#fab
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notably it shipped without HQ translucent reflections for Lumen
as I recall it didn't have nanite support for landscapes either
performance has also steadily improves with every version, to the point where it is pretty substantially faster now
It's missing features I would consider necessary for the engine to be of any real value
so ur telling me ue4 doesn't have any value?
my bad I didn't realize you were just here to waste my time
Hello, do you guys know how to update the new version? My link is the same for epic to compile my plugin.
But everytime I submit for change they think it is the same version.
Do I have to provide different link for everytime I update to new ver?
I always add a cache-busting query to the end of my link with each update. Like ?x=<todaysdate>
5.0-5.2 have insanely long startup times and weid bugs
I personally suggest UE4.27 or UE5.4 for the best experience.
UE4.27 if you donβt need nanite and lumen. UE5.4 is the least buggy version imo
5.0 isn't hated. It's just version numbers in general.
4.27 is 27 updates of v4. Each update usually becomes more and more stable/etc.
5.0 is theoretically the least stable version of ue5. And personally it seems 5.4+ are much better than the ones before.
Ohh that so then that way epic might know when to compile ?
Awesome thank you π
Yeah it's technically "a new url" every update. Even though I just update the same drive zip file.
Oh and one thing, the user of my plugins complain that when my plugin updates, they have to reinstall the plugin and they have to delete the plugin first in ue directory before adding the new one
So instead of updte, they have to reinstall
Have you encounter that issue?
Sure they aren't just confused since the install and update are not located at the same spot?
Update a installed plugin under "Installed Plugins". And not under the Plugin itself (the version won't show up)
Ah that makes sense!, I will try told them to do that
Thank you very much for the respond
ohh thats fair reason
yea i use 5.4 and i will not upgrade unless i really need new feature
Yeah. I got all my current projects on 5.4.
I also tested out 5.5 and 5.6 but they have the weirdest, most random crashes
belive it or not ill been using ue5 for like 2 yrs and it crashed only 4 times
also 5.4 is only version i have ever tried
i was making games without engine before
Yep. UE5.4 is very stable. I NEVER had a crash using it
nice
I've been dealing with this Launcher issue for over a year. Certain plugins just never trigger the update notification under "Installed Plugins", so I have to keep a close eye on discord servers for update announcements, then uninstall/reinstall for the latest version. This could be the issue your user is running into (and there's no fix as far as I know).
This usually happens when you delete the plugin versions and create new ones in the product listing while you're supposed to edit them, provide the new link and increment the version name, spoke with the support about it
Okay weird thing, i submitted an update to a plugin and it was accepted... did it twice even. but when i try download it etc it still only downloads the old version in the epic thing
idk if the dude accepting it is doing it properly as they literally insta accepted it in like 4 mins
Did you update the uplugin file's version number? Not sure if that has an effect, but it does say you should increment it with every release
never had to before but ill try that
bruh
it literarry got acccepted it 2 mins... are they even testing them
yeah idk still the old version 
im just going to go with the benefit of the doubt and say it takes a bit to update on fab
Then it (automation) probably just approved the store description parts.
anyone knows how to deal with this sitch? I'm stuck lol
yeh could be because the share link didnt change and their ai doesnt flag it for human review?
Im going to try that now, change one of the share links and hope that sends it up for someone to check it out
its either that or we got some lazy employee just accepting it
cool that worked
i guess you have to change the share links to get it flagged too
Yeah I guess based on delta what changed they either do an automated test for changed descriptions etc or do it manually for processing a version update
Have you changed the names of the versions in product listing? Maybe that would be enough to trigger a manual review for processing the update
I did that before and no it didnt
i think im being trolled or something
, idk like 8th time and still just keeping it with the old version
even now when you actually changed the link url? In that case I'd open up a support ticket
I am stuck in a tricky situation. My asset is on Fab but it's only for 5.5+ as of now. I am remaking it in 5.0 so that it can be used for 5.0-5.4 but the thing is, 5.5's default character uses the enhanced input system by default but 5.0's uses the legacy input system. This is a problem because the asset is built with the enhanced input in mind.
Should I change the 5.0's character to use the enhanced input system OR should I remove the dependency for the enhanced input system in my asset?
This is the asset in question: https://www.fab.com/listings/ac665da4-2d9d-4a45-8457-80f9f3376be7
I still don't quite understand what the problem is - why is it a problem that the third person char uses the legacy input system? This is a vehicle related plugin, what does it have to do with character inputs?
I have an interaction system (on the character) and it's interfering with the controls of the vehicles. For 5.5, the third person character comes with its own IMC so I remove that and add my own when entering the vehicle and revert when exiting.
Ah I see. Can you just provide your own example character as part of the project?
For 5.0, if I press "E" now, the character enters and exits the vehicle in a split second.
I am trying to keep it as "default" as possible, if you get what I mean?
Yeah that makes sense
If it's only for 5.0 and everything after that uses EI, tbh I'd probably just use EI and see if I get any customers asking about it
hmm, alrighty then
appreciate your advice!
I don't know how complicated it would be to set up in BP's to support legacy input in 5.0 for it π€
I kinda get the feeling that anyone who would be working on a newer project at this point would be using an engine newer than 5.0
Maybe there's some legacy projects on 5.0, but I kinda get the feeling they would be far enough at this point, that they wouldn't be the typical customer for a product like this
so you suggest I leave it with support for 5.5+?
If you can support earlier versions there's no harm in it, mostly just thinking about how necessary supporting the legacy input system would be :)
do you happen to know from which engine the default character starts using EI in?
Oh, I thought you said it was from 5.1
huh?
I mean you were saying the 5.0 character uses the legacy system, so I thought 5.1 and forward it was using EI
I can say that 5.5 does, idk if 5.1 does
Ah
Fwiw, my plugin supports engines down to 4.27, but there is one feature which is unavailable in 4.27. It's never really been a problem as far as I know
So the problem might not be that big for you either, or it could be solved by using a custom example character. I don't know how many people are using the default characters in their projects anyway
since I think the point of the character would just be a configuration example
Does anyone know if https://www.fab.com/limited-time-free has an API endpoint? I know how to navigate through the rest of Fab listings, but that page I do not.
Which version of Unreal Engine 5 are you currently using most?
I personally use 5.4.4
5.4.4 here too, for good enough backwards compatibility for plugin development
If anyone's wondering, it's i/blades/free_content_blade
@spiral jacinth may want to take a note of this π€·
Added to my notes, that will save me some times, because I actually WANTED to query this API in the future to show the free content and link to it so that you never forget your free content. π
I use it for the same reason too
besides, it does not have the 5.1-5.3 bugs
Can't really complain if it's a free but, "Pawn Shop System"? Really?
does any of this stuff even work?
also does anyone have any recommendations for c++ enemy ai, for horror games to be specific.
I haven't tried any of the plugins on fab for this, but there was a detailed talk about the topic a little while ago:
https://www.youtube.com/watch?v=5PaCeijYtAU
It might be worth watching the talk first in order to be able to identify plugins that are doing things in a better/worse manner. It probably doesn't have to match everything they did in the talk exactly, but they mention a lot of potential problem cases to look out for.
Okay, thank you.
That is complaining sir
also if anyone knows this.
Sometimes
@cloud gate Please use the #1054845218723209226 or #1054845120236757103 forums to advertise your work.
anyone familiar with Combat Fury?
I and my friends might do ur job...
but we need ur carful description
I'll message you
Yes it is, captain obvious π«‘
well actually, u absolutely can
what is the issue with it? haven't tried it yet.
Aiming for my first release on Fab before Christmas. How long does the process usually take when you submit? I've done it on Steam before, is it same same?
For plugins or art assets? For art it can be approved in 1 day.
A fluid sim.
It really depends. For a first release, especially a plugin, there might be some back and forth over requirements compliance (with some feedback more legitimate than other). It can take a few weeks, but it really depends. However, if your product is well within the requirements and Epic has nothing to say about it, then yeah, it can be approved within a couple of days.
Thanks for the help!
Just make sure to double, triple, no, quadruple check that you have met Epic's requirements listed on the website. Everything that you need to know is there but there a lot of people who miss these anyway things anyway.
Not everything
Question about licensing and free assets from the Unreal Marketplace. The only stipulation Epic seems to make is that you must be using Unreal Engine.
But what if you are rendering out EXRs from Unreal created from free assets for use in vfx plates?
Bit of a grey area.
Where is this stipulation? I'm fairly sure they got rid of the "only UE allowed" part of the license when they moved to the Fab License rather than the Unreal Marketplace License
Hey, is anyone else having this issue? The plugin update now takes over 3 days for me (still pending), whereas it used to finish in about a day
Yeah I've got one pending for about that time - it was the weekend though.
Try using a VPN
It may help
lol
You mean problems related to delays in updating assets on Fab?
Oh, sorry, my mistake I thought you are refering to downloading a plugin from FAB not updating your own plugin
ah yeah I rather mean updating my own plugin π anyway, no worries π
how do I market my asset? I've got like 2 sales and it hasn't improved since (I've posted it on LinkedIn, #1054845218723209226 and even reddit but alas, didn't make a difference at all.
Hey, everyone!
I have a free plugin in Unreal Marketplace and I am trying to migrate it to Fab to release an Update.
I have finally set up my fab account from my unreal marketplace account, but my plugin doesnβt appear on my listings.
Am I doing something wrong?
there is no unreral marketplace option
i made a new one and got zero sales 30 days later. Old ones still sell a little tho. I dont think it's a discoverability issue, maybe people just buy on sales nowadays?
It's a tricky thing unless your asset shows up regularly in search, but there's no way to tell because Fab provides absolutely no analytics data
I have a trickle of a few sales a month on mine, which I'm pretty sure is 99% through my website which has a bunch of UE-related info on it that people find on google, and find my plugin looking around on the site
The trouble with posting on things like LinkedIn and Reddit is that it's ephemeral. It's visible for most users for a very short time, and if someone visits even 8 hours later, it might not show up for them at all.
This is the problem with marketing anything on social media. If you don't immediately generate enough buzz that the content remains on top of the algo, it's gone very quickly. So having little impact from that is kinda to be expected I think.
Good marketing won't necessarily lead to good sales. Some products are just very niche or not of much use to most people.
Contact Fab support, I don't remember if there was a limited time period for Marketplace product migration.
Yeah, no amount of marketing will get someone to buy your asset if they're working on a totally unrelated project
hmm, that's fair, guess I'll keep signing up for all of them, then
I set it to be like 30% off so maybe I'll up the price a tiny bit
so we just gotta rely on whatever epic does in the background? π
how unfortunate
I don't wanna treat it as a full time job lol
I am confident that at least some people would want it
This is the problem with using someone else's platform, you have no control over it
You can try adjusting the product name or description to help it show up on search better but that's about it, and it's all really just guesswork because you don't know what kind of searches people are using, or if your product is showing up on search currently and the issue is something else
You just gotta play the long game, or up the number of products
fun guessing game, huh?
long game it is, then
I don't know what to make lol
question: am I safe to delete the google drive folder that I used to share the files with epic after the asset is live?
oh, it that was the case, I will need to realease a new one?
Honestly no idea, ask support and they'll answer that
fair point
or is epic using it to host the files? idk how it works
Yes, After your product is live it's on their servers and you can delete the google files.
But make sure you are keeping the source files on your PC for future updates and changes
Keep all your products on your PC
ah, that's nice to hear
yeah I am doing that haha
Hey everyone! Does anyone here uses Terminal Ballistics Plugin?
If yes, u can help me?
Does Epic provide any information regarding FAB related APIs? Is this a thing?
There's no documentation, but you can reverse-engineer them (at least that's what I do).
Would love to see an API to automate order verification, a discord bot for that would be amazing
I have that
Hey guys,
Anyone know if/when there will be a Fall season fab sale? They just started a short 4-day flash sale today, which does not seem to be as good as their seasonal sales. Unsure if this flash sale will replace the Fall sale and be the last one until Black Friday.
What do you mean "as good"? The discounts are set by each seller, so the theme of the sale doesn't say much about how good it is.
