#fab
1 messages · Page 38 of 1
I don't know if there's any realistic solution to it. If Epic requires AI content to be tagged, at least it gives them some level of control over it
Yeah, while throwing under the bus the creator who made ChatGPT review its product description, and therefore rightfully checked "Made with AI"
No one's forcing anyone to use ChatGPT to do that
Oh no, my game is already made with AI. I've generated about 30 blueprint functions using gemini. Oh darn.
Oh no, I used photoshop to edit my icon. Better put "made with computer generated graphics" because I didn't feel like hiring a pencil and paper artist.
Ya'll sound like whiny old men shaking their fists up at the sky blaspheming God.
Interestingly I'm seeing a big spike on sales for some reason even though I'm not part of the active sale on Fab 🤔
It's just generally more people browsing/open to buy something.
So will generally see more regardless of your discount
Anyone have any last minute black friday suggestions?
Yeah this was my assumption also. Just haven't seen it much in past sales
Ofc I do 👀
HIT ME 😄
EasySnow, blueprint assist, UDS, MeshBlend, screen space fog scattering
https://www.fab.com/listings/a7e38ed2-d4ec-4b72-8451-e7908074d2da
Hello everyone, has anyone tried this plugin?
This plugin offers the capability to automatically adapt the movement of humans or other bipedal creatures to the terrain. By utilizing preprocessed curves, it can determine the position of the next footstep and accordingly adjust the vertical offset of the root bone. It predicts the trajectory of footsteps to navigate over obstacles in advance...
I wouldn't say that they're whiny. But I'm curious, what kind of blueprints was Gemini able to make? Haven't tried it yet.
I could show you some examples over DM if you want.
Don't want to spam up the chat with a bunch of c++. 🙂
thats pretty good
No that's alright. But thanks for the offer.
I thought I had 1 more hour for fab sale? 11:59pm pst? it just ended with a bunch of stuff in cart 🙁
OOOH
11:59pm EST. ugh
Learn from black Friday shoppers. Just run people over and get into fights if you want those deals fast!
I had gotten most of my purchases in earlier on, I was just doing some last minute shopping. Turned a $70 cart into a $270 cart :/ oh well aint getting it now
No ads here
Sorry i didn't knew
No worries
@calm yoke can you assist me? I just received the strangest email from fab support (support ticket: 22299217):
Our policy states that refunds can only be issued if the product does not function as advertised. We encourage you to contact the seller directly, as any exceptions to this policy are at their discretion.
https://www.fab.com/refund-policy clearly says that if it hasn't been downloaded then it can be refunded within 14 days.
edit: they fixed it after responding to them with the link to the refund policy
hey do i need to delete the starter content folder to sell my project? i use some smoke, fire and sound effects, do i need to do that all by myself?
i also have this error when opening my project, should i delete the starter content to fix it?
fab also told me those maps were black, because they dont have lighting, but i use them as sub levels or level instances, how should i manage this? its even in a packedlevel actors folder
the fab seller's guide specifies this
you can use CC0 or free Epic assets, but only for showcase purposes, ie for demonstrating how your assets work and not as part of the assets themselves
if the fire/smoke/sound is part of your environment, and the environment is what you're selling, it suggests that yes, you do need to provide your own
oh ok so i should remove them from my maps? but for screenshots its ok?
is the map what you're selling? or is the map showing off what you're selling?
but they didnt told me that in the review, they just said there was an error with the starter content when loading the project, the error i also have
yes, the reviewers are terrible at identifying IP issues
this is a case where the rules are pretty clearly written but not consistently enforced
i sell everything visible here, i created every asset except this fire fx
gorgeous environment
thank you!
but the fire is part of your environment so i do think you need to provide your own, as the seller's guide is written
ok and then i delete the starter content folder? and i thin k ineed to delete the third person folder and the rest
id just remove the fire because its not that important lol
the third person folder is fine because that's not what you're selling. it's just being used to, presumably, let players try your environment out
basically everyone includes the 3rd person folder
ok cool, but the starter content folder? i need to remove it?
im too lazy to learn how to do a fire particle effect to replace this one lol
out of courtesy, i'd remove anything that you're not using (so it doesn't eat space on people's hard drive)
again, you can include starter content if it's for demonstration purposes. it sounds like you're not using it that way so yes, delete the whole thing
ok ill delete it but its sad i will lose it in alot of places
and do you know anything about packed level actors? except that replacing them by blueprints?
i think its the easy way
oh i also use some noise textures from the starter content folder in alot of my materials lol shit
and also white textures for basic stuff
If you wanted to try to spirit-of-the-law it, leave them in, and mention that the fire particles and sounds are from the starter content in your product description
well there is a ue5.7 update right now, maybe it will fix my starter content problem, it seems i should have it here but i dont
i use the perlin noise texture and dust fx also that i like, annoying to have to get rid of it; i importerd starter content from an old project and it still didnt worked
To submit to fab, as far as I know blueprints/assets have strict naming convention to follow
Is this also applicable on C++ class?
I've made a tutorial about it, It will help for most cases:
https://youtu.be/vSkZFl8tN88
Start selling on FAB video series, Video 1.
This video is useful for Unreal Engine, Maya, Blender and Substance Painter artists who want to sell their products on FAB.COM
I learned these tips the hard way after getting rejected many times. It will save you a lot of time to know these.
Here's my FAB page:
www.fab.com/sellers/JVAD3D Models
Her...
Ooh cool, thanks!
Just watched it, but the video didn't cover about C++ classes
Yes, I mentioned that "It will help for most cases" . Sorry, I forgot to mention C++ is not one of those cases. But blueprints/assets are shown in the video in 1:12
New free fab items
It used to be a strict naming convention back when Fab was still UEM, but I'm not so sure if it's strict anymore. I've downloaded assets that didn't seem to follow these naming conventions at all.
Ooh glad to hear that, thanks for sharing this!
Based on previous sales, is the blackfriday the largest sale and has the biggest discount in the marketplace and fab?
discounts are chosen by the individual sellers, maybe many of them opted for a larger discount this time around but I'm not sure. I noticed some assets on my wishlist had the same discount this time as in previous sales (and I also applied the same discount on my own assets as I have used in previous sales). As far as purchases in this sale, I don't think it was significantly bigger for me, personally, than other sales. I'd have to go back and double check my sales during previous.. sales, but I think it was pretty similar to the summer sale.
Now, I'm not saying that you shouldn't follow naming conventions. You should follow them to make your customers lives (and your own) easier. I'm just saying that I'm not sure if it's strictly adhered to by Epic anymore.
Got it!
hey i submitted my project to fab but they told me the name of the levels arent good, how should i name them? on other packs i see only an overview and a preview level, should i have only two levels? named this way? because i like to work with multiple levels, like when i want another lighting scenario i just duplicate the lighting level and change stuff
i think they're looking for levels to be in a "Maps" folder
or "Levels" or such
well its in a level folder
i deleted the "cathedral" level from my persistent level, i put some meshes there to be more organized but i just moved them to the persistent level
a mystery
maybe i should add "LVL_" before? or write "GothicCathedralPreview" ?
possible but I never see levels prefixed in fab assets
yeah
my only guess is that they want only 2 levels: overview + preview
and what if i want to have the third person controler in my project? should i put it in a demo folder?
It is
so i need to add showcase before the name of my levels?
need to? i dont think so
nothing here is meant to be prescriptive, just saying, this got approved
do i count the textures, meshes, materials and BPs from the demo folder? where there is the 3rd person character etc
i put the 3p stuff in the EpicContent folder
If it is, then I will have a problem when I submit mine to Fab. Because I've some packed RGB channel textures that contain things like: visibility mask, baked details, Per Instance Random damage and such... and not the classic, RGB packed: roughness, metallic, etc..
And I have them named as: Mask1, Mask2
lol i cant put all the documentation in the file description
i found a project where they put it in a demo folder so i did the same
they will surely want you to call them T_Mask1, T_Mask2, etc
but how do i put the doc in my description if i dont have enough characters?
Yes they are all like that, I followed this naming for all versions and varieties: T_Bleach_A_4K_Mask1, T_Bleach_B_4K_Mask1, T_Bleach_C_4K_Mask1, etc...
Thanks for the confirmation, I actually didn't know I needed it. So, thanks! 👍
Is your project description maxed out as well? This looks like the technical description of your unreal engine project which people only see if they scroll down. There is a separate description where you put your own text usually (which is the main one people see at the top of the page)
Put your doc in Google drive, and share its link in your product description
It's simple you can name them like
Lvl_Showcase, Lvl_Overview, Lvl_Map1, Lvl_test etc.
Ill show both
Oh good idea alex
Last update : only the modeling tool plugin is enabled and should be disabled, good news, but i didnt change the name of the maps yet
can i do lvl_showcase ; lvl_lighting ?
or lvl_showcase_lighting?
how do i avoid bugs when renaming my main level? duplicating it ?
so the description of my project:
Gothic Cathedral Environment – Modular AAA Environment Pack
This project contains a high-quality modular Gothic cathedral environment, designed for realistic AAA productions, cinematics, and next-gen games.
Main Features
-Fully modular Gothic cathedral (walls, floors, pillars, arches, columns, windows, doors, statues, graves, ornaments, props, etc.)
-Large set of blueprints for quick assembly (cathedral facades, modular walls, spline fences, bridge modules)
-PCG forests including multiple trees, shrubs, plants and ground vegetation
-Full terrain system with multi-layer nanite-compatible materials
-Modular rocks, cliffs and mountain assets
-One fully assembled demo environment/map with cinematic lighting and composition
Modular System
-Snappable modular pieces for fast building
-Consistent texel density and trim-sheet friendly modularity
-High-detail Nanite meshes for all major structures
-LODs included where relevant
Foliage & Landscape
-Multiple tree species
-Bushes, ferns, flowers, ground cover
-PCG setups for forest distribution
-Landscape material with automatic slope blending
The Water Plugin and PCG plugin are enabled in this project. Fire fx and sound is from the Starter Content.
well i disabled modeling tool plugin and it told me it will disable alot of other plugins i didnt knew i had; but i created a blank project and unzipped my zip project from before so i shouldnt have any plugin... so weird wtf
oh its because i used default textures from other plugins like megascan
Yep
Whenever you change name of level or any asset. Or when you duplicate your level.
After doing your stuff just go one folder back/up in branch and then right click on your level folder and click something like" fix redirection link"
As far as you names them like T_Chair_Mask1 or T_Table_RMX there will be no problem. The most important thing in naming is the prefix. It's mandatory. There were times that I had uploaded a product and forgot to use the prefix for one of textures from dozens of textures in the pack. As expected they messaged me about that texture and rejected my upload.
wish they went back on the free assets to make it once per month and up the quality
asset creators ask to be included and there's a long backlog. epic has their pick, really
how well they pick, i don't know
FYI, This should be in #1054845218723209226 , not here in the fab channel.
Another cloudflare issue. So Fab is down/having issues
You did post it here. I remember that. But this is the wrong channel for it.
oh lol
I want a simple touch to orbit camera asset for IOS
bought literally all touch mobile on fab for this simple feature and they are all flawed
I guess they recieve thousands of applies for free assets every month. Maybe that's why they don't reply to the applications and probably they can't check all the applications to choose the best ones. It's hard to choose 3 between thousands.
You mean a topdown camera that can pan around? I posted one on github for free. I was in your shoes not too long ago. 🙂
And yeah I bought them all too huge PITA.
do fab pays you if you apply free asset program or something ?
iirc they will give you a flat fee for it, up to $5000 but maybe less (depending on the asset)
Yes, more info here: https://www.unrealengine.com/en-US/fabfreecontent
thanks 
In the FAB marketplace, some items have this, which is rich lol - Are they saying that if we buy these assets and our game/UE application connects to GPT or whatever, we can't use it for that? Are these people not aware that any footage of a game using their assets goes straight into the AI monster's belly regardless lol?
Pretty much.
Its meant to appease the starving artists.
Meanwhile the engine now has AI built into it so.
I enable AI usage for all my products. I don't see why buyers should be hindered when "ChatGPT please generate a copy of Dan's assets that I can sell as competition" isn't going to happen
Quick question,
Would you guys buy a game template written in C++ as the core? but mixed with blueprints
Or 100% blueprints were always preferred?
That depends on who your target audience is.
My target is to sell as much as possible hahaha
But I also want to improve my C++ skill
So I'm trying to look how far can I cut my target audience
If you want to improve your c++ skills, do it in purely in BP and then redo it entirely in c++. It'll be "easier" to implement in BP and then you have a template to get you going in c++.
It basically translates 1:1.
hey guys!
I have a plugin on fab with a project version for UE 5.7
How do I publish a new version? I clicked Edit on the project version, bumped the version name and clicked Confirm
I got an email that the review was successful but I'm not offered an update on EGS and when i remove the plugin from the engine and install it fresh I'm still getting the old version..
Did I mess up or did EPIC?
Did you just change the 'supported engine version' field or did you upload a new version of the code and change the file link as well?
i only changed the version title and uploaded a new version
hmm, do you mean you uploaded the new version to the same URL the old version was pulled from so the file link wasn't changed?
You dont need a new link, just add the version number and submit
Wdym by add the version number? I should Create new version?
When I try to do that I get this
Did you also update the Version and VersionName fields in the .uplugin?
Why don't you think from Epic's perspective for a second? They give themselves some level of legal protection and if they didn't have this disclaimer then artists will stop uploading assets. Congratulations, there is no more content to steal- err, I mean- to feed the AI. 👏
It's not that if you use GPT as part of your gamedev workflow you can't use these assets, it's that you specifically can't use these assets to train your own model.
For example, you buy some 3D mesh pack with this flag and add it to a game in which you have some AI-generated code and textures, this is fine. But if you take those meshes and use them as training data to produce an AI model for generating more meshes in the same style, this is not fine.
the wording sounds like it might also extend to something like taking a texture pack and running them through an existing style transfer model or inpainting to replace parts of the texture with AI-generated content (since in these cases the texture is an input into the generative AI application), you may want to check the license for the exact restrictions in case they're more specific than that, though. But in principle, if you are using those assets as-is or modifying them by hand just for use in your project it's nothing to worry about. If you want to train an AI model to sell generation services online, you should be careful about where you source the assets for your training data (and I believe this is the main use case this flag is intended to cover).
yes, I did
If you don't upload a new version with a new link, you can just use your previous version and edit that, and tick 5.7. Right now you have several versions it seems. One single product version can work with multiple Engine versions.
Anybody got a recommended tutorial system? Need something for my ios game that looks semi-decent out of the box.
Publishers who have been affected by the issue that prevents you from installing your own published plugins (Error Code: IS-0009), did it get sorted out for you? I just ran into this issue and the fab support seems clueless regarding it. Now looking through the forums I see that there have been reports of it from other publishers for a few months now.
I only have a single version and it's for 5.7
I just upped the Version and VersionName, uploaded and submitted for review again. I just expect it to work out now
So, has anybody tried selling AI generated assets on Fab? I'm thinking I'll try it just for giggles. 😆 (Yes, it will be marked as AI generated)
A Fab creator recently published over 41,000+ AI-generated assets in a short timeframe, overwhelming the system we have for managing and surfacing content. We’re sorry for the degradation of the Fab experience everyone experienced. Here’s a summary of how our rules apply in this situation and how we’re adapting our approach to deal with in...
I know at least one person bypassed the issue by using AMS.
Haha, I remember that incident from a few months ago.
I wasn't planning to upload over 41,000 assets. Unlike that guy, I actually have a job. 
Looking for 1-2 people who can help me test iOS builds for my UE plugins
I’m adding iOS support to my plugins, but I don’t have a Mac or an iOS setup myself.
So I’m looking for someone who already knows how to build Unreal projects for iOS and can quickly test early builds.
