It's been a royal pain. Im on the 4th iteration before release. You live, you learn. I just rebuilt the Offscreen Indicator to work locally from the radar rather than ProjectWorldToScreen so I can create a "Virtual Viewport" which is a mesh that scales to screen resolution and ratio. You can move this anywhere in your level. Something you can't do with Project because it requires a viewport
#fab
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yeah. I wish I had a HMD so I could make my packs work in VR... lots of customers seem to want VR ready packs since the HMDs launcher commercially.
Hard work making VR things for marketplace when things change all the time. Might end up in development hell. Im lucky in that with this radar toolkit I haven't had many issues that weren't resolved quickly but in other areas of VR it's been... let's say, a journey
I also made it modular in case one thing breaks
modular design = the only way to go with marketplace content IMO. It makes support a lot easier too haha
yeah my first iteration wasn't so modular. My only issue with it now is I could have used Interfaces for it but I got used to just storing references when I needed them. It's not an issue for development but I would have liked to used best practice in that case.
interfaces are annoying to get used to using IMO, but once they become habit, they are awesome for modularity for sure
I did watch the Blueprint Communications video once, although it was so long I felt like I was watching the director's cut of Das Boot. I would probably use them if I started it new but it's too much work to redo and I need some dollars for christmas ๐ฆ
haha yeah. I'm trying to get my current project finished and out the door for more or less the same reason :p
does anyone with an AMD card here want a free copy of a fur shader in return for some testing?
speaking of which, @sleek egret it'd be nice to have a limited number of free licenses to give away for our assets
so they can still use the downloader
Nvidia here sadly. Otherwise would be happy to.
@daring bridge you can ask for certain people to be granted entitlements to your products
I give them to people who test and things like that all the time.
Just gotta email marketplace-support email with the email address of the person you want to give it to (make sure its the one they use for their UE account) and they sort that out ๐
@daring bridge We can give entitlements to whoever, but we need an e-mail from you with the exact names and account ID's to go about doing so
no problem, thank you!
@daring bridge my account name is SE_JonF and the ID is 93023e03. Thanks man! ๐
lol
haha
@rare lynx are you an AMD user? ๐
No, NVIDIA. I was only joking too lol. ๐
aww
I was going to see if you knew the dictionary definition of "test"
my own candidate tests are rigorous. then we move on to conductivity.
lol
I had an AMD card once a long time ago, and had too many problems so I switched back to NVIDIA.
yeah... i've never been a fan of amd - same scenario
Yeah that was just me experience with them. Others have had no issues though so more power to them. ๐
tbh yeah I wouldn't use one myself
hence why not having one to test on
I don't want to tell a buyer with an AMD issue to take a hike though, so here we are ๐
I hear ya. ๐
do what most sellers apparently do (according to customers I speak with)... "Well I can't reproduce this so must be user error." ๐
note: I'm not actually suggesting that ๐ was being facetious.... just in case lol
You heard it here first, adopt the @ebon leaf standard! ๐
uh oh ๐ that's gonna come back to bite me in the ass isn't it XD
Already sending the emails to the other sellers.. ๐
#AllarMadeMeDoIt
In all fairness, I've had some extensive testing done on my sub. If someone does find an error, I might refund them and let them keep it
If one user reports it once, user error
If user has repro steps, I'll fix and tell em to get a refund if they want
They usually don't refund
I instructed MP team to approve all GS refunds without question, don't know if thats being done because I haven't seen any refunds on my report recently
Unfortunately refunds on a day you have sales masks the refunds
buys generic shooter and asks for refund immediately after downloading :P
I work with them until it's fixed
or until they get tired of me getting them to try stuff
@daring bridge same here. I don't actually know any sellers that do tbh... just what people tend to yabber on about ๐
Yeah, if I did that every time I'd never get anything done
@gaunt flicker yeah I told them the same. people tend to want a fix over a refund though
they've let me know the handful of times its happened
And 95% of the time its user error in my experience
interestingly enough, no refunds for the first year and a half. the last two months I had three
yeah it's mostly user error
Most of the time I tell people what they should have done to achieve their result, and they email back with "oh... my bad" lol
but if there's a genuine bug it's always the tip of the iceberg
like I get ONE mac user telling me my asset crashes his editor and it's guaranteed to happen to ALL of them
nobody else mentions it
Thats why I have a Slack group, and starting a wiki. Let the customers help eachother
that sounds like introducing wives to girlfriends
Works extremely well
but you like to live dangerously only texturing the bullets
Nah I have a discord channel for mine - they save me heaps of time with customers
lol
haha
I fix and support serious issues, they help eachother with "how do I"...
same, I'll look into that
I hardly get anyone adding me on skype so it might not be too much work
And even provides a place for people to hire people based on GS
I provide jobs, yo.
haha
u a job creata
Can't wait for Generic Game Engine and Generic Energy Drink, allar is building an empire here
generic music genre will be sweet
Guys, how can i upload some new personal assets for free in the Marketplace?
Can i share it there?
The marketplace doesn't accept free content at the moment from what I understand
I wanna say $5?
I thought it has a free "zone"
There are a handful of free packs on there that were chosen by Epic. Whenever people bring up submitting free content though, staff members inform them that it isn't accepted on the marketplace at this time. If that's changed perhaps a staff member could correct me, but as far as I'm aware it hasn't.
Minimum is $5 yeah
:/
You could just put them up on Gumroad, Selfy, Itch.io or somewhere like that for free ๐
theres also https://www.gamedevmarket.net/ though I dunno if they do free either
GameDev Market is a community-driven marketplace that connects indie game developers with talented 2D, 3D, GUI and Audio asset creators.
turbosquid is full to the brim with trash
and the good stuff costs hundreds or thousands
the most i've ever spent on it on one model is $20
well it wasn't on one of our models that's for sure ๐
I want to try to get it as interactive and real feeling as possible like in H3VR
just to try the workflow out
it is, I spend hours in it
I want to make some nicer levels for him though
he needs to support modding or the workshop
heh, we supply him with most all of the weapons so I feel like I'm doing my part ๐
badass ๐ I wondered about that
tell him he needs better levels, also, enemies that can dodge
even if it's just deer hunting
don't think that's what he's after right now but he'll get there
awesome
holla at him at reddit.com/r/vive and he'll get back to you
the ammo loadout widget needs to be able to full any mag with the right ammo, AND you need to be able to tap it with a mag to go to the ammo page for that mag
although it's very realistic trying all the different ammo sizes until you find the one that fits
oo I will
thanks ๐
@rare lynx yeah there are many plugins and at upload you can select for free
@viral zinc I see, that must be new then. Haven't submitted in a while. ๐
Thanks Trent! How are you liking the content? ๐
it's pretty solid. I dig the solid design of modularity.
I'm glad to hear that. Do you have any suggestions on what you'd like to see next? Anything I can improve on?
I mean, personally, I'm mostly working in the context of a large-scale landscape (with some "underground" passage-ways/shortcuts) so, externally-interesting sci-fi buildings/tech/structures would be amaaaaazing.
