#fab
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which is really disturbing to me
it's bad enough that they do that for 3rd party sellers case but they've also done it themselves, they had infinity blade sound pack in past on marketplace (free but price is not the issue here). when someone found out that they didn't actually have rights to distribute those licensed audio files, they just silently removed it from the marketplace as well, but they didn't put any note to people who has already downloaded the pack and had it in their vault
meaning, unless people who got it into their vault started to wonder where the pack is in the marketplace, they would have just used it in their games, meaning they would be violating someone elses copyrights
in the end, it felt like they were trying to cover their own asses, so nobody would notice
but by not being up front about these things, they actually lost a lot of peoples trust in them and also as side effect in legit sellers too. now you simply cannot trust in anything you buy from the marketplace, unless you actually trust the seller itself
@carmine dove ^
it is and it hurts everone selling in the marketplace
then you add things like that they don't really give you any good stats on the sales
like individual invoice id's
you just have to trust them to tell you the right numbers
but since we can't trust them anyway.. well, you see where this is going
I'd never do business with marketplace like UE4 myself due to these reasons
the list that Allar made is one thing but there are more fundamental issues like these involved
Allar did list lack of statistics though
I really wish we had a way to automate checking invoice id's ๐
(I had a pretty cool idea, but it'd require that to be implemented)
you can do it in the unity seller dashboard
you enter the invoice number and it tells you the details on it
Finally figured out how plugins work, only took like 2 weeks...anyway I've made a forum post for my Blueprint Assist Plugin, please comment if you want any features or have feedback! The plugin mainly features automatic node positioning and automatic pin connection. https://forums.unrealengine.com/showthread.php?147673-Blueprint-Assist-Plugin
hmm, I wonder how Protofactor's sale is going? 82 packs on sale
I wish we, as sellers could see the sales calender or at least have a hint when someone with 80+ packs is going to do a blowout sale :/
cause I sure wouldn't have put my pack on sale the same week ๐
I'm still trying to parse that first sentence HowToCompute
you've exploded my mind
๐ฆ yeah, I'm putting mine on sale too in like a week
hopefully his sale will be done by then ๐
Ue4 BO plugins can't just be dragged into unit you and submitted for more cash, like you can with art assets
BP*
*unity
ah, I get it
yah...I don't convert my material packs to unity, cause I don't know how to do materials in Unity ๐
I did convert my bone pack, cause it's materials are simple...but I had to cut the price in half and just not have as many bones, to get any sales
during their sale last month, I got some nice numbers
i can have a month with no sales and a month with a ton of sales
q(and being on multiple marketplaces spreads that risk + gets you more exposure)
yah, I've thought about putting it up on gumroad too, but I'm lazy, and I know I wouldn't get many sales
and I keep sing stuff like itch.io thrown around
Hm yeah
seeing, not sing*
I've considering just grabbing a few of the skulls and selling them individually on gumroad, for a much lower price
im curious how well my plugin(s) will do, never quite been sure about the market
and that could work ๐
hmm...someone is requesting I convert my bones to skeletal meshes...what is the advantage there? They're not rigged to anything
does physics only work with skeletal (not static) meshes?
Physics work with anything that have proper colliders setup to it
Plugging zeros to metallic inputs before submitting
not sure why he wants them converted to skeletal then
maybe they want fully rigged skeleton? I dunno
depends on if it's a plugin, I think
or blueprint I'd imagine
art assets done for 4.9 are still valid for 4.16
hmm so i can just apply older version? woulb be more useful for people on previous version
Older version is better, but maps aren't backwards compatible
So make sure you make the map for the oldest build
That lack of backwards compatibility is really an odd and unacceptable issue.
There's really no reason a texture from 4.15 shouldn't open up in 4.10 etc.
Idk I dont mind the non backwards compatibility, it teaches people to not bloody upgrade their project on the spot
so yah, your best bet is to pick version and stick with it, unless some new version adds something you just gotta have
Many people do jump into new version and get burned at times for lack of backwards compatibility, which is an issue that should've been addressed since UE4 became a thing IMO.
I have several versions installed, myself
ok awesome
I think I have 5 engine versions installed. My project is on 4.13 and other versions are for compiling plugins.
should i worry about buying weapon packs that feature branded weapons?
You can only submit for the last 3 engine versions tho ๐ฆ
@zealous ibex the build.cs and target.cs files changed with 4.16. How do I support both 4.15 and 4.16 or should I go just for 4.16
Your meant to support the 2 latest....I think, so submit 2 different zips? Not sure
@zealous ibex says who? I maintain stuff from 4.10 so I doubt they would say no if you submitted it. Or do you mean during the actual review process?
For new content you only NEED to support the current version at the time of release. But when the engine updates you are supposed to support the current and one version back, unless it makes sense not to, in which case you can discuss it with epic
I read taht in an email
I was actually supprised, but I swear it's the case ๐
Oh wait it's only for plugins, nvm ^^
But I quote
Also, be aware we don't have the ability to stage any plugins older than the last 3 engine versions.
@ebon leaf Not checked BP/art content, but it seems you can't do it for plugins ๐ฆ (which is a huge bummer as plugins are a pain to port to old engine versions yourself)
oh... that seems a weird stipulation
Hm, I just hope most of my potential clients are running one of the latest 3 engine versions
Most marketplace customers seem to update with the enguine updates tbh
@zealous ibex My plugin has content in it as well. It's much harder to port BPs than the code within. VS2017 and UBT tell you exactly what needs to change (if anything at all), while BPs simply don't show up in the content browser and you need to remake them or open 2 engine instances and copy-paste from one another.
It took me 3-5 mins to change the code between 4.14 and 4.15 and 30 secs between 4.15 and 4.16. But it took me at least an hour to remake BPs from 4.15 back to 4.14
Hm, never had any issues with that myself ๐ค
I'm just thinking that a user would need VS etc to recompile the plugin for an older version, which could cause issues (most people that buy BP (function) libs usually don't know c++, so probably don't have the coding tools installed)
You're missing something - even if they recompile tor an older version, they wouldn't be able to use the BPs and would have to remake them
BPs are awesome due to their speed and compile times, but the maintenance happening under the hood has always been pure hell
Hm true, I usually develop my BPs on the lowest version I wanna redistribute to.
Anyway, I belive BPs still allow you to send in older versions, I posted due to being supprised that plugins only allow for 3 ^^
Then I'll try it again. Would certainly help a lot if I didn't have to remake BPs for old versions
I think it's a good thing they set a limit to how many old versions they support. Devs need to be taught to design their games in such a way that upgrading will always be easy. Good products aren't sinkholes for maintenance.
ARK is stuck on 4.6 or something, UT4 has numerous issues each time they upgraded and by the time they fixed them, a new engine version would be released.
"Devs need to be taught to design their games in such a way that upgrading will always be easy."
You sir, have clearly never made a game of significant scale
Ark staying on 4.6 was a deliberate and sensible move on their part
you can't just keep swapping engine version forever, your codebase becomes unmaintainable and you risk rendering existing assets obsolete
No, I never made a game, period. All I ever made in this industry is a tool. That's still my mentality though, whether it proves right or wrong in the long term.
The more time you spend maintaining, the less you have for innovating. That's rather obvious
The thing is, with a game like Ark, they've made huge modifications to the engine - they've written their own multiplayer streaming system, modified the renderer to suit their requirements and made very significant changes to core gameplay classes as examples
we're talking tens, if not hundreds of thousands of lines of modified code
when a new engine version comes around, it's not trivial to merge Epic's new changes with your own, and in some cases they may just be plain incompatible
I can understand that, but can you be 100% sure there was literally no way to achieve those same effects without locking them in 2014's tech?
