#fab
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nothing like having a single mesh that tanks your framerate by a solid 20fps on high end hardware π
I won a 1080 ti, looking forward to tanking it π
π
You won doc?
@modern perch my comment was more towards assets themselves, not bps
fair enough
thats just the stuff we see, you should see some of the content they actually decline hehe
im almost certain they have some internal ignant mp dev's list for them to chuckle over hehe
https://www.unrealengine.com/marketplace/customizable-paths
reads title
was kinda hoping it was a plugin that allows me to customize my folder paths XD
makes more sense when you see this image:
https://i.gyazo.com/04b9445c4ded9307aba10e3417915188.png
I saw that picture too haha
Hey all
We just pushed a small update to the forums, let me know if ya'll run into any issues.
Also, this is the wrong channel. I'll leave it here anyhow.
how dare you posting this content here!
xD
some other assets higher price on MP
confusing
It's the Unity2UnrealEZMode that Epic allows
So you pay the EZPZ UE4 Tax
Just because
it's a good asset
get the unity one then
(as long as you can use it ezpz, with just a retarget)
Why give Epic any money in MP until they fix some crucial things
arguably you're paying for the higher cost of maintainance
since UE4 store has fewer customers, it costs more per customer to keep the asset up to date
(in theory)
he sells the police uniform seperately on unity, but is included in unreal, makes sense
that being said all of the other characters are 20 dollar cheaper on unity so
@modern perch Mmm it's more customers though, it's either that or he makes less money overall, but ue4 users get punished
Probably just doesn't feel the UE4 MP is worth
so he has to overprice to make as much in ue4 mp
it's cost of maintenance vs sales
he might have 100 sales on UE4, but 1000 on Unity, we don't know
I think there is just a perception that people are willing to pay more on UE4 MP
people probably are willing to pay more tbh
Exactly
I think there are maybe a lot more younger "devs" on UE4 by the comments I see, I bet there are some furious parents out there looking at the bill for this crap lol
Huh I'm surprised!
The thing is, UE4 can't ever really compete with Unity
In terms of scope
Users
Maybe in 10 versions
But the ratio of Unity:Unreal devs has to be like 5:1
Maybe even more. Probably easy to get the real numbers too
althought Epic fakes theirs
a large number of those Unity devs will be asset flippers too
particularly mobile space
Yeah
unity has a lot of pirated assets on their store though, they don't really police that stuff
Anyone know if theres any anim packs that have limping/injured animations
Like this
Snippet from DayZ Devblog with Dean Hall from 3 August 2013, showing a Limp animation...could this be what we see in the near Future? 3 August 2013 Devblog :...
maybe you could mess around and blend a normal animation with some sort of zombie animation
@leaden root
Hi guys
I've got tons of assets I'd like to add to markeplace
All of them are in my game project
Whats the easiest way to export them so I can add them to a new project
All meshes, floliage actors, mats, textures
1 make empty project
2 go to current project
3 select what you want to export in content browser
4 rightclick
5 migrate to new project's content folder
6. fix up redirectors and other errors/warnings
7 etc etc
8 ???
9 profit
that song
those are nice
and on the other hand https://www.unrealengine.com/marketplace/skull-temple
oh god
nah, its better in the comments
"Skull no good? How about a nation symbol that I just scan/rip?"
The irony of everyone wanting accessible marketplace: You make it accessible to everyone.
@delicate dove thanks ma dude
that temple skips the early 2000's and goes straight for 1990's 3D games
I got it, thanks Erik
User banned
don't pirate marketplace stuff, folks
instead, make marketplace stuff
and then buy marketplace stuff from other marketplace creators with the money you earn
win win
hey there, im having an issue with adding a payment method
it says to contact customer support, but they dont actually reply back
@idle arch is pretty helpful in here π
hash has been trying to buy some packs on the marketplace and is not getting any kind of reponse through the marketplace support emails, is there anyway he could get some help @idle arch with his issue?
@potent quartz When did you contact them?
i contacted them about 16 hours earlier
but i googled, and people with the same problem, havent had a reply in months
hi tim, thanks for the actual response btw
This is... interesting
Tim's role and nickname aren't appearing for me
But he is appearing correctly in the members bar
He's just a boring white Kalvothe for me
odd. he's golden Tim Slager for me π
Hi guys, I have a question. On my store page, when i put a youtube vid link etc, the link is just text. How do I make it a clickable link?
are there somewhere infos about how long a current sale lasts? @idle arch
Thanks grace games, I never noticed that hyperlink button . I Probably need to cut down on the coffee π
Maybe, or try more coffee 
Or vodka π
haha maybe
LOL, thanks, I will get round to updating my store pages, have a great weekend π
You too, enjoy the vodka π
@potent quartz Talk to me goose. You're trying to add a card to your account and it is not working?
@vapid tundra Can you elaborate
my original account got blocked, for some reason
it says to contact support
and i cant add a payment method
@idle arch
@idle arch what i mean is: Can i somewhere see a info (a date or a time) how long (how much time is left) until a sale ends? I can only see the % off but not how long the sale goes.
if thats more clear.
Anyone know of an asset with a Molotov Cocktail ?
then i created a new account but my card wasnt accepted, at checkout time it said that the bank refused the transaction, although its my card, the same i use for steam and everything
@potent quartz PM me an email address?
@vapid tundra No, I don't believe we have a timer on them but I'll note it!
@idle arch Ok. Thank you!
@idle arch will do thanks
@gloomy bramble Yo, https://www.unrealengine.com/marketplace/supply-drop-package-animated-and-blueprinted ... how bad was it? Like, for $10, thinking it might save me a few hours. But, if it;s going to take more than a day to get implemented, maybe not a good buy.
Models are ok the blueprints were bad
We used the meshes during prototyping, they're fine
we didn't touch the BPs, so no comment in that regard
The multiplayer BP was horrible
Does anyone else get turned off when they see a typo
In a marketplace asset?
Or is that just me
Hmm given that it is an international marketplace accessible for almost everybody, I accept small human errors
It shows a lack of attention to detail on the part of the person selling the asset.
Depends on the English skill level, for non-native speakers I could imagine having some difficulties
None of the asset's I have purchased were by non-native english speakers
They even have youtube videos
of them speaking english
You meant to say βassetsβ
That totally turned me off π
@nova scaffold yeah :^)
Difference is that I'm not selling my typing.
