#fab
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they will buy a 200 dollar X at 20 dollar (90% discount) much more than if it was 20 dollar to begin with
J.C. Penney admits it is marking up prices, saying it is part of a return to its original pricing strategy that includes coupons and allowing it to advertise sale prices to consumers.
I want to know can I use Paragon characters in my comercial game projects.
yes, as long as you're also using Unreal
anyone have idea why i cant connect to marketplace thru firefox but chrome can?
@deft basin Yes I'm using unreal engine thanks
@ebon leaf chrome have session of your id but firefox browser don't have a session you need to login marketplace login page
iirc there is a bug in firefox + mp that causes it.
just blank page
ive seen more people with the same issue
i can go any where in unreal but just the marketplace wont even do anything
no connecting nothing
all i know that stupid firefox updated itself today
connection there i guess
no thanks
Marketplace works fine for me in Firefox
Hi guys. I am wondering if I am allowed to use the fire sprite sheet that comes with unreal to make the fire for my torches and fireplace that I plan on selling as part of a kit?
that should be fine
quite a lot of vfx packs use it even
but generally it should not be a mp pack build around it
@ebon leaf It's working on firefox nightly but not current stable for me.
@delicate dove Thanks man 🙂
Guys when making mannequinn animations for the marketplace, should I keyframe location and scale for all bones?
is the marketplace down for anyone else?
Never mind I see that others are experiencing this with firefox..
@daring bridge Please post your pack releases in #released. This is a discussion channel.
ah right
Thanks! 👍
**3.6.1.d Sales must have a discount percentage from 10-50% off and the discount in price must amount to a minimum of $1 USD in savings.
**Does this mean max discount percentage is %50 now? Last i did was in december and i did %70 off.Can someone explain?
they changed it to somewhat avoid the race to the bottom
how does that even make sense
It makes sense to me
same
it's to stop "OMG I have to beat Creator x prices to sell" and everyone does that and makes nothing
they also limited the amount of packs you can put on sale in one go
Sales devalue products, constant sales where people lower prices by 75% devalue them like no tomorrow, and devalued products have you end up with a horrible ecosystem for creators
So it's restricted in the interest of keeping the entire marketplace healthy, rather than getting some creators a bit more sales
It also stops certain sellers from selling a product at a inflated price, only to have it on sale all the time to make people think they are geting a good deal
like udemy does :p
(Also I've got to wonder about why you'd possibly put your product on -70%, just sell it for less)
Sell it for less? Most of them are at $4.99. xD
For real tho, now it makes sense
ty guys
Like reallusion product do 😂
can't i upload free assets?
nope
I do appreciate the limitations. I rarely discount my products anyway. I prefer to price them properly, balanced with their quality.
Does anyone know if you're allowed to make for example a modular set pack and also a template that would include the same models as long as they all belong to you?
I'd be surprised if it weren't allowed
There's packs on the marketplace containing duplicate assets already, so I'd really be surprised if you weren't allowed to have them
okay thank you
Anybody use gumroad?
I do
The MP as usual, rubbing the wrong way.
If you see this, press "Back" and everything works as expected. Don't ask me why /shrug
Are there any plugins for drawing diagrams as comments in blueprint?
Hey, just wanted to ask if there is a way to import assets from the market into a specific folder in a project so it doesn't just put it in contents.
not really, generally what people do is install the mp-content in a separate project, move it to a better suited folder, fix up redirectors, and then migrate it to the project you want it in
I just made a subfolder under content for my game
put all my content in there
And so the marketplace content can make their own subfolders
Put a dash in front of my game's content folder so it appears on top
to piggyback off that because the screen is still in my clipboard, the green is your game folder, for anything that has been created specifically for your game, or perhaps copied from something else and modified for your game. the red is for any external content like marketplace stuff
Hi <@&213101288538374145> I would like to announce a free environment pack to support community , in which channel I can write it down and share download link ?
Hey all, considering putting out some content, would those of you with some decently performing assets say it's a good passive stream of income, or is it quite time consuming ensuring it's updated, supported, etc.?
What kind of content are you talking about?
As the answer to all of those will depend on that
For example, it's easy to keep Blueprint code updated (occasionally have to fix something with an engine update), whereas C++ would be more upkeep. Assets such as models should require pretty much no upkeep.
Support, depends how complicated the thing is, and also how many people actually buy it
I would imagine that the better your income stream, the more support requests to deal with
Example: I have a small Blueprint pack up on the marketplace, very minimal upkeep, I need to spend maybe an hour on it each time there's an engine update. Very few support requests. But it also doesn't make a huge amount of money, selling maybe 8-10 units a month.
Has anyone in here played around with the Paragon assets before? I'm trying to figure out how Sevarog is setup to show/hide his shoulder plates as I would like to use them as an indicator of his health.
Anyone know what tutorial this is from? I've seen several drones on the marketplace that are all variations on this theme and I've also seen drones on other 3D asset sites using this same style. I can only assume this must be from a youtube tutorial or sample or something: https://cdn1.epicgames.com/ue/product/Screenshot/SciFiDroneScreenshot32-1920x1080-3b4dbc537ae8c76ca321ad5d9e35e14b.jpg
This one at least has a unique body, but the guns are the same guns I've seen on at least a dozen models by different creators
in terms of smoothness of animations for combat, has anyone tested Weaponmaster animset vs Kubold vs Franks Climax vs Riko vs wemakethegame? i'm new to unreal and would love insight
Is ci3 worth it? I know the dev doesnt really support it anymore and I heard that the discord is really messy. Looks like there is a lot with it, but Idk if it is worth it if there is a lack of support.
Additionally what are good animation packs? I personally dont like the look of kubolds animations, but those packs seem to have good reviews.
Is there a way to combine MP assets I own into a one to make installing multiple packs less hassle? I have the polygon asset packs and will always be using all of them in projects together...for example
Also MP needs a wishlist...I seen they added it to epic store but again marketplace is left out in the cold....
@ebon leaf i would like to know as well
@queen temple My strategy for that sort of thing is to just make a template project, add all of those assets, put them into a single folder in the project
And then just copy that folder to any other project I want them in
hi all, does anyone know of an animation pack that has anims for front, back, left, and right hit reactions? Looking to make a hit reaction blendspace
some of the more fighting related packs might have em.
I can't remember but don't the paragon characters have hit animations? Might be able to do something with those
Heyho humans, I am about to sell my first packs on the unreal marketplace. I watched all the vids that unreal shares to set things up but couldnt find info about how to make the assets available in a wide variety of engine versions. Would love to have someone share his process on setting things up from version x-to the actual version. Thanks! 🙂
You just need to make the project in the oldest version of Unreal Engine possible
Depending on the type of asset, it will just work in any later version
^
is it just me or sales on the marketplace are better since with the pandemic 🤔
sliiiiightly
quick question would anyone want a tool that makes it easy for them to add dozens of thousands or more actors with "mostly" static meshes, that can occasionally go dynamic or be removed/added at runtime. by doing instancing in the background. we have a foliage tool however that is absolutely not sufficient for this task, which may be relevant to games that involve open world crafting.
i came up with a half baked solution a while ago, am a little aggravated at the lack of articles about this topic. the engine is made to look like it and it's plugins are sufficient for genres which involve lots of heavy work, when really i'm finding a lot of lackluster with performance.
but would like to contribute research and solutions of my own if anyone actually has any kind of interest.
and most of the articles i read about performance don't even touch on the issue of having lots of game objects, either through each individual actor or through other means.
so am i the only one who thinks we need solutions to this, which may be solvable through plugins?
Does someone know why is there no "relevant" sorting option for marketplace for browsing discounts or content in general without searching for specific terms but just exploring?
@real pendant I think it is worth pursuing, if not for interesting content on your resume, it would be for the people who might need it.
Appreciate the feedback, it seems hard to get it for something like that.
probably
I don't see why not?
How are the free assets of the month determined? (sorry for my bad english)
sellers submit them when the submission period is up, and they'll cherry pick interesting ones.
thanks for answering (I hope we see medieval assets this month)
I feel like the free for the month assets are getting worse each month. Cant really complain though bc it's free stuff
they just added a bleepload of free flora-vegitation content, as in A LOT
Worse? Not at all. They may not suit my purposes at the moment but certainly wouldn't say they were any worse or better than previous ones.
^ Yep Nils stuff is fantastic
I think the nature content is probably the best free stuff they've given away overall
Though that was outside of the usual monthly deployment
Mostly because it looks very high quality and is generic enough that it's useful for a lot of projects
@graceful arrow I guess that makes sense. Maybe I'm being too harsh.
