#fab
1 messages · Page 108 of 1
In case you read this on Monday:
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@merry field #unrealengine should get you retweeted by MadeWithUnreal
#gamedev and #indiedev will trigger a bunch of other bots
And sometimes mentioning UnrealEngine gets you a like
Which immediately translates in ~1k impressions
@sturdy hawk does this interoperate well with blueprint assist?
Hello Guys,
Recently i got two -1 unit sales for my product & support says they're from invalid credit cards!! why they don't check the cards before purchasing?
I think they mean that people noticed their cards being used for something they didn't authorize and they made a chargeback.
At least that's usually the reason for -1
Or in other term: they wanted the product for free so they made a charge back
😬
welcome to online selling
😬
some people are just turds!
could anyone verify a small bug on the marketplace when writing a review?
if you write something, go back to the first line and press enter i'll just move one character to the right, and only then enter does the "go to next line" thing.
@daring raven As far as I know, it breaks two features of Node Graph Assistant ("Insert node on wire" and "lazy connect), I tried to contact the author, but it appears that there's nothing we can do to solve this :/ ...
I have no feedback on the Blueprint Assist compatibility though. I think the probability of them being compatible is pretty high, but I'll have to test it!
Hi all, I'm developing this Portals Code Plugin for the Marketplace. I want to make the definitive Portals Plugin in Unreal Engine, Seamless, Configurable, Extensible, wiht "Flat" Portals and Sphere Portals, with limitless portals at the same time, for First Person and Third Person and with very low computing cost. Please share your thoughts. Many Thanks!
https://www.youtube.com/watch?v=A6Ev0OeLf1A
A Portals plugin I'm developing for the Unreal Marketplace. I take a different approach to the portals in the game Portal, even though I also want to include...
aren't those come with source?
cause obviously many people using custom build of ue4
so, recompile is the option, right?
and the reasons?
um, i'm not asking if the engine does not recompile the plugins
i've asked if you can do that yourself
@vampy each version of UE4 only compiles with a specific visual studio version should the plugin not be compiled by the seller to match the specified version VS version required by the editor.Other wise every one will have that issue and that would suck :(
Give the seller a shout to ask them to change it.
@unreal mason Looks nice. Aren't scene captures pretty expensive? The semi transparent thing when you're half way in is a nice touch. Does that require every material to have the same parent or is it some other type of effect? Looks cool though and seamless which is nice
Did a similar portal effect and it can be a bit of a performance ballet to not kill the framerate
scene capture is enormously expensive - I haven't looked at his video, but I suspect that they're not using scene captures
it's almost certainly instead using a material based technique and overlaid geometry and/or airlock teleportation
same thing that Bioshock Infinite does - which is directly based on the same technique that we used in CBP for Unreal Tournament a while back
Hi, @grizzled thunder @modern perch , yes I'm using scene captures, but they are a bit more optimized through C++. It's expensive, but you can see the frame rate at the top... It's not something you cannot afford. The biggest drop is when you are crossing it, but once you are far the scene captures don't even tick
it's expensive though
I recorded it whit a GTX 980
so it's not like the most powerful beast
*with
@modern perch Any example I could see of the overlaid/airlock teleportation? My googlefu is failing me
it's been quite optimized ever since, but I released a game that used some portals as a secondary thing
those render at from half the resolution up to 16 times less
it's not the way they'll be in the plugin
you have to finish 2 stages before you see the first portal
it was an entry for an Unreal Engine Jam, the one about Valentine's Day
I'm an offline teacher, and I'm busy just now, but I'll promise I'll try to finish it before the end of this month, and I'll provide some demos and stuff
@unreal mason - in my own projects, scene capture simply isn't an option - it really is that expensive (C++ or otherwise). full-screen render targets are brutal on non-high end PCs
@grizzled thunder - if you dig out the original Bioshock Infinite trailers, you can see the effect showcases pretty well
it basically consists of two sets of geometry over the top of one another, masked out in the material shader as appropriate. When the scene transitions from A to B, you teleport the player between the two 'real' locations
well, I agree and disagree, as always it depends. It's expensive, but there are many ways to trick it
so it's affordable
anyway, I'll shut up until I have some numbers to provide
if there's a better way to do it without changing the engine I'll be happy to use it, but until then, portals are really cool, and I'm going to keep using them in my projects
or until someone provides a better way to do it
the one that is already in the market is pretty cool as well, and if you use it with simple graphics you can have lots of fun
the Bioshock technique is pure masking, no render targets required
you can also fiddle with the stencil buffer;
https://youtu.be/xTPCvO-kLhg
didn't finish that prototype (needs shadows fixing up), but it's basically zero cost
it's like animation, it's quite expensive, more than AI, but that doesn't mean that you are not going to properly animate your characters, you balance, instead of having 1000 characters you have the ones that you can afford and make the game fun, it's a matter of design
ok, i'll take a look into it
When you say material shader - does it require custom code? Or is this something possible just using ue4 materials? How do you handle the lighting of the two on top of eachother? Separate lighting channels?
what Graphics card did you use for that?
in the case of Bioshock it's using lighting channels, and it's purely material based
So just masked materials?>
yup
so long as you can draw an arbitrary primitive on the screen or in the world, it's fairly easy to do
interesting, so I guess the cost of multiple channels is much lower than a scene capture
way lower, no need to render the scene more than once
you can use the masked setup in VR or on mobile devices fairly happily
this guy made a material based one
is your solution like this one?
sorry guys, I need to leave now, really cool and interesting conversation, I hope we continue it soon
thanks for the example
it's probably similar, yeah - I keep meaning to pick his up and see what he has done
the video above uses the stencil buffer though, so that's an engine modification, not purely materials
hence the shadows being problematic, hehe
Even cheaper then?
more expensive, I think, but would warrant testing
I bought it, and it's just that, materials changing and showing or not stuff depending on the side of the portal
reallyl cool idea though
yeah, I don't think he has lighting solved?
I should probably just buy that pack and pick apart his graph. How is he isolating one set of meshes from the other in the material? Or does it involve blueprints also?
so you can't have light casting through the portal etc
it'll be purely masked materials
he also seems to have shadow problems, I think?
So his "fake alternate reality meshes" would cast shadow onto the real?
watching the video doesnt look too bad
ahah.. wow..
when he flew above that was funny
I might other issues, the look I'm going for involves multiple portals or views visible at once
Imagine it like multiple tears into an alternate reality visible at once. If I'm right, does his only hold up when you have a single portal?
Or I guess not, the camera is just a single point
his is mostly a single portal at a time, yes
Hmmm, seems like quite a complex setup when you have to make blueprints for every single actor you want to see through the portal
If you have two seperate environments (rather than a few extra actors as in this example) this would be a lot of setup
none of the actors should need anything, it should all be handled at a material level
Doing stuff like that with scene captures is always never justified in current realities.
how do refunds work? Do I email someone/somewhere and then explain it or?
if you want a refund need to email marketplace peeps yea.
cheers
I bought an animation pack and accidentally bought a "basic" version of it that doesn't have necessary anims for creating full blend spaces
eh? implying there's a version with anims in it that can be used to create blend spaces?
that's really weird
I mean that the one I have has anims for running forward, left and right but not for running backwards
which the full pack has if I recall correctly
https://www.unrealengine.com/marketplace/en-US/slug/pistol-01-starter-mocap-pack
https://www.unrealengine.com/marketplace/en-US/slug/pistol-01-basic-mocap-pack
https://www.unrealengine.com/marketplace/en-US/slug/military-pistol-mocap-pack
where do I find the email address for sending the refund request?