I'm not asking someone to pay me $5, $10, $15, $25, $50, or whatever amount
My typing is free
Pretty sure most people on the marketplace are selling UE4 assets and plugins, not their typing.
im selling the souls of my children as well
I mean, technically, if I sell a plugin, that's selling my typing.
lol
guys, how do I find investors that also have the means to do the marketing stuff ?
not really something I'd ask people selling on the marketplace
@fluid skiff You're basically looking for a publisher. So, start by searching for publishers.
thanks BlackFang !!!
Are there any free melee/medieval animation packs out there? Thinks like swinging a sword/greatsword/mace/staff?
WIP Advanced Menu system:
https://forums.unrealengine.com/unreal-engine/marketplace/1471649-advanced-menu-system
https://forums.unrealengine.com/filedata/fetch?filedataid=137032
AAA quality menu system for your UE4 project.
Written in blueprint and tiny bit of C++ to
cant seem to access the marketplace
can @ everyone confirm? :p
or at least someone
I can through the launcher
its loading again
Working fine here
looking to expand my gameplay prototyping tool box,
got any recommendations on good UI, FX, and SFX packs for the current version of U4?
@stoic tulip FX -> paragon
Any issues with the Marketplace at the moment ? tried to buy something, no idea if it worked.
I added to cart, selected Paypal, was then directed to Paypal, confirmed the payment, redirected back to the Marketplace, nothings changed π€
Edit
Nevermind, you then have to go back to the cart and it's saved the payment method, to then confirm the purchase again, you could make it more obvious that's how it works .... I wonder how many just give up
@ebon leaf I generally tend to read mine over (in full) multiple times before applying changes/publishing them, but I guess some error may still slip through, no matter how much caution to prevent it is taken. Could be 100% wrong though π€
Hm, may want to bring up what @sturdy bobcat said with the MP team @idle arch ^^ Not used PayPal myself lately, but that's borderline a bug, or at the very least sounds like some bad UX that could be fixed (reasonably) easily π
False alarm?
Anyone selling a blueprint/plugin, that generates landscape spline, properly snapped to landscape ? It seems that I failed to find one with the search.
Hey, I'm not 100% sure as I haven't finished digging but there is an asset pack that they have used free assets from various websites and sold them on UE4 market. Is there anything that can be done?
either tell @idle arch or marketplace-support@unrealengine.com
also which pack are we talking about? (if you arent 100% sure, dm me instead if you want)
Shoot an email over as he suggested.
can confirm the pack in question contains... "questionable" content, along with quite some infinity blade content O_o
not to mention it contains weapons that wouldnt be allowed on mp anymore hehe.
what do you mean
mp-team is doing an audit on copyrighted weapons.
aanyyywayys
def email the mp team
depends on what action the mp-team takes.
Please note that this project is not intended for studio/enterprise use, as per Quixel's marketplace EULA. For studio and enterprise pricing, please contact biz@quixel.se.
interesting
didn't they know they waive all rights by selling on the MP
@supple moon Which Project
hmm
Why bother putting it on UE4 mp if your not allowed to use it for anything
That shouldn't be a thing
We should only be abiding by UE4 MP rules
not anyone else's
If someone buys something from the marketplace. You are entitled to use it.
It's not a thing, I mean it's not the first time I've seen this kind of thing, but MP is specific about their terms
Good luck on sales.
I think the idea with licensing like this, say quixel goes from reasonable to really expensive - just get the cheapest license they have, and if in future you reach some success, upgrade your license
instead of paying full price for your "potential" succcess
But you cant use it if your a studio
you'd upgrade your license before you sell your product in that case
since there is already a limiting factor, you have a limited license; indie, studio, freelancer etc, but ALSO you get less points to buy assets from quixel
its kinda annoying tier system
Whatever floats your boat dude
wha, makes no sense, but ok!
@idle arch isn't mentioning actual games in descriptions usually something that isn't allowed? I remember an issue a while back where someone wanted to mention fallout and couldn't...
Fortnite is also mentioned in the main description...
Just had to step away from the pc. Will pm you the link when I get back =)
Nvm, I can't message you rip π Link is here: https://www.unrealengine.com/marketplace/battle-royale-project-for-dedicated-servers
hmm, RE the Quixel marketplace assets ( @idle arch ) - I don't think having additional license stipulations on top of the marketplace license is acceptable? Section 5 of their agreement seems pretty contradictory to the marketplace.
Was about to post that @modern perch.
^ yea, additional license thing is a joke
@ebon leaf Can confirm I recently hit that issue too, with another game, but there does appear to be a rule in place indeed
kinda surprised Quixel is so clueless about marketplace EULA
FUCK
AUTO SCROLL PLZ
discord halp plz
...
Also, spam again, this question was posted a couple days before as well. maybe not here but other chats
Ow yeah, power move! Love it π
https://www.unrealengine.com/marketplace/creature-insect
finally something I could use
sees wing animations
https://www.youtube.com/watch?v=K2GcC6K5nzM
awww
hope he'll update em
@ebon leaf Please email the Marketplace team and let them know.
So that Megascans pack is being handled by the team
its kinda lame though, recently there was a big discussion on the forums about not being allowed to use a free texture from gametextures.com which they allowed to be used in mp packs and what not. and now quixel does this + not being picked up by the mp.
The MP team noticed it and quickly took action on it
Can't say why it got through, but it did, now it is fixed, and that team knows it got missed
yea but its always after the damage is already done, instead of preemptively taking care that stuff doesn't happen.
there are quite a few people upset that something like this happens again and I am sure they'll speak up about it.
please do speak up about itl
Quixel will probably nerf all the textures and bring it back for the same price...
do those quixel assets only incl. their low res stuff like it does on the unity store packs?
nvm. they only incl. the lower res textures.