Who I’m looking for:
- someone who has actually packaged an iOS game in UE before
- has a Mac
- has an active iOS developer account
- can install a test build and just tell me "yep it works" or "nope it doesn’t"
In return I can give you free access to my paid plugins and early builds of new stuff.
Nothing heavy - just simple test runs from time to time.
If you’re interested, DM me.
I'm certain he just automated it
Yes. I'm assuming that he took time to develop the automation tool.
vibe coded no doubt
anyway I say go for it, not like there's any real downside, worst that can happen is they dont sell
Hello, do I really need to compile and package my plugin separately for every Unreal Engine version I want to support (the latest UE4 and all UE5.x versions), meaning I must install all those UE and Visual Studio versions and repackage everything again each time I update my C++ code, which ends up wasting a lot of disk space and making the pipeline messy? Is there any alternative to this workflow?
Fab compiles and packages for you, so you don't have to do it locally. However, if you want to make sure that your plugin actually builds and works against all engine version, testing it yourself is a good idea. Or if you don't want to bother: just submit sources to Epic, and wait for their CI to return build errors if there are any.
A related question: which versions of the engine are actually worth supporting?
I made my plugin work in every version from 4.27 to 5.7, but I don't know if there's actually any point in supporting e.g. 5.0 any more. It feels like that's a lot of maintenance overhead for a version probably no one uses any more? Plus all these Unreal Engines take up 300+GB!
Is there anyone having trouble adding something to the cart or pressing the "buy now" button?
I'm new to everything and my English is terrible, but is it okay to ask about FAB here? It's regarding the purchase of a certain asset. If there's a more appropriate place, I'd appreciate it if you could let me know.
yes good place to ask & discuss, but not a place you can get support
(usually)
Hello hello, quick question about plugins from Fab. Does anyone know if I add something like the Electronic Nodes plugin to a project does my whole team need to own a license for it? Do they even need to have the plugin installed?
(It makes blueprint wires straight and gives them some visual changes)
plugins are licensed as per-seat. other assets can be shared across a project
that said there is no good mechanism for actually buying them per seat beyond each developer having their own epic account and buying individually
Do they even need to have the plugin installed?
I don't think so, see: https://github.com/hugoattal/ElectronicNodes/wiki/FAQ#what-if-i-stop-using-the-plugin
Awesome, thanks!
hey guys, m kinda new to game dev and want to create a 2d hack n slash simple game for my learning purposes, i followed a tutorial of Cobra Code on udemy now want to create one from scratch can you guys help me where to find some free assets
For bulk plugin licence purchase you can ask Epic for a quote. But AFAIK, there's no way to assign seats, so if the plugin uses PluginWarden, well, tough luck for anyone on your team.
But you know, assigning seats is a way harder problem to solve that realtime GI, so who knows if Epic is ever going to figure this out.
that said there is no good mechanism for actually buying them per seat beyond each developer
Ha-ha, they might be per seat but nobody is buying per seat. This is a very very big confusion with FAB sellers.
Like you get FULL SOURCE CODE when you're buying a plugin/tool/asset. There isn't a single decision maker that will buy your <XYZ> 2 or 3 times if one copy is enough.
Whole Seat system is not working on FAB, and they are not doing anything about it, though it will be quite easy to implement this:
- Binaries only distribution (they already have it)
- Perpetual license / source code distribution (they can easily add this option)
Seller will select the model for their product. Very easy
smaller studios likely not. larger ones will generally try to do it legally
Unity has a nice system where I can add people to my organization and I assign them seats to plugins/assets. Very straightforward. Has been around for a decade now I think?
How it works on practice (tested against early stage startups, indie game studios and Series B companies and did that myself too):
- Org creates Epic account (once, because it is too time consuming)
- One team member buys & downloads assets/plugins
- They put it to their Perforce/Git/whatever
They forget about FAB forever (until next update)
for plugins that ship with the build you have to do some legwork if you want to hide that you're using the plugin
the licenses by studio aren't independently verifiable, which gives piracy some protection
but yes, generally the inability for sellers to reasonably capture return-on-asset-investment is pretty hurtful to the development of high end assets
but the fact that i sell a nonzero number of professional licenses is evidence that at least some people are trying to adhere to fab terms
frankly a reasonable ratio compared to my expectation of the ratio of personal:professional-tier buyers
As long as you aren’t expecting 5-10x your indie tier pricing I think people aren’t against paying for the higher tier licensing fee.
It’s similar to the tip jar/roadside honesty boxes.
Sounds wise and easy 😎
Turns out the engine gets pretty upset when someone else doesn't have it installed. Couldn't open the project until I removed the plugins/disabled them
Ask your customers. I would say aim for last 3 versions only, provide other versions by request
I'd think they won't become customers if their engine version isn't supported
- They can still download last 3 versions if they REALLY have that problem
- Mention other versions on the product page
My current thinking is that 4.27 is still worth supporting, the old versions of 5 not so much. So "last 3 versions + 4.27" is probably a good baseline.
just a guess, do your .uplugin contains only MarketplaceURL bu no FabURL?
After getting an email from FAB to remove the off on my new product, just realized that FAB has changed its policy and now to put a discount on your product, you have to message them and send them an individual sale request two weeks before that and ask them to schedule the off for you.
Did you know that? Two weeks is a bit long. I think they should reduce the time to 1-2 days.
The email mentioned that if you don't do this, your product will be unlisted for the first time and if your repeat this without sending an individual sale request, you might be banned from selling on FAB.
It's good to see this enforced, I've seen quite a few creators claiming "30% off launch price for X days", when in fact it was not on sale and just the same price all along. I'm glad Epic is doing something on that front.
well thats absurd rules
Yes,I've seen those too, but I think 2 weeks is a long time. They have to reduce it to 1-2 days.
You know, I think something is wrong about this policy, I was forced to change the thumbnail from A tp B
While keeping the off , So actually I was forced to keep the off but not mention it on the thumbnail or project description.
It seems that if I want to put an official discount for lunch sales, I have to message FAB two weeks before uploading my product on FAB with the exact dates for the off period!
So, based on my understanding, this policy means no discounts for lunch sales (Because it's really hard to exactly determine when my product will be ready and also approved and available on FAB) and based on the rules written in FAB page, your lunch sale (individual sales) cannot be more than 2 weeks! While the event sales can be up to 4 weeks.
Also, It seems that you can't mention the discount on thumbnail or product description!🤔 I think they should add the lunch sale option and also increase the individual sales period max from 2 weeks to 4 weeks. I hope finally something good comes out of it for everyone.
don't you need to wait at least 30 days after release to put a sale ? I'm not sure if you can put a launch sale by planning at released as you said
I don't mean this any kind of way but perhaps for future reference its *launch
Launch sales don't exist in Fab because there's no way to know if it's an actual sale, as there's no reference price. And since sellers have been abusing this, Epic is now enforcing their rule, which is very fair for consumers.
Yes they could add an option when creating the listing if we want to add a launch sale for some days. But still sellers could abuse it, putting the same price at the end
Oh, sorry about my funny typo 😅 and thanks for mentioning this
the sales rules are largely abot adhering to eu law
But why would you say that it's "on sale" at launch if it isn't? You can't put it on a sale yet, so that wouldn't be honest advertising.
I think it's pretty common actually, I saw a few times when people make a special price for a short period of time to urge buying on launch. I think it probably must be mentioned that the "launch price" is there until a specific time though
it's not really a discount if the product has never been offered for a different price, though, right? This is probably why Fab doesn't want you using the word "sale" in your thumbnails (plus, the item won't show up in search results for "things on sale right now" since even if you plan to raise the price later it is still being sold "at full price" now)
I assumed you can mark the product as on sale for a short period on launch, but I never sold on FAB so it's just a phenomenon I noticed on stuff like courses etc
to comply with EU law when putting something 'on sale' the sale price needs to be displayed alongside the product's base price, which must be the lowest price that product has been sold for in the past 30 days. This is basically to stop someone from taking a product which is normally $20, adjusting the price to $100 and then immediately offering it for sale at "50% off". If your product hasn't been on sale for 30 days, yet, then that base price is essentially unknown.
Maybe it's legal for Fab to offer sales to non-EU residents without following this 30-day rule, but having separate sales in different regions sounds like a huge headache for everyone, imo
Makes sense, thank you for the detailed explanation
For law nerds (if there are any), the actual law is Amendments to Directive 98/6/EC, Article 6a from Directive (EU) 2019/2161 (that's a mouthful)
Any announcement of a price reduction shall indicate the prior price applied by the trader for a determined period of time prior to the application of the price reduction.
The prior price means the lowest price applied by the trader during a period of time not shorter than 30 days prior to the application of the price reduction.
Member States may provide for different rules for goods which are liable to deteriorate or expire rapidly.
Where the product has been on the market for less than 30 days, Member States may also provide for a shorter period of time than the period specified in paragraph 2.
Member States may provide that, when the price reduction is progressively increased, the prior price is the price without the price reduction before the first application of the price reduction.’;
Is it true that if you release your code plugin on Fab anyone can take it, use it and put it in their own plugin? Branch it? etc.. ?
Your code still belongs to you and can only be used by others according to the Fab terms (which do not allow redistributing it)
they can modify and reuse the code locally
That makes a lot more sense - thank you!
Hi there, are there some tips or best practices I should be following specifically for the thumbnail and images for my fab listing? Just wanted to make sure I'm doing it right ✅️
there's no canonical list
- consider the thumbnail in context, at actual display size, ideally plopping it in a screenshot of the search results
- thumbnail has to communicate the nature of your product AND suggest high quality
- you do not have to use any words at all. Ultra Dynamic Sky is the top selling asset ~every week and its thumbnail is just a screenshot (its screenshots are also just screenshots).
- for visual assets, screenshots should indicate high quality. light things well.
- be clear about what you're selling. if you have textures, zoom in enough to see them at full detail. if you have well-formed meshes, show wireframes. if you have modular pieces, show them both in context and broken out individually
and the big thing overall is - show people how their game will look/work better or develop easier with your asset
Here's all assets published in the last 6 months sorted by "relevance" which when you have no search terms largely translates to "recent sales revenue". These generally all have great thumbnails https://www.fab.com/channels/unreal-engine?published_since=2025-06-20
Ohh thanks a lot, what if it's more of a config template? I don't have any assets to show and right now I just have a basic title page with some before and after stats
you'll need to be creative then
This is what I have right now....
this will be unreadable at thumbnail size
yeah very unreadable
Hmm, good point I'll work on readability
Ohh really? No way XD
yes but i am a geek who trolls new fab listings every day
Thanks a lot! I'll use your tips and work on updates for it. Better thumbnails, images and overall template updates
i would go as far as "Perfectly Optimized Template" as the thumbnail text
honestly this could just be text on background in whatever aesthetic arrangement you want. or just genai it
but certainly larger text
Hmm, I'm against AI art tbh, but I will use it as inspiration then design it myself. Great idea
Yes, ofc
i would 🧐 suggest that a thinner font with generous spacing and lower case letters
would convey lightness
more than the impact font
And what color should I go with? I'm thinking of ditching the basic ue5 map background. Cause between the platform and the sky, the colors of the text never seem right
yeah the horizon cuts right across your text. no bueno
color? idk im a coder it's a miracle i know red from green
you got this
XD Same
I got this from AI....
yeah you can do better
I'm gonna do some research and prob post the result here....AI isn't cutting it
if you ask it for pure text layout and some of the font suggestions i provided maybe youll get bter resuklt
Let me try
Yeah.....AI isn't gonna do it
I'm just gonna learn graphics design
Thanks for the tips! Really appreciate it dude!
If you make friends with an artist then he might do it for free! If he likes you that is...
yeah XD, I don't know anyone like that tho
Although I was able to design these in Illustrator
Let me know what you think and if I should upload it
i still think the word "template" should be in there but it looks the best so far by far
certainly replace the original one
no cost to trying different things
Let me add it real quick
i think the biggest impact thing would be figuring out what people who might be interested are searching for and optimizing for those keywords
tricky in your case because i don't think people go looking on Fab to make their projects faster
okay but i would stack all three vertically
Yeah, the UE5 industry doesn't really like fps, and anything made with unreal is already assumed to be slow by gamers
it's not that, it's that people look on Fab for features and Google for solutions
and "my project is slow" needs a solution
weird space left of "template"
Yeah, I noticed that but there isn't any space. I think it's just the font
I could use SEO techniques on my Unreal Forums post on the template for google searches
I think I'll just use this
hi everyone,
Can I add an .exe file in the Binaries folder that acts as a helper for the plugin?
and share it on FAB?
is it forbidden?
for the plugin to work properly, it needs such a helper
No, you cannot
4.3.6.1.e Plugins must not distribute .exe or .msi files.
so how can I get around this?
'
Make the helper in Unreal?
It seems impossible.
instead of distributing the final executable distribute the source code, configure it to build alongside the plugin and place the executable where it needs to be in the project
although at that point it may be easier to just include whatever functionality that executable provides in the plugin itself
Why do Epic refuse to fix their login
I am so sick of having to log in every single time I want to use fab
It has such an unnecessary number of screens you have to click through
It has been like this for years and its getting stupid
Nobody no one wants to move away from Steam, they can't even get a basic login system working
Maybe it will be a Christmas present
Useless reverse engineer of the day: to open listings on Fab instead of your browser, the URI is
com.epicgames.launcher://fab/plugins/egl/listings/<some_listing>
Good question
Hey guys, a question comes to my mind, what happened to all of our assets we bought before fab market from UE marketplace? Does it have a Fab licence now?
For example, UE marketplace won't allow us to use our assets on Unity engine, but Fab licence do.
It's not a store its a login simulator
assets purchased on marketplace retain the marketplace license
it would be breach of contract for epic to sell you a license and then change the license (not that this stops many companies from changing their terms arbitrarily anyway)
I see, but this makes it impossible to change the licence. you can't rebuy the same asset since you already own it. and its listed under the fab-> my library.
that seems like a limitation, yes, short of creating a new Epic account. do you need to change the license?
I already own an asset which I bought before from epic marketplace, and I was wonder if I could use it with unity.
did UEM terms not allow this? i don't actually know
Might be possible to change the license with permission from the asset creator and a reachout to fab support. The request might be met with perplexion on both sides
if nothing else "Creator asks Epic to give a license to someone" is an ordinary workflow
and of course an asset creator is free to license it to you directly
this is probably the best route. "Can I use your asset under the modern Fab license terms?" "Yes." ok done
IIRC, if the creator migrated the asset to Fab, you get it under both licenses (Marketplace and Fab). If the creator didn't, you only get the legacy Marketplace license.
Also, I don't think there ever was a rule preventing you to use Marketplace assets in Unity (or anywhere else for that matter). Only exception was Epic content, and that restriction is still in use (on some assets).
Right, I think I confused the Epic content with the UE marketplace.
Thanks guys, looks like it was allowed even with the old licence.
https://marketplacehelp.epicgames.com/s/article/Can-I-use-these-products-in-other-gaming-engines-like-Source-or-Unity?language=en_US
out of interest how do people handle using assets from Fab etc, so essentially I have source control setup and I have a specific folder in which all marketplace stuff will go so I don't need to source control them else they'll be stupid amount of stuff. Obvs I would use some stuff though so would it be advised to copy and paste the used assets to a new location which is source controlled or leave them in place ??
We have a ThirdParty folder and stick stuff there. Everything on SC, because why not?!
would have thought stuff from Marketplace/fab you wouldn't be able to source control and that each person in the team would get the same ones and install them to their version ??
fairs I'll prob still put them into a folder to keep them all together
and that way if later down line I want to include them in Source control I can just remove the ignore of that folder from the p4ignore
Hi, I'm trying to access a asset I bought 2 months ago but it dosen't let me import it to UE "
This format is not included with a UEFN - Reference only license."