This page has a link but it just links to support front page https://marketplacehelp.epicgames.com/s/article/How-do-I-request-a-refund-for-a-Marketplace-product-I-ve-purchased?language=en_US
oh
check last pinned message
nm
thats no longer valid XD
cleaned pins up a bit
I wish there was a dashboard with analytics for sellers, It'd be so much better!
we all have been wishing for that, for years :p
Hello, anyone have a Train template which they want to give or sell? (one where you can sit inside in first person and controll the train, and add the train to a track spline)
O_o
so I have to buy another animset for the full price, even though I already own 2/5 or so of the anims in that pack
instead of paying for the difference (or getting refunded and then paying full price for the other)
I'm tempted to complain to the finnish consumer agency about this
you could.
besides that, i might suggest contacting the author, if he is fine with the refund mp team often complies
I disagree with the refund notice but also the core issue here is the fundamental lack of handling dependencies on the marketplace
and/or bundling and etc
true
authors can't bundle so they create their own bundles and in the process people get screwed
i'd argue that this is more of a 'buyer beware' situation but if the finnish government can get on epic to improve their feature set then I'm all for it
😄
I'm sure they won't, all it would do is build some pressure maybe
I'm pretty sure that finnish law says that "remote sales" (like online shops) have a 14 day return period
If you contact the seller and explain, and they say okay you can copy that reply into Epic, and refund under "buyers remorse". I did that with a pack, but ended up buying the full pack (it was Dynamic Combat System Bundle)
Is there a way to import from the marketplace with custom import settings, similar to the window you would get to show up if you hit the "import" button in the content browser?
not really
Damn, thanks! Having an issue with the collision on a few static meshes from the marketplace.
if its serious could ask the author, or see if the pack contains a folder with static mesh source content
I just finished sending them an email actually. I’m not seeing any static mesh source content unfortunately.
@civic stone export and reimport?
It won't let me export. I found a workaround, instead of using the trees on my map I'll just use them as a border, sort of a "this is a dense forest, you can't walk here." In the map I'll just use bushes in their place.
flash sale 
People have requested videos about my pack (Modular City that you can found on marketplace), here is the YouTube playlist including overview map and other video : https://www.youtube.com/playlist?list=PLwgHLQoJEyplknlyvI0cvFlj8tto5ovkw
Enjoy
@young nimbus i'm pretty sure that law doesn't apply for digital goods.
I'm not sure if this is the right place to ask, but I've wondered, why do all the YouTube demo/preview videos of any marketplace item have a high downvotes ratio?
some deserve it, majority is people annoyed they cost money, and perhaps some competition :p
well, i don't know which is bad, having just few hundred views and no dislike but like 10 likes, or having thousands of views likes and some dislikes. I'd go for the second, but unfortunately i'm in the "hundreds" views.
but as @delicate dove said there's always gonna be some people that don't like it. Because of the money, because they thought it's something else, and ofc, some people don't like it because they don't like it, but usually those don't dislike, they just close the window 🙂 And as for the competition... if they spend time disliking your videos just because they are competition, they already lost.
Hi
Anyone used this dialogue system built (it was a free content product of September) ? : https://www.unrealengine.com/marketplace/en-US/slug/blueprint-dialogue-system
I've just seen that there is actually another one sold at -90% : https://www.unrealengine.com/marketplace/en-US/slug/dialogue-plugin
I'd like to know the diffence between both and if one is better... I've checked the presentation of both but I don't understand so well...
Apparently I have three downvotes on my youtube video. I wonder why?
That's 11% of the votes being negative
presentation matters
Does anyone know when the flash sale ends?
14th
https://www.unrealengine.com/marketplace/multi-task have fun everyone.
new update?
also, was a big convo yesterday about multithreading and ue4 somewhere on this discord.
yeah, i updated the free plugin to match the pro version. obviously limited functionalities but fully functional. And multi-platform compatible. People were bugging me for so long to update it. 😄
nice work 🙂
gracias
@quaint cedar Following up on your earlier question. Bug reports should go through https://marketplacehelp.epicgames.com/
Either 'Create Case > Customer > Bug Report' or 'Create Case > Publisher > Bug Report' depending on the user
Hey. Does anyone happen to know of an anim pack that has a quick get up from laying on back animation? Like a martial arts spring jump?
@hasty nexus: The website link in your description is broken
Also, I'd suggest adding more detail to the description about what is the difference between the free and pro versions
As a) that helps informs users as to what they're getting and b) maybe pushes more people to buying the pro one if they want those features
Also, that seems cool. 🙂
thx @merry field
@delicate dove i love ur work
thanks!
Is it common for people to see buy on stuff they already owned since that last update with questions/reviews added? Just curious if there is a workaround and I just don't know it.
hmm, it should not unless you are logged out.
Nah it knows the profile is on, and it shows anything I've reclicked on free. Bizarre I guess. My library still has the stuff too.
I just assumed it was something bigger from the update lol, might just be me :/.
when in doubt, email them for verification 🙂
Yeah hadn't thought about it, since it wasn't in the way at all. (Since my library is still there). Just went to look through a set I knew I had, that a guy was adding to... and went hmmm well this sucks as I can't tell what is/isn't on my list as easy.
Do you guys getting payout today ?
Don't think so, but then again I don't know when that usually happens.
generally around 14-16th I think
email about it often comes somewhere after dinner, so.. soonTM?
I usually get paid a day before they send out the emails saying I've been paid
why people like that exist?
Maybe they only want to give stars
then I want to give s**t for the review system in general...
Even steam users not that degraded
probably not even an actual person but a bot.
would be very cool to have bots they buy your products xD
I think with this system you get less reviews
Enjoy the 5 starts rather than the
This asset is perfect
4 stars
This asset is absolutely fantastic, highly recommend
4 stars
-1 star because it doesn't work properly on Amazon Fire TV
@tender flame you want a bet on it ? Steam review sometimes full of immature.
i'll bet...asdsafs is below even word "sh*t"...cause that requires some english
You clearly haven't seen Steam Curators
Like the one who just reviews every single game with "hodor"
@tender flame at least 5 star. Not 1 star because of shit reason / stupid jokes.
Being developer is hard.
Would be fan to ban those with reason "hodor".
Star ratings are much less useful than reviews anyway
A bot would have written smthg more sensible 😬
Do unreal market payout can late for 2 days ?
it has happened before.
the problem can also be on your own end, with your banking
that can easily cause delays
nah, everyone is complaining atm
@tame compass these are most of the payout reports ive had so far
https://i.gyazo.com/c6e3ceec3008b9dcd9287cd45e166681.png
as you can see it fluctuates.
i guess it's rough for people that their main income is from marketplace
🙂
you as in "whoever does not have a buffer"
yeah, got it
My main income from marketplace. So late are serious business.
Lol i still remember that 18. I hate that day
That's your issue though. Iirc Epic doesn't have to stick to the exact date.
Get yourself a buffer.
if you're going to rely on something like the marketplace, you're going to want at least one month's worth of outgoings in the bank
simply down to how unreliable the income is - if you have a bad month with no sales, you're kinda screwed
Yeah which will happen pretty fast
and if we're at the life tips&tricks, never make plans with money you don't have in your pocket
😄
"Buffer" as in having enough money on the bank to not be broke if Epic pays 2 days late.
Can i use free/ bought assets for creating other assets to sell at the marketplace?
no
not at all? im talking about sounds or particles?
Luos summed it up in his last comment
yup.
Nope.
@waxen sparrow you can use the free assets such as starter pack that are explicitly epic generated but there are strict guidelines on differentiating the epic content from your content.
But somthing made by another developer deffinate to quote luos "nope".
If you want exact clarification on what the requirements are for selling on the Marketplace, reach out to marketplace-Support@unrealengine.com
sweet
Is there any notification when you sell something in the marketplace?
Wtf, do you see wich projects you sold when you get your money?
Ok thank you 😀
U guys know how long epic takes to review the project approximately ?
can be a few days or a few weeks. depends on how busy they are/how big the project is.
@junior smelt oooohhh how do I get your filter ?
It's black magic and witch craft
I think it would be popular , the ability not to have to export and reimport your project. To find you missed something.
If I'm making a blueprint to sell on the marketplace, can I use a function from a free code plug in?
I dont know if code plug ins fall under the "third party software category" cause it says "source code that's not from epic games or the publisher" counts as third party and you can fill out a form to request to use it. But just from reading other messages of people asking if they can use free assets usually just get a flat out "no" as an answer so I'm not too sure
What's the function @somber spire
Is their any Admin Panel available I would be able to use to Ban, Kick, Noclip etc?