"resolve concerns"
if they are granted a personal eula all hell will break lose, because some of the biggest sellers wherent allowed a simple texture that was free to use in commercial products, marketplace content included.
yeah
but Epic being Epic, they might allow it
considering all other crap we've seen happen
you'd really think there's nothing to negotiate about
like, they could do same as they do with some 3rd party licensing deals, and have marketplace link to sellers webpage instead
as a side note, I'm kinda worried about Quixel not being transparent on their material pricing after you exceed that 100k
or even what happens when you go past it
I've asked them that and I got just all around answer back, basically telling nothing
in past they had a studio license on the site, which was like $399/mo for 4k and $499/mo for 8k
that was fine, as then we all knew what to expect after that 100k
now we are talking instantly about thousands for all I know
as they don't tell the price beforehand
in 2016, I got reply like " If you go past the $100K subscription, you can simply upgrade to the higher tier. If you want to continue using all the assets that you have purchased with the under $100K subscription in the future, you will have to upgrade your previous months too."
that was fine
as you could literally do the math beforehand
you can't now
i sometimes feel for those who juuuuuuuuuust hit that 100k mark most software have.
heh
bankruptcy here you come!
well, some sw still have tiers
like Unity, Allegorithmic
altho, allegorithmic's tier is from 100k-100M π
quite a big gap for the next tier
I still think that's fair
as you got the sw on discounted price to get started
what is not fair is what quixel, truesky etc are doing and not telling you beforehand the deal you are getting into (if you ever go past 100k)
yea, once you get really serious with whatever you working on its best to double and tripple check all the software you are using and see whats up.
Curious, did anyone purchase it before they yanked it and are you still able to put it in a project?
if you bought it and have it on your vault, nobody is going to delete it from there
even the packs that epic distributed without permission, like the free sound pack sits in everyones vault who didn't manually delete it
technically, you'd agreed to ue4's marketplace terms when you downloaded it, so you should be allowed to use it as well
unless they automatically refund you for it and tell explicitly not to use it
Certainly in this case they could possibly delete it and issue you a refund...
yeah, refund is only case where you really lose the rights on using the content
I doubt launcher even has code in it to allow deleting things from your vault
heck, they haven't even made a system to warn users to not use the content that was removed due to copyright issues
I think anyone who bought it did essentially lose their rights though if you think about it. Certainly the rights are in limbo...
if you've still paid for it, I don't think it's that black and white
Probably some fine print buried somewhere...
you did
Is that what started it?
started with "nani? "
multiple people posted about it on fb, twitter, discord
Yeah,it's really stupid
not sure who started it because I was asleep at the time hehe
There should be NO external EULAs we have to abide by if we purchase soemthing on the MP
how much was that btw?
semi related to previous topic: i still find it odd that if something is removed from the mp due to piracy or other situations, you arent getting an automated refund till you ask for it. to me thats theft, but well..
Β―_(γ)_/Β―
ok
I really wonder how this will end up
either a "nothing to see here move along" or quite an outrage hehe.
allowing them to use a seperate uela will open a can of worms, not allowing it will... not having quixel post stuff on mp like that or significantly reduce its quality
Well, if something gets removed from your vault for those reasons
You should definitely get an auto-refund
The whole affair is kind of disappointing really as I was really looking forward to actually playing around with some real AAA assets and even had it in my cart and was about to pull the trigger but then I went to bed.
@ebon leaf what sit?
Sit?
They are not permitted to use a separate EULA. It's being sorted.
allright, interesting. thanks for the heads up π
Of course π
Good
Still in my shopping cart. I hope I can still buy it soon.
@open veldt https://www.unrealengine.com/marketplace/anime-toon-shading what do you think as our general cell-shader-person hehe
not mine, from mp
https://www.youtube.com/watch?v=xZ-6rygHSGI
about halfway he uses a clean teacup thing
https://www.unrealengine.com/marketplace/anime-toon-shading Main references to create Anime Toon Shading was βGravity Rushβ and βDragon Ball FighterZβ so if ...
gives better representation
post processing prolly
shows up in the video too
it looks really bad lol
as a whole it looks like it does what all the other post process cel shaders do
except for that weird noise
and it has the same blurriness problem that all the other post processes have too
because TAA is awful
the thing about anime visuals is that they need to be crisp
i think the noise is really post processing
i mean it doesnt really matter where the nosie is coming from it just shouldnt be there
it's a shame the drawback for using post processes is that you lose MSAA
because without it everything just looks super blurry
but you get so many more options with the post process approach
but the blurriness just absolutely murders it
i wouldnt call it anime/dragon ball z type of toon shading (unlike the dev did) but I do think its interesting for a specific group of devs.
i agree about the noise though hehe
https://cdn1.epicgames.com/ue/product/Screenshot/Screen01-1920x1080-d3ffbd30ef6326936c899911df006303.jpg
no noise, looks better right away hehe
yeah but still look at how blurry everything is
you can get away with that in SOME cases but like
true
it just doesn't work when viewing things from a distance of more than like
15~ meters
especially for characters
they need their details to be crisp otherwise they just don't look very good
that and aquarelle filter are my fav setups.
i saw this dude who made some anime styled scene a few weeks ago
with like a pug or something
but it was more geared towards those big budget anime movies
but it did look really good
But seriously, someone point me in the right direction for cell-shading + VR optimized
VR and doing that all in material is a sin
yeah that one
yea, but its not feasable for games
yeah
(yet)
Victors are awesome
looks foooooookn good though
it'd probably be an unreadable mess to look at in motion
but it looks really nice as stills
slow moving cameras should be fine. though for cinematics you'd render each frame as a still in most cases unless action
It is pretty stable under motion actually. But decade away from realtime.
my problem is more the blur
DoF is legitimately painful to look at
it'd definitely be good as some sort of point and click adventure type thing though
where the camera is more or less static
π€ How come I ended up in marketplace channel? I thought that was in graphics. I blame Luos.