So in fab, how do i search for "Nanite Tropical Trees" - or even just "Pine" for that matter - it just returns random results
search for "tropical", unreal engine format only, 3D - nature - trees; read description for nanite
I mean, from my experience, I've noticed that discounts are often bigger when there as a seasonal sale (which last a couple weeks) as opposed to a flash sale (which is only half a week). It could be that sellers offer bigger discounts during seasonal sales as there are likely many more assets that are being discounted and more buyers or it could be due to any other reason. Regardless, I'd appreciate if anyone knows if/when there will be a Fall season sale. Thanks.
Mind sharing how you achieved that? I'm a bit green in web apis but I presume it is possible to send such reqest to fab via http?
A friend of mine "reverse engineered" the http endpoints and wrote a little python script that does the same requests as the Fab websites
thanks - setting the category helps to limit it - the text search doesn't work though, shows the same ones if I put "pine" instead of "tropical" - I would really like to see a simple search that just does that - searches tags and title only, no need for anything else, it just makes it unusable.
Try using search operators, like +"Pine" -tropical
That didn't seem to make any difference.
So for Fab, we need to:
2) Expand branches to "Nature&Plants"->"Trees"
3) Click on "Technical features", find Nanite, click on it
4) Click on "Format", select "Unreal"
5) In the Searchbar, type "+Tropical" "-Pine"
6) Look through all the false hits to find any that may be there
which still doesn't return the correct results.
In the old Unreal Marketplace, we just typed "Nanite Tropical Trees" into the searchbar and it returned a tight, correct list of results, no guesswork or hunting needed.
Please Fab, bring back the simple Title+Tag search system and make it the default.
I couldn't find nanite on the technical features, but other than that the result showed tropical trees as expected:
Interesting, there seems to be varying results if you go to the "Unreal Engine" section first (Nanite only shows from there).
Using the same criteria these are the results I get:
Oh, and to those high quality Tree artists out there - I'm pretty sure a good, reasonably priced Nanite Tropical tree pack with a good variety of tropical trees and ferns would sell well. π
This has nothing to do with fab or their sale, its up to individual creators and there isnt really much incentive for sellers to offer crazy discounts, it doesnt improve their revenue once a discount gets past a certain point
They may offer a 50-70% off if they feel like tossing a bone to someone whoβs on the fence, or maybe sales are very slow and they want to generate some sales velocity
I tried personal sales on Fab for the first time some days ago and it honestly performed much better than the usual seasonal sales. Main advantage being I can put my product up for sale upto 10 days. I opted out of the seasonal sale this time.
There is no one from FAB team in here, you have to open a thread in FAB website for this.
lol why is it 29% for one and 30% for the other
Rounding?
creator specifies 30% 50% or 70% and any display errors are on fab's side
I also hate working in Javascript π
Considering floats work the same in most programming languages... π€
yeah, ok, that's fair. Probably the currency conversion introduces its own rounding error to begin with (since it has to be rounded to cents) and then they do something like floor(100 - 100*(sale_price / base_price) )
although actually in my country we use a currency without cents, but they still display cents on the converted prices, so who knows how they are rounding things behind the scenes? π
Currencies are fun like that, there's also stuff like if you do use cents, what happens to rounding errors there etc.
JPY is another where they don't use a cent denomination but I think it does still technically exist, it's just completely unused as far as I know
This one is an interesting read on the topic for anyone curious https://cs-syd.eu/posts/2022-08-22-how-to-deal-with-money-in-software
I think correctly handling it all the time is a non-trivial problem. I've had cases in the past where when trying to buy something online which had the currency converted and included cents one payment processor rejected the transaction with an error about not allowing cents while another (paypal I think?) let me pay just fine using the same card. I guess one of them must have rounded the price from the merchant while the other passed it through as-is
Kinda funnily this is from the author of a library called really-safe-money, which fixed issues in safe-money lol
I guess safe-money wasn't quite safe
I got a weird error, I bought 1 asset, I paid it, but the transaction has a problem and I didnt get the asset in my fab account, but the payment has been transferred,
so I had to buy the same asset 2 times,
Fortunately its just 8$
and in my historic there is only 1 time procurement
What would be a good price for those tree's?
Personally I would pay around US$70 for it, but I'd wait until it was 50% off to do so, I think it would be worth US$140 if it was a full pack.
What I'm using atm is the linked pack which has all the foliage I need for the tropical forest parts of my island, it's good quality but not fully opaque.
https://www.fab.com/listings/03b628b4-955a-447e-b25f-daffaf94327d
Oh, I see! Was just wondering because it's hard to find metrics for these kind of things when Fab doesn't provide this kind of data.
It's probably a hard thing to quantify, everyone has their own idea of price, usually limited by income and increased by necessity.
looping to that since today, any idea?
any good deals on fab sale?
Lots!
Sky creator is the lowest it will ever be, and has a 2.0 update on the way. Calysto World is also 50%.
And lots of other goodies
Good morning all. I'm preparing my first UE5 mesh pack project for Fab and I've 1 question in 2 parts (for the time being).
- Do I need to provide the project compatible for each UE5 version? or just the first and the last UE5 version?
- If I need to provide the project compatible with as many UE5 versions as possible, do I include all those in the same zip? or each project version in its own zip with its own download link so that Fab can download and upload the projects?
Thank you in advance.
Try only a single version, the earliest supported, then open it in different later versions and check for errors. If there's none you can use that single zip for all versions by checking it compatible. There shouldnt be issues for art assets
If there are errors (serious issues), create a new version, specific for that ue release and use that as a for-all next versions
So if I understand you correctly. I should create the project in UE5.0, then check the project in as many next UE5 versions as possible, and if the material needs correction (it will have a "kind" of complex material) > fix > and provide that UE5 project version too.
Also, I don't think I can install ALL engines version, I can only install around 3 - 4 counting the one I've already installed. Would that be enough?
As for the second part of my initial questions: Do I include all versions of the project in the same zip? or each version in its own zip?
This is not documented in the Fab/marketplace doc page.
And thank you very much for your reply.
No, one zip and one version, but you can add new versions in fab, each with their own zip and different compatible UE versions for that zip
But id check the latest version maybe everything is fine and you need one zip
Yes, I just checked the first page of fab abd there are many good deals
Thanks again.
ABANDONED BUT USEFUL PLUGINS
There are a few great plugins that are great but eventually no replies from developers like 6months+ to 1 yr+, and some kind community members are trying to fix and make it compatible for newer engine versions.
For this case, would it be fair for these "abandoned plugins" to be taken over by epic or made it officially open source so that more people can help out?. Thanks
Fair - possibly. Legal? Unlikely.
That's impossible from a legal/copyright standpoint.
Yeah, Unless, there is a waiver for an optional release, like in the event that I, the dev unresponsive for xx months or year (e.g. death) that i give rights to epic or authorize epic to make it open source - something like that, to continue to progress and support of the plugin...
Not sure though if most are open to that tho hhee
Legal IP obtaintion and/or further exploitation can only be done by 2 ways (world wide).
- Owner releases IP through a signed agreement/contract.
- Owner sells IP through a signed agreement/contract.
Any violation of the above gives the owner the right to legally sue, which in most cases is not in the best interest to violate the IP rights unless if you are filthy rich.
Even if people would agree to that, I doubt Epic would takeover most abandoned assets/plugins since maintenance, updates for each new engine version, bug fixes, etc., would become extra work for them. Even if you would take a plugin you created and submit it as a PR to be included in the engine for free, they may not accept it because they don't want to take on that work for something complex that they didn't create.
OMG Why are the search results on FAB without logging in with an account different than when you create a free account and then do a search? So frustrating!
Yeah, I've thought for a while it would be useful to have a system/service which emails the developer every 3 months (opt-in), and if no reply in a month, releases the project as free on github or somewhere similar so others can take over.
And then a few months later, if the creator come back and find out that epic has released their project for free, they can sue Epic for it! Not a wise option for Epic to do it.
Maybe they just have to mention on such products that the creator of this product does not provide support for it if the creator is not replying.
I was thinking more of somewhere like GitHub doing it, and there would have to be a signed declaration obviously to avoid law suits. It wouldn't have to be a month, could be anything you set when signing up to it. This would be more for code plugins than artwork, there's some very useful ones out there - it would be a shame to keep loosing support for them if/when something happens to the author, if for instance you're on year 4 of your game dev, everything is tied into some plugins (but the devs aren't savvy with c++) - you find a bug which is a show-stopper - what do you do? There are options (e.g. hire a programmer) but they all take time and money - maybe more than the investors are prepared to pay. If the plugin/s are open sourced on github, the useful ones will keep being supported by the community.
He probably doesn't think it's worth the effort if won't respond.
Or maybe he was hit by a train. Who knows.
Probably just filtered out AI generated stuff when you are logged in? It's a profile setting
Has anybody used the Action Adventure Combat System by TravisTy Games?
The author claimed all the movement code (wall running, swinging from ropes, etc) were all client-side predicted just using blueprints and the CMC, but I don't really get how you can do all that without messing with saved moves and such
Fab is down? Unable to login
Yes,Mine is down too.
It works fine but I can't login
All of the Amazon warehouses are down, too.
Could it be the apocalypse?
Where would you sell your products if FAB suddenly stops working forever?
Looks like it's back online
door to door I guess
Subject to any applicable restrictions in Section 6 (Content Use Restrictions), you may Distribute a Project that incorporates Content as an included dependency to end users. When you make such a Distribution, you may, however, only authorize end users to make use of Content solely as incorporated in the Project in object code and you must restrict end users from extracting or otherwise using Content outside of the Project.
Would you people agree that by "object code", the eula means as a part of a packaged project and not say uassets in the case of Unreal Engine? https://www.fab.com/eula
I came across a web store that wants to distribute art assets as a part of larger "ready-made maps" (in uasset form presumably). It just seemed a little strange to me https://imgur.com/a/Uk1RTx8
The data centers are down, too. And so is the employee portal.
Should be back up by the morning or afternoon.
Yes, I agree, you can sell the packaged project (a game or interactive project), But you cannot create an unreal engine project and sell the project file.
It's against the law, If you inform FAB team about this they may take legal actions against that webstore.
cool, thanks
I once heard that Epic has a team for bringing such websites down.
the world doesn't like emptiness, new player would rise if FAB suddenly stops working, after all creators want to sell assets
Memes already flying around about it haha
Thatβs why everyone should have multiple income streams. Never rely on a single source of income! Unfortunately there is no other site that I know that is worth it to sell on.
That isn't possible
They don't know what they're talking about
Right? Thats what I thought!
It has 65 reviews sitting at 5 stars though, with a price of ~$100. So if the 1 review:50 purchase ratio holds true, thats ~3000 purchases, and even if all purchases happened on sale at $50, thats still $150,000.
So is it really that people are just buying stuff they dont understand and I too could make money if I had no morals? got good at marketing?
Lol
SGK v1 had an astronomical amount of 5 star reviews
It broke built-in behaviour like crouching, crouching would de-sync you
It was an awful product that reinvented the wheel into a triangle
And it used anim notifies for a lot of gameplay stuff, but unreal does not have a notify system that is reliable, i.e. whether its queued or branching point it can fail for cosmetic reasons
Most of the people who purchase fab assets don't know anything about game dev and are trying to assemble lego, they don't know how to test with network emulation etc. or with p.netshowcorrections 1
I should rethink my career decisions
maybe making money from game dev / marketplace is closer than I imagine
lol
I'm not saying that properly made assets don't exist
But most of the popular products are not properly made and should not be used in an actual game
That's a trap. Building something properly will not make it popular with the vast majority of customers
just have to have good marketing, which I am good at lol
well, I appreciate your response!
(and also your github lol, I just recognized your name!)
Just keep in mind that something fun/funny/silly and ultimately useless, will be vastly more popular than something foundational that is built well
Amazon.com said on Monday that a cloud computing unit at its data center in northern Virginia had largely contained fallout from a widespread internet outage that caused global turmoil among thousands of sites, including some of the web's most popular apps like Snapchat and Reddit.
