#fab
1 messages · Page 105 of 1
I hame more than 100$ .so after today ?
45 days after today
yeap sorry
Dammit, another competitor
@north stirrup Relax "100% Blueprint"
@north stirrup Well, if You approve it i consider it as a legit stuff.
I think it's pretty impressive to have done that in blueprints
As marching cubes are basically a big lookup table
Which must have been a pain to enter in BP
The free version of vp is way better though
yeah, i've just watched a video...looking good, i wonder if texturing is available
@sinful rover does it support multiple materials ? network replication?
Well it's a nice little BP project
Like there are plenty others on the marketplace
I do
Ahahahah
I probably gave that guy several sales lol
@north stirrup i don't like that kind of ambiguity on the MP
Yeah that'd be nice
@sinful rover i see the UVs, what about multiple materials
i.e. blend grass to dirt
err, i was hoping to blend per voxel
Ok, it's just many people may consider it as a base for their mining game, and it won't have means for that.
@sinful rover i'm not here to complain, i'm just telling that you may get in that "customer issue" situation due to ambiguity
@sinful rover for some people it's "just a $25" and for some it's a "TWENTY FIVE BUCKS!!!!1111" (there're no regional pricing on MP)
there're no regional pricing on MP the mess it would be lol
Mine is free
😬
Anyways, I'm curious of how you did the marching cubes lookup table
hehe
@north stirrup it should'n be there (that may ruin the MP), but you always should keep in mind the customers you may face
Definitely @tender flame
For some customers $300 is nothing
For some others it's a month wage
@north stirrup do you have video of prem features btw?
@sinful rover Yeah I think it's fine for a little blueprint example
@tender flame mmmh
Not any up to date one Alex
@north stirrup oh, the tiles above...are those outdated?
I guess the closest thing is https://www.youtube.com/watch?v=hK4RCCJdxkI
Website: https://voxelplugin.com Discord: https://discord.gg/58ZqEbg Water & Ambient Occlusion aren't included in the final release. Destructible house by Id...
The website is one year old ^^
So the free vs pro features are still similar
But the features themselves have improved a lot
@ebon leaf when did this happen? I literally installed it a few hours and had a look and they were different hahahaha
oh nice, one of the Modular SciFi's is free now
and the IES light profile pack?
weren't those basically free to download to begin with? (the IES profiles)
lotta nice stuff this month
Here's a link to the assets so u don't need to look for it https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---june-2019
anyone done anything cool with the free content that's been released so far?
@willow plinth they make different assets free every month and they do it around the time u installed something
Agreed, looks like a lot of nice stuff this month
Is it just me: or is Gmail really struggling in categorising Marketplace emails? It put the "more new content" email in my primary inbox, and the notice regarding the Jetpack Anims asset in my Promotions 🤔
Speaking of Marketplace emails, this one is a bit random but: why do they have a white background and no set text colour? That drives me mad. I have a dark theme on my gmail, so I get white text on a white background and have to highlight it to read it
Will there be a month when the freebies include a pack I was ogling rather than a pack I paid for 🤣
Unified Interactive Physical Foliage looks great...but so expensive.
Unified Interactive Physical Foliage is available now at https://egray.io/uipf UIPF delivers interactive foliage for all of your project's needs and comes wi...
And I just want to fiddle with it.
@ebon leaf nah, i mean to look how it's all made...i've got some picture from his video of how it works
i'm interested how the plants are rigged, is that premade assets or made in engine...those a skeleton meshes, definitely
Not trying to be an a-hole but If you want to take a look at the secret sauce you gotta support the seller and purchase it. It does look great though.
I can guarantee a lot of time and experience is in that package
Nah. That would be definitely an expensive tutorial. And not a tutorial actually.
There's a difference between commercial use and my goals.
Exactly.
I can say how'd I do it
@gaunt flicker the skel thingy?
@gaunt flicker i know how to make grass folding, with render targets, and how to make flappy plants, but have no clue how to make it w/o making rigging in maya or other app
vertex painted animation
which I have a fun fact about
me and my friend swear that we came up with the idea of vertex painted animation
before anyone else
years before
but we can't prove it because we didn't write about it publically
however our painting tool was no where near as good as vertex anim tools today
When something in the vault has an update, but your vault is filled with so many free stuff that it's impossible to find the one pack with an update... 
Only if people had suggested better ways to notify the updates along the past years....
Would be nice to have a favorites section for asset packs
Which vehicle system is better? This https://www.unrealengine.com/marketplace/en-US/slug/simple-vehicle-system or this https://www.unrealengine.com/marketplace/en-US/slug/vehicle-interaction
Can I ask legal questions in here?
can, but there probably aren't people around that have legal training here
Alright.
I downloaded a project file from the forums and it has a "use in whatever way you want" licence in it. Am I allowed to use some of that code in my marketplace submission?
considering you won't have any proof that the files you got from the forums are really ok to distribute, I'd say not
technically it's up to you to verify if the assets you sell are not breaching any licensing and are compatible with marketplace license
also I do hope you actually try to sell something else than someone elses free work
of course not
as that's in general getting frowned upon
It's more the general way of doing something
everything is heavily modified
but allright, i'll take that into consideration, maybe reach out to epic and ask to be sure
also, if you learn from some asset, I'd really consider rewriting it from scratch
just modifying someone elses work sounds like a mess in the works
yep thats what i'm doing
rewriting it
in a simpler way
but it still uses some of the same "algorithms"
Does anyone know a good vehicle system?
Writing your own code from scratch but inspired by someone else's code or algorithms is generally fine
But I'm not a lawyer
from reading some of the comments it seems to have some issues. i havent looked at the blueprints but some people are reporting fps issues with 5+ vehicles. it wouldnt be a bad option to see how it works and then rewrite it yourself in code or something to be more efficient
To be honest you're better off just making your own vehicle system
its not that hard to make a four wheeled vehicle, look at the UE4 doc for it. I followed it a couple months ago and it was very easy
The Unreal Engine 4 Blueprint Vehicle User Guide.
I understand you want advice about the marketplace, but to be honest you'll have a better time just making your own vehicle from scratch.
@ebon leaf it does not mean those assets worth the money, or worth anything at all...like the recent case with animations
^
Those assets linked are pretty much just a wheeled vehicle with a little bit extra. If he bought those he wouldnt know the basis of how vehicles work and therefore would have more stress in the long run.
He is asking for peoples opinions, I gave mine
👍
I think I will buy it
@thin turtle tell us how it is later
Is this vehicle system better? https://www.unrealengine.com/marketplace/en-US/slug/simple-vehicle-system
can you please stop asking every few hours about "which vehicle system is better"? - nobody in here knows any more than you do :/
@broken sable Sorry that i ask but what vehicle system did you like more?
Read ambershee's message above.
I don´t what is better 😦 i want to make a open world game...
Then make your own or ask the creators for a demo.
The creator are inactive...
The first vehicle system have
- No Multiplayer
- Enter/Exit Vehicle Animation
- AI Drivers
The second vehicle system have
- Mutliplayer support
- Two Drivers
As said, make your own then ¯_(ツ)_/¯
Marketplace Assets are not meant to be the perfect fit for every single person.
They are generic solutions and in most cases don't have all you need.
Get used to it. either use them to kickstart your system and extend them or don't use them and stick with your own code
^ always buy an asset with the worst case plan in mind "To learn from its mistakes"
@thin turtle I cant tell you which is better because i have neither but if you going for a multiplayer open world i'd go with the multiplayer one because network setup is something in its own. You can learn to make AI from plenty of tutorials online and since multiplayer is already set up in one you can just apply what you learn over. But the first pack would be my choice if i was making a single player Open world because it comes with more.