<_< I blame myself :p
i find there was a change in shading somewhere in like 4.17 or 4.18 or something that gimped post process cel shading. you can even tell the starter template shading is broken and banded by default, when it never was in 4.15, i had my cel shading looking decent in 4.15
yup, the big tonemapper change of 4.15 hehe
ruined anything stylized
and i didnt really see much of a difference with photorealistic stuff
but it was optional was it not, just revert back to the old system if your project needed it
isnt fortnite using it?
the old 1 had a terrible color range though did it not
you probably need a nice 10 bit+ panel to really notice the difference though
its mostly messing up emissiveness. while I can often work around it I am still advocating for a seperate emissive and glow option.
sometimes you dont want things to go white when you want it to be emissive af
or purple
amen
how does the tonemapper know what the range of my monitor is?
or is it just some default values
srgb space?
i know i sort of started it, but lets move to graphics if we continue tonemapper talk or general unreal-chat
sorry yeah, forgot what channel i was in
same :p
anime style is more than just a filter tho π
anime often doesnt even have an outline
find the outlines π
thats background though :p
most of the scene is background π
What pack has a good dirt road for splines?
re: Quixel EULA thing
they do exact same thing on Unity Store: https://assetstore.unity.com/publishers/26035
"This collection is intended for use by users who fall under our βHobbyβ, βFreelancerβ, and βIndieβ categories only. Studios must contact Quixel separately for access to these collections."
not exactly Unreal issue, just funny that they get away with it there
apparently Unity store allows custom license but Quixel assets hasn't been configured to use it properly there either, simply putting text in description isn't enough
which is pretty silly IMHO
would be interesting tho to see what happens if you get the quixel assets and release your game as "indie dev" ...
hey I got new asset outthere https://www.unrealengine.com/marketplace/procedural-river-sound
merge actors ^^
@gloomy bramble could you not get 3ds max or even in blender and just add a simple rectangle? Or use a mesh that you have?
@gloomy bramble Are you trying to spline it?
Not sure it comes with a concrete bottom version @ebon leaf
Pro Marketplace Asset
(though, I just had to redo the GetLocationandTangentAtSplinePoint because they were using deprecated version that MP reviewers are allowing)
There's vomit on his sweater already, mom's spaghetti
lol
He's nervous, but on the surface he looks calm and ready?
he's going the distance?
He's going for speed!
I feel like we might get to the second verse by monday
haha needs tryna rap but yβall just butchered that
Reluctantly crouched at the starting line
Engines pumping and thumping in time
The green light flashes, the flags go up
Churning and burning, they yearn for the cup
They deftly maneuver and muscle for rank
Fuel burning fast on an empty tank
Reckless and wild, they pour through the turns
Their prowess is potent and secretly stern
anyone know why'd Id be getting unavailable on a plugin I own? It's also not showing up in the Vault.. but shows "download" on the website when I login...which just sends me to the launcher
which plugin is it?
SteamParty
hmm, still seems to be on sale that I can see
well i bought it a long time ago. was just trying to enable it as a plugin in an engine version
Happy Monday!
When you love what you do you never work a day in your life
or something like that
Morning everyone π
Updates for the following asset packs are now live.
HG Danger Signs Decals Volume 1 - Update 3
HG Danger Signs Decals Volume 2 - Update 3
HG Danger Signs Decals Volume 3 - Update 1
HG Sacred Geometry Decals Volume 1 - Update 1
As always make sure you read the Update Notes in the links below before re-importing the updated asset packs. Thank you.
https://forums.unrealengine.com/unreal-engine/marketplace/1401442-hg-danger-signs-decals-series
https://forums.unrealengine.com/unreal-engine/marketplace/1458694-hg-sacred-geometry-series
Hello fellow developers. ;)
I'm glad to announce our latest asset pack the "HG Danger Signs Decals Series". This new series is dedicated to danger and
Hey everyone. ;)
We continue the release of high quality asset packs with the "HG Sacred Geometry Decals Series". This new series is dedicated to Sacred
π
Your forum links are broken though @tawny minnow - looks like you copied the text from somewhere that shortened the link....meaning it's actually trying to go to the URL with the dots in it, resulting in a URL not found π
No problemo, and looks like they work now π
Thanks for catching that. π
No problemo
did anyone receive a payout yet, haven't received their usual email confirmation either
I got mine yesterday with the standard email
nvm, I just got mine this second
Awesome π
I have to email epic to get my creator badge on the forums, right?
no there is a new system now. You email Β£100 to my Paypal and I go spend it on games I want. Then I draw you a PNG creator badge in MSPaint and carry on about my business
Oh, that seems much more sane.
every little helps
π
I got mine through bugging a CM I believe, but you may need to send an email. I believe it should even be automated, but things rarely work that way, now do they? ^^
@sullen lion it is supposed to be automated, let me know if you don't get it in the next few days
@idle arch will letcha know =D
Righto
trying to place an order on the marketplace and it just gets tuck on 'please wait updating your order', any suggestions?
try a different browser? using incognito mode?
this is unbelievable
epic nitpicked so much about blueprint's every single variable need to be commented
BUT...
an entire character pack's material doens' thave srgb unchecked for linear maps
and the worst part? they're not MIC , they're all separate materials.. so i have to change like 30 of them.. one by one
i didn't spend 150 dollars on them
or this
wait rnadom sample didn't have srgb unchecked? i find that hard to blieve
that ships with the engine
what content pack is it
haha that image should have an age restriction and content warning. Do not look straight at it
lol
age restriction ( anyone who has used blueprint for less than 3 years are not permitted to view )
@serene crest which is one of my main pet peeves with the mp, id take all sub-par packs for granted if the guidelines and standard was set in such a way things like that are set up properly to improve workflow
but seriously no srgb and having to hunt through every material is crazy annoying.
and this is coming from a 5 star pack..
@delicate dove yeah...
they need to set priorities
certain standards are more important than others. make a pyramid out of them
sigh.. i just recall why i haven't bought assets for so long
the last aset i bought had a single leaf set to 2048.. ONE single leaf
then i tell myself imma stop buying
its a good way to learn
u put ur broken stuff on the MP and ppl start debugging it for u and telling what is broken in the comments
XD
Anyone else here experiencing issues being logged out immediately when logging in?
(both in regular chrome, and incognito mode, and since it's a redirect I don't think it's something on my end)
Appears to have been fixed by asking it to not remember me - anyone else able to reproduce the issue?
If you're able to repro that let me know please!
well, my april and may sales have flatlined π
guess I'm living from big MP sale to big MP sale now
May's been pretty bad for me, April was OK though π€
Is making ue assets sustainable?
@valid bridge It depends, sustainability is a very subjective matter. How good are you at what you do, how fast can you create it and can you create something that will sell? How do you plan on pricing what you crate? There are costs even if someone else provides you with food and shelter.