The data center is coming back up now. Epic is one of the companies that used AWS, which means no Fortnite for you. π
They're not saying exactly what happened. All they said so far is that EC2 had a problem with automated Load Balancing, but no word about DynamoDB or Lambda. For all we know, an intern spilled his coffee and the wrong machine.
which means no Fortnite for you
-# Nothing of value was lost
We had Lambda outages so that was definitely also affected
What are that stuff on the roof
AC units would be my guess
Yeah, my guess would be AC units, too. I've never been on the roof. π
Huh https://80.lv/articles/amazon-allegedly-replaced-40-of-aws-devops-workers-with-ai-days-before-crash
Based on a Medium post by a person with under 200 followers on Medium... Sounds legit
Looks like his other (?) medium account has more, but basically all of it is worthless clickbait content
Hopefully, otherwise It'd be pretty ironic
Fab send me this email but i cant find the option :/
I'm not sure if this is something you can change. I think it's something you can only select when creating it the first time around
You could probably just reply to their mail and see what they say about it
i had a simple question, if i decided to quit my job rn and model day to night everyday and put it on fab. Would making a proper living on this marketplace actually exist?
look at the people releasing assets continuously over years, or keep updating existing assets. they are likely making enough money (relative to their local cost of living) to justify the effort.
look at the people who release a few assets then stop, or only release intermittently. they are likely not making enough.
i think most people are not making enough to justify sustained effort. this will vary a ton based on your local cost of living.
i am dissatisfied with my earnings and expect to stop making assets, but i'm also used to US urban bigtech salary and live in a very HCOL location
ah ok
i understand its depending on cost of living
Ideally you clear out your depts first to reduce your cost of living as much as possible.
Stack up some money too for slower months because the revenus varies a lot.
Then start building a portfolio part time, discover what you like to do and your strength (which you can monetize)
Just know that success is not a meritocracy, because you work hard on something doesn't mean you will be successfull. There the market, the economy, competition etc that goes into it too
So if you even plan to make a move, play safe
I'm happy that I did well but in my case I have a game out, assets on Unity, other on FAB (previously UEM), plus I had no depts and enough to live for a few months before going full time into it
ah okay π
thanks
Do you guys have big delays each time you open the FAB tab? I got the launcher waiting in black each time I do click to something for minutes
its not you
the servers have been funky since amazon stuff
Beautiful
Hello i hope everyone is doing well, i would like to ask a question on the procedure to sell something on the FAB. How do you submit your project ?
To me has been like always but only the launcher the one getting stuck on every page sadly
Yes
HOw do i download the 18000+ quixel models and materials i supposedly own from the giveaway? Bridge sends me to fab. They are not in my Library.
Where the hell are all my assets?
They should be here: https://www.fab.com/sellers/Quixel
Unfortunately, I don't think there's any way to filter just the ones you own...
there does not seem to be the filter that i can find either. thanks for the info, but so far it is telling me i need to purchase what i already own.. WTH
it makes no sense that the few i have found that say 'in library, are Not in my library. half ass epic as usual, or epically half ass as usual
There have been some new quixel assets released since the giveaway. Basically, anything released this year (or since ~November/December '24?) isn't included
I see a mix of owned/not owned assets
yeah, i am finding a few
yeah, having them in a separate section of the site where you can't separate owned assets from non-owned assets is really annoying :/
I wouldn't mind as much having them separate if we could just say "only show me stuff I own" or "only show me stuff I don't"
or even just let me use Bridge!
indeed ^^
this is the typical epic BS.
i cannot download what i own
oh, that's weird, I had the opposite problem a while ago where the search page would say I didn't own anything but the individual project page said I did. Looks like I have the same issue as you now, though...
this and many other issues like this idiocy are why i entirely walked away from the engine a couple years back. i just use the assets now. went to Unity, which is a whole different type of idiocy π
I'm getting this generic error trying to add this or the Electric Dreams Env sample project. Tried in two different accounts, two different devices, and a colleague (who's in another city so we're not on the same internet connection) is also getting this issue...
well, with three of us having issues with the store, it is probably down. four if we include your out of town friend
thanks again for the for previous information, and the verification of current issue. I will try again later then
maybe there's still some side-effects from the AWS outage this week π€
Abandoned railway. The package includes everything in the screenshot and video.The demo scene has an atmosphere with scanned vehicles, wagons, and many different models.The vehicles have plushies, but you can remove them if you don't like them. Niagara is added in the style of anomalies.To work with Niagara alone, you need to add the NiagaraFlui...
#1054845218723209226 , not here
ΠΠΊ
Just wondering {hoping it's fair asking here} which Weather system is, among the available assets, the most complete, overall, right now? My main project takes place in Antarctica and, among those systems I've seen, Hyper's got the one whih seems to work most in depth with the environment but I cannot be 1900% sure. I hoped in some feedback from someone who used that and others {eventually for the same kinda environment as well}, for a fair comparison. Thanks in advance, as always.
PS: I'm specially interested in cumulative deep snow {eventually working well with TrailHunt PRO, for those who are familiar with that asset}.
I like infinity weather
I like Sky Creator but I think it doesnβt have deep snow. There is another plugin called interactive world which I use for deep snow
Try using a VPN from another continent, It may help
So is the epic launcher auto-updating engine plugins a thing now? Two plugins just autoupdated on me, and a bunch others are prompting to be updated. Never seen them autoupdate before.
If so its probably something you can disable in settings? I havent noticed autoupdating but I really havent paid attention either
Come to think of it you might be right
How to hide owned assets!?
on the fab website.
like a normal ecommerce site would
whaaaaaaaat the fuck.
since when is there a limit? XD
I have 5 different wishlists with over 800 wishlisted assets in the unity asset store. I can't have more than 200 total on Fab.
i hope this changes soon
(this is on fab using an internet browser btw)
I never knew that FAB has a wishlist π
don't tell Epic or they might remove it π
Woah, woah, there buddy, don't give them any ideas.
but... why?
i was working on it a while back but never got around to posting it on the fab store
But sir #1054845218723209226
That's not what I meant. It's in the wrong channel.
As Lucifer Dawn said.
I thought that was for actual projects. This is just an asset kit.
It's for all projects/ products afaik
Besides theres other people posting their fab stuff in here before i got in here
Thus my confusion
Yeah and they get told to go there.
Did they?
They should
Oh wait i see it now
If you look at the pinned message
I rarely do
Come here to discuss the Fab digital asset marketplace. Authors and customers are both encouraged to share their experiences. Your Fab content goes into #1054845218723209226
ππ»
Well if this channel just exists to rate and review it I'll say its been a pretty shit experience so far
People mostly seem to just complain about fab here π€·
It's various bugs
Features that it could benefit from
Their review team sucks exposure is terrible and somehow a ton of egregious AI shitposters are getting past the review team in droves what i can't even get past them for just a few items
Partnered with arghanians puzzlebox to release a kit because i thought doing it with an established creator would help my chances but we've only had a couple sales period
I think the bottom line is you somehow need to drive traffic from off of the platform since they're not really going to do it for you
Advertise on things like twitter etc
I don't have it
I think some of the sales so far actually may have come from posting it in discord
Which might lend credence to the idea there is no real natural discovery on the platform
Why so serious?
This isn't your first time, lol.
I'm talking about fab?
This is true. There is no discovery in Fab.
but, as a developer, where would you expect to see assets that you aren't already searching for that would make you want to buy them?
if I saw a paid ad on reddit for some toolkit or mesh package, for example... I doubt I'd ever bother with it. The chances that someone happens to be advertising an asset I'm looking for just seem so tiny.
maybe I'm a bit of an outlier, but I pretty much only buy assets when I have a specific problem or need in a project and I find one which will help me address that, I don't just buy random stuff that looks cool. So if you happen to have an asset which solves my current problem, the best way to make it discoverable to me would be to make it appear in the search results on fab or google (maybe itch?) when I search for keywords related to my problem or what I imagine the solution would be. I wouldn't even attempt to search twitter for advertisements π
I think there is some room for plugins and quality-of-life tools which might improve someone's workflow in a way they hadn't considered before, and for those cases getting their attention might be enough to lead to a sale. But for the majority of art assets and plugins I don't think this is really the case. I'm not likely to buy a bunch of medieval horse armor when I'm making a sci-fi spaceship dogfighting game, or very detailed zombie and demon models for my cozy animal cafe game, and I probably don't need a utility AI plugin for a visual novel.
But everyone wants electronic nodes, right? π I think most assets fall into a much narrower niche than that, though.
Yeah please move your post to #1054845218723209226 !
I think FAB should add an option that allow creators to create subfolders in their FAB page for their projects and sell each asset used the project separately. For example, I have a post-apocalyptic project which has hundreds of 3D models and decals. I'm not going to upload it on FAB since I prefer to sell each asset separately. It's not easy to upload hundreds of assets on your shop now. Also, having hundreds of assets on your FAB page will distract the viewers unless there are subfolders in your profile which contain those assets.
it is possible to limit a search on fab to just the assets from a single creator, so as long as all the related assets have something in common in the title, tags, etc., it should be possible to filter out just the post-apocalyptic ones. That doesn't solve the tedium of uploading hundreds of separate listings in the first place, though π
it's possible but having hundreds of assets in your page without subfolders in really distracting for viewers. Let's assume I upload the post apocalyptic project on my FAB. When a viewer open my page, they will see hundreds of assets on their screen that belong to my post-apocalyptic project. The rest of my assets which are not post-apocalyptic, will be lost among them. Viewers don't spend time on checking hundreds of assets to find the one they need. So, Having subfolders could allow me to put post-apocalyptic assets in one folder which will not distract viewers and give more visibilty to the rest of my assets.
But do most users just browse without searching or filtering at all? I mean, for sure if I'm looking for grass and I see a page full of post-apocalyptic rubble I will not feel like I'm in the right place, but I'm just not sure how I would get there if I was looking for grass in the first place π
There are a couple creators whose pages I check once in a while for new stuff because I really like their style, but I wouldn't be confused if this week they had something different from what I saw before, and as long as their naming conventions aren't terrible I don't think it's a challenge to filter out the ones I'm interested in.
Unfortunately, all we can do is wait for them to fix Fab. It used to be that if you searched for something, like grass, then you'd get a friggin train or a house instead of grass. Search has improved a bit since then but not satisfactory for me.
I honestly don't feel like uploading anything until they fix it.
I remember one of the first things I searched for when it launched was a mop and I had to scroll to like the 6th page to find one, the rest of the results were completely unrelated (except by being somewhat similar in spelling, like 'cop')
seems ok today, though, haha
I remember those days very well. π
There is discoverability, just play the long game, put related tags and good media. I have done zero marketing and just released asset packs and they still sell
btw the pack I did try to market has zero sales so far lol
at most you get it bookmarked for sales. I think people buy a lot more on sales nowadays with the current world situation
Sorry to hear that
if anyone at epic is seeing this, when I click this tile from my library, I want to see what megascans I have!! I don't want to go to Quixel's seller page -_-
howww, I got 2 sales overall π
thats good! π
I like this idea too.
So the UE5 Vite fork is straight up using code from paid Fab plugins.. 
https://x.com/toreler/status/1983123376995541004
Yeah....
Poor Dmitry
Sad part is the CMAA2 he reworked is open source they could put in the effort themselves and it would likely be fine.
Yeah the actual open source part of it is fine. Even thought they funny enough removed the open source license from CMAA2 the first time they added it to the fork.
Don't worry, I'm fine π Just annoyed a little. And I can't comprehend how they don't get that not having copyrighted stuff is actually for their own good lol
Some people never learn.
Question about asset compatibility.
Really want to use the street lights pack.
But it states 4.27 compatibility?
https://www.fab.com/listings/438da69d-5fd7-4da9-a21f-f0af32e14d3c
What could be the issue if I try and use in 5.6?
I emailed the author a few days back but no reply.
Version 2.0 Free updateHighly detailed New York style Traffic and Street lights pack for your game. The brand new updated Version 2.0 comes with better details, less triangles and only one 4K texture set for all models. You can choose between two texture sets, one set contains usual wear looking traffic and street lights, the other set contains ...
