high impact per hours worked, and you pay for the expertise more than the time
for the privilege of hiring someone flexibly in a way that produces downtime for them, you pay for the time they aren't working, too
Plus freelancers have additional costs that they have to cover. I have to pay pension insurance etc. fully out my own pocket, where an employer would normally have to pay it or parts of it
Technical or large scale businesses always need programmers, I understand if like a church wanted an app or website built and they hired a freelancer once to do it but entertainment studios especially ones making 100 grand+ a month in profit should be requiring someone long term to handle the technical stuff.
If a company can afford a 24k a month freelancer then they are a already established company with large amounts of revenue coming in
Yeah that and well financed startups
I’ve heard of companies wasting money on people and roles though, so I guess it could happen if the company is bloated
sometimes you have shorter term projects
or need someone to set up something specialized that you will maintain longer term (potentially with a support contract)
You'd probably have to pay close to 10k a month for a regular employee at my level of expertise anyway, possibly more if you're somewhere like California or other more expensive places
Which is certainly a lot less than the rate I quoted but not exactly cheap either way :)
But it's worth keeping in mind that typically costs of having an employee can be 1.5-2x as much as their salary because you have additional fees involved with it (pension and health insurance in particular)
We have had the discussion before about the pricing tiers. Some people like it and some people don't. I like that Fab gives the option for the seller to choose
Yeah for sure
1h left, is there something i need to get?😂
Hey guys, quick question, can I submit 1 link for multiple engine versions? Or do I have to manually create each "project version" for each unreal engine version?
If you create a code plugin you need to provide each version separately.
200 bucks, woah, where are you getting that from because I need to know. Maya by itself is $245 per month; definitely not only $200 for a one time purchase. And for Substance Painter I pay $25/month. If you pay $200 for the perpetual Steam version then there are no updates after a year, and no cloud capabilities, so you have to buy it again anyway.
Last time I checked, which was a couple of years ago, AWS employees were starting off with $11,000 per month salary. 🤯
ultra dynamic sky looks so good people post basically any content with their game, showing no gameplay but a beautiful sky, and get wishlists
not even kidding
you pay $40 for thousands of dollars of marketing value. outrageous value
If there is any product that has cemented their status as legendary, it's ultra dynamic sky
One of those things that can be general/sameish. As long as it looks good enough.
You won't notice different games using almost the same sky. You will with props to a certain extent
Huh, saying an asset or plugin cant be worth 200$ is quite a wild take. 200 is less than a day’s salary for your average programmer or even a senior artist. Can the Voxel plugin be made in a day? Don’t think so. The math in this case is pretty simple, does asset X cost less than it does to make it from scratch? Yes? Then it is worth it to studios. We have bought countless assets over the years for various films and productions because we were just short staffed and needed to get shots out.
It’s not really an apples to apples comparison when you compare with Maya or something either. Maya is per seat, so if you have 10 artists, for the sake of simple math. There’s 2000+ per month. Yes some code plugins are per-seat, but you dont need to buy 10 seats, because not every artist will be using or even touching Unreal in a production setting.
An asset or plugin costing 200$ for a one-time rate is a steal if it saves thousands on man-hours.
Maybe 200 isnt worth it to you but to say nothing is really worth 200$ is a pretty bold blanket statement.
Depending on the country, freelancers actually get to charge more than their salaried colleagues earn. The reason being, having employees costs businesses more because they have to pay an employee tax. This is an extra expense that is added on top of their salary.
A freelancer doesn’t cost this, so they can pay the freelancer the full rate they can afford.
So yes, you’re right that its cheaper for the company to hire a freelancer, but thats because there’s hidden fees that companies need to pay when they have employees.
Not to mention freelancers are a lot more flexible and easier to drop when their contract expires. An employee can sometimes be difficult to fire/get rid of depending on the country.
Maternity/paternity leave can be a big problem in some cases also
Some countries mandate quite long, fully paid, leaves for that (which I think is a good thing in general), but for a small company it can be a big financial risk
This is a fundamental difference between the US and Europe. US will always be pro business, European philosophy leans far more heavily into a general happier working class, at the cost of businesses being a bit more costly to operate. Not throwing shade at one or the other or saying one is "better" nor do I want to start an argument on the topic because this isn't the place, they are simply very different philosophies.
Yeah
I generally think workers shouldn't need to worry about this sorta stuff, but it can put a lot of strain for companies with only a handful of employees in terms of cost and being able to actually operate. Some kind of balance really would be ideal for it, but hard to say how that would be achieved. Possibly via some kind of small business grants for companies that are troubled by this type of situation
In some countries companies under a certain size can be exempt from paying for things which are mandatory for larger companies. Although I've seen some cases where this leads to entire teams of interns supervised by contractors to stay under that threshold...
Yeah something similar is a bit of a thing here... Hiring can be expensive and complicated, so especially if you're a one man business, it might be a better idea to just hire a freelancer
Of course it depends on various factors but in any case
Once you have hired the first employee the barrier to that is then lower because you have all the necessary things for it already in place
If you are a startup freelancers are the best thing the world.
Heya, is there a proper way to update plugins in the epic launcher?
Isn't it just a question of pressing the button that says update?