Whereas a lot of the monthly free stuff might be quite specific and not suitable for every project (and I think most people would say that assets they can't use in their own projects are "bad")
Yeah, I guess I didnt think about that
Would you guys say CI3 is worth it? I heard there is no support and that the discord is a mess, but it looks amazing.
For example, as a more programming-oriented person, I'd consider most code / blueprint assets to be useless (I'd rather make those systems myself), whereas someone who is not as good at coding might prefer those over art assets, for example
"CI3"?
Character interaction
That I cannot answer
Can anyone suggest a good asset if i want to make an Escape From Tarkov type of game
Oh look up gun factory, I believe that is what it is called. That might help
Anyone knows a good stylized/cartoon HDRI pack for Unreal?
@keen turtle marketplace releases should be posted in #released :) please remember that for next time :)
Heyy my wind shader got rejected for a lack of content
Because two well-made materials is worse than fifteen garbage texture variation plugged into a crappy material
Obviously
I'm particularly annoyed, because they already got back to me once, telling me to change some stuff in order to get accepted
Which I did
And THEN I hear a week later I'm rejected anyway
Why the heck was that not the first thing I heard?
sadly not all reviewers are identical.
if you didnt already, make one setup with mild wind, stronger winds, and mach 10 jetstream storms
:p
sadly not all reviewers are identical
Definitely
Still pisses me off though
I'd also say it makes more sense for the an asset to be reviewed by the same person every time, if possible
Because that way there's just one person that needs to get into a project
Alas
if you didnt already, make one setup with mild wind, stronger winds, and mach 10 jetstream storms
I'm honestly annoyed enough to just not do anything with the marketplace anymore
(I'm also tempted to say a lot more, but I'll hold off, because Epic doesn't give a damn about opinions regarding the marketplace anyway)
Hey I was hoping to get an opinion here but need to post a link to a video of it. Is that allowed? I'd like to know what people think of asking 150 or 200 dollars for it in the marketplace.
As long as it's for a question and not for advertisement posting video is fine
Anyone having issues placing orders via the desktop client or the website on the marketplace?
looks as tho the payment gateway is down.
I can't add cards, or purchase anything.
why asset store is so expensive 😦
For example I live in Turkey and I'm student I do not have a regular monthly income. I am trying to improve myself in level design but I do not have materials and prices are very expensive
The asset store isn't really designed to be a place for students to learn, it's intended to be a marketplace for developers to buy assets for their productions
In the scheme of a proper game, the cost of asset store packs is actually absurdly low
unfortunately very expensive for me because of the exchange rate difference
I'm so unlucky
sadly music*
is there any suggestion for me?
learning tab has free content, quixel content is free for ue4 users, and there is a bleepload of free content on the marketplace.
I'm submitting some environment assets to the Marketplace and I'm pricing them at 150 dollars and wondering if it's to much? https://youtu.be/gdY7_7_UPA0
Orion Mars Medical Lab game assets for sale in Unreal Engine Marketplace. This the next in a series of Mars research outpost environment game assets. The others are Sci Fi Mars Living quarters and Sci Fi Modular Corridors.
it’s very well done. that said, it really depends on what usages you can think of. for a game, after all it’s only a single room.
even 150 is low considering the amount of efforts that go into producing such quality assets
but you have to compare with what you get for similar price on the marketplace
in comparison, your mars corridors can find an easier usage in a game
all of these, btw, seem to be great.
It is easily worth $150
I wouldn't buy it at that price but definitely no question about value imo
I'd choose a different sound for the trailer, that one sounds like it's clipping from being too loud
@tough cipher I would say that looks very high quality and is definitely worth more than 150. However, you should keep in mind that the marketplace really is used by indie devs, who can he cheap sometimes. Which is why something as high as 150 dollars might not end up getting purchased as much. You just have to keep in mind where you plan on selling and who you plan on selling it to. Also just look at the competition and see the prices on similar products.
https://www.unrealengine.com/marketplace/en-US/product/kenney-free-game-assets kenney assets have marketplace page
Thanks for the feed back really appreciate it. Yes the sound is clipping and need to change it. I was thinking 200 but it's not enough content.
There is only one other Sci Fi Hospital in the Marketplace and it's from 2016 and it sells for 79 dollars. That maybe because there is no demand but thought since I'm doing this Mars theme it could use a sick bay.
@tough cipher set the price high, and then do sales.
It's important to keep room for sales in your initial price
@north stirrup yea I see that but also hear people saying why don't you set at lower price and stop doing sales every month. In my experience people respond to sales. At least after the intial first months I sell 10 times more during sales than I do without. I hate it but it seems it works. I also want to keep prices higher for everybody instead of racing to the bottom.
I personally hate the price high but do sales mentality....that's like finding a 100$ eBay item listed for 10$ +90$shipping....feels exactly the same...just consider how much YOU would buy it for off sale....if 150$ makes you squirm a little...then obviously it's going to make a lot of other people squirm...
That's not saying it's not worth it... It's beautiful and the quality is there...but when you go to a section in the mp and list high to low...does it look like your asset belongs amongst the other assets in that price range?
That is very good that the people are responding to your sales... But it should also be a red flag to you if all you ever do is sell your items when they're on sale
If you're getting one sold every 6 months.. but then you hit a sale and 30 people buy it... It speaks to your pricing dramatically...imagine how many you would have sold had it been listed at the sale price from the beginning
And that's not to mention that the epic store doesn't even have a wishlist which I really wish it did
By the time your item goes on sale I've already forgotten that I wanted it
And as a final note...as someone that purchases mp items like a whale...the only things I would ever pick up over 100$ are items like synty apoc, and synty new castle...with 1000s of assets in each...other than that systems<- ...dynamic node is an example of what I mean...toolboxes useable in multiple games...Plug ins with no set style
@queen temple Thanks for your input you make a good point if only there was a way to tell if I just lowered it to the sales price if I would get as many sales. I mean if I think that if I lowered it to 10 dollars and everybody bought it just because it was cheap I'd make alot of money but forget about longevity because everyone who have it right. There is something to be said for selling few at higher price there may still be a stronger need or more desire for it longer.
You don't have to go that low
My honest opinion if I was making a Sci-Fi game or had a desire to I would probably pay you fifty bucks for that
The free assets come out the first Thursday of every month
thank you 🙂
There's no way I would pay $150 for it... But fifty bucks yeah...then you can do a sale at 40$
This is from a buyer's view point...I personally don't make assets
For 150$ you would have to include assets for a control room, hallways, sleep room, storage room
Not just a med bay
That's where I'm headed.
That's another thing you could sell this item for $50... Make sleeping quarters and storage rooms another $50 item.... Make the control room a $50 item... Make one more room a $50 item... Then turn around and sell the full package for a hundred and fifty
I have a control room half way and then I can bundle them together.
I would see all your other rooms and be like damn that's a deal it's like getting one of these for free
I have Living Quarters selling for 200 dollars.
And how many sales have you actually made on it off sale?
You'd be surprised about 25 so for.
Yes
I often look at assets and think how can I repurpose this
If I buy this office can I turn it into other buildings can I use this furniture in a house
The asset you made is probably full of things that can be used in a lot of different places
It sold way more in the begining because of better exposer in the marketplace.
Yeah the marketplace I barely look at the front page personally.... Sometimes I look at showcase but from my understanding you have to actually have a hot item for it to show up there
I want you to take a look at synty studios New Castle... And see just what you get for $200
It was almost an instantaneous buy for me
You'll have to go to their website it's not on the market place yet
I bought it before they even did the ue4 conversion on the assets
Caise it's a $300 pack being sold for $200 right now
But I know that I can literally take those assets and make any kind of fantasy game I want
Low poly
Yea low poly is much easier to make and modify already made peices.
I'm just showing you the mentality of a buyer
I see that and I go holy cow
I don't care if I have to put off my rent I'm buying this now
Yea I get your point, but there should be room for both mass quantities of fast food and elegant dinning small portions quality, No?
Absolutely which is why I suggested not 10$ but 50$
Different Buyers and Sellers
Consider this ...I own over 400 assets... It's like I'm trying to catch all the Pokemon here, things I'll probably never use
I'm telling you my train of thought as somebody that frivolously spends money
People that are not me will probably be tighter than I am
Hell I even own reallusion suite of tools and will probably never use it after dumping $1,500 into that
So my suggestion is $50 a room and then a package that includes them all at a much higher price but still discounted compared to buying them all separately
Then asked for a refund.
I considered a refund after reading their terms of service and use but was already too late
They have a lot of dangerous small print
Oh, yea I realised I coudn't use it to sell charaters so I use Make Human completely Creative Commons 0 you can sell anything you make with it.