@north stirrup admittedly idk exactly which function id need yet but itd be from here. Just some async stuff https://www.unrealengine.com/marketplace/en-US/slug/actions-extension
It would be ill-advised
there does seem to be some sort of hitch with payments this time.
perhaps the fortnite black hole has some side effects :p
neither atm
So i'm creating a blueprint-based marketplace asset for rpg item generation. I would like to create a custom c++ node since I'm using a lot of enumerations and have to do a bunch of custom functions. Can I add this to the project since it's not a code plugin but rather an asset pack?
it would need to be a plugin at that point
Isn't that only code then and no art/blueprints? Or can I combine both? Meant to be merged with existing projects
Any particular reason you can't make the custom function in Blueprints, e.g. as a macro or function library?
that would be the sensible route
you have to cater for people who aren't working with C++
I would like to use a Enum wildcard as an input, as it is now I have to create a ton of functions for each enumeration. Same with the "Get number of entries" for each enum
They are in a BP function library now, already having 25+ functions and getting cluttered since u cannot reorder functions either
why do you need tons of functions per enum?
Oh, I'm generating items/weapon/gear and have to randomize enums in their structs, type/material/quality/suffix/prefix/slot/modifier etc and more
So need to get the length of each enum slot and set a random value
it sounds like using enums is your problem
but also, if you went C++ with that, users would not be able to modify it without modifying native code
Hmm ye, will have to figure it out, aiming for it to be easy for end-user to easily add more enums if needed but might have to do a step-by-step guide instead for it manually I suppose, thx for help though.
honestly you should probably be using data assets of some kind
gameplay affecting types would probably be data assets or classes
Ye, learned that, but still cant get length of enums
they have a 'max' value that can be queried, but it isn't exposed to BP, I don't think
thinking about that though, enums do have a limit, so if you use enums this way you will only be able to have X things in any category too
I do not know the value of X, but it is not very high
Think it was 256, but I suppose max use-case would be 50-100ish
https://www.youtube.com/watch?v=effvmBCrDME
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Only 30 copies are available.
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I'm joing to join the not been paid group in the corner 😛
i got paid. and got the report. not the email
Do also note that you don't get paid if you didn't sell $100+
Porting our assets to the Unity Asset Store was a complete waste of time... 4 packages and no sales in the first 3 weeks at least.
And yet I dare say that if someone searches for sandbags, these are the best sandbags on the whole store.
But I didn't take into account the fact that I'd be competing with ugly but totally free sandbags.
sounds about right for Unity store
there'll be a few people who will fork out for top quality assets, but not many
Epic Marketplace will be like that eventually. If it already isnt lol
The monthly free assets kind of devalue everything else
And the sales too. It's like with Steam Sales. I don't mind the sudden surge of income when the sales show up, but long term I think they do more harm than good.
People will just rather wait for the sales than buy at full price, especially when they're typically only like 3 months apart
hence a loooot of wishlist requests
Meanwhile with things like Apple, people learn that they never have discounts on their stuff until something new comes out
@merry field I completely see what your saying here and noticed a drop in sales aswell. But on the flip side the remuneration received for the free asset , allowed me to reinvest most of it in to my new pack so I'm extremely great full that it is a thing. But I also see the impact it has on the other developers. It realy is a hard thing to balance. As a MP seller I do look forward to it ending, but as a developer I like things being free.
<_< Rather annoyed by the person who keeps spamming mp content asking to see VR executable demo's, and also a tad annoyed the MP team has ignored me flagging this spam.
@lilac heath well, people do still buy things, which in a way is better than I'd expected
I am surprised no one made a simple inventory assets for VR projects
@merry field True, but it is still a massive drop in sales.
When did they start doing the freebies again?
I thought the drop was just the usual thing where most people buy things when they're new
I didn't realise they stopped
Wait just checked https://www.unrealengine.com/marketplace/en-US/assets?tag=4910
It's still ongoing
Take advantage of our sponsored content program and get 5 packs free each month.
No, I was asking when they started in the first place
Sorry, ambiguous wording
It was November
Which, yes, was just two months after I released something
I just assumed the first two months would have the most sales
So removing the incom from the free release, general sales are down to about 20% of what they were.
I am amazed that there's people talking about living of what they have on the marketplace.
If you have a lot of packs, and not many costs, it could work?
You wouldn't be getting rich that way
But might be able to live
@merry field its not sustainable.
Or depend on gamble.
@thorny vault its already too late. The mesh price already devaluate.
Either make a game or do some innovation.
The idea would always be to be a gamedev as well
Sad because i cant code. But i can make 3d mesh.
You make enough money to keep you going until you get your game finished
If you're making meshes, then you would do a mix of Unreal, Unity marketplaces, Gumroad, and taking freelance work from Artstation etc.
Hello everyone! I started to create Marketplace content month ago, but the problem is that I'm living in Ukraine, and PayPal doesnt work here. Is somebody here also from Ukraine and making some assets for Marketplace? Can you tell me were there some problems with receiving money from Marketplace with wire transfer? I will be very grateful for any info
The two options are paypal and bank account IIRC
You should just need an IBAN
Note that you will get paid in US$ so you should have a US$ account
otherwise you will just get the money converted at whatever (probably poor) rate the bank offers
yes, I have IBAN and dollar card, but the problem is that I saw few forum posts where people complained that some banks in Ukraine didnt give access to swift money without some documents like invoice... so I was interesting what situation now and specifically with transfers from unreal marketplace
Epic don't give proper invoices, so you're probably screwed
you can ask them for more info related to banking stuff.
anyways, you are way better off contacting epic games themselves (read the pinned message in this channel for email) to see what can be done, and if anything can be done.
@devout gale
why does it sign me out every time i go to the marketplace these days?
I have this URL: https://www.unrealengine.com/marketplace/en-US/store that shows up when I type 'marketplace' in my address bar, so I go to that, but if it's the first time I've visited it for the day, it always immediately redirects to "signing you out" and then takes me back to marketplace but signed out. Then I have to click sign in, which requires that I type in my full log-in details and then it takes me back to the main unrealengine.com site. This has been going on for about 3 weeks now
Visit the Unreal Engine Marketplace for free and paid assets to power your next project.
is there any point in making an asset pack compatible with older versions? what's the oldest version anyone would need? 🤔
Larger studios working on projects that last longer might freeze the engine version as moving from one version to another requires extra work, add risks, and might not give any benefits. I think that majority of the marketplace buyers are indie/hobby-devs that probable never release anything and are always using the latest version as their projects are small. I have seen more messages "please update to the newest version" (= I don't have a large project) than "can you upload a specific old version" (= larger project frozen to that version). Just some thoughts...
@hollow zephyr I agree with what damsteri said. Fyi I build for 4.16.for all my assets and upgrade from there also. For me before 4.15 there are to many issues when updating packages from 4.16 it's less painful
I mean, make a whole bunch of copies of your project and then switch versions then open em and try to play it lol
If anything breaks, then fix it for that version i guess lol
cool thanks guys @lilac heath I think I'm going to start from there
@tawdry vapor well I want to make a pack from stuff I already have in 4.23 - afaik there's no way to downgrade (and copy paste nodes and stuff won't work) so I have to build it from zero- just was unsure on what version
If you duplicate the files, then go in and right click on the .uproject, and click switch engine version. You should be able to launch it in a different engine
I wonder why the Vault link on marketplace front page links to https://unrealengine.com/# instead of https://unrealengine.com/marketplace/en-US/vault 🤔
@tawdry vapor that only works on forward compatability not backwards.
@lilac heath Ah, alright. Makes sense I guess. I was able to do some of thta with my code but it all depends on how you do it.
People are getting rather angry about the delayed payment issue.
is this thing sellable ? this asset rejected twice.
i sell that for architectural viz
(asset low poly, pbr based material)
did you not get a rejection email explaining what the issues are?