That's a request I get a lot. I'm actually looking to start a little bit of that with the command center pack. I've got another unannounced pack that I will be working on after this which is different from anything I've done so far in the series, but after that I'm planning to finally tackle exterior content. ๐
indeed
ooc are you ever interested in contract work?
Sure. I can't guarantee acceptance but if what's being asked/the timeline fits my schedule I'm typically game. Shoot me a message over at SE_JonF@hotmail.com if you're looking for something. ๐
Schedule is usually what gets in my way with freelance, but I've been able to squeeze some stuff in here and there
๐
heyo anyone in here?
hai
Hey!
sure is
NINJA AMBUSH.
hey so i have a question -- lol
lol
ask away ๐
when you submit the screenshots, is it just the first one that is on the marketplace page?
i don't see like, the square version one
nah
your screenshots are first. Later you have to submit other artwork for that
(in the final submission stage)
okay cool, thanks so much
the initial screenshots you submit are really just for epic to get an idea of what you are submitting
Happy to help. Good luck with your submission! ๐
hmmm
kinda makes me wonder
Automatically assigns lightmap sizes to all static mesh actors (or all actors with static mesh components) based on a selected preset which details the sizes and resolutions the user wants used.
how is that not a built-in engine feat? ๐
I mean, that sounds like really handy thing to have
You mean like.... in-engine Lod calculation, should be in there too. But it took us 14 engine versions to get there xP
Anyone know how long IronBelly's FPS Starter Pack will be on featured (sale) for?
https://www.unrealengine.com/marketplace/animated-ironbelly-fps-starter-kit
FPS Starter kit w/ VFX, 9 weapons, FP Arms, Attachments, and Bullets with 4K textures. Save 60%!
I might pick it up sometime next week if the sales still on ๐
Don't quote me on that but I think @unique whale said it's on sale for a week
@supple moon
@slow olive cheers for the info
I've also posted on their support forum: https://forums.unrealengine.com/showthread.php?124300-Complete-FPS-Starter-Kit-from-Ironbelly-our-largest-pack-with-everything-you-need!&p=602163&viewfull=1#post602163
So hopefully I get an answer on that soon
We heard from a lot of folks who have been waiting for a pack that was sort of a "one stop shop" for getting your FPS project started. We're happy to share our first complete FPS Starter Kit pack!
It also includes fully rigged and animated FP arms with ALL of the functionality created in Blueprints (which are included in the pack).
http://ironbellystudios.com/wp-content/uploads/2016/09/WP3D_FPSStarterKit_FeaturedNew-2.jpg
The FPS Starter Pack Includes:
NEW VFX Muzzle Flash
2 weeks
Oh goodie
" In celebration we're releasing it with a big discount which we'll leave running for 2 weeks. We have a couple more shotguns coming out, some SMG's and then the next big pack will hopefully be a 20 weapon megapack but no idea when that'll come out"
At that price I'd be crazy to let it pass haha
Ay
Probably pick it up within the next 2 months at full price if not as it's a very good foundation pack for prototyping I feel
Still nothing can beat Tim's weapon pack for quality ๐ https://www.unrealengine.com/marketplace/ultimate-fps-weapons-pack-vr-ready
22 triple A quality weapon models and textures for your Unreal project.
Though IronBelly has a pretty good knack for providing quality assets at a affordable indie price + they have SFX, rigging and animations setup which is a massive PLUS for any indie dev who may not have the animation chops or time needed to flesh out say Tim's weapons with animations, etc
Holy shit dem details....
Are those used in h3vr? They have the same rooster of guns
I wouldn't mind, I started my carrer in animation and motiondesign, as long as those guns are rigged I can get them to sing my song
Just saw this
Now Available on the UE4 Marketplace
Youtube Tutorials
Documentation
Update: There seems to be an issue with 4.12 version. The downloaded one is not the updated version of the toolkit. I already contacted Epic so they can update it to the correct version.
Hey everyone! I've been making an AI toolkit for you all.
Was like
OH NO YOU DID NOT NAME YOUR ASSET GENERIC
(Not that I have a claim to that)
On marketplace page
Create believable AI characters within minutes using a powerful and flexible Behavior State system.
Has no Generic
phew
I am not one to suggest what you do in life, other than follow your heart.
but i was put on this earth to avenge your honor.
๐ฏ
is this memes?
hey ad
hello, if you would be so kind as to share this, i will be eternally grateful ๐ 10 days left to get it with 50% off guys ๐ ...
A pack of 3 stylized robots : Male, Female, Heavy
hello frostic
do they have animations?
I'm making a space type game. would be nice to have these in my game. but i don't know how to animate
holy crap dude this is epic.... Imma buy this as soon as i get my money lol
@.@ I need to find a Male/Female Medevil Character -_-
So hard to find Decent ones, that arent too Gody, Main Character Sorta Deals.
ikr^
i have a couple of other packs in mind to create for the marketplace
once i learn blender ill start character modeling. I can do it in maya but i can't afford maya
you can get the student version
I'm also a sound engineer. i might release some audio like background loops etc for free soon
modo also has a indie version which is somewhat more affordable
@lean ledge whoa... Even $20 bucks for those is a steal 0.o
that would be awesome
@lean ledge nope. i had that already for 3 years.
hes about to have everyone in unreal buy these so yeah hahaha
I'm broke atm, but still probably gonna try and pick those up haha XD
but i love making characters and i want to support game developers and people learning / making prototypes
ill use these as helper bots in my game. like you hire them to help you do tasks. this is too amazing
that's why my stuff is probably always gonna be cheap and i'll try my best to make good quality stuff
dude I'll buy anything you got. i spend about $40 a month on assets lol
i got everything and everything BUT npc's
also made this one but i need to update it so you should wait like 2 months or something cause i need to remake some textures and some technical stuff for the models
Good investment
A drone character with a skeletal frame and 3 armor sets : Lite, Normal, Heavy.
thank you very much for supporting me guys
dude wow this one is sick too. wow you are freaking amazing^^
oh wow its retargetable too haha wow
The art side of things is always the expensive side for those of us who are artistically challenged =p and that's fair enough - I'm not complaining about people charging for their work at all. But, it's amazing to see someone putting their stuff out like this. Probably gonna ruffle a few feathers with the other creators XD but... Competition is good lol
uh yea i was thinking about that ... breaking the market and all. but i think for prototyping you shouldn't spend too much money
AMEN TO THAT^^ things like this are helping me(poor and on ssi) to be able to make a game. maybe someday even be able to drop ssi and live off revenue
this is more like an introduction to an artist.. so if anyone wants something special they should hire artists and pay them on their real rates ๐
Yeah for sure. But you know these are gonna pop up in at least a few greenlight titles haha
so i think of it as an supporting game prototype creators and as an ivestment...
yes they are hahahaha
hah yea XD i can barely wait to get a game i find interesting and fight my own assets :))))))
Haha yeah XD
I wish we had ways to automatically know when a game came out using our packs haha
and there is more to come i think you guys are gonna like what i have planed next ๐
but not gonna spill the beans just yet
how much would you charge for custom animations for these packs? like having the robot type at a console type thing?