I have a plugin that's been broken, and I see it's been updated on the store multiple times --
Nope, it just says "Install to engine"
It has the orange ! indicating an update, but has no option to update
And after installing it, it's the same version
Can I delete the cache somewhere to force it to redownload?
Did you try clicking on this Installed Plugins button?
The update option should be there
Aw hell yeah!
I use a custom engine so I never really use that launch option up there
Never even saw that text lol
heh
Sometimes plugin updates don’t show for plugins that you installed form the old marketplace so make sure to reinstall them if that is the case
Oh good call thanks! I usually just install and then copy the files into my custom engine. Never even knew I could manage them in the epic launcher that way. Very useful. 😄
I think that is the issue. There will never be a perfect solution that fits all usecases. There will always be people trying to skirt the system so you just have to pick the lesser of evils, something that is not ideal but in general is better than the alternative.
Pretty much
but i just use a workaround, i just open the app database, and this is all i need, it has all the data, its all columns, it has screenshot links, fully searchable data, so i can use just that, amazing
I'm answering way later, but that's a pretty damn good workaround that I'm about to also use, so thanks for the idea 🙂
Man I thought they would do another development update for fab today, I hope they are gonna keep doing those
Why today?
It’s the last day of the month to post it
Do they usually post updates on last days of the months?
For the past 3 months they have posted what they added and worked on at the end of each month
Ah ok makes sense, I'll look out more towards the end of the month from now on. Any chance they are holding back for the state of unreal event to showcase a huge update?
Nah, these are just roadmap updates. What probably happened is they didn’t get the features done in time and will either consolidate it with next month or post early may
This update was supposed to have seller sales though
Heya, is there a way to find the email (or even just author) or marketplace items?
https://www.fab.com/listings/1e07a436-2f46-44b6-a5ba-31f76827570b
I bought this to allow runtime audio importing but it crashes, I'd like to email the author and ask about it, but where do I get the email?
Thats comin reaaaaal soon 😉
Hopefully this week or next week
Fab.com
PreviewDemo | DiscordCheck out our other productsSixth Asset from Natural Series.Save a great amount of time and effort creating good-looking locomotion cycles with only two poses per movement.Customize procedural parameters such as leaning, acceleration, stride emphasis, breathing and more to come with Natural Locomotion.Features:Pose Based Pro...
200 dollars for that is highway robbery, the animations it generates are horrendously bad, like I can make better animations than it outputs and Im not even a good animator
that product needed more refining and time in the oven before releasing
Yeah, I was shocked they released this asset in its current state -- Blueprint House are pretty high quality devs in my experience, but this just looks downright bad...not sure how anyone could look at the results and think "this is ready for primetime @ $200"
the concept is cool though, but like you said, it's undercooked as-is
Yeah, I’m really surprised he put a demo out for free too, the animations in it are really bad. They look like the prototypes my animator sends me to approve a pose design
Maybe for 20-30 bucks I can see there being use cases for it in low poly games but not for 200
FYI, v0.28 [when released] has a built in export menu on the File screen to make this easier, but I'm glad that the direct access to the DB is working as a solution for you guys...
When you've been staring at your work endlessly for hours/days/weeks/months you stop seeing it 😄
That's why you learn to recognize those signs then show someone else
If they can't do that then they're not high quality devs 🙂
I've been working on moving my RCON system to a plugin, wondering if there's any interest in this to put it on the market.
What is an rcon?
Its a remote console that let's you send commands to a server
Hi, I am the creator of that asset, thanks for showing interest in it, even if it's not in the best way.
I appreciate your worry about my sales, but I am not pressured to sell this asset 🙂
I will make it more affordable in the next sales, so people can grab it at a better price if their are interested
Also, I see you are a fab seller as well? Please try not to accuse other sellers of robbery, I don't think you would like me to say that your products are robbery because they are not free 😢
Anyone have a problem with FAB reviewers? For some submit attempts, FAB just rejected me for random reason. So frustrated. For example: They rejected me because my FAB url is correct (i didn't even change that) and then gave me the wrong FabURL to fix. I didn't do anything and resubmit, got approved.
Did you update the zip file with the plugin? Did you also edit the url to that file in the submission form?
They don't always pick up on the latest files which is really annoying.
I have had some submissions that was successful, but it only updated the store description. So the actual plugin didn't get updated.
is that what happened with MoveIt?
Oh man so relatable though, things that seem SUPER obvious to you can break easily the moment some random user tries something so it's really important to take breaks and get a birds eye view on the situation
At the same time it's also important to just release your thing at some point because the best way to improve something is user feedback from hundreds or thousands of people. You'll know within a day or so what needs to be improved
You working on any new projects?
Nvm saw you just released a new yt video 8 days ago 👍
always 😉
I don’t charge 200 dollars, I price fairly. I’ve had way worse comments made about me and my stuff on TikTok and YouTube so you can say whatever you want to me about them if you feel offended. 200 dollars is an insane amount to charge for essentially prototype animations
This product is not ready for release, I tried the free demo and the animations it outputs are the initial prototypes that animators make to figure out if a pose will work well, there is a lot of secondary animation that goes into a body to make it look good
Here is what people expect from a 200 dollar procedural animation asset https://www.reddit.com/r/unrealengine/comments/1jyf6ft/motionrig_a_modular_and_procedural_animation/
That one handles all the secondary motions bodies do when they move
Kinda late, but thx for the info.