Thank you for submitting your product to the Unreal Engine Marketplace. However, after careful consideration we have decided not to move forward with your product at this time due to the following reasons:
- Assets are not of a high enough quality to be featured on the Unreal Engine Marketplace. Assets submitted to the Unreal Engine Marketplace should be of a high quality, with no visibly obvious discrepancies. If you would like to make significant improvements to the quality of the models and materials used in your pack, please resubmit through your seller portal at that time and we will be glad to review it.
Please review the Unreal Engine Marketplace Guidelines, and ensure that all future submissions are in total compliance.
Your submission is greatly appreciated. We hope that you’ll continue to submit your work to the Unreal Engine Marketplace in the future.
Thanks,
Unreal Engine Marketplace
this email
i usually get passed. now its getting harder to submit my work
cant see much as images are small, and not focusing on details.
from the perspective in images you supplied it looks like the vertex normals are angled wrong, and that big line on that tower looks off.
i know, still counts, as its so far away you cant say much about the details.
I have to say, the normals look very strong, the floor inside does not match the brick walls in quality, and it feels like the textures are stretched differently.
and it all kiiinda looks like 2004-ish year quality.
but thats me. might wanna ask others.
that is a low poly style. not the best ones out there, but do match other low poly env stuff out there.
we know, and we complained about it.
might wanna ask other people their opinion.
no use comparing to other mp packs available
maybe i should spam more "low poly" asset at marketplace
so what is your opinion on my asset ?
i wouldnt buy it
its better than the tank, but I would suggest to learn more moddeling techniques, texturing, and how ue4 works.
yes
i prob have to add 30 more props. i didnt want to waste my asset for nothing.
detailed analysis / explanation will be nice
Vamp, you might wanna check the forums. there was a rather odd messup
some people got paid, others not. some people got the report, others not, some people got the email, others not.
@tame compass See the brick wall goes darker towards the bottom right corner? That's a shading error. To fix it, you need to make sure it's vertex normals all point outward from the surface perpendicularly (90 degrees). Do you know how to do that in your content creation package?
@tame compass The building does not look like something I would see in the real world. I am also not sure what the yellow piece is. Architecturally it seems to be missing some posts inside to keep the ceiling up. Did you use any reference when creating this? Its widely recommended. Pick something real and then model it but give it your own twist.
@tame compass You're on your way to becoming a pro. All you gotta do is not give up.
Yea I didn't get anything @junior smelt
On an unrelated note. Epic finally approved my stylized pack
watch the video or download the demo if interested
@spring swallow thats why i need, thanks.
that yellow piece is counter.
kitchen counter
@tame compass
i prob have to add 30 more props. i didnt want to waste my asset for nothing.
I suggest you don't do that
It will probably still be rejected. Focus instead on improving what you have
@tame compass
That is a generic email. I had one almost identical.
What to do is to reach out to the marketplace team for clarity of the exact cause of the issue. They are always excelent at letting you know what's hapoened if you reach out to them.
Just to check the obvious are all textures are power of 2 , materials are PBR and you have no overlapping uVs
@tame compass also have you checked this list? https://www.unrealengine.com/en-US/marketplace-guidelines#23
just released this baby
Just qurious. Do people willing to buy 40+ $ nodel ?
people buy $200+ models
but generally only if they are of quality, and add something to their project
and add something to their project I have yet to come across a totally empty asset 😛
@modern perch what kind of asset worth 200+ ?
Its funny. Because when i see marketplace. It devaluate. :(
For mesh
just go into the marketplace yourself and sort the items and see
https://forums.unrealengine.com/unreal-engine/marketplace/1643429-pixel2d-the-sequel-to-paper2d-complete-2d-platformer-solution
this needs to be a thing.
Hey,
For the past year or so I've been working on a secret project for the marketplace. It's called Pixel 2D and it's sort of a beefed up sequel to my previous 2D
@delicate dove Trying my best
i saw that :p
hehe, no worries.
Keep up the good work
ty
Mostly working on the demo level and bugfixing. Paid someone to make some pixel art for it but I'm not too happy on how it looks so not sure if i'll end up using it
no way to make a separate scene with that pixelart?
It's the main character. The backgrounds and enemies were easier. Some are public domain, some are made by me but the main character required over 20 different animations and I wasn't confident in making them myself. Some animations look ok, some look acceptable and some look terrible.
so not much I can do
in that case the epic grand would help for sure
YES it would. Too bad I'm still waiting for an answer over 4 months since I've submitted
They said 90 days initially. After 90 days they said they need a bit more time. That was over 5 weeks ago
I've written them an email yesterday, but not sure if it will help
it can take a lot of time im sure, and yea there is a fine line between patiently waiting, and being impatient hehe.
I think over4 months is hard to justify to those applying. I mean considering in case you get a grant, it will probably take 1-2 months to sort out the paperwork, you end up applying for a grant and not getting any money for 6 months? Some studios that need those funds can end up closing by then
yea, though all you can really do is wait.
and in your case, I do think it could sell rather well on the mp if marketed and priced well.
I hope so. There is a stigma against Unreal on the 2D front, though it's perfectly decent as it it for most hobbyist devs, but i'm hoping this will change that a bit
VEA made a littlebigplanet-esque surface/spline edit tool.
If this and that could combine you'd have something I consider sa-weeeeet :p
yep I saw it. I did actually add a 2D terrain editor in the roadmap but I'll be honest it's probably a long way off since I can't even imagine having to wrestle with the engine to do the spline mesh thing but for sprites
The people at VEA games really make complex stuff
Hi,Modular City Youtube playlist has been updated with three more videos ( Foliage Material optimization demo, Road BP and Building Builder BP ), you can check this here: https://www.youtube.com/playlist?list=PLwgHLQoJEyplknlyvI0cvFlj8tto5ovkw
ModularCity link: https://www.unrealengine.com/marketplace/en-US/slug/modular-city
@tame compass lots of people buy $40+ models, that is actually on the cheaper side when it comes to quality of assets and functionality provided.
Frankly, the marketplace in its current form (with current curating staff) is random at best.
Perhaps supporting staff members patreon helps...?
feels nice that I'm doing a 'style guide' plugin for ue4 right now seeing that post. I think the old one by allar isn't supported anymore right? And afaik it was more about informing rather than correcting
also that pixel2D stuff looks impressive, that had to be a lot of work
@minor escarp Thanks. Started work in early 2018 and worked on it on and off since then
that's really good though. Did you have prior tools programming experience?
been working in gamedev for 10 years or so in a design/technical design capacity so while not directly familiar with tool programming, I am familiar to the tools a designer would need
but isn't that a lot of tool dev going on there in Pixel2D? Enabling state machines for 2D etc
your post makes it sound like you still aren't experienced in tools programming :D
well tbh I'm not really experienced in tool dev
there was a lot of trial and error involved
and a lot of asking people for help
that's part of the deal though I Imagine
yea
I'm always interested in people who do advanced tools
it's a lot of details one has to consider
Yep, I don't envy those that have to do that constantly
though you probably get used to it
yeah you do :) for me it's kinda fun because it's so worth it in the end if you have a nice functioning tool
I think it's one of the best options to improve software engineering skills too
Probably but it's not for me personally. I've learned a lot but I probably won't ever make something as complex as this again 😛
Too much time and headaches
not judging, don't wory hahah
I'd love to get to continue working on my graph editor... too many things to do though
what kind of graph editor?
interesting. I know people that used it but never used it at work yet
yeah it's not that well known sadly. But in any case, one problem with it is that even though it has Unreal integration, there are things you should rather not do in articy
like trying to insert some logic so your character plays an animation together with the dialogue. Or camera settings. You could write weird functions inside articy that would translate to unreal functions but it's not a good way
thats why I reconstruct articy graphs with my graph editor and then you can add custom events to dialogue lines etc.
that sounds pretty interesting
Though as you said, artcy draft is a niche product
so depends. If you want to make the extension commercial, is there a market for that? And if you want to make you for your own project. Would it end up saving time in the long run?