With the second vehicle system I could make a mission like in gta 🤔
the second then drives
ok, here's my opinion: of the two, Simple Vehicle System will be better quality because the description on the marketplace is more thorough 👍
but judging by the comments, both will be tricky to integrate
@daring raven At the first system someone has problem with AI driver
most of the time I find $5 code assets abolut as much trouble to integrate as it would be to watch a tutorial and implement from scratch
I bought 😄
the Simple Vehicle System
It´s very nice 😄
I don´t found bugs 😄
Best price Best quality
he says, having used it for no more than 15 minutes
@modern perch No really, i tested multiplayer i don´t found bugs. This system have bug when the car is upside but its easy to fix
The Vehicle Interaction system have more bugs...
Vehicle interaction/passenger systems are pretty basic
I know
Hey guys, have anyone tested the new free reactive water asset?
Do you know if it is possible to transfer just the effects to another water material?
without seeing the code, one would assume it would be easier to integrate the water material to the reactive water's materials instead
Im trying to use the water instance but it doesn¨t show on the water material, and if a try to drag the instance directly in the mesh, nothing happens.
Instances? because with the normal material im able to select it, and also directly drag it onto the actor.
does anyone still keep an updated Marketplace spreadsheet? The ones I have are old and broken.
this is the last one I have
items
Name,Link,Original Price,Discount,Sale Price,Percent Off,Rating,Total Votes,Category,Description,Creator,Release Date,Last Updated,First Engine Ver,Last Engine Ver
Fantasy Meadow Foliage Pack,https://www.unrealengine.com/marketplace/en-US/slug/fantasy-meadow-foliage-pa...
I prepared a plugin containing only a few materials. Question is, what should I put in the package I should send to Epic Games? I'm a bit confused...
So far I've got this structure:
- Content
- MyMaterialExample.uasset - Resources
- MyPluginIcon.png
MyPlugin.uplugin
The guidelines talk about needing a .uproject and a Config folder... but my plugin doesn't need them, so what should I put in?
I actually looked at that, but it's still not clear to me...
For example, how do I put the icon for the plugin?
Also, is the .uplugin not needed at all?
Is it "a few materials" or a plugin?
Well, it's only materials, so I guess it's not a plugin
woosa...
How do you know if what your thinking about releasing on the marketplace is good enough? For example, what if you make a blueprint based template project. What if it's not perfect or done the "best" way? I was just curious if there's a way of knowing because to me my blueprints look fine and work to me but I'm sure to a person with years of experience they probably dont look good.
if it gets denied 😛
@daring raven do they check for quality and stuff? I thought it was for copyright content and stuff. Idk I've never released anything before
not entirely sure how thoroughly they scour blueprints
Ok I was just curious. I try my best to may all my blueprints nice, neat and proper but I think I'm just being paranoid of failure or just scared of the unknown. lol
So long as it's not a giant tangle they'll probably accept it
afternoon folks - I'm looking for a specific marketplace asset, but haven't had much luck trying to track it down
it essentially consists of whiteboxy / primitive style shapes, but with stone style materials
anyone know where what I'm looking for might have gone?
Hi guys. Did somebody submitted a code plugin recently? How long did you wait for review? I'm waiting 15 days already, still no answer.
I've heard it has taken 6 months for some 
but recently people have seen faster iteration times than that
@elfin plinth Last year it took 2 weeks from submitting to publishing for me. I think it's actually getting worse recently.
A lot of the staff were off sick recently, that built up quite a backlog
@modern perch do you have more details? like purpose
there's an asset for greyboxing with no mention of the word greybox in its description
https://unrealengine.com/marketplace/en-US/slug/blocking-starter-pack
cheers - I'm not looking for a generic whitebox asset, but rather a specific pack
it contains blocky, primitive style shapes that are modelled to look like carved stone
no, that's not it either, that's just materials
this maybe @modern perch ?
no, it had realistic materials
I literally can't find any trace of it's existence
not on the marketplace nor the forums
it's hard to search for stuff if you dont know at least part of the name
then there's also the possibility it's not for sale anymore
aye
not knowing the name and not having decent search tools makes it impossible to find
yup, and I found google hopeless for searching the marketplace
Now, everyone Marketplace VR Hand Asset Creator...please fix your hands
If it doesn't work with this, you need to fix it 😃
can some one tell me where can i find the turrent used by iggy in game PARAGON
i have downloaded iggy character from Ue4 marketplace but cant find it
plz
Not sure if this is the right channel
but um I got a market place product that I have added to a project and the content is not showing up - just the folder structure
imported to two projects to test it
- in 1 just ONE folder shows up
- in the other all folders show up.
I tried migrating the material (through the migration tool). It sees the assets and claims it migrates it but nothing comes up.
guys, so I'm doing an asset pack (only with meshes and textures). how do i test previous versions? Do I just open the project in those respective versions and check for errors?
@hollow zephyr the assets are not backward compatable so I you made.yoir pack on 4.22 it won't work on 4.21
You have to build on the lowest supported version. I work with 4.16 and test with newer releases.
@lilac heath oh that makes sense. Thanks a lot!
Ive made a huge mistake 😂 I worked in 4.22 and I cant find a way to migrate the assets to 4.16, other than reimporting and redoing them from zero
Luckily you're only doing meshes and textures and haven't made a complex blueprint system 😉
thats PBR for Epic?
looks like a standard Unity port without adapting the textures or materials
QA really does a good job filtering out such stuff.
has anyone used the foliage plugin by hulken from the marketplace
It not marked as PBR as far as I can see?
That might be the case. But thats no excuse for the poor materials. as Ambershee mentioned this is 100% just a lazy port from a Unity asset. With no effort put into converting the textures to UE4 way of rendering.
Yeah, it looks like plastic
well, Unity's way of rendering has been same as Unreals for 4-5 years now
so that's not really the reason
it's literally same PBR setup except Unity has smoothness instead of roughness (so linear 1 - roughness),
and those asset have been clearly made while Unity 5+ has been around 😃
Hey do I get april's revenue in this month ?
My pack published late april and only sold 9 copies/50$
Then in may I've reached more than 300$
So do I have any chance to get 300 lol?
You get paid 45 days after the end of the month
but only if you had over $100 in the "pool" at the end of the month
@merry field so I had 50$ at the end of the april. And more than 350$ end of the may. So that means I'll get paid in july?
Am I right ?
I believe so
Look on the bright side, at least you're getting comments on your products
yeah: "y u no update latest version?"
I had a new comment, but I'm still trying to decipher it
My first marketplace plugin, TopShelf, is now up! A productivity tool for the level editor. Organise your assets for quick access.
is the dungeon architect dude in this chat
@ ali.akbar#4202 is who you're looking for
nah, it's the random gen plugin
hi there. we are just released a new plugin for aligning objects:
https://www.unrealengine.com/marketplace/en-US/slug/b56f5e516f324b1a8bc5d0f7b5975b5a
@sand veldt Congrats! How long did you wait for the review? I submitted May 24, still no answer
@jovial lodge
@ebon leaf: Submitted the 15th of May 😉
Any recommendations on a good character creator pack?
@ebon leaf my las submission was 3.5 weeks untill approved . Very much inside the 20 working day that's suggested.
@sand veldt Thank you. Actually, I received the answer later yesterday, they started the review.
@lilac heath Yes, seems right. I didn't see the 20 days part, it's in the marketplace guidelines?
Yhe there realy buisy so it gets closer to the end of the time.
@ebon leaf yhe they mention 20 working days on the confirmation of submission email.