It's so much worse than that... They're free distribution agreement has terms hidden deep in it that state that if you basically go viral with your game you have to give them a cut of the profits from that point on
This Make Human pretty comparable.
And you have to list them in the credits or splash screen...
They can take your characters and game story and use it as advertising
But that's a totally different discussion
Yea, glad I got a refund.
This charater was made with Charater Creator 3 and the first one with Make Human
Yeah you wouldn't be able to tell
I prefer the 1st 😉
Free assets are the first Tuesday of the month, not the first Thursday
And since this month starts on a Wednesday, that means latest possible free assets 🙂
Autocorrect sorry
What happened with Marketplace. Can't access it and I'm not even signed in.
Working fine now.
Its been half an hour now.
the webpage works
Yeah now its working. Launcher version was also down.
its down again for me
oh ya, it is
maybe they're putting it next to the wiki 🤣
haha lol
You guys put asset 100$ easily ?
Is 3d model that expensive ?
Good day to everyone,will free for month assets be released today or Thursday next week?
Next Tuesday
thank you
I love taking a look at a marketplace pack and it starts with:
" All meshes are optimized for massive usage"
but then go:
"Collision: no"
"Vertex Count: 11000"
"LODs: no"
Hey, The Creator of Uworks lowered the price to 5 bucks
when it comes to code plugins, do I need to remove additional files in the top level folder such as a license file, a readme file and so on if I want to release it? https://gyazo.com/fec669cf63df9ce9b52a902e9f0bd644 implies I can't have any other files and if I do they must be a in different folder, but I'm not so sure about that
if in doubt, chuck them out 🙂
If I'm using a preview version of the engine, no marketplace assets want to be compatible with that project. Is there a simple way to force it in?
@delicate dove it is depend on context. If its skeletal latge monster or humanoid. Its optimized.
Also making LOD based skeletal mesh is suicidal if the mesh is organic.
Beside modern AAA games can take 10k vert easily
<_< he said to someone with 18 years of gamedev-related experience.
and in this case its just some very static vines and such
@ionic urchin As far as I'm aware your only real option would be to create a project using the (latest) supported version of Unreal Engine, then adding it to that (temporary) project, and finally using the right-click > migrate option in the content browser to move them over to your project running under the preview version of the engine.
@ionic urchin Hit the add to project button then tick the show all project box. You can then add the content to whatever engine version you want
@short flower tried that, but if it isn't yet supported, it throws a red error message
Use the version selector at the bottom of the window to add it
@zealous ibex Just finished downloading it. Honestly, I kinda figured it'd end up being this, I was just hoping there would be an easier way.
@short flower at the bottom of the screen, the dropdown only contains the versions it's compatible with. In my case, 4.23 and 4.24
It is a very hand little trick 😄
best quest system on the marketplace?
even if we knew, we are not allowed to tell you until they announce it publicly
I would guess that if anything, they may have it when they release the next collection of free monthly assets. Maybe next week? Unless that's too short notice...
Still, it is right around the time they had a Spring sale last year
There's a Spring summer sale on the game store already
Hi. I am makong asset for 1 and half year. And still confused what people want in 3d asset mesh.
Do they want character at all ?
Since making character is tiresome as hell compared to props.
That's a hard question to answer without some kind of market analysis
Anyone here could say "Well, I want X!", but that could just be one person
I would venture that the things which will be most useful are things which are generic enough that they can be used in a wide variety of different games and settings
Hi everyone, I've submitted my plugin to the UE4 marketplace two days ago: https://hemisphere-realtime.xyz/
I was wondering what everyone's recent experiences are like with the submission process times?
I'm seeing a lot of mixed results online and am scared this process is going to take weeks to months.
If that is the case, I might opt for something like gumroad in the meanwhile since the plugin is finished and people are waiting for it.
Any thoughts?
not sure due to corona, but generally its about 1-2 weeks.
depends a bit on amount of submissions, and how complex the submitted pack is.
It's quite lightweight, thanks @delicate dove !
@subtle plover how much will it be?
@rapid ocean
Plugin - 12.99$
Timelapse of 1.5h, cloudy evening - 19.99$
Timelapses will be sold separately and depend on the plugin.
The problem with this too is that the plugin and timelapse are separate, and you first need at least 1 asset approved before submitting more. So I will have to wait 2 times...
Like, I'm thinking it could be anywhere from 2 weeks to 2 months of waiting and it's making me sad not knowing
will it also have night skies?
@tired rune It will have in the future but it's not a priority right now yet
That is not possible
ok thanks
They are "what you see is what you get" and the amount of clouds depends on what my camera saw that day in real life
@sinful schooner love your packs man..they look awesome in actual use
when is the free stuff comin' in? if they still do
Always the first Tuesday of the month
ahh okay
If I try and sell a blueprint project on the marketplace would I be allowed to use mixamo animations? I would only be using them to show off the project itself, not sell the animations.
ask the creators of the animations
when will april free stuff release?
Just look three lines up
@ebon leaf Adobe license doesn't allow that
so that's a no
like, you can use mixamo animations for demo video but you can't actually distribute the animations along with your marketplace asset
@merry field it was four 😛
Hey guys looking for a complete Class creator in the market place and cant seem to find what I am looking for. Anyone use one they can recommend? Needs to have starting stat selector if possible. RPG style game inspired by Dark Souls for a frame of reference.
@night maple Dynamic Combat System?
Hello friend!
I crate first person movement and now is live on ue4 marketplace and i need Any advice.
Hey, question for creators:
I have a beautiful pack that I'm putting the polishing touches on right now.
It does not work with static lighting at present, nor do I think it's going to. I'm inclined to put in big letters all over the marketing materials: "DYNAMIC LIGHTING ONLY"
Is this the kind of thing that would prevent release?
@tacit venture Is it Meshes? Why can't it have static lighting?
@tacit venture it wont be accepted if its dynlight only. at least, that was the rule for the longest of time.
so enjoy the unwrapping :p
Christmas comes early 😄
maybe use the new auto-unwrap tools and specify everything is auto uv'd is that's the case
If I want to sell something on the market place, should it include the original .tga and .fbx files? Or should I only include the uasset files?
I think you can include as a plus but it is not necessary since you can export source files from UE4
Ah, so the uasset files are the only one expected then?
yep. you buy an UE Asset, not a model, right? and also skuba is correct, you can export it through UE.
Great, thanks for the clarification
Good luck!
they also gave ridiculous things for free for month
i will wait another month :( Why is it so expensive :(( sadly music*
Seems like a good haul of free stuff this month
Might as well post the link here, come to think of it: https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---april-2020
@tough cipher , @ebon leaf : I have no idea why static lighting breaks it, but it does. 😦 Materials that are absolutely fine on a dynamic light turn black with a static light.
That being said...I haven't tested it since I did fix all the UV overlap, so I suppose that another test is indicated.
Hmmm! The black materials are not black now, but nothing casts a shadow under a static light. Is that considered broken?
@tacit venture If your meshes turn black after building lights you got problems with your lightmap UVs. First double click the mesh and in the settings see what UV channel is set for lightmap and then up above where it says UV click dropdown and select that channel look at the UVs and make sure it's there and looks good. You can have UE4 make a UV lightmap channel for you in the setting if it looks bad or is not there.
Yeah, I gathered that, @tough cipher . I did fix the lightmap UV's on everything (a few meshes didn't unpack automatically properly, but Blender was able to pack them right) so the black materials are gone. Thanks for the help!
Did you fix the shadows
I don't know why they're disappearing, no.
@tacit venture The lights have a setting, cast shadows and the mesh has a setting cast shadows, check box. The mesh, if it's not manifold, not two sided will not cast shadows from the back of the faces.
How much do MP assets tend to get offered to go free for the month
Here is a link to the info. https://forums.unrealengine.com/unreal-engine/marketplace/creators-hub/1545978-unreal-engine-sponsored-content-faq You have to have access to the Creator's Hub.
@tough cipher Ah right, I did just request access 🙂
IIRC it's been publicly stated that it's $7,500
The amount that they pay for the permanently-free has never been stated
Is that an average or flat rate
Flat rate
Ah bit low
you make more than 7.5k in a month with one asset? 😮
Its not terribly likely to sell beyond that point
In my mind I am saying current sales + 7.5k isn't equivalent to the work I put in
It'll probably never get that much anyway since I built it around functionality and it doesn't look great cosmetically, so unless I fix that it probably wont sell much 🤷♂️ I'm wondering if its even worth it at this point because its no longer going to show under new releases and hasn't for a while lol
im talking general free for the month packs
this month looks kinda allright tho?
well that ocean shader, if i was paying an artist 7.5k a month, after a month he comes with that ... he gets fired soo fucking fast
and its not even the worst i seen
a afew of em were just a few days work
that advanced locomotion and some other have actual work put in em, kind of a shame if they get the same amount
that1 also got put in there to promote part 2 i think so there is that 🙂
7.5k for a month sounds lovely. Just saying 😄
I hope to prove worthy of it someday myself.