that shouldn't be too hard.. maybe 2 h of work so maybe something like 20 bucks
ok once i have some money imma be doing that haha
@lean ledge i look forward to it. I wish the marketplace had a way to follow creators lol
my rate for people with companies is different than my rate for indie devs :))
some dude quoted me a price of $200 per animation a while ago i said eat a pile of ๐ฉ
ya no ... :)))
for a company i would charge around 20-25 euros / hour
so not even with that rate i couldn't get to 200 $ per animation
yea. im basicaly building games by myself. i don't have a team. its going to take years to make anything playable haha
i tried having a guy help me and all he did was take a copy of all my assets and block me hehe
yea ikr. he can't use them since he didn't purchase them like me. i bet if he ever does he will get sued anyways
... That's shit. Should name and shame them so we don't have to =p
yup
would be cool if we had a system to vote someone off multiple privileges on multiple platrofms for doing this unless they "repent" with an apologetic video and then vote to forgive them
:)))
lol
regressive medieval methods of punishment on the internet ftw :)))))
just messing around
lol
Haha... Like h1z1's anti cheat system =p cheaters have to apologize sincerely on YouTube to get under banned XD
*un
Stupid phone
yup
yea @wraith raptor $300 for modo would take me a year to save up for. like i said i have maybe $40 a month i can spend. im on ssi. lol
if the software is not free i cant get it. i do own a few tools but not high end ones.
if unreal was not free i would not be here.
lol
@ashen musk http://store.steampowered.com/app/321540/ it's subscription based,but ya if you have a 40 dollar per month it might not be the best idea
yea I'm not paying for software i have to learn as i go.... if they had a 3 month free trial and i was able to learn it then id consider it. but they don't even give you a trial at all sadly.
thats why i'm learning blender. i use wings3d myself
but wings dont do animation thats why i'm now trying blender
ok, made a tweet for the thing, please retweent / follow and all that if you feel like it ^^
Only 10 days left 50% Discount !!! https://t.co/VBIiyCQDvL #3dart #unrealengine #marketplace #robot #character #discount #animation #gamedev
@ashen musk modo has a trial, but I'm not sure if it's 30 days or less
all in all, this talk would probably belong more into #ue4-general
I can't find any trial... they must of removed it.
it's still there, but please continue your talk in #ue4-general as 0lento already said :)
this channel is for marketplace related stuff
@lean ledge retweeted
id say since the stuff i will be making will be added to the market place is kinda does but yea.
well.. you could always ahem... P!#&te the software @ashen musk
NO. i wont
that's a good atitude
i'd have that attitude about software that actually have a program and support people that are still learning it and want to actually get a job working with it..
but there's that weird loop where "you have to buy the software to learn the software to work with the software to have the money to buy the software "
@ashen musk well, if you are at stage of learning new software, it doesn't really concern marketplace yet ๐ this channel is to discuss about marketplace content, not about tools to potentially make marketplace content. we have also #graphics that's more relevant than this channel
just saying that because some people watch this channel to see things that are currently marketplace relevant
I totally agree @elfin plinth
hmmm
wonder who I should contact about marketplace refusing my paypal
I recently got new CC and changed it into paypal, could be related to it
but I can still pay from like, steam with the very same paypal account
Epic Launcher just gives me "Payment refused by PayPal, please use a different funding source."
yeah, remove your paypal from your epic games account and readd it, or go into paypal and remove epic games as a instant whatever thingy
I've tried unlinking and relinking the paypal account too, also removing and adding the CC to paypal account
then unlinking and relinking paypal account again ๐
maybe they've blacklisted it somehow, I dunno
Transfer money online in seconds with PayPal money transfer. All you need is an email address.
I guess I could try relinking it 3rd time
try removing epic games from your preapproved payments
you'd think the unlinking would do that already from epics side
paypal at least sent me a note each time about it
but yeah, I'll try it from paypal instead
odd thing though
I could make one purchase before with the new CC in paypal
it just refused it now
paypal is stupid sometimes,
paypal sometimes stupid but often times a godsend.
if the problem still persists I would suggest you ask stephanie markoff via mail
yes, I luckily haven't had any problems... unlike almost all my friends :P
credit cards aren't common in central europe.... and if paypal randomly decides to refuse your bank account and demands a credit card instead
have fun
I wouldn't want to run my business primarily via paypal
they like to switch things off with funds in them
it's super good for a consumer
paypal that is
by the same token if you're selling something that has a base cost value people can fuck with you hard via paypal
I like Stripe
it's a good payment system and they're not assholes
stripe is mega solid.
easier to implement than paypal by far
right since the beginning paypal has been plagued with incidents where they freeze business accounts for months
make things difficult to resolve
it still happens
I haven't used Paypal in about 5 years
screw Paypal
my account isn't 'frozen', however they have blocked my bank from accessing the account
so it's as good as frozen
so fuck 'em, never again
yeah fuck those guys
can you just spend it?
buy drugs on the dark web and then have an epic journey of hijinks trying to unload them but in the end find love was at home all along
IIRC there's barely anything in the account anyway
but it is annoying when you find something on the web and the store only accepts paypal -_-
I have other beef with them
I opened my paypal account under my name
I only ever transferred money to it via bank
years later I decided to use my gf's credit card in it
now my name is Katrina Barkle with paypal for all eternity
assholes will not change it
they transferred the card details to my account holder name
so stupid
so a lot of deliveries automatically go to her, not me
and we broke up six years ago
...that's weird. I've never heard of anything like that with paypal 0.o
I signed up for paypal, put a donate link on a blank page for a few years so when I freelanced work I could get donations or pay through it. Never got any donations though. Bastards ๐ฆ
another thing that would be absolutely fantastic for the marketplcae
is a category for "recently updated"
wouldn't work unfortunately; more than half of the updates will just be people upgrading their stuff to the newer engine version
hrm.
i haven't submitted anything to the marketplace yet (changing that soon)
but can you state whether it's just a version update or a content update when updating it?
Yeah it could work. Would require a minute amount of work but would be good and worth it imo
the launcher notifies you when a marketplace asset has updated
and to avoid any confusion it refuses to tell you what asset it was
yeah, but it doesn't tell yo uwhich one.
sorted
I at least wish the vault was categorised
or could be sorted by update or purchase date
haha I bet
I wish the damn marketplace had sorting options haha
Pretty sure your vault isn't as big as mine ๐
i accept your challenge
I'm going to count mine and let you know ๐
me too ๐
inb4 an epic staff wins this =p
117 @brazen temple
206
Ouch =p we have a new champion XD
๐
i award you an internet token for winning
i get some lint from donald trump's large belly
HOLD EVERYTHING
Taiku reviews submissions
so you have to discount the ones he's reviewing ๐
Haha... Busted
But the issue with that @daring bridge is that if I review submissions, they wouldn't be in the launcher ๐
HOOK, LINE AND SINKER BOIII
hahah
@lean ledge just got ur robots man TYTYTY!
