damn, this thing is horrifying...but why is it so shiny? https://www.unrealengine.com/marketplace/parasite-fat
#fab
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looks like plastic
there's obviously no roughness map
this pack looks neat: https://www.unrealengine.com/marketplace/rubble-and-debris-modular-set
Agreed, that last one looks awesome โค ๐ฎ
my sale went decent, had 1 sale each day and on the last day somehow got 6
๐ฎ That's pretty nice I suppose, and with a higher-priced (though it's 100% worth it โค) asset you're still left with a decent sum of money I guess ๐
I guess people got stressed with the deadline coming closer, and decided to impulse-buy (more)? It would (kinda) make sense I guess
I usually make more in personal sales than event sales. Summer just kinda sucks in general though
I have 4 new plugins I want to submit but I'm kinda afraid of the review times, have any improvements been made to the plugin review times? My last plugin took almost a year to get reviewed...
4?! Nice!
And not really submitted any more myself f in part due to that, and not wanting to ovrload myself with support requests (fix any bugs that may not have been identified by myself, and improve trouble shooting steps in documentation, all leading to less required support)
But I do get the feeling like its improved a tiny little bit though ๐
I hope there are some improvements, and yea support requests can be a nightmare especially in the first few weeks after the release
Yep, and I personally released quite a few in short succession, thus resulting in a build up of requests lol. At least it's forced me to get good at ticketing/version control....but I guess if you're looking to release 4, my advice would be to space them out quite a bit
man, some people really need to work on their LOD distances
a mesh with 13,000 that drops down to 6k a foot away, then down to 3k with barely a twitch
When an asset is pending approval, would pressing the delete button remove the whole thing? Or would I be able to just edit a few stuff & ReApply for approval?
Slip in a twenty with the edit
Done deal
hmm, I bought several asset packs this sale...one's LODs were horrible, the rest didn't even have LODs :/
and speaking of trademarks, this guy has a maglite mesh, and even names it as such in the editor...
I always feel down on my own work, until I pay money for someone else's and start looking at it :/
not to say I haven't seen some spectacular stuff :/
I thought LOD's are mandatory? lol seems like the guidelines aren't really enforced.
Well, they can't be mandatory. If you are doing a top down tileset for RPG, those should not need any LODs. Guess it is a place, where reviewer's common sense should be applicable in judging if LODs are required or not.
Well, agreed. I just thought they were mandatory.
What is this marketplace for
Unreal engine 4 related content on (primarily on Epic Games' own marketplace)
I cant download ariana charackter on epic launcher. But all other content i can download. Does anyone know would it could be?
What version of Unreal Engine are you using? It could be that you're using a version before 4.17 (the earliest it appears to be compatible with), thus potentially resulting in it not being able to download
But it could be an issue on Epic's end too though, but generally that tends to happen with plugins and not art (as far as I know)
For the unreal asset store is the epic games cut 5% or 30%?
30
guys do you know of any good dialoge system plugins available for ue4? I know the term beginner firndly isn't synonymous with the engine but would prefer something along those lines
and yes ... I've done my fair share of googling. Looking for personal reviews from here
@junior smelt
@junior smelt this is first in my list to be honest ๐ . I'll be returning to it when I've nailed down the basics
i am a bit surprised though ... why did you release it for free?
PS: your game looks awesome as well
but in hindsight we should have made it paid on the marketplace ๐ค
hehe
I was already before that

ahm....
so i saw this marketplace item
does this mean i can start selling my practice 3d sculpts as "room decorations / statues " or something like that? -.-
that advertising...
Lol 200 hours of work into those gear shapes? ...maybe 20 h for all. At least they aren't overcharging although I couldn't think of much use for 99% of them
the 'no size limit', and 'easily change the cog mesh' made me laugh a bit
so you can scale and change the mesh reference on a static mesh actor, got it ๐
the amount of drawcalls on that hehe
200 hours of work? Kewl.
maybe they knew nothing about UE4 and it took them that long to get all the BP stuff working
It's definitely the asset to get if you need cogs.
But please don't belittle packs by doing the comments. this pack could be made in 20 hrs, or I could do this my self. It realy does undermine the work that has to go in to the packs.
Such as the Development , modeling, code, code tagging, documenting, ue4 marketplace submission, support ,video tutorials and advertising. I don't doubt for a minute that with all the requirements to get an asset on to the market place this took over 200 hrs.
@lilac heath sounds like it really grinds your.....cogs.
Right on the monie ;)
Dont have comments on products?
are you new to the internet? 
if that took 200 hours of work, I cry for whomever did that. Sorry. But Modo + Mop Bools or Meshfusion and this is a day, tops.
Regardless of time it took, we can comment however we like. That is the entire point of an open marketplace.
It looks like a bazilion drawcalls in the current implementation.
@@robust vector I get you. I'd does look like it can do with some optimization from the screen shots. But that's constructive information for the developer
@oak fiber I'm not saying don't comment, give comments , there should never be an issue with that.
But it does frustrate me watching people not give constructive feedback back only to make them self attempt to look more skiled than some one else.,
For me I don't mind if people have a go at my products ( hell I survived greenlight and that was relentless) but I have seen to many skilled devs give up because of comments like that, it would be a shame to loose more.
how many $ have you spent on marketplace so far - worth?
I stopped counting a long time ago.
I get you on the constructive feedback frustration but it's not necessarily A consumers job to explain what a producer should be doing.
In this particular case this product is not the greatest example to use as a please don't add comments
I get where your coming from but I would think the number 3 on the ##old-rules channel applies to market place discussions as well as the rest of the channels.
Gonna go back to my dark room and leave you in all in peace.. grump/ gripe over xx
I've said this before in here: I'd much rather have a Marketplace with equal chances for everyone (anti-example: there was a thread somewhere titled "Only professional developers should sell games"), even if that leads to some questionable content every now and then, than have an elitist Marketplace, where entries are decided by a small group of people. Otherwise, the mentality behind that would resemble communism.
At the end of the day, here's a universal and undeniable truth:
People bring you up. People bring you down.
Nobody should be ignorant enough to assume otherwise, much less try to act otherwise.
You really need decent sorting and searching features to make the experience of an open-market nonfrustrating
Agreed there ^^
I'm still waiting on @idle arch 's follow-up on the survey from 3 months ago, which I hope will lead to some of those being implemented.
indeed - some times I can't even find my assets on the search
Hi guys, does anyone know of any kind of, 'content packs' that give you a bunch of items like computers, laptop, tools, just kind of like items you might in a house or something? I try to import models that claim to be FBX but textures almost never come across. I really want something from the unreal store so I know it should work in UE4.
hmm, there are a bunch of tool packs, and some computer packs, but I'm not sure about any that have all of those
OK Thanks man
Just released my first asset to the store. It's got pretty limited appeal so I'm not expecting a ton of sales but can someone who's put a few out before have a look and let me know if I'm missing anything! ๐ค
Looks great @eternal epoch !
Cheers! @north stirrup ๐
Yea, great suggestion. I took a bunch of steps during development to keep the framerate from dipping but never properly profiled it
Spawn 50+ swarm members and keep 30fps on an i7 even more when nativization is enabled That's not really a good point ๐
Spawn 50+ swarm member per second?
on an i7 You should add the exact model: First gen i7? Extreme i7?
Yea, real good points! Will add it to my todo list
I'm a bit wary of a boid implementation that uses behaviour trees
seems kinda expensive
Is there a guide for how to release a code asset to the Unreal Marketplace?
Does it need to be a plugin? Is strictly BP ok? Is my source protected?
@modern perch That pretty fair. I aint deep enough in the performance of the engine to give an opinion either way. Will add performance data to the store page so Devs can make their own decisions.
@spare grove The FAQ answers some of those questions https://www.unrealengine.com/en-US/marketplace-guidelines
Unreal Engine
The aim of the Unreal Engine Marketplace Guidelines is to make obtaining and distributing great Unreal Engine content easy and beneficial for everyone.
@eternal epoch why use behavior trees for the boids?
For object avoidance ?
I get stuck on "PLEASE ENTER A VALID BANK ACCOUNT NUMBER"
But can't actually edit anything when trying to make my seller account
I wanted the cohesion, rotation and separation rules to be really compartmentalised so that a Dev could take and just use them differently if they wanted to.
Without needing to do any decoupling work.
So separate tasks seemed like the right way to go ๐ค
No idea on the seller account issue! Maybe try support?
I have emailed them yesterday still no response ๐ฆ
So, anyone know why I wouldn't be able to edit a post of mine on the marketplace forums anymore?