Did I buy the UEFN version by mistake? I cant see the license in the receipt.
Is there a way to upgrade from UEFN to personal?
thamls
Im trying to open the FAB marketplace in launcher and this what it shows to me and even if I click on Take me home button it doesnt do anything
Merry Christmas to everyone and happy holidays.
Contents goes to Christmas table with programers. 🙈😀
Merry Christmas to everyone!
wish they would also drop some AAA level asset/tool plugin for small developers like us🐧
its still few hours for christmas here but yea Merry Christmas everyone and happy holidays!!!
There was a megascan drop a week ago
why does clicking this log me out 😭
Oh, that’s an idea! Hm… I’m working on props and assets, but I’m kida new to this. 🙂 So, maybe I would make your dream come true one day. 😄
Thank you and Good Luck!
Thanks! 😁
What kind of AAA assets are you looking for and what price range? There should be some on Fab.
hi @green seal , sorry for ping, just wanted to ask for help with EasyFog not working in Path tracing,
freshly installed easy fog, dragged into the scene, cranked all settings up (intensity, emissive, density) totally invisible in PT, visible in lumen.
unreal version 5.7.1, any ideas?
Unity Asset Store EULA
2.3.1 EXCEPT FOR EXTENSION ASSETS, END-USER is granted a license to install and use Assets on an unlimited number of computers provided that these computers belong to END-USER. - Unity Asset store EULA
Am I reading this unity asset store eula correctly? Technically even if I buy a art asset, I can't share it with them for use on our project if I dont own their computers? 🤣
Correct. The idea is that a company buys them and they own the computers, I suppose.
it would be cool if the launcher showing the projects we can categorize them based on date creation, unreal engine version or our own favorites
Most of those are features in AMS. 😉
anyone got any experience with the Quest Editor plugin?
this one
I tried to use it, and the way it needs to be setup looks complicated, so I gotta look into the docs
so I wanna know how good it is
I've been logged in to fab for 3 days new record!
Fabulous.
False alarm, logged in yesterday but already gone 😄
They logged me out today 😂
Hey all, has anyone run into an issue where updates from plugins aren't being reflected locally?
I updated my plugin on fab, and my download manager shows that it downloaded the plugin after the update, but the new files are not there. The folder structure looks exactly the same as before the update.
Is there a way to manually force a local update?
what happened to the black arrow that used to show up next to 5.5 to show there's more version you can select?
I've installed the plugin to all the available versions, and my download manager even shows the download was completed 3 hours ago, but all the versions still show the old files.
I'm not sure if I can force a redownload or how I can if it's possible
That's like being kicked out by the bartender after you had too many drinks.
'Ey, listen boy, we logging you out!
On for 1 day too many!
Not sur for plugin, but what I do for any other asset is first remove it from the vault, then install it. Otherwise, the launcher installs whatever version it feels like.
What's up with this creator ? (UrbanForge Studio 1) Their product look ultra fake, and I'm pretty sure they've already been banned at least twice.
Yeah, that looks hella fake.
how do you remove it from your vault? 😅
I just looked at it and it seems plugins don't actually go in the Vault. So my suggestion was useless, sorry!
Hi all, I'm trying to publish my first plugin to FAB.
Is it just on my side or did the INCLUDED FORMATS Unreal Engine button stop working?
I want to edit a UE version, but when I click it nothing happens. If I remember correctly it's supposed to open a window that lets me edit different versions for the plugin
Depends on the OS, on Windows, the vault tends to be in either your "My Documents\Unreal Vault" folder AND/OR 'C:\ProgramData\Epic\EpicGamesLauncher\VaultCache" You can also use AMS and then Right mouse click on the Asset in your vault view, and click the "Jump To" option and it will put you on the asset in whichever vault folder it is in....
It should replace the entire right-hand side of the screen with engine/file details, yes.
Thank you. I deleted that one, but it still seems to think the plugin is still installed. I'll try deleting it from my engine plugins as well 
Is there a way to communicate with the verify orders outside of the webpage? I would like to do an API call with a python script so that I can automate verification. Does anyone know if this is possible?
Thank you, it's funny, I tried resetting my pc, deleting my cookies and browsing data and nothing. Then after a while it suddenly worked 🙃
Hidden are the ways of the FAB
Sadly, I don't think this is possible. It's definitely been asked before, but it's not even on the roadmap.
Sad 🙁 I'll try to do an html call to see if that works. But I guess it also needs a header with authentication. Maybe some debugging will expose it
You can always use playwright to mock an API, but that's quite an overhead, and you need to manage auth which might get tricky.
Yeah exactly. But it might be worth a shot
For auth you might want to look at how Legendary achieves it. Though it's for the launcher, maybe the same auth token can be used to access the HTTP side of things? I doubt it, but still worth mentioning.
I was looking at this asset on the marketplace, and I wanted to import this asset into their individual geometries, but instead they import as one collection of assets (as shown in the thumbnail). Does anyone know how to either separate them into their individual geometries, or even separate them into individual vehicles?
https://fab.com/s/d7d3aa02d30e
Use modeling mode within the engine, it should do the trick. Otherwise, export to blender, split there, and reimport.
Alright, Ill poke around in the modeling tools, thank you.
It seems to be missing for me this update as well - despite this I was still able to click the displayed version to pull up the drop-down menu for version selection!
ya it was functional for me, but it confused me and took me a while to realize nothing was wrong haha
Fab being down when you finally have time to work on your game 💀
Damn it, i missed all the free fab stuff of december i think
it's biweekly and i think changed this tuesday. you're fine
i got the engineer mechanic girl and labratory, dont know when that was but i think i am fine
whens the next sale? I feel l ike we didn't get a christmas sale this year.
sellers are not allowed to disclose sale dates
EU law makes it difficult to run a christmas sale because the 30-day no-sale window the EU requires would cause christmas to overlap with the black friday sale
if you leak the date, tim sweeny comes directly to your house I bet.
I have the luxury to sign in today 
im looking for medieval npc pack does anyone have any recommendations
In case you wondered. I did some more research and indeed the authorization part is tricky. It relies on cookies and an active browser. Any headless request is rejected.
But... the good news is that I managed to reduce the manual overhead by a lot. I created a discord bot that welcomes users when joining. It tells them to send the OrderID to the bot after which it will post a verification message in a private channel. This message contains the link to the fab verification with the correct order ID already filled in. So all I have to do is click it. (The link was actually very easy, just add ?order_id= behind the url like: https://www.fab.com/i/portal/sales/verify-order?order_id=A01234567890123456)
My phone and pc are usually already logged into Fab, but in rare occasions I need to enter my credentials again. It will then return a JSON string like this: [{"date":"2025-11-28T16:47:12.885+00:00","listingTitle":"Product Name","orderId":"A01234567890123456","price":13.17,"status":"Verified Purchase"}] (Or, when you need to log in first, it returns this: {"detail":"Authentication credentials were not provided."})
After this, I just copy paste the JSON string back to the bot, who will then handle the roles in discord (As it can figure out the listingTitle and OrderID). I keep track of a small database to hook up the user to the orderID so OrderIDs cant be used twice.
When a user enters an invalid OrderID, the JSON string is very simple: {"detail":{"orderId":["Invalid order id"]}}. This can also be handled quite easily.
All in all it works pretty good now 🙂
Hi fellow devs!
Seems there is a scam about Fab seller account verification 🤔
Be careful, do not fall into the trap!
How do you even verify "exclusive access to your account" lol
Fake picture. Check email
Not that I know of but honestly it would be simple to make
I am working on a product line for fab. I am in the packaging stage before actually uploading it. I am looking for advice to prevent issues later down the road.
Every product will have cpp code, blueprints and assets
What is the intended way to go about packaging something like this?
Am I supposed to create a separate plugin for every single product and the user enables each plugin separately?
Am I able to distribute one plugin and each product gets a separate module in that plugin? If so what would this look like when I package it for fab?
C++ -> must be a plugin
Yes, one product -> one plugin
Thank you
It looks like Substrate will be the default material shading option from UE 5.7 onwards. If I make an asset with Substrate then will that be ok for previous versions of UE, or would I have to submit separate project versions to Epic for the older UE versions? Wouldn't want the customer to get an error for the older UE software, after all. 
assets are generally not backward-compatible, if you want a user with UE 5.3 to be able to use your asset you should create the asset in 5.3 or earlier.
That said, substrate has been an option for several versions so you could create substrate materials in 5.3 that should still work in 5.7 (probably). Users in versions earlier than 5.7 will need to manually enable substrate in their project to be able to use them, though, and there may be some substrate-specific nodes which are available now that didn't exist back in 5.3 (so maybe some types of materials will be easier/harder to create--I'm not sure, though, I haven't messed with substrate very much, but have definitely run into cases where a material I created in 5.6 needed to be reworked to make a version compatible with earlier versions just due to the nodes I used in 5.6 not existing in the past).
also worth noting is that non-substrate materials still work in substrate, so if you have a material which already works in 5.6 it won't break for users who are building projects in 5.7
Hmm... might be easier to just include a downloadable zip folder on the side. Let them do the extra work.
How exactly is the license meant on stuff from Fab when you can get it for free ?
Like i see there's the private license up to 100.000$ sales volume in the last 12 months and the professional license which is starting at 100.000$ sales volume in the last 12 months.
Currently i don't make any money, but does that mean i should take the private license over the professional license ?
Or should i just take the professional license instead since i may reach that sales volume in the future ?
take the private based on your 12 month history. you're overthinking things
I mean, i think it's reasonable to think about this if you can "buy" either the private or professional license for the same "price" xD
they are the same license, both grant you the same rights for how to use the content. If the price is the same, there is no benefit to choosing one over the other.
I see, thanks
as far as i'm aware the personal license is totally fine then, as your CURRENT situation matters when you buy.
even if you later make >100k with the product you won't need the professional license at that point
The Fab license is based on your revenue/funding at the time of purchase.
How you do in the future is irrelevant.
Makes sense. It just confused me that there's even the option to pick either that or that when both are free 😅
It's especially problematic if you're required to purchase Professional: if you make a mistake and claim the Personal license, you simply can't claim the Professional one, because Fab doesn't let you own multiple licenses of the same product (same idea as the plugin seats issue).
There should be an account option where you just select whether you want to buy Personal or Professional, and be done with it. I don't think anyone is changing their license tier every morning.
Any recommendation for the most optimized grasses currently available from the free ones?
I have a plugin with a bunch of widgets in the plugin content plus some cpp I want to list on fab.
Should I put it under widgets or plugins?
I would like to put it under widgets because people who are looking for widgets will be looking there but I am worried fab might cause distribution issues if its not understanding the packaging.
for widgets the options are complete project or...
so if I were to put my plugin in
Plugins/PluginName/stuff
It should work
Its hard to tell what Fab intends though since plugins can be basically anything, it would make more sense if different listing categories had plugin as an option as well
Also how are hybrid listings handled? Content plus a plugin
My understanding is if you are including a cpp plugin in the asset, it needs to be distributed as a plugin, cpp code cannot be distributed as an asset package. So, even if 90% of the content is textures and you have one cpp file, your listing must be marked as a 'plugin' to ensure it gets distributed correctly.
That said, though, plugins do have categories beyond just 'plugin'
It makes sense, what you are saying that is.
What doesnt make sense is the system, and that is what makes me think I am misunderstanding something.
For example if you wanted to do a slate widget and expose it with umg you'd need a plugin and it should be listed under widgets or ui, but with plugins, even with categories there is no widgets option.
for any non trivial widget you should really expect slate to be a requirement, this probably explains part of why the widgets section is so sparsely populated.
I think I am going to try:
distributing as an asset pack with my plugin in the plugins folder, and see if they kick it back at me
Even with just one line of c++ it needs to be published as a plugin.
number of widgets searching widget in plugin section: 596
number of widgets in widgets section: 231
facedesk
I think it all stems from the fact that the marketplace started out as an asset (zip files) store.
Then came support for plugins pre-built for each UE version/OS.
To mix it up you also have "content only plugins" that I don't remember how it gets packaged up. But I'm guessing a zip file, just in the engine plugin folder instead.
Imo plugins shouldn't be a section it should be a distribution type
Most other sections for example systems -> animations could take plugins -> animations then you could sort sections by distribution types.
This would be more flexible and make more sense.
This would get rid of plugins section categories duplicating a bunch of other sections.
Categories would be cleaner and people wouldn't have to go to the plugins -> gameplay features section for map widgets.
Its totally like a fixable thing if there's a desire there.
content only plugin if it gets installed to the plugins folder in the project would be in Plugins/PluginName/Content
then you do content drawer -> settings -> view plugins
and you get this:
For my use case - Users duplicate Material instances and WBPs etc and put it in their own Content/Whatever folder outside of the plugin
Then -> version update overwrites all the assets in the plugin
so assets in the plugin are fully supported for versioning and custom configs of materials and junk stay in userspace content folder and dont get overwritten with new versions.
Imo plugins shouldn't be a section it should be a distribution type
In my opinion, Fab should have two distribution types:
- Complete Project
- Plugin
This would solve so many issues, and I can't really think of any drawback. I have no idea why this hasn't been put in place years ago.
Hello did some of you made some advertising for your projects on fab? like advertising on a youtube video or a linked in post or something else? is it useful?
Yeah, tons! Not buying ads, but making promo stuff, writing posts etc is essential.
Impossible to buy a product you don't know exists.
yeah i feel like my product is invisible even if i do multiple youtube videos, linkedin posts, etc, so i try to do more
Im wondering for an environment scene if its important to do a speed level art video to showcase the pack, i think it will help, but my videos dont get much views so i feel like i do all of this for nothing
Social media is slow in the start. You generally get more traction/views when you have more followers.
You are also competing against every click bait video out there. It needs to be catchy/short/etc. It needs to be "sexy" without being dishonest.
well i want more views on my fab page, so i do videos to help but youtube isnt the main goal
But i know that the images of my videos arent the best, i guess a title on the image could help or something like that
Lets say I'm an UE5 dev and I browse random stuff on Youtube.
"Why would I click on your video?"
Remember, I have no context over you, the product etc. The thumbnail and title needs to peek my interest. Then the first 5-10 seconds of the video needs to hook me in.
I also haven't really beaten Youtube yet. My latest video got 274 views on youtube, but has 82k on linkedin and 54k on twitter.
I suspect it's because the video doesn't stand on is own as well as it does with some text introducing it. Social media is hard 😅
yeah on linkedin i have alot of views for some posts, my last one did 700 likes and the first one on the cathedral (2 years ago, with an unifinished project) did 4500 likes
but twitter i didnt try much, im not posting often there, just looking
I hate that Nanite Foliage is called that. Because creators have been selling Nanite Foliage since 5.0, and it ain't exactly 5.7's Nanite Foliage.
At least it's consistent with Epic, which also had the great idea of naming both its human skeleton Epic Skeleton, ensuring that no one will ever be able to tell the difference when buying a character.
After three years of supporting simulation developers and teams with high-fidelity 3D models, we’ve officially retired the Vigilante Marketplace. The last day for downloads was Wednesday, December 17, 2025. All assets are now offline. This change is part of our shift toward custom training software, including our FPV drone trainer Dart, and a...
sad news 🙁
Nooo!
Hi i implement dlss first upscaling and fg work perfeclty then imlement fsr after then and it brokes dlss fg also fsr upscaling not working to now. I remove dlss and test fsr only and it works perfeclty so implementation is correct. Also i am disabling other method when switcing beetween them for upscaling and fg too. For example if i choose fsr upscaling i disable dlss one and set aa to tsr to support upscaling. What am i missing can you help pls.