OMG
since i added it to my project now i cant open it?
its crashing now /cry
oh i see why
skookum broke because the 4.13.1 update
so. skookum
i like its feature set a lot
but their syntax is so god awful ridiculous
what's skookum?
SkookumScript is a simple yet powerful programming language for creating amazing gameplay without melting your brain. Better coding through mad โฆ
that was a weird copied url.
any benefit to using it over an AI tree or a graph or is it just because it's text?
well. it's a scripting language.
it does more than AI thingies.
I JUST WANT A GOOD LUA PLUGIN
my project is now ruined because of skookum. even after removing it it is crashing saying it requires it -.-
/cry
Hey everyone! Just a quick reminder there's only a few days left to vote for your favorite released content from this month to get the new releases featured slot, make sure to go vote! https://forums.unrealengine.com/showthread.php?124231-Community-Top-Featured-Poll-September-2016
Hello everyone!
The community has grown significantly over the past few years, and with it, the marketplace has grown from a few developers to a thriving portal with many options to choose from. As the community has been a major part of this journey, we want to make sure your voices are heard. As such, we are dedicating two featured slots each month to new packs that stand out in the crowd. Each month sees a plethora of new releases, and we want you to let us know what you think is the best
3 months of work down the drain ๐ฆ
@proven lily I JUST BEAT YOU TO IT.
๐
Set Enabled to false
@brazen temple WOOHOOO TYTYTYTY
I thought the point of minor version revision was to keep things working in the meantime between major revisions XD
holy shit is the automotive package really updated again today?
i just updated it yesterday.
I just got it now
and
it marked itself as ready to update
some of them support it
it appears to be based on project type
if it makes a project, it gets marked for update
if it injects to a project, GL finding out what it was
no, i mean, it was flagged for update yesterday
oh
i downloaded it and updated my project
and just this morning was another flagged update for it.
yeah I heard that too
four updates in two days
maybe commits to a certain branch automatically go into the update release
for epic staff that is
I want that
yay @proven lily confirmed that i'm not totally insane.
my dark side wishes I could vote for my pack 3 times
Shameless plug: https://www.unrealengine.com/marketplace/ai-behavior-toolkit
Create believable AI characters within minutes using a powerful and flexible Behavior State system.
You can... Just open the link thrice =p they asked you not to though so... Don't XD
@ebon leaf maybe they'll consider it if I'm tripolar?
Haha
@opaque rapids it's nice, I like it.
well, the idea of it, anyway. i haven't gotten to actually play with it yet.
@near heath thanks! I'm open to any suggestions really
@opaque rapids I suggest giving me a free copy XD does that count? ๐
@opaque rapids looks cool, this is where I feel the marketplace really needs a wishlist feature so I could save things like this weithout bookmarks
@ebon leaf I will add that to my to-do list ๐
@ebon leaf thanks! Yeah, I guess everyone has that dilemma. Any news on that feature btw?
In progress. Self service tools for sellers are a higher priority at the moment
@opaque rapids oh you're the ai guy? I wanted to pick your pack up, got a few questions about it tho. Can I pm you? :)
@slow olive sure thing!
Mmm, guys, do you remember what exactly breaks ability to use "Add to Project" button? Multiple maps, adding project-specific options like Input or maybe something else?
I have no idea. It seems a pretty haphazard application at best sometimes. I know several sellers have requested to get it changes from create to add to and epic just did it afaik lol
@sleek egret hearing that, "service tools for sellers are a higher priority", is amazing ๐ You just made my day! ๐
@quartz acorn Your config file. If your project or demo map has a config file that has to be utilized in order for your project to function as intended that will end up breaking a users project or make your pack look broken if it's added in.
Hm, do you mean stuff in "ProjectFolder/Config/..."?
Yep
Can't start a new pm on mobile though :/ I'll talk to you once i get home.
Often times we'll see the result in demo maps, you'll press play and they just won't function. You can move around but any functionality, or commands you set within the level won't work
Okay, that makes it much easier, thanks! :)
Yeah, I figured it safer just to do it in characters/levels for marketplace assets, less chances to broke anything outside of the scope
No problem, I know documentation is being worked on for what specifically is the difference in "Add to Project" and "Complete Project" and what to be mindful of if you intend for your submission to be one or the other
oh, now marketplace finally accepts my paypal
gotta wonder if there was some automatic blacklisting since it initially failed for some reason
For buying or receiving payment?
buying
but no worries, it's working now
I recently got new CC to replace the one that was about to expire, I guess paypal confused things when I set the new ones details
although odd that it still worked on steam for example
@sleek egret ^
Okay good to know, shoot us a message if it does anything funny.
yeah, I think the issue was on paypals ends all the time though
something not getting instantly updated
I tried also relinking epic account and CC too, but it didn't help
worked one day later though
OMG i cant wait. Slavq finished his update to dynamic trees and plants!!!! totally reworked. HURRY UNREAL APPROVE IT!
@opaque rapids picked up your AI pack, looking forward to playing around with it post Mega Jam ๐
i picked up ad's crash test dummys and they are freaking amazing. couldnt stop myself since they was reduced to $10 lol
what ai pack is that?
@ebon leaf
Create believable AI characters within minutes using a powerful and flexible Behavior State system.
WOW wish i had that kinda cash this is so cool!
Marketplace failed to process my business credit card on my last purchase
Which I've used for every other purchase, and also used for purchases irl
Had to use my personal card, heh
@gaunt flicker Do you think a Marketing Tool/Service Would make it onto the Unreal Engine Marketplace?
What would it do exactly?
Well so Far. I have a Plugin Implemented into UE4 Editor, which syncs too the git Repo. And then Shows you Cross Associated Tweets to each of the Git Push Requests. And when a Push Request is Submited, and its a new one. It`ll Post to Twitter, Discord, Information associated to the Push. Along with Cross Associated Twitter Hashtags, and Correct @Mentionings to the Developers. In Discord it would spit the Full Git Commit Comment, as well as the commit ID into the Discord.
:x So far anyways.
Now I see all my Associated Tweets, and Which Commits dont have Tweets.
I can edit the HashTags for each Team Member assigned to the Group, and give them a @Twitter Handle
Thinking about a Image, Images Normally Generated 5x the Amount of Impressions.
havent decided yet
If its implemented in the UE4 editor, probably
Wonder if ?I should make a Service @.@ and Make it a Option to use the Service outside of the Editor :X
hmmm
spins in a chair.
Oh, and got any tips on interfacing?
Right now I just have it in a list, and spitting out to the umm let me go look
nothing that would make it declined on the asset store?
As long as you have a video that clearly shows what it does
And your code doesn't memory leak / break the engine
I would assume it'd be okay
Don't really know, not following the marketplace too closely anymore
Just trying to finish up plugins I use myself to be 'public ready' and put em up there
Kinda gave up on the speculation / 3rd party improving, too hard do things from the outside
ah
nods
I`m still working on my steam intergration plugin -_-
Sighs
Sad that Steam didnt do this. -_-
but on the other hand, Guess its cool for the community when i github that shit
Aye, probably will get yours done before I get mine shippable
eh. I`m opening this up community wise after this @.@
This shit is too hard for 1 man to develop on. Seriously
i still have to implement workshop stuff, and abuncha on the cloud portion.