Or 2015, same thing
It's possible to try and upgrade builds, but once you've made significant changes, it just isn't practical
or worth it
yeah, it's often not worth the effort
On Fable when a new engine version rolled around it would take a dedicated engineering team a full week to merge our custom changes with the new engine version - IIRC we only did this maybe twice because it's incredibly expensive when you think those engineers could be doing something else
(and our changes to the engine were not that significant)
we also cherry-picked one or two features from newer engines when they became available, rather than upgrading our version
whenever someone says or writes the word significance all I can think about is https://www.youtube.com/watch?v=GUS3ZpgMORg
lol
I didn't have access to ARK's source so I'm not in a position to state an opinion on whether or not those same changes couldn't be made in a modular fashion (not talking about manual upgrades here). But also, for the same reason, I can't be convinced what ARK has been doing was the "right way". I think ARK represent a good idea, not a good product and that's all I can have an objective opinion on.
I like to add support for older engines where possible, and hate it when I'm unable to submit those versions
I can tell you from first hand knowledge that the underlying code behind a lot of the engine is not particularly modular
Never heard anything like that when working with BPs, which is why I was supprised ๐
ARK is a bit special though, started out as a studens project from what I remember
most of the deeper systems are large and quite involved, it's not trivial to make them simply 'plug in' to things
Ben (evilmrfrank) had to do a shitton of optimisation when he made that winning map of his
hehe, every map always needs a shitton of optimisation xD
I'd say ue4 is semi-modular
UE4 is pretty flexible as far as things go, tbh
@zealous ibex I'm 99% sure I compiled my plugin for an older version and BPs just disappeared.
Most of the BP systems etc is pretty modular, but yeah, the underlying stuff is something I'm honestly scared to touch
Hm, that's why I usually do my development in 4.12 I guess, but I am 99% sure I was able to port my BP project to an older version ยฏ_(ใ)_/ยฏ
I think another way of putting this concept forwards is - if it were really so easy to make things modular enough that you could just upgrade versions without much hassle, why wouldn't it work that way already?
Then I'm definitely trying to recompile my plugin again tonight - I'll post the outcome here
I think it's not entirely accurate to view things that way. I think it's better to view them as: "What takes more time/money AND brain power in the long term? Designing this feature in a modular fashion or manually upgrading it? Also, since I can't know what the future holds, do I want to cut myself from it entirely? Also, what does long term for me mean? 1 year, 3 years, 10?"
But obviously people tend to have very very different views on how they plan their future
The engine is already very modular, the problem is that many underlying systems are large, complex and tightly coupled with other supporting / related systems
if you get a game like Ark, which needs a feature like world composition in a multiplayer environment, which UE4 did not support (and still doesn't, IIRC), you have to make the engine changes yourself
when you need to make changes like that, you inevitably move away from Epic's version of the engine and instead maintain your own version that meets your project's requirements
you won't get the shiny features in new versions of the engine, but more importantly your version of the engine does what you need it to do
If they tell me to For all future updates of your plugin, you will need to add a field that identifies the plugin to the Marketplace to your .uplugin file. This identifier is unlikely to ever change for your plugin, so there should be no need to worry about keeping it up to date. Please add the following line to your .uplugin descriptor file:am I supposed to add the line before I have been accepted/etc? (as I have no clue what my content launcher url is)
You add it prior to your content going live, after being accepted
I was under the impression ARK uses level streaming, coded in the levels somewhere. At least, in the editor, they definitely have volumes to load sub-levels
they use a world composition system for the most part, volumes aren't used to load sub-levels
So I don't need to add the line yet right? (they sent me a reply do the following before resending your files/description...even tho I followed the guidelines lol)
no, not yet
ty โค
Also - how can you explain poor hit registration and trilobyte teleportation, if not through very poor replication usage?
that's just poor gameplay code
although I suspect it behaves poorly on account of their networking requirements, rather than it necessarily just being badly implemented
I suspect for networking purposes they've condensed the amount of data sent for rotations right down, so you get flakey responses to hit registration, or things like placing structures sometimes
something simple like reducing a float to an int can result in a few degrees of imprecision - and it's possible rotations have been reduced much farther than that for bandwidth reasons
gotta fit 100+ players down one pipe, after all
What are we talking about?
why it's hard to maintain large projects through successive engine versions
Ah ok
And at the same time why did Ark turn out so badly, in terms of user experience
@lean venture Back-porting blueprints is the same as for any other asset in UE4 - it might work, might not, depending on the changes between the engine versions.
But generally, yeah, assume that it won't work, and create your blueprints in the first engine version you intend to support.
Thanks! Will keep in mind!
Wait did epic stop their practice of review content on wednesday and get back on thrusday?
it would seem that way
Hm ๐ค
Yeah... that was a good 2 weeks XD
Oh by the way, is it bad to get a forum mod to edit your assets' MP forum thread title when you put your plugin on sale for a longer period of time? I'm not sure wether I should really bug a mod some time soon lol
Changing the title doesn't change the url stub
so that won't matter, but it might annoy some mods ๐
maybe ask them a few days ahead of time to see what they say
Yeah that's the thing I'm worried about, is it common practice to do this?
common practice seems to be to make a new thread everytime you have a sale, which is ludicrous and spammy IMO
I recently saw a completely new post about a sale, but that feels really bad ๐
I would much rather people change titles... I just made a post on the thread personally and put a notice at the top of the OP
I'd much rather we could change titles ourselves ๐
Sellers should have rights to modify their thread names in Marketplace forum section only
agreed lol
And that's what I did in the past
glhf getting epic to change that
Post (so it gets bumped) and then putting it as fist thing in BOLD & CAPS
you can do it in the UT forums now so it cant be that hard to change
Anyone made a creators hub post about it yet?
there's some sellers taht make a new thread for each sale, a new thread because they upload a playable demo, a new thread because they update the pack.... it's so stupid lol
@zealous ibex I think not, not sure
Honestly... I dunno if Epic pay attention to much in the creators hub. If you create a thread about it, make sure to [mention] adam and steph
Hm
Is Steph still working for Epic, I thought she left...
She's still there. But she's behind the scenes, as well as pregnant.
ah ok that explains it
And @white osprey is leaving at the end of this month, with Amanda taking over his role. Not sure who is taking over Steph's role when she eventually goes on maternity leave or whatever.
Whenever I had a problem I always asked Alex, it will be weird not having him around ๐ Not MP related ofc
Yeah ๐ค
how long do you estimate will a smaller plugin take to be reviewed?
plugins are currently sitting at 4 months without a decision I believe
so... anywhere up to 4 months or longer -.-
the scale of the plugin, supposedly, doesn't make a difference. They get to them in order of submission or something like that
^ Mine'll probably take them 6 months total lol (as all these long waiting plugins before me haven't even been released)
Cool!
Woohoo!!!!!!!!!!! NetShield (one of my marketplace plugins) just got passed onto in-depth code review โค
Now for the long 4+-ish month wait O.o
I picked up the Animated M4A1 and the Plants Pack on sale
Cool ๐
i'm thinking about the bone box and m4a1
dunno the legal implications of using a branded weapon like that
I'd highly recommend the bone box ๐
working on an update that will add a few bones
I usually don't do 50% sales, but times are a little lean lately
๐ It took them > 3 weeks before I even got into the in-depth code review ๐
And if blue & vlad their stories are anything to go by, this'll take a while
Hello!
@wooden falcon what kind of bones are you planning to add? I'm interested in bones from generic species found all over the world, or something that can be found in EU region
Dropping in for two reasons:
-
There's this forum post to be aware of: https://forums.unrealengine.com/showthread.php?147790-New-Review-Process. Since there's been a lot happening behind the scenes and some of you guys have expressed concerns I thought I'd jump in to answer any questions you guys have about this or anything related.
-
Miss you guys!
(if someone can read it let me know I'll post it)
Howdy!
hello
Also Alex is here
i'd like to use this opportunity to ask a legal related question
everyone knows you cant have christiano ronaldo in your game without a license
same for cars
what about firearms
ForeverUnrealAlexander nickname change please @white osprey
Never4GetAlexander
^
Firearms are a tough one as well. So if you have a specific one you want us to check drop me an e-mail on Marketplace support so I can get you a solid answer from our legal team
@harsh coral
Anyway, we're here to just make sure no one was surprised about a few emails going out about stuff we discovered while training new folks
@sleek egret Why wouldn't the new review process be available for everyone, other than just marketplace sellers.