Sorry, you are not authorized to view this page
- The link may have been moved to a private section that you do not have permission to access
- The link may have been deleted by a moderator
- The link may no longer exists (no_permission)
I can open the editor, change things but when I hit save it just tells me that...
nonlin, you emailed marketplace-support@unrealengine.com?
@wooden falcon they got back to me and I finally finished up my seller account
@eternal epoch I've been meaning to release a boid system too. ๐ Sorry to compete with you so quickly (Well lets see if I even get approved).
I think mine is different than yours so hopefully each will have their place
I don't use behavior trees, strictly physics based
Oh so for the marketplace it has to be either strictly Blueprints (No C++) or a code plugin (using C++) ? Can't have BP based off of C++ classes?
Plugins can contain BPs (they have their own Content folder) so you can have both in one product. I use that pipeline to sell my own plugin, which is distributed with its own example project's BPs.
@lean venture so Code Plugins are safe to include BP but the Blueprints category is not safe to include CPP, yes?
Yes. If you include C++ in a BP project, by definition, you're making it a plugin so..
@lean venture Got it, think I've managed to get all nice and packaged! Gonna test to make sure I can start a fresh project with no issues.
@true turtle - send me a PM with a link etc, and I'll look into it
๐ค
Just making fun of the notice
What's that for?
Shows sales in the seller portal
We had a time where we had live updates and could view all past sales
Until they limited it to once per day and max 18 months backwards
Cause why upgrade the servers if you can limit the user
๐ข
But hey, just goes hand in hand with the non-existing statistics
is that a limit of 18 months from the current day, or a limit on the range such that you can only view 18 mo of data at a time?
iirc, it's from current day backwards
Feel like its the latter - where you could composite an arbitrary length series, but only 18mo at a time
I've been selling for far less, or I'd attempt a confirm myself
You seem to be right. I do however 100% recall they once limited that
Yeah that wouldn't surprise me
Together with the once per day update
Haven't bothered testing that
Well I see the reason for the 18 months though
They put all sales in one page
So if yo ugo back 4 years, you would scroll for 5 days
Ahhhhhhhh
That doesn't event remotely make it better though :D
So its indeed for a better xp - for your scrolling finger ;P
Yeah, why bother adding pages
Wonder if there's any new comments on my thing, or if I have access to the mp creator forum yet
lol
so naming standards don't apply anymore? https://cdn1.epicgames.com/ue/product/Screenshot/2-1920x1080-03c31529bce93b2700447ec1014c3b87.jpg
cool materials, though
oh god
Explain when they ever actually have?
@eternal epoch looks nice, but why only 2D? If you want to use the swarm for something like fish then it would be cool to have them steer in all 3 dimensions.
I wrote a free C++ lib for boid movement if you want to use it (https://github.com/Cultrarius/Swarmz)
one thing I would add to your asset is steering targets, so the user can actually steer the whole swarm to a direction (e.g. on a spline or something) - otherwise the movement over time will be completely random
Are there any good summer sales on the market?
Good morning favorite humans
Hi @idle arch!
morning!
@ebon leaf Most of these are on sale. https://www.unrealengine.com/marketplace/profile/Black Fang Technologies
Oh cool thanks
I should have specified, I'm a 3D artist but can't program
So I need Blue prints
But don't see anything good for conceptualizing
supergrid is pretty good for blocking out levels
So.. I guess Input actions & such are not allowed for Plugins? Got a Change Needed because of - Attached SS.
Plugins shouldn't make any assumptions about project-level settings, such as input mappings.
If it's for demo blueprints, just add them to a separately downloadable example project.
That would kinda defeat the purpose of my demo map totally. I've set up a ton of usage examples
For people to look at within the BPs. If they only have an executable demo it would be purely to see it in action & not how it's done under the hood.
You can probably set up some keybinds conditionally.
If you've got a settings class for your plugin add in a checkbox for Populate Plugin Demo Binds and then you can check that setting at startup or whenever to use AddEngineDefinedActionMapping
Unfortunately I don't got that. I will see if I can setup movement without input bindings.
Kinda bummed that it works like this, makes it harder to provide example content to buyers - Imo stupid
Its actually pretty easy to set up
I hope, not really used to set stuff up in BP, or without regular bindings ๐ช
@sullen lion think they'll accept https://gyazo.com/1a4ffc4e9509e96ea8edf661211909d3 ?
It moves :S
Well, guess I'll have to wait some days before we know
I don't understand the problem. You can just put the demo map and anything that is associated with it and not a core part of the plugin into an example project.
I didn't mean packaged, I mean a full project that people can download.
You just omit the plugin, so people need to have installed the plugin in order for the demo project to work.
My plugin isn't big enough to have core parts and what else. I can see you mean well but I don't see that as an option, the demo map does not work without the plugin and I can't make it work without the plugin either
wut in tarnation
I didn't explain well.
I just mean you don't put the plugin inside the download. Because it should only be available via the MP or wherever you sell it.
But obviously the project would depend on the plugin. Once people have installed the plugin, they can open up your demo project (separately distributed) with the plugin enabled.
I see what you mean now, didn't understand at first obviously. I guess that wouldn't be such a bad option
Why not distribute the test project stuff in a separate content plugin?
I definitely agree that it sucks Epic MP doesn't support including a demo project along with a plugin, and you have to host it yourself.
But I think it's better than mixing demo content with your plugin.
@static vine Then you're back to the original problem, that some things needed for a demo can't be controlled from a plugin
Huh, I see. Yeah that's a pain.
I think I might start fixing the demo up right away, that would also mean anyone getting the plugin won't have unnecessary content laying around. Win - Win
@oak thistle Thanks for explaining it, probably saved me a lot of time now & in the future
No worries. I actually included demo maps in the first plugin I released, and regretted it. Any future releases I'll definitely be keeping that stuff separate.
Yeah, I can understand that now when my knowledge has grown ๐
Guess "CanContainContent" should be set to false now then
Well, only if the only content you had was demo-related. There's nothing wrong with plugins where your functionality is implemented in both C++ and BP.
Basically just comes down to the question, "Is this something people will want to reuse, or is it purely for demo/example?".
Yeah I get it, should probably leave all the examples in the plugin content folder & just extract the DemoMap into a seperate project that people can try out if the own the plugin
I wish I knew this before I submitted the first time lol
Buy this
Does anyone already have a payout report for May? My last one is April 2018
I believe we're supposed to get that around the 15th of the next month
You get paid, and get your payout report 45 days after the month ends, so since that time hasn't passed yet you don't have it yet.....I think
Ah alright, thanks ๐
Could anyone confirm that you now get two emails when submitting a file update (for a code plugin)? One that tells you the product has been modified, and one support ticket telling you that they've received your support request.
@zealous ibex Happened to me before
I am looking to make some stuff that i can sell on the market place, I did not see clear info yet, can someone tell me how long on avrage it takes to get something on the marketplace. and what things are needed before it can be placed, in this case I was simply thinking of some 3d models + textures + materials . thanks
and is it worth it, are people making some money back from it?
and do i need a KVK number (dutch) to sell on the marketplace?
Yes, me too wanted to start sell stuff in the market, can someone tell me the basics? are Publishing free? How to become a Publusher?
You do need a KVK number
there are some people that make quite some money but its more the exception if i have to guess
what is a KVK number?
Chamber of Commerce
Or at least you'll get a KVK when you register in the Netherlands because you need a VAT number for EPIC
Thanks @lunar fractal
Guys, quick question: is it "allowed" to have a custom Log in a plugin, or is it bad practice?
As far as I'm aware you're fine having custom log categories for your plugin - heck, I'd go so far as to say it's probably encouraged as it makes users' logs easier to read
(eg. They won't see a generic LogTemp: Error: Unable to function properly!, but see a (subjectively) (way) more useful CoolPlugin: Error: Unable to function properly!)
But if they do end up not liking it (which I'd 100% not get, but <shrugs>), you could probably remove it within a minute by just replacing all occurrences of your custom category with LogTemp, and removing the declaration/implementation.....anyway, I've passed plugins both with an without custom log categories, and they seemed to be fine with both (in the process of moving my older plugins over to using a custom log myself)
Thaks a lot ๐ thought the same, but since I couldn't think of a plugin I've used in the past with a custom log I wasn't sure.
By any chance do you have the macro for creating the log at hand?