@.@ sighs
@ebon leaf whadya think?
@haughty mural of what? The AI asset?
i just picked it up too.
Won't have time to look at it until post mega jam I think. Time leading up to the jam is packed. And then jam week is going to be 90% jam time
hah awesome. Unfortunate its going on around the same time as OC3 for some, but cool none the less. lemme know.
@near heath if u get a chance to look at it lemme know what ya think!
will do
probalby not, i'm about 36 hours behind when I intended to start working on our game.
thanks job for letting me enjoy a few hours of my two days off.
i'm so glad i quit already.
hah where did u quit? not so great?
haha
http://exploreplanet3.com/ <-- this is satan's personal hell.
see? it even welcomes you.
but it looks so inviting ๐ whyd u quit?
because they have the worst and most toxic company culture I have ever seen.
care to elaborate? I could say that about many companies ๐
on the plus side, it's fun seeing how far you can get when the CEO knows how much he need you
i just get to aggravate and annoy the annoying people all i want so long as it's not too overstated.
haha. you must have been a key player
lead developer
interesting. why did you ultimately leave?
because i was tired of being so stressed i would randomly have panic attacks
work relate? i presume?
and this is after 8 years in the games industry
lmao, more stressed? wow
yup
wtf. and an educational company?
must have not been government related
no, privately funded.
well there ya go ๐
spins in a chair
@ebon leaf thanks! let me know what you think of it. Although if you're going to mess with it I suggest you do so with 4.13. Because Epic hasn't updated my 4.12 version yet.
@elfin plinth yup
yea his pack is super nice i seen it.
wish i had that kinda cash though lol
anyone know where i can read about releasing free loopable game music? I write music and can make loops for sale and need pointed in the right direction. also some music/ sound effects suggestions for me to work on are welcome. I will release a few sound effects i been working on soon as a free pack for people to play with etc like guns and other sounds so let me know โค
to the market place etc
sorry wrong channel
^^
hello everyone
my first plugin is finally alive https://www.unrealengine.com/marketplace/tcp-blueprint-plugin
This plugin facilitates the creation of TCP socket connection's as client using pure Blueprints.
im trying to understand the marketplace seller section
is it posible to get notifications for each purchase i get ?
Nope
There are no sort of notifications for sellers for anything at the moment sadly
So you'll need to manually update the sales report periodically and check of comments have been left on the marketplace page for your product
too bad i was hoping to get some more tools to support users
Yeah. We have been asking for them. If you check out th e creators hub in the forums you will see many threads asking for that sort of stuff
:S i've seen some people on the forums using gumroad i guess this is one of the reasons to do so
you'll just have to spam the refresh button
speaking of, how do I get that "Marketplace Creator" badge in the forums? I already have a product
PM one of the epic staff members.
Hi all, just wanted to see if anyone in here has the HAL archviz toolkit? I have a question about how to get my floor plan onto the locator map so I can build my model. Thanks!
aaaaaaaaaaaaaand I figured it out
but does anyone have the HAL Archviz toolkit?
DEM ANIMALS
Most expensive MP item ever
they better fucking path to my house for that price.
I would love to see the sales on that
But anyway, love seeing MP picking up
Trying new things
Only reason I was on there, is because I need a JSON plugin
Only one on there, 10 bucks
no competition
someone has to, some hero, some hero named GiM
tbh I wouldn't be surprised if someone's decided they can buy decent models and rigs from turbosquid and resell them with minor adjustments
those animals have stellar animations on them
price is more about the anims than actual meshes
btw, 765โฌ here (860 USD)
they're pretty good assets, we used the deer in a mini project here
they do seem overly expensive compared to everything else on the marketplace, mind xD
To be honest he is the only person pricing his content fairly. The new sellers on the marketplace think that hugely undercutting existing sellers is going to be how they get sales but they don't understand that it drives prices so low that sellers can no longer make enough to justify spending the time to make the products.
we could debate about that
but it ultimately is about selling few for more or lot for quantity
and how special you want your asset to be
also, less you sell, less overal support you need to give
on indie market, even small price difference can mean difference between sale and no sale
and lets be real now, no hobby developer will be buying 860 USD animal pack, but if it cost 100 bucks, they could justify it
and if you are a real pro, not sure how much content you'd be looking to be buying from place like unreal marketplace
so it's bit odd place for products that cost that much
also about the other thing you mentioned
monopoly and cartels are not good
if you have a good product, you can ask more from it
yeah I justify low prices thinking mostly hobyists are buying it
if someone undercuts your product that's better quality, well, then that's normal competition
prices tend to settle somewhere in the middle anyway
was the spark of this discussion solely the price point of that new animal pack?
ofc they are
there's not much competition either
its not a single model too
yeah, I'd not buy the pack myself
its 8 models with 3 variations each (on style) and hundreds of animations.
Its worth every penny
but could think of buying individual animal or two if the project needed it
they give you that option too
I know
I mean, if you pick each asset from Ironbelly and make it into a single pack with additive price from each gun
it would go easily over 1k $
and people could argue that hobyitst would not invest 1k% just for guns
same here, they just sell all their models in 1 pack for a tad cheaper than individually, its a bargain for those who will actually use it
for the record, I haven't actually calculated the total price of gun assets so I might be wrong there . just threw that scenario as an example out there
Anyone interested in marketplace DRM might want to check out the PluginWarden module :p
hmmm, how would that even work on custom engine builds if people don't use launcher?
you just wouldn't use plugins that implement that then?
every time I launch an asset I get one or two users who are determined to convince me that my asset is too expensive, by about a factor of two.
that said, ten thousand sales at $10 is quite a bit better than ten at $1000
the value of an asset is pretty much irrelevant if you think about it correctly
with those animals, how many studios want to pay $800 if it becomes the default animal set for every AAA title?
I think the important thing here is to launch your asset at whatever price, it doesn't matter. Then regularly put it on sale for $10.
get those ten thousand sales
and refuse to do support ever
I have troubled myself with a price for my radar. I don't want to over-price it but I put a crapload of work into it and it's quite functional for it's task. I was tempted to add $50 for the time I spent doing the submission rules :p
work versus price doesn't matter is what I'm saying
extended effort isn't rewarded
you should still make a nice asset, but you can't charge more for that and expect people to understand
and if they don't understand they won't buy it
Online Sells = + quantity - price
Real life = - quantity + price
so given quantity is 100 and price is 50, online sells is 50 and offline sells is -50?