Ahh cool they have started the review. Good luck
I got the money but I don't think they sent the email yet
15th falls on a weekend this month
@hardy dust I think Epic might do well to change the asset layout a little so peoples content is tidier / cleaner, AND would mean asset DON'T over write each other. Take the "Tropical Island" and Sharurs "Tropical Island", both have the same name and over write each other making a total mess if placed in the same project, having assets in a folder with the creators name would stop this AND if people (like myself) have brought a number of items from the same creator it would keep them neat in the content folder. For example "Affordable Landscapes" and "Quang Phan's" characters there are a lot of landscape folder scattered throughout ones content folder with just one of those assets and having for example QP as a folder name would put all Quang's great characters in one place. trying to move them after install is a right pain and it breaks so much and leaves empty folders behind that won't delete, it just an un professional mess to say the least
I think the project should allow you to basically specify redirectors for marketplace assets. would fix a lot of problems, updating assets from store, avoid naming collisions, etc. this is probably the wrong channel for the discussion tho
Yeah, I got into the habit of prefixing anything I make with "NV" back in my modding days, so I just name anything I release "NV <Something>"
But that's just me
Leaving empty folders behind which won't delete is because you forgot to fix up redirectors after moving things, by the way
(Also, you should definitely turn on viewing of redirectors in the content browser)
Has there been any news about updates to the Vault? Like categories, hiding/removing stuff, anything to make it a better experience than sifting through a wall of stuff?
That's all you got @narrow wave ?
Speaking of which, how'd you get all of them in one screenshot
hm, you didn't missing half of bottom row 😉
That's what you can see on a 4K monitor
I'm more concerned that they fix DOWNLOADING UPDATES
I am afraid of updating anything
But you know..it's E3...so
Maybe next week, we'll get some fix
I need 8k monitor then
I sort of hope the lack of big updates to any of the launcher stuff over the past 6 months has been due to them making a new launcher. I mean a lot of people have been complaining about how the launcher is slow and stuff since they've been pushing the EGS, and it seems to have a framerate cap which bothers me immensely.
Wait, is that why my update seems to be doing nothing? They're broke atm?
To be fair, people have been complaining about the launcher since the launcher. It's not changed a huge amount since 2014 (the vault behaviour changed a bit a while back as an example). The introduction of EGS is the biggest change it ever had, but it's always largely been additions, rather than improvements.
people tried to nag about Vaults usability for several years
wonder if there's that Allar's compiled set somewhere around still
my biggest pain on vault is not how to find item on it but where the bloody updates are
it's like yet another "where's waldo" minigame if you have any bigger vault
Allar's stuff doesn't work any more
Yeah with the lack of MP features etc. our Marketplace support moved to our Company's Discord Server and I basically never open the MP anymore despite to add an engine update.
Too many promises over the years that just never happened. That includes Launcher/Vault...
that's just Epic all over these days though
lots of promises, very little delivery on them
I tend to just ignore anything they say they're going to do, and just pay attention to things that actually happen
that and the prevailing attitude of sticking fingers in ears tends to rub me the wrong way a lot
there's an enormous arrogance at play across a lot of the company culture and it's not healthy
it's not just Epic though, just look at any easily available game engine makers and it's somewhat the same
I mean, as far as game asset stores and launchers go
(there are quite big differences on user feedback usage on actual engine feats among these when you go beyond the above mentioned thing)
I probably should have asked my question here - I'm debating using UE4 to make music videos for an album and am wondering - are we allowed to use our marketplace assets and the free assets (like the paragon crap) for things other than games? I'm assuming I'd owe epic a % just like revenue from a game but honestly if I've made enough money for that to matter I'm a happy man lol
@desert ore in general, visualizations and videos are not subject to the 5% royalty, also afaik marketplace terms don't dictate the assets to be used in a game but your own end product so that's probably fine too
I'm no lawyer tho so if you really have to know the details, consult lawyer or at least check the fine print on the ue4 eula yourself 😃
the only edge case I can think of is on the relicensing the content, so if you use ue4 marketplace assets to create a content library for video producers for example, that's probably not allowed even if you don't redist the original assets as is (unless the library is used only by your own team)
but doing like, a music video with this stuff should be totally fine
from https://www.unrealengine.com/en-US/faq:
What kinds of products can I release with Unreal Engine 4?
You can release any product that is allowed by law, with the exception of gambling applications and certain safety-critical control systems described in the EULA. You can release games, demos, VR projects, architectural showcases, trailers, films, and more.
The only parts of the Unreal Engine you can’t release to the general public are the source code and tools or modifications to them; these components may only be distributed to other licensees with access to the same version of the Unreal Engine.```
```md
Are any revenue sources royalty-free?
Yes! The following revenue sources are royalty-free:
* Ancillary products, including t-shirts, CDs, plushies, action figures and books. The exception is items with embedded data or information, such as QR codes, that affect the operation of the product.
* Consulting and work-for-hire services using the engine. This applies to architects using the engine to create visualizations as well as consultants receiving a development fee.
* Non-interactive linear media, including movies, animated films and cartoons distributed as video.
* Amusement park rides and live installations.
* Truly free games and apps (with no associated revenue).```
from https://www.unrealengine.com/en-US/marketplace-faq:
How can I use the products I’ve purchased from the Marketplace or Learn Tab?
Besides using them for learning, experimenting, or prototyping, you may use Marketplace products in your own shipped products. However, you can’t sell or sublicense Marketplace content to other developers for use in their products, e.g. via website or ecommerce mechanism built into a 3D development tool.```
@desert ore ^
np
Does someone know, how you get a product into one of the sale events, or free assets of the month events? Do I have to approach Epic?
For sale events, they send out emails to everyone who has content on the Marketplace, you have to reply to it to get included in the sale
That applies to both the flash sales and the larger-scale sales
Details on submitting for the monthly free rotations are here: https://www.unrealengine.com/en-US/uesponsoredcontent
(They're not currently accepting submissions until the start of July)
Thanks a bunch! That is good to know.
Which is the way to contact the marketplace support in case if something urgent happens, because they made an error?
They put my new submission (pending review) as an update for an old product (published). So, now people who download the "update" will receive the new product instead . That will also break their work because the old one is removed.
Just in case somebody from epic read it, I submitted a support request this morning, ticket number 00117369
Fixed. Thank you @idle arch !!!
If you guys was to buy an asset pack, what would your ideal poly count range be?
Let's say for rocks, stumps ,logs
Honestly? Don't care so long as they don't make everything go slow
You'll get different ranges depending on if people are building for PC (high), consoles (slightly lower) or mobile (much lower)
I've looked into what reasonable polygon counts are for modern engines like Unreal, and generally people seem to say that it's the other things - texture resolution, shader complexity - that are more important, graphics cards can pump an insane amount of polygons these days
So the answer is usually "As many as you need, but as few as you can manage"
Ok thank you. I don't have a lot of knowledge in this department so could you just give me a general estimate for let's say a high end PC?
Are we talking high hundreds? Or like 20,000+?
polycount does not matter that much nowadays.
modern gpu's can push millions of polys without problem.
drawcalls on the otherhand are still your enemy (even tho thats changing slowly)
in general I'd say that if you have to ask that kinds things about assets, you probably shouldn't be planning to sell them
in general, your target audience isn't going to be high end PC though, it's quite niche among the engine users
if you do stuff that runs on lower end computers, your assets will be getting reviews on how "optimized" it is, and if you actually make a demanding sample scene that requires high end pc to run, you'll be drowned with complains how badly optimized your content is
how well or badly optimized your content is to what it actually represents doesn't really hold much value in todays world, sadly
Yup. frankly a lot of stuff on the MP isn't well optimized. I guess that happens when people w/o much exp. trying to sell stuff they made.
Or they're just lazy. I dunno.
I'm not sure how people are supposed to find out such things without asking?