Genuinely curious if anyone actually uses this in 5.4+ and can say if it’s worth it. So many tools have come out by unreal that I would think could replace its function https://www.fab.com/listings/7e786da1-35e1-458e-96e0-7b1bdb333b39
🎥 DEVELOPER SHOWCASE - Check out this showcase of GMC-based games made by our community.🎞️ TRAILER - Watch the original GMC release trailer.🎮 DEVLOG - Hear about indie developer Rory's experience with the plugin (not sponsored).🏄 SURF DEMO - Surfing GoldSource physics demonstration.🐇 BHOP DEMO - Bunny Hopping GoldSource physics ...
It's a very robust and impressive system. There is no current tool or system available that would replace it.
Mover is the closest thing I suppose, but GMC covers a lot more than just movement replication.
I would also rate the community 10/10. Multiple community driven resources that add tons of value in and off themselves
ive definitely been tempted by it just because of the source engine stuff, do you know if thats inherently a part of it or is it just a demonstration of its capabilities?
do you have any demos that show its replication vs standard replication?
As far as I'm aware, the source version is a demonstration.
I don't personally have anything that I can show off related to GMC unfortunately (There is a show-off channel on his discord though with many posts). And I'm not a replication expert, but it is definitely a cut above the rest for multiplayer purposes, and a lot of it just works. (Timestamp verification, prediction, rollback, replays, lag compensation etc)
I would jump on his discord if you're truly interested, GRIM replies to people daily and he can break down the technical aspects far better than I could ever hope to
I mainly ask because their discord appears to be locked unless you buy the plugin
hey folks, trying to sign up to fab, as doing the tax interview. It keeps saying my information is incorrect - but it's not.. Anyone know what avenue I need to take here?
looks like they limit the amount of times you can take it too, I retook it now it's grayed out to try a third time.
Hi, I had a problem with my fab. I posted my question here on the forums.... If anyone knows how to fix it please lmk
Hi, Epic Games Launcher correctly detects Unreal Engine 5.4, but it does not detect my existing projects on my D:, I moved my projects to D: from default which was documents on C: because my C: had started to get it’s storage full, which all prevents me from adding Fab / Marketplace assets directly to them. Current setup: Epic Games Launc...
Why fab is removing assets from creators ?!
Has someone experience with ordering voucher-codes for own products on Fab?
Like.. giving away a plugin for free to testers...
I contacted Fab support 3 Days ago.. and still waiting for an answer..
I replied on the forum, odds are likely a mod will remove it -- but my answer is use AssetManageStudio to replace EGL...
is it this software?
Yep, that is it. Disclaimer I'm the author, but it is free. 😉
Any news about the "Lists of Megascans Moving to Fab Later"? the links in this page don't even work: https://support.fab.com/s/article/Lists-of-Megascans-Moving-to-Fab-Later?language=en_US
I think they are already there, according to Fab; https://www.fab.com/sellers/Quixel Megascans has 19k assets. Now, it does appear that looking in your OWNED library Quixel seems to be empty -- not sure why, but if you look at the seller, you can see what you actually own...
not sure what you mean, I'm not looking on my library, the scans don't even appear on fab, when you click the "get it on fab" button on QUIXEL some scans don't return a link and they don't appear in fab
Yeah, I could have sworn they were all shown, but something must have changed... I just looked and it only shows I own a small subset even though I signed up for the entire library as of about a year ago. Should be a lot owned..
The Quixel site says I own 18k! But on Fab it shows about 100,. and most of those are recent freebies... Something must have changed... Interesting it still appears I can download from Quixel anything I own... So perhaps they didn't like everything or perhaps the 18k made things super slow on Fab that they disabled it now...
ohh wait you can now or still download the scan from quixel, there is not a big problem then, not sure if they disabled it I think they did because quixel mixer did not work
I tested a couple that I owned and they d/l, so it appears so...
Trying to get an updated plugin that the devs published like 2 weeks ago. I've nuked my vault cache, reinstalled Epic game launcher, installed a fresh version of the engine that the plugin requires.... and it still serves the v1 instead of v2 version.
Is there a step I'm missing - like nuking some other cache/directory or whatever or is this just normal Fab/Epic behavior LOL?
how do you update plugins in your project when you change engine version
You can if you get tired of dealing wiht the Epic Games Launcher, use ny AssetManagerStudio, it for sure will let you pull any version of the plugin you want. 😉
Damn I had never thought about alternatives to the launcher being possible. Looking into this and thank you!
????
Hey everyone 👋
I was wondering if maybe someone here can help answer this 😊
Can Fortnite gift cards that are available in Germany be used to top up a FAB.com account balance?
And if there’s a maximum balance limit of 250 € in Germany 💶 — what happens if I want to buy something that costs more than that? Is it possible to use the FAB.com balance and then pay the remaining amount with another payment method like PayPal? 💳
Thanks a lot in advance 🙏✨
How do you guys encourage reviews for products that just works? I only ever get reviews when people need help and I hint at it after support is given, but for the products that simply works and is beginner proof.. Are we just doomed to have no reviews or get that 1 random one after a few hundred sales?
How to play unavailable game that you purchased before? Such HZD complete edition
It kinda feels that way. I've tried putting a big box on my docs page that says "could you leave a review thanks" which is probably the best you can do. Or put it somewhere like your plugin's project settings page if it has one, or something like that
Online sales stuff like this generally has a fairly low review rate from what I understand so it's kind of expected to some degree
Yeah I do expect it, but I wish there was some kind of incentive to leave a review. The docs is a good suggestion that I didn't think off though, might add something discrete at the end of the docs
The problem with incentives is that it doesn't take much to essentially be paying for reviews, which if it's the seller offering the incentive feels scummy enough to me that I just refuse to buy from anyone doing it, and if it would be Epic offering an incentive (maybe they could offer some store credit for every 10 reviews or something) then I think it'll likely dilute the quality of the reviews we do get (since people would be more motivated to just to complete a bunch of them than anything else)
I think most people are not likely to leave a review unless they feel strongly about it one way or the other. If people would leave reviews more often perhaps we'd get way more 3-star reviews than we want and would prefer to go back to rarer (but nicer) reviews, haha
Maybe more people would leave a review if Epic sent an e-mail to buyers a week or two after every purchase saying, "Hey, remember to leave a review, here's a link," but personally I have always just been annoyed by this kind of automated message so I'm not sure if it would be better or not 😅
I would just put it on top. I doubt it's gonna bother anyone that much :) Mine basically looks like this if you're curious https://zomgmoz.tv/unreal/Plugins/zomgs-editor-addons-documentation
To those who have been affected, any updates regarding the IS-0009 error code that prevents certain publishers from installing their own plugins?
I just received a negative review on my plugin (https://www.fab.com/listings/b0b7c135-f1ef-4c70-a544-e805a4e58700). User says plugin cannot be installed on 5.6 and 5.7. Feels bad when I know the plugin works on both engine versions having tasted it locally but I cannot confirm if the issue is due to the user doing something wrong or due to FAB's server acting up because I have been affected by the IS-0009 curse and cannot install my own plugins. It has been months with no resolution from the FAB team despite multiple forum posts.
https://forums.unrealengine.com/t/error-is-0009-on-my-own-plugin-to-download/2675461
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
Epic Games Launcher has issues way too frequently, you can instead use Asset Manager Studio to install your plugin.
Really makes me wonder what causes all that because I never run into issues 🤔
But seems to be really common for people to have them
Massive discountd on fab fyi 
I now also filed an official Bug Report via Fab Support..
Since epic is either blind and is not watching their own Bug Forums.. or ignore it..
Having that IS-0009 since November.. without a solution.. ridiculous.
Hello sources. Any available public info about how a developer can create a redeem code for his own customers? I've been asked that by a developer who wanted to create a redeem code for a new version of an asset of his I've bought a while ago and he discontinued, but I have no clue... I have no asset of mine on FAB yet. Thanks in advance for any feedback.
I believe the developer needs to e-mail fab to request the code, there isn't a button in the seller portal to generate them
If you need 50+ codes at once, just ask the Fab Support via Mail or contact form about it.
MKe sure to use the mail address of your Fab Seller Profile.
Provide them the link of your Asset/Plugin with it and the number + what license you want to grant (personal or prof)
For smaller amounts, you also should provide the mail addresses of the users you wanna grant the product, and of what license.
This answer came quick..
Let's see, how fast they are..
Also be aware..
"Buyers" who got the product granted through this method, are not able to write a review!
Auto response 
Does one know the rules of posting to the Showcase channel in the Fab Forums?
https://forums.unrealengine.com/tags/c/community/showcase/154/fab
Nice one 🙂
But, it belongs here: https://discord.com/channels/187217643009212416/1054845218723209226
Question for US FAB sellers, are we responsible for our own tax documentation, or will FAB send us something like a 1099?
has anyone had issues with their tax info saying it's wrong during the tax interview?
It's 2026, why the hell are asset page images limited to 720p? Sometimes people post literal screenshots of the editor, and since fab only displays them in 720p text becomes nearly unreadable
Hey guys! If I import an asset from fab using Epic launcher and then move it to another folder (within the project, obv), if I decide to reimport it, will it detect that the files were moved and correctly update modified assets or will it create a copy of the asset?
Quick question for people who buy and use Unreal Marketplace assets:
When it comes to materials, do you actually care if an asset uses
Material Layers vs a traditional master material + instances?
– Do you prefer layered materials for flexibility?
– Or simpler materials that are easier to understand and cheaper to compile?
I’m weighing ease of use vs flexibility for an asset pack and would love
input from people who’ve used Marketplace assets in real projects.
I believe it should, depending how its being reimported. If you mean actually reimporting, right click asset and reimport, then yes it should reimport because the source file location remained the same. You can test this by just moving one asset to a new folder, right click and reimport. If you're reimporting from the market then i think it works like a migration, so it will create that folder again with those assets.
Same issue here as well. IS-0009 since a few months. Only with my own assets. worked once in 5.7 using a vpn. But only one time. Did not get any customer reports on this.
+1 on the IS-0009 issue. I didn't notice it until I bought a new PC last month and made reinstallations, I can install anything but my own assets.
+1 I have it since 6 months
I can install my own assets but only ones I released after fab launch
+1 customer had the same issue
Occurs to me I've never actually tried to install my plugin via Fab 🤔 Always compiled from source on my own projects
anyone know of any dynamic economy plugins (preferrably cpp, not blueprint-only) that track faucets and drains to combat inflation, effectively a macro economic monetary system?
You are wrong. I display my images at 4K. But you need to upload them as JPEG images instead of PNG images.
I'm sorry if I sound rude, but I'm $#@&ing drunk as hell right now. But you can upload 4K images if you use the the jpeg image format because it uses less storage space.
The issue more likely is, that your images have a way too big filesize - even with 720p. Maybe your dpi of the images is too big.. like 300 instead of the average 72...
You can try to run your images through an online png compressor, to reduce the filesize, too.
I'm not selling anything yet. This is just what I've noticed while browsing the store. Every single asset I've checked has 720p images
Maybe people want to have smaller screenshots to save traffic and make the page load up faster..
As for Example..:
My own Page..
This image is a PNG.. with the size of 2559x1663 pixels
it works fine.. on upload, it gets converted to JPG anyway.. but still has the same dimensions
BUT - i have this PNG on 72dpi and compressed, so it has way lesser filesize, than the original capture.
There's no way most people are collectively deciding to make their images with small text unreadable to load faster
I was looking at plugins with images of the nodes they have, and could hardly make out what they even were because of it
What makes you think this isn't possible?
Lots of people in the millions tend to collectively vote for very stupid people into their government leading.. all the time.. for decades over decades..
So.. it is also possible to have people collectively upload smaller and faster loading images, to give the page experience the kick of speed..
In most cases, you don't need the biiiig images to show your product.
Why wasting traffic for 1080p, 2K or 4K images in Traffic and loading time.. when the content also fits on 720p?
It's a thing about optimization.
WAIT...
You mean THIS Images?
you know, you can make them bigger on the upper right corner?
this ones, on the page.. are only thumbnails.. not the actual images
Yes, those images. And clicking to view them larger does not change the image
the image can only cover the space available in your Browser Viewport..
Try to rightclick the Image when enlarged and open it in a new tab.. like this...
That is literally what I do
Look at this for example https://www.fab.com/listings/96f9d2fc-dcef-40b1-b237-0d2ca55645ea
📚 Documentation📌 Roadmap & Changelog📧 Support Email: support@kibibytecompany.com💬 Discord Community✅ Versions: V.1.1 for UE4.26 - UE5.7🚀 Also contained in the Nodes Bundle - The ultimate addition to any project✨Blueprint Generator Ai - Now Available🔥 AboutDiscord Suite is the ultimate solution when it comes to handling ...
or make Browser fullscreen (F11)
But be aware.. the Arrows to switch between screenshots ALSO do need space to exist.. so the image gets smaller caused of preserved aspect-ratio, to give the ui space, too..
My monitors are 1440p and 4k. They don't need more space to show larger resolutions
Looks ok for me when enlarging the image view...
only gets clipped at top/bottom.. cause 20:9 aspect of my monitor.. but big enough
You can read the words on those nodes? That's exactly what it looks like for me. A 720p blurry mess
blurriness comes from jpg artifacts.. and some scaling of the Storepage... which is normal..
yes.. of course.. looks good here
The store converts Images on upload into JPG.. and jpg NEVER is lossless.. you always get a blurry look caused by jpg artifacts and compression.. that's absolutely normal behavior..
Then on top maybe comes some Shoppage scaling.. and of course your Monitors own HDR and Color correction..
But yes.. i can read everything fine on Kibi's screenshots
This one was a bad example. I'm on mobile right now. But my point stands. It's a 720p image, and I've run into assets where the nodes are displayed smaller and are actually unreadable
mobile is a whole different thing.. cause mobile devices do more color correction and tricks to optimize the screen on top of the normal behavior.. to save battery, cpu and gpu...
Mobile is the worst indicator of anything..
Yes, I know. I'm only on mobile to share one of the assets I had noticed it on. I only use desktop to actually use fab
Yes..
But to conclude this..
This behavior of quality and image sizes, is nothing the Sellers do by themselves.
The Store converts all images to jpg, which causes initial artifacts and compression, and your hardware and Browser scaling is doing the rest..
So you can upload 8K images and they look the same as 720p images.. maybe, caused by scaling, even worse..
They don't just look like 720p images, well they do, but that's because they literally are 720p
It's not just plugins with nodes either, but art assets having 720p images makes it hard to see the details. It doesn't make sense for an art focused store to show low res images of products they're trying to sell you
It seems to me a lot of sellers don't know that fab is lowering the resolution of their images just because they're not using a specific format/compression on the images they upload
But that's just a guess. idk if fab clearly states this anywhere and people just don't care to showcase the assets they're trying to sell better or what
Or, maybe it's just assets which were migrated from the marketplace? That could be a possibility
Just used the wayback machine to check an asset when it was on the marketplace. Ultra Dynamic Sky had 1080p images on the Marketplace, but on fab those are now 720p
They haven't updated their images either if that has anything to do with it
oh, maybe they did update their images since those are different
but still, that resolution difference is a huge step back
I've asked the UDS seller about it to see if they even know about this
So most sellers likely don't even know their screenshots are being downscaled
Again.. if you upload a 4K Image screenshot on your product.. the shop uploader converts that to a 720p jpg thumbnail for the shop-page and a 4K jpg for the enlarged version.
If you then enlarge the image on the shop-page, you get a 'Scale-to-Fit' view of the 4K one.
That's nothing the sellers can change on that.. it's simply done for optimizing the loading times and traffic of the store.
Again, that's not what is happening. The "enlarged" version is still the same 720p jpg.