You should be fine. I have never heard of meshes being unable to work with versions after the supported versions. In very rare cases blueprints can be incompatible with that big of a version jump. But you should be absolutely fine to use that in any UE5 version. Nothing has changed about the structure of meshes. You will have to click an extra button to allow it to be downloaded into a project that is not a supported version. Otherwise put in a 4.27 project and export it to your 5.6 project, but the previous way I mentioned is a lot easier
4.27 compatibility simply means it was initially released or updated for 4.27, and the creator just hasnt updated the published version. But it's just assets, and they are always forwards compatible. Sure you might be missing some bells and whistles that UE5 offers depending on the asset, but there's no reason why it wouldn't work
Just seems like the author has moved on
William is right. Unreal has forward compatibility, it means that assets that have been created in lower versions often work in higher versions. For 3D models you won't face any problem most of the times. For bluprints you may face problems that can be solved easily most of the times. I checked this projects describtion and there is no bluprint in it. So it probably works fine.
forwardcompatibility
backward compatibility. Unreal notoriously doesn't have forward compatibility for assets.
Thanks
Eeldev is selling GameplayMessageRouter (the epic plugin itself) on Fab for 150$, that guy is something else, and it's amazing Epic is allowing this thing: https://www.fab.com/listings/03b46864-12de-41c6-8624-00ece4d59e19
Oh, Sorry, I just realized for long time I was using the wrong words for it,Thanks
How do you know it's the same? π€
That seems like a pretty stupid thing to do considering they seem to have many legitimate looking plugins
It looks exactly the same -
I think if you are sure about it, you have to report them to FAB. They will review this claim and take actions if necessary.
I don't think there's anything forbidden about it, people resell Lyra assets all the time
What is the license for those assets from Epic? Unless the license permits resale then obviously they can't do it and it's just Fab dropping the ball
And somehow I doubt the license is that permissive
I found this in epics EULA
You may not sublicense or resell any Epic Content (including Sample Content, Starter Content, or Marketplace Content distributed by Epic) on a standalone basis or as part of any content library or asset pack.
There really are multiple assets reusing Lyra and GASP thingies, most of them with some modifications but it's not the only one.
the fab rules allow using epic or CC0 content for showcase purposes. they can not be the bulk of the offering or a core part of it
quixel not included in that
I mean, I'm not really trying to defend Eeldev here cause I do think reselling a free epic asset is quite shameless but here's an example of a paid product that contains Lyra and GASP assets aplenty, (this asset also contains way more than just those two so I'm not attacking this asset or anything) - https://www.fab.com/listings/cc47f1f6-0ab5-4f1e-85f8-aa0d5aab8e12
I dunno really, seems like rather murky territory, honestly makes 0 sense that epic don't bundle the gameplay message subsystem in unreal, it's small and inoffensive and it's used in their official samples, go figure.
Hi, tβs been a pretty hectic week and I totally forgot to share this here β but my asset pack Construction Props was selected by Epic to be part of the Free for Limited Time program!
If youβre interested, itβs free to add to your library until November 4th.
π§± About the pack:
The Construction Props pack includes over 100 props and 5 pre-built prefabs, designed to help you quickly and modularly create detailed construction sites for your games or projects.
This is the initial release, and once I finish another project Iβm currently working on, Iβll be adding more assets for free as an update β for everyone who grabs it now or already purchased it before.
Big hug, hope you enjoy it and find it useful!
For download, please go to the FAB website and check the free for limited time section.
Congrats
It's not that you can't include some of Epic's content, as long as that's not what the bulk of your product is. You can use it for showcasing/demo purposes. Up to a point.
Am I misunderstanding it? My interpretation was, let's say Ultra Dynamic Sky was released for 5.4. It is not backwards compatible with 5.2 (it is but bear with me here) because its only available for 5.4 and onwards.
But it is forwards-compatible with future versions of unreal.
Could I be getting it the wrong way? I assume it depends on the point of view? 5.4 is backwards compatible with tools/assets that were made in prior versions. Assets and tools are not backwards-compatible with prior versions of Unreal.
Backward compatibility:
Assets made in 5.5 can be opened in 5.6 (though breakage may occur, but rather uncommon)
Forward compatibility:
Assets made in 5.6 can't be opened 5.5, no matter what
The terms refer to the system dealing with inputs, not inputs dealing with the system
- Unreal is backward compatible because it accepts inputs designed for previous version (backward)
- Unreal is not forward compatible because it doesn't accept inputs designed for later versions (forward)
ahhh fair, I assumed it was a perspective thing, in relation to what the subject was
thanks for clarifying!
unreal engine is backwards compatible
unreal assets are forwards compatible
and any code written for unreal is only guranteed work in the specific version is was made for π
But pretty likely to work on other versions, slightly depending on what the code does
Ok thats basically exactly what I was thinking haha
Anyoneβs having issues submitting updates to FAB today? I keep clicking βsubmit for reviewβ get a spinner and it goes back in draft mode instead of βwaiting for reviewβ π«©
ahhhh i forgot about fab
This is how funny FAB works at times, on the already most of the times acting funny launcher... *{might always work well in memes tho'...} *
Anyway... fellow sellers... any insight about how well it goes selling just 3D assets goes on FAB? I'm a Furniture Designer and I would put some stuff of mine on FAB but I'm not sure how good might be going or bad! Any hint would be highly appreciated. Thanks, in advance, as always. Cheers...
π«‘
A "boutade all'Italiana" inspired by the legendary icon of Italian comedy, TotΓ² {in one of his famous movies he tries to sell Fontana Di Trevi to an American tourist}, no doubt... π π
take the money π
and sell out fab to become a blog?? no sir
I've got a few random people emailing me about buying my website where my old blog is
I always quote them something ridiculous like a million dollars
I've not updated it in many years, still occasionally get emails about it in particular by people wanting to place ads or ads masking as guest posts... same deal, ask them for 10k or something. Nobody has yet taken me up on that. Sometimes they get so upset about it that they start insulting me
Never happened to me but one year I didn't make it in time with the renewal and the domain was gone... some domains reseller company got it and kept it available to buy it for almost 6k Euros...
I had to wait 2 years watching the price slowly going down till they dropped it the 3rd year because nobody claimed it {I had no budget and no intention to spend so I simply chose to wait and my choice paid off indeed... I did try to reach them out, actually, just out of desperation to claim it back because it was a domain with a 15+ long years history, but they never dared answering!} or bought it, so I could get it back.
Honestly a part of me right now wished I did sell it myself when still had, apparently at least, such a value I didn't expect could have for sure! π
Anyway... speaking of unfunny things... how big is City Sample supposed to be? I read it was far bigger that 46GB but that's how big it seems now while it's finalizing the installation. Looks weird to me π€
Sell it to them with a good price
when downloading packs like these, do I have to individually export each model here to use in UE or is there another way to do this?
because sometimes they come in one-bundle mesh
I'm pretty sure that the seller is supposed to include these models as separate meshes. If he didn't, then you'll probably have to edit this in Unreal's Modelling Mode.
Sorry to bump this; contacted support but got an automatic-looking reply asking for a screenshot of βthe error messageβ when my message was describing the repro steps and the complete lack of any kind of error β just, nothing :/
what does one do in a situation like that?
Try replying to it again. And see if it gets a better response
Fwiw I just submitted an update and it went through without any issues π€
I did, they say they reached out to the dev team and will keep me updated which is better but apparently Its an isolated problem ugh
At least it was better than an automated response! Hope it get fixed though π
Yeah itβs unclear what the problem is I looked at the JS console and Axios return a 503
If the product is created in unreal engine, for sure you can migrate each asset to other projects separately,
If the project is created in Maya and all the objects are combined, you have to separate it in maya and then import it into unreal.
Is fab down right now or is it just me? Having issues logging into the launcher too
Oh yeah just noticed on down detector as well
Piece of crap service
This is not the advertising channel.
No ads
sorry, removed the post, had no clue
Hey guys, any way to unflag all mature content from fab? It's very annoying to click on every single asset that has mature flag to see whats inside.
And the problem is, 99% of these mature flags are wrong imo.
Soo
I am here seeking some developer council.
Do any of you know
A AAA quality ledge climbing asset that works on moving objects and is ready to use ?
On fab or Patreon anything I just need it.
99 percent of times that FAB is down, It's down for everyone.
Hell yeah, they treat us all so well equally πͺ
https://www.youtube.com/@md6products7480/videos maybe this? not sure on moving objects
It certainly looks good but I can't find any way to reach the author by.
Because it's a very specific use case and I don't want to spend the money for it to just not work lol
ooh we got a kitbash 3d banger this time
Thanks a lot, just saw your reply.
Nice pack, too bad it's very niche.
I could use the other one, the iron forge clone, but the graphics are like from 2002
that's a wolf, no?
who knows? it might prompt someone to start making a dieselpunk game
I did want to make one myself but unfortunately, no skills
I feel wolves have bigger ears and longer noses.
Not the nose really, but longer faces?
the color of the fur and the length of the teeth makes me think it's a wolf haha
also the eyes
it barely looks like a dog
π€
fair enough, to each their own
the creator does say it's a dog so I guess it's a dog
looks like a Husky to me
That is clearly a cat.
So have you guys ever been sanctioned by Fab? My asset just got sanctioned yesterday for "violating someone else's rights," but they didn't say WHAT. My only guess is IP rights, but mine is not direct copy of anything. The rules are very vague (by design), and I'm not even sure who reported me. Sent them an email today, so maybe I'll find out soon what is even going on.
They didn't even say which asset was reported?
They said which one it was but they didn't say why.
oh, I see. That's really frustrating :/
looking at their copyright report form, they actually ask for some fairly detailed information:
https://www.epicgames.com/help/en-US/contact-us-copyright
I'm surprised none of that gets forwarded to you
I'm not 100% sure if it was a copyright violation; it's just a guess.
I almost don't care because I don't need the extra money extra from Fab and it's a POS website.
For example, I clicked your link and this is what it shows. The website is a friggin joke.
Now here is another issue: if this actually is a copyright violation, which it isn't, are they going to apply these rules fairly to everyone else? I see quite a bit of models on there that are 100% direct copies of real world objects. For example, you can find the Smith & Wesson R8 revolver from multiple sellers, and they are all from the same tutorial that some dude uploaded on ArtStation. The geometry changed only slightly, if at all.
If you Google "reddit fab my product got sanctioned" you will find a lot of people going through the same sanctions. 
Check this one out for a good laugh:
Fab. Epic's greatest success story.
Maybe they should have called it the Fortnite Marketplace and they would've gotten more resources for it
Maybe when UE and UEFN come together then it'll be more Fortnite based and actually get some care?
Could actually be π€
IDK if these are still up there, but there are (or were) sellers who would rip Fortnite models and then sell them on Fab. No copyright infringement there apparently.
Just lazy moderation there as usual
Is there a specific way that fab prefers for me to add a link to a webpage on a menu?
I tried submitting a plugin that uses FPlatform::LaunchURL when you click the documentation button, but it got flagged as possible code injection.
I use SHyperlinkLaunchURL in mine for the docs link
If you have a hardcoded URL, and don't have string interpolation into it, it seems LaunchURL seems it should be safe and maybe you can just tell them to look at it again because it's just opening the docs URL
pretty sure SHyperlinkLaunchURL literally just opens the given url using that very same function
unreal assets get far more scrutiny than other formats
redundant bc unreal is Fortnite Engine with a grandfathered name
Agreed, and unfortunately SHyperlinkLaunchURL doesn't have a style attribute, so it looks like a link (which it is) , while I wanted it to look like a button, since it is on a menu π
I changed it from a variable to a static URL, so it can be seen as safer, and added a note explaining why I use it, let's see if they approve it.
Thank you very much!
Edit:Oh I see I can request a refund..
I bought the VAMP vertex animation manager plugin and regret my choice. The dude is crashing out in his discord..
Yes, but you would likely need the creator to approve it. If the plugin is actually defective (or doesn't do what the listing says it does) then you may also get it approved through Fab support, but if the issue is just that development is not going to continue it may be more difficult to make the case for it.
(that said, if you haven't yet downloaded the plugin, then you have 30 days to request a refund no questions asked)
it doesn't hurt to ask anyways, but there's a chance they might not grant it
Oh the creator blocked me after I politely asked. I'm pretty miffed right now. Oh well lesson learned.
He's saying stuff like this in his discord.. (this isn't in reply to me)
lol, that's terrible XD
I'd ask Fab support. If the creator only provides support through their discord and they blocked you without a good reason, you could certainly use that to argue your case (creators are supposed to provide support to users, after all)
Thanks appreciate the advice.