๐ Good luck finishing up/developing your plugin by the wya ๐
If not don't worry, I'll just look it up somewhere ๐
DECLARE_LOG_CATEGORY_EXTERN(CategoryName, DefaultVerbosity, CompileTimeVerbosity);
``` in your header (I'd recommend your plugin's main header or giving it its own file; be sure to include that header for all places you plan on using the custom category) and
DEFINE_LOG_CATEGORY(CategoryName);
(DefaultVerbosity will likely be Log, and DefaultVerbosity is generally All)
No problemo ๐
So question, I have in my project a copy of a template class but with some extensions made, the code is basically the .h(which is part of the ue4 source) of the original copied and modified. Is it allowed to sell a plugin with this modification(its not just this modification that im selling but its needed for the whole plugin) on the marketplace?
Not really
cool... looks like seller profile pages don't work if the seller's name if more than 1 word (ie. has a space) lol
Got a question... I'm almost done writing a plugin for the MP and I was wondering which base verison of UE I should support (mainly for creating the "demo project", since the actual plugin's code it's not really related to any of the latest UE releases).
What version do you think it's better for the basic support? 4.16?
Typically ive found most people tend to stay up to date with the latest releases. I would probably start support at 4.16 if i had that choice. A lot of my projects are still on 4.16
Alright then, I'll start from that. I too try to stay up to date, but I know that sometimes updating is a pain and some prefer to stay behind...
@hexed wadi
1 - I have been using a custom log category in my plugin ever since the first version. Nobody complained about it. On the contrary, people notified me when I had forgot to change LogTemp to mine, every now and then.
2 - I included my example project's BPs in my plugin's Content folder and I only make sure they work on the latest UE4 released version. The reason I don't support the example for older versions is that the engine isn't forwards compatible. For example, if you create or modify a BP in 4.19, anything pre-4.19 won't be able to open it so you'd have to copy-paste the script and recreate all variables and such. My customers are ok with this choice.
@lean venture
1 - Good to know, thanks!
2 - That's exactly the reason I'm asking right now. Since I didn't yet start creating the example project, I can make my life easier and create it in a previous version and just update it, since in my case no BP will change. But it's good to know that people are ok with only the last version supported! If I'll see that there are no troubles with starting with a previous version I'll support it, otherwise I think I'll just do the same as you. Thanks ๐
@echo crest You mean you've based your code on existing UE4 engine code, right? If so then yes that's fine, heaps of plugins do the same. There's no way to extend the engine without duplicating code in some cases, and Epic aren't going to make a fuss when you're generating them more income. So long as they think your plugin adds something worthwhile.
If it's significant copy-paste though, you should be clear with your copyright header in the file - leave Epic's copyright notice and add a note to copyright your own elements.
Don't just slap your own at the top of a file that has a lot of copied code.
Thanks
It's worth mentioning that the adds something worthwhile part is vulnerable to incompetent reviewers, who may subjectively decide your product is useless.
It seems to be rare, but everyone deserves the heads-up on that.
Good morning all! Just saw this entering the market yesterday. I don't know if it's better or any different from the "Action RPG Inventory System" which I haven't tried either but it seems to be going very good on the marketplace. If anyone has any experience with any of these two it would be nice to have some comments here.
https://www.unrealengine.com/marketplace/
Having some experience with inventory systems I have to say that most tend to "dance" around the same code. It all boils down to how adept you are in adapting any given inventory to your needs. If you can't then I guess your only way to know is trial and error.
On the other hand there are many good inventory tutorials around that I'm sure you will find one that suits your needs and you'll be able to code yourself.
@fossil crag See the marketplace comments, you will get a surprise...
I already made an inventory + equipment system for beginners that i think is very easy to understand (everything is commented). If you want to take a look at it here you have https://github.com/angelhodar/OpenRPG_Inventory
@tawny minnow Yeah, when i was designing mine i wanted to make it as gerenic as possible to give the programmer a lot of freedoom to modify it, and even though it was hard i think i did it pretty accurated. For example when using the player as a glue to communicate between classes i need to use the thirdpersonbp for example as variable type instead of generic character variable. I could avoid that by using an interface message and so on, but anyway the message is clear, making generic software is difficult requires a lot of design ๐๐
๐ฉ Does anyone know when the next sales promotion of Unreal maketplace is? This summer sales is missed. I regret that I think the sales promotion will last a long time.๐ท
Bummer you missed it ๐ฆ I'm afraid that I currently have no information about the next sale, and even if I would (or any seller for that matter) we wouldn't be able to share it (before Epic announces the sale). But since this one was not too long ago, I'm afraid it may very well be half a year or so removed from now (if history repeats itself).
Anyone here have a free realistic shotgun? (.fbx?)
@inner temple Keep checking the On Sale section and maybe the assets you need will be on safe. Other than that sales occur during spring, summer, cyber Monday and winter not only on the UE marketplace but on most markets.
Is it worth it to sell assets on marketplace? We have a set of low poly fortnite-styled assets
Will we make any profit?
Maybe Thanksgiving, it's a pity
what

I mean, I missed the summer sales promotion, and it should be on Thanksgiving next time.
there was a summer sale?
It was last about a week, I thought it would last a long time, but it only lasted for a week, and many assets were half discounted.
I suppose I missed it too
you mean the one earlier in the month?
About the beginning of the month
I saw the discount for the first time, I donโt know the discount for a few days, and it didnโt write the continuation date.
Epic initiated sales are always dated. You can find the duration of a given sale on the Unreal Engine Blog.
Does anyone have any information on the sales they have had and what type of product they sold?
Do 3D models sell more than code for example?
I guess the answer to most questions is, it depends. I know that answer may suck, but it really does depend on what you're selling. For example: a really great dialog plugin will likely sell more than a mediocre prop pack, but then again, a budget character may sell better than a really expensive code plugin that is aimed at a small niche.
@zealous ibex Agreed.
I have a question for you. What is the average number of units you sell for any asset?
Does it go up during sales?
I'm afraid that I can not currently give any exact numbers, and my sales really don't represent everyone's sales, but yeah, on average the number of sales go up during a big sale
btw anyone else with barely any sales since the summer sale?
Generally the revenue also goes up due to that, however, there is what we like to call a sale cut off after sales....pretty much: the amount you make more during that week/sale needs to compensate for the month or so of bad sales
Same here @fleet garnet ๐ฆ
Sold nothing for over a week after the sale ended, but it's still really low ๐ฆ
this is why I somewhat hate big sales but also kinda like them
Well, could you say this? Is it in the hundreds? Or thousands?
Like number of units sold I mean
More Ten(s) if you're lucky, but I guess this depends on price? ๐ (per month)
30% of your revenue
Woah that's insanely high. That is very very high.
Yep ๐ฆ
So if you sell 10 units for $20 each, that's $200. Then they take 30% that leaves you with $140.
But then again - I'm pretty much noone when it comes to marketplace stuff + I sell most of my stuff for quite little (eg. $5 for some of my plugins)
it especially hurts sellers that make a lot
^
My team is thinking about selling our cartoon style assets (stylized/fortnite/tf2 style).
We are thinking about selling packs to fund our games easier.
Oh - and one other thing you should be aware of: You need to have accumulated $100 to be paid for you before Epic pays you out
Which can be a pain if you make less than about $150 net (eg. before Epic takes their 30%) in a month ๐
However, we are trying to measure the viability of this method.
UE4 marketplace has no visibility
I guess it depends on your situation - but I would count of the marketplace's income to be a nice extra...at best
there are a lot of customers, with no way for them to find your particular products :/
there are no tags
just a handful of categories that are crowded already
I think search has improved a little over time, but I do agree it can be an annoyance for both buyers and sellers
And yeah - crowding is becoming more and more of an issue, especially with the influx of new content in about the last half a year or so, revenue (especially during sales) has dropped (a bit)
Well we would also sell on Unity as well.
When there are about 146 pages, and you're stuck somewhere in the middle or end.....you tend to not be seen that often
from, my experience plugins get a bit more visibility because there are less of them compared to other assets
It's also helpful to have some following on social medias to advertise (which I have none ๐ )
I agree plugins are reasonably unaffected by this, and social media can be nice....but I somehow feel like it won't help that much outside of launching it
well, the key to the social media thing is to first be popular ๐
You can tweet sales/etc., but in order to reach a new audience you need to have quite a few retweets/etc.
so, if you were a youtuber doing tuts or stuff like that, you'd probably do well
I knew I should have kept up my YouTube series ๐
no one would want to listen to my sh***** english :p
twitter is near useless
Here is the situation we are in: We have a bunch of modelers who can make good assets. However, we want to also market our game. In order to do this, we need to save up and pay some large Twitch streamers.