Wouldn't that solve a lot of first-timer issues?
Or those that would like to potentially sell on the MP, but want more information.
well pretty much every firearm on MP is from a real life brand
Oh no it is
i'm guessning it's kinda a silent ok in the industry, as every game uses them
outside sci-fi ofcourse
We're just using the older things to train on since we have a basis to judge them on
From this point on all new stuff is going to get this, which is super exciting because it's more detailed and easier to see what changes are made
*needed not made
@harsh coral Gotcha so the labels are what get you there
any serial numbers or identifiers on the gun itself beyond just the look
I'll still ping our legal guy on Monday to get the exact wording for this still
in all my years i've never heard of any game get in trouble for that
Copyright is an odd one, so that's why we usually follow up with legal on that
but they did get in trouble in other types of trademark/product usage
it's always good to check up on because things can change pretty quickly too
and do change depending on the product itself
@sleek egret Can we expect faster code reviews now ๐ค
Yes! Actually we have a good amount of reviewers just for Code
Yeah, we have some people specifically for code
Great news, thanks ๐
No problem, if your plugin is bigger it might take longer but they'll let you know about that so you're not just left wondering
(when I mean big, I mean you gave us 30,000 lines of code big)
*not you specifically just an example
great, mine is not that big, maybe 10k
Cool, that's not too bad
We should see the biggest hit in speed probably the week after next and beyond after we let them free without watching over their shoulders anyomre
*anymore
They're doing really well so far ๐ We're really happy with who we've got
I'm happy it is finally over, more people the better
Yep and we do have a watch that when we start to see them get too overburdened we look to address that then so we're set up for some really good growth this year and next
@sleek egret you arent the right one to talk about a maybe-bug?
Yes? Depends on the Maybe-bug
linking and shipping .dylibs on mac ๐
basically, if i use AdditionalBundleResources i get the error that its added twice, if i dont use it i get the error that its not in the bundle at all :c
hmmmm possibly. Give me the details and I can at the very least send it off to the right people
Interesting
Hi @delicate dove
runs at @sleek egret, jumps, grabs her, deploys a buttload of pillows so she lands nice and savely, I do a somersault, and get 10 points from Alex
also thank you (and Alex) for letting us know what is happening behind the scene
@uncut mauve Great! I'll send those off and see what we can do to figure that out
@delicate dove Baby Markoff gives you a 9
@fleet garnet No problem ๐
@fleet garnet Yeah, we didn't want to surprise anyone when the emails went out
10/10 @delicate dove
hm, guess I need to wear a suit when he/she is born to make a good first impression
Really glad you guys came in here and let us know as well as on the forums, wish there was more community interaction with the marketplace team and us
Someone pointed out to me that they don't have access to that forum thread so here's that: Hi everyone,
Just so everyone is aware, we are currently training new members of our review team for our updated review process. During this training, we have been using assets that have already been approved and are awaiting release as tests to learn from. During these training sessions the review team has done a thorough job of finding any missed items that need to be addressed, as such we are sending emails to the affected packs content creators so we can publish the best possible version of the pack.
All packs that are currently approved or in this process will not have their approval status or release date changed of course. Steph is still going to be sending out confirmation for release and packs will still be released as normal.
If you have any questions, please feel free to contact us here or on the relevant tickets.
Now let's just hope everything lives up to the expectations and that everyone is happy and this move smoothly
And Alex's Summary: Just to summarize: A few people may get emails saying we have some more suggestions to help your packs out because the new people found them during training. It won't affect your pack at all, just some helpful advice after more sets of eyes went over the packs.
@summer jacinth The community stuff we still have to get worked on just given how we're growing to make sure you guys are covered
Hey @carmine dove !
As far as reviews, there will be a few growing pains but I think we're in a much better place than we were
Hi @carmine dove!
Yeah, we're trying to give as much heads up as possible if we have any pain points
@white osprey Good summary. To be honest I couldn't work out what the original post was trying to say ๐
I just wanted to make the actual result clear: It's just an email like 'Hey, we did a second pass and found we missed a weird UV or texture, plz consider fixing so customers won't notice down the line"
Hello,
The thread title and OP says "New Review Process", "Updated Review Process", but there is no explanation on what has changed within the process. Would like to know what's new about that.
"PS. No pressure, just though you should know"
@silver moat Basically it's not a change to what we expect from you but how we deliver the information
So instead of just the e-mail with some text in it after we ask for your files you'll get a full document to list each thing we check for and a pass/fail or N/A result
*results may vary, a couple people had more things come up than others
but overall we're pleased that the new people are catching stuff
Details will be in the line items and at the bottom to identify specific instances of where any failures occurred
@sleek egret Does that mean we're not getting "Lack of value" replies anymore?
And this is just for assets, plugins are still going to have the deep dive they usually get because the code requires it
@silver moat Unless it's in the beginning stages and it's not something we'd ask for just on the images alone, yeah
Sounds good to me
If we get your files you will get this
@sleek egret I might throw someone very off with one of my packs as I restructured it from the ground up, and renamed most files :p
Everything on the list you get should be an actionable fix
If you want too, it'd be good training for them
So this is for stuff already on the marketplace?
No this is for stuff that's already in the pipeline
So if it's not released yet
and any new things that come in
will we that have plugins in the code review process for over 4 months get more information on what is happening
Ah fair enough
@fleet garnet You should just be getting your review soon unless something has cropped up to prevent us from accessing yours
@sleek egret I noticed some recent additions to master branch for dealing explicitly with dependencies between plugins in the uplugin files. Any chance that marketplace will be supporting plugin submissions that depend on another of the seller's plugins any time soon? I think this is vital if you want people to submit plugins of significant size - we need a way to be able to reuse code.
So the backlog for plugins is being picked apart now by those specific people
@oak thistle Possibly, I have to actually flag that to my boss and see how the higher ups feel about that
that is great, I hope in the future we won't have to wait that long
You shouldn't, plugin reviews should only take 1 -2 weeks tops unless there's something wrong or it's huge
Going forward at least
@sleek egret So you're basically trying to pull the first line here and provide more useful information:
Specifics:
โข Does not follow marketplace guidelines
โข Submission is lacking in overall value
That's a very good step. Although, I feeL "lacking value" also deserves to be pulled as well as and be replaced with a more logical reasoning.
Cool, ok I have to go get dinner now, but as long as everyone has a heads up, please spread the word to anyone who may not see the forums/discord.
Okay thanks Stephanie. Jake mentioned a while back that it wasn't possible with the staging process you use at this point, but I hope it gets looked at. The projects I have in mind just couldn't be done sensibly if it remained impossible to have dependencies.
@silver moat Lacking in value will be expressed in other ways to be a little more specific but at the end of the day, sometimes there's not that much to say on a pack that offers 5 cubes in different colors
I also have to, it is 2 am here ๐ค I can finally go to bed in peace knowing that Mp is moving forward
@oak thistle That's true but that's part of why it has to go up, they'll know if that's a feature being put in, when and what capabilities
@fleet garnet Good night!
Yep no worries. Thanks.
Thanks ๐
@sleek egret Yeah I understand that's common sense. But also most of the time it's not a package with 5 colored cubes, it's rather a lot of hard work. And hearing lack of value on such products still leaves great confusion.
Has happened to me with landscapes.
