Announcing Fab, an Evolution of the Unreal Engine Marketplace

I don’t think you can draw a simile between a content pack and a finished, published game.

First off, we add encryption and mechanisms to protect “your” assets just as much as “our” I.P.

A content pack is purchased specifically to add content to a game/project - it needs to be exposed to all ways of working with it. Game Devs usually don’t want to have the asset look exactly like the original - there’s enough problems with asset flipping as it is. There’s only so much you can do with the built in tools (although they are getting pretty good).

And where do you draw the line? Would you want to also lock Textures from being exported?

Anything can be ripped given time - even theoretically pixel streaming - you could capture frames and create a mesh from them - you can dump the GPU mem and harvest all content from there too, people will always find a way… Adding a lock to export won’t even slow them down (UE source code is freely available to everyone).

And at the end of the day - I think it’s something out of our control, the best we can do is account for it and try and make more legit sales through marketing and improving our products - seems like the more efficient way of spending energy.