Anyway, my code finished compiling.....so I should probably get back to working on plugins ๐
i fan of shit english
๐ 10/10 @gaunt flicker โค ๐
I don't have many followers, but I've been lucky to get a retweet now and again from people that do, but I don't think I've noticed a difference
then again, if you have high quality original stuff, it will probably sell well
I do neither ๐
You have high quality stuff @wooden falcon โค
the pack I'm working on right now, for instance, is a tool pack...of which there are many...but oh well, it's been fun to model
Necro, where is your stuff?
thanks HowToCompute! ๐
what gets me about this last sale isn't that I sold half as many units, it's that I got next to no ratings off of it ๐ฆ
the spring sale, I got a bunch of ratings
my both plugins sold really well, I was trying to aim for stuff that people wanted, people complained about no AI for vehicle and I released a plugin for it, people complained how unstable default vehicles are and I released a vehicle physics plugin, currently working on a few more ๐
Anyway - I believe there are a few people making a living from the revenue they get from the marketplace, but this group isn't that large, and in general they don't really like to be reliant on the MP. I'd say if you have the stuff, or just find it fun to create stuff, but want a nominal amount of money in return for your work it is probably worth putting them on the Marketplace, but going through to develop stuff just for the Marketplace may not see the ROI you are hoping for
Yeah - looking at what people need is generally the best thing to do. Though it really sucks when you're off with what you think people need, and what they seem to be buying
Have you ever sold more than > 100 units
Mind elaborating?
hard to determine what's missing from the MP now a days, since it's getting so large
well, on the Spring sale I sold ~800 units, but that was 90% off all packs
not gonna be doing that large a sale anymore, I think
When putting my SubsystemConfigurator asset for sale at 90% off (and thus selling it for only $0.50), I did sell more than a hundrerd in a week, but sufficed to say that it's WAY less without that
800 O_O
I'm happy if I get 20 out of the whole sale but I usually do 25%
Fair enough - but then you (probably) make a LOT more per sale ๐
I think my rock box was $0.99 that sale
the others were only a little more...all told, after epic's cut, I got ~$700
but I was more interested in the ratings...I got 8 or so? I think?
Okay, so basically about $800 (before epic's tariff).
this sale, I got a couple
Also - I'm not sure how this works for art, but if you're selling blueprints/code plugins you'll need to factor in the time it takes to support people too
I'm planning on doing my own discord server for my plugins so those who bought them can talk there and resolve issues with others if I'm not around to answer
ok, looking at the report, it was 780 units, $1145 before their 30%...my memory is always the worst
I personally don't get that many support requests, but still, it (generally) isn't just the time it takes to create the asset / put it up on the marketpalce / keep it up to date with the latest engine version
the rock box sold best, but my first mat pack sold pretty good too
I have a bastardized version of my skull pack on Unity store, and it only sales a couple a month, at $10, so I think the UE4 mp is still definitely the place for more sales
and a few of my bones I sell individually on the sketchfab store...gets me couple of cups of coffee a month :/
I guess that is a benifit of selling art - you can put it up on a ton of places // aren't limited by a single engine/platform
I just wish we had the stats that gumroad or itch.io give
yah, I don't know how to do unity materials though (beyond the bone simple), so I only put my bone pack there
Oh well - let's just hope we get the features from the survey soon ๐
only time I update my bone pack on unity is when they're gonna do a seasonal sale, since they require participant packs to have been recently updated
That's actually a pretty interesting rule
but I think the key to making a living here, is you need to pump out content...I work horribly slow
Yeah - high volume low price stuff appears to be the defacto standard on the Unity marketplace
Ofcourse there are a few exceptions, but from what I've seen it appears to be the emphasis
Yes, with art you can put it anywhere.
@ebon leaf I don't get the confusion here. You're creating those assets for your game anyway. There's no logical reason to NOT submit them on all the available marketplaces (UE, Unity etc.) But afterwards, it's a mix of fulfilling a demand (whether you can estimate people actually want those types of assets that you are making), business skills (UX, technical support, advertising, in thst order) and luck (whether people actually discover your assets).
Agreed with Vlad there, if you have them anyway it's deffo worth trying to put them up (though be careful that you don't put everything up / don't make your game unoriginal), but creating it just for the marketplace may be hard to justify
And there's no way you can ever compare yourself with a seller from a different category (i.e., HowToCompute, BlueMan, I are selling plugins).
I'm going to submit a free BP template as well soon.
I'm just trying to gauge the success of it all. I want to know if there is money to be made.
Cool, hope you can get it past their review ๐
There is (pretty much) for sure money to be made - the question is: how much, and does that justify it? ๐
But I'd say if they're high quality, and generic enough they can be used in various (types of) games/etc., art will probably do pretty well
The number of UE4 devs went from 3M to 5M last year (allegedly) so if you target the audience accordingly and meet their demands, then yes, there is plenty of money to be made.
It's at 5M already? ๐ฎ
According to Tim. He started with that at the GDC this year.
Off-topic: I wonder how much of that is visualization/non-gaming stuff....really interesting to see that side of UE4 too
Then went on to ramble about consoles :/
๐
The video game industry is becoming saturated it sounds like.
Most likely, a large number of college students trying to get into the industry.
I would love to have a rough estimate on FX related stuff. Since i'm still thinking about if selling vfx on the MP would make sense for me financially.
I think Luos sells VFX, you could ask him?
I kind of wish there was just a rough thing of how much categories make or something published each year ๐ Kind of a State of the UE4 Marketplace
This conversation would be 200% times faster in voice
No, it wouldn't ๐
It's not becoming saturated.
That'd require people to fetch their headphones/etc......just imagine the metal preparation it'd take to get out of your chair
(Sorry, I'm probably getting a little off-topic here)
anyone know what happened to that climbing animation set that was submitted a few days ago? seems it disappeared
Hm, can't see much negative in the comments, so I guess the seller may have chosen to take the asset offline?
The page still appears to exist, but it's marked as Not for Sale, thus meaning A. the seller chose to not sell it anymore, or B. Epic decided to take it down....but your best bet may be to contact the seller
how did you find the page?
Google ^^
(Generally when pages are hidden, they're still to be found that way since it hasn't refreshed yet + the page technincally still exists....it's just out of view using the marketplace)
thanks
Anyway, https://www.unrealengine.com/marketplace/profile/Filmstorm contains the seller's email, so I guess your best bet is probably to contact him/her directly
(Assuming you were reffering to Climbing Animset)
ya, gonna have a look in their open world animations see if it has what i need
๐ Good luck ๐
Is everything on the marketplace final sale?
Mind elaborating what you are reffering to with final sale?
Can it be refunded
Ah, got it. Well that depends - if you have an issue with a product, and the seller is unwilling to help you you can request a refund, but in case of buyers' remorse, generally it isn't....though you could try asking the seller nicely I guess
Ok
Thank you
No problem ๐
Does anyone know the exact date of the next promotion in Unreal Market?๐
nope, they don't announce them very far ahead of time...but you can usually assume certain major dates
cyber monday, xmas, spring, summer
I'm not sure of a fall sale?
so sad
yah, but they tend to have too many of these big sales
if you have packs on the marketplace, be sure you use your ability to request sales
you can have each pack on sale for a certain (rather large) number of days a year.
I tend to round-robin my packs, 1 pack on sale per month
There are more than a dozen packs in my shopping cart, but no one on sale. It was not long before the summer promotion. The next promotion may be on Thanksgiving.
Ya'll are beautiful, just saying
O__o

@idle arch You don't know me
has anyone tryied out the paragon minions asset from unreal
Does anyone know how to buy Truesky? My country does not support payment methods. What other channels can be purchased outside of Simul's official website?
@inner temple Which payment methods are proposed?
The payment page needs to enter the card number, and then it should jump to the Stripe payment, but the page that enters the card number does not support my card. The official person does not seem to be enthusiastic and does not reply to the email.
Simul trueSKY ๏ผThey are British developers๏ผHas anyone bought it?
I've seen it used in UE4 games, and as far as I can see it's resource intensive and causes all kinds of problems with certain types of materials, fog etc
I think they are British
I guess the other question is, what is your country?
I come from China๐ท
They don't offer PayPal payment? Weird
Truesky looks great, but don't know if it reduces game performance?
from what I hear, by a lot
Stripe should work, but you will need to enter the card number on the payment page. This is not supported.
China has wepay and an alibaba version of it, no?
@boreal idol Yes, China's mobile payment technology is very developed. We usually use wepay and an alibaba to pay for food. In almost every aspect of life, almost no one uses cash. In rural areas, very few people use cash, and Even beggar holds a QR code to beg.
Huh. The site doesnโt accept local payment services?
Simul trueSKY support Stripe ๏ผBut need to enter the card number on the payment page.