- I did check it again and i was wrong, for some reason it didn't seem to work to for first time, but yes, it can actually search by author so thats great.
- Great, but i have version 0.27 🙂
- Yes, and/or filter would be nice, but its not critical or something, plenty of ways to search assets currently
With all that, i think that actually i dont need access that much as i dont see much to improve especially if u plan some revamps anyway.
I mean, still waiting on that 0.28 release if it has export options anyway, but like i said direct db access works.
I that case, the only minor thing i would want is a way to set the thumbnail size in the ui as they are quite small, maybe u can squeeze it into 0.28...
thx again
Sorry I can not say anything about your products because I don't know them. And don't worry I am not offended, I was a bit surprised that there were fellow sellers that wanted to criticize another's seller decision on the price 😅 .
Also I wanted to clarify that I don't sell animations, I am not an animator, the poses that you see in the demo, took me about 2 hours to make, but that is just me who has not prior experience on animation nor control rig, so I imagine people that doesn't have the luxury of having an animator in their team can benefit from the system.
All the poses that I made for the asset are for demo purposes , what I am selling is the movement system, that includes the interpolation method for the anim side.
It really seems like a good product indeed, you can start developing it and you can set the price you consider fair 🙂
No, I did not even touch the zip file, not even the download link. I just pretend that I changed something and FAB allow me to submit again.
But good god, even the FabURL they gave me was incorrect.
Creators might want to check the forums, there are some news 🙂
Honestly, if $200 was too much for somebody then they could just wait for something that's called a SALE. I don't see what the big deal is.
There’s no such thing as “overpriced”. Something might be too expensive for you, but might be a steal for someone else. The free market will take care of the rest, if its priced far too high, the seller wont make enough sales or their asset will be pirated. If its priced fine, sales will be fine. It isn’t really our place at all to say that something is or isnt worth a 200$ price tag. If the seller feels it is, so be it. Not sure why this is even a discussion.
“I price fairly” is also a bit of a high horse stance to take on a topic. Fairly according to what? No one is holding a gun to a buyers head. Its not a necessity, no one needs our asset. I also price my assets in a way I think is “fair” to me and buyers, but I’m definitely not going looking down on someone who prices it differently.
If anything, I think things have been too cheap for too long and it devalues our own work because there’s some crazy undercutting happening, and some people get angry if something isnt free. But that is a whoooole other topic/debate.
Agreed. it’s funny coz the argument is around (non open source, non commercial licensing) vs a Plugin that you have full source to, unlimited commercial use. make it make sense
brb, changing my pricing to $2 personal / $2k professional
autodesk does not give you the source to their $200 software and they most definitely do not let you resell it, either as it or as part of a wrapper. Im with William i dont get it
comparing a fab plugin to a commercial software with no source access/commercial rights is like comparing apples to oranges. Its ludicrous
Individual sales are here!
what do you mean? if it means what i think... how do i initiate them?
Just check the seller forums.
thanks 🙏🏼
Aw man I didn't get to read it before the forum was deleted
it's not deleted, you just need to be logged in
Ah good to know
They also fixed the original release dates of products!
fab is still using createdAt vs publishedAt, but the two seem to be a lot more similar than thery were
CreatedAt in the sense of when I created the listing in the publisher portal?
that's what i assumed it was sorting by previously
and if you kept refreshing it, you would not see new products show up in the front
which is why i use publishedAt for my own compulsive refreshing 😅
Someone needs to figure out if new assets now show at the very top. So if it is hour/minute based and not day based now 🙂
are you referring to a different change? oh, like preserving creation dates for products transferred from Marketplace?
Yes
The UEM dates are back
publishedAt is a very consistent "new things at the front" order
0.28 was release a few minutes ago. Lots of QoL changes... 😉
If you're tired of refreshing the "new" page (I sure was), I have a Discord server where a bot sends a message for each new product. That way I have a feed of them and don't need to keep refreshing the same page over and over.
Hey all!
I have a few questions about listing my first plugin on FAB.
- In the initial step, after I click "Submit for review" will the listing stay in sort of a draft mode until I decide to make it public?
- Can I somehow play-test my listing before making it public?
- Can I send keys for play-testers and reviewers?
Cheers
- Depends on whether you tell them to publish it as soon as the review passes or not, it's your choice
- There is a 'Preview Listing' button you can use to see what the final listing page will look like
- I believe it's possible but you need to request the keys from fab support
Thank you! just want to be 100% sure, after I submit for review I will still have my listing set as draft/hidden until I choose otherwise? And if I make changes to it I will need to re-submit for review correct?
WHen you click submit, you get a prompt asking if you want it to be published the minute it is approved, OR you can choose to have it published when you tell it to.
Thank you! 🍺
At least for plugins they probably won't let you publish immediately anyway, you need to get the FabURL for the product page which you can't get until you've at least created the listing
I love how Epic can be both like
A best practice in Unreal Engine is to create a Content-Only Plugin in Unreal to collect and share your assets, such as blueprints, editor utility widgets, libraries of materials, or any other content you want to share between projects or manage outside the project itself. [0]
And then like
Oh no you can't do that on Fab though
I still hope they'll fix that and just force everything to be distributed as plugins. My work would get so much easier in an instant.