On a 4K monitor with gigabit internet, I load the page, click the arrow to enlarge the image, and it's still the 720p image. Even after opening it in a new tab
Looking at random listings, this one has working 1440p screenshots https://www.fab.com/listings/9155a337-2c74-4c5b-bff1-43adae672618, however this one has clearly downscaled 720p screenshots https://www.fab.com/listings/405ffca7-aed7-4db8-ab9d-0c80e00a2d7b. Both listings were published within the last two months, so it's not due to Marketplace migration.
And for the listing with 1440p images I don't even have to enlarge them, just opening in a new tab shows it's the full 1440p image
huh, I have some assets which include screenshots of nodes and code snippets so I also care that they are legible. I have mostly been uploading 1080p screenshots, and checking my **most recent listing ** all of the images are currently 720p, even when checking the uploaded files when editing the listing they are all 720p. I still have the original files so I also double-checked that they were actually 1080p. In my case the text was large enough that this hasn't made anything unreadable, but it's definitely a surprise to me.
BUT, an older listing of mine still uses the original 1080p images.
I tested uploading a new 1080p image when editing a listing, and the preview shown after the upload remains 1080p. I'm not sure if that means it will keep the 1080p version if I submit it now or if they might resize to 720p at the time it gets published (or maybe automatically resizing to 720p was a temporary bug/short-term change which no longer applies?)
hello, i dont fint the "free for the month" assets anymore, do you know where it is ?
homepage
"Limited-Time Free"
#1054845218723209226 , not here
Ок
You are 100% right! These are indeed 720p images, even if you enlarge the image or save it onto your computer or mobile device. I didn't notice that before... 🤔 But you are right.
I'm not sure if Fab automatically converts images into jpegs, or that they're automatically downscaled to 720p. For my own asset I uploaded high quality 4K images in jpeg format. I tried uploading as PNG first, but the file was too large so I reuploaded as jpeg and then everything was fine. There is no blurring or loss of quality for my photo reel even if I view it on my phone. So, I'm not sure WHY anyone would choose to upload their images at 720p in current year. That is bizarre to me, and kind of reduces the quality of Fab, in my personal opinion.
Yeah, something is causing Fab to downscale images, just not always. Or maybe there's some error causing Fab to only show the 720p versions of images
If Fab is causing images to get downscaled, without the seller asking for that, then why aren't my images being downscaled? That is weird, because the seller chooses what the resolution of their images will be. Even thumbnails can be 1080p if they want it to be. But I can't remember for sure, because it's been a while since I've uploaded anything so I'll have to double check that later.
Hey all!
How do I submit my product for SALE events on FAB?
Does it have to be available on the store for the same price for a certain amount of time like 3 months before it can be eligiblefor sales? (I heard it there's a thing where a product must retain a constant price for 3 months before it can be marked as ON SALE to reduce it's price).
Thanks in advance
Your product must maintain the same price for 30 days before a sale (and after the sale ends you need to wait 30 days before it can be put into another sale)
Thank you 🍺
oh, I misread your question, sorry 😅
I thought you were asking how to sell a product in the first place. For the major site-wide sales, Epic will send you an e-mail asking if you want to include any of your products in the sale (but if it has been less than 30 days since you listed a product they might not send the invitation to you).
If you want to put something on sale at any other time, you just need to send a message to fab support (but the 30-day rule still applies):
https://dev.epicgames.com/documentation/en-us/fab/sales-and-discounts-in-fab
Perfect, thank you again 🙏
I was able to double check just now, and the minimum image size for thumbnails and images is 1080p. Not sure how these other guys managed to get theirs at 720p.
I'm leaning towards it being something broken with Fab where it's not using images higher than 720p for some listings
Before I first mentioned this problem I didn't know Fab created lower res versions to display on smaller screens, so a 720p version should likely exist for every listing. It's just for whatever reason some listings don't show anything higher than the 720p version
I checked some of my listings, and my oldest listing (from 2024) still uses the original high-res images that I uploaded, but more recent listings all have the images rescaled to 720p (I still have the original files that were uploaded and none of them are that small).
So it seems to be a change from last year sometime.
Looking at other listings by date, all of the ones published this week (that I checked) have 720p images, while I can find several published before 2025 that have larger images. Some published in '24 but updated in '25 have 720p images, so I'm guessing they must have uploaded new screenshots with an update.
Every asset in my wishlist has this issue, and some of them were last updated in 2024
That's when Fab launched too, isn't it
maybe they're incrementally scaling all asset images and just haven't processed them all yet? or something on the backend just doesn't like certain images and generates smaller ones for some reason?
This one has 1080p screenshots: https://www.fab.com/listings/e008b7e0-4e94-4b0e-a563-ab67155fac62
oh interesting, a more recent asset (from 2025) from that seller also has 1080p images
https://www.fab.com/listings/f6867f0b-282d-482f-9023-59457015a48c
Yeah, this issue seems unrelated from the date of publishing/updating
makes me think it might be something related to image size/type/something like that. Maybe 720p is just the 'definitely safe for everything' size that the backend uses if it runs into anything it doesn't like.
I've created a bug report for the low res image issue on the forums https://forums.unrealengine.com/t/fab-is-incorrectly-displaying-low-res-images-for-most-listings/2693108
brooo
lots of assets aren't compatible with 5.7 😭
i dont wanna go back to 5.6, im so lazy to do the whole installation process again, and the projects etc. This really sucks!!
I know you don’t have 5.6 installed, but especially for 3d assets you can import them into a 5.6 project and migrate the entire folder to your 5.7 project. Odds are really high everything still works.
@stark onyx
Hey everyone. Not sure how to proceed with this:
I am working on a project which I intend to release on FAB, will submit as an Environment Unreal Project format.
I am using PCG Biome Core plugin (which I modified to suit my needs) to create the demo level.
Usually when a FAB projects use Engine plugins, they are not included in the submission to FAB.
The product page/documentation simply mentions the plugin in question needs to be enabled.
In my case however, I modified some of the files to add functionality to the plugin so thats not an option.
I also do not want to retain any dependencies to the original plugin located in Engine/Plugins.
It might get updated later on by Epic which could possibly break things in my project.
Should I:
a) "Fork" the plugin, rename it, modify it and include it in myProject/plugins folder as a plugin?
Is that okay? Guidelines says "The Content directory must contain a single Pack directory". It is my understanding that the whole submission needs to be inside Content/ProjectName. Having an additional plugin folder would fall outside of that it seems.
b) Just copy(migrate) all the files from the plugin folder to my project's content folder and modify them from there? Then I don't have any plugin dependencies but doesn't seem like a clean solution.
c) ???
🤔
Pretty much as soon as my plugin went live on the fab store, I got invited (by a very random email) to a service called ClickUp. I have not clicked into the email or anything but they keep emailing me and reminding me to sign up
Can I block this or is this actually a legitimate service from Fab?
spam
Tyty
you can include epic assets in your project as long as they're not the core offering of your product
your use case for the epic assets sounds reasonable
that said you can't include the plugin itself
Hey thanks for taking the time.
Right, that was my initial understanding.
My core offering is some assets(trees, rocks, plants, textures etc...) + a 4km2 procedural environment demo map using the assets.
Just so happens that to build the demo map I used Biome Core plugin as a base for my biome system, which I modified to add functionalities and change a few things.
So if I understand correctly I cannot include a modified plugin in itself with my submission.
But using assets that originally came from Biome Core should be fine, as long as its not deemed to be "core offering" (which it shouldn't)
It's wild that there is still no answer there.
I haven't really used the forum in a long while, so idk if posting there even gets looked at tbh
I got a lot of people reporting that if they review my products on FAB they get this message, what could cause this?
Do they bought the plugin, or got it via fab.com support granting?
Has FAB changed and made Quixel products no longer available if I got them whilst they were free?
its a free products so they claimed it and used it for some time then get this when placinga review
If they met all the rules listed here: https://dev.epicgames.com/documentation/en-us/fab/reviews-in-fab
And cannot review, it might be a bug and you should report it in the forums.
For "Buyers" getting the product granted through Fab-Support, it is the same as Code redeeming.. The reviews would be biased and so they are not allowed.
But, if the product itself is free - maybe the shop counts that as the same - which is definitely wrong.
I have reached out to FAB since it got more than 10 people with this issue but they won't look into it and the users need to individually reach out to them so they can see what is going wrong
They got the product themselves so no codes give by FAB or me
yeah - sadly i need to say: the Fab Support is lazy AF..
No matter what request type..
I also still wait since beginning of November to get the problem fixed, that i cannot install my OWN plugin through the epic games launcher..
No solution yet..
ill just see if these users meet the requirements cause asking all these people to reach out to FAB is a no go since i cannot expect all people to do that
I'm guessing that the Fab team is overwhelmed with requests. 🤷
The Shop was released at least 3 years too early.. and maybe should've been running pre-releases to test..
There is so much Bugs and problems happening, which could've been avoided with proper testing beforehand.. and now, they get flooded by them.
Also, if you take a look on how awfully slow they crawl their roadmap to update the Thing..
Other.. not Epic games people.. made a whole Fab-Launcher replacement to download and manage Fab content for your engine and project.. before Epic even implemented stuff like proper Search functionality...
It's just a mess.. stuck in a development hell.. if their update rate crawls on like this, we may get a proper state-of-the-year shop in the year 2100+...
And all of this combined.. is their problem with proper support and Bugfixing..
So sad the AssetManagerStudio isn't up-2-date anymore..
how does that work
Maybe refund?
Whats wrong with it? I'm working on updates, but just limited time...
The filters are out of date (5.x or 5.5 latest..),
it does not load pictures of some plugins (even my own ones on fab),
Q&A download does not start
- a feature request:
Filter to hide already installed plugins
🙂
- Can you tell me a couple plugins it isn't loading the pictures for, perhaps I have one of them in my list and can see why not...
2, QA, I wonder if Epic has finally removed those endpoints, the QA was from the old unreal marketplace. I'll test, and either fix or remove the feature... - Filters (5.0-5.5) , I think I probably need to see if I can make this dynmic. It is hard coded, so yeah, it is out of date.
- Filter idea, this will be doable with the new project stuff revamp I'm doing. (which is why it is taking a while to get a new version out).
I can gather together a list tomorrow when at my PC.. it's 1 am here (germany) and I am a bit done today 😅
-
There is QA on Fab.. but guess the linking is way different..
-
Maybe a list in the settings that can be extended?
-
Perfect 😄
'net sales' is before Fab takes their cut (they take 12% of all sales). Also, they don't pay you for a sale until the following month, so the one from this month will not appear in your balance until the end of next month.
So, (13.99+9.79) * 0.88 = $20.93
is there a way to cancel draft updates you made? and revert the unsent changes back to original
Alright, some Asset Names that have no Images, Technical or Description when clicking them in the Assets Tab:
* FlexPath - Smooth Navigation
* Lava Shader
* Necropolis (from limited-time-free)
* BDC Dialog Backend
* BDC Level Selector
* BDC COnfig and Debug
* Fantasy Props (also limited-time-free)
* Dragon IK Plugin
* Voxy
* Voxel Plugin
* Steam Achievements (Kibibyte)
* Odyssey
* Ghost Trails 2D
..and so on..
oh.. and.. please add an option to select an installation path in the installer..
Per default.. the AssetManager gets installed into AppData, which then gets deleted from there (for me) because of the security system here, when trying to start it..
I needed to move the whole installed folder to a different drive before starting it up after installation, hoping it gets not scanned and deleted while moving.. linking the shortcut and icon to the new directory.. and could start it from there..
AppData should not be the default and locked installation directory...
ahh right fair enough
thanks
So I have two of those plugins in yoiur list -- and they are working for me. (Odyssey & Voxel)
Can you check to see if you have TWO of say the "FlexPath" plugin showing in AMS? I might have discovered the issue yesterday when I also saw some really weird behavior., that didn't make any sense and I saw different behavior depending on "time". So basically, AMS gets not only a asset list from FAB API, but still was pulling the asset list from the old Unreal Marketplace API's . In the past, not all UM assets had been moved to Fab API, so I had two sets of API's I called to generate your asset list. During startup a background process would attempt to sync the two and "delete" any of the duplicated "extra" assets, and then perform a fixup on certain data that didn't exist on the UM based on data it had. However these two processes ran really late and so the AMS visual interface had a asset list that would eventually have deleted (or broken) assets, making clicking on them do really WEIRD things.
So a couple things:
- the assets that will be broken will THINK they are Unreal Marketplace assets, you can use the "Type" filter, and set it to "Only Unreal Marketplace" and those assets will be the ones broken (currently, restarting the app a couple times and letting it sit for a few minutes each time SHOULD fix it).
- I haven't seen any of the "Fab" ones broken, while tracing down the issues I saw yesterday. (All three issues I found were only on UM assets and the code has been corrected in the next version)
Uhm, I'm assuiming your talking the Windows installer -- that is built completely automated, I'll see if I have any easy control and can change it -- but I don't have much hope at this point since it is designed to be seemless. There is also the standalone version that you can drag and drop wherever you want, and I can easily create a zip version where you can extract everything where you want.
I've never heard of a virus checking app that would auto-delete files from appdata, that's pretty strict, especially for a signed app...
So.. no asset in my Asset tab is doubled or more.. all are unique.
- My BDC Plugins f.e. are all FAB Plugins.. none of them was migrated from Marketplace. so that's definitely is not the reason..
And yes, Windows installer 🙂
That is interesting. I'll see if I can duplicate this, can you use the Help menu and choose "Save Log" and DM it to me.
Is there any way to compile a plugin with the same restrictions as FAB?
I find that UAT is quite permissive, for example it allows to compile even if we forget to include some headers, and when it comes to sending the plugin to FAB it gets an error for me to fix.
Having the option to have the same scrutiny would be helpful.
afaik RunUAT.bat BuildPlugin -Plugin=path\to\plugin.uplugin -Rocket is the command they use to build
At least this used to be in the docs
I think the header issue isn't really something you can force via RunUAT, it sounds like a unity build issue, so you would have to configure it in your build.cs file to not use unity builds
Hello, is there a way to gifting a fab asset to friend or generate key for other people to redeem it?
Thanks in advance
Write the support from your seller mail address with the listing URL, license to grant, and the receiver buyer mail address
Be aware:
Your friend/family member will not be able to write a review for the product.. only valid buyers can.
ah i see, okay thank you for the info!
What to do if you found two identical assets with an 1:1 identical description from two different publishers?
https://www.fab.com/listings/312116e3-a414-4bf6-869f-b1e008636adf
https://www.fab.com/listings/94d45f0d-e83d-46dd-8ef1-6c9cd1adfb62
MetaHuman Outfit is a parametric outfit asset created for Metahuman characters. It is capable of resizing with your character in Metahuman Creator in Unreal Engine.Features: Parametric garment, fits onto any body sha...
Contact them both? If one is ripping the other off they may appreciate the heads up and be able to file a takedown request.
if both are mad, grab popcorn and watch
Does not look so easy. You can claim a DCMA if you are the owner. If you are not ... mhh ... those pulldowns are a bit limited.
Hmm. I guess it's so they can only employ 5 CS instead of 500.
yeah, for a copyright claim the owner needs to submit it. In this case, which one would you accuse of being the thief and which would you claim is the owner, anyway?
I would not clam the copyright but I would get rid of those trojan horse assets. Either if you buy from the one or the other guy if you figure out later that there's a duplicate you're affected as fab customer as well.
Maybe they both stole it.
Yeah though that as well. So if you contact one or the other person this might lead to no result.
it would really suck if someone ripping off your assets could get your listings automatically taken down due to them being duplicates, though
Best thing is to make the real owner aware if possible so they can get the fake one taken down (or if these two happen to be partners or something they can clear that up)
in the worst case you have told a scammer that people have noticed they're a scammer. Maybe that makes them nervous enough to take the listings down, maybe not. In the best case one of them is legit and they get the fake one taken down.
Worst case both stole it and I'm emailing with scammers.