I'm in a bit of a funny position. I started doing it as my bachelor's project. The goal was never to make (much) money with it, but if I can I'd still like to
especially since I believe it's a must-have for people who'd use articy & unreal
If your primary goal is to make it as a learning experience then go for it
and if it can end up being a nice source of passive income that is always a plus
yup, that's the idea. Add to that the fact that I do like storytelling and good presentation, so that would definitely be a plus for future projects
@minor escarp @gaunt flicker's styleguide still works fine.
but on the topic of "that post" <_< person thinks itll ruin his uv's when he uses material instances.
@delicate dove the plugin too? I didn't check whether the code compiled under new versions but I think it was only going until 4.16 or something along the lines?
@gaunt flicker
oh, not sure about the plugin, prolly not?
I like how the marketplace vault decides to show 3 items on one page, 30 on others, and anything in between.
also like how the back button kicks me back to page 1
@delicate dove Looks like Epic is putting those fortnite dollars to good use
I kid(mostly), but since I've had my first experience with the unity asset store these days, I much prefer the Unreal marketplace system over the unity one
as a seller
Even changing something simple as the icon requires days of waiting for an approval
that's a bit depressing
It seems fine on my PC though, but for some reason code plugins are not visible in the website vault?
only on the launcher one
Honestly, I believe that Epic is working on some huge project creating a new marketplace and launcher. I can't imagine them continuing like this with all the money and tech knowledge they have. There are so many problems with both and their own initiative of giving people free assets per month leads to unimaginable, unfilterable bloat. They gotta do something about it
^ things many of us have said for many years.
but many years ago unreal wasn't as mainstream as it is nowadays, especially with the fortnite money
I mean one can only hope but I think it makes more sense now than ever
lol
that depends on who you ask. as someone who has been around since the original unreal days...
what does anyone using Unreal since original Unreal days have to do with Unreal now being more mainstream than back then? 🤔
I dont see it as much more mainstream as i.e. a decade ago.
ah ok I see. But back then there weren't initiatives such as free assets every month, Epic Mega Grants with 100 million dollars in a bucket etc. I believe more and more indies are switching to Unreal based on what Epic is offering to the amateur
that certainly has changed, and epic is playing well on it.
I think gamedev in general has mainly become more mainstream.
not saying they should not improve mp/egs though :p they should.
not to mention the licensing and education being more accessible now
yup definitely
i cant go into too much detail, but ive seen first hand how evangelists met up with dev-teams to convince em to use ue4, how people from spain and further flew to amsterdam to recieve a 1 year free ue4 code, as that was cheaper than paying for ue4 for a year. things certainly have changed now that I think of it.
i retract my prev. statement :p
hahah yeah, wasn't it also you who posted the older UE4 keys on twitter recently?
yea hehe
during that amsterdam event I had a few 10k dollar worth of 1 year passes, giving em away to anyone that walked into the door.
loadsa fun
19 was not so bad, but yea its nice that anybody can get their hands on it.
by the way, where do you see the future of Niagara? Is it going to properly replace Cascade anytime soon or are there still many things lacking?
itll replace cascade, but itll be done "when its done", and even then cascade will stick around for quite a while slowly phasing out.
It kinda feels like comparing paint with photoshop sometimes, or where cascade feels more like a regular particle editor, niagara feels like a vfx suite.
but from what I can tell a lot still needs to be solved, adressed, fixed, and added. which is imho a good thing.
I still dont see many niagara packs on the marketplace sadly, so I've been wondering
and thanks, I get the idea now
its still not production ready, so odds are those packs might not fully work in the future unless proper updated.
not sure id buy any of the currently available packs either.
because of quality or because of them potentially breaking soon?
some for the former, some for the latter
Are you referring to that cghow guy? :P
no public moment will be made :p
artistic he's very good, but none of that will properly run
yeah I thought so too. It's a shame. I'm a complete noob at vfx so I wanted to get into it a bit, and his vfx looked cool. But most of his tutorials barely qualify as tutorials
that, and you'd pick up very bad habits
that's what I mean, you can usually infer bad practices from the way they go about developing anything. Like some blueprint coding examples where a lot of code is found in Tick
Doesn't need a genius to find out that's malpractice
or building a 1:1 scale earth out of one mesh and expecting it to work.
that sounds dubious hahahah
Unreal has been mainstream for over a decade
but yeah, I have zero faith in Marketplace improvements, it's been 5 years, and it hasn't changed that much in all this time
in some cases it's gotten worse
damn i really want marketplace have that rating from 1 to 5 stars
they do?
@hollow zephyr how you make have light like that ?
Hey does anyone here disagree that code plugins on the marketplace aren't worth the time investment because any money made is ultimately blown out by maintenance?
Or am i too cynical
@dire ingot making or buying?
if its a good plugin you'll sell em quite a bit (hopefully) and while it depends on the plugin in question, it can be just a few tweaks each ue4 version and perhaps a feature request.. to a big overhaul because the plugin is massive and suddenly can not get the right variables or whatever due to version updates.
making/selling
buying: if the creator knows their sh! it should be fairly save
most c++ plugins are kinda niche tho
it's hard thing to market too as you'd really need mixed BP and cpp projects to make something that appeals to people
it baffles me that there isn't a proper option to even offer things to ue4 users through marketplace that would use this kind of best practise even
i cant live without batch editor and the node plugin
@dire ingot There is a breakpoint, beyond which, it will turn into net loss, expressed in complexity of the plugin.
yeah
yeah see take the node robot wire plugin thing
i dunno maybe im overthinking it, or maybe im paid too much in my day job
im paid too much in my day job probably that 😛
personally I dont get that node one, but I guess its like LED on your RAM
https://www.unrealengine.com/marketplace/en-US/slug/node-graph-assistant this on other hand
My take is that it's not worth the effort of making any sizeable plugin purely for MP purposes. Obviously if it's a side project you wanna work on anyway, or some tech you've already built for a game, that's different.
The makeup of the market, along with the lack of support for more kinds of licensing, just make it not feasible in most cases.
Agreed
if it's a well designed plugin (in terms of code architecture) with a rather specific use case rather than a huge system made for everyone's needs I can see it being worth the effort
Exception might be being the first to wrap some popular third party system/interface without prohibiting license, seems those sort of plugins have been able to sell well and at decent price point. But in truth I wouldn't even describe them as sizable, they're generally just a bunch of UE4 wrapper code.
@minor escarp Problem is that sort of plugin isn't feasible financially with Epic's license structure.
that's where I disagree. Specific use cases will mean you can design and write it in a way that ensures that supporting it won't cost you a fortune
You'll have a small market, you need to be able to charge subscriptions or per-seat licenses.
I mean I don't think working exclusively on marketplace plugins is a good option to make a living; it isn't. But to make some good passive income, absolutely
True support goes down. But that won't help if all you can get for it is $100 tops, per team.
Sure.
It's not passive at all because of the support
that's what I addressed above
Yeah support is the key, and that depends a lot on what exactly you're making. Editor tools are way better in that respect, as you don't get people asking you why it hasn't implemented their game for them 😉
heh
what kind of code plugins are you thinking of that aren't editor tools (i.e. a lot of support has to be provided continuously)?
rly
honest question
Any kind of gameplay system
to be clear, here support = mainly answering ppl questions
ah yeah, gameplay systems are a big no no for me
unless they solve a specific task in a specific way (no "has to fit all sizes" approach) I don't see why anyone would opt to use or create them to be honest
I wrote a framework for auto-aim, ballistics prediction, AI targeting, etc. Pretty substantial. It's been 95% 'complete' for a couple of years, but I essentially gave up on the idea of releasing it due to realization of how many questions I'd end up getting asked about how to achieve things that aren't an inherent part of the framework, merely related.
Of course you can just say you're going to ignore unreasonably support requests, but in practice it's not really so straightforward.