What do you mean you cant do that on fab? All my assets are content-only and not a full project
I Probably misunderstand your comment
Content-Only Plugin. Everything distributed on Fab is just dumped into the Content/ folder, instead of being neatly sorted in plugins, which can have dependencies, can be disabled, can have versions, a clear namespace, etc.
A clear namespace is a bit of a stretch, I don't think they actually do that
I mean they kinda sorta look like but actually they don't
It's mildly annoying in C++ code that you basically need to prefix all your classes with something like MyPluginSomeClass just to avoid issues where two classes would otherwise have the same name
Yeah not for C++, but for assets it kind of works? On the top of my head, I just know that at least external actors/objetcs are stored within the plugin, and not at the root of the project'sContent/ (which is so annoying with Fab products).
Wouldn't this apply to blueprints as well? Or can you have 2 classes with the same name, as long as they don't share folder?
iirc BP assets use the module+full path as their "unique ID"
Yeah on second thought you're right about assets, since they do use the module and path
Although it occurs to me that in case of BPs it can sometimes be confusing which one is which if you have two with the same name
I think there's been a couple cases where I've noticed this because the UI doesn't always do a very good job of showing the differences, and only shows you the asset's name
I think it's good practice to always name your classes with prefixes related to you and/or your product, to prevent conflicts in users projects.
Something simple as BP_Insert Company Initials here_MyAssetName should work, and honestly having 2~ extra letters in a class name shouldn't bother most developers
ha ha, now thats real time marketing right there, thx, i will check it
Ooh I don't know exactly when it happened but Fab results now list the publisher 🥂 🎉 :🥳
You mean in the search suggestions?
these used to only be visible on mouseover (and i think only then as profile pics)
Ouh. This has been like that since a month or so
Definitely sounds like not-a-scam 😆
Anyone know where to report quixel assets not linking properly on fab? https://i.imgur.com/g0aNKT8.png
https://quixel.com/megascans/home?assetId=xicnaet
Only asset I had issues with so far
Also affected
Does anyone know if there’s a delay in sales appearing on Fab’s sales report? Someone mentioned that they purchased on of my products on Fab (my first customer of the product), but Fab still shows no sales after about 12 hours since the purchase
updates at midnight EST
Is there a way to filter out owned results yet?
Hey guys, If your plugin is published, can you change the price of the plugin?
Are there any catches?
yes
You can change your pricing whenever. You may not be allowed to do it too often or be able to participate in a sale within 90 30 days of price changes (if I remember correctly). This is in place so a $50 product, for example, can't raise its sale price to $100 and then list it as 50% off during a sale for a total of $50. False savings
Is it 90? I thought it was 30 days, OR if you change it after being invited to a sale
I dont remember the exact timing but I can try searching for it, one sec
It is 30 days, thanks
Definitely changing it after being invited to a sale makes you disqualified for said sale as well!
Nah. Last sale invite stated a date for this. Not the invite itself. So you could technically change it before the specified date.
In email from March 14th.
Products included in the sale must have maintained the same price(s) from March 22, 2025 until the start of the Spring Creator Sale. If you change the product’s price for any pricing tier, add a new pricing tier to the product, or have products take part in an individual sale after March 22, 2025, the product will no longer be eligible to participate in the Fab Spring Creator Sale.
Ah right, yeah because of the 30-day limit
Nope
Hopefully one day they'll add an option to filter out things you already own
Has anyone else had their stuff resold on ue candy or something similar? Feels pretty defeating to see something you worked on get sold for cheap on another website where the money is going to some random that uploaded it :\ Have any of you tried to deal with that or has Epic made any effort to disrupt these websites?
Ah another telegram leak service
Dmca and they delete it
Really? A pirate site that respects DMCA?
There was another one not long ago which was hosted on a service that basically advertised they ignore DMCA requests :P
I recall someone contacted Epic support about it who were going to escalate it, but no idea if anything ever came out of it and I've since forgotten what the site was called so can't check either
These guys? https://i.imgur.com/A9CivPG.png
They have no files can't remove any files "apparently"
I guess the business model is you pay them to torrent stuff for you? XD
the images on the product pages do appear to be located on their servers, though...
I mean they could lie why would they tell the truth they are providing pirate goods.
oh, totally, but the product screenshots, description, etc., are also all copyrighted works so you could try to DMCA them for that
Yeah which is why their statement is complete bs
Sad thing is these companies usually get dmca'd shut down the site and open a new one a week later.
Not that you shouldnt go after them
Will deter the next pirate hopefully
Who decides to try the service
yeah, doesn't take much. If they really do just re-sell "openly available data from all over the web" I'm surprised they get many people paying for them for stuff that can probably be found for free
Just acting as an aggregate
yeah, I'm just surprised that's a viable business strategy, I guess 😅
I mean people made money robbing trains for years.