The information on what good poly counts for modern engines are is seriously lacking
polycount is just one small point tbh
it's not really the issue anymore with modern gpu's
just don't have a 10k tri boulder 😄
but in my exp. a lot content on MP lacks in other areas
like badly made uv's, weak usage of texturespace in general, or way too much overdraw (on some fx packs) etc
stuff like that
Someone should write a guide on how to make good models for UE4 (and indirectly, the Marketplace)
and ppl that buy it know even less and rate 5 stars 😃
how is some1 that cant make a watershader able to rate it?
And people who can make water shaders won't buy one...
well the reason why I said that was because in ideal case, we'd only get content on the marketplace from people who know what they are doing
and if you are so out of loop of modern gamedev that you have to ask about polycounts, it's not likely that you use other good practices either....
ultimately, there is not specific answer to that polycount question even, it depends on everything
you'd put a ton of polygon to "hero" assets and way well to less meaningful props in the backbround
Hey, I'm new at this and I'm probably one of the guys your talking about. I recently had to fix my submission and one of the problems was optimisation. I believe it was my materials, although they only had 264 to 300 instructions most were blended materials with 16 textures sometimes. I have since learned it's better to have more material slots rather than blended materials if it works with your geo. I thought one draw call was better with blended material, not the case. Anyway I'm learning.
Which save system is better? This https://www.unrealengine.com/marketplace/en-US/slug/simple-game-save-system or this https://www.unrealengine.com/marketplace/en-US/slug/advanced-file-based-save-system
read the descriptions and judge for yourself
When in doubt, write your own ;)
here is a great idea for Marketplace asset - plugin that exposes mic input to Blueprints for Android (or adds support for mic input for Android with exposure to BP). Status, ability to turn on/off mic, toggle it, volume value, etc.
@merry field actually.. that's a very good starting point to understand what marketplace assets offer anyways
start your own, figure out what features you want... then go find someone who's already finished it 😄
You only know that you should have bought someone else's after you've finished writing something so that you don't need it!
Phh. Getting really sick and tired for Epic not sending verification code when trying to log into their launcher. Problem has been around for year already
and I activated it because there was breach and somebody spend almost 300 euros from my credit card to fortnite stuff :/
Why the facepalms? I work with Unreal daily and tried to open it just now again and could not because I don't get verification code. Took around 10 minutes to get code. My ipinion is that there is something wrong with the system. Whole Epic Launcher is working so so much slower that it used a year back
Sorry, facepalmed the wrong message
I agree that the verification message takes too long to arrive
Using your google account to log in seems to work pretty good though
Or any other linked account I guess
well, it's a facepalm that Epic uses same accounts for actual devs vs their store
it's been nothing but trouble
I'm using Authy instead of waiting for an email. works fine here
I haven't had issues with the email auth personally
I have it on my all Epic accounts
(I have ones for business and personal dev and gaming)
talking of which, it pains me that when I want to use my gaming account, I need to log out of my dev account every time and vice versa
these things just shouldn't be mixed
A couple of weeks back i had to wait more then an hour for the email to get it.
I actually took a screenshot of the gmail email receipt showing the number of seconds for delivery
There. I also sent this to support, and i got an automated message that i should change my password. Funny, considering i couldnt even get access to my account.
Epic has best programmers you can get workung with Engine. Im honestly blown away by it. For some reason launcher and all that comes with it is just so slow or bad to navigate when compared to steam, uplay etc. Their game marketplace is barebones and still doesnt even have basic functions like shopping card. Its like there is not enough senior level staff working with launcher. Also I would love to love Tim, but man his personal fight agaist steam is just so frustrating to watch and his business decisions with marketplace arent something im happy about. Then again, their engine updates really fast and gets all the latest fun stuff almost instantly.
I think the marketplace and EGS teams are relatively young and there's been a lot of staff changes
the engine development has been around for decades already
it's quite different setup and these people have very different tasks ultimately
so you can't even go comparing them
that being said, ue4 marketplace launch wasn't the greatest and EGS seems to make similar mistakes
they do like to make iterative work on these tho, they come up with something barebones and slowly improve upon it
instead of coming to the market with something that has most things you'd expect it to have
Do you guys know if resubmitted rejected content is faster than submitting fresh content?
Or is it right to the back of line
The line that competes with the DMV for slowest
If not is a correction.then yes , it allready has some one rocking it.
If it is a proper rejected in the recected catagory then it's back to the end of the queue
Ah ok lovely
Waiting over a month to know if your stuff will even be accepted is abysmal
Though I’m not the first to mention this lol
That poor person over at Epic who is checking all the content alone
Bless his/her soul
probably not
if you have money but lack patience
hmm, is this a new thing? https://marketplacehelp.epicgames.com/s/?language=en-US
I think I#ve seen that before
Anyone know where I can get a x2 3d icon for double points pick up?
...what?
Are you asking about an icon that is just the letters "x2"?
Should be very easy to make in a 3d app
Open Blender. Create flat 2 and X shape.
Extrude backwards. Tada.
Cool thanks will try it out
It's funny how for 25k downloads only 28 people rated the product. So, considering this, how relevant is the rating?
probably not that much
0.112%
people do not rate products, but they only look at products with high ratings 😄
@hasty nexus what asset?
And it's the same as in any other platform tbh. very few people rate products.
There's basically no incentive to do so
I know some online shops which give discount for writing reviews. Playasia for example, or my local supermarket. Most of shops at least send you a reminder once.
And I know which product, because it shows up in the "related" of my new plugin and the name of the author match. It's the "Multi Task" right?
Name doesn't really matter, it was just an observation
Name matters 😃
Did some math and I guess that number is surprisingly correct with some quick start I gathered 😮 (Though I presume you mean 28/25000*100% ~= 0.112% right, or is 0.00112% the actual percentage?)
i dont want the character to be able to do this.. how do i fix it?
there is a "probe channel", usually "camera". your meshes sould block it in collision settings
@untold haven
am i doing it right? @ebon leaf
could you put camera in probe channel?
@lone mountain name doesn't matter. feedback can be negative, positive or neutral no matter what your name is.
and 28 ppl out of 25k downloads, seems like meh
who cares
=))
yes @zealous ibex 0.112
got used to 0-1 =))
Yep, I can definitely identify with that 😂
25k downloads and 28 rated sounds awfully lot like some free thing
Any have tried procedural natural pack?
Available for purchase on: Gumroad - https://gumroad.com/l/TdsWz --------------------------------------------------------------- Discord - https://discord.gg...
this advert popped up and I instantly recognise that mesh
aha
looks like the author is selling in both stores
FALSE ALARM 😄
$40 per cockpit in the sketchfab store vs £160 for both in the marketplace tho
Making game assets is hard but marketing is harder lol guys where do you promote your assets to gain more downloads?
For example I'm always trying to set affordable price to my assets ( I have two 4.99$ and new 5.99$ asset)
What do you think is it good attemp to attract people?
$249
ultra crazy low price doesn't necessarily attract people
imo
the quality has to be good enough
@young nimbus for example all my assets have good quality (customers reviews )
Here you can check one
maybe EasySpaceVFX is not a friendly name
also, if you search for "space effects" your product doesn't show up
add more tags
At what level of complexity do you think an asset becomes valuable?
Doorways for example. Door frames can be simple with few sides because they are like that in real life, but is it bad practice to have something that simple? Does a slight rounding of the edges or small imperfection increase its value or should it be kept simple and the textures be the only defined portion?