Those instances will have more file requests so you can get a better look at what you have to fix
So we're asking for files more unless it's a real simple or repeat, etc of what we have and then this will give you a better idea of what has to get addressed
still better to state the obvious ie. 'it's only a cube with 5 colors' than vague 'lack of value' .. then it's clear what the problem is, and one can re-submit it with maybe 10 colors and a sphere thrown in as a bonus
Haaa ๐ well as a rule of thumb, if what you handed us can be solved with the starter content or something really similar that should be a gauge that it's probably not the best place for your product
@sleek egret This was for example rejected due to lack of value. https://gumroad.com/l/hzgue
There's no similar product on the marketplace nor it's lacking quality or had any errors. Simply rejected for "Lack of value", so that's what I mean by saying this is so confusing.
I uploaded it to Gumroad instead and have sold +80 units I think.
(With that limited exposure Gumroad has)
I think I remember that one, that was from awhile back yeah?
this is probably not the best place to ask about this but maybe someone can answer. Today I got an email saying I have to submit a revenue report for my game. Currently I only have a demo released and I haven't earned a single $ on it. Do I need to submit the report if I haven't earned anything? Sorry for asking this in the MP section
probably yes
@fleet garnet I'm sorry that I don't know offhand, you might be better off contacting Alex or if there's a specific e-mail for royalties to go there
ok, I will ask Alex
@sleek egret Yeah it's not new. Point being, there are usually products with good value being rejected with a lack of value reply.
@sleek egret Yeah it's not new. Point being, there are usually products with good value being rejected with a lack of value reply.
@silver moat You can submit it again and we can pass it on to the new reviewers so you can get a better feel for the review and what you'd get back if you were to submit now
But that's kind of my point is that's what we're addressing here. Is that the reviews were pretty vague and not really helpful to a lot of people
and yeah this new system might need some tweaking and when we grow we'll have to grow with something new and better
@silver moat Grass obviously has no value on the MP, you should try out Dirt though.
๐
Or Air
Actually, that would be a cool MP asset
infinite procedural air pack
photorealistic air for your truly nextgen environment needs
texture size 0x0
@sleek egret While we're here, it'd be nice if you can give us heads up regarding what you are up to these days, what's being worked on, what should we expect to see this year, things like that.
@lone mountain I'm afraid if I submit air it'd be rejected due to not being able to see the content.
Me specifically or Marketplace as a whole?
Marketplace in general.
Oh cool, well training new staff for one thing, we are growing which is neat. Revisiting some processes and seeing how we can make those better and faster for us and you guys. Seller portal changes are being worked on which I think should be soon I have to check the timelines and if we're good to say a timeline but the improvements look really cool and that's only the start of what we've got
The seller portal changes are focusing on quality of life for you guys and better workflows for us on the backend
When the bigger changes start rolling out we'll hit the forums just so everyone doesn't wake up and go "WHY IS THIS DIFFERENT?"
Because changes, even good changes, can be surprising
That's great. Thanks.
No problem ๐
@sleek egret are we still going to get generic responses like "does not add value to marketplace" or "too similar to other assets"?
I've got a pack rejected several times because of those reasons, and those seem to not promote competition
It has seemed in the past that the people who were reviewing content were both incompetent at their role and throwing their subjective opinion in of what customers are interested in
Which tbh has no role in their position, good content has been rejected, and bad content has been accepted
Very inconsistent results too, for instance my most recent submission "spooky forest" was rejected several times due to mundane reasons, rather than giving my a list of things to fix, but as soon as I resubmitted the same project under the name "horror forest" it got accepted right away, even though both projects were identical
@summer jacinth and/or attempting to define what is, and is not "art". But this goes to my point of, having objective standards to be met, and getting away from the subjective.
It's ironic too, because now both packs are accepted and are the exact same thing just with a different name.
ponders the issue of someone purchasing, both packs, and then doing a file compare.......... chuckles
@scarlet wave exactly, Epic hasn't even followed their own set of guidelines when it comes to both their own content and other content in the marketplace, not to mention having more than one guideline
@summer jacinth agreed, on the multiple "guidlines" or multiple ways to read a single guideline
to be honest, I still don't know if I can actually name the main blueprint in a submission IwElevator, or does it actually have to be BP_IwElevator, or is it B_, or is it.....
(there are only 2 blueprints in the pack)
The problem is each person has their own perception of what has value and what doesn't. When you resubmit the same thing and someone else accepts it proves there's no consistency in regards to determining what actually lacks value and what doesn't.
and it's not that any one "rule/guideline" is a killer, from my point of view, i'm just trying to say, let's stop the back and forth, on what is, is not acceptable for soemthing that should be objective based.
That's basically why I was asking Stephanie to address this issue as well.
@silver moat Exactly, as well as leaving a bad taste in one's mouth, especially when a friend sends ya a screen shot of functions, that have "crossed wires/noodles" all over the place. this is just basically an attempt to reduce, the ambiguity. As a result streamlining the submission process, which is to everyone's benefit.
Sorry about that power went out here
massive storm, if I blink out again that's probably why
@summer jacinth You should get more details but if the case is that it's truly too close to something already there, we'll offer some suggestions on what we would like to see to get you over that hump
But you're not going to be left with the vague lines and absolutely nothing else
Is that with the new processing?
Yep
So you might have just missed this with your last one, we started the new guys doing this new system this past week and only on things we had so we could make sure they were doing a good job
But the instances of having to chase down "well what do you mean it's not PBR" that's not going to be a thing anymore
Yeah I submitted back in march
we'll tell you in that line item where we found the problem
Only got accepted about two weeks ago
Ahh gotcha
Glad it won't be vague anymore, because I repeatedly asked for clarifications on the issues of rejection and always just got long winded responses (if I did ever get a response) and the issue was never rectified because I never knew what the issue was
Yeah and we had some feedback from other people in that regard as well so we wanted to work to change this as soon as we could. With the go ahead to get some extra help this was a perfect time to get something implemented
Always boggled my mind how the reviewer found issues, but would never record the offending assets, and just assume I knew exactly what the issue was. It was always long the lines of "asset had visible seams" but then I was never told what the offending asset was
At one point it turned out to be a rock with a visible Seam on the bottom hidden away, which brings up the point of incompetence on the reviewers part to know that there can never be a perfect uv for an organic shape such as a rock without some sort of compromise
So to give you a peek behind the curtain, that's pretty much the expectation for what you get, if something fails, list what failed. Now obviously with that feedback give everything a once over after changes just to make sure everything was addressed and nothing else may have gotten twisted in the process but the way things will be presented now should be a lot easier to action
And like I said before, we'll continue to improve this as we grow and and get more tools, features, etc.
So what we have here isn't the end all be all, it's just progress
That's good
Yep, thank you guys for being so patient with us and sticking through this. I know it's been a rough few months but it's all leading towards good things and more growth
And people! ๐
๐
Whoop, I'm getting some angry flickering annnd flood warnings. Okay I am going to sign off before I completely lose power. I will checking the forum post and I'll check the support e-mail as well so if you guys have questions about this you can go ahead and throw those there ๐ It was awesome getting back in touch with you guys! Have a good weekend!
Stay safe!
Thanks for the info!