Train robberies were a lot less common than the myths about it make it sound like :D
I’ve even seen some of my assets appear on sketchy sites, both sold and given away for free, and, frankly, there’s very little I can do about it. However, even if a pirate site undercuts official prices, the savings aren’t worth risking your machine or data. Nobody wants to gamble on a potential virus or crypto‑miner. These people are solely in it for profit, and they won’t stop at stealing and reselling—they’ll exploit end users in any way they can. That inherent risk caps the number of people willing to take a chance, and eventually most learn that buying safe, official versions is the better choice. Besides, anyone actively seeking out these pirate sites is already very unlikely to purchase anything on Fab in the first place.
Personal experience from being young with no money and similar anecdotes from people I know definitely suggest this is the case. Most people who use pirated assets (or pirated software and games) are not going to buy it because they can't afford it.
However most people who I've spoken to who later got money sometimes ended up spending money on products they had previously acquired using other means, if they were still using that software or such
i was a little surprised i was not able to go on sale after a price reduction!
but i'd guess they're following however the EU law is written
I'm trying to figure out why my plugin was declined. The plugin has 2 code modules as well as content, and compiles and packages without errors at least on my end, but the email says it is because "Content-only plugins are not supported due to limitations in our build pipeline. All Engine Code Plugins must include at least one code module.".
If you have C++ code you need to submit it as a code plugin, not content plugin or whatever the types were called
Product type must be set to "Tools & Plugins" from what I understand, so if you have it set to something else, that might be why.
If you already have it set to that, then you should probably reply to the email from Fab support and explain it to them
Thanks, it was submitted as "Tools & Plugins", and the Fab email says "Responses to this email are not monitored", but I can submit a support ticket.
I'm just trying to figure out if I'm missing something before I do a ticket or re-submit. I'm not seeing anything on the Fab technical requirements either.
It sounds correct to me if you have modules with C++ code and other content. The one other thing I can think of is that C++ based plugins must be submitted with one version per supported engine version, so if you had tried to submit the plugin as one zip file for multiple engine versions, that might be why they denied it
nah, they were in seperate engine version files. Fab had already responded once with a changes needed pdf, where I needed to fix some of the code. So I know they saw the modules 😛
Kinda sounds like a half-assed review of it then 🤔 The support seems to usually work if you carefully explain it to them how it's set up according to the guidelines. It seems they don't always fully know everything but are capable of reading what you tell them even if it might take a couple emails
Yeah, I just did a ticket. My only theory is that they didn't like something I included in the content folder and this was the closest reason drop down they could use?
Yeah that's possible
You just need to send a DMCA to cloudflare (or whereever they host their site)
They will then remove your products since for the DMCA they need to provide their real name and stuff
Or their site gets shut down
Yeah good luck if it's hosted on a belarusian or whatever hosting provider that proudly says on their website "we ignore DMCA requests"
Funny that a fellow dev exactly took down his assets from the site above which has this "we ignore DMCA requests" message...
I guess you can always try but I wouldn't hold my breath ¯_(ツ)_/¯
Yeah it doesnt matter. If people decide they want your asset for free they will find a way. Some people already seeked support and admitted they pirated my asset but still need help
instant ban
Someone even got hacked because what they downloaded wasnt my asset but some virus 🙂 Karma
Oh dear
the hero we need, or deserve, or something
Heh
If I submit my plugin for review and it's currently published. Can people still be able to search for my plugin on fab? or it will dissapear until it getting approved? Thanks guys.
Everyone still can see it.
Hi guys,
This is a quick test to ask a few questions. I have 3 objects packed into a single UV tile and they share one 4K texture set. After importing them into Unreal Engine, I have a couple of concerns:
Each object uses a portion of the shared UV space—for example, the small cube only occupies a small part of the UV tile. Is this workflow acceptable for asset packing, especially if I plan to sell the pack?
What about performance concerns related to the small cube? Since it uses the same large texture set, does that create unnecessary draw call or memory overhead?
https://u.pcloud.link/publink/show?code=XZGPnb5ZKfkhQvip7RHNt4TBGEQSHuDlfCk0
You may want to ask in a material or texture related channel. There's not as many people in this channel that would be able to answer that
I am looking for some of these decorative hanging flags. Would be awesome if I can find one connected to splines to adjust length and shape as needed. Was hoping there might be some on FAB before I try creating from scratch? I may be wrong, but weren't these in an Epic Games demo at one point? Might be imagining things...
I think the Example Content project has a cloth flag you can use
i think there was also a short tutorial on them, good to touch into a bunch of topics like simple mesh creation, cloth physics, ... (even tho cloth physics might be overkill for them, might aswell just animate them with some WPO material)
what is protocol regarding spam dm's from here? I've gotten a couple from 3d artists soliciting their services, this is the only server I share with them? just mark as spam and move on, or do the admins want notification?
I've been getting a few as well, I'd also like to know
I'm like 99% sure most of those are scams. I was pulling one guy along with really ridiculous requirements for a while, and I think he then got banned from here because I couldn't DM him anymore lol
I would assume you can report them to mods though
Yeah they are scams. But I messaged moderators already but got ignored every time
funny how it appears the most lucrative scam these days is to pretend to be an artist, meanwhile anyone actually trying to make a living as an artist is in for a massive struggle
Then everyone ignores the actual artists 😢
Fun part is artists themselves are constantly targeted by NFT/crypto scammers
To be fair, actual artists wouldn't be DMing people randomly like that. If they are, then they're misusing Discord anyway
Fab download stuck again on EGS. Any ideas?