Might be a better question for design chat, lol
@raven ferry yeah thanks will add some
@tropic kiln I would find the asset more valuable if it was a clean base for me to add my own texture and mesh imperfections
I am fully aware that the intended audience for this is relatively small, but I've been hard at work digging through some undocumented engine stuff and plugged what I believe to be a huge hole in the editor - My just submitted Advanced Data Validation plugin can enforce asset naming conventions! Obviously it does a lot more than that and you can find out everything here: https://forums.unrealengine.com/unreal-engine/marketplace/1634369-advanced-data-validation
Hopefully once it's approved by Epic it will help prevent a couple of headaches for project maintenance. 😄
https://i.imgur.com/djT6XoK.png
Hey guys,
I'd like to take a minute to talk about something that's been sorely missing from UE4 - naming convention
@young nimbus "ultra crazy low price doesn't necessarily attract people" it actually does...when $0
that doesn't make you any money tho
usually for me I first consider the quality, then if its easily modifiable or not, then the price
for some stuff on the MP you can't expect actual high quality if you're also expecting a "low" price tag.
You get what you're paying for. And on the MP it's often subpar stuff.
Or stuff nobody would put in all the efffort to give their knowledge away to some cheap asses for a handful of bucks.
well, the main issue is that many want to sell their first attempt
it's kinda similar issue on steam now too
in the good old days, people who made things for sale had perfected their knowledge on the matter throughout the years
now people spend 10h on making asset for sale following some tutorial and put it into sale
Yeah. It's pretty sad.
I still remember the terrain guy who literally did that and charged 100-150 bucks from the close to stock WM assets and his excuse was "I spent 10 hours on this so I need my hourly wage"
There is such a guy making FX stuff.
As you said. It's similar to how things work on Steam thesedays. People flooding markets with effortless and skilless crap trying to make a quick buck in their dream job.
I need good futuristic/near future/sci-fi city from marketplace for my game,does anyone have any recommendations?
I checked them both and wav maniacs is only selling audio stuff while marcin doesn't have anything that i need,thanks anyways
Hey guys I'm trying to make a checklist of asset features you'd like to see in a pack. And I'd like to get your feedback on this
I plan on including 3 LOD per model. High (8000 poly count), medium (5000), and low (3000)
And the original model 50,000+
ive been into cyberpunk/sci fi themed stuff lately
not for archviz but game ready
I'd also like a desert wind/storm pack
A image texture for each model of 1k, 2k, and 4k
A customizable node setup (hopefully) that effects wetness and dust
And moss
What else from a technical standpoint would you guys like included in a pack?
Also all the maps: normal, roughness, displacement, etc
do you use photoscan for 3D models or from a reference?
also, a lot of material instances would be great, provides more customisation to the materials
3d photoscanned models
Awesome, Stay tuned I recently went out and shot the models, now I'm compiling and adding features.
I'll make a profile link all of that when its ready
As for material instances, I know nothing about them Haha. But that's why I asked you guys so I can learn and (hopefully) add them Haha
I want the process of importing and using the model as smooth as possible for you all
gl man
Unreal marketplace staff is very picky with photoscanned assets
Make sure you don’t have any visible seams or blurs, that they are optimized well, and that they include 10+ unique meshes.
They are picky when they decide to be
I think it depends a lot on who you get
they were picky as hell with my rock pack, even though there are countless rocks packs with visible seams on the MP
in hindsight, I don't mind though...it forced me to improve
2 minute Substance designer jobs seems to be just fine these days
just download a preset and generate basic texture sets
SD is the way to go nowadays...photoscanning takes too much time
I've retired my light tent
for a second I thought you were advocating for standard definition
😃
480i or bust
back when you couldn't see the pores on someone's face on TV
back when tvs actively tried to shock you
the model seems more detailed than the texture o.O
i tried to make realistic monster for MMO in market. low poly of mutated creature
well. not so realistic, but i wish to know the value of 3d mesh ?
there is 2 other character. so i sell packs
I'd start with browsing the marketplace for similar products and seeing if you think your model is comparable to others priced at $25 👍
(do people willing to buy expensive mesh ?)
are there animations? is it rigged?
@tame compass add some texture variations to it, so people feel like they get more
Ok
I did a quick read through of the market place policy, would something like this fly on the store? https://skfb.ly/6IDp8 something I made but has a brand on there... I get the feeling they wouldn't allow it.
This is a little something something I’ve been recently working on. Feel free to pick them up and use them from here: -link removed- - Photogrammetry Etnies - Buy Royalty Free 3D model by Sasmo (@Sasmo)
no brands are allowed on the marketplace
ah sweet, my free pack finally hit 100 ratings 😃
@wooden falcon name?
is there a single pack in the marketplace with more ratings? 🤣
looks like only ~50 or so have >100 ratings
and half of those are epic freebies
Epic's stuff usually has a ton
Procedural Nature Pack Vol.1 is one of the permanent free ones, has 268 ratings
The Advanced Locomotion one has 624, must be the most rated one out there
Not exactly fair on assets that actually earnt their 100+ ratings from paying customers, like Multiplayer Survival Game Template, Generic Shooter etc
My assets have 5 and 0 😦
@paper wadi the free side may not appear to be fair. But please remember after a developer has released on free month they will get more than 60,000 Dowloads. So that means after the sale is over nearly every one has your pack your ratings are worth nothing as no one is left to buy it ( except a hand full of people who missed the sale)
It's funny my best selling pack does not sell any more after this so the 100+ ratings more for me as a feel good factor Rather than a gauge for potential clients lol
@wooden falcon congratulations it is an amazing pack you have there
@merry field how's the naming of your assets? marketplace filters suck and the search uses the package title
I'd imagine you'd find them if you were searching for something in that area, the second one is just even more niche than I'd imagined
thanks PurpleDolphin!
Hey folks if you're working on an RTS game this toolkit went on sale that isn't particularly great BUT it has a fairly fleshed out RTS camera you can rip out of it and it's the best you're gonna get for under $5 https://unrealengine.com/marketplace/en-US/slug/complete-rts
hey guys back to get some more opinions
these are some of the rock clusters that ill be including in my pack
however my question is, would having the bottom of the models being like this be a problem or deterrent for guys
basically hollow underneath
yeah, closed meshes are just so much more flexible...
Then we need to try match our ground textures to the unclosed mesh base
but wouldnt it be better to leave it open as opposed to just applying a dirt material to the bottom? or is that something you would prefer?
Pretty sure it is clear what people would prefer :)
It is more of a question if you want to do the work involved
i've only heard from two people? haha
i'm not sure i would consider that to be clear haha
i don't mind doing whatever it is people prefer. i just want to know if its really a problem
always enclosed meshes
some processes people may use may simply fail
(if it isn't fully enclosed)
some rendering features also
@compact inlet didn't mean this channel at all
if you've ever used these assets to dress the level, the answer would be obvious
you can get away with meshes like that on cinematics and projects where you don't heavily reuse the assets across the level
I mean, there are AAA games that have assets like that, but they are never as convenient to use as the assets that have been properly prepared for level design
it's just way faster to author them
and that's why we see them
ok well, even for bigger budget titles, they'd probably split those rocks as it would make them get away with less amount of assets as you can't vary that bundles structure that nicely
but I mean like open from bottom stuff
i understand. i just didnt want to cover the bottom unnecessarily and add more poly if the the ground was going to cover it
For some assets you can get away with optimising away the bottom, but for something as reusable as a rock, you want people to be able to rotate it any-which-way to create variation
some people like to kitbash their rocks, so you'd need them enclosed
like Nameless said
Hey , i was supposed to get my payout this month on the 15th and i just waited till 23rd and emailed the marketplace support and still no answers. What should i do?