@harsh coral what sort of animal bones were you thinking of?
right now in the pipeline: boar lower jaw bone with tusks, human femur, different type of cow leg bone, cow rib
all these are what i'm kinda looking for
yah, shouldn't be too much longer...I tend to work too slow, due to work and family, but I want to get this update done
yah, they work with the foliage tool too, but I think I need to adjust the pivot a bit on the bones so they bury a bit on spawn
eventually, once there's a good enough variaty, I'd like to come up with little blueprint templates, like skull pile, stuff like that
gotta add in a low poly version of the skulls first though...the current skulls are around 15000 triangles, though they do have aggressive LOD...still wouldn't be good for lots of scattered decorations
yeah that's exactly what i'm aiming to do with your pack
make spawners that spawn random arrangements
I'd love to see some pics of your work when when you do
i'd like to create like little hints of a backstory
was playing some old Diablo 2 right now, and skulls and bones add a lot to the dungeon decorations ๐
i'm making a dynamic open world kinda survival game (of course)
so i think encountering dead animal tracks could add some interest
yah, open world games needs interest points
yep
i thought this could be a cheap and effective way to add some interest
i can spawn a pile of animal bones in a cave and let the players imagination do the rest
yah...good example of that is skyrim, right at the beginning when you escape captivity and make your exit through a cave
you end up in the bear cave, and the first things you see are skulls and bones
i think they started their radiant ai with oblivion
and it had mixed reception
they wanted the ai to be able to start a bar fight etc
lol, ideas for AI always turn out better than the resulting product
but it could happen that you missed it and only saw a dead body somewhere and didnt really know that something elaborate happened
lookedmore like a bug or something
I remember a description of, I think it was Ultima Online
and they were talking about an example where you get a quest to go out and say, kill a bunch of orcs
bu now, without the orcs to keep them in check, the dragons start to multply and start attacking villages
i never played UO, but I don't think stuff like that happened :/
yeah i think stuff from Molyneux had such grand ideas that were hard to realize
well, the bar fight thing could have worked, if maybe the other patrons had a dialogue option to explain why the guy's dead
b&w promised a lot in ai and failed to deliver, or it wasnt as fancy and deep as they made it out to be
your right that AI ideas are always better in theory
ah yah, b&w
played a lot of it before I realized it wasn't fun
same thing with the very first The Sims
i've read too much press stuff on b&w before i finally got to play it
it was kinda my NMS
NMS?
no mans sky
ahh
haven't played it, but read about it
mans reach often exceeds his grasp ๐
or his budget
true...and games are a lot simpler now, despite their visual greatness
it's amazing looking at old games and seeing the complexity...UI's from the 90s are pretty much unusable now, though
2016 vs 2002 max settings Mafia: The City of Lost Heaven/3 Core i5 3570K GTX 1060 6GB 8 GB RAM Windows 10
yeah, user experience is vastly better then in old games
apart from that it's been graphics upgrades for years now
thankfully there's a lot of good indie games breaking the norms
yah
anyway you can specify Z offset for each foliage type
so you dont necessarily need to change the pivot
the z offset is in the min - max range so you can have some variation even
ah, cool
I need to actually sit down and learn more of the editor
I've bought tons of tutorials, just can never work up the enthusiasm to watch them (that and my internet sucks...my 4 year old sucks down half of it watching netflix, and my wife the other half the same).
I hope the bone pack works out for you, and I welcome suggestions or requests! I gotta go work on some stuff, but it's been fun chatting. Like I said, I'd love to see pics if you ever want to show off your stuff
@sleek egret can my marketplace plugin specify another marketplace plugin that it depends on?
I.e. I add it as public (or private?) dependency module in my build.cs right?
The answer you probably get is:
You can't use a Plugin that you don't own or at least is not free.
If you own the plugin and can ensure that it will work etc, then you can use it in another submission
There might be a small case where free plugins, like rest plugin or so, might be allowed to use
But you gotta ask that here:
marketplace-support@unrealengine.com
@quaint cedar I was thinking of creating a fully featured json plugin (foss), so we finally have a semi standardized way of handling json in blueprints (and other plugins can depend on it and use such a json object as input or output parameter)
That's not true anymore @quaint cedar
They have stated that you CAN make content that relies on other plugins and such, but it will be taken on a case-by-case basis
And if it is accepted it needs to be VERY CLEAR in the description
the main thing they stipulated was that it needs to be adding substantial value for customers
But, the advice to email them is still the correct way to go.
It's not hard, but it would simplify a lot I think
Isn't that what I wrote? I said it's "probably" the answer. Obviously he has to ask to be sure
I asked the same question and that was the answer I got
Your "the answer you will probably get..." bit is what I was disputing
Well if other plugins can't depend on it it's kinda pointless, except you always use strings as connections n
k
Insert xkcd comic about new standards
Steph said in here, before they disappeared from discord weeks ago, that it was allowed. But if you don't own the plugin then it's not a garunteed
(creating a plugin to expose more to BP + use that plugin in something like a UI)
Basically, sounds like it's all untested waters and we need some people to get eaten by sharks before they are willing set down any hard rules one way or another ๐
Wait even othe plugs? That's pretty rad
so if you wanna be shark bait (hoo hah hah!) then go for it XD
๐
Plugin take a long a$$ time to submit tho
And I have 2 submitted (1 made it to the in-depth code review already) / 1 in the works
She said that should be shortening down to 1-2 weeks unless the plugin is particularly complicated (she said like over 30k lines)
I dunno if you saw that conversation - it was yesterday in here
Her and Alex jumped in here for an hour or so to make sure we were all aware of a forum post and what it meant
And 1-2 weeks? Mine's < 1k lines and took >3 weeks from me submitting the code to even getting a reply
ty
Awesome โค Now epic should be able to keep up with the rate I'm producing at ๐
Oh wow I see, never knew they came back ๐ฎ
Awesome
Starts work on a 30k line code to be allowed to continue whining about the time it takes them
If you scroll up roughly 13 hours ago, you can see it all. It's easy to find because her and Alex are in gold.
haha
search if for people who like being productive refreshes youtube homepage in protest
wow, they are giving us better guidelines too? I feel so much more positive about the MP now lol
Treat it with a grain of skepticism.
True, true
HOPEFULLY it happens but... we've heard things like this plenty of times ๐
But it does give me some more hope
We are still waiting on the roadmap for additions to the marketplace we were promised like a year ago lol
I'd better get on coding tho or I won't finish this plugin in time to submit for this week review ๐
(I hate waiting 7 days for review, and submitting on sunday tends to get me a reply but thursday)
If you ever need help procrastinating... let me know. I'm a master of it XD
๐ I'm pretty good too, but gotta get a new pc + MP sales have gone down. So I'll throw more at the wall and seeing what sticks
(don't confuse this with low-quality content; I take a lot of care to ensure quality and a high level of professionalism)
yeah... i'm saving for a vive. Still procrastinating ๐ #LegitPro
^^
I had an exchange a month or two back with Jake, he said their current plugin staging process just can't deal with plugin dependencies.
At least, not for separate submissions.
You could probably make a single submission containing multiple dependent plugins, but that basically defeats the point.
I brought this up with Steph last night, she said she'd pass the request on.
๐ Having a proper way to deal with plugin dependencies could be something awesome โค
Not being able to do it severely limits submitting large code packs to MP.
Yup
I have a plugin just about finished, but it relies on a free plugin I have on MP already, and another unreleased plugin. To get it submittable I've had to write scripts to pull in the dependencies into modules in the plugin, and rename all sorts of things to avoid code name clashes if someone is already using my existing plugin.
It's just not scalable at all, no longer even sure I'm going to submit it.
@ebon leaf you can get an oculus for free
Their pretty strict tho
You can? ๐ lol. Gimme XD
I mean if your developing a game etc you can probably get one with a bit of luck, but if you want it for learning about VR/experementing/creating tuts/MP work I don't think you can
https://developer.oculus.com/hardware-request-form/ (credits go to Katie for telling me about this a while back tho)
I am working ona game with the intent to make it a vr game so... I'll take a shot XD
Ooh nice ๐
It worked for me and they randomly sent me the move controllers too
I didn't even request them haha
Give it a shot it's worked for a few people now, I think oculus are getting scared of the vive
And rightly so ๐ thanks for that ๐ Definitely will give it a try
tbh - they should be keen on supporting MP creators because it increases the chance of rift games lol
Yeah, they should send us all a rift ๐
and a vive... lol
True ๐
ok wtf, apparently sales reports are no longer available after 18 months?
that would have been good to know
I actually received a vive from Epic as well last year
Damn I gotta get in on some of this free shit and stop self funding my own work like a chump haha
@tall helm yea, makes no sense. better back up all the things.
I guess I can no longer get the all sales reports for my 2016 taxes then
hope I still have them screenshotted somewhere
What! Free rift, I'm working on a game, it could be vr if I get one lol
Man, everyone has game ideas/skills to create one. I'm a mere asset peasant I guess ยฏ_(ใ)_/ยฏ
Anyway, I'd try getting one if I where you @fleet garnet ๐ You won't get a free one if you don't try
lol, "asset peasant" I love it
"Please sir, won't you buy my asset? I've got to feed my kids!"