^ and then some
Hey Yoeri remember the other day when I said some textures got cut from the marketplace without a warning? It was the fault of a single letter that was not of the English language in the name of the textures and it caused the textures to be rejected during upload to the MP servers. Strangely enough it didn't warn the marketplace team during upload.
O_o thats a very peculiar situation hehe
Yeah especially when you can't tell which letter it was since the name looked normal. Only when I re-imported the textures I found out about it because they didn't replace the ones already in the project.
I guess that's what you get when you have more then two languages installed on your PC.
or at least, languages with different fonts
https://www.unrealengine.com/marketplace/thezrocks
oh god, the texture stretching because its all world aligned
Oh yeah... woops
Like are there people making a livable wage off of UE stuff
there are, but it depends on what @tawny minnow said
just like in general is my question
are they usually visuals or mechanics?
as in models/textures or backend magic
we dont have any data on that, so we cant tell.
we can only give a guesstimate
people that do make money off of it
can provide insight
im not looking for concrete numbers
i make about 60-80% of my yearly income trough mp, but im not a big spender so dont need much
Think it like this. If you see people releasing assets on a monthly basis chances are it's worth their time. If you see inactive accounts that have a long time to release something, it probably means they are making a living doing something else Unreal or not related.
I haven't a full year under my belt yet but the MP for me is going a lot better than I expected.
what do you guys make?
I'm focusing / trying to specialise on quality decals. Luos is a FX specialist but also does some 3D Modelling from time to time.
I make people happy... or try to
@idle arch π /hug
"specialist" hehe
well you are or should I have said guru... ?
just fx guy/person would be enough
it does have a nicer ring to it... guuuruuuu
luuuuruuuu
Yoeeeruuuuuu π
so wrong
π³
that sounds like fun
my May sales have been bad but last month was decent
@idle arch Hi, I was wondering if it is allowed to sell plugins that depend on one of my older plugins that are already on the Marketplace, I want to make extensions for my current ones but I don't know if that is even supported by the MP.
Or should I contact the MP via Email to ask this?
I would email the MP
A while back epic ok'd plug-ins with dependencies, as long as that dependency was super super clear in the info. But may have changed.
and if its not your plugin, you need written permission afair
https://cdn1.epicgames.com/ue/product/Screenshot/roksz008-1920x1080-d896784bb58b8f701421d2270dfc5230.jpg
and then from the creator himself:
"Hello Lous, in regards to world aligned textures if the world alignment is done right (not using the default note and rather building the system in the material yourself) and the values with the displacement arenβt over stretched the result actually has little to no stretching. "
Β―_(γ)_/Β―
also: https://www.unrealengine.com/marketplace/megascans-desert-pack still no new release for this.
aaand people should not be allowed to sell materials like this:
https://i.gyazo.com/4a3832f5d4466e37f6743a9e482c9669.png
ffs
@idle arch https://www.unrealengine.com/marketplace/stylized-fx-01#comments-top I cant even continue a list of numbers because.. reasons?
while I edit my 3rd reply it still tells me im on number 6,7,8 but when I post/finish editing it auto-reverts to 1,2,3.
not to mention that its rather.. annoying that I need to post three things for one review.
additionally, quite a few things that are required by the guidelines weren't spotted in that package.
@delicate dove I have no experience with fx and emitters but I have a few questions.
If you have a B/W texture or a greyscale one how do you benefit if you set it's compression settings to Alpha?
You say "None of the textures have been set to use the effects texture group. (important!)" again how do you benefit?
I think setting it to alpha would use the least amount of lossy compression, no?
to ensure really crisp masking?
When I switched it to Alpha it acted as merging all channels into one...
@tawny minnow
setting it to linear color (at least) it wont have the gamma situation of srgb.
this results in a clearer mask. setting it to alpha makes it use the alpha channel only, so you could see it as if you are saving a grayscale image over RGB, effectively having more bits to savethe grayscale in.
this results in a much clearer mask, and often allows you to halve its size without much quality loss
setting the texture into the effects group makes sure that when the game's quality settings are lowered, the textures for the effects get reduced/scaled properly.
sometimes you want high end effects, and a lower res environment
aha
atm if you lower the env quality, you are also lowering the effects because wrong group
I couldn't find any section of the documentation where it explains this... did I miss something?
its something almost all mp sellers seem to miss, and its annoying af
dunno, been using it so long its natural to me
should be documentation about it though
TEXTUREGROUP Properties
Each TextureGroup entry defines the texture properties for a specific texture set as used in the game rendering. Grouping textures into common sets allows for better control over the texture memory pool use by various game texture resources.
Decals don't seem to fall under any group :S
it could be environmental, part of an effect
so yea its an oddball
anyways, it annoys me extremely that this isnt something forced (the alpha thing is, but always ignored)
but proper texture grouping should also be mandatory
ok since I am using a lot of BW textures I believe users would benefit from this but when I switch to Alpha...
this texture
which is unusable
This is the alpha channel of the first texture (default)
and these are the RGB without the alpha channel (default)
texture cant have an alpha when you set it to alpha
aaaahhh that's why
only can have a red channel or grayscale
(or well, just a gray image saved in rgb)
Yeah tried using a gray image in rgb and also playing around with "mip gen settings" but the artefacts and pixelation that appear on the borders of a decal are annoying af. The current solution works like a charm but I'm still looking for a solution using a simple grayscale texture to reduce the cost but I haven't had any luck yet.
if you use that rgb image without alpha, and then set it to alpha in ue4, it should result in a clear image.
been using that for my lightning since forever
I will try that
how do I go about updating a marketplace thing that was added to the project?
update it in the launcher
navigate to the launcher vault location and check if the file structure is the same as the one you imported into your project
@rugged lantern just to be on the safe side that importing it into your project again will not mess up your work.
if you didn't edit the asset pack itself then you can update it and re-import it as is into your project.
oh and read any update notes if available. That's all I have. π
@obsidian elk I personally haven't
What's the name of this stats?
I switch it on in console and I can't find command to switch it of
...I am not very smart
yea thats one command
stat unit
π Please try an more relevant channel next time though
This isnt an Marketplace question
No trouble just be more aware next time.
awarness will be my second name from now on, I promise
Noted π
LOL, good one
Pretty sure they hold it till your revenue totals over 100
You can email them if you like.