I'd still release it with some extensive docs. It doesn't have to be sold or supported forever. You could make some money with it and call it a day
¯_(ツ)_/¯
Right. You essentially end up providing support for Blueprint
Yes for sure
And our point here is that in the end the total income/hour ratio isn't so high
I may at some point. But releasing in itself is a big effort. Don't really have the time or energy.
well yes, like I said, I agree with that and that's why I wouldn't consider doing gameplay systems in the first place. Editor tools fare better but I wouldn't exclusively go to try and make a living off of it
I never understood the marketplace as that in the first place and personally I don't need it to
of course, if it supported subscriptions and that allowed for more expansive (and expensive) systems I'd be all for it though
Question is not making living off it, but a simple comparison between total hourly earnings of work put in a plugin, versus the same, pumped in work for hire. Latter tends to be considerably more beneficial.
I guess, but I don't see a problem with that per se
hax
yes, that's one of the use cases I find it to be perfect for
another one for me is practicing your own skills by doing a project that you are interested in. The revenue won't be just money, but experience and skill as well
Yep that's definitely true.
I do feel like UE4 could benefit though from a marketplace that encouraged some more high quality code submissions. Maybe I'm just biased as a programmer with no art knowledge, but I feel like in general the standard of art and vfx assets is a lot higher than the blueprint/plugin products.
for my thesis I created a custom graph editor in Unreal for dialogue stuff. Haven't had time to polish and release because I found a job in the meantime and still got university for my master's to do. But the work I put in at my job and my new, smaller plugin (style checker plugin) are teaching me a lot of things I will be able to put to use in my dialogue system once I get back to working on it.
All of these things let me grow and I couldn't ask for more, personally. That way I combine ambitions, networking, resumé, personal projects, money all at once. I really enjoy it. I get benefits out of all that work that aren't monetary.
I agree with that
I've done some market(place) research on dialogue systems because of it, and there are only about 3 systems that are somewhat worthwhile and only one of them I'd deem properly useable, and even that one has some pretty noticeable disadvantages
hehe
then I saw the go-to solution at the unity asset store, and what they offered was much bigger
oh really, which one?
haha that's exactly the one I was referring to :D
good to meet you!
I used your plugin as a reference when working on my thesis
it taught me alot about editor tooling in Unreal :) there were some very neat tricks in it
yup, many many amateurs on there
If I remember right, one of the very first plugins released on the MP was a dialog system. I recall looking into it and finding that in order to get the 'customization' as advertised, you were instructed to go into the plugin after launcher install, and directly modify its code! That was what passed for extensibility.
technically, that's not wrong lmao
"See how customizable my product is, you can modify the source" 😂
And the thing was, it got great customer reviews. Which tells you that the vast majority of the market, at least back then, couldn't care less about good design or architecture.
that was the reason we ended up doing the NotYet Dialogue plugin
because for custom events/conditions you had to modify the CodeSpartan plugin
also @minor escarp what are the noticeable disadvantages of our system? 😄
so we can fix them 😂
honestly, IIRC the Code Spartan dialogue system has neither NPC name nor pictures in his dialogue trees... how is that scalable? 🤔 good for jam games
when we have the time, so soon ™
I mean I didn't extensively analyze your feature sets, but one that stood out to me was that you are creating events by String and passing that string through an interface function, and then you can use a custom switch node for all relevant events (props for that node)
I found that if you have a game with a large amount of blueprints, having all implementations for those events go through this one interface function isn't exactly friendly to refactor code or change implementations with
is the problem the lack of customizable params?
but that's pretty high level criticism, so take it as a compliment :')
the problem I see is, for example, you have an event to change the color of your Mr Cube. But now you have an Orc that can turn from green to red too
nope?
wait, I wasn't finished 😂
I don't get what you mean by that, event IDs are grouped by participant names 🤔
you WANT both of them to be able to use the event "Turn Red" for example. So you assign the two particpants the two events, so far correct?
they would need to have a common parent class which implements the TurnRed function 🤔
yes, either that, or you'd duplicate code for each BP individually, no? Both actors could implement the Turn Red event seperately from each other, right?
I see how that would be a problem, yep
but if the event itself is npc independent you still need some common functionality for the NPCs so the event can operate on both 🤔
yes, so basically, you could have 25 (just a thought experiment) seperately implemented turn red events, and afterwards you find out you want to tweak the red a bit. Now you'd have to go through all 25 individually, unless you implemented some form of inheritance or compositional access, like a "SwitchColorComponent"
yeah I agree, I'm just saying that your system doesn't exactly inherently feature reuseable events
again, I like your system very much, it's the best on the marketplace imo
you have a point there, but that is just something we didn't really need for our own game 😂
i figured :') that's also why I used both NYDS and the Code Spartan one as points of comparison
because modularity and extendability/user experience was a large focus of my thesis
actually this problem is not that hard to fix
we can just add a new event type where the param is an instanced object based on a base event class, and it has an execute function which gets the participant 🤔
yep :) that's how CodeSpartan did it, and that's the only point I gave it compared to yours 😂
lmao
I think I have to agree with Volatile here.. runs
but functionality comes at a price
now comes the hard part: how long can I stop myself from extending our event/condition system 😱
because I have other things I am supposed to do
damn it 😱
damn it, I just gave motivation to my rivals 😂
oh well we aren't in direct competition
we have a game to release so you should be fine for a while
still on the demo? 🤔 
Anyone know the best day cycle system multiplayer ready? @ would be nice
@west island dynamic ultra sky is good
So I need someone to bounce some ideas off of. About a project I am working on for the marketplace
Would it be ok to submit a product to the MP where I get the following warning in the Output window, please? "LogNiagara: Warning: Failed to activate Niagara Component due to missing or invalid asset!"
Why do you get that warning and why can you not fix it?
I seem to recall the guidelines said your product must have no warnings, or at least no consequential ones
Thanks. I fixed it now. I found the BPs with a Niagara component that had no Niagara System specified so I created a new blank NS and assigned it to get rid of the warnings.
Anyone selling both on Unreal and Unity? I published an asset on both and while it's selling well on the Unreal marketplace, I've yet to get a sale so far on the Unity one. Is it the same experience for you or is it different?
actually you could tell me here
new infinity blade maps look fun for testing
@tame compass why not ? but you need to polish the assets more, I guess...
@agile shadow any link about your unity product(s)?... I was wondering porting my assets to Unity asset store, but I think it will be time wasting... I don't think that most of Unity users are serious about paying assets for their projects and they love getting stuff for free (just look to the amount of pirated Unity store contents and pages available)
@leaden plover https://assetstore.unity.com/packages/3d/environments/pbr-handpainted-environment-vol-1-155993
The presentation is not as smooth as the Unreal Engine one since I have less experience in Unity, but I'm not sure if it's worth taking another stab at the unity presentation to improve the lighting and the demo scene a bit
@agile shadow really nice assets, that music with the video is perfect. Presentation looks pretty good can't see why it wouldn't be selling in the Unity store, though I've never tried to port any of my assets to the Unity store so I have zero experience.
@tough cipher Thanks for the praise :). Not sure either, my first pack on the unity asset store as well. The only issue I can see is the presentation, I feel the unreal engine one is superior and the price? I know Unity is a more race to the bottom type deal because all the cheap/free content there
the unreal pack for comparison
@agile shadow 29 bucks is nothing, my stuff would not do well there I ask way to much.
What are you selling?
Awesome stuff
@tough cipher Really cool atmosphere. Great job
PSA-ish
I'd like to point out that this channel is to discuss the marketplace, and both authors and costumers can talk about their experiences. this channel is not for posting your released content, or to just show work in progress content.
released mp content goes into #released
work in progress content goes into #work-in-progress
and unless a package is being discussed and on-topic (i.e. it sucks, omg its a lifesaver, what do you guys think of this content?) use those channels. Also, if you try to hide marketing a package trough a clickbait we will put on our thor costumers.
So basically you guys just got rid of one of the best reasons for this channel @delicate dove ?
I mean, if people are looking for #fab items....it's easier to find them here
always been that way, just moderators being too busy to notice I guess.