Who the hell talks like that, lmfao.
I'm not so sure about that. There are Unreal plugins that have been up for years and then suddenly got sanctioned despite being the only plugin of its kind. I think this may be an error.
sadly i dont think its the case, support cannot be enforced
OK, my sanction has been lifted as of now. I guess there is hope for this platform then, lol. It must have been either an automation error or a copyright troll. I still don't know exactly what the sanction was for or who reported me, but w/e. We can leave this behind us now. 
I think it's always going to have to be something handled on a case-by-case basis. I'd be hesitant to publish anything if Epic had a hard rule like, "all support requests require a response within 24 hours" or something like that, but there is an expectation that sellers are available to be contacted for support somehow and they actually provide some degree of support to customers who run into trouble. If someone used my support channel to just harass me I'd feel pretty justified in blocking them (and would be shocked if Epic would consider taking action against me in response), but similarly if I tried to get support for a product and only got harassment in return I think it would be worth contacting Fab about a potential refund.
I would expect (hope?) that they'd probably only take action or give a refund in really extreme cases. I think there's a bigger difference between poor support and no support than there is between good support and poor support (but I don't make the rules at Fab so I have no idea if/how they would handle this kind of thing, haha)
I've been working on this Skeletal Scatter tool for the past few months. https://i.imgur.com/391bsvJ.mp4 It's a blueprint tool to help decorate using a skeleton and whatever animation/pose you have (Rigged to Manny). Everything is puppeteer by a skeleton but the bones are nanite static meshes.
I don't know what kind of asset this would be though? I assume it falls into "Tools & Plugins" ? Then procedural system? Modelling? automation? Physics? I have no idea. Can anyone help? I usually only make 3d assets, this is all new.
What will be included for release:
A UI tool to scatter/place a skeleton into the scene with the ability to:
Select from a variety of premade materials or apply custom ones easily.
Select from a variety of poses or apply a custom one easily.
Select if you want to use nanite meshes or standard ones, standard ones are proper lowpoly models with own UV set, materials and textures.
The ability to decide what parts will detach from the skeleton.
The ability to hide and not simulate parts of the skeleton to begin with.
The ability to visualize what bones will split/simulate before actually simulating.
3 simulation methods
N1: Ragdoll to get the skeleton where you need it, includes the ability to create constraints per bone and drag them around to better place the skeleton.
N2: The skeleton explodes into the components you have selected, this can be done in multiple passes.
N3: Only simulate specific bones while the rest of the skeleton locks itself in place.
Options to randomize skeleton ribs, teeth, spine
Options to move the jaw
Options to crack the skull into it's plates.
Select from a variety of premade templates for breakdown or easily create user based ones via the tool.
After the simulation you have the ability to:
Spawn the simulated assets into a folder in the level in the position they were simulated in.
Spawn a skeleton in the position it was ragdolled to
Extras:
A skeleton rigged to Manny.
A tool to combine the spawned bones in either a static mesh or as instances in a blueprint.
With more skeletal thing to come, I plan to keep working on this until the new year.
This belongs in #1054845218723209226
I'm not trying to promo, just wondering where should I put this tool under when released. Sorry if this was the wrong place
The categories at the moment are a bit annoying. Because a thing can absolutely be a "Tool & Plugin" but that category only accepts code plugins, not blueprints. It's frustrating. So just find an alternate category that you feel suits your product.
that's pretty cool
obviously, animation doesn't work underwater so it's important to separate those
Imagine you have a game template or system but just because it has some C++
Its βTools and Pluginsβ.
If someone comes looking for game templates, im sure βTools and Pluginsβ is the last thing theyll want to click.
Such a backwards system.
You write a tool in BPs only and it canβt go under βTools and Pluginsβ
π
Not sure if they even allow you to have C++ in some of those other types so it's kinda messy
Yeah my understanding is if there is any C++, its a code plugin, has to go in the plugins section. It's annoying.
That said, based on my own browsing habits, I'm not sure it really matters. When I am looking for something, I never really use the categories. I just search. The categories aren't particularly helpful when i'm looking for something specific, I only ever use them for window shopping, seeing whats around.
Yeah I mean mostly meant that you can't have C++ in a template and you can't have BP's in a code plugin so what do you do
My first sale on Fab 
I didn't know, thank you. Game systems > Procedural sounds like the most accurate even though it's blatantly a tool.
You can have BPs and Content in a Code plugin.
What you canβt do is when the plugin is βContent onlyβ it cant be called a βToolβ or placed under that category.
Funny thing is these days tools are definitely scriptable with BPs only.
Editor utility etcβ¦
But no, its not a tool according to fab.
Yes, there are exceptions.. But generally, this is setup like this because users need a clear distinction between "Has Code" and "Doesn't have code"
I believe new categories are in high demand though, especially to broaden the "Code Plugin" a little bit
Actually, it looks like there is a separate category field for plugins.
I agree should be clear.
But does it make sense to say β Game Templateβ or βCode Pluginβ ?
Like it canβt be both. Its like an either or switch.
Basically β A code plugin can not be a Game Templateβ ,
You are either a Game Template, or a Code Pluginβ¦
π€ huh?π€·ββοΈ
The clarity of has code should be a Tag or label somewhere, not as part of the Main categories.
Or Code Plugins should have βGame Templateβ and βSystemβ as subcategories.
not supposed to be on the same Category level,
I looked at the categories, so Game Systems = Blueprint, Tools & Plugins = C++.
Game Templates is it's own primary category, but it's only blueprint?
if it has C++, even 1 line. it gets Demoted to βTools & Pluginsβ. I doesnβt matter if the code is 99% Blueprints.
And that's fine? This way everyone who expects zero C++ in a project will know if it meets that requirement or not
is it though?
The template section is the only confusing one, regarding C++ / Blueprint.
The other 2 categories are totally fine and structured the way I would expect them to be
A βGame Systemβ Cant be written in C++?
Just cause it has a line of C++. It loses the right to be called a system?
I think you're confused what these titles represent. If you open them up, you would see the exact same sub-categories under both.
A lot of users don't want to touch C++ or have it in their project, it's their right to be able to distinguish between what has C++ and what does not, at glance.
And that's why we have Game Systems and Tools & Plugins.
Ugh, a single line of C++?! What the hell is this crap?!
You expect me to pay for that shit?!
How dare you!
It's a funny argument, but if you have a single line of C++ it sounds like you are doing something wrong tbh
oh look, so they have some actual rules
sadly i wish it was true, but in reality its dead rules
i have never seen anyone got in any trouble
publishers do ban ppl on their discord for just pointing broken things out, do not provide support o provide lame docs, dont need to answer any emails really, dont even need to answer on fab asset forum thread if they have one
i have read countless of cases, nothing is ever done
even if lets say it would be possible, who would decide and on what basis if the support should be given or not, and to what degree, its very hard to define this, and who would have time for that
i understand both sides, a published is not your personal tutor, has no obligation to teach u anything or for free, to spend time on your problems
but most of the times ppl tend to not understand the difference between what is pure asset support and helping to use an asset in someones game, they ask everything even if its not really part of strictly asset support
so in my opinion, this is not enforceable at all on many levels
i can only recommend to carefully check and verify asset beforehand if its really important for the project
better be safe than sorry
And blueprints can be precompiled, meaning you don't need to have a code IDE installed, which is not the case for C++ based projects.
Are you talking about the buyers who basically ask you to make an entire game for them as "customer support?"
why, what is wrong with using things that are not exposed to BPs by epic? Ton of small things are like that
Nothing wrong with it? But it will land you in the Tools & Plugin section, which is right in my opinion
βOr have it in their projectβ
thats all their running in their βBp Only β Project. What do you think the engine runs on? C++ plugins. When you βenableβ a plugin in a BP only project, guess what youβre enabling or having in your BP only project, yep a C++ plugin.
Touching it is always a choice.
well sure, thats an exaggeration, but im sure u will find some ppl like that too, but even if its not entire game, just a specific small part, there will be still many of buyers expecting to tell them how to use the asset in their specific case even if everything is in the docs, thats not support, that tutorials
I work primarily in C++ with a custom engine fork, I'm sure I understand all of this. Unfortunately doesn't counter my argument though.
All of those plugins are pre-compiled and doesn't require you to recompile your project, no IDE required.
The same goes for UE Plugins you install from Fab.
They are pre-compiled and dont require you to recompile your project
What do you mean
So, instead of the straw man argument of A single line of code, how would you handle a project with 49% C++ and 51% blueprints? Where is the line in regards to how we categorize these projects?
in my opinion its not, generally speaking i think epic rules are complete nonsense
they should definitely rework the whole thing, but i guess they wont
Handle in terms of what? Tag it with C++ and Blueprints, Blueprints only, or C++ only.
Categories like βTemplateβ apply to all those 3 scenarios.
I'm not arguing for the "template" section, I'm arguing for the Game Systems vs Tools & Plugins. Which is exactly what you're stating
A βSystemβ can be built within any of those 3 categories. Not just 1 of them.
In laymen or english terms, Whats a βsystem β?
does the language it was written in determine what it is?
Oh it has C++, thatβs definitely not a βSystemβ.
Your suggestion doesn't add any overall value to the marketplace, more so than making it harder to distinguish what is what.
The Game Templates section is confusing, totally agree with that, but the other two are what they should be.
Whats a System
I'm not entertaining this, so either provide an actual argument or move on
When I need something I usually filter only for Tools and plugins first
You can have Blueprints in a code plugin. I had a plugin in the past that was 99% made out of blueprints (I step by step updated it to be fully C++ nowadays)
yes, I used to have a bookmarked list of all the categories I care about, and even that URL doesn't work anymore. so now i have to look at everything. the audio ones annoy me the most because the thumbnails are the most eye catching
So like, is this big ass yellow banner just stuck in my library tab or is there a way to close this? It's like bothering my OCD it looks something that should be able to be dismissed lol π
there was a new required update, probably a bug, i have it too, i guess they will fix it soon
I'm looking to set up a simple set of mechanics in the vague styling of something like Zelda/Tunic/hyperlight drifter (more tunic style but the camera and mechanics are similar enough between them), but before I start I was wondering if there were any marketplace templates or kits which would be useful to fill out the basics and work as a jumping off point.
I'm mostly doing it for the level and environment design side of things, but would be nice to have a functional character I can run around with and test.
The camera is less of an issue. I was looking at things like 'flexible combat system' but it is significantly more complex than needed. Though I could remove the unecessary parts.
When registering as a seller on FAB... do you recommend creating a new account? Or just use your Epic account with games and such on.
Hello, I'm looking for spruce trees on Fab for Unreal Engine similar to this one https://www.fab.com/listings/f8044501-17a2-498f-b198-5f1bc71ee87a (not available in Europe) or this one https://www.fab.com/listings/56e54e6d-7f18-4e43-9b9d-20b26d09e833 do you know where I can get some?
I'd use a separate account. I remember a long time ago some guy got its account banned because of something he did in Fortnite, and it locked him out of his Marketplace seller account. Granted that was 5+ years ago, but I would recommend avoiding any risk and setting up an account just for selling.
Thank you.
Golden rule for me is to separate business from private. It will prevent issues in the future
installing Unreal engine 4.27 when open project it said. failed to open project
Probably the smart thing to do!
Is there a way to handle royalties / revsharing on fab or share a storefront with multiple people?
Has anyone run into this IS-0009 issue recently when trying to install a code plugin? I have a feeling it might be caused by me deleting the plugin in explorer after installing it. But it is odd that after doing so, the plugin fails to install on all UE versions (even ones I haven't touched for ages).
https://forums.unrealengine.com/t/i-cant-install-my-own-plugin-that-i-published-error-code-is-0009/2669890
https://forums.unrealengine.com/t/unable-to-download-fab-plugins/2653563/14
Summary Canβt install my own plugin, tried everything i can find online regarding IS-0009, even tried formatting my PC and upgrading to windows 11. I havent changed the unreal install folder so should just be C: It seems to work for my users thankfully, but still annoying for me because i like to verify if a new plugin version is actually liv...
The same problem! I have 9 plugins, and half of them canβt be downloaded properly. [Install FailedCould not load installation information. Please check if the installation has been removed orexisted on an external drive. If the external drive containing the installation is disconnected - please plug it back in thecomputer and restart the lau...