They will answer all your questions.
@idle arch Might be able to help you even
anyone knows which assets would be suitable to make some mid-poly houses for a town like this.
From what I recalling reading on the Epic website is that they keep the money till the rev is over 100 or pay once a year if it is still under @ebon leaf
@echo umbra those really aren't mid poly
they're as low as they can get imo
they're cubes with roofs on them and then windows splatted on
What is "mid poly"
about halfway up a poly π
high poly
lim Shape(npolys=x)
x -> infinity
low poly
lim Shape(npolys=x)
x -> 0
@wooden falcon π
@stoic ingot mid-poly is when you keep.a low poly count but you don't use normals extensively to show details instead you use geometry. For insurance in VR normals can't show a groove in a wall convincingly like in a traditional 3d game. Enter mid-poly where you show the groove with geometry instead of a normals.
You use geometry to show essential details of a model. You keep the details and the poly count low but not as low as a traditional low-poly mesh. Hence mid-poly.
Thanks good explination
honestly just make the mid poly assets yourself
i guess you have no choice actually
i dont think there are any marketplace listings that are mid poly like that
at least none that are marketed in that way
Yeah mid-poly assets are non existent on the marketplace mainly because not a lot of people know what they are and how to create then properly.
Alien Isolation is an excellent example of how to use mid-poly assets properly.
true
well then I would settle for high poly. Can some point me in the correct direction and i need them to make a modern city/suburb.
Material quality makes a much bigger difference than poly count these days IMO
π
Erm... @idle arch will be emailing marketplace support as well but... on this pack: https://www.unrealengine.com/marketplace/regular-male-civilian-character
lol
people are so dumb -.-
π€¦
You know... I totally forgot about the flagging option lol
π
done.
Gone
Easy π I'd already emailed marketplace support but hey π
disappears into the shadows once again
crickets
tumbleweed
So do you guys often accept royalty work? I saw in the posted jobs there were some paid, some royalty
Between the royalty there was like one, repackaging 5000 assets for the UE market, which seems like worthwhile royalty work, but some are full games for royalties which seems less popular
And would you think there's a labor surplus or shortage in the dev market here
have mouths to feed so generally royalty work wont work for me.
if its a marketplace thing thats easy to finish and complete thats something totes different than a game that will possibly fail, if ever completed at all.
additionally, if all you can offer is royalty imho its better to get people to make small contributions instead of trying to bind them to your project indefinitely.
and, its (imho) good practice for people just starting out and need a way to expand upon their (teamworking) skills
Another thing you could try is get help from someone in exchange for a free version of your product once its ready (say you are good at programming but lack art skills - see if an artist is willing to help and get your product for free once its released). I've never tried it, but it might work better than royalty as this is very undefined.
done that once or twice, though I'd generally add some financial incentive to that as well.
<_< which I kinda need to do soon for my cavepack since its textures are rather old, and I need someone to generate some LOD's for me.
Yup - I would also be open to that - in my case do some BP work for a nice asset pack I was interested in for example. Look for MP creators and ask them if it works for them π
@idle arch Automation Machine π ±roke
I didn't do it
So I have a small problem. I created 7(!) LODs for my marketplace asset from 50k high poly to mid poly (yay) to 750 tris low poly.
My idea was that buyers would pick the LOD(s) they want to use in their game.
Unfortunately my asset got rejected, because it's in the rules that all assets must have LODs set up correctly.
Now I'm wondering what I should do. I could just set up a Model with 7 LODs enabled, just for the sake of complying to marketplace rules.
It doesn't make any sense from a performance / programmers perspective though, because hardly any game would benefit from that instead of a custom range of 1 to 5 of the LODs used.
How do you guys set up the LODs for your asset packs? Are there specific rules that have to be followed?
Do you set them up to be distance based, or screen space percentage based?
All MP assets should come without overlapping UVs
One simple build of levels would clearly show this...
Hey, how do y'all handle input (key presses) in Marketplace items? It seems strange to force project settings to be something.
I'm not making like a third person controller or anything. I just need a few key presses in my example level. The actual asset needs no key presses.
https://www.unrealengine.com/marketplace/adventure-game-animset
1000 anims? O_o
(and am I the only one who is like, please dont animate swords clipping into the floor?)
yuz
ty
whut
also I am very wary of '1000 motion captured anims'
hahahaha
I am going to assume that this content has been lifted from somewhere and just plain bulk imported
has lots of great stuff, but they should have hold an actual pipe with weight when doing em
https://i.gyazo.com/71fb59629ca709602aa8675102357a93.gif
hehe comedy factor is big though
That's genuinely amazing. So they basically grabbed any random animation and just thought "This will totally make sense while holding a sword."
that's a close shave
is that the new "a arrow in my knee"?
a sword in my head
kebab yourself comes to my mind as well
smh, i watched the whole thing, super excited about Archer Animations only to be dissapointed by the fact there is like 2-5~ archery animations and they start like 30 seconds before the clip ends..
Includes combat animations for both Sword and Bow, which includes animations for Locomotion/Blocking/Attacking/Dodging/Getting Hit.
I mean you should mod. mocaps anyway to fit your needs but still
modding in this case would be 'replacing', surely
if you can even use just a few animations it might still be worth it vs having to pay an animator.
but that also depends on goals/wants hehe
I wonder why Epic has never done paid packs on their own MP
they did
yeah those anims were clearly captured w/o props. so replacing them might be only option you have.
what I am wondering about is why not more dev's sell the assets from their game after a release window of the game itself.
especially smaller indies might actually profit from selling the content
hehe, and depending on their game, make even more money than the game :p
@vapid tundra it depends on the game and the asset, but I am planning to sell anything I can from my game as assets after a certain period has passed. I doubt the game will sell well, but the assets might
wow, Unreal 1 is 20...I feel so old now
and 4.20 is on its way :p
lol
and when they release it, we'll all go "Were they high?!"
and we'll look at the version number and go, "Oh, right..."
What were you trying to do
@real dust
dont make me (at)everyone
I was editing a post I made ages ago
Go for it Luos
DEW IT
I was editing a poost, that took a little bit, and then when I clicked "save" or whatever the button is I got that
But the changes were saved
(Went to the post in another tab, the changes were there)
what sort of cool new stuff are we getting with 4.20?