¯_(ツ)_/¯
i dont have time to go into debate about this, go to #server-feedback and complain
But, I guess the whole #marketing debate is pressuring everyone
No point, most (99.99%) of suggestions fall on deaf ears there
sadly I cant do much about that
as for the marketplace stuff, while I agree with you that this channel is a good place we also had many people concerned about this channel turning in a glorified check mah mp pack spam channel.
I know. Just adding my two cents is all.
one day we'll have the perfect channel setup with perfect member roles, perfect admins, and donate a tree per comment made.
one day!
But that doesn't make any sense
Especially in regards to #fab
Your peers are most def your customers
Hehe
Also, maybe a bit off-topic, but then what's the whole point of #work-in-progress #released , if that's not advertising in any sense of the word...my English be whack dawg
Even #career-chat ( or any other chat honestly)
Either you're advertising a product, or yourself in some way
thats a difference tbh
You can't have it both ways...
I mean if advertising a product is allowed... posting kickstarters should be okay as well
technically they were for a time
this is the whole reason why i brought the topic up
At least no one stopped them
I agree, Kickstarters, marketplace assets, portfolios, w/e should be marketable on this server
I wouldn't care about MP ad's if you were allowed to share your (or friends) KS's tbh
Just create a channel for it, let people dump into it.
If people don't care for it, they mute it
about time this goes into suggestions channel I think :p
I just disslike the "double standard"
Well, I already suggested it
@delicate dove Hey did I do something wrong by posting?
I was not trying to promote my stuff just talking to another dev. about Unity marketplace.
no worries, I probably removed a bit too aggressively.
if you really did something wrong we'd either tell you or fire off an infraction.
(sorry for worrying you)
Sorry, no worries.
Does anyone know of any simple naked human base mesh ? I cannot believe how hard it is to find one rigged for ue4 skeleton
@regal schooner degtor MakeHuman opensource base mesh and rigged human creation software also plug-ins for Blender and others.
Yeah I tried that for some days, but I get stuck in blender, the simplest workflow seems to generate too few bones to fit
But I imagine just a simple more human generic naked mesh would sell well 😛
I'd certainly pay atleast 10$
I mean, something just less blocky that this guy would do
You mean rigged naked human,
yeah
Maybe not the best faces.
16 bucks
Yeah I found that one, was looking for even more baisc. Thanks a ton @tough cipher
@delicate dove I don't see the point in removing half our conversation. It was both on point and relevant to the conversation. I was responding to a query to link my pack and linked them both to compare the presentations and @tough cipher posted his stuff because I asked for it. So if a potential customer asks questions about my pack on this channel I'm supposed to just not link it here? Seems like an overreaction to me.
Anyway what's done is done...
to quote myself
no worries, I probably removed a bit too aggressively.
if you really did something wrong we'd either tell you or fire off an infraction.
(sorry for worrying you)
ok
as for it being part of the discussion, thats fine of course.
Thanks , just figured out how to use character creator 3 workflow (free under trial)
k
should be noted that the male basemesh linked there is "upcoming UE4 rig"
i dont think u can export without buying it
10 exports
Yeah I've been looking like crazy 😄
The whole workflow with UE4 rigs is pretty daunting when looking at ue4, makehuman, blending etc
yup 😛
Can anyone link me to free asset please

👆 this was hilarious 😂
Speaking of "free category".
Are the November freebies delayed? :D
Or is Epic just trying to scare us with some kind of Halloween-prank? 😉
Monthly free content drops now release on the first Tuesday of the month instead of the first day.
Ah! I was unaware of this. Good to know! Thanks 🙂
I suppose it has something to do with public holidays and such
@reef isle ue4 mp content that is released goes into #released thanks :)
nm, seems you already spammed it there some time ago.
So many month free asset. I dont think i can catch up.
Real talk. Do being youtuber pay more than marketplace seller ?
I think i have some skill to become one. But as marketplace seller. The standard become higher i afraid.
only in extremes. in both cases.
Weird thing to compare though. Two totally different skillsets are required
feels like two different long-shots to me
not exactly easy to make a living out of either
@delicate dove I would say it's considerably easier to make enough money as a marketplace seller than as a youtuber
depends on the country though. I would have had more than enough to live on if I didn't move to the UK meanwhile
@agile shadow i agree, though nowadays its harder to make big bank with marketplace unless you have something everyone wants, or market in a way that everyone wants it.
like how the Landscape Auto material was promoted
cant give numbers, but the feller made bank
I can imagine
I got myself a save system plugin that was on sale for free. Implemented it and it worked really well. However, now my teammates can't start any levels because they did not download the plugin and now the sale is over so we would have to pay to use it.
Is there a way to share plugins between team members?
version control
i got notification from marketplace team, it said some mesh have unusual shadow issue ?
so i have to fix it. what is the problem ?
why would we know?
@inland bluff everyday it changes
You might get away with it, might not
¯_(ツ)_/¯
Freebies tomorrow!
??
<@&213101288538374145> Giving infractions on truth nowadays?
Also, that infraction doesn't make sense
Yo, whatever infraction you got, discuss it in private.
I mean. Uh. what.
Yo, Victor, moderation discussion is also not a thing, so take it private. #fab is not the channel
@tame compass its probably a single smoothing group on some meshes and you get gradients in shading - set them to autosmooth or something
There's a two day sale going on on the UE4 MP, as well
was that sale only for creators with free assets?
i see thanks for the info
How does the permanently free stuff work? Do epic just contact you?
every few months (at least, thats how it was done last year) there is a few days where you can submit content.
and in the case of them liking it enough, they might offer you the permanently free thing. (iirc)
probably about the same
It's not the same though. You can apply for the monthly one. Not for the permanent one
that is correct
if you submit trough there, there is a chance you get contacted.
not a chance as in lottery, but as in they really like the content.
(i think)
and when submitting you can always tell em you'd be fine with having the content permanently free.
speaking of, you can submit atm
Was there anyone that got featured multiple times ( with different products ofc).
After I got featured I didn't bother submitting again
featured or free content featured?
free content
So anyone have any reccomend sale items?
Hehe, I don't need anything but curious if anything on sale was particularly stand out, beyond specific need case.
Like general use.
i purchased the sky one, just to have a sky to play around with from time to time.
that mesh creator thing tool also looks interesting
procedural asset creator
Actually that's not a bad idea
Yeah I saw that
I am tempted
I'd be curious from people who used it how performant the items are.
the thread is rather insightful. though the meshes are baked down to one mesh. so should be fairly decent
also, pewpews and caves :p
hides
Silly question, but how is buying things for less than full price an event to appreciate creators? 😉
Maybe Epic compensates them?
And of course makes their stuff highly visible.
No idea.
I did ask exactly that though @merry field in an email. the reply was not that satisfactory so I suggested they would do a compensation thing if they ever do it again.
I hope at least it drives up sales/publicity for people.
I can tell you in 5 hours. (though Ill prolly be in bed by then)
I've never found sales to do that much for sales figures
when I went with 90 and 80% off attempts I had a bleeeepload of sales, but im not fond of the race-to-the-bottom kind of things
which is why I think the mp-team now restricts % on their bigger sale events
well, with no sale on my product I was selling about 1 item a week, and when I tried 50% off I was selling about 5 a day. I'd be surprised if this sale was not profitable for devs.
ill let you know :)
@limber thunder Raise the price by 50% then have a 50% sale
Are there any free, decent radial menu blueprints on the marketplace?
I know this sounds like r/choosingbeggars, but... ping me if you have an answer.
you mean radial progress bar or something like wheel inventory menu (like in max payne 3 for example)?
8 unexpected sales so far.
which does not amount to much hehe.
<_< I need new packs
well, I must admit, I've looked trough this sale and bought nothing. Most of the products I either have because they were free, or I'm not interested in them.
but from the other hand, that's kind of funny, I've sold 3 times more of my pack yesterday. It seems this sale was more profitable for other users than participants...