Report both and send product URL for both. Let Epic figure it out 
Yes that was my first thought... but Epic made it super-complicated to report such things. It's more like YOU are getting into legal issues then the bad guys:
https://www.epicgames.com/site/en-US/infringement?sessionInvalidated=true
Yeah i clicked the report button and tried to find what to do 
Oh i didn't go there. I click report on product page
It leads you to that page if you click the report button and choose copyright issue. It's not like reporting as hatespeach or wrong product-category would make any sense. It's a copyright issue and that only leaves DMCA ... but not for you as customer.
I see.. then I guess email fab support about a concern and post both links. Otherwise I dont know..
It sucks its not easy for us to do. It leads to people just ignore it and it stays like this 
Is that still same report selection?
Epic's reporting process seems explicitly designed to discourage people from reporting anything, not just for Fab but for the forum too
This should be a standard in the editor
https://fab.com/s/1cbdc61f5113
Watch v.0.1 in actionRead the manualFully functional core OS versions (v0.1+) available at: https://github.com/gregorik/BlueLineFAB version (v0.5+) includes additional features, updates, potentially easier workflow and dedicated support.BlueLine is a lightweight, modular C++ plugin for Unreal Engine 5 designed to solve three specific problems in...
theres a more popular one called electronic nodes, my unpopular opinion is that both looks worse and is harder to follow than the built in curves
agreed, but their 'before' picture seems a little exaggerated. I think some of those lines were hand-drawn XD
Would be cooler to show the same graph side-by-side
It's a shame as this kind of crap scares me away to buy anything further on fab. This happens again and again and even if there are nice things it costs time and leaves every asset as a potential timebomb.
I have not purchased anything since they launched fab and have no intention of doing so, can't even use the things I already own from the UE marketplace because the Linux client for fab doesn't work
Oh yeah maybe: answer to both above about plugin
This is a risk on any asset marketplace, though. There's no way to really verify proof of ownership of everything that gets uploaded. In the old marketplace someone got caught selling an animation pack with ripped Bloodborne animations. There was at least one audio pack on Itch with unlicensed sounds that caused a bit of a stir a while back. I haven't looked at the Unity assetstore recently, but back when I did more Unity work it was a common concern then as well.
Yea, I only buy if i can confirm its not "fake/stolen"
But as you said. Its difficult, might geta all verifications still stolen 
Fair enough. But it should not be an issue to report such kind of things. Also this makes those market places worse than using KI and retopo generic non-fundamental stuff. This isssues are killing market places in the current time.
I think the mistake people make is assuming that Fab is supposed to be a marketplace that meets the needs of its users, but actually it is just a research experiment intended to see how long users can tolerate being asked to log in by kicking them out ever 2 hours before they just give up
It feels like every 7 day..
this one is free, there is also a 2nd one, 3rd one, free on github
wow
i swear sometimes things happens as if the universe had arranged it
this thing has also colored Gameplay Tags
not long ago there was a new plugin to just do that and there was a discussion on reddit that it is too expensive
ppl complained, but some said that u wont get it for free
this was like week ago?
and here it is, for free xD
😎
My curiosity got the better of me and I e-mailed them. They say they are partners, both listings are legitimate.
If you don't believe them and aren't the actual copyright holder there isn't much Epic can do, either. You can't prove them wrong without the real owner, and Epic doesn't have a team of private investigators ready to go hunt down artists around the world to find out where their assets came from. Whenever you upload something to Fab you make a claim that you own that thing (or at least have permission to upload it from the owner), but this claim is not verified (and in most countries is not easily verifiable anyway--in the US for example the copyright of any artistic work automatically goes to the creator at the time of creation, there is no documentation involved so most artists would have nothing to upload to prove that they were the creators of their own work).
Frankly it would be absolutely impossible to verify that status, like what possible way would there be to register something like that in a way that would then make it verifiable 🤔
So it's really up to the copyright holder to enforce it which does sometimes suck as the copyright holder
Agreed. FWIW I've heard that Epic usually handles those cases pretty quickly (though I haven't gone through that myself so I honestly don't know for sure), but if you're an artist posting your work on another platform you may never know about someone posting your work on Fab (or elsewhere). And in the case that the copyright holder makes a claim and an asset thief doesn't back down but continues to claim they're the true author...unfortunately the only way that really gets resolved is for lawyers to get involved :/
and as far as verifiable/registered copyright status... in some countries it IS possible to get an official document certifying that you own the copyright to your work, but it's pretty much always optional. So the people who could easily produce such a document are pretty much the ones with teams of lawyers in the first place, which would have the effect of just making it harder for individual artists to sell their work directly. It's probably still possible that two people in different countries could get such a document for the same work, too, though, it's not like the German copyright office is going to check to see if something is already registered in Korea, so the worst case still ends with two people claiming ownership and needing lawyers to settle the dispute
Yeah I mean you can register for copyright related purposes in some cases but it costs money, and it's not really something that could be automatically enforced, so it's more of a thing to make it easier to prove if you have to manually do it
In my experience reputable service providers are all pretty quick about dealing with it although I've not had to deal with that stuff for many years now thankfully
Do Fab allows you to add buyer to my product's buyer list?
you mean granting your product to people for free?
Yes - by contacting the support from your Seller account, with the Product listing URL, the license to grant (personal / prof..) and the receiver "buyer" mail address.
BUT - Those will not be valid "Buyers". So they can use the Plugin for free, but not write Reviews or Ratings.
Thanks. If they both answered then it smells a bit less. Still a bad practice from them ...especially with all those other issues on fab. How they share the copyright is not really transparent for a buyer and partners eventually split up.
In my opinion they should have mentioned it. Its also good advertising for each other 😄
yeah they both answered, and their email domains are also from the same country (so maybe they're classmates or coworkers or something). I do agree that it would be more reassuring as a customer if they mentioned that they're working together specifically to avoid this kind of confusion, but exactly how they share the copyright or what happens to the copyright ownership if/when they part ways shouldn't matter to a buyer. Nobody is questioning what happens to assets Leartes sells when one of their artists leaves to work somewhere else, and if someone sold the rights to their work to Disney or something it wouldn't invalidate a previous customer's right to use those assets.
Every time I read licenses on Fab I lose almost all my braincells..
I just cant understand what they are saying, when I read it it sounds in my head that you basically are not allowed to do anything unless its totally private use 😅
🤔 it mentions commercially already at the top:
You may:
Use the assets commercially or privately
Modify and adjust the assets in order to incorporate them into your Projects
Commercially distribute your Projects with the Fab assets incorporated into it
Use the assets with any compatible tools (usage is not limited to Unreal Engine)
Share the asset (directly, via a private repository or in the Project) with your collaborators that are working on the Project with you
You may not:
Resell or redistribute the asset for free on a standalone basis or allow others to do the same
Source: https://www.fab.com/eula
I think this licensing stuff is easy. What really drives me insane is when you are going to do anything with folders, renames or deletes in UE. And even worse... using MetaHuman outfits you have to follow a outfits/name/name folderstructure (even with Epics) or it easily breaks references. But it's ok because ChatGPT gave me 3 point how-to-simulate-mental-health-while-reordering-folder-structure-in-UE just in case some roommate joins me while I'm trying to do something like that.
Yeah i know, when continue reading i just get more and more confused what im allowed to do 😅
The most issues I see at the Fab store is not what I may do with the assets if I add them in my project but what it causes if some thief sells you something. There was a recent DeltaForce Rust C4 asset story where something like this happened. This pretty sucks if it's already shipped. I already got a refund from Epic a while ago for an asset from Fab and had no clue what was going on at first. After about 10 mails with fab support I figured out that there was a DMCA shutdown and the 20 bucks which I got as refund are no where near a compensation for the troubles. Also they avoided to mention that I've to remove it now ofc. The issues in that case: You most likely can't reach the person that dragged you into it... and finally all are pointing to you (like to the DeltaForce devs) instead to the real guilty one (the one that sold stuff without permission).
Yeah that's true.. 😅
yeah, but the DeltaForce case was extra fishy
is this real ?
Definitely not
what
Can wait for others opinions but it's for sure fake.
they never use emojis on professional mails bro
You'd be surprised.
I once got an official email that was full of them. Not from Fab, mind.
When you get any emails like that the best thing you can do to find out is to just leave the email, go to the Fab site NOT using any links from the email, then see if your account is actually blocked or not. If not, you know the email was lying to try and create a false sense of urgency to get you to click their generic ass scam link
Same way you should never click links in emails from banks, etc.
Even if the email looks legit.
I like Electronic nodes, but it does require you to format your nodes in a specific way to not get confusing. Luckily for me it is the way I prefer, but some people might not like this.
is it possible to get keys to distribute? Like for marketing purposes, where you don't know the receiving user email beforehand?
Also yes.. but not in a range og 5-10.. more in a 50-1000 keys range..
The support meant that 30 keys i ordered once were way too less...
Hey guys, just a heads up. You can purchase 94 AAA assets for Unreal that are on FAB for $30 on Humble. I gave it a try. They work. It's really awesome. https://www.humblebundle.com/software/battlefield-frontlines-software
is this violate the law ?
no, Epic, the asset rightsholders, and Humble are all on board with these bundles
Humble sells bundles
creators sign up to be part of a bundle
Epic provides keys for claiming the assets on Fab
There's usually 1-3 Unreal bundles each month. Great deals if you want the assets.
Very good deal. Some of those assets are more than $30 alone
Useless fact of the day: Anydraftscgi accounts for over 2% of all Unreal content on Fab
did the ue marketplace ever get a backup? Im currently trying to research something and the pack is delisted so i cant see reviews or creator
It's kind of an antifeature of the marketplace that tiny one-off props occupy the same store space as larger packages.
Quixel does it too so it's hard to fault any creator for following their lead
there's an incredibly useful browser extension called Fab Asset Filter (created by a member here) -- it's the only way to browse Fab with all of the single asset + Metahuman spam (I've filtered 150+ nearly identical accounts).
I believe there's a Chrome version as well
browsing by new is actually possible with this extension...
so i assume theres little i can do for delisted packs then
you could try searching orbital-market.com
already checked
like all i need is the creators name and i feel like i could find some info on the pack but it just shows as unknown now
If you have the URL, you can check the wayback machine
not on there either
So based on my knowledge of the API's (I'm the author of AMS) any assets that used to be on UM are actually on FAB, if the original author DID NOT opt to move it, it was moved behind the scenes and hidden. In many cases if you know the Asset ID, you cna STILL get the information from both UM and FAB (there seems to be some rare cases where the FAB Store API's won't -- but the Fab ownership API's will)
how do i do that
Is it a asset you own?
nope
Do you know who made it or what it was named?
who made it, i have its name and link
just the data, description, images and all that arent showing
Can you share that info, depending on it we might be able to figure out the new FAB link. (I have had a few items that don't have a valid fab link, I suspect these were early conversions, as out of 100's of assets I own that are still only technically UM assets, only a handful don't seem to have the equifvelent FAB (hidden) page... Right this minute in my own data only 19 items out of 2200 are broken, and only half of them are broken because they were tagged as mature content, and as such the FAB api's won't give me the info...
dms
FYI, I'm wondering if this might have been stolen content of some sort -- the seller account has also been removed/discontinued which tends to be a strange thing to happen. The ID of the product does NOT return any info from the UM or FAB api's, which I've never seen a valid id not at the minimum return info from the UM api's -- I dropped the ID of the product in the DM.
Anyone else missing the Quixel Maegscans button (icon) from My library on FAB? (It was the very first button in the list returned by clicking the My Library Button on the FAB website)
It was there a couple of days ago, now it's gone?
Yeah, it is missing on my account too.. But all it did was load this page, I believe: https://www.fab.com/sellers/Quixel Megascans
Thanks. They must've made a change that killed it (temporarily I hope).
It was very convenient. Thanks muchly for your input.
Hopefully it'll come back.
Content launches go in #1054845218723209226
.....
that's promotion
Hi there, just got a lot of redundant assets keys in a Humble Bundle so I'm dropping them here:
2EERA-MNKFD-MWAAG-57YEV
2M88V-VZUUV-E85LN-62RAR
2NGMC-W4GGE-AYVCE-VWRUB
2UA48-LGXRL-HALPX-LGJGP
2W4QE-DTB6G-B2P9S-RAH3M
3CZ83-5FUV3-JSCNT-2WMHA
34CD7-6Z9BG-3RM3P-RLFAF
2HB48-6RRAC-3J5JZ-6PXAL
2FCH4-S3XE8-9NV6V-GAZMH
25FKN-YZ2EE-2DWLW-DG77U
2WYZ5-RXDN2-249EK-ER9RV
26AQP-MY4ME-R3ADV-QPNUA
2UCDS-X3LWA-N7MGT-3XP54
32SSJ-P2S63-AHM7W-JFE83
2C5ET-3TAXR-X4FDJ-MJCPE
3A4C9-AAG5E-6H7NG-D8WB4
3A5AU-MEQSM-WLEVJ-MKBXY
3HSLK-567U2-SXTQQ-U6W85
29G32-KRBLR-7ZYHT-3W8RZ
3E4AB-UEFY9-JQ5ZB-9BKKC
35RPD-AXCGK-K97MS-NHRJK
29248-QMFWC-EHVQ5-H9TJ6
273V7-AUT4S-MA3WS-JQJEV
2TTQA-FG7M4-UYSMM-3SVTP
2PMXZ-ADHT3-A6UXX-78YZH
2XM89-JVQ36-66JB3-GBGKB
2QCFT-KLS2A-JZY6P-LY7WX
29FSY-XANSM-4NQBS-JMCBR
37BYN-X9V3K-CX97W-7BEP2
2TDJT-LRY9P-GGAQ7-CJSJG
25D7F-92EZY-CQVME-8DUJV
28N23-FVDPN-LN3HM-V5YWW
Thank you much appreciated for sharing 🥰
Hey,
Anyone know why I'm getting payout from Fab less than $100? I thought there was a $100 limit before a payout?
For the last payout of the year (December's payment happens at the end of January) they will give you whatever you're entitled to at that time even if it's under the $100 threshold.
Ah ok. I assume thats to do with like the financial year end or something like that. Fair enough. Thank you 🙂
no wonder
Damn missed this
More useless fact: for the past week or so, this creator accounted for ~75% of new Unreal products on Fab
Yep
Looks like photogrammetry at the very least so at least it isn't AI shit
But I could be mistaken, didn't look that closely
#rev-share-jobs not here
I was wondering if anyone here has published a FAB pack that requires the Manniquen skeleton? Is there an Epic way of including their skeleton in your package, some documentation? or do you just include the manni skeletal mesh and skeleton in any folder inside your package?
The Skeleton would be the generic SK_Mannequin
so it could be from a template package
for my current purposes lets say its from a template package (ThirdPerson)
I would be packaging up a plugin that would require SK_Mannequin to exist as all the meshes in my plugin will utilise it
As long as it's not the main focus of your release
no its simply required for skeletal structure consistency, so that the plugin will work with all UE5 Animation packages. Allowing users to leverage what is available on FAB
Is there an Epic way of including their skeleton in your package
Epic has managed to give the exact same name to their two different humanoid skeleton, and then they ask creators if they're compatible with the "Epic skeleton", without specifying which one (which can't be done, because they have the same name).
So let's just say that Epic isn't exactly on top of the "Epic humanoid skeleton on Fab" question. I'd say the Epic way is "Do whatever you feel like and try to make it as confusing as possible to everyone involved".
In recent weeks I have recieved a lot of phishing emails that claimed they are from FAB! I reported all of them to google and blocked them. Just wanted to share this with all of you to be more careful before clicking on such emails
I load my building model into 3rd person and the starter template with mannequin always floats around in space.