Then jump to Stripe
Ah
might want to email marketplace-support@unrealengine.com about it
Tim might chime in if he sees this
marketplace can pay, I am talking about trueSKY
๐ผ
I thought you all bought turesky.
You are so happy, the Chinese need to cross the Great Wall firewall to browse Google, facebook, youtube, etc. We are not much more happy than the North Koreans in a huge LAN.
If a person issues a wrong statement in China, he will be sentenced, and there is no freedom of speech on the Internet.
We always think that Americans are the freest and happiest people in the world.
๐ผ
well, we are mostly free right now, but there are some people who don't like that, and actively work to change it
usually under the disguise of keeping us free
but anyways, we're really off topic
We aren't as free as we should be, but I couldn't honestly say there was somewhere with more freedom. Pretty much nowhere else in the world has freedom of speech as part of their constitution.
"Pretty much nowhere else in the world has freedom of speech as part of their constitution."
They don't need to, because it's part of the 1948 Universal Declaration of Human Rights, which in turns is enforced in the 1966 International Covenant on Civil and Political Rights. In practice most European states have fairly strong freedom of speech laws.
I'd argue that maybe somewhere like Finland is considerably 'freer' that the US
has anyone made a recent guide on the steps and best practices for putting code plugins on the marketplace?
or any type of plugin overall for that matter ๐
Not seen any guides lately - but I'd say a few important parts (in my opinion) are: Have (a) consistent code (style), create something that (you think) people need, and really work on your documentation. I'd say your documentation is probably one of the, if not the most important parts of your product other than it actually working/being neat, since it helps customers get started with your product easily and quickly, and enables them to solve a lot of problems on their own (which in turn will probably result in fewer support requests and a better overall experience)
@zealous ibex Thanks for responding, I was thinking more from the practical which page to use to upload / are there any special payloads I need to include or can I simply submit a frontend built plugin, and stuff like that
the plugin is a hardware interface plugin for a major company, so the other stuff is more or less sorted ๐
I've been looking through the publisher pages on the main site though, and it looks like you only really need to submit a built plugin and that's it
which is nice ๐
Hm, in that case https://www.unrealengine.com/en-US/marketplace-guidelines (mainly section 2.6) should be of help ๐
Unreal Engine
The aim of the Unreal Engine Marketplace Guidelines is to make obtaining and distributing great Unreal Engine content easy and beneficial for everyone.
And unless it's changed recently - you only submit the source files. As for the "payloads" one needs to include, I'd say the engine icon, and you need to specify an unreal version + whitelisted platforms.....but I'm pretty sure that that is it
I suppose they get that with the plugin definition file anyways
I found that page as well ๐
very cool ๐
thanks for the time though!
No problemo, and good luck ๐ ๐
And you do need a few screenshots/description/name/etc. for the marketplace page, but that should be pretty straight forward and I'd say that's more related to marketing than a creating a plugin
being the lazy type i was thinking about buying a menu system from the market place
but how to choose
I guess you should probably look at what you need. Do you need (support for) a server browser? A settings menu? General controls? Etc., asking yourself those questions, and looking at which systems provide that functionality is probably the best way to narrow it down to 1/2 suitable systems ๐
@modern perch From what I'm aware of, many European countries have this idea of 'hate speech' so the UDHR and ICCPR don't seem to be helping Europe much in regards to free speech.
But what is most important to keep in mind, is to go buy this https://www.unrealengine.com/marketplace/proportionalizer-easy-character-model-proportion-adjustments
Good afternoon guys. I am wondering if there is a place where I can start out getting decent looking assets to start with level creation.
The UE4 Marketplace has quite a few high-quality assets that you could use for level design ๐ Depending on what kind of levels you want to make, you may be able to get started with Epic's (free) open world package: https://www.unrealengine.com/marketplace/open-world-demo-collection
And else there are a few asset packs - or you could simply buy a level / environment and use its assets to create your own levels ๐
(Please do note you can't actually redistribute the levels in source form (AKA not packaged into a game) if you use Marketplace assets, because then you'd be redistributing the marketplace assets too)
any like, official marketplace moderators?
i guess i should lead my concern by asking if up/downvoting does anything for showing the comment
reason i ask is because i made some quite direct posts about a marketplace asset (on said asset) but already seeing the fanboys downvote it (and literally got them to say they would in a discord channel of said asset) meaning my legit warnings to new customers can just fall off the comment page as soon as the fanboys can manage to downvote it, if thats how the up/down voting even works
so then my question is if said voting matters, and if so, can any marketplace moderator pin those posts? at least untill the creator updates his asset? (long story short im bscly warning all that there is no docs nor backwards compatibility to his earlier version on same url, bscly an asset i purchased in the past got replaced by an asset that works completely different. but now also doesnt have any docs, and reaching the creator on his discord like he wants is impossible because hes never even on there)
im not gonna link the asset in question as that could just be misinterpreted as a way to collect more hate or some bs along those lines, if anyone of the marketplace team reads this and things 'what, tell me more' please feel free to ask and ill give links and details in pm/dm/msg's
Wait you're being downvoted by fans of the product for pointing out an undocumented breaking change?
@sullen lion pretty much, because nowadays the store page says 'not for beginners' (which im not but thats kinda besides the point, bscly theyre downvoting me for saying theres no docs, and when i say it to them on their discord they throw the 'not for beginners' card)
im bscly fine with the guy catoring to asset flippers with his 3rd complete rewrite adding a ton of unneeded extra's, but then either [a] give me some documentation or [b] let me use older versions
its not you @gaunt flicker ๐
you could be basically describing me
if you replace assets you sell with complete rewrites and then dont give doc's i guess so
well
just dont give docs in the first place. simple.
I guess there isn't really something like marketplace moderation after they pass review (unless a lot of people request refunds due to functional stuff not working and the creator refusing to respond/fix it I guess) - but a lack of docs can be a pain, especially for code plugins and/or blueprint assets. You could try reaching out to the creator directly, but I guess it's up to them
my comments scored some nice negative points but are still on top of the comment section so whatever
also the creator responded, but not even remotelly close to what i wanted to hear
but whatever, ive slept on it and decided i cant be arsed to waste energy on this
next topic ๐
comments don't move or get hidden based on points
lol, it amazes me when people haggle in pack comments: https://www.unrealengine.com/marketplace/essential-rocks
@wooden falcon they do sorta move/get hidden if you sort by number of points, but thatโs not on my default....but anyway, Iโm sorry to hear that you had a bad experience ๐ ๐ฆ
I didn't even realize you could sort the comments
I could be wrong, but I thought you could
ah yah, I see it now...sort by oldest, newest, and highest rated
guess this guy didn't get the memo about branding https://www.unrealengine.com/marketplace/detective-office
nice set otherwise
bates motel, central perk, new yorker, cigarettes look like marlboro can't tell tho, just too much grey area ip rights
can't read the rest of the signs, but i'm guessing they are real brands or fake brands from other ip
I see
Most of marketplace asset seems like "shovel ware" to me, no offense.
I take personal offense from that statement :(
sorry, but I did not mean all.
Well my day is ruined! Original Channel https://www.youtube.com/channel/UCeR0n8d3ShTn_yrMhpwyE1Q
This looks neat and everyone should buy 3 https://www.unrealengine.com/marketplace/cyber-ninja-wolf-deadly-robotic-assassin
It looks really well made from a quick peek at it, sadly don't have a use for anything like that atm ๐
Yeah, character models are fairly niche compared to plugins and environments
Love it when a creator answers their emails... :/
@zealous ibex Do your products have different shades of grey on their thumbnails' backgrounds?
Also, the subsystem configurator one is great! I bought it a while ago to see how config panels are being coded.
I think they may actually be slightly different - they shouldn't as I'm pretty much dead sure I've used the same hex value, but I will look in to it @lean venture Also, thanks ๐
shovelware is a misnomer for sure. That implies its all useless dirt. Its not. But it is a large pile of half-assed product, with rando sprinkles.
Jankware might be more appropriate.
Well that's what you get when most creators neither know the basics that govern the assets they're creating nor Unreal. Plus there isn't any true quality control, understandably so to be honest.
Hey guys, Here to post some 3D Scans I have created and hopefully you can us them in your projects. Cheers. Let me know if you have any requests for your projects too ๐
How is this related to the Unreal Marketplace tho?
This is pretty relevant https://www.unrealengine.com/marketplace/cyberneticist-zeke-heavy-armored-scifi-technician
Also relevant https://www.unrealengine.com/marketplace/proportionalizer-easy-character-model-proportion-adjustments
yeah those are obv. MP assets hehe ๐ unlike the cgtrader links...