You probably won't sell any more after being in the the month though
It's a fair point. I think I've got to get the pack submitted and my manual done first!
sell it for a few months and than put it up for free is also not nice towards ur payin customers
@fickle basin What is your product that still sells?
@fickle basin Yeah, looks cool, some strange reviews though.
ur puzzle temple looks allright
its tricky to think of a good original puzzle
you would think the programming part is hard 😛
but when u done 3 puzzles most ppl run out of good ideas
grabbing stuff from the otherside with a hook has been done so often its not even a puzzle anymore 😛
Tell me about it, been trying to think of puzzles lately and it's hard
Very interesting that your pack still sells after being free
puzzles go into any kind of game 😛
i actually grabbed that puzzle kit for free, should totally check it out 😛
I compulsively grab everything that's free, just in case
😛
I'd say a lot of people do
can i do the puzzles w/o spoilers? 😛
Could any kind soul tell me the correct email address, if I wanted items removed from my vault?
@graceful arrow perhaps the marketplace one in pinned messages?
Offt. Feels daft. I looked there but for some reason.. it just didn't register.
np hehe
^Now everyone got the idea and MP support is getting spammed with asset removal requests 😄
I think free for the month is also harming sales because buyers now consider 'if I don't buy it, it will probably become free'
I think just the opposite lol the stuff i want is never free
I have gotten lucky a couple times not insta buying something then having it go on 50% off...like frank climaxs animation packs...though i did end up just buying everything he made at that point
Its funny how a 50% off item allows me to justify buying like 10 packs and saying well atleast i got all 10 for 5% off
Talking about sales humble bundle is going a massive bundle of game icon packs
Grab it while its hot folks
Its like 500$ worth of icon packs youll find here on the market
anyone else not able to use the marketplace in firefox? i cleared all cache and cookies and i still cant use it. Cant log into forums either. Works in chrome fine. In firefox the marketplace is missing the entire top bar and all images.
Works fine in Firefox for me
Hey @delicate dove is there an easy way to make your 8 elements match a more "low poly" look? Trying to use them with synty assets
@plucky helm when the top bar is gone its because you were logged out, but for some reason it shows like you are still logged in. Go to unrealengine.com/ or epicgames.com/ and it will show the 'loggint you out' page. Also, try ctrl+F5 sometimes and deleting unrealengine.com cache.
@raven ferry apparently im back in the netscape days...
and i cleared cache 3 times
i went to epicgames.com and signed in, did the stupid two factor captcha safety dance and nothing changed in marketplace
@queen temple not easily I think.
You could replace some of the meshes with low poly models, but anything beyond that would probably mean refactoring loads of details.
@delicate dove not a prob, i just love em and might actually just leave particle effect with a realistic look rather than cartoony
since most are mesh-based, its easier for those to get a more stylized mesh. sprites/flipbooks are really dependent on the style though.
but def show me the results if you do tweak/alter em
I could just decimate the hell out of the meshs in them yeah
😩 damnit luos why did you make it too high quality!!!!
Haha
sowwy :3
I wonder if i use it in a cell shaded post process volume...hm.m
Ill get back to you on that after i get around to trying it...
sure :)
8 elements is awesome and im waiting for your next set 😋
making something different altogether atm, basically a vfx mat function pack.
😱 😱 yes please
Question: Are Marketplace sellers allowed to include a "Working/Integrating With Megascans" section in manuals/resources for packs, or does that require Quixel/Epic permission?
I kind of feel like Megascans is one of the most serious weapons in Epic's arsenal since the purchase, and want to give my potential users (who may be new to UE as I'm aiming with a lower-footprint, easier-to-use pack at newer devs) as much education as possible.
(No actual Megascans assets would be included in the pack, of course.)
I don't know if Megascans applies the same terms as Epic Assets. If NOT, you can show How but you can't redistribute assets
The official guidance basically seems to advise that what I want to do is allowed as long as it's only a minor section/accent, but I wanted to doublecheck.
I've seen stuff from shooter game and even learning packs included
Don't know how much they check for it
Basically, you can't have a pack full of Megascans assets that you just arranged, or whatever. But you can mention it as long as your pack is original content.
But, wanted to get some second opinions, including from Mods/Epicers if possible.
epic's own content can be used sporadically for mp-packs as showcase/usecase pieces, however content from affiliates (like quixel) are not, since the packs can be used outside of epic's ue4 environment, you'd be giving people who'd use that pack's content in another engine would acquire the affiliates content, while that content is only free for use in ue4's environment.
so my cave-pack now comes with a quixel-ready master material, but I cannot add quixel's content
Is epic planning to do a spring sale?
More specifically, Marketplace sellers are generally given a (preliminary) date for sales in advance, but are specifically asked to not reveal that date until Epic start promoting the sale.
Oh ok thanks
Is it neccessarily a bad practice to purchase premade blueprint from the store and include them in your project because your having difficulty producing a similar blueprint? I would assume it's probably a smarter and more productive decision to keep trying to make it yourself.
I'm just referring to whether it's a good decision or not. I'm struggling to create a building system to my liking and have been trying for a week non-stop. Whereas there are systems on the marketplace that produce the system that I'd like to implement.
Well my dumb self just realized I must've picked up something similar to what I need through a monthly freebie.
I'm going to tear down most of it just for the snapping code but it'll be helpful nonetheless
does the RPG inventory system use an actor component? to allow things to hold inventory/be held in an inventory? just saying if you program your inventory that way it will be way easier to implement without making specific code to characters or objects. because you could run all the code through the component which they would share or recognize.
Hii!!
Question: Are Marketplace sellers allowed to include a "Working/Integrating With Megascans" section in manuals/resources for packs, or does that require Quixel/Epic permission?
@tacit venture megascan is not allowed. I tried it in my Multiplayer Game System and my pack was rejected for that reason. I had to remove megascan material to get my pack approved 😊
Find all of the latest packs on sale in the Unreal Engine Marketplace.
@robust elbow : Thanks for the heads-up. I am quite sure most or all packs trying to include actual Megascans assets are rejected. I do believe it's okay to release tutorial videos/written instructions on integrating Megascans assets, however (Brushify does this).
This channel isn't for advertising your Marketplace items
@robust elbow : Thanks for the heads-up. I am quite sure most or all packs trying to include actual Megascans assets are rejected. I do believe it's okay to release tutorial videos/written instructions on integrating Megascans assets, however (Brushify does this).
@tacit venture yeah yeah.. tutorials no problems at all. The role is to not to re-distribute someone else's assets. That's all!
@robust elbow, does that include the free assets on the store? Im using an industrial prop pack that I got for free just to fill some space, do i need to remake the cardboard boxes?
you cannot use those either
dang, I'll get our team modeler to remake them
you can use it for promotional videos/images though.
oh cool
Can we use the door and window frames that come with the engine? The starter content?
you cannot use those either
@delicate dove Agree!
The only assets you can use are Epic's free assets nothing else
But they are generally heavy and can make your pack's size huge for no real reason, apart from showing off!
okay cool
a quick note, I don't think you can/want to resell their assets. But if you have a blueprint or C++ code etc pack then it's fine to use Epic's assets (VFX, CG etc) as examples on how to implement your code
okay cool
We use blueprint curently
what is the best way to make textures? I use a shattered glass pack and I wanna know if i can kinda replicate some of the textures
Paycheck time
Is there anyone that houses their marketplace assets in a separate "ThirdParty" folder or something of the sorts? I'm wondering how I could still update my assets as new versions become available on the marketplace if I have done so (considering Unreal looks for the asset in /Content if you want it to override the files with the incoming update).
I put all the content for my own project into a subfolder
Name starting with a dash so it is at the top of the list
All other subfolders are third-party (or my own marketplace products)
Right yeah, that's an alternative
I'd prefer to keep them in a separate "ThirdParty" master folder though
Then you'll just have to move the content again after an update
Move the whole asset folder in question back to /Content, update from the launcher & overwrite, then move the whole folder back to /Content/ThirdParty?
Like that?
To install an update, don't you just install the pack again anyway?