Bummer 😦 Did you exceed $100 USD (after epic takes their 12% cut, so about $114 in revenue) for the month April? If you have, then emailing marketplace-support@unrealengine.com is probably your best bet
I kinda disagree on the "rotate any way possible" approach on photoscanned rocks
you'll immediately see it's looking wonky if you turn it say, upside down
as nature tends to work specific way
the main reason you'd want closed bottom on such assets is mainly so that you don't have to worry about the hole showing when you place it in random places
if you have specific shaped hole, you need to make sure your terrain matches the shape etc
or course if you do tiling + custom material for the rock and don't treat he original scans color as the final color, then you can spin it around as you wish
Yes i have , the last time i got my payout was 15th of January 2019 so considering the 45 days delay i should count all of the monts from December 2018 and April 2019 right? If so it sits at 124$ right now
Does anyone else feel like their content is well beyond what’s available, and what’s been previously ok-ed, and Epic still gets picky with you
Prefabricator adds prefab support for Unreal Engine 4. It is free and open source. More info here: http://prefabricator.io Forum Support Thread: https://foru...
@pastel slate
Just my thoughts
While the perception of being better than existing pack is entirely relative to how it is implemented including Performance and consistency.
I'm all for it . Tell me what I have missed on the months of work staring at the same thing for adges.
Hands down . I welcome any advice/ feedback that can make my packs more user friendly and allow for a better experience for my clients.
It should never be taken as a negative or a dig agaist your self. Just as a helping hand .
So I say Hell yhe pick away.
Hey I just released a modular sci fi environment in the unreal marketplace selling for $200. My question is do you think this is to high a price for 250 meshes and a full functioning blueprint elevator and several other blueprints, you have to see it I think. Would be great to know what people here think is a good price?
https://www.unrealengine.com/marketplace/en-US/slug/sci-fi-orion-mars-living-quarters
The next instalment of the "Mars Orion Series" the first was the "Corridors" Link to UE4 Marketplace: https://www.unrealengine.com/marketplace/en-US/slug/sci...
@tough cipher Seems like a reasonable price for what you are giving.
@tough cipher functional elevators are worth very little to anyone who can code anything
Agreed Olento. But, I am paying for the other stuff. the BP stuff is a bonus.
in general, people will not be looking forward for paying 200+ for environmental asset, that's pretty steep regardless how much they get with it
you could just split the pack into like 3-4 different modular packs and sell them separately
of course it's nothing in the big picture (if you actually make proper game)
but that's not your main target audience
hobbyist, maybe too much.
yet, most of your sales will be for the people who just play around with the engine
of course if you only want to sell few and keep support requests low, sure, keep the price tag
if you do modular thing, it's also easier to sell more content to it in the future, based on your customers requests etc
vs make another 200 buck package that will sell few copies
there's a lot of value on being able to get more content that fits your environment
it's like number one issue on paid assets, that things just are not coherent when you assemble bunch of assets together
@tough cipher If you want to make the most amount of cash, do what Olento is suggesting. If you want to see your assets in published games and support fewer folks, keep the price high. Really is based upon your approach and goals.
@lilac heath I wasn’t referring to anything in particular, just very obvious lack of quality in some areas and still gets ok-ed in the passed.
Having your content in published games could help you with contracting work too.
If that is something you want to do.
sure, just want to note that I don't have any motive in this as I'm not the target audience (I make most models I need myself), just trying to give feedback as it was requested 😃
^^ same.
and like I said high pricetag keeps support requests lower 😄
that's like main reason why I'm not selling games assets myself
I've sold people other things I've manufactured in past and the support people try to get is often totally absurd
like, people want totally unrelated things and you just have to be the bad guy who says it's not part of the deal
"Horse did not come with carriage. Please fix."
(of course in more polite way)
If you lower the price keep some room for sales
Don't know Olento... Let's say you put stuff on the marketplace that was on the higher end in quality and higher end in price...the higher end price like you said would keep your support requests low (and show that the person is interested in getting a game going) and you could earn a little extra cash and expand your portfolio. (that's if you need to)
oh, totally don't sell too cheap
but 200+ is way above what most people are willing to spend on ue4 marketplace
I still don't say the pack is not worth it
just saying you could sell less of it at once
people are silly like that
they could easily pay the same in the end
as long as it's not one payment
I know you are not saying that... the pack looks good. I get it, you are rightly pointing out that the target audience of the marketplace is way cheaper.
also, don't be this guy 😄 https://www.unrealengine.com/marketplace/en-US/slug/ocean-water-shader
I'm thinking of putting something up myself for 15 bucks... and, I'm thinking, goodness, that might be too high. lol
wtf is with that water?
I suspect he wasn't getting sales, so he just said "fark it"
@tough cipher honestly that price doesn't seem that out of line... the assets look comparable to the Scifi Starter Bundle which was until recently $150+. And to include several useful blueprints? 👍 bit out of impulse buy range but wishlisted 😛
lol that ocean material is hilarious
perhaps it's a social experiment item? 🤔
the fun thing about that ocean thingy is: the guy changed the pricing multiple times in the items lifespan
started ~350€ then after backlash he sold it for ~30€ IIRC now for ~732€
Thanks a lot for the feedback, I get what you're saying makes sense.
IIRC is started at $5
or something stupid - but in any case it's not even really useable except in niche circumstances
I wonder if anyone bought it at the high prices
buyer beware I guess
it's probably just so he can mark it 90% off on the sales and someone thinks it's a good deal
I've kind of lost interest in the Marketplace now after the last thing I made for the Marketplace hasn't sold at all
I know what you mean
I'm lucky if I get a sale a month...I long ago stopped doing personal sales, and only ever enter into the big sales
do sales stagnate overall due to the freebie rounds? 🤔
My first product still sells
Not a lot, but a unit here or there
Just the second one had absolutely no interest at all
I don't know if it's just too niche, if I set the price too high, or what other reason there might be
possibly Dizco...I know I only look at the MP when it's the 1st of the month 😃
But how do you get discovered on the Marketplace? 😃
It is an interesting conundrum, do you think monthly freebies lowers the value of everything else?
Well not lowers value but lowers the value to consumers
Do you think more people just wait to see if it goes free
Probably
Why buy something if it might be free later?
Especially if you are a hobbyist and are making the game slowly, here and there over a long time
by the time you finish it, even by the time you need that asset, it may have become free
@elfin plinth did people actually buy that?
@merry field Yeah that’s what I’m thinking right
Epic maybe shot themselves in the foot with this stuff
Has anyone had an asset go free for the month?
there are 8357 assets right now, and not every dev is applying to the free4themonth thing. so its a huge "might be free later"
There have been 5 or so that went free that I've either bought in the past or had in my cart (the sci-fi starter bundle for one...)
That's a pretty high hit rate 😛
whoaa you got lucky 
Does participating in a Marketplace Sale boost your sales figures a lot? I remember when I was doing that on the Unity Assetstore many years ago, I made over 2000bucks with a asset that would usually sell around 200bucks a month.
@ebon leaf for 5-15 bucks, sure
not with that current price
or well, this is all speculation, I wouldn't know
but I doubt anyone would buy 2-starred asset with all those comments pointing out the flaws of the asset for 700+
that free month brushify thing looks kinda cool, i dunno anything about the whole landscapeing part of UE tho
Ok
Brushify is a solid material
It’s optimized to be as basic as it can be though
While still retaining auto functionality
In my opinion you lose out on just a little bit too much to justify using it vanilla
Does anyone know why people vote down comments? I have two whole comments from people who seems have not bought my assets, saying nice things about them and one has -2 and the other -4. Whats that about? I mean I think I understand that people just complimenting your stuff, isn't as important as people who have purchased them and are commenting on there findings but if you only have two comments what's the point?
Here's the comments.
I can't tell from the comments if they were sarcastic or not
oh right, this was the premium priced thing
some people could just downvote what they can if they don't like that I suppose 😄
I mean, there isn't always logic in people's actions
btw, I just looked at the description
"PBR materials with sliders for edge wear and grunge."
you should have some screenshots for this
all materials on the screenshots looks super clean, totally unused
people are usually not willing to pay a appropriate prices on the marketplace (Unity or Unreal doesn't matter)
thats why i won't even invest time into making sum vfx/tech art assets.