:/ I dont understand, i said that online if you do a nice work of marketing you can spam your asset to 100 persons, and is easily to sell 25 for 10โฌ, than 2 for 125โฌ in offline
check your maths, that seems off
I'm going with the formula, I think people only lose money selling things IRL
From what I've seen, Online sells more because customers don't psyically see the money and thus are more inclined to spend it,
that's a good line of thinking
I'd agree with that, I've spent money on games etc only to refund it quickly, had it actually involved handing over cash probably would have thought about it more.
$$$$
So I'm building a pack of announcer voice oneshots that I'm going to divide up- do you think I should divide them by genre of game or just the type of announcements? If I divvy it up by the genre there'll be overlaps like I have kill announcements that would work for MobAs and for FPS titles
genre sounds more logical to me
Also I'm setting up my seller profile at the moment, does the public seller name need to be a "Name" or can it be the title of my business (ex- "Cut In Half Studios")
And does the "Full Name" on Private Info need to be my legal birth name or can it be my production pseudonym
I wonder if pure Blueprint assets are more valuable atm since they are easier to use than combined C++/Blueprint plugins. What do you recon? I'm contemplating at what point I should consider adding C++ elements and accept that it has to be a plugin.
Yes, blueprint plugins are generally more valuable to people because of the ease of editing and adjusting them to their needs. That said, some things that you might not be able to accomplish in blueprints may be easier to achieve in C++ elements
For instance, working with data tables and arrays in C++ is much faster and easier
Yes, there are cases where I can make the asset more userfriendly with C++. But even if I leave most of the code in Blueprints it now means that it has to be installed as a plugin and users will have to manually copy Blueprints if they want to edit them, which is a bother. I'm not sure what's the right balance here.
I'd 100% go plugin if users could simply install a plugin per project, which would copy the Blueprint content like adding a Blueprint asset to a project (and also install the code plugin to the project). I don't really understand why that isn't possible yet
If this functionality might be added in the near future I might just go with plugins already
But I don't know that
Any insights would be really appreciated
I guess I'll go with plugins and hope for the best. It's not a big difference for users in the end if most of the asset is blueprints, so I hope that finding it in the code plugins rather than the blueprint category won't put users off
Plugin + Content Examples project, yo ;)
(should be able to migrate content very easily from an example project!)
speaking of pricing, I'm still regretting the price on my AI toolkit
how so?
I think it was a bit too cheap
I did not know that. Thanks
I'm not sure I'd put the price up unless you update it (people who had been considering buying might feel a bit cheated if the price goes up for no reason - but if you do add new features then raise the price, so be it - you can also post a warning in your forum thread etc that an update is going to happen and you will raise the price)
yeah, beforehand warning is a nice gesture
some do that
and it gives transparency
of course. I won't be increasing the price without a valid reason
morning everyone!
morning!
Hey everyone! Last call to get out and vote or garner votes for your pack if you released this month. We are closing the poll at 5pm today! https://forums.unrealengine.com/showthread.php?124231-Community-Top-Featured-Poll-September-2016
Hello everyone!
The community has grown significantly over the past few years, and with it, the marketplace has grown from a few developers to a thriving portal with many options to choose from. As the community has been a major part of this journey, we want to make sure your voices are heard. As such, we are dedicating two featured slots each month to new packs that stand out in the crowd. Each month sees a plethora of new releases, and we want you to let us know what you think is the best
hey
is there a rule of thumb how comments or something on the UE marketplace transfer to sales?
so for example on steam as a rule of thumb every comment translate to roughly 50 sales.
Im just desperately trying to get an idea how and in which dimension the UE marketplace works
I think the amount of comments generally has a lot more to do with the amount of support you need to offer more than the amount of sales. I'd be surprised if there was any sort of correlation
Are blueprint asset packs always packaged as projects and you need to use "create project" in the launcher"? You can't have a project-less blueprint asset that you can "add to project" instead?
I think I have had 'add to project' blueprints
but most are not, likely because they have demo levels etc
You can get add to project blueprints. Stephanie spoke about that the other day.
Basically if your project requires config information in the ini files, then it has to be create as project. If it can go without, it can be add to project.
that's the exact messages
And you need to submit a demo level... so that causes that.
Ok. So I guess it's not an option for any asset which requires a gameplay demo map with input mappings
Yeah
It is possible. I'm jut not entirely sure what makes the switch between needing the ini files nad not. Perhaps custom game modes or something. Not really looked at the inis myself
Some of Panda Studios packs for instance, the Notification Kit, can be done as an "add to project"
As can the perfect tile system
It's possible, just map your input in character/controller blueprint
If I need a controllable pawn for the demo map, it's difficult to do it without input mappings. It's possible, but very ugly, and that's probably not what I want especially if users should be able to use the demo as a starting point for their characters. A bit of a dilemma
It's just for a demo after all
@quartz acorn do you mean hardcoding the input? Rather than using input mappings?
Yeah, imho it's better than crippled usability
Hm
I was under the impression with the most recent change in the submission rules that hardcoded input wasn't meant to be allowed. Not sure where I got that from though tbh.
(still waiting on that set of guidelines to be made public...)
It's of course not for every project
For example, for RPG starter pack, Generic shooter and etc Input should be created properly
But for my supergrid input actually required only for demo and not for pack usage
Yeah. Next time I update my packs that aren't the template I'm gonna switch over for sure. Had no idea it was that easy haha.
I'm starting to think I should generally package code and blueprint components as code plugins. Then offer template and demo projects as separate downloads. This would be perfect in particular if users could add code plugins to a project instead of an engine globally. Alas...
Does anybody know if that is a planned feature, or why this isn't possible yet?
Same reason a lot of things aren't available. Lower priority on the marketplace than other aspects of the engine. It is slowly getting better but there's still a ways to go.
So this is tricky. If I use code plugins, the user can easily add it to a project, but it becomes much harder to modify the assets. Also plugin development takes extra time. If I use a project setup I apparently can use both Blueprint and C++, it's the easiest to develop and setup but merging with an existing project is painful.And finally if I go for a pure blueprint asset that can be added to projects I get the best usability but can't use C++ and have to hardcode input in demo/template projects. It's really hard to choose which is the smallest evil.
I guess it really depends on what exactly you are looking at doing, how likely each of those issues are to impact the intended use of that specific asset, and what you personally are most comfortable using
That's the thing, which makes it complicated... I'm most comfortable with Blueprints but like to add some amount of C++ when it aids with usability or functionality. I am designing all my assets as components which should be mixed and matched with existing projects, but I also want to provide sample projects / templates of how to use them. Looking at it that way, I guess plugins + separate demo download is the best option even if it makes some things harder.
I don't like that it makes it difficult for users to edit the code directly though, unless they manually copy the assets to their project.
@ebon leaf but is there any way to know how big the market for assets on the unreal engine marketplace is? off course nobody will give exact numbers on that, I just want to know if a successfull asset makes up for 10, 100, 1000, 10000, 100000, 1000000 sales, literally anything ๐
or is there just no way to know that?