You do, but you can only install to /Content
I think you'd get away with just doing this (test / backup first)
- install new version you /Content
- in your system file manager, move and replace into subfolder
I wouldn't want to do that inside unreal because I think it would get confused with refactoring
I thought of something like that, but that makes me wonder if the asset itself won't have absolute paths to its own internal files
That is to say, if the asset expects a blueprint or whatever that it uses to be in /Content/Asset/BP_Something, then that'd screw it up
Not sure if it's relative (Assetfolder/BP_Something) or absolute (/Content/Asset/BP_Something)
Oh, you're probably right
I think your way is safest
move it back, update, move it away again
Gotcha, sad that there still isn't an easy solution for this :\
Seems easy enough to implement. If only we could just choose a different install directory through the launcher, and have it fix up any paths that point to /Content to our new folder.
Possible bright idea: wouldn't it be possible to install to /Content in a separate empty project as normal through the launcher. Then move it to /Content/ThirdParty in that project, then use the OS's explorer to move and override to your own project?
I should test that
Not sure if that's actually less work
Moving folders within Unreal takes ages, this way you'd never have to move between ThirdParty and /Content
I bet that saves quite a bit of hassle
Yes, it's fixing up and refactoring the paths
Yeah
But this way you need to make a new project, load a whole new Unreal Engine instance...
Oh loading an engine instance takes what, 30 seconds? Moving folders can take waaaaaaaaay longer than that
I've been moving and fixing up redirectors for more than an hour at this point, with just a few assets
Madness
It didn't even properly fix up the redirectors when I did a redirector fixup on /Content. Had to manually go into each of the asset folders.
Anyway, getting a bit off topic haha
I find that you normally have to hit "fix up redirectors" twice
I ran it multiple times, I guess it hates me 😂
Have a seperate project, with the sub folder(s) is probably the best way forward. Add the update to its content folder as normal then move them to the correct sub folder. This way you only have to do it once (per update) and you can migrate your subfolder to your work project(s) without having to move things around in those.
Hey @graceful arrow :)
Possible bright idea: wouldn't it be possible to install to /Content in a separate empty project as normal through the launcher. Then move it to /Content/ThirdParty in that project, then use the OS's explorer to move and override to your own project?
Like this you mean?
Ah, you write:
and you can migrate your subfolder to your work project(s) without having to move things around in those.
That gives you a warning though, something about it not working correctly if not migrated to /Content root?
I just wanna be sure, anything set free on the epic store by Epic games can be used for selling?
no
anything set free by epic can be used in your ue4 games. anything made by creators being published as free by epic can be used in any game engine.
you cannot resell the content, or use the content in your marketplace packs.
You can however use a few props from epic themselves (NOT quixel/creator content) in your marketplace content to show how something works.
so we need to completely use our own assets?
@torn venture yes. Duh.
Selling that already free is illegal.
so I don't break any laws, the only content I can use is the starter pack already included?
Just send the product and let UE market support review it. Its depend on them to reject or not rejecting your asset.
yo
Has anyone seen a product that's essentially a simple widget game? I have a widget loading screen and want a little 2d game for the players to play while the levels load.
@unique notch please read the #old-rules :)
Oh I'm sorry
Has anyone had problems with this example project? It stops loading at 45%
Sounds like it's compiling shaders. How long does it freeze for?
Is there a way to filter search on the marketplace website to see what I already own?
Use "Vault"
@devout gale cool thanks 🙂
anyone else know this marketplace sale ended on east coast time haha. had things in my cart and then they were back to normal price :/
Hey I was hoping to get some feedback on an idea I had about rewarding customers that bought more than one of my asset packs. Since I can't find out who has bought my packs there is no way to discount future packs they buy and Marketplace has no solution for this. I thought if customers were to leave thier email address in a review, I could mail them additional bouns content. Not sure if this is allowed though. I'm not asking them them for a five star review, even a bad review would be rewarded. Otherwise would destroy any credibility of the reviews. It's the only way I can know who has bought my assets. Any thoughts on this?
if you'd let them leave their email adress in a review, you'd basically give their email adress to spambots scanning the marketplace site.
Hey do any of those file re-organizer plugins work? I’m tired of waiting an hour to move a folder only to find iut it didn’t work completely
@tough cipher You could put a readme file into your .zip with a code, and have people email you that code to confirm that they own it?
if that pack is shared trough illegal's means, everyone downloading it has that code.
@delicate dove @merry field Yes everyone could get the code. They can create an email just to get the content and then delete it.
Aren't our email address in there too.
on the marketplace seller page?
As of late they masked out the emails.
Have you ever gotten spam from the Marketplace? Hard to tell where it comes from I guess.
oh lol, not as good as I thought.
Publisher portal page:
https://gyazo.com/7c5613a910fb0bb2c621f02b7b86e4e5
public profile:
https://i.gyazo.com/c56535fba94f1d1fc092121f3537681e.png
@tough cipher the only spam I get on my public emails comes from the marketplace-based adresses. so... 1+1
?
I know I should ask support.
Just wanted a quick answer or others to point out obvious flaws with the idea.
at the moment there is no way for you to find out who the buyers of your content are, and the mp-team will not provide ways to contact them either.
Did you read my idea?
If in my description I write to leave a review with your email and only people who buy can leave a review.
then you'd expose them all to the spambots collecting the emails.
Problem solved
(and other potentially unwanted things)
But we're exposed and they can create an email just to get the content.
They don't have to.
thats a lot of steps, I wouldnt do that.
For something free.
still, i wouldnt ask my buyers to expose their email, or make a sockpuppet email account, nor would I use an email adress that can be exposed, even if its a sockpuppet email acc.
(but thats just me)
I dont think there is anything wrong with it rule-wise.
just dont feel its a really smart approach either.
but since there is no other way, I cant really blame you for it either.
Thought I had a good idea, but thanks for your feedback.
What they were to join a Discord page and then in the review gave me that user name? I could private message them and they could if the wished give me their email? Safer?
Could be a discord page just dedicated to support of the product.
I could take a look at that user-name and act if I was one of those people.
Sadly the only "official" way is for them to provide you with their receipt ID, which you then have to verify trough the marketplace team.
Can two people have the same user name?
They can on discord, not sure how it works on the launcher/marketplace.
@delicate dove You have 1474 after your name I thinks it's impossible to have same complete username.
yea, but how sure can you be that this is really me :p
If in the review they leave the number after but I'm just thinking here.
wondering.
You might want to fire off an email to the mp-team as well, perhaps they know of an approach that might not be clear to us.
Thanks, I try.
Yeah, anyone who pirated would have the code... not sure if that's actually something you'd have to worry about though.
How many people a) pirate Marketplace content and b) would then be brazen enough to email you asking for free stuff?
Especially when they don't know that you don't have a way to confirm if they bought it or not
Yeah, I'm thinking maybe just private message the Marketplace user and get an email address is the way to go.
Hello! Has anyone had such a problem that monthly payments do not come to PayPal? On the Marketplace Publisher Portal of my account, in the Payout Report section there are payments for two months January and February 2020, but for some reason I did not receive payments to my wallet. Does anyone know what could be the matter? Thanks!
is there a wishlist button ? trying to have a collection of stuff to buy eventually but its all in shopping basket
There's no wishist, you have to use bookmarks or similar
I can't open the marketplace
I've tried turning off all the adblockers or anything that might be stopping it
and nothing
See wtf???
@raw temple use chrome?
I use firefox
Marketplace works fine for me in Firefox
I tried updating and it still isn't working
is retexturing marketplace models allowed?
To use in your game or your own marketplace pack?
This channel is not for advertising your marketplace products
Doesn't open anyway
Did you try a private window with no extensions?
The marketplace works fine on Firefox so it must be something specific to your install
Hello, is it possible to sell a scene in marketplace made with GPU Lightmass from Luoshuang ??
Hello, do you know how long the support service has been responding?
@torn badger its being embedded into unreal engine, since Luoshuang is now part of their team.
@delicate dove Great, I'll wait for it to be implemented, thanks for the reply!
@torn badger yes you can sell it
the GPULightmass i published on the forum is open sourced under MIT license
Oh. So I don't need anything to put in the archive that I will submit to marketplace? @final current
I will! Your work is awesome. It's a pleasure. Thank you a lot :)
guys any free assets for haunted house?
Other than the monthly free rotation and permanently free assets, Epic generally don't allow free assets on the Marketplace. There are, however, community threads of free assets which are easy to find via a search engine.
@merry field oh ok is that commercial free or no?
That would depend on what licence the people making it free assigned to it
If an asset in your library notified to have an update, how will you know the changelogs for the update?
You don't, unless the author writes that somewhere. Thank Epic for not adding that feature.
@smoky magnet
after updating the asset, do I have to reimport it into the project or does it automatically update every project that has it?