I grouped the entire template and managed to pose it at street level next to my model, but the mannequin never comes with it. Because when group the template actors the mannequin is not visible. It's only shows when I click "play" So I spawned a new mannequin at the new template position but when I click play it's the one in the sky that's starts moving. And if I delete it that still does not allow me to make the second mannequin move (or posess it)
How can I force the 3rd person template to come exact to the XYZ 0,0,0 of my building located in the corner of building? At least in the software I built it with SketchUp in this case. Or how can I force the XYZ 000 to be at the corner of my building if it is not?
Or must I load the empty template and then import my building model?
i get this when i login to fab
this is how it look like after i clear cookies and cache
the problem keeps happening after i login everytime!!
it works fine now
That looks like raw gzipped data to me, so it seems like an issue with your browser 🤔
The fab website and Epic Games launcher are honestly horrible
They lag all the time, and most of the time I am met with black screens
Anyways, guys can someone rate the showcase images I made for this system I wanna upload?
The first one, is the thumbnail. While the other 3 are showcase images
And this is the best I can come up with the features list....please help!
Having images that shows the intended motion or behaviour would be nice. Given the context though, I don't really know what to expect.
Here are some questions I was asking myself, maybe it can help orient your publishing decisions.
What kind of wall jump is it ? Jump over a wall or jump against a wall and if so, can it be combined like Prince of persia or Assassin's Creed for multiple walls ?
What is a perfect jump and how is it different than Manny's jump ?
How does sliding behaves ? Does it work continuously on an incline, how does it behaves when it stops, can I control it ?
Are there included animations and how easy would it be for me to integrate to my custom character.
I do like the oxymoron in the 'organized blueprint, but only god knows what's going on' lmao
Ohh my God you are a genius
Okay, let me explain what exactly I've made and what I'm gonna do with the tips you've given me.
First off, the entire movement system is supposed to be a fast paced, run and gun style game. Similar to that of bloodtheif or karlson.
The walls jumps are that of jumping off walls in order to gain height. So the character is being launched up and away from the wall without the current velocity being overriden.
"The perfect Jump" is a jump system that basically adds all the things mentioned in GDC talks on how to get a good jump. Coyote time, stronger gravity after the apex of the jump has been reached etc etc. I really didn't know how to describe all that with just a few images.
Sliding is also that of games like bloodtheif, where you gain speed instead of loosing it.
No included animations let alone a character mesh. It's just a capsule collider and a lot of blueprints to make it feel good to run around.
It would be very easy to include a custom character, as you wouldn't have to change any preexisting logic.
So, what am I gonna do to fix my current listing:
As mentioned, images that showcase the intended motion of each movement will be added. So diagrams of wall jumps and slides etc
I'm gonna add another separate image to show how customizable the blueprint system is.
And finally, a well thought out description to let the consumer know exactly what they are getting
Anyways, thanks a lot for the help. I owe you one, let me know if you have anymore tips! 😅
Allright, that sounds good and what you've got seems like fun!
Not a tip, but maybe an inspiration;
If I wanted to showcase a nice motion or propagate the idea of speed, I would probably use a spline with historic positions, a character trail/after effect or a Niagara trail
The 4th screenshot shows many variables that might not be meant to be edited by the user. You could separate into categories the variables that are meant to be customized VS the one that should not be.
Ohh dam, that's a nice idea. I'll use those with diagrams of the movement. Thanks a lot!
I would optimize the Blueprints for a screenshot a bit more if you state they are organized... Or skip the screenshot.
Problems on this screenshot alone:
inconsistent paddings between nodes, overlapping wires, Camelback wiring where straight ones are possible, redundant reroutes, improper/lacking of commenting.
Between the Trace and the branches is a so narrow space, it looks like a trial & error section where you tested what happens if you link the trace to the branch.
Nothing on the screenshot has proper alignment.
"Organized" is different than that 🙂
Hmm, you are right about that, I think I'm gonna skip the screenshot, or just blur it a bunch
Definitely not adding "organized"
Ohh yeah, the thing is. I made the entire system first, then tried to organize it at then end. Which isn't what you are supposed to do 😑 and it just ended up being a mess
Can objects scanned with RealityScan and KIRI Engine be uploaded to FAB?
Are there any free modular interior house kits? I couldnt get anything on the marketplace that was similar to what I was looking for. Something like the ones in penumbra overture
Beside FAB, check artstation too. you may find something there.
Someday Art Station will be merged with Fab, making it easier to find everything in one place. That would unfortunately get rid of the tipping option, though.
Isn't the plan to merge just the Marketplace section of ArtStation into Fab? I think it was at some point, but I don't think we've heard anything on that for over a year now. And no mention of this in the roadmap.
Also, I've just looked at ArtStation's Marketplace, and I'm not really looking forward to getting all of that content to Fab anytime soon...
Hello, I tried to submit my project for the free content program, but the form fails to submit any idea how to join the program?
Probably should contact Fab support
Hi, please where do I find the decals section in fab? Or how to search for decals specifically?
There's no decal category per se, but I think most decals would fall under Materials - Damage & Grunge. Otherwise, just adding decal in the search bar should do the trick.
Hi everyone! Just wanted to share that I’ve discovered this seller on Fab who publishes very nice realistic assets for under a dollar, and there are also some free ones. https://www.fab.com/listings/bdb849e6-54bd-4fd4-8f93-e5bfc02a6858
It must be a coincidence you posted about it on Twitter on the same day it was uploaded to Fab
1 Mesh under dollar
totally organic posting

Hehe, I haven't looked at Art Station in a while... Is it really that bad over there?
I have purchased only a few assets in there and some tutorials, but they were pretty good.
An Update to this post
I made these ones after the advice i got
Any tips are appreciated, let me know if they are good enough to publish
anyone not got their 1099k from fab yet? got an email about it saying they were ready yet i have nothing under tax info (exceeded the amount required for them to send a 1099) and support has been unhelpful. before fab everything from epic was via mail and i have yet to receive anything there either
1099k?? I'm assuming that is something in the USA?
yep
Looks clean!
I feel like the images for cameraTilt and the jump do not convey the intention properly tho, it does look like a head wiggle and a basic MannyJump (not your fault, it's hard to convey movement in non moving media xD)
For the jump, given it's sourced from the GDC, maybe highlight some of the functionnality it would give me, as a buyer, more than base jump
- Coyote time as you mentionned
- jump buffering
- jump with held duration
Questions I ask myself as of now
- Is the jump allowing movement in freefall, is it configurable ? Is height independant from the distance ?
- Is double jump already a thing or would I have to implement it on top ?
- Can I jump in mid-air
- How does it behaves with the wall jump, Can I mid-air jump after a wall-jump ?
I would not recommend having variables called (DO NOT CHANGED) DeltaTime : float, but that's just me lmao
Use categories instead to convey the information and tick private in the details panels to hide from inheritance
You could also setup the units and ranges, but that might not be necessary, given a few people care and will just move the slider, see if it does something xD
what is a WallForceSide ? cm/s, Newtons, arbitrary ? Does it decelerate or is it constant ?
CameraTiltCurrent is a Roll I guess that varies between -180 and + 180 degrees ?
Sorry then no luck from my side, I can't help
Hmm, I see. You make a good point, the Jump Image and the camera tilt image need to be reworked for sure. I'll change the Variable screenshot too.
For your questions:
- The jump allows a bit of movement in freefall by default, but it's fully customizable
- Double Jump isn't already added. But I will probably add it in after seeing this. Great Suggestion
- You can technically, coyote time is implemented but it's only activated if a player hasnt jumped before. Other than that, you can't jump mid air if you have already jumped.
- The wall jump essentially is just a stepping stone. I haven't Implemented wall running (yet, I'm planning on that). You can use the wall to jump Up and Away from it. and if you hit another wall, you can do it again. You cannot mid-air jump after wall jump.
All mid-air jumps are disabled unless you walk off a ledge before jumping, then coyote time is activated and the player can jump
"WallJumpForceSide" is is the ammount of force applied to the character when it wall jumps. This force is applied away from the wall while "WallJumpForceUp" is the amount of force applied to launch the character up
I'll add these things in the description of each variable
If you'd like, I can record a short video in order to show you how each movement system works
for 4, is there a setup required or does it work on any somewhat vertical surface ?
Let me know if you make a WallRunning behavior, that sounds cool, especially combined with what you already have
It's fine, it was more for the scope of uploading to FAB and what it conveys and what I was wondering, if I were to buy the asset from the information I have.
No setup required, it works on all surfaces. But it's very possible that you'd have walls that the player can't jump on. So I'll add a check for a list before hand
allright, so far it sounds good
yeah, but still. From my experience on using asset packs it's always better to know what variable does what
I can also add all these questions in the FAQ section on Fab
I just don't want a situation where someone buys the pack and then regrets it cause they thought it was something else 😑
Thanks for the advice, I'll send the newer versions soon
question: when choosing format, I'm not sure which to choose when making a fab listing. It's a set of croissant models. i'm wanting the type of asset that you 'add' to a project. multiple models, textures, folders.
Asset Package should be good for you and most assets
Complete Project would be if the content depends on a specific project configuration or is meant to be the starting point for a new project
I apprecaite the response. I don't see that option - I tried selecting some but didn't see it further in either
It mostly depends on what files you are wanting to upload to fab
For example
I have an FBX file of a croissant
In that case, I will choose FBX
But, the same FBX, if I import it into Unreal Engine. Then share the project files for it. Then I will choose Unreal Engine
As you mentioned, you have a set of croissant models. In that case, since it's multiple files. You can import them in UE5, follow the fab guide lines and organize them with proper names. Then upload the content folder as an asset pack
Wow – these new, limited-time-free offers this time are actually really useful. 🤔
Alright, I've added wall running and tried as best as I could to show it in the images
I'm probably going to upload it as is
But still, check it out once
I seperated coyote time from the regular jump
And I really have no clue on how to show camera tilt properly
I fixed the variables tho
I think it looks great
CameraTilt is hard to showcase, but I think what you have, surrounded by context, is good
The white speed line on white background could use more contrast xD
You made the wall running pretty fast, I was not expecting it to be there this soon!
Ohh yes, let me remake the speedlines real quick
It wasn't had to make the wallrun, i'm not making a realistic pack lol. It's something similar to blood thief or karlson movement
Plus, the FOV and speedlines effect I made are modular, so they worked in together with the wall run to make it look decent
What's going on with the latest update? I've updated UE from 5.7.2 to 5.7.3 but the FAB plugin seems to have broken it. The launch goes wrong at 73% when loading the FAB module...
I recently installed 5.7.3 and nothing like this happened to me
Try restarting your PC or disabling the fab plugin then enabling it again
@vernal stump I think this should do the trick, it's supposed to be subtle anyways
Speed lines are generally to go fast in a direction, heading in a wall does show the lines, but not the usecase xD
You have FOV distortion from the look of the variables, you could have a scene with darker materials and a showcase of said FOV with the speed lines.
I suppose an image can convey the speed, but I'm unsure.
Good point
One second, let me do it again
thank you so much! i'm going to try
Hi, I'm making a game template with C++, of course my project would need to enable the module, however I got this fail message from FAB
This template is a high speed UE5 parkour template that is built around momentum. UE5s built in Character Movement is a general purpose solution that results in floaty jumps and dampened velocity, limiting fast traversal gameplay. This template fine tunes that with a, velocity preserving movement model inspired by Titanfall and Bloodthief.Key sy...
Finally! It got approved!
then push it under https://discord.com/channels/187217643009212416/1054845218723209226 🙂
Yeah, I did that too XD
Is PixelFarm a module of yourself, or an external plugin of a third party?
Also, on your fab Page, you have to list the Module as required then.
Like:
⚙️ Required Modules and Plugins:
PixelFarm (gets enabled by Plugin)
If your Project does not require that Module, just leave it disabled (completely get rid of it from the uproject file)
Its a module by myself
if you ship this module with the project, you just need to add it to the build.cs of the project, add dependencies in the uproject.. and write on the Fab page, that it is required and included.
I got this reply fram FAB:
"Asset packs and complete projects must not contain any C++ code. If your project contains any C++ code, it needs to be changed to tools and plugins and include a .uplugin file instead of a .uproject.
If your project needs a plugin to work, but doesn't include any C++ itself, you must specify this on your product details. "
Does it mean I have to make it a plugin first then only upload the plugin folder?
Seems so..
The Folder of your Plugin, including Content, Resources, Source, uplugin - Not Intermediate and binaries.. zipped..
Got it
yeah, fab has some really nonsense rules regarding mostly use of c++ in projects
I'd really like to know Epic's reasoning on plugin related rules on Fab/Marketplace. Because they make exactly no sense, they haven't for a decade, yet they're still here.
And since they've never changed, my best guess is that some random person that worked on the Marketplace 10 years ago decided it was simpler for some weird reason (like "hey I don't want to setup multiple build pipelines, so let's do that for just plugin, and make sure plugins have C++ cause I don't want to handle that special case"). And ever since, we've had to deal with that because no one at Epic knows why that rule exists in the first place, so they assume it's obviously there for a good reason, otherwise it wouldn't be here, right?!
i know right, they dont even adhere to their own rules, like it is impossible for anyone to release Lyra like project the way epic is doing it
if i had to guess the rules are in place for mostly some kind of BP default project compatibility and workflow convenience
but why would a seller care if he wants to sell only a c++ based project
i mean, just add mandatory information, tags, and a warning on the page, thats it
Probably somewhat a limitation of their build systems they use for marketplace assets as well
hmm, i dont see why this would be an issue, they can compile it the same way they do any other c++ plugins
Well I would assume they have a specific process with specific tools for it and if something doesn't fit the expected mold then something in there would probably break or could break so they don't want to take the chance
Guys I'm in trouble
So I've building my game template for a while with a mix of C++ and blueprints
Because of fab requirement to move all my C++ inside plugin, now my blueprints are broken and cant be reparented (This is because the compiler won't let me have 2 identical class name, so I have to delete my old source code)
Keeping both with renaming also didn't work since enum and struct are shared globally
Anyone ever face this nightmare and got a good solution? other than re do my blueprints from scratch
Some CoreRedirects should do the trick
Hey brifsttar, thankyou so much for this solution
I tried it before, this is the scenario:
Setting up core redirectors in DefaultEngine
Then I deleted my old source code (The original BP parents) while redirect to new parents on plugins
But this still result on broken BP
Or thats not how CoreRedirects work? it need both old and new parents to exist first?
What you're doing seems correct, but core redirects can be tricky around naming, I know I rarely get it right on the first try
[CoreRedirects] +ClassRedirects=(OldName="/Script/PixelFarm.NPCScheduleComponent",NewName="/Script/PixelFarmPlugin.NPCScheduleComponent") +ClassRedirects=(OldName="/Script/PixelFarm.PixelFarmCharacter",NewName="/Script/PixelFarmPlugin.PixelFarmCharacter") +ClassRedirects=(OldName="/Script/PixelFarm.InventoryComponent",NewName="/Script/PixelFarmPlugin.InventoryComponent")
This is how I set it up
Nobody is going to hire you because ignoring the server rules and common sense by posting the same message on multiple channels makes you look extremely unprofessional
If this is a genuine mistake from lack of knowledge on how Discord servers work, well now you know and can do better in the future :)
does a fab asset package have to be on its own compatible with each engine version or can you do different package for a different engine version?
you can ship any number of versions and specify a compatibility range for each
I know I see several of you post Humble Bundle keys when you have duplicates. One of the features I've been wanting to make for a while, !!!WOOHOO!!! the first version has been completed -- and works way better than I expected considering how inconsistant the data is on HB. I also tend to purchase a lot of bundles, so this feature has been on my wish list for a LONG time (one of the reasons I made AMS, was for this ability!). I hate spending time figuring out if the bundle is actually worth it... This feature currently only supports items linked to either UnrealMarketplace or Fab (Cosmos will probably be next) and totally ignores any unity items. So counts might be different (i.e. this bundle has actually 63 items, but if you look it shows that I own 32 and don't have 7 of them. That doesn't equal 63, but I currently don't care about unity keys in AMS yet, so those are skipped at this point until a point where I actually do support the unity asset store. It is extreamly simple, you paste the URL, and it compares EVERY item in the bundle to what you own, and then it lists the items you don't own (or it can't figure out) so you can look at them in a easy to see grid. Clicking on any items you don't own will in most cases open the item on fab... Before I ship this, is there anything you think would be useful to add to the screen?