"There's little Oculus Jr, and my daughter, Vive"
that oculus hardware request requieres a 'legal name of your organization'
says the name will be displayed publicly in the store
it's cheaper for me to just buy it then become a real legal entity, if that's a real requierement
๐ lol, I love that comment @wooden falcon
But yeah, I do see myself as a mere (asset) peasant; I don't actually have the skills nor the time to create a full game, which kinda sucks. But atleast I can write plugins/create BP projects ๐
I first started 3d modelling, texturing and I switched to programming so I have experience in both fields ๐
Yeah, people like you are the ones that'll probably make it in the gamedev world. Knowing both worlds is a really nice thing to have ๐
But when you do more things at once you are always better at one field (programming in my case). My models are not the greatest but it does the job
It helps a lot knowing how to do both things. Audio and particle effects I have to buy because I can't do them :p
Yeah, I got my Vive for showing Epic my Horror Template and FPS Template
When do y'all tend to post your forum threads? When you start working on the plugin, when you submit it, once is passes initial acceptance, passes review or another time in the process?
Oh how I wish there was a wishlist feature for the marketplace, with the option to gift.
Hey guys
The Art of Combat is designed to be a plug and play solution for combat designers. Check it out! https://www.unrealengine.com/marketplace/the-art-of-combat
Hi Dev
Allo!
How are ya?
Doing pretty good
It's been a yl
Been hanging in there?
Haha
You still haven't decided to release your stuff for the MK?
True, the MK currently has issues, but it's not that bad..sometimes lol
Ah..MK = Marketplace
Marketplace trailers are fun sometimes!
https://www.youtube.com/watch?v=5cL4KxxAwp0
lol, that's awesome @ebon leaf โค
I hate making my trailers tho ๐ค And now my video editor keeps crashing too
hehe
I hate it too ๐ But these last two packs I've released... trailers for them are silly so I made silly trailers XD They have more long-form videos to show their functionality and all that, so just had some fun with it lol.
Yeah yours are awesome
And cool you're releasing so many packs in a short period of time ๐
lol... they were submitted 6 days apart from each other ๐ they are both very simple but useful packs haha. The review process just spread them out a lot XD
lol, I just realized that once I finish my trailer for ConfigBP (not 100% sure about the name yet, but this is it's current project name) I'll have 3 plugins in review lol
yeah haha... I was keen on getting a heap of things in... but even just having the two in review killed my mojo hard ๐ it's frustrating. Hopefully these changes will sort that out haha
Yeah
I'm just throwing dirt at the wall rn and seeing what sticks, something I like about plugins I guess ๐
plugins are cool ๐ I just cbf haha. Blueprints are more fun to me ๐
^^ I can't find anything that hasen't been made yet tho ๐ค
I have the same with plugins...sorta, but I somehow don't care quite as much (as I create a lot of these plugins for personal use too)
haha... I have a long list of things I'm slowly working through XD
๐ Ah, the wonders of inspiration
inspiration is easy most of the time :p motivation is the killer haha
For me both of those are killers
Once I get myself a goal and am motivated I get stuff done pretty quickly tho, so that balances out...sorta
Once I get motivation I race through work haha. Motivation strikes maybe once a month though -.- So the rest of the time it's slow working and trying not to open youtube haha
^^ I know that feeling
I had some motivation for NetShield, then I slowly started work on NetDB (soon to be announced PostgreSQL plugin) but had a lot of issues while developing, so that was spread out over quite some time, but then once I finished that and got motivated a bit later, I quickly created ConfigBP (again, unannounced but allows for .ini configuration file usage from blueprints)
haha yeah... it's soooo hard not to get carried away with 20 projects at once!!!
And working on a game is really bad for motivation because you just wanna go back to THAT instead of marketplace content haha
Gotta create that open world MMORPG ๐
haha XD
What do y'all use to editor your marketplace trailers?
OBS for recording and Adobe Premiere CC for editing
I've tried other editors... can't get anywhere near the results I get with Premiere
I used to do that, but I'm curious if anyone used anything else
Heard good thigns about DaVinci, but never used it myself
Premiere is just way too expensive lol, wouldn't break even with the amount of sales I'm currently getting
I'm kinda using that now, but not enough VRAM ๐ฆ
Stuff like titles etc not showing, can't render, crashes
I have a student subscription to adobe for another few months from when I was enrolled... It's gonan suck when that runs out and I have to consider full price for adobe cc =/
You can't use that for commercial projects tho ๐
I thought you couldn't, atleast that's what I got told
nah, adobe's one can be. That's probably why they still charge you lol
most student subscriptions and such you can't, but most are free too ๐
Yup
adobe student is still like USD$30/month (for australia anyways)
In North America, Student Edition software can be used for commercial purposes. Outside North America, Student Edition software is for noncommercial purposes only.could be old info tho ๐ค
I emailed them because of conflicting info everywhere lol
but... their FAQ says:
last updated June 15th lol
(this year)
Hm, if I ever make a constant income off of the MP & have a new pc I should probably get a student sub ๐ค
I think it's something like 25/mo, which is a pretty nice deal
The annoying thing is that you either get one software, or all of them lol. I only want PS and Premiere ๐ I don't give af about the others haha. But oh well XD
Also - be aware when you enter into a subscription with adobe that they randomly hike the prices up crazy amounts and you can't do shit about it ๐ they raise the AU price by 64% earlier this year which was fun lol. Prices are different in each country and that though so it might be less bad in other countries.
wow, premiere pro cs6 is 1k ๐ฎ
blender is a pretty good video editor
blender can edit videos? lol wow
Hm, I can try using that ๐ค
yeah its good too
weird lol.
i guess they put it so you can blend the 3d stuff into vids...its pretty nice to use
Hm, this could be a pain to use ๐ค
I disagree. I used blender for 2-3 videos. It works, but workflow is pretty slow compared to a dedicated video editing software.
I guess it all comes down to what you are used to
windows movie maker ftw ๐
Hell... I know people who use YouTube's video editor to make things 0.o
I used to always use movie maker
yeah ๐ people loved that program back in the day haha
Hm, f*ck this, imma grab cs2, seems that the section which states you should own an earlier license isn't a thing in the EU, so I should be legal
Do be aware that cs2 doesn't support a lot of modern codecs and shit ๐
Hm, seems that adobe changed the license or something. I'll have to use blender
Got pissed with blender, but it seems lightworks does the job ๐
Yup, v14 added a fixed mode which made it way more pleasant to use (it previously used some stupid floating windows mechanic that I hated lol) ๐
It's not as good as premiere pro, but if anyone here needs a free video editor that doesn't quite suck as much, it's gotten my reccomendation ๐ Only drawback is that it only exports 720p in the free version, but other than that, it seems to do quite well at basic create a video for my product stuff ๐
Ok awesome
< Totally isn't being "spammed" by epic...does the MP team get pissed if you submit a ton of content at once?
oh I'm constantly reloading my Zendesk page to see if there was any activity on my submission ๐ค
@ebon leaf Gotta love your Marketplace trailers lol https://youtu.be/5cL4KxxAwp0
Newtonian launches on the Unreal Engine 4 Marketplace, Gumroad and Itch.io this Wednesday, June 21st! Check back here for links! Newtonian is a 100% drag and...
may i ask.. in the marketplace, whats the point of all of those meshes, materials, animations++ and most importantly sounds, icons.. ? Can 2 different video games, use the exact same stuff?
also.. can i both put a project in the mp and sell it someplace else at the same time?
it depends on what it is, some of it really does make no sense. but part of it is just for the blocking out stage, other times artists use it as a base and redo materials, textures, meshes, vfx, or whatever is needed. sometimes something is so generic (i.e. blood vfx) that a lot of packs can use it with perhaps minor alterations and it will work) same with sounds, code, etc.
and yea, you can sell it on multiple marketplaces
as long as it adheres to the rules of those places
@zealous ibex - be careful with subscribing to anything Adobe. I was on one of their Photoshop subscriptions a little while back and they suddenly hiked the price from ยฃ10 per month to ยฃ25 per month. When I tried to cancel it, they billed me for the rest of the year. Contacting customer support they just cited their Ts&Cs - I had my bank reverse the charges in the end.