You need to re-import it into every project
Kind of makes sense since you might have modified the assets yourself, and updating will overwrite any changes you've made
Yop and since bp assets can't be merged you probably can't update assets you modified. But that's a ue4 limitation, so nothing the seller can do for
Though they can design around the idea that you shouldn't have to modify their files
By making things you might want to change in separate functions so you can derive a child class (outside their project dir) and override
What do you do when a MP vendor simply wont reply to anyone...even though they are active...got some broken root animations that people have complained about to the vendor like a year ago now...slight errors here and there are fine but having the pelvis bone deform completely when using a RM animation becuase of the vendors error seems like bad quality control on ue mp part....what do we do from here?
The vendor is clearly not listening to the people purchasing...
Contact the marketplace team via uemarketplacesupport@epicgames.com
Its feels bad to have to do this becuase i love this guys animations...but holy cow his communication skills are aweful...at least a "working on it" reply would be nice....but kind of like telling my house plant about a couple broken root motions at this point....
... that's how I feel when I find bugs in UE4 😉
Done 😢 god that feels bad
Why are the prices in euros converted from dollars higher ? A 80 dollars asset is 87.67 euros @shadow inlet
Taxes
US prices are all listed without sales tax
Also, sales tax is generally lower in the USA than VAT in Europe
few days back the price was 73 euros for the same product. what changed?
It's an oddity because in the USA every individual state has a different tax rate, and so they don't include taxes in the price. In the EU, it's illegal to list prices without VAT*
Now that one I can't answer. the Euro prices have always been higher, I've never seen them lower.
i guess they messed up the conversion tbh
*In theory you should not have to pay VAT on Marketplace assets if you are a company and you charge your own VAT, but Epic don't really understand VAT, so they charge it anyway.
Yeah VAT used to be even more problematic on the marketplace
I'm not sure if the way VAT works is consistent across the EU
The theory is supposed to be that if you're a company, you pay Ex-VAT prices and then you have to charge VAT on what you sell
i understand that, but few days back the conversion was straight up from dollars to euros.
it's odd
people cry over the prices in dollars, imagine the price in euros
and mathematically it doesn't add. because i pay taxes for different prices. and although the marketplace gets 12% only, they pay taxes for the entire product value?
It's never going to be quite right because they invent a number for the tax
VAT varies between EU countries
i submitted a case, maybe it's just some bug.
But let' say it's 20% and your item is $10
The item will be €12. They pay €12, Epic pays the VAT on the sale, and then the total amount is $10. Epic take their 12%, and so you are left with $8.8
Basically - all the prices Epic talk about are ex-VAT, ex-sales-tax
yea it was a bug where the conversion did not show the Vat
think there is a forum post about it somewhere.
oh, ok
possible anyone could help me concerning putting packs on marketplace, specifically about how you are meant to pack/export the products ?
could ping me possibly PM if have time to give some aid.
Is the installable packs something epic does with your content or is there somewhere i can make my own custom "install to project"
Excuse me, but do you know if I am allowed to use third party assets purchased in the marketplace to make mods for unreal games?
@quartz spoke please see the pinned message
@merry field totaly perfect mate, thx so much
Hey, anyone know how to get the old Reflections pack from Epic Games that had the subway station? I have a version somewhere but it's third party and is missing some stuff
Sellers: Where and how do you usually put your products documentation for future customers?
documentation? basically no one does that. I've never seen documentation, check youtube they might have posted a video
@languid panther
Wtf, plenty of docs around
eg
I have my docs as a wiki: https://wiki.voxelplugin.com/
oh nice, yah good documentation is a must for most things but I can't seem to find any for the stuff I've been using lol
So to answer your question @languid panther : could be a google doc
a custom wiki
a website using github.io
Simplest is the google doc
If it's a C++ plugin, http://kantandev.com/free/kantan-doc-gen is pretty damn neat
Thanks @north stirrup , I've been looking to replace the long defunct wiki for my products.
Trying to pick something nice for people.
https://readthedocs.org/ can be pretty nice too
Read the Docs simplifies technical documentation by automating building, versioning, and hosting for you. Build up-to-date documentation for the web, print, and offline use on every version control push automatically.
but it's pretty painful to author in
did someone say https://ue4-style-guide.readthedocs.io/en/latest/
wait no they didn't
Nice one, but yeah, we didn't. Haha!
Cool though.
Smooth voice!
"Get Linter today, it will make your project cleaner, and your producers happier!" 🥰
Lol if you have created something overly complex and dont either have every single input tooltiped or demo with heavy in engine documentation in an example project...and dont provide a actual doc anywhere on how to use your code....youre in for a bad time.
@verbal nexus ^
@real dust I tried reaching out to him but he's very secretive about it.
It might just not be a marketplace asset
High chance it is
What makes you think so?
@ebon leaf It's from the BallisticsVFX pack, but I've edited the particle to be more realistic
Very secretive indeed
Thanks that's where I seen it from
It seemed familiar but couldn't wrap my head around it
Hello does anybody know where the marketplace files save to on Local? I'm trying to reimport some animations
Anyone familiar with Directional gravity plugin? I get glitchy physics when the sphere is large, physics objects jitter.
https://www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity/questions?sessionInvalidated=true#
https://www.youtube.com/watch?v=THcyq-056dQ&feature=youtu.be
Does anyone know of any Marketplace templates that has an marketplace system similar to Escape From Tarkov's Flea Market?
Anyone recommend a good BP based spline mesh placement tool? For the likes of cables/vines etc. Need pretty fine control of the points and maybe things like the ability to override the material on individual segments
Doesnt need to have any runtime stuff, mainly for mesh placment to be converted to static at some point
Looks quite cool, the spliner complex at the end looks along the lines of what I need
I presume you can just convert the BP to static mesh at some point if needed
Thanks for the suggestion 🙂
I guess the only thing it's missing is material overrides per mesh
I'd need to slot in a new mesh with that material applied
Lol.. what the hell. I already own it. I'm guessing it was on one of the free for the month releases...
I've no idea how I didnt spot it in my library...
😅
I just added a new one to mine
Thanks for the suggestion!
Corona five
Happy Friday, have a good weekend 🙂
@untold basin Let me ask here to not clog up #graphics . Do you have other recommendations for foliage that you found fit the bill? Pivot Painter 2.0 support would be a requirement
Not at all, I don't use the marketplace much. I found few of my purchases to be satisfying
Oh 😦
Is the marketplace down? :/
nope
Actually good foliage on the marketplace is in rather short supply
In short supply or non existent @real dust ? 😄
Whats wrong with Publisher page
?
I press "Submit for aproval"
I thinks some wile and nothing happens after that
!!!!!!
Anyone?
Hello is there any1 that can help me with the rules of the market? like can i use every pack there is, if i make something and the sell it or is it against the rules?
@fickle basin so u are saying i can sell games i made from packs in market that are free?
what about megascan? can i use them?
so u are saying i can make a game with megascan and sell is?
i did not know that 😮
so every pack that are free in the market can i use to make a game and then sell it?
thats cool 😄
hello i start make my first asset pack for unreal store and i start make doors as example can you tell me what doors you would buy on an unreal store given their style in realism
This channel is busy today
@hollow nexus You could make them customisable, things like being able to swap doors, handles, locks individually
im think make separetly custom handles
@grizzled thunder am I allowed to recommend my own? But I don't have the ability to override the material on individual segments, not sure how you'd handle the configuration for that. If I wanted to do something like that, I'd probably use vertex painting.
In any case, I'm kind of interested in what kind of features someone using it might want, might give me inspiration.
Hey peeps, anyone faced this problem? My pack got rejected multiple times cuz light on the map isn't build, but it is.
@merry field I had a good look at your NV spline. I think it was the lack of material override that had me wondering
And then Divivor reminded me that I had the Mesh actor placement
I'm not sure how you would handle the BP side of it.. or if it would ruin instancing
You can't instance spline meshes, sadly
But i imagined an override for material here per mesh entry
Like how you get on a static mesh
Otherwise if I want to use the same mesh but just with a material tweak, I end up having to dupe it in the content browser first
Say green pipes followed by red ones, but the same mesh
Yeah, that's basically what you'd have to do, not ideal
I just forsaw my content browser getting messy. Although I think the same is true for mesh actor placement tool
But I need to test it out anyway
To see if its such an issue
Well, it's an interesting use case that I hadn't thought of
I know you cant instance them, but a lot of the time I would be baking the meshes out
converting a chunk of them to static
so it's more of a convenience while authoring
I think that's the best for complex spline meshes anyway
yeah, the spline tool just saves me working blind in something like max or maya
I can manipulate in level until I'm happy, then bake it out
for any really regular stuff I'd just be using regular straight meshes
static
But yeah, Div owes you a coffee I guess? 😵
What, for helping you out?