PBR character modle of a fungal creature. For Unreal Engine 4 and Unity. - Fungal Creature Gliomorph - 3D model by xbl.black.fang (@xbl.black.fang)
Been doing Sketchfab previews for all the characters I've released over the last year. I figure its better than screenshots.
Yup. I like to have a look at topology and uv's aswell
There are a lot of shader things I do in Unreal that I can't replicate on sketchfab, but overall it seems pretty good. I'll keep updating this thread as I finish more sketchfab previews. https://forums.unrealengine.com/unreal-engine/marketplace/1498788-scifi-character-models-from-black-fang-technologies
Unreal Engine Forums
Follow this thread to stay up to date on all our hot new releases.
Check out our discord (https://discord.gg/u99V3d) to get support.
Buy these characters!
Hi everyone,
They're is our first photogrammetry pack River Pack -Part 1 : ROCK. Will come soon on Unreal Marketplace!!
-
Pack : 17 river rocks
-
Textures : 2048 x 2048 / 4092 x 4092 / 8192 x 8192
-
Levels of detail : 5
-
FBX Quad
-
FBX Tris
-
OBJ Quad
-
OBJ Tris
-
High Poly : 1M
Texture are ready for Unreal, Unity and any render tools.
For report or issue, contact us at support@arduinnasilva.com
Just check our gallery to see all the other 3D assets.
those look pretty nice, but that price...
texture sizes seem kind extreme for something that fit in the palm of your hand and never be close to the camera?
(also tris, but don't know what LoDs are like)
Anybody know why i can not use Paragon Shinbi her attack after ad to my project? All the other works like running and jumping.
I'd imagine he means for them to be scaled a little larger than hand size
but yah, a 8k texture for a single rock would be insane ๐
how's the turnaround time on submissions lately?
well, they're all pickup-able sized rocks, looking at them
2k for a pebble sounds legit
lol
mobile friendly!
anyways, just submitted a new pack, and the auto email says they'll start looking at it in 10-15 business days
so sounds like things have really slowed down? they must be getting hammered with submissions
or was that always the time frame and I'm misremembering?
hmm...looking through new releases: https://www.unrealengine.com/marketplace/abandoned-fast-food-building
man, if they reject my new pack, I'm gonna be bummed
I don't wanna badmouth or belittle, but: https://cdn1.epicgames.com/ue/product/Screenshot/1.1-1920x1080-2d78177aae3335bae7539c633ef873c7.jpg
seems so
and with a name like that, it's a burger joint?! https://cdn1.epicgames.com/ue/product/Screenshot/7.1-1920x1080-acdf3147989ccac94700610fcf78a7c2.jpg
๐
hehe
the pics remind me of some of the Duke Nukem Forever pics back in the late 90's
But sersly. I dont get why stuff like that gets accepted while other assets with higher quality getting rejected.
but hey, I wish the dude only the best...don't hate the player, hate the game
Sure. Vote with your Wallet ๐
yup
maybe it's just "Realistic Stylized Low-Poly"?
I'm starting to think the QA guys at Epic are a lot like the QA guys in Westworld ๐
๐
this looks kind of neat: https://www.unrealengine.com/marketplace/sci-fi-interior-prop-pack
more like Alien than most of the sci-fi packs
someone played recently Alien
Hey guys made my own Flocking AI and it is finally up! https://www.unrealengine.com/marketplace/physical-boids-a-physics-based-flocking-ai
Cool
are there any navmesh walking boids?
Added a sketchfab preview for Rick. https://sketchfab.com/models/99af2f3e2cf74e2696a562c3028426ed
PBR character model for Unreal Engine 4 and Unity. SciFi Enforcer Rick is a powerful armored trooper character capable of any mission. Created through highpoly to lowpoly workflow, utilizing PBR technology, this character model is a professional quality asset sure to please y...
@wooden falcon, @vapid tundra and @modern perch Thanks for your comment, we are thinking about the price. You can download for free a stone son the pack on the link below if you want to see the product. https://cubebrush.co/arduinnasilvastudio/products/wk3pbw-bKUz/stone-002-photogrammetry?view_as_purchased=false
Hey Rob, I see you adjusted the price to be more indie friendly. Another suggestion is to reduce the polycount of the rocks (decimate mesh). This is a small prop in a game and shouldnt consume a lot of performance.
the scans look really good, and the price drop will help you in the long run (the ue4 marketplace has a ton of rocks)
Texture sizes are still too high imho. For such small details using an 2k+ is not ideal.
true, but the user can still downsize if they need to
true yeah. But i think it would be nice to have lower res textures out of the box.
actually in all props, we giving you 2k 4k and 8k and also a finished mesh between 1000 to 4000 poly
8k seems like overkill ๐
I don't even like doing 4k anymore, cause the file sizes get unwieldy (I'm on a bad DSL connection)
We are giving you a 8k if you want to do archiviz ,render or close up of the mesh :)
But i understand what you're talking about.
Hey doesnt anyone know if you can submit free Blueprint projects to the Marketplace? Or is it only for Plugins?
I'm not sure about the official policy, but I'm afraid that they're pretty hesitant about free blueprint projects, and only allow them when they request you to put it up or something like that....not 100% sure about this - but I'm pretty sure the blueprint submission thing doesn't have a free option like plugins do. Your best bet to release a free BP project is probably to put it on gumroad/itch/google drive, and share a link in the community content section on the forums ๐
Cool ๐ Will deffo take a look at that once I hit a desktop ๐
I ask because it would be nice to have it there. Though my only hesitation would be if they require additional "support" / help for people.
Hope you find it useful ๐
Good morning everyone!
How are ya'll this fine fine fine amazing beautiful wonderful spectacular day?

Today is a beautiful day!
It is
Indeed!
๐
@idle arch compiling ue4 in a loop becouse ps4 engine tweaks and experiment
basically this
heh, my co-worker has that comic on his wall
Hey all
I have some kind of neat news
Anyone interested in hearing it?
No one wants to hear the news
That is sad
WHAT IS IT TIM?!?!?!
OMG thanks for asking!
https://www.unrealengine.com/en-US/blog/epic-announces-unreal-engine-marketplace-88-12-revenue-share
hold on, what?
goes to read link
that's really good news!
goes to check sales
ok, nvm...you're still getting nothing ๐
๐ฎ
but seriously, really cool move on Epic's part
holy crap, I didn't even read the retroactive part
that's really going above and beyond
that's amazing, thank you epic ๐
Yes, retroactive. ๐
Does this make you feel just a bit like Oprah, Tim? ๐
hmm.. some people might land into different tax-levels/situation due to that. I kinda hope it isnt one big sum in one go.
but that said
thats just fucking epic
finally something big that makes us all have some much needed faith restored.
@delicate dove $$$$
I'll worry about that stuff next year ๐
Wow - retroactively paying us back. You guys are amazing. Thank you! ๐
if its really from mp day 1..
i just made an estimate. if thats true I could be out of debt, and have some left to spend a few months working on my own shit
seriously...we would have been happy with just the cut change....no backsies now, though!
It's really from day 1.
12% is truly super low
barely leaves much profit for Epic
i guess they just want to improve the marketplace in general, and can afford the cash out
huge cash out in fact
but they are also paying 100 million dollars in fortnite tournaments so...
so when does this take effect?
not sure if i should cry or just.. stare into oblivion for a few hours
Not 100% on when it'll reflect on your payouts, but either way you'll get that 88%.
Cry whilst staring into oblivion
on it @idle arch
I wish the info in the mp dashboard went back that far...I'll have to dig out old pdfs
hmm, I guess the Sales Report does, you just have to enter the right date range...the 18 month limit at a time is annoying
and why do the date pickers go back to 2009 :/
lol, twitter's going nuts
<_< wanted to make a thank you video only to find out the latest win10 update results in my camera not working
Welp @idle arch if that's what you meant a few weeks back with "Just wait for it." then I pull my hat.
lol - good ol' Windows update.
be sure to give everyone (especially Tim Sweeney) a big hug from all of us @idle arch @shadow inlet
@idle arch please give Tim Sweeny a /hug from all of us next time you see him in the hallway ๐
haha - we will certainly share the love ๐
Haha Luos, you beat me by 1 sec
still counts
HOLY sh*****
Woah, that's great news @idle arch @shadow inlet ๐ฎ ๐ Great to hear you guys at Epic are taking this step, and I guess setting an example here ๐
thanks folks โค
Tim didn't let us down when he promised us improvements ๐
^
Honestly this is the biggest THANK YOU that Epic can give to all the creators that were there supporting the MP from the beginning...truly amazing. Thank you again guys!