@dense dune If you are talking about something in specific, you could make a gauging interest thread on the forums - though that's not entirely reliable, as not everyone goes on the forums, it will give you a rough idea if there is interest I guess. Beyond that - not really. You have to take the gamble. There's lots of packs on the marketplace that seem like they would do really well and, from what people have said, they haven't. In contrast, there's lots that seem like they would do only okay and have done quite well. But there's also packs that make sense that they would do well and have done well haha. Like any product, all you can really do is put out some feelers and see how people respond - do normal market research level stuff, then take the plunge.
At least as far as I can tell.
yeah thats totally clear
i mean games on steam can sell in the hundreds or multiple of millions
The most successful assets have sold over 1000 copies, somewhere in the 1500 range I think. But I could be wrong.
ah ok thanks that was what i wanted to hear
I'm over 1.8k at the moment, I hope will finally beat 2k later this year, it's hard without sales though :/
what are you selling?
@quartz acorn Am I right in thinking Supergrid is the highest selling pack to date?
I guess so, but not the highest grossing pack ~_~
Super Grid is a pack of materials and modular meshes designed to make level prototyping faster and easier!
Haha yeah I know that. I would guess that probably still belongs to that RPG pack, though I haven't really looked into it much
@quartz acorn thats actually quite decent, i honestly thought the market would be way smaller
And I think it will rather grow in the future
Yeah, RPG starter kit and procedural nature pack are doing pretty well!
@dense dune don't go in expecting Supergrid and Generic Shooter levels of sales ๐ just fyi lol
I wonder about future of this pack https://www.unrealengine.com/marketplace/marketplace/animals-vol-01-forest-animals
Animals Vol 01 - Forest Animals is a pack of 8 game AI ready animal animations, meshes and sound fx.
Yeah so do I. It's a really nice pack, and I think it is probably worth the money ... but asking that much in the current marketplace environment is a pretty tall order.
oh haha. Safer bet then I guess. Doesn't matter if it doesn't sell because the indivudual ones probably do :p
Yeah, and if someone want to catch'em all - now it possible ๐
bahaha XD Forestemon Go ๐
@quartz acorn Just saw in the comments to your asset you said Add to Project also doesn't work with more than one map. Is that still valid?
Nah, that was misunderstanding. The problem was in the demo map, but input was a problem, not the map itself
Ok
Are code plugins from the marketplace currently always enabled by default or is this something Epic decides per plugin / on developer request?
As in are they installed to the engine or per project?
I think they're installed to the engine then you enable them in the plugin dialogue per project
they get added to the uproject file and it loads them on startup at the set phase
my one still lives in my project, which is where they go while you're working on them
Is the marketplace an area to promote items a user is selling or items on the UE4 market place?
both
@daring bridge Kickstarter count, correct?
Don't want to be rude
Maybe general ๐
Okay. ๐
I mean right now all marketplace plugins I have are enabled by default when I create a new project (or open a project which doesn't even an entry for this plugin yet). There is an EnabledByDefault setting in the uplugin descriptor, so I'm wondering if this is true for all marketplace plugins or if it can differ for specific plugins
I doubt many do. The only person I've asked has had like 5 sales on there over about 6 months or something like that ๐
I'd never heard of it before to be honest
image tools?
some quality of life improvements, mask textures to rgb combiner, lut editor (not as awesome as resolve, but quite ok), and a cool color palette helper
nice
Yeah gumroad is much nicer IMO. Itch is great for indie games but not so much assets.
@slow olive well yeah the control of curves is missing
but the last version have way more tools than that screenshot https://dl.dropboxusercontent.com/u/28070491/HevedyImageLUTTool_2016-10-01_22-09-07.png ๐
link?
Trees have limbs?
it's in the new one
definitely using mesh slicing
looks great
my only concern is performance
looks expensive to use more than a couple of these
I'm guessing they don't really LOD or billboard
that said 'billboard generation' is a feature, so I guess I'll have to try it
yeah, sure let me know how you get on with it
I'm probably gonna get it either way, even if just to rip it apart, haha
I got his smart spline tool for the same reason
it's pretty good
RIP Speedtree
generates pretty unoptimised assets by default too
extra draw calls from unused material IDs etc
looks cool af
if they're dynamic, they shouldn't be affecting lightmaps
With that chopping off tree limbs, do you know of a good way to make the cut appear less clean?
god rays should also not affect lightmaps :/
also, day night cycle should mean you have no lightmaps at all, so whut?
you can turn splinemesh trees into static meshes with in-editor tool
ActorMerging
you'd need some editor side plugin to automate it though
could be that, can't remember the name
it can even atlas materials
tested it briefly
oh wait
if that asset uses new slicing thing, it's procedural mesh already
RIP speed tree
for rip speedtree, that new generator would still need to automatically generate somewhat realisitic looking branch structures
could be nice for games that aim for stylistic art though
with some manipulation, I think you could get some realistic results out of it
sure, but it doesn't look like it does it out of the box
neither does Speedtree, to be fair - have you ever used the editor?
or just dragged their presets into Unreal?
if I need to handdraw each branch and twig, I might as well do it in external tool
I've used their editor
I know 95% of the proc gen trees look like crap ๐
even when you've got the base setup done
I mean
Speedtree is meh
it's nice to have "curly" branches and all, but most trees I've seen in real life just don't grow like that
yeah, speedtree is far from perfect
I could go half a day from it's issues
hmmm
looking at that new thing, everything is splines?
and no l-tree system for automatic branching
all shown trees just have like trunk, branch and sub-branch if you are lucky
if it ever got more believable looking branch generation, I'd buy it in a heartbeat
trick is, it's cheap and you can modify it
which is two things that Speedtree isn't
yeah but nobody wants to do each twig manually if they use tree generator
cheap doesn't mean anything if you can't use it properly
sure, but you can modify the blueprint
I also hate modifying other peoples code, and if it's blueprints, chances are it's even more tedious task
and if you don't want to do that, well, then you can go back to speedtree
if you have some bigger project with some coding standards, it's easier
SpeedTree offers tree modeling and render software and integrates with the 3ds tree plugin.
yes tht
anyway, atm I'm considering even doing the branches manually in zbrush with zTree, I'm not a huge fan of speedtree either myself
just wish there were tools that did all the tedious parts automatically and you only had to tweak the important parts
which is pretty much how those DCC app scripts work, mostly
I'd love to do everything in the ue4 editor though
Hey everyone! We have our winners for the September 2016 New Releases Poll https://forums.unrealengine.com/showthread.php?124829-Winners-of-the-September-2016-Community-Poll!
Hello everyone!
We have our winners of the September 2016 New Releases Community Poll. After tallying the numbers, here is your choice of what pack should be featured:
The Dungeon Architect plugin by Code Respawn!
https://forums.unrealengine.com/attachment.php?attachmentid=112466&stc=1
They will take the first Community monthly featured spot for the month of September! We had some amazing selections throughout the week, and would like to call out two other packs that were high on
re: forests and lighting build: in my experience thin geometry like leaves always makes lighting builds take longer
usually improved by disabling shadow casting on them, but who wants that?
surely if they're dynamic geo, they should not affect lighting builds because their shadows will be dynamic
one would hope so. But afaik, can't movable objects still be set to cast static shadow?
checking rn
movable by definition shouldn't cast static shadows because you expect it to move :/
default settings afaik
could it be that that's causing issues?