Oh debug wise I thought it might be useful to put the arrray number floating over the mesh on the spline, jsut for debug
No, for pointing out I already had one I ddint know of. Would probabbly have bouught yours otherwise
With similar meshes it can be hard to remeber which mesh you're looking at when you have a long arrray
Hey, this channel isn't supposed to be for us to sell each other products :p
Lol too true
You mean for when you have a sequential list and need to know that e.g. it's item 47 / 64?
yeah say I put like 10 meshes in the aray
My more expected use case is that you use them randomly, in which case it'd be even harder to tell
I think also that might be what might not have worked for me. In this case I wanted be quite specific about which pipe were
so i draw out a spline, and then I say - actually I want to change segment 7 to be this broken version. I guess if I do a sequential list I can do that
Well, with my system I have the option for random or sequential
Would be nicer if you could somehow drag the meshes onto the spline segment and have it update, but I don't think I could easily code that
Yeah, so say I just sequential and I put 15 meshes in there. 14 of them I want to be Pipe A and one Pipe B. And I want ipie B to be just in thsi specific point along the spline. It's hard for me to know when looking in 3d space at the spline which mesh in the array i need to change. If the number from the array was also floating in 3d space above the splein - i would know to change number 9 to pipe b
That should be quite easy to implement
Anways, just some train of thought stuff. Not sure if it's useful for you 🙂
If the other tool doesnt work out I'll give yours a go.
I also looked at this one
But thought I was getting a bit ahead of myself
Noted it down for fun later at some point when I need to cover an entire world in ivy and rope bridges....
Oh, I think I saw that one, it looks cool
Also again, the use case for me is more specific crafted look - say for a cinematic where things need to be exact. Less auto generated/procedural results - which some people mentioned about the tool above. That you could swizzle some settings and lose a look you liked previously
I find it interesting to hear what people come up with to use the things for.
I originally built mine because I wanted to make a rail track (I think), so that was kind of the feature set I built.
Later had some questions from someone using it to place a series of floating platforms along a curve in 3D space, using the "gap between segments" feature
A use case so completely different from what I'd originally envisioned
For me it would be more pipes, tunnels. Bending existing meshes into shapes. Or yes, platforms etc
I saw some where it generates mesh - a bit like a lathe or sweep tool. I'd be less interested in that
Hard to deal with the resulting meshes in terms of source control etc
Well, I'd imagine it makes static mesh assets out of them, those should get controlled fine
Well, dont want to spam everyone. Thanks for listening
Anyone know of any marketplace sales coming up?
Marketplace sellers are generally given a (preliminary) date for sales in advance, but are specifically asked to not reveal that date until Epic start promoting the sale.
there was a flash sale between Apr 13~17, so I wouldn't expect any sale soon
Usually, there is an event sale when season changes (winter, spring, summer, autumn)
hello everyone i was make more custom to doors what you think?
Dang I wish the marketplace was sending an email on every purchase, like gumroad do 😢
I guess you're right
First world problems 😉
It would have to be a daily digest, "your product sold 40,000 units today at $0 each"
^
@fickle basin Well it's 50 bucks cheaper on gumroad
so getting quite a few sales there 😛
MP report is delayed by a few days, so I'll see then
Is discoverability still worthless on Gumroad?
it's not made for that
Yeah thought so
I'd like to release some packs, but Epic rejected the first for lack of variety, so I can't be bothered, but there's not really any alternative
@inner hull can i buy flaoting island
How can I include a documentation in my product that I will sell on UE4 MarketPlace ? (I want only customers to see that documentation)
@torn badger You might be able to include a pdf in your submission?
Most docs are public because it's a pain to keep them private
marketplace day 4: everything is going as expected
nah, just a guy who doesn't like me lol
So a bit like review bombing.. what a muppet.
@north stirrup Yes, in fact I've got a ready Google doc file, but I wanted to sort of include it in the Content folder or something like that. Isn't it possible ?
Thanks for the advise, I will try this 🙂
I put a text readme in my stuff, was not a problem
But I'd also just put the docs up on Google
Being able to see the docs will let potential customers see how it would work and maybe decide to buy
If you increase your prices so that you're unreasonably expensive for hobbyists that don't understand what time's worth you won't have to deal with those people
@fickle basin i guess the problem is that people who don't have any program skills think that if they buy something, that product should do all the work for them. They don't see it like a product that helps them move forward or make it easier. And when they have to do some actual game dev, they get angry and rate bad or so on.
not really, there are beginners that are willing to do work and learn.
they research and so on
🙂
the problem is people think making a game is very easy and that's for everyone. which is not.
and when they have to do some work, they get frustrated because they think, me, you, phy and others, are selling one-button game makers.
i never think beginner or advanced. If you're beginner and you don't understand the concepts, like with my MultiTask plugin, then do some research and find out how threading works. Not gonna hold hands. You as a customer you're supposed to be a game developer.
Would probably also sell a lot fewer units
The way i see it the problem is not when beginners or advanced users buy your products. The problem is when lazy people buy the products and expect everything to be one click of a button away, even though game development is complex.
How would you even judge it?
But I was still asking what a professional is in this context
At the end of the day you want "someone who has a clue"
Te aforementioned not-lazy people
They could be professionals or hobbyists or anything
I guess you're less likely to get really lazy ones who are pros, but... eh, every other industry has 'em
Take any asset on MP. There's no way that any of the assets/plugins that go into runtime, can fit your project without you doing any work on it. Modify something in it. Well, maybe not no way, but extremely rare.
i mean assets that have some code logic
not 3d assets and such
Right, I was going to say
An, uh, apple for example, is pretty much an apple anywhere
yeah
But mots code assets are going to need at least some integrating
and when you have one lazy guy who bought an asset and then another and he wants both to work together. Well, you get my point. That guy is a problem.
Yeah, that's nice, you're a kind guy :))
😄
@fickle basin Yes, you're absolutely right, in my case, it's an archviz project. It wouldn't need documentation, but I wanted to do one, to explain my customers some of the points of the scene. In my opinion, you just need to see the pictures of the scene to know if you want to buy or not. But I totally agree with you for blueprints/code products.
Products need documentation. Or at the very least a good discord server where the creator is there engaging people
some of the best stuff I got has clear docs with a server to boot
I am not able to find the Materials Master Learning - Project Files for the online Course Title: "Materials Master Learning" I was able to get to it using a redemption code.
But I want to know why the project is not showing up in my searches (in browser and UE application) for marketplace search
Are they hiding some projects (maybe deprecation) or is it something wrong in my settings (I searched for any UE engine version
It would be nice if someone made Quake 1/2/3 BSP importer for UE4 🙂
cant the hammuer tool not do this?
no, it imports .map files and does crappy job about it too
ahh
and BSP is already culled and cleaned
(by .map compiler)
so you don't get any backfaces or any weird geometry you don't really need in your level
alternatively UE4 could have Trenchbroom-like level editing tools 😉 But that's not going to happen
The BSP tools in UE4 are ... both good in some areas, and terrible in others
They suffer from the theory that you're not actually supposed to use them
I don't see how UE4's BSP tools are good 🙂 Maybe for someone who never used Radiant or Trenchbroom or Hammer they can appear to be good. But if you mapped back in the days, you know it's a lie 😛
Regarding releasing a c++ code plugin:
Do you know if code plugins on the marketplace can only ever be released as engine plugins? We submitted ours, which was a project based plugin, and the marketplace team tested it as an engine plugin which lead to compile errors that didn't exist before.
Additionally, there is this snippet under Example Projects , which is a weird choice imo, regarding code plugins:
2.6.4 Example Projects
2.6.4.a All plugins purchased and imported from the Epic Games Launcher will be installed as an engine plugin (to "\Epic Games\4.x\Engine\Plugins\Marketplace"), not a project plugin, so publishers are strongly encouraged to create an Example Project to be used in conjunction with the plugin to display its functionality to new customers.
Radiant? That's far too new "old days" for me. But that's all rather off-topic.
what currency is that
Hi guys!
This my material in the marketplace that is on sale now till 12th of May. Get rid of the "ugly" repetitiveness in tiling textures with EXTILE - a non repetitive tiling material for Unreal that can resolve repetitiveness in both geometric style textures as well as organic at any scale.
https://www.youtube.com/watch?v=1xd5dPFgPHE&t=10s
The material can be found at the Unreal marketplace: https://www.unrealengine.com/marketplace/en-US/product/non-repetitive-tiling-material
Get rid of the "ugly" repetitiveness in tiling textures with EXTILE - a non repetitive tiling material for Unreal that can resolve repetitiveness in both geometric style textures as well as organic at any scale.
The material can be found at the Unreal marketplace: https://www...