Improved smoke particles maybe?
Area Lights and volume texture support are two neat additions
potent = ice o lator ref
Nothing actually interesting like.... Landscape overhauls? Or.... SVOGI?
π
π¦
area lights and volume textures sound fun π
also new material layers, I believe?
@delicate dove typically you canβt do that if you are working with publisher. Even re-using for your own other game.
yea, its diff if you have a publisher ofcourse
Some people did sell assets from unpublished games
Abatron does it
Personally I find it quite weird that making and selling assets is way more profitable for me than making full indie games.
Well I guess it's because tons of people want to make indie games right now, but not that many want to make asset packs. ^^
How do you all do input in Marketplace items? I need to have the buyer setup the input in Project Settings? Is there a way to do it without using Project Settings?
https://www.unrealengine.com/marketplace/garbage-pack
this pack is pure and utter garbage. pun intended
hehe
@rain fossil Well usually you have two types of projects iirc.
Either one that integrates into existing projects, or one that is a base to build up on.
When it's to build up on, then you want to simply define them yourself in the project settings.
For integration I'm not 100% sure. Setting them up in the Project Settings doesn't do much more than saving them to the Input Config
like, in a good way Luos?
However even if you provide the config, you can't just override theirs
So you might just need to write a little pdf tutorial
That's what most people do I think, Tutorials
Well Documentation anyway
@wooden falcon for once, yes
@quaint cedar It's just a simple example level that shows off a feature on a button press. I might just make them all buttons on the screen then. I don't want anyone to have to set anything up.
Thanks btw!
would do great in a top down game imho
Well it really depends on what you create there
Direct Button References are usually bad
Cause you can't rebind them
Neither can you easily assign multiple keys to one event
Button presses have pretty much nothing to do with my Asset. It's just showing how they would use it in a game.
Is there a name for that? Google isn't showing anything like "Direct button references"
Well no, in BPs you just search for the Key In the Graph
So Rightclick -> Search for 'A' and then check the list
Ah, no way to do it in code?
Everything that exists in BPs should also work in C++
If you have access to an InputComponent
might work in a bit different way - aka events for example, but yeah
Then you could do: InputComponent->BindKey(EKeys::A, IE_Released, this, &Contoller::AReleased);
(Copied from AnswerHUB)
@rain fossil
take that garbage pack, and make a VR game where you're the garbage man
sell a physical addon that sprays garbage water in your face on occasion if the wind blows wrong...instant gold!
even better! a man mage of garbage, and his enemies are trash collectors
made*
Garbage Mage π
that and shower
"we have the technology"
@quaint cedar Ah yes, bind key! That looks like what I needed. Thanks a ton!
with the number of tool packs on the MP, I wonder what these guys think game devs need so many tools for? π
are there a surge of handy man games?
lol why do you think @wooden falcon
so you can make Garbage mage 2, toolmancers chronicles
well that would explain why i start getting more and more suggestions like these on steam
PC Building Simulator has already enjoyed viral success with over 500,000 downloads of its pre-alpha demo and has now been lovingly developed into a fully fledged simulation to allow you to build the PC of your dreams. Build your very own PC empire, from simple diagnosis and ...
$19.99
2853
House Flipper is a unique chance to become a one-man renovation crew. Β Β Β Β Buy, repair and remodel devastated houses. Β Β Β Β Give them a second life and sell them at a profit!Β Β Β Β What youβve got at your disposal is a set of tools and parts. Β Β Β Β Use them to hamme...
$17.99
1651
Garbage Mage 2: Toolmancers Chronicles Episode 6, Rise of the Fallen
the only music in the game is that chumbawamba song
did you literally just post a link to pirate content in the marketplace channel?
LOL
I think that's exactly what he did
π€
Why doesn't anyone <@&213101288538374145> asap?
on it
@lean venture @granite depot did, on #ue4-general
lmao, the guy posted in multiple channels? wtf
I'm tempted to think you can make money out of Google Drive now
What did I miss?
muppetry
Ohh my fav
lol, there's a food truck in my town called Reckless Chicken...that seems like a bad place to eat
oh c'mon, it was one off topic comment π if not for that and pirates trying to sell their warez, this channel would be dead
seems pretty cool
yea, more kitbash stuff please, especially armor :p
Greetings, I've recently started posting on the marketplace and I've encountered quite a dilemma regarding backwards compatibility. I have 3 products on atm uploaded with 4.19 (meshes and textures), however someone inquired if I can make it available for 4.16. While searching around I found out it's a pretty tedious process of having to resubmit the package using that version. Do you guys bother with this? Should I upload my stuff from older versions from now on?
that's up to you really, and whether you think it makes business sense to make your content available for a version of the engine that's (shortly) 4 versions out of date
it can be nice for people to be able to download the pack for older versions, since some people don't update after a certain version
well technically most games take about 1-3 years to complete 4.16 came out 2 years ago I think, I really don't know, it just feels like I'm getting stuck in administrative work rather than keep on creating stuff.
but it can suck for you...either you just maintain the old version, or you have to maintain different branches with new features
which is why I'll probably stay on 4.16 till niagara really becomes the thing.
I mean I really find it odd that meshes and textures which are rather simple concepts don't have backwards compatibility
which sucks, cause if you loaded LODs back then, it created a new material id for each LOD
I understand for stuff like blueprints and whatnot
well, the implementations behind them in code can change
so you cannot rely on any asset type being backwards compatible really
true
I guess my best bet is to go back to 4.18 and keep uploading it through that and that's that.
thanks for the infos
yah, that's your best bet
it can be tedious to migrate, but once your done, not so bad
each version, just download the new version and make sure it can migrate ok, then go check the box on the MP dashboard π
which are your packs, btw?
yeah so that's what I was trying to figure out, I guess I'll go back even further a tad to 4.16 , so my course of action would to migrate em to 4.16, build everything on 4.16 while also having the latest version to see if it works properly and then I can check every version inbetween right?
https://www.unrealengine.com/marketplace/metropolis-pack-lighting and https://www.unrealengine.com/marketplace/metropolis-pack-city-details
building a city bit by bit
cool
thanks
I like the idea of each pack being complementary of each other, until you have a whole city π
I've thought of doing something like that, but lack the talent
no such thing as talent, just hard work xD
at least that's how I lie myself everyday
hehe
so regarding by question above I can tick any version in between if it works with 4.16 for example and 4.19?
might want to download them just to be sure, but I'd say yes...especially for a mesh pack
thanks mate
np
In such cases, I would be fine with being offered the assets from the author so I can import them to an older version myself
I was thinking about that myself π€
can be a pain to recreate materials, though
ugh, feels like that 30% cut isn't justified xD
that's a common feeling
I dare you to find someone who feels the 30% is justified.
turbosquid has 60%, you can get more if you promise exclusivity to their website xD, now that is a full fledged scam
just like there are sales, you know how awesome we'd think epic is if they lower that 30% during sales for us.