No but it would be a cool feature. Like Gumroadβs Collaborators
Yeah. Maybe there is some kind of 3rd party hack?
Workaround or something
Nuh, Canβt hack your way around thatβ¦
You only options is build your own store.
Use Gumroad.
Use others (theres 1 or 2 that have this feature too).
Or agree with the other that youll send them their share when the money hits( Just like steam with publishers and developers).
Its a very cool feature that encourages collaboration i agree
This suddenly started to me happening a few months ago too. Nothing I tried fixed it. Epic told me it is account related and they are working on fixing it
Yeah this is an issue on Epic's end, it's been like this for a couple of months now already, for instance I get this error when I attempt to install my own plugins that I am a publisher of, any other plugin seems to be installing correctly but I've seen other people have it completely broken for all plugins
is fab licensing compatible with making open source games with full UE5 project on github?
for example I would like to use this free asset pack that uses fab standard license https://www.fab.com/listings/880e319a-a59e-4ed2-b268-b32dac7fa016
This project showcases fully functional animation systems that are commonly needed in games. It is built using current best practices and can be used for learning or to help you kickstart your own creations.
Project Features
3rd person capsule driven locomotion, powered by Motion Matching, complete with walk, run, jump and fall states.
A simpl...
in general no, the standard license gives you permission to use the assets but not to redistribute them outside of a packaged project (i.e. they cannot be included in the source of an open source project)
can anyone tell me where i find the Fab assets that ive claimed from the move from megascan to fab? i had 12.000+ items claimed but i can only see about 30 of them in my "free" or "owned" filter
if you consider the texture, it's a husky. If you look at the facial expression,it's a wolf.
Why is Fab login so bad. When it wants to verify it says "click and drag the box" but I never works. I can't login. 
Actually it works now. I take back what I said.
Question: where can I contact support regarding an issue that I'm having? I have looked through the community support page but it doesn't answer a specific question that I have. IIRC, somebody here posted a link to an email for them.
https://support.fab.com/s/ bookmark it
Ahhh, thank you so much! I will try this out. π
If I want to put a plugin on fab that has code in it, do I need to pre-compile the binaries for each engine version separately?
No, Epic does it for you π
thats awesome, so I should submit it with none at all?
Yes, just submit only source & assets. Epic will build for all engine versions you selected.
awesome, thanks!
Pack up everything from the plugin's folder into a zip except these directories: Binaries, Intermediate, Saved and you're good to go
There's an option in Unreal to zip the project for you.
Should be somewhere under the File menu.
as if fab and quixel installing by default isn't annoying enough there's a permanent banner now
You'll get used to it, I have stated my trader info months ago but still I get a banner that says please select your trader info which disappears after a couple of seconds
who knows what the size is for the marketplace banner, it never fits but also cannot find the correct size for it, does anyone know?
This is wrong. For code plugins you need to submit each version
Sure, but that was not the question asked
Quixel Megaplants (5.7) : https://www.fab.com/sellers/Quixel Megaplants
hmmm, that's interesting
definitely going to have to play around with these
Follow-up on this : it's been now almost three weeks since my listing is bricked, and I can't update. I was hoping 5.7 final release would somehow fix it but no.
Reached out to support numerous times, "it's in the hand of the devs" a.k.a limbo.
This is more than infuriating; I understand they're understaffed and everything, but the lack of public acknowledgement of the problem is seriously hurting the credibility of the affected creators. There's litterally no option, no recourse, nothing, just people shrugging. wtf π
For a website that refuses to keep me logged in, fab has WAY too many steps to log in
- Email address
- Authenticator
- Confirm 2FA methods
Is anyone able to download/create project with the Content Examples Sample - Epic Games on UE 5.7 from Fab?
It's giving me an error MD-0011-0..
Am I the only one that can't get the images to order up properly on my listing ? When submitting they shuffle around. It's almost like they designed it to be as infuriating as possible
Speed tree in Unreal, Amazingπ€© , I guess these trees are much more optimized than the previous megascans trees considering they are created procedurally.
You should be able to reorder them after uploading, just drag the thumbnails
I did, then they shuffle around when submitting or refreshing the page
I'll try to reupload all images with their names in order
oh, that's weird, I don't think I've had that issue before. I just tried reordering some on mine then refreshing the page and they stayed in the new order.
In the top-left corner there is now a tag which says Update - Draft, so I think they are trying to auto-save any changes. Looking at the network tab, I see they make a PATCH request every time I reorder the images. It takes about a second for it to go through for me, maybe something is causing this request to fail or to take longer than usual?
I don't know, but judging by my base file names this may be the issue.
but of course, trying to delete the old images to add the new ones dosen't work too because of course
oh, that's super weird :/
I'm afraid to even contact the support they may lose track of my listing like they did last year. FAB got better but is still shit
You definitely have to message support about it. They will help you.
Hey everyone quick question π
Iβm thinking about creating and selling high quality stylized & realistic VFX packs on FAB (https://discord.com/channels/187217643009212416/1437743989846446090)
Before I invest a lot of time into it I wanted to ask people here who have experience selling content:
Is VFX still a good market on FAB? Or is it too saturated and not worth the effort anymore?
Any honest feedback from creators who already publish assets would be really appreciated. Thanks!
why the heck I can't install the plugin which is for UE 5.6 and I have 5.6 installed. It tells me I do not lol
xD
Since ever they implemented the utterly disgusting FAB system into the epic launcher, it became so ugly and inconvenient. disgusting UX
(Talking about the Epic launcher only, not FAB's website )
I hate the fab thats baked into ue. Its extremely not accessible for someone with poor vision.
Text too small?
Yes, very much so.
it would be nice if they would fix the Launcher Asset Vault Search Categories
Am getting the same issue for my own plugin too. But installing the content examples doesn't have this issue for me right now.
The Epic Games Launcher has always been a buggy mess for me.
I had all sorts of issues throughout the years but in 2025 it got much worse
Anyone can give me recommendation for animation templete for mainstream action for first person perspective like ladder climbing etc on fab.com? Im considering to buy 1 pack but cant find anything useful. Here looking for input from personal experience
Looking for a polished and realistic first-person movement system for Unreal Engine 5? Iβve created a FREE template packed with features to add immersion and smooth mechanics to your projects! Whether you're working on a game or experimenting, this template is easy to integrate and fully customizable.
Engine-Version: 5.5.1
πΎ Download Link...
This one is free
Thank you β€οΈ
I think FAB should have a category for interactive experiences too. A place where creators can share executable interactive projects without any requirment to upload the Unreal Engine project.
Is that not Itch.io?

Yes, Something like itch.io but on FAB as a separate category.
So like EGS then? Fab is exclusively about providing usable content for your own project. For everything else, there's EGS, Steam, etc.
EGS mostly contains games and most of its users are gamers. It is not a proper place to share and sell non-gaming interactive projects in my opinion.
Please correct me if I'm wrong about it.
not necessarily, it does have categories for things other than games.
the majority is game related, tho
np :)_
They've fixed it. Just create a conversation in the Forum in the Bug Report category. Explain what happened.. they'll fix it within days..
Yeah I just resubmitted my plugin and it resolved it π
uhm..
tried to login to fab.com.. but it wants me to make a security check of challenges.cloudflare.com.. which is not appearing.. even after clearing cache, multiple refreshs, closing and opening.. 3 different browsers..
Anyone has the same problem?
Cloudflare is down because of Hytale
Twitter is also down and a bunch of other sites too
but how can we be sure?
finally..
working again
noice
looks like they restored Marketplace-era text reviews as well
just a feature being standard for "since i can think of webshops" years.. now finally "new" in FAB π
If it wouldn't be so sad.. i would be more cheered up..
have anyone noticed missing ratings after this update?
Really? Mine don't seem to appear
click the star rating, it should auto-scroll and reveal the text reviews, including pre-Fab
Ok, so this is Epic logic at its finest:
(in Marketplace days): Hey, leave text reviews
(Fab launches): Hey, we didn't migrate reviews, so feel free to just re-rate products instead
(Text reviews are back): Hey, we migrated text reviews, except for all of those which you re-rated, as we previsouly instructed you to, which means your text review are now lost forever
Thanks Epic! π
finally text reviews are back
Ratings used to be hidden when you had fewer than 5. Now they're all visible.
I think this is an improvement. The threshold protected creators from getting a troll rating early on, but also meant that the vast majority of assets on Fab never reached the threshold so buyers had no info at all.
Noticed that too, Iβm guessing they had to remove the threshold because users expect a text review to be posted/visible immediately. I did enjoy seeing my review push an asset rating across the threshold though, always imagined it made the creator happy to see π
Impressed that they actually did this
Yep. I lost the majority of my written ratings and they got turned to star ratings only
Anybody in here, who can help me with a copyright notice
I have this:
// Copyright (c) 2025 Yves Tanas
And Fab says:
All code files need a comment at the top with the publisher name and intended year of publication.
Files missing copyright comments
but i do see an intended year an me named.
so, what is the form to do that ?
The most hilarious thing about this is, that i own a lot bought assets and they all are no help to have a guide, nor do i get pass like they did somehow
I go with such:
/* Copyright Β© beginning at <year> - <yourname/brand>
* Author: <your name>
* All rights reserved.
*
* This file and the corresponding Definition is part of the "<your project/plugin name>" project and may not be distributed, copied,
* or modified without prior written permission from <yourname/brand>.
*
* Unreal Engine and its associated trademarks are property of Epic Games, Inc.
* and are used with permission.
*/
no, i have more in it. they all look like this to be true (now)
/**
* @Author Yves Tanas
* @Copyright 2025 Yves Tanas All Rights Reserved.
*
* This file is part of the "AsyncSplineBuilder" plugin.
*
* Use of this software is governed by the Fab Standard End User License Agreement
* (EULA) applicable to this product, available at:
* https://www.fab.com/eula
*
* Except as expressly permitted by the Fab Standard EULA, any reproduction,
* distribution, modification, or use of this software, in whole or in part,
* is strictly prohibited.
*
* This software is provided on an "AS IS" basis, WITHOUT WARRANTIES OR
* CONDITIONS OF ANY KIND, either express or implied, including but not
* limited to warranties of merchantability, fitness for a particular purpose,
* and non-infringement.
*
* ---------------------------------------------------------------------------
* File: [SplineGeneratingActor.cpp]
* Description: Actor implementation that generates and visualizes track meshes
* along a spline, with optional async building, landscape
* interaction, and data I/O.
* ---------------------------------------------------------------------------
*/
I am pushing it around forth and back and don't know really ...
but Fab says they are all bad
Unluckily this is the only fail it has ...
So. Does that now look ok or does it look odd ?
Maybe they just don't like that it's not on the first line?
Apparently Fab now has written reviews and I somehow have three year old reviews that I've never seen until now? Huh?
I guess they must've been posted towards the tail end of UE Marketplace and as usual it didn't send me any notifications about it...
I had no idea anyone had rated any of my assets until today for this reason π
I won't lie - this makes me trust the platform MORE by seeing actual reviews from people. Might pick up a couple asset packs I'd been eyeing for a minute.
I randomly decided to check my unity asset store purchase history and 19 out of 48 of the assets I've purchased have been deprecated/deleted including one UI asset pack of pngs. I love it.
Deleted for what?
My friend told me about UE 5.7 and that they've apparently replaced the old Material system with Substrate. Will Materials that were made before 5.7 work? I haven't downloaded 5.7 yet, so I'm not able to test it atm.
I don't think substrate is getting rid of the old material system anytime soon. Its just a new system like nanite/lumen.
After watching the demo or 5.7 I noticed that the old material system is avaialble too but substrate have become the default material system in 5.7
Think of substrate as the old system but with more features. Everything you have will just work.
It's only when you lean into the substrate features it becomes different.
now to get on a level of ue marketplace fab needs to fix download stats for free plugins :D
but only for new created projects with 5.7
converted projects have to enable it manually..
I wonder if its possible to have 'Fab freebies' role for when it swaps every 2 weeks because worry ill forget and miss something great
Yes, I heard a little about that. Apparently you can achieve much better results with Substrate, and I'd like to make my models look even better with this from now on. Good to know that it will still work regardless.