...and this kids is why we resort to piracy.
odd. I just checked and they still charge me ~$ 10 a month
Though they sent me an email on February that they will rise the price on my next subscription renewal period
but to like $ 12. You sure you are not having some extra things on your package?
the prices and rules are different in each region
As I mentioned above, I also got a 64% increase with less than 1 months notice lol
and thanks @fleet garnet XD
well, I don't have a package any more - I cancelled it immediately after they hiked the price and charged me more
they gave me about a week's notice, but I was abroad at the time -_-
yeah, in Russia price is 3 times higher now :/
whew, got me worried about my photoshop sub, but checked and it was only billed $10 this month...same rate
it's really inconsistent across the board it seems
I get lightroom as part of the package too
@modern perch thanks for the warning ๐ My school partnered with some company that offers them for a year things tho, so once I get the expendable cash I should be fine
always take the freebies
Yay I'm happy, my plugin should be reviewed by the end of this week ๐ ๐
inb4 "sorry. but this does not provide enough value" or some stupid thing like that ๐
Last time I had a memory leak and I didn't even notice that I didn't deallocate memory.
They kill you for memory leaks? O.o
I was hoping to know whether or not I was approved before going through the tedious fix memory leaks thing
(as let me tell you this, fixing memory leaks is the most boring and tedious thing on the planet lol)
Woohoo! Another one of my plugins got through initial review (they get back on mondays now?) Guess it's time to create more branding ๐คฆ. Just curious, am I the only one who hates doing the video/screenshots/etc?
nope. I hate it 110% ๐
๐ I love creating plugins, but dang well hate the review process lol, so much art to create....it's unhealthy!
just sent a email to marketplace-support with a subject of [Summer Sale] and tell them which packs you want to have on sale
the deadline to request is June 27
sale will run: Tuesday, July 18 to Tuesday, August 1
Pretty sure that's not meant to be public just yet guys lol
I requested apoisonedgift's packs on sale for 90% off...oh wait, it has to be my packs, right? ๐
Is it actually a good idea to put your pack onto sale with a bazillion other packs at the same time?
dont even have access
well, I don't see Top Secret in the email ๐
yes HappyDay
the black friday sale was huge
don't miss out
even with my pack stuck in the middle of like 60 pages of packs, I got my best sales all year
Emails went out to sellers and a post was made in the sellers only sub forum... Lol. Pretty sure epic were trying to organize it all before announcing
Oh, ok, thanks for the info @wooden falcon
of course, the next month after the black friday sale, I got my worst sales of the year
Tbh you kinda have to participate if you want income during that period @stark zinc
xD
What about discount percentage? Is it a bad idea to be just 10% off?
weak sauce ๐
go 40%+ or go home
there will be a lot of heavy discounts to catch attention
and also depends on how much your packs costs as it is
With 10% off you might as well not discount
USually when something's 10% off I'm like, "Meh, might as well buy it at full price sometime"
I usually do 25%
My pack has just been released. My concern is that I would lose a lot of money, by going a high percentage off, so quickly. Is that a valid concern?
lol, me too V_Rex
Anything under 25% isn't really noteworthy imo
Yes it is HappyDay
Sales devalue your product, generally speaking
That doesn't mean you should ignore them, though
could be Happy, and you also risk getting angry early adopters shitting all over your ratings
It can also be a good choice
It might be that you're in a niche and that a decent sale will attract lots of new people
but they can't complain about, say, a 15% discount
But I think the risk is bigger than the reward on a new asset
Thanks for the insights, guys!
np
I have to say, Marketplace is getting faster. They replied to my twice in one day to my questions. It usually took around 1 week
I still haven't gotten a response to an e-mail i sent 2 weeks ago, but have gotten response on 2, one i sent before and one i sent after that
hm maybe they lost that one, try resending
Haha, no they haven't lost that one :p
If they did it would be very convient so they can just ignore it and not have to deal with it
lol
I'm sittin' and waitin' for a release date on something I sent may 9th
Is anyone planning to write some custom shader plugins when 4.17 comes out? Interested to see what people can do with this one https://trello.com/c/3ESmU6JE
Plugins can now create their own global shaders without modifying the engine.
Rendering
more technical vfx artists will love it.
i can still @ her at least
yes, a lightmap is a must
buuuut pesonalyl, if the pack really makes it clear its only for realtime lighting.. i personally am fine with it
just let ue4 autocreate the lightmap uvs...not that terrible, usually, and if you specify the asset was created with dynamic lighting in mind, at least you meet Epic's arbitrary requirements
Worse comes to worse you can also just crank up the light map resolution if you get errors haha
Are you allowed to use source code that is derrived from ue4 source code? I adapted a function I grabbed from the ue4 source and am curious wether or not I'll have to re-write it ๐ค
Also, did they lower the thumbnail image size? I used to have to sumbit 512x512, but it seems they want 284x284 now?
Just check older emails? :P
I did, seems I was correct
Anyone know why? It's even harder to get text on the images now lol
cause it's epic. AND DON'T YOU EVER QUESTION THEM! ๐
๐
maybe they want it to fit on smart watches ๐
There used to be three locations listing different sizes for the images - that's why so many different packs had really badly cropped images for the marketplace. Epic always updated a different one (the forums, the seller faq, and the normal faq)
pretty sure they are all in line with each other now
and the email they send out now has the sizes in ti too lol
Just heads up on this guy's thread:
https://forums.unrealengine.com/showthread.php?148068-Epic-should-answer-emails
Hm, I was requested to use 512x512 less than a month ago
I believe by now, there are a bunch of us in the same (or a similar) situation.
yup
This protofactor sale...I can't even find my asset if I search for it ๐ฆ
I mean, nice that he puts his assets on sale, don't get me wrong, they are pretty awesome, but they are litterally burrying all other assets ๐ฆ
Bummer man ๐ฆ
Atleast the summer sale should be coming up soon(-ish) right? ๐
"Officially" announced another plugin ๐ https://twitter.com/HowToCompute123/status/877231902259916801
We just announced our next plugin, NetDB. Easily use PostgreSQL from the comfort of blueprints! More informtion: https://t.co/jTSJL6S7O9!
beep beep retweet
there's a link on the creator forums with the summer sell dates
and you should have gotten an email (all creators should have)
get your sale request in before June 26, I think
Thanks @carmine dove โค
hopefully they'll randomize this time, instead of putting packs in order they received the request
Yeah, I just submitted mine ~half an hour ago
And didn't they randomize it every day in the last winter sale?
if so, I always randomly got stuck in the middle
Hm could be wrong, that sucks tho ๐ฆ
eh, sales were good
Yeah mine where pretty good too
Way better than they currently are, had no sales for ~1mo now ๐ค
I'm going all out though...no more of this "I'm only gonna put one pack up"...all three of mine will go up
Gotta re-think my marketing stratergy I guess
yah, last month I had very few sales
this month only had sales because of 50% discount on my bone box
Last month went OK-ish, it's just that my last sale was 05/19 ๐ค
and that was during the Protofactor sale
Any tips on what ya all do for marketing your asset? It somehow feels like I'm doing something wrong
well, I don't market, so I have only myself to blame
I'm not hip on the Tweeter or anything ๐
I think I just really need to do better demos and screenshots to make them more appealing...I already add extra screenshots and sketchfab views on my website, which I link from the pack page
Hm, I guess you have the gift of the art?