(note the "static shadow" checkbox below)
@proven lily Good choices ๐
Wasn't my choice to make, these are all thanks to the community :D!
the wisdom of crowds then? Hehe
Dungeon Architect looks pretty rad
Hmm
MP assets featured for a whole month...
Does that mean no more "On Sale" features?
To prevent people from spamming MP with "On Sale" to be featured?
Hi Victor, we are moving the On Sale stuff to another thing ๐
We also have another thread open for ideas for a third feature slot for the community. Check it out here: https://forums.unrealengine.com/showthread.php?124234-Community-Marketplace-Featured-Ideas
Happy Wednesday everyone!
The marketplace has grown exponentially in the short time that it has been around. We've gone from a few developers to a vibrant and thriving community of content creators in a matter of a few short years. To celebrate this, we have a surprise for you, the Unreal Engine community. We are giving you as a whole one of the slots we use to feature content, to do with what you will. This post will remain open for the next month, during which time we ask that you
Basically, the first two are going to be the last two months of community votes for featured new releases, the third feature slot we want to know what you all want to do with it. Sales are going to be independent of the featured slots. It's all a work in progress, but if you have suggestions please feel free to add to the discussion on the thread above.
@proven lily Hey Adam!
Is this thread a proper place for feedback about community choice slots or it's already set in stone?
post away! We're keeping it open throughout October to give plenty of time for discussion!
@elfin plinth need your opinion on nit picking the wording from epic's Eula on their demo content.
They word it that I can use it in any commercial game, wonder if that applies for using it in a pack for marketplace.
In this instance I'm thinking about using the animated smoke texture to make an explosion particle
And as a followup do infinity blade packs counts as demo packs seeing as they are given for free
@ashen musk that's different
we all know everything from learn tab and marketplace can be used for a commercial game
this is a whole another case
as it involves uncooked assets
basically marketplace staff has accepted epics own assets as part of the assets, although official EULA is bit fuzzy on it
It can be used only if it is not the focus of the pack and you're not trying to sell Epic assets instead of your own pack
This is about stuff from Learn tab, not 100% sure about free assets from Marketplace
@quartz acorn So if I make a tank and decide to make an explosion particle for when it shoots, while using the smoke textures from lets say IB particle pack, I can sell the pack with that particle?
from https://www.unrealengine.com/eula
from 1. B: ```Distribution to other licensees - You may Distribute Engine Code (including as modified by you
under the License) in Source Code or object code format, or any Content, to an Engine Licensee who
has rights under its license to the same Version of the Engine Code or Content that you are
Distributing.
Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine
Tools must take place either through the Marketplace (e.g., for distributing a Product's
modding tool or editor to end users) or through a fork of Epic's GitHub UnrealEngine
Network (e.g., for distributing source code).and from 1. C:Distribution and sublicensing of Examples - You may Distribute or sublicense Examples (including
as modified by you under the License) in Source Code or object code format to any third party.
However, the rights in this Section 1(c) do not expand or modify your limited Distribution and
sublicensing rights for Engine Code and Content (including as modified by you under the License)
that are not Examples.```
those are mainly about engine code but they mention content and examples there
what makes that bit fuzzy is that they don't say it in clear manner though
Well, if you follow this rule precisely then you can't even use basic models
Like cubes, sphere and etc
Yep
really?
@quartz acorn I think you are confusing assets coming with the plain version of the engine, and external marketplace content / demos
if you read the line I linked
under the License) in Source Code or object code format, or any Content, to an Engine Licensee```
that says you can share engine content to another licensee
and mannequin is shipped with the engine
not from marketplace
I've already said that I'm talking about Learn tab and not sure about free assets from Marketplace
Because they have different license
you said cubes and basic models
but they are engine content
@rustic siren all in all, if it's from epics sample, like from marketplace free sample or from learn tab, I'd just show it to epic and ask if it's ok. EULA doesn't explicitly say that you can use that stuff
but if it's from starter content, I'd say it goes under engine content as it ships with the engine
@ashen musk I would gladly take you on your word, but are you absolutely sure that it won't backfire
@ashen musk he didn't really ask about opinions or guesses though, but what licenses say about these matters ๐
so
"Examples" means the Engine Code and Content made available by Epic in the Samples and Templates folders in the install directory or in the Content Examples projects available through the Marketplace.
It includes Marketplace examples
@ashen musk what?
heh
well, but this is for very different thing now
it's not even related to using that stuff on your own games ๐
@quartz acorn "content examples" refers to "content examples" sample only
not all samples (well, at least that's how I'd read that)
I can shed some light on the matter by confirming that epic was okay with me selling a character using their animations from animation starter pack
however I explicitly stated that those animations came from that pack and hadn't modified them in any way
yeah, they've said that in past too
but it's always good to check with Epic directly on such cases
@ashen musk Can I use animated smoke textures from Infinity Blade Particle pack in one of my marketplace packs to cook up exlosion particle and sell it with my pack
key difference here is that if you modify them
they wanted anims to be unmodified too
if you mod them, you are selling them as part of your pack
but yeah, only people from Epic can answer that properly
Shall I poke em here?
not that easy unfortunately
or more like I don't own the software to create it, and am not really innept to work with free ones like blender \
Need an animated smoke particle baked into image grid
Sorry, I haven't read the entire convo - but is this about using epic's asset packs in marketplace submissions?
The official word, from multiple Epic staff in multiple chat conversations (both in slack and discord) as well as on several forum threads is that you are fine to use epic's assets, from both the learn tab and free packs, as long as they are there only to demonstrate your content - not the actual selling point. So using an explosion effects is fine, as long as you are selling a gun, or a blueprint system that triggers physics explosions or something, but not if you are making a particle effect library for instance.
do you have any reference to back that statement?
I'll see if I can find one of the threads, but there are many MANY packs that already include this sort of thing. One example is the ARPG Inventory System by user Pirate. He has used a heap of Infinity Blade models in there : https://www.unrealengine.com/marketplace/arpg-inventory-system
The Action RPG Inventory System is a multiplayer supported inventory management system featuring equip-able and usable items. It can be used in single-player and multiplayer projects, regardless of your game theme and UI design.
gimme a sec and I'll see if I can find anything specific for you @rustic siren
also that link is wrong ๐
also frostic, thanks for the gesture mate
link changed in the last message
But I am more interested in clarifying this one since I might come back for that IB pack for future use
This thing
Yeah you can definitel use IB assets for that ๐ still trying to find one of the threads though
it will be on marketplace in 8 days
Pretend I'm Adam
haha XD
now I can stop looking for that thread ๐
So in this example, if you're using the smoke, you have to specify in the description that the smoke is not sold as a part of your product and is just there for showcase
and they can pick it up, use it in their game, package it and sell it ?
@sleek egret could I possibly suggest that you include this question somewhere in the submission guidelines and make it super labelled? It's easily one of the most repeated questions in slack/discord.