Tried restarting Epic and redownloading, still stuck on initializing
Did you find out how to fix it?
Patience eventually works, sometimes can take a few minutes.
Kinda. For a few older-ish things I own but couldn't install, what worked was canceling the download, clicking on the dropdown in my UE5 library, and selecting "remove local content"
The leftover local data was keeping it from being able to initialize, for whatever reason. My guess is that's going to happen to anything you used in a project prior to the UEMarketplace -> Fab transition.
Not for me, I restart it a few times and then it works
Waiting sometimes takes hours for it to solve itself
Okay good 😅
Hm okay 👍
Should I trust info@email.fab.com, which sent me a link (https://epicgames.questionpro.com/) where I apply a discount to my asset?
info@email.fab.com you can breakdown the domain. All subdomains will have SUBJECT.DOMAIN.COM so as long as that last piece is the actual senders domain, you can trust it. Unless their domain was hijacked but you dont need to worry about that 99.9% of the time.
An example of a subdomain you should worry about. Would be like email.fab-mail.com or maybe something like email.fab1.com but fab.com is a real domain so you are good. Just double check that its the actual sending domain and not a name. Sometimes senders will hide it by putting their name as info@ but the email id is info@whatever.com
Thanks!
As far as the questionpro.com, a lot of companies will outsource their forms. Thats what it seems like here.
To all the fab people out there made a quick thing that auto makes the 5.0.0 to 5.5.0 version (assuming your code doesnt use any api that changes between versions) and zips it ready for uploading https://github.com/m-ahmed-elbeskeri/Unreal-Engine-Plugin-Version-Manager/tree/main
can't Fab plugins target a set of versions by default?
Interesting project - I would recommend using RunUAT with BuildPlugin instead for packaging. It will compile+build into your target folder for the target engine, which ensures that the plugin will at least correctly build with it so you don't get bounces back from Fab saying it doesn't build. Maybe this would be a useful feature to allow choosing whether you just want a copy or a full build with UAT?
C++ plugins have to be packaged for Fab in separate packages per supported engine version
It seems to be mostly a flaw in Epic's build system, don't really know why else unless you have a specific need like unsupported features on a particular engine version
I know that my asset needs to have at least 5 reviews so the reviews can be shown, but before that the seller can have any info about the rating of their product, right?
i had 1 review before, so zero visible now, and i see no visible record of the review that was left
Issue with that is you’d need all 5 engine versions installed no ?
I just let the reviewer send me the error log for where the engine api changes etc and go from there
And yeh just have macros in the code
I think only one that sometimes does have any real breaking api changes is 5.0.0 from my experience 5.1 onwards are generally all fine
aha I see, so even the seller can't know if someone rated their product until it reaches 5 reviews
https://www.fab.com/listings/718c064e-2a1e-4434-9f2b-18c37c17ee54
Someone just put a full game up on fab for free Edit: Nevermind its just the art assets.
Fab.com
This is all the art materials for a complete commercial project, and the game introduction can be found on our Steam or EpicStore.YouTubeGame Introduction:Miracle Hero "is a multiplayer mild ROGUE game. In the game, players need to select suitable combinations from a rich library of weapons and props, strengthen their equipment, and strive to su...
In the description it says, if we want to commercialize we need to buy the professional tier.... Yet the fab license already grants commercialization in the personal tier...???
hmm?
I'm pretty sure that personal tier grants commercial use of the product.
The only difference between the two tiers is if the buyer was earning six figures at the time of purchase. Not whether they plan to use the product commercially or not. But feel free to fact check me on that.
So they are trying to set their own tos?
Finally, we hope to open source to gain attention and attract developers to develop mods for our game!
Thank you very much.
Yeah, basically trying to set their own TOS
isn't that against Fab TOS? 😅
But they approved it?
if it's distributed with the Standard License, is there anything they can do if you monetize the free version? The description isn't part of the license...
Maybe they included a separate license inside the project?
So how? Legally now they are just giving it away for commercial use under the standard license
yeah, I would expect the standard license to be the one that's enforceable. You agreed to that license when you obtained the product and they agreed to that license when they published it. I doubt they have a legal leg to stand on if they would go after someone with a personal license to using their assets in a commercial project (but just the threat that they might try could be enough for people to avoid it, anyway)
Seems sorta like they want people to continue work on their game or something
or they abandoned it?
So they figured lets let people mod it
Actually its just the art assets on fab, not the full game sorry
Makes more sense
I think its to ensure that developers double check if it works on each version
You'd think, but moshimosh basically said "I let fab check for me" lol. Anyway I'm pretty sure I've seen them say something about it being a limitation of their build system, but frankly I think it's just a question of "we don't want to deal with it so you deal with it"
Anyone else has longer-than-usual approval time for updates these past few days? I usually get same-day approval when updating a plugin with bug fixes but my listing has been pending approval for two days now 🤔
I know it’s still within the expectable timeframe but it feels unusual
I have an update currently about 2 days old, but previous updates this week got a response within hours. I guess either a larger-than-usual number of people are submitting to the store this week or I've passed all the easy tests (e.g. they found a broken link in my documentation) and the next ones are more time consuming.