Not worth it.
well, most try to sell quantity
obviously more niche asset you have, chances are a lot slimmer for that to work out
Lots of people are salty also
Likely comment downvotes are due to mismatch between comments and quality/price ratio of the asset.
But not like you need to respond to the down votes themselves in any way.
Thanks for the explanation, I appreciate it. I should add so images that show the edge wear and grunge better.
Edge wear and grunge.
Do you have a demo?
@elfin plinth I can't tell if they were sarcastic either but have to respond as if they weren't.
You mean a downloadable version you can play? Yes.
Am I missing any major sites I should be advertising my product? Major ones I am thinking of are the UE4 forums, twitter, reddit and this discord
I'm sceptical as to whether anyone even looks at the UE4 forums
Youtube
I'm always wondering if paid ads on Facebook or google are a good way to promote your Asset pack
@merry field From what I've seen so far advertising on this discord had about the same effect as bumping my post on the forums. But it's very hard to tell since we can't see how many people are visiting the market page. I was hoping that posting in #released would see some sort of gain for that day, but it was the same as previous.
@carmine tree I see youtube as a place you upload your promotional video which you link to from other sites. I can't imagine many people would stumble upon my plugin from their youtube recommendations?
There's isn't really anywhere on this discord to post / advertise marketplace assets
I do see quite a few marketplace assets in the released channel
I suppose it would be nice to have a separate channel for it though
@ebon leaf There was someone who got an UE4 youtuber to do a paid promo for their plugin. Unless you can specifically target certain facebook groups with ads, I can't imagine the ads would payoff since what we are selling is very niche.
This was the plugin https://www.youtube.com/watch?v=nzjmQKLK1Xs
Hey there DevSquad, today we show you how you can save time programming in blueprints utilising the events system and variable system plugins by eliminating ...
Here's an idea someone start a UE4 Marketplace weekly rap-up. They go over the most interesting stuff in the marketplace. Maybe they could have user input on what they're buying. If it got popular enough developers could submit a copy of their assets for review. I would watch something like that. Are we sure there isn't something like that already?
I'm no good at telling people to like and subscribe, just can't do it
😂
this is actually a great idea btw
weekly videos showcasing what has been released in a week. and some "featured" stuff. well, It could be 2 different videos
IIRC there was a guy trying to do exactly that. But i haven't heard any news on his channel/blog
I'll try to do something tomorrow
That's an really cool idea, i would totally send a copy of my asset pack if it gets showcased/reviewed in a Video
I have a Virtual Terrain Set in pending status right now. 5GB of textures PBR you can mix match and procedurally or statically change to any type of terrain. 8 months of planning and work. Still scouring various terrain features for expansion. Hoping doesn't get kicked back. Makes it so you can change color on the fly, specifically designed for Unreal, possibilities are endless. Also helps because you don't have to reduplicate textures. Have templates in there showing how you multiply the color by the gray scale. Great screen shots to. Impressive detail on the blends.
Almost 6GB actually 567+ textures all done, now I need to get to architectural sets. Hopefully a system you can build any kind of structure with assets. Also want to get rid of Speed Tree and get a plant life generator in there.
No more buying all these varied textures at varying rates for assets, now you get it all in one pack. Thought that might be helpful for low budget, High Quality environments with world creation. looking forward to seeing results.
I'm not complaining, I'm happy they bought it but has anyone got a comment like this before?
I've not sold on UE marketplace but I've sold other things to people
and they always try to make you fix their unrelated issues
since they "paid for it already"
so no, that's nothing new
also since people who don't know they caused their issues on their own, of course they blame others for their own mistakes
do people buy 3d model character ? or do people loves 3d props ?
Hey can I use default 3rd person controller for marketplace pack?
@terse loom yes
Thanks
Where is the free for month stuff?
patience
sure @tough cipher. He gave 1 star rating and never said anything else. He didn't even give me the chance to prove myself. He just expected to be instant reply and that's it. Working 24/7 with instant reply. You don't do that, then you get 1 star ratings.
@hasty nexus Yea that sucks, I feared the same thing, 1 star review because I put "Preview Text" all over the assets.
Unfortunately, some "customers" are acting like they're entitled to all of your life once they buy something, and some others are acting like your product's page is their blog page and you can't do anything about it. It just how it goes.
that liquid material looks neat
that building set is neat
hmm
both the modern and medieval one 😄
the medieval set seems VERY high quality though, like 11/10!
yeah, looks solid
playing with the liquid thing now
it's great
materials themselves could do with some love, but the fluid behaviour is really solid
ooooh, what's the basis for how the material works?
maths
oh hell naw
didn't look too deeply into it, but it seems to be the case
Oh no not math!
😐
I mean it's not the worst asset, but I feel like monthly freebies should be good org/bp/etc learning assets?
IIRC, it's Blueprint, Materials, Static Meshes, and Textures
yes, save the chars on folders 😄
I mean, I can get that some may want to use the prefix on the actual assets
but it makes zero sense on folders
you shouldn't have that many main folders for that to matter
it just obfuscates the meaning if you use it like this
It’s fine if I ever use an asset I will rename folders and stuff anyways
Unreal should get similar package system Unity has now
they still haven't moved their asset store for it but it's starting soon as well
they basically have separate folder outside your game assets for the package itself, which can contain anything from code, graphics, sound etc
and since it's versioned, updating the package is simple as just changing the version from their package manager tool, it swaps the locally cached assets automatically and your actual project folder stays clean and unbloated. and actual upgrading doesn't require any manual cleanup for files
it's like one of the best things Unity has done recently, it's like UE4's plugin manager but with ability to update the things within the editor version
this has been one of the biggest painpoints for me on both UE4 and Unity stores as they just bloat and mess up your project folder by default
so what you end up doing usually is to have some temp project where you import first, then organize it there first and only then move that stuff to the actual project
I don't like 'lite' systems
🤔
kazaa lite was fine in 2002
if you mean about the asset that went free, I think its great. the guy only took out the fire and rain stuff
there was a marketplace item that contained lots of impact decals
anyone has a link to it?
I can't find it
It's pretty old
bullet?
w3 studios
but i can't find it
It's not in my vault 🤔
that's never been free afaik
I purchased it when epic had this "we give back the money" idea
when ue4 was paid
and so they credited everyone the money as marketplace credit
yeah the 30 bucks everyone got in store credits
Now the item is gone 😄 lol
i think i have an another account
Do poeple loke to buu character ?
Epic can't come back from vacation sooner
Their marketplace/launcher is on fire
Well, at least the AddToProject works
mega picture for a MEGA BUNDLE
I question whether those "hand painted" textures are hand painted as advertised
I guess it's possible
those 47 bundles didn't take long to swamp the marketplace though
could be Unity ported?
looks normal to me @lone mountain ... 😋
marketplace sellers
wanna give me your products for free and so I can shit on em in blog post form
we'll call it a review site
and then pivot to store
Can we pay you to give it a good review??
@gaunt flicker how much tou want for that? Lol
for a fake review? uhhh
Yes 😈😈
how much you got
how much
Lol thats joke
tbh Allar exposure is worth something ^^
Site ad should read something like " Your package is great and reviews should reflect that."
@gaunt flicker If you're seriously doing a review site (and not just taking bribes for good reviews), I'd go for it
@gaunt flicker Yeah count me in too, always nice to get some feedback 😉
quick brainbursty impulse on market items>>
"Try in your scene" // upload 1 or 2 scenes to try out an asset with // perhaps have users have a few scenes/maps/projects marked and regularly uploaded to avoid having to upload a scene each try on asset. Exploits of sorts # warning lol, ie rotating scenes and trying assets .. I dnno
Generally I hear people mention they're not sure how it'd work in their project so market is bit of gamble.