Thank you all. You are such an incredible part of our community.
We know development isn't always easy, but we really appreciate that you've been along for the ride with us ๐
Just wondering: Will this affect the minimum price you can have for sales? (eg. the $0.50 transactions) ๐ค (even if it does, this change is great, and for sure a step in the right direction ๐ )
Pretty awesome changes for you creators! Had to look at this channel to see the reactions ๐
I believe the only change is in the cut, as of now @zealous ibex
Holy.... I was just informed of this 0.o you guys are amazing 0.o
We're only amazing because of the people around us.
so is there any info as to when the payout occurs? ๐
Ayyyyyyyy
Epic is paying out all Marketplace sellers retroactively, applying the more creator-friendly 88% rate to previous transactions dating back to the storeโs 2014 launch. Holy crap

well, that doesn't mention the payout date ๐
just how far back they will be paying out for
also, has this 88% rate gone into effect already? Or sometime in the future?
What do you mean?
I believe its in progress
I mean, when can we expect to see that money? ๐
considering we don't see a $1 of a sale until a month and a half later...
I'd guess within 45 days
but this is a special occurrence, so I wouldn't expect they'd necessarily follow the same guideline
I just wanna make sure it isn't gonna be "We'll pay you next year"
I bet its a line item in the next seller report
The next improvement for the market place:
Its gonna accept Dallar
Lets make it happen yall
YAY
@gaunt flicker "AHHHH"?
AHHHHHHHHHHHH
To be clear: There is no official intent for them to use Dallar
But with our powers combined
We're working out the details of it. As soon as we know more about the payouts we will let you know
one hand i'd prefer it in one go, but I guesstimate itll be on a month to month basis. in the end it depends on whats more efficient and cost effective for epic ofcourse.
@zealous oasis Humble Bundle get the 5% per game and keep the whole web so must be a good cut
aswell the engine is a 10%
probably the happiest place on Discord right now ๐
A bigger percent for me is great and all (the 30% cut for Epic was never close to being justified) but that doesn't fix the discoverability issues.
well, I hope this doesn't preclude those sort of improvements.

Plot twist: the retroactive part is paid in V-Bucks
lol
Wonder how unity tech will respond if at all.
Cuz seriously This is a great deal from Epic
unity cant afford it
their marketplace is one of the main money makers of unity
maybe even the biggest money maker
come on, they very clearly try to not collide with popular asset packs
unity input system is still an absolute fucking disaster, one that could be improve in barely a couple days of an engineer. One that literally every other engine does better
yet they do nothing and let people buy the super-popular input plugin in the market
I made a bundle pack
they look neat
@leaden root I wouldn't mind that ๐
Hello everyone! This is the first time I've uploaded something to the Unreal Marketplace.
https://www.unrealengine.com/marketplace/sci-fi-soldier-pangolin-class
I am a bit nervous about how this will go but hopefully it'll suit a purpose for all your needs. ๐
Hi, I wanted to ask if anybody knows anything about making tracks transition from each other? Is there a marketplace asset for it?
Please DM me if you know where to find it, or someone who can do it ๐
fHey all
fHi Tim
fHi!
fHello! Did you know that Atheism is a non-prophet organisation? ๐ @idle arch
What does that have to do with the marketplace?
flol
fString()
where's invoices with VAT ID for the marketplace (as a buyer)? ๐ค
so ive imported this completely into my project and all the texture of all the materials are not assigned:
https://www.unrealengine.com/marketplace/open-world-demo-collection
is there a proper way of importing?
Figured I'd go through and delete what I'm not using once i got this marketplace item in and working
so i found success. there is an "Add to Project" button in the unreal desktop app. materials are working.
Work in progress on a plugin for creating and managing after images.
That looks interesting
Sketchfab marketplace hasn't been out too long, and they already have email reminders to review packs you've purchased...
I'm working on a kit for the marketplace using paper2D :D https://youtu.be/HaIhyHAbG5s
For use in Unreal Engine 4! I'm always improving this kit and striving to make it easier to understand I also use it for my own project. Buy it on Itch: http...
Does anyone know when we gonna get this money?
The May payout that came through yesterday still came with a 70-30 commision. So I don't know.
They said they'll let us know when they do.
I wish they would remove the $5 gaps after $14.99 so we could price our products better.
no link handy, but there's a thread on the forum with the details
@modern perch Ehm, is your answer for this channel? ๐
aaaahhh ok ๐
thanks
I wonder if our sales increase, I already bough two assets since news droped ๐
Good morning, all.
@flat schooner Keep an eye on your email for updates about the retro payout
Thanks @idle arch , Can you at least say is it gonna be days, weeks, months?
I can't.
I don't know
I would doubt months, but there is a lot of moving parts to making this happen
Thanks!
Of course. ๐
hi.
Unreal Engine Forums
Hello everyone.
I want to share my multiplayer shooter template.
It was my first multiplayer template and I think it's time to make it free. I created a new, much
@idle arch What's the best way for me to report fraud related to the marketplace?
ah it's that time of year again when plugin devs get together and have to deal with a bunch of unnecessary API changes to update their plugins ๐
(4.20 released)
(I'm mostly joking here, most of those changes do make sense but it can be annoying)
Gibe custom physics 
RIP ๐
ugh, I hate the ue4 launcher
I tell it to install 4.20, walk away for 4 freaking hours, come back, and it didn't start, cause it wanted to tell me that I had a plugin that wasn't compatible and therefore wouldn't be installed
๐ข
Hng....now that I have this many plugins I really need to see if there is any way to simplify my workload ๐ค I just wish we could set up something here I'd be able to push a git tag and it'd automatically make that into a new release (a lot like steam does it with p4 I believe) ๐ค
can i ask something here? i'm very new in this discord channel
You just did. But yes ๐
@zealous ibex I have something along those lines, using a bunch of python scripts. But to be honest I'm not sure if I haven't spent more time maintaining it than I would have doing stuff by hand.
how much it takes for epic games to approve content uploaded on the marketplace, i'm thinking about starting to do so, but i'm not sure how does it work
How long? Couple of weeks or so. Don't remember what the latest is, but it varies.
I've been in that camp too @oak thistle - which is why I ended up abandoning them, but I may try some Rocket build -> create a zip of the source files -> upload them to google drive and give me a nice GUI with the link or something.....but that'll probably end the same way as the other tools ๐
Also - it very much depends on the type of content and how well you adhere to the guidelines
eg. an artpiece that follows all the guidelines perfectly is probably a few weeks, but a code plugin (that doesn't follow the guidelines at all) will probably take multiple months
and what's the treatment for copyright infrigment? i mean, do they make a revision for the stuff you upload before getting on the marketplace or something?
Yeah taking the build, stripping binaries, zipping and copying to my dropbox directory part of the the scripts is good and that helps. It's the stuff relating to maintaining branches for different engine versions and keeping track of what needs rebuilding etc that is a bit of a mess to manage.
I'd emagine - only recently really started branching/tagging for my plugins....and man are those git repos a mess ๐
Don't quote me on this - but I believe you're responsible for that. i.e. you shouldn't use copyrighted work, and should find pirates yourself. They do some (basic) checking if you straight up copied stuff I think, and they do try to crack down on some pirates.....but then again - I'm not that well versed on this stuff @covert scroll
(And as for revision I'm not 100% sure what you mean - they tend to just upload the work you send them, unless it doesn't meet their requirements, in which case they'll get back to you with what you need to change before sending it back for another round of review)
thanks a lot, i think is all i needed to know
(Just for the record - I'm not working for Epic, and I"m not a lawyer either....so please read the requirements/EULAs/agreements/etc. yourself too ^^)
hehe
I kinda wish I worked for Epic though.....but I deffo wouldn't be a CM/lawyer if I were to ๐
of course i'll read the eula before anything, i'm not exposing myself on getting threated like a pirate sort of ๐
๐
Tried a solution like that once too - but Powershell is something I simply cannot survive ๐ Bash/ZSH for life โค ๐
weeeeeeee...my new pack is published: https://www.unrealengine.com/marketplace/necro-s-tool-box
๐
Congrats ๐
thanks!
Is it just me - or is an ' put as ' in the tab's name? ๐ค
Anyway - now I properly got round to looking at the images/etc. they look great too โค
yah, the apostrophe doesn't display right in a browser tab
anyone here got proAI working on mac ue4 4.19.2? When I try to create a project it does nothing...
Powershell all the way :)
@stray flame this is a launcher bug , what you need to do is delete local content
next to the proAI create project there is a delete local content button
and then download it again
but
before all that
try exiting, like actually shutting down the epic launcher
and then restarting it
because that can fix it sometimes
Finally out after a bit of approval waiting!