Substrate's layering system makes many material setups easier and less complex.. since you don't need to manually blend and add.. since Substrate handles that.. including layer-depth..
It seems more expensive than the last material system, Is it really more expensive?
It's materials..
There is no more or less expensive.. since the actual costs always come from the complexity of materials, rendertime and allover processing..
So.. up to you.. how well you setup the stuff.. not a thing that can be hard-said of the system itself.
(Short: Costs depend on the skill of the person in front of the monitor, developing it - not the system)
Well, It's materials but the number of instructions matters. If you can create a material with 200 instruction in the old system, but the same materials with 300 instructions with substrate, then substrate is more expensive. I'm not saying it is, I'm asking whether it is. Someone have to try that and answer this question.
Substrate materials look much better and my bet is on this that it's a atleast a bit more expensive.
It's just a guess, that's why I'm asking.
(Unlike you, my experience showed me that cost depends on both the skills of the user and the system. So, I disagree about this with you)
substrate uses less instructions.. specially since you don't need manual blending/adding/multiplying of multiple Material layers.. cause it does it with a Substrate Layer Blend by itself..
Beside that.. the materials are nearly 1:1 the same..
My test subject (Anime Water: https://www.fab.com/listings/f2bdf5fa-bf17-4460-ab45-a16d5959d866) is faster with Substrate in rendertime..and less complex..
Even with an extra deeper layer to it..
So.. if you own this pack.. convert it to substrate and replace manual blending and lerps.. with substrate layers.. much more performant..
That's interesting,Thanks for sharing
Biggest plus point for me..
Top layers can throw "shadows" on bottom layers within the same material..
The amount of visual depths is amazing.. even in Stylized optics...
but im pretty sure big game companies will use substrate the worst possible lazy way and it will in fact end up again in games working even worse than it is
of course.. as always..
Even know guys thinking, since nanite they don't need to do retopology again 
So.. yeah.. agree.. fully..
Exactly, since nanite became available, many do not care about the tris numbers and also lods anymore. I've seen some products on FAB with the tris numbers as high as 2000000
And they wrote it's optimized for games if you enable nanite!
Agree... such dumb statement... saw those, too
People totally forget, that if you have optimized Models with lower Polycount, nanite gives you the ability to have hundreds of them on the screen.. at once..
Which is not possible if you spit on optimization..
I dont know how you even work with such meshes...like unwrap them and texture them...it's hell. All my nanite meshes are just mid-poly where I chamfer everything and dont normal bake anymore
I don't work with such meshes too,I said I've seen such among FAB products. But it's possible in Maya. You can easily Unwrap them in it. But if you want to texture them in substance painter, then you will probably, need a poweful graphic card otherwise you will experience a lot of crashes.
I can imagine the models with 2million+ triangles are actually AI generated. But thats just a guess π
I'm adding a feature to AMS to popup the free assets on startup (when they are new), because I have the same fear...
okay so my product has made a grand total of 2 sales so far
for the next event, I am wondering if I should give, like, 60% off
it's not even that expensive imo
but
need money
can i see linky
in general fab does not produce a ton of organic visibility especially for new products. i sell almost nothing except during sales. the people doing well are those whose assets are really stand-out or generating visibility externally
it's not much
but I was hoping to get like 10 sales or something at least
2 is just embarrassing
ohhh
it's tough. my impression is that there are a lot of functional vehicle assets out there and this is not likely to stand out
yeah but this one is different because it's a component you can add to any vehicle
not obvious from thumbnail
not obvious on first glance at page
and that it's approx 1/10th the price of many others I saw
if i, someone fairly naive about the topic, were going to add vehicle controls the thing i'd search for is "vehicle controller"
uh oh
it never occured to me lmao
hmm
appreciate this so much π
you are not even in the like top 100 for this
keyword matching is important for search discoverability. title > tags > description gets priority
probably not a coincidence that the ones i'd consider clicking on also happen to be the first four search results here
should I retitle mine to say "Simple Vehicle Functionality (Component)"
I wanted to avoid words like easy, ultimate, etc etc because they're so common
@raven quarry honestly start by polling folks what words they would search for if this is what they were looking for
and make sure you keyword match all of them
second is having a thumbnail that stands out for relevance and implied quality
i regret to say the AI thumbnail is the best one here by miles
i dont think you need that. maybe. ask around. i would not search "easy" but others might. things i, just one person, might search for
- vehicle controller
- drivable vehicle
- vehicle steering
- vehicle controls
- driving blueprints
- driving controller
etc
what do you think of these tags?
okay I need to change the title, then
decent but IMO
- see what the best sellers in your category are using
- ask around a bit more
here's a shitty mockup of what your thumbnail could look like that might stand out a bit better
thumbnails are tiny. you can fit very few words. most best selling assets have very few
take anything i say as just some guy's opinion, as my sales are not impressive either
I watched the demo and liked it, It's a good demo. since you have only one product in your FAB page your sales will be limited. If you increase your products numbers, your sales will increase because most of the times, people find your profile for something they have searched for, but they check your profile and boy the rest of your products too. Besides use more tags for your products.
I agree with @untold bay a good thumbnail is really important. Spend more time on making a thumbnail.
I will!
but also I don't have the skillset to make animations so it doesn't matter ig
Simple Vehicle Controller Component (for Any Chaos Vehicle)
good title?
Ok hear me out, my new one has 1 sale π so congrats
π
I wonder if only the big guys (leartes, freshscan, etc) are the only ones making money
if you see anyone making assets continuously over the course of years it's a good bet they're making acceptable relative to their local cost of living (or they wouldnt be doing it)
Well i still make some from the other ones...also i priced pro licenses 20 bucks higher and sell some of those...2-3 of those per month at 50 euros and the rest... Its fine
i think generally the creators with assets in the top 100 of unreal assets sorted by relevance (which, without search terms, is a proxy for revenue velocity), are able to do it sustainable, and basically everyone else isn't
this wont even fit in search results
Chaos Vehicle Controller
Control Any Vehicle
it is under 80 characters tho
my thing's pro license is like 10 dollars higher lol
right yeah I see what you mean
I also commented on your thread in #1054845218723209226 or wherever, not sure if you saw it
hold on, let me check
thanks for that, btw
I am gonna see how I can do all that
I have no ideas for future products sadly
funny, but all of them are for unity
think I am done with my little rebranding
gonna see how it goes
appreciate your help, again
is the a dev market where they sell vertex animated models?
You can sell them on FAB ofc
I'd assume that he wants to buy them...
there's at least one asset on fab (Easy Vertex Animations) that should let you convert ordinary animations to vertex animations
then you can use any mesh/animations you want with them
@nocturne panther @untold bay i mean to buy them, i know fab for sure has them, but there is no way to filter for them, looking for other stores, is there even a market for them, ready made vertex animations?
Try this to filter them
In the search bar type animation and in the tags select vertex, It may help. About other stores, I don't know, however I've seen some of sketchFAB.
I'm trying to submit an Unreal plugin to Fab, and one of the things they listed in their review was that some files are missing the copyright notice.
Specifically, "All source and header files contain a commented copyright notice with Publisher name and year of publishing."
My question is - the files where I didn't include one are from an open-source third-party library. What copyright notice am I supposed to put there?
The rule suggests it should be mine, but they shouldn't be using the same copyright as the rest of the plugin because they're not mine.
The files do have their licence in them, but it's not a single-line comment like Epic expects.
Why do you think that's embarrassing? You literally just started and are trying to figure out what works.
but did u notice, there is nothing in the desert?
its 17 products π
It should probably refer to the author and license of the library so it's clear which code is which.
Did you declare the third-party code for your submission?
https://epicgames.formstack.com/forms/third_party_software_declaration_form
Yes, I did.
I saw that some engine plugins had a different structure where they had a ThirdParty folder outside of any module, but they often had .libs too, not just a headers/code
So you'd put something like this?
// Copyright 2013-2014 RAD Game Tools and Valve Software. Used under MIT licence.
oh, maybe the reviewer wasn't expecting third party code be outside of a ThirdParty folder so didn't realize which files were yours and which were not
maybe rather than 'Used under MIT license' give the path to the license text file
Well, they were specifically in a "ThirdParty" subfolder inside a module's source (e.g. Source/Private/ThirdParty/) - but I couldn't find any documentation on the "proper" way to do it.
Oh, I think that should be fine? I don't think there's a strict technical requirement on this, probably just adding the copyright comment is enough
@untold bay @nocturne panther @hollow zephyr
it's third on the search results
hahah!
thanks for your help again
That sounds good to me, Congrats
Looking for photo real hydro, power line hanging cables.
Several options in FAB, but would prefer a reco.
I havent been active on here for awhile, but when did they add written reviews for products back?
earlier this week
At last, I can finally write troll reviews.
Yeah seeing how the support goes, pretty sure there will be no moderation whatsoever
if it turns back into every product having dozens of 5-star reviews just reading "add discord plz" I hope they just disable reviews again π
Agreed
Good thing the discord linking on epic games is a thing now.
So we shouldnt need that ever again.
FINALLY we can hide publishers. It only took a gajillion years lol.
ooooh, that's awesome! That's a feature I've been wanting since the old marketplace days
I'm more excited by that than text reviews π
Thanks, I have been waiting a long time for that feature in particular
I've been waiting a month for them to fix my bricked listing with radio silence from their team so I'm just bitter about everything tbh π
where is this option?
It's a filter on the search page
wish i could do it stickily and not by search URL
yeah, would be better if you could save this alongside the AI/NoAI setting, but it's still progress
this should be a good start
There is a web extension called Fab.com content filter, remembers publisher IDs between sessions
This should already be posted in #unreal-news (:
Please use #1054845218723209226 for this. Make sure to read the rules of that forum.
is fab busy rn
#1054845218723209226 , not here
wanna assk is fab in trouble rn ?
i submit asset. approved. when i download the asset it it give nothing at all
also UE 4 cannot work
ffailed to open project cannot bake the game. etc
what happen
did something bad happen rn ?
How does getting an asset listed for a sale work? Do authors submit in advance, like "feature me in every Black Friday sale", or does it have to be chosen sale-by-sale? I'm just curious as I've noticed some seemingly dead/abandoned plugins that are featured in the BF sale, and wonder if it was just an automatic thing.
The creators need to apply for each sale manually
Hi everyone! I've published a few VFX assets and would like to ask for your feedback and suggestions for improvement!
someone showed me a thing on fab that would take images of items to create icons automatically but I cant find the link. Anybody know what I'm talking about?
I have used none of them, but 'thumbnail' would probably be the right word to search for.
Please post released projects only to #1054845218723209226 .
Is there a way to filter out owned products from searches yet?
i got issue on my product. its approved but when i download the asset. it doesnt contain anything.
i submit report how long they will respond ?
They usually reply in utmost a couple of days.
honestly a lot of fab reviewing happens on weekends. i've never noticed the pace differ from weekdays
support requests, i don't know
prroblem solved 
Hi everyone! I've published a few VFX assets and would like to ask for your feedback and suggestions for improvement!
a nice feature would be if it's possible to search my entire fab library for an asset. I don't need to view the actual model, but just to know whether "hammer" or "sofa" exists in any of the packages. So basically if every item in fab had a list of asset names. I've claimed free packages for many years now so there's an insane amount of content
I thiiiink I saw the roadmap includes making it easier to get individual assets out of packs
hmm found another asset that is against all rules and yet still on FAB
it doesn't contain full source code, only on request to the dev
and they do not even support it anymore according to their own FAB forum topic lol, no way to get it
it crashes
no reaction from epic
the plugin is VICO Dynamics
usually Unreal's plugin distribution system includes source since Epic does the compiling for you. Is that not the case ofr this plugin?
i read it as "if you want access on GitHub..."
However, it looks like the developer is MIA. We really need access to source code and have had no response from them after 5 attempts to contact them in 45 days.
2 years ago
oof. glad text reviews are back
u get only the source of the ue plugin, not the library that the plugin uses, so i dont know how it works on epic side, but its not included
i would say they probably included only headers and libs, and that would compile, but its not full source
bleh
the common violation i'm seeing these days are environments using megascans
it's a double no-no: you're only supposed to use epic content for showcase purposes, not a functioning part of the asset, and as i understand all things quixel are not included in that
This is actually something I'm in the process of building for Asset Manager Studio, since I want it. My idea is actually to show you it -- However, I'm curious how many people would actually use it because it is a lot of work. π
well i think everyone would like it, its super powerful to just be able to scan all your library for a specific asset names
but how would that even work, u say its a lot of work, but does epic even expose such data?