When wanting to support engine versions, is the proper method to make the asset in the earliest version you plan to support? for example making the asset package within 5.1 so that is can be updating from there to 5.7... and same with 4.x. Do I have this right? I made the mistake of making my pack in 5.7, so now I'm remaking the entire thing in 5.1, then I plan to update through each version making sure it works on each.
Wanting to make sure I have this pipeline correct
yes. a 4.x project should generally port fine, with some exceptions
so starting from 4.x and updating all through 5.x is recommended?
You should only need one version for most low-complexity assets
like you can generally open 4.x materials in 5.x just fine
perfect thank you!
I remade in 5.1, then tested upgraded to 5.2, 5.5, & 5.7. Even though I didn't open the others, can I presume I can safely just say 5.1-5.7 supported?
i would presume it works in between yes
How do you guys promote your Fab releases?
Just forum post/discord?
LinkedIn?
Any other?
Cause i consider to to also sell on Gumroad and Itch.io, cause of Fab's obscure sorting system for new content..
The most successful "promotion" for me is on my website, where people find UE-related content either via google or because I post links on occasion when it's relevant
Hard to say how much posting on social media or discord or such has impacted it, since generally you post and five people see it and then it disappears because a thousand other people posted after you
(unless you have an established large following or something extremely eyecatching / "social media friendly" that makes people repost it)
I try to think, "If I had a problem or need that this asset solved, how and where would I search for an asset like this?"
I don't know if I'm an outlier, but it's really rare that I randomly stumble across someone posting an asset somewhere and think, "Wow, I hadn't thought about it before but now I really need this". It's much more common that, while working on something, I go actively looking for assets directly related to that project.
I think there probably are some people who just browse new assets looking at what's recently been released or buy something they see posted on reddit or somewhere just because it looks cool and maybe someday they'll have a project which could use it, but my gut feeling (which is NOT backed up by hard data so please take this with a grain of salt) is that they are in the minority. This means that, for someone like me, posting assets to social media does almost nothing, in the best case maybe 6 months later when I'm working on something I might remember seeing your asset and try to find it. But even in that case, just making your asset more easy to search for (on fab or any other place you can list your assets) is more helpful than broadcasting it as widely as possible.
But I think it also depends a little on the specific asset you're building. I don't think I would have gone searching for something like Electronic Nodes without hearing about it first, and it's something which is useful to basically every type of project. On the other hand, I would completely ignore anything like a low-poly medieval village asset if I was currently working on a sci-fi shooter, there is no amount of advertising which would turn me into a sale.
my biggest concern about Fab is, that is is barely, if even, a shop from sellers perspective..
Since my first plugin release, barely anything has changed for sellers.
No View-Activity per Product Graph
No Wishlist-Activity per Product Graph
No Shopping Cart activities per Product as graph
I have nearly NONE metrics of my selling performances.. only the Sales Report, which also updates only once every 24h and has no summary per Product...
It simply frustrates me..
And then, there is the sorting of products on the Frontpage..
Whatever is the reason to only show "Relevant" assets, and not have at least 1 row of 5-10 Newcomers above that.. so new assets do have a chance to get into some spotlight..
From all Asset/Plugin pages i know.. Fab is the worst by far.. faaar...
That's the reason i am looking for alternative ways to promote and sell.. to get a chance on the market..
Like.. where is this page on Fab.com?
(it's empty on the shot.. uploaded 10 minutes ago..)
yeah, doesn't exist, haha. No idea if they're planning on it or not.
I will say: I have also listed some of my assets on Itch, with one sale there so far (over a period of around a year). I suspect that most people, given the choice and identical prices, would prefer to buy from Fab for the launcher integration, so I'm not too surprised.
The referrers I see on Itch show that almost everyone finding my Itch pages gets there either from a regular web search (google/bing) or from my documentation page (which links to both fab and Itch--I suspect most people going to Itch from there also found it through a regular web search, but I don't try to track that). Occasionally I see referrers just from people browsing for Unreal tools/plugins on Itch, but that's not very common.
This makes me more inclined to believe that most people don't buy assets just from seeing them advertised somewhere but rather search for them directly when they need them. So I think tracking views is not nearly as useful as regularly checking, "Can I find my asset if I'm looking for it?" Somewhat interesting side note: searching google for keywords related to some of my assets usually shows the Itch page near the top of the results. I'm not sure if I've ever been able to find the Fab page on the first page of google results. I've even seen their AI summary say, "this sounds like a product available on Itch" (with no mention of Fab). So, it's possible that having a page on Itch could make your product more discoverable in general (even if most people do the actual purchase through Fab), but it's hard to measure that for sure. I have no idea if most UE developers would search google first rather than searching Fab first (I will say: while I can't compare against the traffic on Fab, the Itch pages get very little traffic in general. That might be because people don't search for assets on itch, or it might be because mine are for a small niche with a very small market).
I understand..
But low traffic is better than no traffic.. which is mostly happening on Fab, since new releases get buried under the "Relevant" sorting and the push of lots of new stuff per day..
So I also added Gumroad and Itch.io
At leats i have some metrics from those platforms - which look good.
Hello, lately I've been submitting code plugin to fab, and they keep asking me to fix some error that didn't happen at all in my environment
Why did this happen?
depends on the error..
There are many types of error happen across different submission
- Category is required
- Forward Declaration leads to an error
But the thing is, none of this happen in my environment, what I want to know is there are a way I can sync the way FAB compile vs how I compile?
no..
The requirement for Fab Plugins is easy.
If you have a completely fresh UE5 environment, no plugins installed or such.. and you copy the plugin into your Project's plugin folder.. it has to compile flawelessly
no error - no warning
and a Category of course.. so Fab knows where to put it..
So.. before packaging and pushing the plugin.. first try to install it into the cleanest vanilla environment possible.
Any idea why My Library doesn't show me the assets I already claimed on Quixel Megascans?
MOST of Quixel is treated vastly differently than your normal library -- You can't see it via your normal owned library page, you CAN see it by going to https://www.fab.com/sellers/Quixel Megascans and scrolling the page. OR currently imho, it is easier to go to https://quixel.com/megascans/home however thq Quixel site won't show you any NEW claimed megascans as those are only on Fab.
I'm hoping by the next version of AMS, I'll have Quixel as a asset category type which will allow you to view your Quixel Megascans inside of AMS, the biggest issue with Quixel is if you claimed the "Freebie" during the move, your asset library contains ~14,000 quixel assets which is why Fab treats it differently.
Thank you!
Hello I have a question, if I Add free megascan assets to my library, are those permanent which I can download anytime in the future? And are those for limited time if I don't add them to library?
As long as you add them to your library they are yours. They can get removed from store though. Then i don't think you can download..
But i think thats rare
I see, thank you!
And free stuff can be changed to paid, and vise versa
but if I add to library they are mine permanently
got it
thanks
is there a way to multi select and then add to library at once?
No, I laugh because Epic tends to make things harder rather than easier.
Unfortunately not 
Not that quick anyway 
💔
😂 👍🏻
This doesn't belong here, it belongs in #1054845218723209226
Sorry, and thank you for letting me know.
is fab stable enough to grind now?
Hello everyone,
I would like to know if anyone in the community has purchased the Ultimate Multiplayer Survival Pack (UMSP) from fab.com.
I am currently working on a personal project and I would like to obtain the complete documentation for the pack, as well as some integrations that are freely available on the Dreamrise Studios Discord. If anyone with experience could kindly contact me via private message, I would be very grateful, as my questions are quite specific and I would prefer not to clutter the main thread.
P.S.: Any guidance, additional documentation, or advice would be greatly appreciated. Thank you very much for your time and attention.
can anyone recommend a bake material plugin for skeletal meshes? like if i have several material slots, it will try to merge them to one texture. There was a plugin before called MeshBake but its gone now. Magic merge is the nearest I can find, which also merges skeletal meshes
lol.. Fab approval paused for changes needed.. cause Thumbs.db was in a content folder..
Epic knows that this is a protected System file - created by windows even on their own systems and the users.. for faster handling thumbnails? XD
Windows: I have a Cache file to hold Thumbnail Data to handle them faster and not render them over and over again each ...
Epic Games: NO!
...
- The file is a protected System file.. hidden by default (even you Unhide hidden elements in the Explorer, it still is hidden by an additional bool to uncheck.. for safety reasons)..
And even you unhide it.. it still is system protected.. not that easy to delete..
Its probably a safety standards.. maybe to protect themselves in some ways
From the Windows Thumbnail Cache? That is created, existing and hanfled on every dingle winfows machine since Win 10? XD
I simply think they just didn't know that file exists...
Since it is hidden behind two Hiding optiond and also protected 😅
Digging that deep into hidden files, normally is not a thing for people..
Yes but you can name malicious files like that too 😅
Which then would not be system protected for sure 😉

Just in case you're curious of how to actually delete that file..:
Open the View options of your Windows Explorer and head to "View".
Here, first switch "Show hidden files, folders and drivers" to be active
This should be done anyway when developing.. just to also see the AppData Folder and Stuff.
Also.. scroll a bit down the list to find "Hide protected operating system files (Recommended)"
And turn it OFF.
btw.. "protected operating system files" should be a buzzword for Epic to ignore that file on approval...
You then can see the Thumbs.db in your Folders where Thumbnails are needed.
BUT - you cannot delete tht file - protected, remember?
A hacky trick - Open the file with Editor, delete all content and simpyl write a "0" inside. Save..
You now can delete it.
On Windows 10, you were also able to rename the file to Thumbs_.db, to delete it.
PROBLEM - As soon as you open the folder again, or any file inside.. the Thumbs.db gets created again.. what a shock...
If you have WinRar or 7-Zip which ignore protection.. you can package, archive.. open the container and delete the Thumbs.db out if this.. if you find them..
But - the need to delete this file, should not be a rule for approval.. since.. operating system protected file..
...
OH - and.. please.. switch "Hide protected operating system files (Recommended)" to ON again after doing that stuff.. this is a real serious security problem to have this disabled..
So much work
I recently downloaded a pack that had a .DS_Store at its root, so as usual, Epic's rule enforcement is random.
In your case, instead of deleting the file, just don't bundle it in the zip file you upload to Fab. On my end I have a small script that works with a whitelist, so I'm sure I don't include anything I don't want/need
Yeah, but I still think it's because it doesn't know what file it is..
"Don't bundle it" is easier said than done.. as mentioned.. hidden, protected file.. you can not simply exclude it from packing.. ^^"
If you work with a whitelist, it's extremely easy to not include
If you pack your Stuff to a Zi/Rar/7z file.. this packaging does not handle whitelisting for operating system files.. especially since they are tied to the folder
you can only delete them after you packed them..
Or by unhiding them as described (which is not recommended) and delete them before packing..
But since they are OS files the user normally is not even able to see.. this should not be crucial to the approval process.
What about Linux/Mac users?
This is for Windows only
I have no clue if such systems do exist on mac/Linux
So you want Epic to check for any system files on products, and ensure that the product is only distributed for platforms that are compatible with the system files? It seems way more reasonable to disable any system file at all.
as far as i know, the Thumbs.db is only created for Windows 10 and 11 Systems
FYI, to exclude files with 7Zip, it's just like -xr@thumbs.db, not exactly rocket science
If you publish for Windows only.. yes.. then those files should be skipped.. Since it is ridiculous to have the publisher to be forced to unhide system critical files just to delete the thumbnail cache, that is important to stop the explorer from re-rendering the thumbs each folder access.
I know.. but.. not everyone knows..
And epic cannot assume that everyone knows how to explude/delete system protected files..
Then you have the normal zip file packer of windows.. which creates the Thumbs.db withing the file itself.. bravo..
So you expect Epic to keep track of all possible system files on all possible platforms just for that case? I'd rather they spent their manpower doing something more useful than that, but maybe that's just me
not every.. but ignoring the obvious files that come with a normal explorer folder.. which normally is ONLY the Thumbs.db..
never saw any other protected file in a Game folder, beside that..
so.. this shouldn't be that hard to whitelist this one single filetype, exactly named "thumbs.db" file in the approval.. isn't it?
It's not that you have to gather and iterate all *.db files.. only.. this exact..
I'm still on Epic's side: they're in the business of distributing assets and plugins, not OS files that may or may not be compromised for whatever reason.
also need to say, that Fab.com is the ONLY.. worldwide ONLY.. so called "store"/"marketplace" mentioning to delete these files...
Nothing that makes me wonder.. since the company is still epic games.. and from a sellers perspective fab is everything but a functional store...
But if you allow to publish for a specific platform.. even making the seller select the platform in the listing a mandatory option.. you may also want to exclude such performance crucial files of that selected operating system from your approval problem-list.
Hey quick question, is it possible for me to create a key or custom discount for one of my fab products to give to testers or such?
My understanding (I'm not a seller, but from others in this forum), is that you can get a key (or you might consider more than one key, even if you don't use many of them) by talking to Fab support. I'm unaware of any types of code discounts, if they exist.
No
you can request that your asset be added to someone's library, but you need the email address associated with their epic account. even then, they make it very clear that the person who was gifted the asset is Not to leave a review
Write the support from your sellers’ address
Containing:
- Product Link to grant
- What License
- Mail addresses of receivers
Those will get the product directly added to the Library.
There are keys available, but only for Gift-Quantities of around 50+.. below that, you need to grant mail by mail of receivers.
- As joebob mentioned: Since those review would be directly bought and are not trustworthy - those people cannot leave one.
Am I missing something? This is the top queries from my search.
ah yes - the good old search function of fab... I would love to say something, but it would be an endless rant...
yeah, it's horrible, each of those listings in your screenshot contain the word "camera" or "system", so it's useless with such generic terms
you're sorting by newest
so any hits for those words in the product page will return that page
even if it's very tangentially related
you'll be better off searching by relevance
which prefers hits in product names and tags
fab search is not amazing but in this case it is really just giving you what you're asking for
Sorting by newest, one would imagine it just sorts the camera system by release date.. I honestly didn't even look at the "sort by" filter
the issue I run into with sorting by relevance is that it tends to return assets that gamed the review system with discord verification or huge lists of unrelated keywords
You would also assume the sorting "weight" would score higher for products containing all key words
Okay thanks
were you sorting by something other than relevance?
best i can tell the search is based on straight text search. relevance prefers matches in title > tags > text
and within each of those (match title, match tags, etc) sorts by popularity
Actually it had reset it back to latest - that does fix this example, but there are still many that it doesn't (just checked) - there is still a layer that's running, sorting things other than just the text - and I shouldn't have to change anything - just type in the search words
(just removed my rant and responded with a more constructive post on the X post that started this)
Yeah, it is a hard one when it is inside topic to some extent, but not directly... People obviously expressed interest here... FYI, I can see the trailer fine (and it looks interesting), but it says the FULL video is restricted by the workstation admin. So I'm kinda sad. 😢
Thanks, Sorry about that, do you mean you can't watch the Youtube video or can't download the link to the video in youtube description?
Trying to watch the full video on youtube, gives me the admin error, it is unwatchable from my location. Not sure if it is region restricted or just totally broken... The trialer works fine.
Yes, YT message me and informed me that it's restricted in Russia since one of the music tracks is restricted in Russia. I'll send you a link to the movie.Sorry about that.
