If I create a blueprint system for example an inventory system to sell in the marketplace. Can I use in this project some 3d Assets from the permanent free collection or megascans as placeholders and keep them in the project I place in the marketplace?
Hey there @MK_Studio! Per the Marketplace EULA/FAQ using any product from the marketplace and selling it inside another entry on the marketplace is prohibited by the license except in some cases, specifically Epic owned assets, however there are rules to how they are used. I’d recommend reading through the content EULA with your exact use case.
As for Megascans according to a post 2 years ago by a Quixel community manager:
The marketplace guidelines and content EULA together can usually answer that together depending on exact use case. Hope this helps!
By what I understood the best practice is:
- I should use marketplace assets only for play testing the features during the development of my own assets but before uploading them as marketplace items but I must replace them with my own 3d Models placeholders.
- I can use marketplace assets in my demo of the product for marketing but I must specify that those 3d assets are not included in the project and can be obtained and integrated by the costumer if he owns those assets.
- To make it easy for the costumer to replicate the same visual result of the marketing videos specifying what assets I used from what pack and possibly make a video tutorial on how to integrate them into the project easily.
Also I have an extra question. Can I use at least the starter content in my final package? Or I must do everything from scratch by my self from scratch including materials in the final marketplace file?
You can use epic assets (free) in your assets. But it shouldn’t be the focal point.
Reading the Marketplace Guidelines I found:
2.1.e Sample content from Epic Games must not be an integral part of your product, but used for display or example purposes only.
2.1.f Substantial portions of source code, Blueprints, and/or Material Blueprints from Epic Games must be used for example purposes only.
Ergo Actually I can use the free assets published by unreal engine in my own marketplace assets to showcase my own work that is really important if the product I made is a blueprint system and without 3d assets is hard to showcase
That is how I understand the EULA as well, as long as it’s not represented as your product, and is not the reason for the plugin, and just to show off your plugin as an example. Though that reading changes for certain types of plugins, so I usually just allow others to interpret their own projects against the EULA since it can mean different things for different projects. Most plugins I see end up avoiding using them anyway out of an abundance of caution.