I wouldn't worry about it too much, though
it is usually due to possibility of each engine-specific version containing different code or assets instead of writing single multi-version code.
some plugins i've seen used that during 4.x 5.x but i find that bad.
idk it's easy enough I just add for example from a recent project ```// ========== BEGIN VERSION COMPATIBILITY SECTION ==========
// Make sure we have proper engine version macros
#include "Runtime/Launch/Resources/Version.h"
// If ENGINE_MAJOR_VERSION isn't defined, define it here
#ifndef ENGINE_MAJOR_VERSION
#define ENGINE_MAJOR_VERSION 5
#endif
// Helper functions for cross-version compatibility
// AssetManager initialization check that works across UE versions
inline bool IsAssetManagerInitialized()
{
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
// For UE 5.1 and newer
return UAssetManager::IsValid();
#else
// For UE 5.0
return UAssetManager::Get() != nullptr;
#endif
}
// ========== END VERSION COMPATIBILITY SECTION ==========```
What about the .uplugin 🙂
yeah, the same for me
thats why I made that tool lol, the one I posted above
I just found it annoying to do. but yeah normally I just let the poor Epic employee who reviews it to tell me the build errors for the ones pre 5.5 - I just dont want to have a bunch of engine versions bogging down my pc
Ahh. I didnt saw that. I made a similar tool in the past which also works for UE4 versions. It even shows you any build error of any versions and prepares all the files perfectly (removes the junk that fab team doesnt want) so you just have to upload them. But since Fab you need to manually change the Marketplace URl to FabURL.
ooh how did you do the version build error without the other engine versions? maybe im missing something and theres a way
maybe you mean this? https://www.fab.com/listings/5f5b357f-c6c0-4466-b616-25db02071c8d
It's what I've been using.
Sometimes it's able to build across multiple versions, but sometimes UBT complains about the compiler version. Still pretty convenient, though.
Oh damn this is sick
definately just gonna use this from now on
No I made my own
In UE4 "PlatformAllowList" is called "WhitelistPlatforms". Change that and it should work
I made mine in python. I can redo it in C++ and upload it as a plugin in the future
I just have a bat file which runs RunUAT across the engines I want to build :)
Yeah it requires to have those installed, but at least if it compiles it usually works... also RunUAT automatically fixes EngineVersion so saves you from having to modify that too
I just saw that they changed how price changes wouldn't immediately disqualify sellers from sales but instead it will only display the sale percentage based on the percent off of the lowest price in the last 30 days. I think that's a good way to handle it
Don't think 30 days is long enough myself, but yeah.
I think this is regulated by EU to 30 days
Something about displaying the lowest price in the past 30 days
Good guy eu with actual laws that protect people
It does? Didnt know that. This is awesome
Anyone knows of a public channel/social/whatever-it-is-nowadays where FAB pushes service updates for publishers?
Apparently Unreal Forum is where it's at
https://forums.unrealengine.com/tags/c/general/announcements/49/fab
Can anyone explain it to me the Total VAT column in sales report? For some row the VAT is 0 and for some row it's more than 0.
Different countries have different VAT amounts. If someone in the US makes a purchase it will be 0, but if someone in Germany makes a purchase it will not be.
it works for code, not for assets.
also use UnrealVersionHelpers.h UE_VERSION_OLDER/NEWER_THAN isntead of directly using version macro comparsion, it will save from possible typos
Cooked up this plugin, whatcha think is a reasonable price?
Nothing plays when I try to play the video, may be a problem on my end though, but I don't think so because I can load other videos on discord, just not this one
play it on dekstop, for some reason the phone app doesn't like it
(refrained from jumping in on the video itself because the showcased thing is not my area of expertise ^^)
From what i can see in the video, it allows you to create 1 animation from a sequence and a pose, translating it like a layer blend per bone would , on that particular bone that you choose right?
if that is the case, it does seem useful, i cannot deny that, but if that's all it does, its just a quicker solution to something that can already be done in engine, I think you'd need to add a lot more things to it to be able to sell it
No it actually blends the animation. It is like the blend per bone node in the abp but actually able to create new anims preserving the curves/notifies etc in the source animation
Yeah thats still, in my opinion, not enough to be worth money, its nice and all, but its just one little niche thing
Main use case I made it for was for GASP for example where you might have other asset anims which you want to blend with the current ones for the motion matching but let’s say your anim is shorter or longer etc it blends them together so you can create even the ones that are missing/ directly just integrate your anim into the system without breaking anything
But yeh fair
To be fair I don’t think you could do this in engine if I’m not mistaken - you place two anims in the layered blend per bone even if you perfectly record them somehow and set the play rates of one so it loops perfectly you lose all the root motion data etc
Or your doubling the whole abp completely as you also need a whole thing for the upper and another for the lower to get the correct two anims in the end to blend and then you’d have to factor in every single anim your blending and differences in play rates and bone blending parameters to get them to work
Hmm I guess one thing from this I probably need to make it clearer the value proposition of this
PSA from FAB Support : they're undergoing maintenance, content updates are on hold. No ETA.