@quasi blade awesome ty will try that out.
Guys, I'm nearly done creating my first plugin for the marketplace. I was wondering, should I put a copyright notice in the C++ code? If so, what should I put? I'm really new to this burocratic crap :S
I was just looking through this pack I bought from some sale: https://www.unrealengine.com/marketplace/megascans-meadow-pack
man, how did it get past Epics QA?
basically, after import, UE4 prompts there are changes and if you want to apply them, if you say yes, it will reimport provided FBX files but in wrong orientation
you'd think they would have shipped the files in UE4's coordinate system
they also have like 2-4 variants of each mesh there and they also ship separate textures and materials for each, so if you actually put 4 variants in the scene, it uses 4x GPU memory + 4x drawcalls
many of the variants seem to use same source texture, but they've still copied it again for each material and mesh (some variants have different texture tho)
oh snap, it's actually just few variants that do this
there's like 15 unique material sets for 17 meshes, I just happened to look at the ones with same setup
I could only find 6 of those materials from megascans library, rest were custom (I expect them to have just mixed the materials for better atlasing for the rest)
Have you reached out to the developer yet ?
nah, there's nothing really that prevents me using these
it's just tad poorly setup
@quasi blade Tried your suggestion but the option is not there. Probably since it has never been downloaded before so there's no local content yet. Reinstalled the launcher , quit again opened it again but the project asset doesn't get downloaded and created. Other assets from the marketplace I can create projects. It seems like a problem with this asset? Reached out to the dev and he will send me a copy so I can start using the project.
that is so weird dude @stray flame
what version of iOS are you on? @stray flame
osX
i mean
confusing operating system names
@quasi blade macOS High Sierra Version 10.13.5
I am seeing this in the log when I enable debug mode
[2018.07.22-22.36.19:087][ 0]LogStreaming: Warning: Failed to read file '/Users/<username>/Library/Application Support/Epic/EpicGamesLauncher/Data/LauncherUpdate.manifest' error.
and seeing this in the cef3.log file [0723/003628.263636:WARNING:resource_bundle.cc(338)] locale_file_path.empty() for locale en-NL [0723/003628.269789:ERROR:main_delegate.cc(686)] Could not load locale pak for en-NL
Can I send off the asset I got from marketplace to my modeler to modify it?
as long as he's using it on your project, yes
he cannot then in turn use it for his own stuff, though
@quasi blade the product was only supported for windows and there for I could not download it on a mac. Sadly the publisher has no osx environment to deliver a mac build. ๐ข
@stray flame you can always buipd the source yourself if you ask the dev they usually can send it you (as is my case with windows only plugins) but thats also why i mostly use windows for developing...
@quasi blade good idea. Will try that out.
so how do you go about getting that little star next to you name on the MP forums? The one that indicates you have at least 5 packs?
1. Have 5 packs
2. Email support?
think I need to work on an environment next
did you email them? I don't think they do it automatically
So many boxes that don't open on the marketplace
perhaps Necro's Fanny Pack
hey guys
i build this blueprint game kit, my first marketplace asset that ive build
wanna check it out?
perhaps anyone is interested in what i've build
Looks great, very polished ๐
There was a plugin on the marketplace that could query actors in a scene without much performance cost but I can't remember the name or enough to find it, does anyone know it?
Available for purchase on: -- Sellfy (Accept Paypal): https://sellfy.com/p/DG9f/ -- Gumroad (Accept credit cards): https://gumroad.com/l/OQiGe --------------...
Looks like GS
hi all. can i use meterials from substance share in my assets packs wich i am going to sell on market?
did you read the Substance share EULA?
@plucky iris 3.4 Unless you have been specifically permitted to do so in a separate agreement with Allegorithmic and except as permitted under the Allegorithmic-EULA, you agree that you will not reproduce, duplicate, copy, sell, trade or resell any Asset that you have acquired from Substance Share for any purpose.
ugh.. guess i can't๐ท
Does anyone have a The Flash 3d model that i can use? Looked online so far nothing
O saw a super cool lockon system
At first (excuse me) I thought someone just shit out a bunch of random assets that were very similar to each other
But it's some really, really cool looking stuff and well-thought out.
Is there a quick and easy place (or answer) that I can learn about how crediting people works for marketplace assets? Do you have to credit people? How does selling your final game product work in the end?
The marketplace eula and faq wouldn't be bad places to start
They're down right now unfortunately
@turbid surge if you buy from ue4 marketplace, you don't have to put those assets in any credits
Ah cool thank you @elfin plinth
@idle arch @shadow inlet
https://twitter.com/Luos_83/status/1023143280480067584
could you please look into this.
(re: retroactive payment)
hmmm @Kalvothe @amandambott is there a way to get the retro-active payment over a certain amount of months? some of us sellers will end up in a different income tax bracket due to this and might end up with a lot of financial problems if we get paid in one go. cc: @TimSwee...
Thought all market place sellers had to be a LTD or PLC ... Any way When you change income bracket the tax is applyed on only the income remaining above the bracket. Every thing below is taxed at its normal rate within each bracket.
So if you move into a 40% bracket you only pay 40% on the quantity above the cut off every thing below will remain on 30% so you don't actually lose out on any thing.
Must be nice to be worried about getting too much money
So what you're saying is you would rather not get any money?
Because the audacity here is that you're going to pay taxes and somehow be underwater?
Guys, I'm nearly done creating my first plugin for the marketplace. I was wondering, should I put a copyright notice in the C++ code? If so, what should I put? I'm really new to this burocratic crap :S
Yes, you need a notice at the start of every source file
Got it. What should I put?
I did // Copyright 2018 ImmutableLambda. All Rights Reserved. which is basically what the epic notice is, but with my name.
Doesn't have to be more complicated, as far as I know.
Oh good to know, thanks!
"So what you're saying is you would rather not get any money?" - in our case, I think we'd prefer to not get any money
it'll probably cost us more to deal with retroactive payment than we'd otherwise receive :/
you're welcome to forward it on to me ๐
The ATO would like to have a word with you @ebon leaf
Sorry... I'm not from your country hides
@modern perch are you a seller?
sort of, we removed our product from the store because it wasn't worth the cost of maintaining it
Ah. I was looking for your stuff. Makes sense now.
@lilac heath actually, here taxes are retroactive as well, so I'd be paying the higher tax from january this year, along with having to pay back a years worth of healthcare/rent subcharge/allowance.
resulting in well.. ending up with more costs than I get from the retroactive payment.
mp team just informed me they dont care one bit about that so
ยฏ_(ใ)_/ยฏ
Well I mean
They can't cater to everyone sadly
They are giving out "free" money
If there's an option to not receive it, and it's to your benefit to not, then do that
If there isn't, that should be on the table
But technically, if you are getting a one-lump sum payment, then that's for this year
And should be considered income for this year.
Spreading it out just to avoid taxes...is sort of shady
Just be thankful it's not being double-taxed (AFAIK)
@delicate dove - We certainly don't want to put anyone in the hole. That's not the impression you gave us in your email. Please respond to our message and we can figure out how to sort this out.
They can't give you a personalized plan, but I think it would be reasonable to allow you to delay the payment until a time you are prepared to receive it.
is there some wort of proper way to put an item on sale? i emailed marketplace support a week and a half ago. does it normally take that long to get a reply? Its not a new submission so I figured the put item on sale would be relatively quick.
The only current way is via email, and yes, the replies are usually slow
kk thx
Can anyone give me a definitive answer on this?
https://forums.unrealengine.com/unreal-engine/marketplace/creators-hub/1509256-does-a-vat-registered-uk-company-pay-vat-on-revenue-from-marketplace-or-not
Nobody seems to know the answer for certain.
My gut instinct is yes, but if I overpay claiming it back will be a ballache
Epic use the reverse charge mechanism, so you don't need to deal with VAT for HMRC
Okay cool, thanks!
I've just done all my end-of-year accounts so I'm all done with accountants for a year haha
haha
Hey guys. Quick question, is there any sales statistics for music?
Don't think so, not unless anyone has explicitly shared them.
@shadow inlet Imho i explained it perfectly clear that I'd not only have to pay additional taxes but also pay back a year worth of healtcare/rent support all I could do is rephrase the exact same thing.
Did you explain what "healtcare/rent support" is and the relevant laws around it? You're talking to an American company.
Legally speaking, I don't think they can force you to take the payment, since you originally agreed to 70%. Sucks if you would have to resort to refusing the payment entirely though.
as far as marketplace payments go they're a European company to my knowledge?
Do they process payments through the Swiss branch?