I have several methods that I've validated. Since I'm proficient in almost every part of the web/server/desktop stacks (only as a game dev, I still suck at, lol), I don't see any real blockers. But it is a bit of work -- I have been debating doing (primary because I REALLY want the feature), but having a hard time justifying spending the time on it rather than working on my game... But if I knew there was a demand for it, it would be something that would make me feel a lot better about spending time in doing this...
well im kinda proficient in various things myself, but i dont see a clear way other than epic providing such data, at least official, not sure they do, i dont know their public api so to speak
but then i didn't research it really and i didnt create Asset Manager Studio, so maybe in doing so, u did discover some interesting things hmm... π€
Is there some sort of sticky post for recommended plugins for sale?
No, but generally when you sort by Relevance, it's largely considering number of sold recently. Especially true when searching for generic terms
which gives you some indication what people like
You mean for bluepritns. Or do you mean a todo plugin?
How are you able to do this? Does Fab have an API or something where you can access asset list? To answer your question I think a lot of people who gather those assets would use it, because it's a big hassle to look through. You'd just have to "market" it the correct places
re posting my question since I didn't realize there's a dedicated fab channel: I had claimed all the megascan/fab assets before the october 2024 merge and recall being able to acess all 18k assets a few months ago. coming back today, I no longer see those assets anymore, only paid ones. did they change something? π
Any Megascan assets released in 2025 are not free. If youβre just browsing with default filters youβll be scrolling for an hour before you hit your claimed assets lol. Try sorting by Relevance or Oldest and see if those have the βSaved in my libraryβ badge.
This is incorrect. Quixel is releasing lots of new free assets constantly. Case in point: Megaplants, and: https://www.fab.com/listings/c6f78a60-ccc1-4f86-9efa-68ec70326717
These ruins have a tale to tell...Whether you're building a post-apocalyptic world, a hidden sanctuary, or a scene steeped in history, our 'Brick Factory Ruins' themed assets provide everything you need to bring your vision to life.Showcase VideoTexel density: 748 px/mPhysical size: 0.72m x 5.6m x 6.41mMesh type: Closed meshMaps: AO Basecolor Bu...
Theyβve released 5 free assets this year, Industrial Brick Ruin 01-05. Sort by Newest and set the price filter to Free. The vast majority released in 2025 are not free.
Regardless, just trying to note why the claimed assets are likely pushed down by paid ones like OP was seeing.
All of these (minus the dark ruins) have been released for free this year.
Vast majority though, yes, not free. But if you just filter by free, everything should show up
Everything you've claimed in 2024 will show up as free if you filter for it
and
Haha fair enough, death by screenshot. I should have said "most" not "all" π
Easiest way to access them is to just use the quixel section to begin with, filter by free, and you're good to go:
Is there any asset that allows custom gravity on custom complex surfaces like a skeletal mesh?
Are 4k textures an absolute "must" for a Fab upload?
I'm creating some high quality plastic and aluminum small containers (household products) which the biggest mesh is 30 x 20 cm and the average size is 20 x 12 cm, the smallest 12 x 4 cm. They only use 'albedo' for the sticker/logo part of the mesh (on a second UV channel for higher texel density), everything else is driven by masks and vertex colors. And thinking as a game dev, 2k textures are more than enough for providing a high resolution version for the stickers albedo.
But today, after doing some research on Fab, I noticed that devs have 4k textures even for toothpicks and matches. And 99% of products have 4k textures regardless of mesh's size.
I'm already on the 8th month of this UE5 project development and it would be a bummer its sells to be affected by not including 4k textures for the stickers, even if 4k is an absolute overkill and unnecessary.
Thanks you for your time.
The physical size of the object doesn't matter; it's the size on screen that does. 4K is overkill for an object that won't be viewed up close or used in a render, but sellers provide that resolution assuming that you won't mind downscaling the image to suit your needs. Reason being that the seller can't possibly know every scenario in which the buyer plans to use his/her product.
In my case, the 2k resolution in for cinematic, or for a very close up render, or if the hero is a cockroach size npc.
I'm still not sure if I should develop a 4k sticker albedo.....
Honestly, that's overkill even for a render. And with the way that a simple cup would be UV unwrapped, 2K should be fine.
it's the texel density that matters. even for VR games 20-40 px/cm is enough (and that's what HL Alyx uses)
for third person games 5.12px/cm is a good start
yeah, fab is down for me too
so it's not me. Thanks for answering
Today I clicked a link from a Fab product heading to Epic's UE doc. When loading the page I had a pop up window saying: Can not load the page from an unsafe site!?!?! π
i was somehow forced to apply i read marketplace rules again and again, so i logged off once, without being able to relog again yet. i first have it a wait.
Is fab currently borked for you guys or is it my browser?
Won't let me log in, which is my favorite thing to do on Fab
alr thanks for letting me know, I thought I did something wrong cause the moment I tried making a purchase it gave a big ass error and I was like oh f
I'm glad you asked because I thought it might be on my end but given we are both having problems I figure I'll just wait and try later
It's not just Fab. AWS is having issues. https://downdetector.com/
I know that, but the details are less clear the further away you're viewing the object. It's probably best to just let the buyer decide if they want to downscale the images or not.
@spiral jacinth FYI, I am getting an error with AMS saying the following:
INFO: [ Worker ] Starting Asset to Marketplace Id generation...
DEBUG: No Asset Manager Studio update needed.
INFO: [object Object]
ERROR: Version information is broken, no download link
This is when I try to download UE5.6.1
Fixed it. Just had to remove and reinstall the entire app. lol
Hey everyone, looking for help with my Fab submission checklist. My plugin still fails the βThird Party Software Declarationβ check even though I filled out the form with the four dependencies below:
OpenSSL 1.1.1t, Tripo AI REST API, SunoAPI Music Service, MVNT Cloud Music Analysis API
The form asked βWhat does it do / Why needed / Static or dynamic / Data back to creator,β and I answered each in that Q&A format, but the reviewer still says the declaration isnβt βfilled out properly.β If anyone has experience with Fab rejecting third-party forms even after detailed answers, could you point out what might be missing or how you structured your submission?
I'm not sure if anyone here can tell why they're failing yours if you filled it the way they wanted. You'll probably need to reply to their email and ask them
That third-party form is weird, since it's a separate survey and not part of the main submission page. And it doesn't keep your responses if you open it again.
So I'd say just fill it out again, make sure you put in as much detail as possible, and hope they accept it this time.
When I was submitting a plugin just recently, it got rejected twice for various reasons; the second time, they also said I hadn't filled in the third-party declaration even though I had filled it in from the beginning - I kind of suspect they might lose it between submission attempts? I just filled it out again on the third submission (and fixed the other issue they flagged) and it was accepted that time.
@spiral jacinth Sorry for the second ping, but run into a new issue. When installing a plugin into engine ver 5.7, I get the following error from ASM
I get a different error when trying to install into 5.6, which i built from source.
For those that have released blueprint projects, can you help verify this rule:
The Content directory must only contain one subdirectory. This subdirectory must be named after your product (the Pack directory) and it should contain all other directories and assets.
The directory structure must be as follows:
MyProject
- Config
- Content
- - MyProject
MyProject.uproject
``` Does this mean the explicit name of the project?
So if I my project is SuperCoolFeature, that has to be the name of the folder under content?
Or can we have the name of our company/seller name like, MyCompanyName/SuperCoolFeature (second folder is product name)
From what I've seen they're not too picky about what the directory is actually called. So I think you can try this
It doesn't cost you much to be wrong since you can just submit again
I think they care more about the "one directory" than the name
i've also gotten some assets with really mystifying names that don't resemble the asset name at all
Thank you! Guess I'll give it a go and see what they say. I cover the other guidelines, so maybe they'll let it slip haha!
That is really weird. I'll look at the code to see if I can figure out where that is happening...
On the first one, a core dump means that the automation tool (or whatever it ran) crashed. On the second one, check the log it said might have more info -- issues with the build tool, I probably can't help much with since it is a UE issue not AMS, however you can try running the command yourself directly from the command line and then post the results in the Linux forum here, plenty of us Linux users can probably give you some more directions. Unfortunately some plugins aren't tested under linux and they fail. One thing I have found is make sure the "uplugin" file has "linux" as a valid target if it has targets set, this will cause the built tool to faill if it isn't set (and other targets like windows are set)
Gotcha. I'll give that suggestion a try.
The last part of your message I mean
Also do you know why with 5.6 and 5.7 when I try to install "Missing Toolchains" it fails?
Right mouse click on the plugin and have it open the target, then you can see the source uplugin file and fix it if that is missing.
Looks like it's not setup for Linux.
Just add "Linux" to the list in both places...
That normally fixes it, as long as the code is actually cross platform written.
The biggest issue I've found in this case is they do something like include "xxxx" and Linux is case sensitive and it should be include "Xxxx" So if you see errors that it can't find an include file, fix the case... π
Console didn't pop up. How do I find it?
(edited Uplugin file for reference)
Your missing the "," after "Win64"
xD
"Win64",
"Linux"
I am not a programmer. So please don't shoot me. lol
I'll go grab the log file, but it failed again
Yeah, now you might be dealing with code issues like the #include I mentioned earlier, hopefully that is the only issue, but any issues like this we probably should move to the #linux group and not Fab. π
anyone buying anything in the black friday sale?
Bought EasyFog and Blueprint assist on last sale
yeah i got blueprint assist, easy fog i'm not sure about along with easy mapping, i heard they are something you can do yourself quickly
we getting gift cards soon?
Anyone know of a good marketplace item with 8-direction knockdown and recovery anims for UE mannequin?
#1054845218723209226 , not here
okey sorry
Thx
i should get the blueprint assist as the way i understand it, it arranges the nodes, wires and all into a decent spacing while working on it.
I miss the old days that everything was free in Quixel. I used its assets a lot in my movie and the rest of my project and was lucky to use them in the time they were all free.
But as a wise man once said, happiness will never last forever.
Or as an ancient greek saying goes (free translation): *Mister Free is dead, he died of hunger.
well, but we got so much free that its enough for all games and movies u will ever made
do you need to cook the game at 5.0 or 4.27 is fixed ?
it would be cool if we can sort of archive or place a filter in the launcher to hide and not include certain assets, especially those that we have not used or have not been updated. This way we can easily see newer or more active assets, as it tends to get drown with all assets despite the categories (which is quite huge also).
That "ithappy" creator on Fab is definitely using AI for their products right lol
i don't think so. reasonable number of models, publishing since 2023 when 3d model gen was really cruddy, good ratings/reviews
Unpopular opinion: "Made with AI" tag is not a good idea
a) There's no way to enforce it, so everyone is wasting time to try to answer whether any asset did in fact use AI or not
b) AI is such a wide concept that even a creator can't for sure say whether they used AI or not
c) Every creator that had the decency to admit that they used AI, even for a very minor thing (e.g., "I used AI to upscale my handmade textures") will immediately be thrown in the trash with the rest of the "Made with AI", and therefore get 0 visibility
Sure, no one wants to browse through endless pages of obvious low quality textures and icons. But a "Made with AI" tag is very much the wrong answer to that very real problem.
One possible answer would be any kind of curation from Fab, ensuring that submitted content crosses a "not useless stuff that anyone can generate in less that 10s" threshold. But curation was a Marketplace thing that most definitely didn't make it to Fab, so let's continue to waste everyone's time discussing whether this or that uses AI.
even a creator can't for sure say whether they used AI or not
They absolutely can, unless you're using someone else's assets and they're lying to you about it
Frankly even if it's "good quality AI created content" you're potentially opening yourself to legal issues because it's completely unclear what's going to happen with that at this point
So any use of third party content (e.g., CC0) should fall under "Made with AI" just to be safe? You should audit every option of every DDC feature you used to make sure they aren't actually "AI"?
Well if you want to start digging that hole probably, but I don't think it's realistic