XD
I'm still tempted to get the procedural parts, if nothing more than looking at the blueprints could be educational
Sup! I was reading through the marketplace guidelines for audio the other night and noticed that it specifies that you must import audio in a 16 bit 44.1 khz wav format. Since 4.22 supports 24 bit 96 khz, is it acceptable to import and release content in that format for 4.22 and upwards?
@shadow inlet @onyx flower ?
Thanks!
ya and i hope they do more sales like htis i've been tight personally saving up for newer hardware to do more
oh and yea thanks for the freebies while i do that
@tulip sonnet np!
❤
i might need a new harddrive lol sooo much googdies
Hey guys ! I'm a Houdini guy getting started with Unreal to do environnement.
For now I've been using the "Open World Demo Collection" that has a lots of assets from ground tiles to trees, and grass etc. But What if I want to do a desert scene, or a snow scene now. I've been looking at the marketplace but there is no free collection such as this one for other kind of environnement. Is there a place online where I could get this kind of assets ? If not should I consider buying a collection, do any of the collection have a little bit of everything do you have any recommendation ?
I'm especially interested in ground textures
let me do a check a the freebies i have most and ice cool demo might be used for icey environs the one i havent showed off to my youtube had winter and snow stuff too effects
while the infinity blade effects as it self was not for later engine use you could load up older version see what you need and migrate with a lil effort all done freely
<---pack rat literally grabbed almsot everything
also there was a neat tut a guy gave on terrain and how to create and make terrain hold on ill pm you link
In this free Unreal Engine 4 for beginners tutorial video you will learn all of the basics of creating an environment in UE4. This includes setting UE4 up pr...
has nice tut on heightmaps as well
@full grove free content on mp, learning tab on launcher.
there should be quite a few environments that are free
Yes I have seen this tutorial, I kinda know how to set up an environnement, I need ground tiles and that kind of thing to make environnements
infinity blade ice lands has some stuff might be use...as for desert i had a pack htta had like rocks cliffs and a desert area cant locate it atm
"elemental demo" might also be a help for some bits
Is that on the marketplace ? I can't find it with a search
you goto learn and they let you like market place create a project
its assests fall under the same rules as the rest
there is some other stuff there that is slightly dated ill get you a link
on learn page its about 5 rows or so down on right side there is ohter stuff you can enjoy there too...damn eh...
done on a 1GB gt620 ancient still working graphic card and dual core pc lol https://youtu.be/fBq2W4cp4Ok had not got obs audio sorted yet there and i kinda mess around with all this stuff ...
Ya having some mic issues of late ill sort it eventually but im looking at capabilities i have locally to see what i can and cant do ... after this does the ...
is there a way to sort my MP purchase library into folders or something, its literally become totally unruly and a pain to browse through for assets....
unfortunately no. The only thing that helps is "search".
about time they add this though, I want to filter my plugins :p
yup
Yeah even a "sort by category" for my vault was be a step up
its kinda odd you cant even search/sort on the web version.
ohh they know :p
that's for sure, I was thinking more about raise priority a little bit
would make sense hehe
<_< I just made a bookmark folder with all the plugins so I dont have to go look for em
powered by Bing
XD
maybe the City Subway Tunnel guy put spline as a tag?
nope, guess not
oh, I think I see why...he put "vfx" in his product description
and "spline"
yet the vfx spline tool does not pop up :p
https://www.unrealengine.com/marketplace/en-US/item/ce01ca0b896a4e83bdac0a18315287a4 its no longer supported
well that would explain it then
The Ballistic VFX is the pinnacle of quality for MP presentation i've seen so far.
They have a narrator and events, with some story progression.
In the room with material examples!
So I have an asset pack in 4.16. In order to support versions up to 4.23, do I just need to see if the project opens ok in those versions (and tick them in the product page) OR convert the project, save and make different zips?
@hollow zephyr just check to see if it works and tick them if the do
if they don't work then fix them and submit the new ones
@agile shadow cool thanks!
so everything looks fine, except the baked lighting is broken in 4.23. would this be a problem 🤔 ? rebaking it fixes this shadow issue
Thinking about picking up "river water tool with buoyancy" and "tropical ocean tool" by the same dev...they worth it or wait for them to ever go on a sale?
Well... If they're being developed and offer free updates, then at very least paying full price helps support future updates? I mean, at some level if you find someones work valuable then I consider paying full price also a bit of a tip to reward a good product? Unless you're just on a super tight budget?
I certainly understand waiting for a sale if you're not even sure if the product will be that useful or good and you're on the fence about it.
Yeah was wondering if anyone else has used it, if its more hassle than its showing in the yt vids for it...ive purchased a few assets that when ive finally gone to use were such a hassle to set up and modify for my own use that i felt it was tossed away money. Not going to name and shame tho....but sure you guys have had that happen also.
I think that's the nature of the beast. You will almost always have to modify a bp asset to work with your game.
Yeah, it is very frustrating when there are not any good reviews.
I'd buy the gfur plugin outright if they had proper documents, but it's very spares.
Unreal Engine 4.24 Preview 1でAlembicのhairカーブ読み込めるみたいだからOrnatrixから書き出して読み込んでみた。ついでにDynameshスカルプトも触ってみた。hairのシミュレーションのやり方は良くわからない。。4.24...
393
With in editor a sculpting I wonder if weight paint adjustment will be a thing?
In editor rigging?
https://www.youtube.com/watch?v=7-PUAX28L34&feature=youtu.be
Made a minimap (radar) system. What do you think, what is the reasonable price for this?
Modular Realtime MiniMap System - Add to your game a minimap or radar that you can easily change, change the color, shape, frame and background. Suitable for...
Whatever you think your time and work is worth. You can also go to the marketplace and compare it with the exisiting radars in terms of price and features
However be aware that due to there being radars already, the marketplace might reject your kit
I hope they don’t refuse, I tried 🙂
there are alot of those assets already like Exi said, most of them are around 15bucks, depending on the performance or features i would go 10 bucks if you want to have a chance of selling
I dont think they will refuse because theres already other minimaps in mp
there's always room for more
you dont want to know how many content has been declined in the past because it was too identical to whats already available. (though I dont think they still decline content for that reason)
https://answers.unrealengine.com/questions/934335/selling-combined-marketplace-items.html when derps want to be right even though they are not.
@delicate dove Oh buddy. Good luck with that one!
What they can do is sell the knowledge to combine the projects via offering to do that for others ;)
which I suggested just now :p
lol
but then again. i think that stuff already happens in the marketplace
some items are just too similar
it is a distinct possibility
either that or they're both selling the same Youtube tutorial, slightly tweaked
brb, gonna migrate all the marketplace stuff I own into one project so I can sell it on the Marketplace for a dollar
I dunno if that person is wilfully ignorant or they literally just didn't read the license terms
there are people who take content from games with the thought "I purchased the game, I own the rights to the content"
Any reasonable person shouldn't have to read the licence terms to understand that you can't just sell someone else's stuff as your own
no problem, he'll sell it on gumroad or itch. all these experts making "incompatible" packages compatible and sell them as their own, we all know what they deserve... it starts with letter C.
<_<
@lucid plover =))
lol that cabinet example
Morning everyone, I am having some trouble with one of the plugins from the marketplace. Hopefully i can get a little help here. I bought the foliage plugin so i can have my resources respawn after some time but I cannot harvest the resources. I am using the survival game kit the foliage plugin with ue 4.22 has anyone gotten this to work
currently talking to him now to see if we can get it working
@delicate dove I think the answer should be. If you think you can make something better go do it and we will be more than happy to help when you are done.
that would be the answer if the base was not using content that he cannot resell on the mp.
Well yes.. but thats where we need to hint at them that they need to go remake it all.
haha
that's nice, but doing so good you'd think will allow you to have a conversation without advertising your things.
Yeah, pls keep advertisement in #released and #work-in-progress and only around specific projects.
I've noticed that BP assets in the marketplace tend to have less reviews. I'm curious if this is a result of less sales vs other types of asset?
nobody wants to buy same tutorial over and over
I'd imagine so. It's harder to tell if a BP would be worth buying with just description/images