I am currently an asset developer for the Unity Marketplace and was thinking about doing some Unreal plugins to test the waters on this storefront. Before I did so I wanted to see if I could get some informal feedback from current developers on their experience thus far. I realize that things aren’t apples to apples but I’m trying to get some serious feedback and avoid any Unity vs. Unreal flame-war. In my opinion they are both great engines. Any comparisons to Unity will be only relating to the marketplace and not the engine itself. This post will be pretty long but if you only have feedback on one particular item that’s fine, I’d love to hear your feedback. Questions below:
1. Stability of API
For any 3rd party plugin developer this is the most important area. Changes to either engine happens all the time and so do breaking changes. In my experience with writing 4 plugins for Unity they do a good job at introducing only minimal breaking changes. Typically, one of my assets averages maybe 1 breaking change per year (last one was Unity scene management or Levels/Maps in UE4 nomenclature and was pretty easy to convert to the new API). I’ve been following a few UE4 plugins (Substance and a few others) and it seems the API introduces breaking changes a bit more but I wanted feedback on how often this occurs in reality. Does it seem to happen every release, every few (4.10, 4.11, 4.12, etc.)?
2. Size of Market
This is fairly straightforward on the viability of the market. For those with popular plugins is this earning a decent income? In Unity as a publisher depending on the month I usually rank about in the 200-300th most popular publisher which relates to around $1000 USD per month after Unity’s cut. I do it part time so that’s perfectly acceptable for my case and there are those who can do it as there only full time job (gut feeling is around the top 50 solo publishers). Anyone care to voluntarily provide feedback on if the Unreal Marketplace popular assets can generate a part time type income (you certainly don’t have to provide concrete numbers).
3. Are Website Improvements in the works?
When things are starting out marketplaces are small enough that you can just navigate top to bottom. However, as things get larger you start to need subcategories, advanced searches, curation, editorial features, etc. This is obviously not a problem when things are beginning but when the marketplace starts to become serious it is very important. Anyone who is contemplate making a living needs some assurances that users can find there product and that quality can cut through the noise and get visibility.
4. Unreal Customers plugin level of expectations?
I’m currently used to the general rule of thumb that to get good reviews on the Unity Asset Store your plugin better be useful but more importantly easy to use. So much so that even for code plugins you are marginally expected that a solo artist should be able to use its functionality. Specifically, this means you should be able to install from the store and have it work completely with no fuss, no extra install steps, no additional downloads, no modifying of code etc. On the unreal marketplace I downloaded some of the better reviewed plugins and many have additional pages with setup instructions and require additional steps. Is the user-base comfortable with this and I should assume only programmers generally buy the code plugins in this market (because I can’t imagine a non coder getting some of these up and running easily). I would certainly be more comfortable making a code plugin that you just install to engine and are good to go without modifying other classes or other stuff. I’m not sure if this is just a skewed picture or if since source code is provided maybe the editor API doesn’t have hooks for everything you might want to modify? Perhaps the users of the marketplace have more experience and this isn’t an issue? Granted I’m sure there are far fewer hobbyists and a lot more studios that use UE4.
5. Updates? Review Times? Demo Levels?
I’ve looked at the packaging around plugins and it feels a bit early days on this as well. If I have an update will the install to engine let you selectively only update code files that have changed? Is there an automated review and consistent review times or is this still very much manual? A couple of the plugins I bought host an example level on their own website. While I can understand that the install to engine button really isn’t really meant to host examples, is there no way to dictate or flag part of your upload as an example that would install automatically elsewhere?
That’s it for now basically trying to get a feel for the state of things because I’m interested in making a plugin or two to test this market’s viability. I’m sure that some of your responses will jar more questions that I have.
Thanks for any information you can provide.