I think it should be 10%, given what the MP is at the moment.
Agreed, especially since they don't even offer the possibility of uploading your stuff onto their servers and it requires a 3rd party hosting link...
not to mention youtube integration, sketchfab etc...
yeah turbosquid has a high % but they offer you some services
and you get various reports of how the users use the site
top searches, most requested formats etc
24/7 online chat support is also great.. if you are a buyer
that's still something that amazes me that UE4 MP is missing...is any sort of stats
does anyone even submit their stuff to be featured anymore?
How do you do that? π
havent seen emails about it for a while
I just got one, about 2h earlier
And I do, I always submit it, even though I still don't know how it works
I never got a boost in sales when I did it, so I'm not sure I should bother
doesn't hurt to do it, so probably should
Last I heard, it was some stupidly complex mechanism, sort of:
Every 30 mins, we select new products to be features out of a pool of 300 or something. Submit your product to have a chance to enter that pool if you submit it fast enough. Then, you have no idea when, how, why and if you can be featured twice in different 30 mins periods.
so one user gets a set of packs displayed to them, and it's the same ones during that 30 minute window...but another user gets a different set
And during the next 30 mins window?
a different set
so yah, without "page" views, we'll never know if we're getting more eyes on our packs
And during the 23h30m, totally 57 windows in which the user COULD check the MP based on their time zone...?
I have no clue if my product gets featured in some American's sleep or in some Russian's breakfast interval, both of which being totally useless.
gotcha! I post it there then π
Hey does anyone know what the policy is for SpeedTree and the UE4 marketplace?
I don't think they allow you to sell on the MP
Featuring has been totally useless since they made it so everyone gets a slot. It spreads it out to the point it succumbs to the problem it was supposed to help with. But hey, its the laziest way to implement it, so its no surprise Epic went that route.
Oh ok, I swear Iβve seen some but SpeedTreeβs EULA isnβt very specific, I honestly have no idea
I'd also be very interested in selling foliage generated with SpeedTree (and photogrammetry) on the UE4 marketplace.
Unfortunately their EULA forbids it... but mentions that you can maybe get a different license by emailing them to sell stuff on MP. Did anyone try that yet? π
I asked them in person once, big multiple nope hehe
Aww that's too bad. π¦ I wonder if there is any decent alternative tree generating software? I only know TreeIt... which is... okay for the price of free. heh
I mean the awesome tree assets that are already on the marketplace had to be made with something and I don't think they were all modeled by hand. π
Exactly I donβt understand
There is a 4.99 pack out for a month now that for sure is from SpeedTree, the assets are even the same as whatβs provided in the samples
Sample tree and marketplace tree, like come on lol
You've reported it?
No not personally
Itβs been up for a while and itβs been in the on sale section for a while lol
You might want to do it then
Uh I guess
I don't think its anyone's job but Epic's to check for and handle stuff like that.
Yeah I feel the same
Maybe they got a SpeedTree for Cinema license or something like that to be able to export .FBX trees and then sell them.
I believe that's not forbidden by the EULA. Seems a bit weird to buy such an expensive license just to sell sample assets though. π
My first asset pack just got approved for the Marketplace. π
What happens when I click publish? Does the asset go live immediately? Or does the process still take some time?
Is there anything I could do to increase my chances to appear in the FEATURED section?
Whatcha got for us
it goes live immediately
and if you take too long, it will fall off the New tab earlier, cause it gets posted at the date of approval, not publishing
unless they finally fixed that
Ohh that's good to know, I'll make the pack live now then instead of tomorrow. ^^
I'll share a link here when I'm done. π
This is my first asset pack on the Marketplace: https://www.unrealengine.com/marketplace/animal-skin-models-pack-fox-sheep-goat-rabbit
5 animal skin models created via photogrammetry. Feedback on the asset and store page presentation would be very welcome, because I plan to make a few more packs in the future. ^^
For now I'm going to bed though, so I'll respond tomorrow. π
Anyone have any tips on why I can't see my plugin scripts from within the editor?
Add Component
I'm making a plugin.
@idle arch Once gain, not strictly related to the MP, but: it's the 3rd time in the past month and a half or so that I wake up with this when going to the forums:
This appears to be a new device, browser or location. A security code has been sent to your email address at XXX.```
I haven't cleared anything in my browser in ages (months) and the damn e-mail took around 5 mins to be sent.
^ +1
how can you even allow that on the marketplace?
@delicate dove ...oh god indeed. its only vol 1 too. there's more on the way. I wouldn't have known wtf that was just looking at it. are they at least... uh.. "animated"
Looks like just an Static Material lol
Hiya folks, wanted to post the 3rd part in our "Building a City" project, check it out https://www.unrealengine.com/marketplace/metropolis-pack-waste-containers π
I would buy those Lava Lamps to go in my game, because it would fit my art style which is also shit :p
a comment on that pack page "Any Epic staff can explain what kind of filters you apply to accept or not a product in the UE market?? because once I tried to upload a blueprint a lot more useful than this ugly lamps for a lower price and it was rejected. Good luck if you think you gonna have any profit from this xD"
while I agree with the comment, I don't think they should be posting comments like that on the dude's page
I doubt they even bought it (considering it's $25 for lava lamps)
its a fair statement yeah. I have a friend who made some quality low poly spaceships for mobile and it got rejected. There was nothing wrong with it though.
there should probably be a separate comment section for verified owners
but packages can be refused for many reasons not just looks or usage
well this guy has been modelling stuff for 25 years, made them all PBR supported and specifically wanted to make this pack for the marketplace