Worst part about this guy's review is that I replied to another question he asked just the day before
@proven mulch You're also not allowed to post you have a sale, as if every creator did that there would the thousands of posts.
@fading swallow ouch
@fading swallow please report them... we don't need that becoming a trend
Dont even second guess yourself...thats toxic as hell
@fickle basin @queen temple Submitted the report 👍
So I cannot put mixamo anims in my marketplace pack but can I provide a link to them or add a free to download pack with them on the marketplace? My project is more of a template and it'd be nice to show what it can do. They are all retargeted to UEs mannequin
@rigid lotus no, you cannot put free to download pack with mixamo assets to the marketplace
nor can you put mixamo assets in any form of asset in marketplace as they don't let you relicense the assets
nor can you put free to download pack to unreal marketplace as Epic only accepts paid assets
right, thanks for clarification
Quick one. Any one not been payed for last couple of months ? ( I know the apocalypse is on going so have not realy chased it) just thought I would check with the other MP sellers first.
@fickle basin yhe emailed them this morning , and i dont think its the 100$ base is the issue
i know
Is it a common problem to be not able to open marketplace on a browser (firefox)? This broblem has been frustrating me for couple of months. Any other page works in Unreal website, but not the https://www.unrealengine.com/marketplace. It doesn't matter if I use link from main page or write the URL, the result is same: nothing happens, previous webpage remains. I can open it in private window or in launcher though. It doesn't matter if I'm logged in or not. And the website kicks me out everytime I use it anyway (which I don't like). I have also disabled FF addons, and it didn't helped.
Also, I can go to any other Marketplace subpage (guidelines, FAQ, ...), but not to the main page Browse.
it happens to me
go to about:preferences#privacy
Cookies and Site Data section
Click the Manage Data button
mine is in portuguese but you will get the idea
Thanks, I'll try that. I have tried to clear marketplace cookies, but it didn't help. I think I haven't tried to clear all unreal related cookies yet. I have a bad habbit to keep FF open like.. forever.
yeah, I never clear cookies/history. this bugs happens at least twice a month
Yeah, it works now. It's definately cookie-related. Thanks again, I really should have check all unreal cookies, not just marketplace
nice. np
need help on uploading 2D artwork to marketplace, i am little confused that is my work good enough to be uploaded on UE4 market or not, i am already selling my work on other two sites, but not sure about UE4 market place, please help guys,
also want to know how to pack assets or artwork so that it can be uploaded on UE4, anyone who can help me, please
There's a pinned message here with an article on how to package up asset packs
Is anyone using the Extended Facebook plugin by GameDNA?
I get an error:
LogPlayLevel: import com.google.android.gms.ads.identifier.AdvertisingIdClient;
LogPlayLevel: ^
LogPlayLevel: Error: Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:233: error: package com.google.android.gms.ads.identifier.AdvertisingIdClient does not exist
LogPlayLevel: import com.google.android.gms.ads.identifier.AdvertisingIdClient.Info;
LogPlayLevel: ^
LogPlayLevel: Error: Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:1728: error: package AdvertisingIdClient does not exist
LogPlayLevel: AdvertisingIdClient.Info adInfo = null;
LogPlayLevel: ^
LogPlayLevel: Error: Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:1731: error: cannot find symbol
- We are using 4.21
- I have installed the plugin through the
GameDNA Installer - I have tried setting Target SDK to 27 and 28 and it's the same result
Does anyone have an idea or should I send them an email? Please tag me if you reply so I get a notification
@fickle basin Of course, but in my experience, they take at least a few days to reply, so I tried here first. I don't mean specifically GameDNA but most of the creators
@fickle basin You're right, but I don't want to spam the same message in other channels now. Also, somehow I missed that GameDNA has a Discord so I will ask there. It's one of those things that you solve by yourself by asking others.
Thanks 🙂
@fickle basin Not sure either. I asked them in their discord and will now wait for the reply. Thanks for your time
hey so was just wondering what date does the UE4 Free Marketplace change?
hey so was just wondering what date does the UE4 Free Marketplace change?
@simple cave First Thursday of the month
Yep
Hmm, maybe I switched up Tuesday and Thursday. Sorry
Thats exactly what I have been needing! TY EPIC GAMES!
so its the 1st week of the month
ok ty
i forgot to complete my order of the previous free assets 😂 fml
https://media.giphy.com/media/UrKa4FglIjE4T3E9L1/giphy.gif
@fickle basin y
bit offtopic peeps.
Hello , I would like to get a refund on the Drivable cars pack as it is now useless to me and I think that should be an option. After spending thousands on assets as of today i wont buy anymore. My reason ? Its insane to me to see the assets you paid big for being handed out for free while you get nothing in return. Its like being punished for supporting the assets creations. Now I will have to remove a big part of my game simply because now EVERYONE will have it. I am glad that unreal does the free assets , but they need to start giving some kind of option to the people who already purchased assets that become FREE.
this is not an official epic games discord, so no use requesting a refund here.
You can email the mp-team (see pinned message) but their reply will probably be a kinder version of lolnope. :/
thats cool , I am contacting them now. If is a NOPE , Ill make sure the see this is a bad thing.
sounds rather threatening hehe
@unreal eagle, don't worry about it, a car is car. change the textures and it's like a new car. You bought the asset because you needed it, don't feel sorry.
it happened to everyone.
@hasty nexus I have already removed them from my project now and am persuing a refund. They are useless now , and I was stupid enough to pay for the rights to use them. I will never make that miostake again. This is like the 6th time this has happned and i cant take it anymore. Ill make my own cars and other items before i waste another dollar on assets that will eventiually be handed out for free to thew masses.
But you wont get any refund. 😦 Don't take it so drastically. Enjoy your project and the rest of free assets you didn't have before. 🙂
I have a plan to get it , the law applies to everyone
I live in the eu and plan to use it to my advantage
I understand. Just for the sake of it, when did you purchase it?
Not exaclty sure when , but no longer than 5 months ago.
Well, you had the asset for such a long time. There`s no EU law that can back your request. Plus the fact that the asset is fine, it delivers what you paid for. Just because it's free for a month doesn't mean you are mistreated as a customer or even that everyone in the world would use the asset.
@hasty nexus you work for unreal ?
Trust me, we all been there at least once. But on the other side, getting other free assets compensates for the fact that we paid for something that is given away for free at some point.
No, I wish. I just see it the way it is.
it does not , thats my point. We should automatcally get are money back or an item of the dame price IF we already purchased it and then they decide to give it away. This would make people buy more without concern. However wioth the current model it just makes more sense to wait for free items only and make everything else your self.
Im suprised thye donmt already have such a thing. I voucher are partial refund would even be a step in the right direction. With this version though they have lost me on any future purchases unless that changes. Consider the fact i actually spend big on assets , even sometimes buying some just in case i want to use then and never really even need to. Now I am pushed to not buy anything.
meh, It happens to everyone
EU does have some consumer warranty stuff, but not sure if that applies here
This month I got "lucky" and the asset that I already had was cheap
Last month it wasn't one cheap but I'm happy that everyone gets free stuff too
got get money back u would basically have to prove its worthless now, wich u cant do/afford 😛
Im not doubting that it does . My point is its a real shame especially for creators on the marketplace. The voucher method i mentioned would fix this conflict for all. If they are giving away 54.99 and you already have it , why cant they load you up with something else for free at the same price ? or give you the money towards another asset on the marketplace ? or a 50% voucher towards another item. But with nothing , why even pay and take a RISK
You win some, lose some, all the same to me
yea they buy an asset for 7000$ to give to every1, to give every1 a 60$ voucer.. not so cheap
@worn oyster thye dont buy the asset , the creator still owns it. THe thing is if the 60 is going towards another marketplace asset they lose nothing .
they buy the right to give it away for a month
the small creator or creator themself , do gain 60 however which is good to keep them going
you are already getting free assets
yea if every month a 60$ voucer id put a shit pack on the MP just to funnel my voucer out every month
@worn oyster :D:D:D:D:D:D:D:D:D:D
@worn oyster LOL you must misunderstand what i am saying if thats how you see it. Putting out your own crap pack , no one would want or buy it unless it was worth it. My version would let people make that choice for themselves.
you would have to buy every asset LOL This would mean you arent making money , your spending it
your doing the wrong math
my math is spot on 🙂
its 60$ for each person that own it
to get the voucher you would have to own the free packs. No one knows exactly what they will be until they are releasaed. This kills your plan off top
yea but mayB it sold 1000s of times
EU law can nullify terms of use but doubt thats the case here
u can try but prolly not worth the efford sadly
to further my point , if they did it the smart way , i wouldnt even know the car pack i purchased was free. It would appear as something else for me since i already own it. I only got 4 free assets this month when i should have 5