@carmine dove Wait you put a request in but they forgot? Bummer ๐ฆ
yea last sale
ive told them to discount all our stuff by 25%
for this one, im hoping they do it
If not I'd get mad at them over twitter & email
jeeez you know its hot when the cold water tap puts out water hot enough to brew your tea in
๐ I had that, it's pretty hot here too ๐ญ
It isn't quite that bad here, but still, doing PE in this weather...not fun (sorry for going kinda off-topic)
and I hear Arizona is basically hell now
I don't think a little off-topic now and again is too bad, but I'm not a moderator
-shrug-
it is almost 35ยฐC here at around 1 pm, my pc doesn't like it
Mine idles at ~60 rn
-slams head into table-
No clue
just a quick question, for gtx 1080 is it normal to run around 75 - 81 C at full load
It's like just under 100 by a degree or 2 while doing intensive work
Just a webbrowser and a few other things (nothing code/ue4 related) & it's sitting at 51*C
you sure your thermal paste isn't fubar?
blue man, I don't think that temp range is unusual
Yeah, it is pretty normal I do think
Unless it's a watercooled card ๐
@wooden falcon I am only like 1-6 degrees away from this thing shutting down due to thermal issues, but yeah, I've hit 100C multiple times...yet it still lives (other than the battery)
uh ok, air cooled ๐ I just got it so I panic whenever temps jump a little lol
Nah, GPUs get pretty toasty
video cards*
Man, I just rekt myself, I have a video on why 1080 (and other video cards) != GPU...yet I misuse the term myself ๐ค
@zealous ibex This is your channel? I remember watching your C++ videos when I was starting with C++ in Ue4 and I didn't connect it that this is your channel until now lol https://youtu.be/GTYbaE2cWKg
In this video, I will be explaining why this is not a GPU, but a Graphics card. Yes, a GPU and a Graphics card are two different things, this is to clear the...
Yeah it is, awesome you watched them โค
I really hate that I stopped creating them, but I hit a few issues + I'm a $hit tutor lol. But yeah, that's my channel ๐ (well, more like one of my many channels)
yeah it is pretty weird to talk to you or answer your questions because not that long ago I was learning from you
wow, that's....wierd ๐ค. Seeing as I created that series ~1 year ago, you have sure progressed fast ๐
this was a trip down a memory lane lol (this is really getting off topic)
yep
@zealous ibex I hate your channel
O.o, mind telling me why? I'd love to be able to improve stuff
Im just kidding, its actually suprisingly good given the subscriber count
Thanks for that compliment man ๐
Placed all my content on sale for 95% off, thatll show Epic not to mess with me
Now they wont make no money
@summer jacinth I'd expect a reviewer like that to be harsh. It's the seller's job to make their products bulletproof and much crap I hear about a product is really a big factor in deciding whether to buy it or not
How much*
@lean venture true, but he was basically finding problems when there was no problem
Yeah I recall him saying something was shit because you couldnt go inside it or something like that
I can't remember what was his channel name
Ah I see
A good reviewer should imo review if the things that are advertised really work and work well, as well as uncover flaws, also for the maintainer to fix them
@summer jacinth is that going to be for the Summer Sale?
lol
I would totally unbiasly review/playtest marketplace items and post them on YT for all to see (after owner has seen preview first), but I would require MP asset creators to send me their packages for the price of nothing.
probably woudn't be a bad deal
@lone mountain free for this review, not for actually using it in a game afterwards ^^
Depending on the size, and gang it away to a reviewer could be of huge benifit
They expose it to their audience and if your asset is up to scratch, could make people buy your asset over someone else's
Reviewing is a pain in the ass
there's really no mechanism to limit license though for review copies, so you can request an entitlement from Epic, but that means the person also gets a license to use it how they wish, as far as I know
@wooden falcon you just have to write such a license....
for plugins you can compile it only for the editor and remove the source code and reviewer won't be able to package the game
Why do you think epic has to provide a way for it? You are copyright owner, so you can give them the plugin with the license to use it for review, but not for a game
well, I guess you could give them the pack files directly, that's true, with a modified license
@uncut mauve @fleet garnet If reviewer could not use it for personal use, commercially or not, then there is nothing in it for the reviewer. Some assets would be simple to review, maybe 5-15 minutes of time...some require hours of playtesting. Unless reviewer is getting paid for playtesting/review by assest creators, which is already sketchy. Then the only safe bet is a free commercial licence. This isn't some big hardware that is about to come out and review samples were sent out. Nope. Just like any other software review, reviewer should get a copy to do with as they they please.
I honestly have no problem with just granting an entitlement
it's a lot easier in Unity though...there's an interface to do it, and you can grant a certain number per year per pack, I believe
lol
I didn't say I'd do it ๐ just that if I wanted to get some reviews, I wouldn't mind
not sure if I'd want pure honesty though ๐
I see no mention of these reviews in your message ๐ ergo, I employ the power of the allmight no backsies! ๐
I don't even know what you make tbh =/ I assume the bones given they are called Necro's Bones or something? I'm horrible at keeping upw ith marketplace creators =/
that's why I always assume no one knows what my packs are ๐
yah, also a couple of mat packs
I don't feel mat packs would be that great to review
usually reviews are for huge asset packs or cool blueprints
if people are reviewing marketplace content, honestly, all stuff should be up to review - you review content based on it's target audience and intended use. Materials have both of those things, as do all marketplace contents... so... yeah
your matpacks are nice ๐
just goggled them
ah, thanks ๐
XD I would have started Dapper Reviews ages ago, but I don't think it is right for a marketplace creator to review marketplace content
where is that guy with a 200$ gun pack, I want to review his pack
if a reviewer asked me for free access I would give him the asset but only if they are a trusted reviewer
My example with the plugin without the source code is just an example how you can limit someone, I didn't say I would do it
yah, I think i'd have to see an existing review or two before doing it
but it's a great idea
presumably, the person doing this would have some assets they bought, rather than being entirely fresh to the marketplace... so they could do that
I'm still tempted to do reviews and just not cover anything that is in competition with my own content tbh
hopefully it wouldn't be that dude with the shitposting reviews from way back ๐
haha omfg the onyl one he rated positively was one that basically just did explosions and he was like "WOO! LOOK AT THE EXPLOSIONS! I COULD DO THIS ALL DAY!" XD
yeah it was truebones... i think he called his youtube gamingnation or something like that
idk anymore
hell - i actively try to forget that XD
doesn't he actually own the Milkshape editor now?
i hope not
milkshape was really good back in the quake 2 days haha
it'd be sad for it to see that end
was that his channel, hm can't remember
oh wait no
truebones was another one
the review guy was The Under Network lol
WARNING: If you like your brain cells, don't click that link ^^
haha
yah
ty for finding that channel, it is better than any comedy lol
Who's interested in a public discord gamebridge plugin?*
(* it ain't usable without taking part in Discord's programme)
oh, cool...this guy's using my assets to demo his stuff...kind of neat: https://www.youtube.com/watch?v=TMyK9hlH8pM
New Features: โข Created a new actor class for objects which can be focused on. This includes a bounding box guide (visualized in this video for debugging) fo...
don't think I've ever googled my stuff before
to let your comment in discord from ue4?
not just that.... more like voice chat in your game
don't google your own stuff, you will get sick, I usually find people asking to download my stuff for free
yeah
piracy doesn't bug me too much...can't be helped
I don't click on those links anyways
only the piracy links of other creators, amirite? ๐
but actually seeing someone using my stuff is a nice change :0
I've seen my stuff pop up in questionable google links, but not much you can do
jokes on them, my stuff sucks ๐
XD
god dammit so much, I really want to steal this guys idea of a museum...it's a much better demonstration of my skulls than I have: https://www.youtube.com/watch?v=ZfVfslWWVCQ&index=7&list=PL4OCB0A2cso9cPAap6d7QydYQM1mQo3jX
New: โข Created a new, nicer glass material to replace the starter content one. The material uses vertex colouring to create the effect of the darker edge. โข ...
it is nice when you find someone using your stuff