Quick thought idea on that, so sharing. gllhf
(slap me if this is already possible lol .. havent been by in a while)
Why aren't a few people doing this, competition you know? how many people are frequent buyers of marketplace items, 10k 20k? it'd be nice to know some numbers.
What about a packaged demo? is that safe to give out?
IIRC free months assets are around 50k "clicked the add to account button"
*50k claims
People that reviewed should be pretty knowledgeable in a discipline, like a materials guy, an environments guy, and so on.
I think a generalist would do
but there are legal issues on game asset reviews I think
I know someone used to review ue4 marketplace assets in youtube, showed how the assets were structured etc but basically showing anything technical beyond what's on the store page or some other publicly available source can breach the ue4 eula
you are not supposed to show the secret sauce from the assets to others
at most you could demonstrate how it works on the packaged build
if you take those terms seriously that is
of course many asset publishers could give you green light to show more and that would be a different thing
@elfin plinth What about a packaged demos? are they safe to give out?
At least when it comes to environments.
Well for probs a compiled demo scene should be ok I guess.
I could mainly see issues with showing uncooked content
pretty sure ue4 terms draw some line there
@elfin plinth what does that mean "uncooked content" sorry I real don't understand? you build the lighting and compile a Windows 64bit demo and people can download and walk around and see the content up close. I was just wondering if there is any way to extract the assets out of the packaged demo?
basically mean just packaged app / game
The free for the month stuff is a little underwhelming this month (not complaining, its free stuff)
Can you use fonts from "dafont.com" that say they are "100% free" in projects you wish to sell on the marketplace?
The fonts presented on this website are their authors' property, and are either freeware, shareware, demo versions or public domain. The licence mentioned above the download button is just an indication. Please look at the readme-files in the archives or check the indicated author's website for details, and contact him/her if in doubt.
@torpid dove ^ Also keep in mind free does not necessarily mean 'right to redistribute'; you need to check the specific licenses for the font. By nature you are distributing if you submit any font source files as part of a marketplace project. Here is a snippet from the technical review checklist from April/May:
Quick question, why is this so much? https://www.unrealengine.com/marketplace/en-US/slug/ocean-water-shader
nobody knows
hey
wanna browse the marketplace
as if you're in the launcher
but also in a browser
I got to this page by the epic launcher fucking up and opening the url in my browser after login instead of the launcher lol
if only that Allar guy would keep his assets up-to-date 😏
Not worth the time keeping assets up to date
Can anyone see their payout report for 2019-05?
Wouldn't that be next week?
Thanks, wasn't sure exactly when in the month it's available
Generally around the 15th
With the money generally being sent a day before the report is sent
Does anyone know where can I find / buy UE4 melee combat animations like in Mordhau and Chivalry?
@upper stirrup This might help - https://www.unrealengine.com/marketplace/en-US/slug/fpp-melee-animset
thanks, but I need full body animations
@upper stirrup What about this one ?
Summer Sale time 🤑
it feels like the marketplace sale pages show the items in a fixed order 🤔 unlike before where it was random for items that are ranked the same by the sort criteria
Does Epic randomly choose products to put on sale? Do you have any opt in or opt out or manual sale control?
Normally you have to tell them the product and the discount amount, but with something like this, there's a fixed discount and you can only submit products for it
Hey guys, quick question! Where do i find my data like how much units I sold on the marketplace?
Can anyone recommend a good retro scifi vfx pack, chasing something that could find it's way at home in Forbidden Planet, War of the Worlds (Original) star trek original series. Or anyone on here keen to tackle this kind of look?
Hello everyone,
We've officially declare our Global Blueprints Events System released on Unreal Marketplace, we finally finished everything we've had in mind 9 months ago when we started out.
From functionality, documentation, tutorial videos and support as well as extensibility.
Also we did added better screenshots inside the Marketplace: https://www.unrealengine.com/marketplace/en-US/slug/c-event-system-observer-pattern
You can the awesome video we did with Virtus here: https://www.youtube.com/watch?v=nzjmQKLK1Xs
Definitely not the end of the development process, but sure something we would love to celebrate.
Simplify your game architecture with this Event-driven system. Improve flow control inside C++ and BP Classes while eliminating unnecessary casting. Use the clean and modular approach.
Hey there DevSquad, today we show you how you can save time programming in blueprints utilising the events system and variable system plugins by eliminating ...
Hey, could use some quick advice: I'm working on a rather let's call it medium sized blueprint library. Should I try and release a really small MVP and keep updating it (obviously having a future plans section) or wait to get a decent sized library before releasing something?
I'd say get some core features done and then release as MVP with adding smaller features/fixing bugs in next releases
But try to keep core features really core'ish
does anyone have a Paragon character with VFX set up? I could use some help with it.
Do you guys think the landscape auto materials “where they just found the world aligned node” will ever stop
Or should we expect a steady flow of 1/2 every month
Just wondering why we’re able to see the same thing repackaged over and over again with no changes and it still gets to take up the new page for over a week
shame world aligned materials don't work with world origin rebasing
@fallow sparrow That looks awesome! Might need to pick it up
@oak whale thanks for the kind words, if you need any info please feel free to contact us
Anyone know whats coming up on August 2019 free for month assest?
I wouldn't be surprised if even Epic didn't know that by this point for sure
also would be bad business to leak the free assets in advance
I only know that none of my stuff is in it because I didn't submit anything
Is it possible to make custom sales for products?
Some of the developers have muliple assets on sale and I want so
If it's possible
You'll have to shoot the marketplace team an email. Find out more in this part of the FAQ page: https://www.unrealengine.com/en-US/marketplace-faq?active=sales
Are you talking about something different than just putting your product on sale?
I posted this in the store area and got the impression it was the wrong place, so asking here, gifting is maybe an idea that might be good to implement
@hardy dust Is there any way we can gift an asset to a Creator? for example I have both the ALS characters controller system and a bunch of Quang Phans characters, It would be nice to be able to gift Quang Phan's Human_Base asset which has both a Male and Female characters with full face rig's using a UE4 Skeleton, trying to change the skeletons to work with ALS would break the face rig, having the power of those creators to integrate the assets would be a bonus to both Creators
I said the same thing in the other channel - Epic have nothing to do with this. If the two authors want to work together, then they need to organise it amongst themselves.
Also, you've tagged some random user twice now, poor feller.
I could say that's his or her own fault for naming themselves Epic
@midnight hinge The Marketplace could facilitate 'collaborations' with bundling, composite products, and adaptive payments. 'Gifting' would not promote collaboration in our opinion.
So I as a user will need to get the two Creators to talk and collaborate, my thought was to be able to gift the asset to one Creator with the aim of getting the help I needed to integrate the two assets
no, because that creator cannot just use someone else's product and repackage it in their own content. They need to coordinate it between themselves.
Buying a Product on the Marketplace does not grant you the right to resell it.
You are only allowed to sell it in packaged form so others can't access the source files afaik.
Anybody used the Google Analytics plugin on the marketplace? Want to know if it's worth the cash as the comments are pretty old except for ones asking about compatibility.
Anyone here have voxelplugin?
🤔
@ebon leaf turns out OnlyKND is the kind of people that want paid plugins for free
🤷
Yeah shame on him
One line if you're smart enough
😄
For real though, those guys often don't even try the free version
They just want the paid one
lol
going straight for the paid
oh shit it $300
which is fair
alright
imma get a company to buy it for me so I can mess with it
Letting other people pay is kinda like getting it for free right
yeah $700 ocean lets go
Sell few, but sell good 
Nah same one