No idea where that was posted online if at all, couldn't find anything about it.
That's so relatable. I'm struggling to upload my second asset pack as it keeps coming up with issues that weren't there on the first review and I didn't even touch. Then some issues disappear on the next review but some new one come up...it's really frustrating. Also, for this second asset pack it reports issues related to lightmap UV which are overlapping and that all static meshes (that are not used for particle effects) should have at least 2 UVChannels. Why nothing like this happened with the first asset pack though? And how do I fix this?
The first asset pack has pretty much the same foundations of the second, even if it was far smaller than this one, yet it didn't give me any problems, once I fixed what needed to be fixed. I'm confused by the logic of these reviews. I suppose they are AI made?
Happy Sunday everyone by the way ✌️ 😗
- Enable "Generate Lightmap UVs" on the meshes
- Set the Lightmap Coordinate Index to 1 (usually)
No more like they aren’t ai made and humans differ in terms of what they focus on . One dude might be behind and rushes it and leaves out a bunch of checks other dude checks every nook and cranny and so on
If this is true then it's a horrible service 🙈
Thanks very much 🙏🏼 i'll try this first thing tomorrow. Hopefully it'll be possible to set it in batch through matrix asset actions, as it's over 200 static meshes
just give each employee endless time for each review and pay them alot so they care enough to not lose the job ez pz
Of course, I wasn't blaming the guys at work, but rather the system 😢
Do sellers who offer their products for free, as in 'free for the month,' get any benefit other than exposure?
flat fee from epic
Do they need to apply for that or how are they selected?
afaik you indicate interest and epic picks. there is more interest than there are slots to go
Hey guys, did Fab charge us for platform fee? I read some information about fab is free of charges until the end of this year. So the developer will currently get 100% of the net sales right?
That was last year. Now you'll just give Epic 12% of your sales from now on.
Some creators make a living on Fab. Others make virtually no money.
For the first 3 ChatGPT points, they were kind of true at the start, but things are getting better (esp. if you stick to the Unreal subsection). For the 4th, I've never heard of that.
This sounds like a summary of a "design review" article I saw posted recently, which seemed out-of-date compared to the current state of fab (I think most of the complaints were things that either had already been fixed or were already available at launch).
considering you can probably get it to give you an entirely opposite view of this by just giving it a different kind of prompt, I'm not sure how much weight I would put on it
If you're asking "can you live off fab" you're already off on the wrong foot. I think a lot of people just expect to put their assets on the marketplace and make a ton of sales through word of mouth or discoverability alone. You are selling a product, you are a business. You need to take the appropriate measures to ensure sales, AKA Marketing/Advertising is something you need to take seriously. It is the most underrated thing.
Some of the best-selling assets thrive on organic discovery, but I don't think that will work for all product categories
Easier to go organic for high-end or unique assets
Yeah definitely not saying it can't work through discovery, you're just potentially limiting your sales by an order of magnitude
I think discovery via search on Fab is only realistic if you're selling something people are searching for
I don't think people search for my plugin but I've found some ways to get sales through people finding my site, and then finding the plugin through it
That reminds me I'm still not getting emails about comments posted on the plugin's forum thread...
The ChatGPT answer is actually taken from Reddit posts, I remember reading those. Because that's what ChatGPT does; it searches Google faster than you can and then it summarizes what it finds. It's not really an AI with its own mind, to be honest, so if course it's giving sort of outdated information.
Hello all! How can I share an asset with my teammate after I buy it? We will make a teaser for our project, but the teaser will be made in a separate project. So, is there a way to share the asset with teammates or give access to them?
Fab is per seat. So everyone should buy a copy of the asset if they use it
Just as a information
Only plugins are per-seat. Everything else can be shared with your team or subcontractors, as long as it's for your project.
It is for the same project, but for the teaser of the game. What is the way of sharing it? Can I give others access to download the asset, or do I have to start a new project and import those assets into it, then share the project with my teammates via Perforce?
What is the proper way of doing it? @vale prawn @undone valve
Thank you guys.
there is no downside to buying personal and no upside to buying professional if you are eligible for personal
so everything i checked out previously with the pro license, i can't use commercially then?
Personal and Professional has nothing to do with being able to use the thing commercially, it's only a nuance based on your revenues as a business as a commercial entity in both cases
You have to upgrade to Pro if you made over 100k in the past 12 months, otherwise you can coast on Personal
yea, but the assets i already acquired with pro?
will my license not count (since i am not making that range now)?
I don't follow, are you suggesting it doesn't apply unless i am a business rather than an individual creator?
If you buy stuff on the marketplace you are considered to do for commercial endeavors, not for your personal use
they should rename "personal" for "indie"
it would be less confusing
it's just a cheaper version of the same thing
both let you use things for commercial products
but when there's a sale, they are often both free
did you make >100k in revenue the past twelve months?
what i meant is the pro license disqualified from projects <100k
ofc not since i am new, but i am wondering about the assets i already checked out with pro, since i don't think i can change them now
they were all freebies
you can only pick one or the other the first time
hmmm
I guess the pricing only applies based on the past 12 month at the time of buying it, but it sounds really odd
No. You can use professional license assets for any income range

