So keep the questions rolling in, folks! I’m here refreshing and ready to answer for the afternoon, and then periodically for as long as the thread lives. Eventually the best and most common questions will roll into our master FAQ.
Hmm, I’m confused(dont worry, happends rather fast).
I have 2 items in my library in the launcher. Water Planes and SuperGrid. BOTH have a button which says ‘Add to project’.
When I click that button with Water Planes I see a dialog where I can select a project, and Water Planes is added to that project. (and it actually does that, really handy!)
When I click the button with SuperGrid I see a dialog where I can specify the location for the to be newly created project.
So the situation you’re describing here is unfortunately a flaw in our system that we’re currently working on. Due to the way some projects are set up we need to make it so that they Create a project so their demo levels run smoothly. What you’re seeing in the Vault is a cosmetic issue. No matter what type of project it is, the Vault will always say “Add to project” but function the way it’s intended when you select it. That’s why Water Planes lets you add it to an existing project but SuperGrids needs to create a new one.
For now the migration steps above should allow you to get the assets you need and we are working on a solution for this in the meantime so don’t worry! Here are the migration steps again for you:
Step 1: Create the project you wish to work on.
Step 2: Open the project file you wish to migrate (ex. SuperGrids)
Step 3: Right click on the asset you wish to migrate and select “Migrate”
Step 4: Select Okay and the Project you wish to migrate the files to.
I hope that answers all of your questions and let us know if you need any more clarification on anything.
If somebody reads this through the forum search: An other option to get, in this case, SuperGrid to your project is to simply copy the files. I created 1 project only containing SuperGrid and copy the contents of Content\SuperGrid to my own project. Works perfect and requires less steps when using the migrate option. Might not work with other assets from the MarketPlace though…
Hi Jago! It depends a bit on what it does. We don’t really have a specific place to offer full game content, and don’t have plans to support that right now. However, we do occasionally get submissions for our Learning tab in the launcher, but those are only offered as free content, and the bar for acceptance is extremely high.
I purchased some art from Unity Store to use as example place holders in my Blueprint project for the Market. I will add a disclaimer that users cannot re-use these art assets commercially and provide a link if they wish to purchase the pack for themselves. Is this suitable? I just cannot draw for the life of me and really need example place holders for the flipbooks.
You have to ask for permission to commercially redistribute modified assets, but it is usually costs additional money. And “commercial project” != “commercial redistribution”.
Also, I recommend to say that you have no interest in selling modified assets on Unity asset store.
Thank you ZeOrb, before I say anything, I want to commend you for your exceptional presence in the community. You are always there to answer my questions, and very rapidly I must say!
With this new information, I know what I will do. Instead of providing art samples, I will make a video/playable demo to exemplify that the animation system works. From there, as long as my Animation Actor is well identified/commented, users will be able to easily implement their own art.
Hello, I have a question. I’ve been working on a project with a friend online, and I ended up buying the Top Down City Pack when it was on sale. My question is, how does this work with teams.
Specifically, does he have to purchase the asset pack as well if we want to use it together? Would everyone in a team? If you had like 15 people, how would that work, would they all need it? What are the rules with sharing it on Git? Is that completely unallowed or does it have to be set private?
Thanks for any help. Sorry if this question was answered somewhere but I wasn’t able to find it
All content sold on the Marketplace is licensed to the buyer (who may be either an individual or company) for the lifetime right to use the content in developing an unlimited number of products and in shipping those products. The buyer is also licensed to make the content available to employees and contractors for the sole purpose of contributing to products controlled by the buyer.
Each such product built using content purchased on the Marketplace must be a standalone creative work (such a game, simulation, or video) in which content is merely a component and not the primary focus. For example, it may not be a content pack for distribution to engine users. Hope that clears things up!
Let’s take for example the month of June. Lets say that your product goes live on the marketplace June 10th. The sales period for invoicing is June 1st - June 30th.
You will receive an invoice approximately sometime between August 1st-August 15th that details your sales for the invoice period of June 1st-June 30th.
Your item will have been on the marketplace for only 20 of those days (June 10th - June 30th) and you will get an invoice that shows your number of units sold, gross revenue, and net revenue (gross minus 30% commission).
If at this point you have a total balance of $100 or more you will receive a direct deposit to your checking account in approximately 3 - 5 days after invoicing.
I take it this FAQ is out of date, since the C++ code restriction has been lifted according to the submission guidelines?
Also, the folder hierarchy shown here and in the submission guidelines does not match with the examples referenced in the guidelines (e.g. RealisticRendering).
Could you please provide a clear and up to date example of required folder hierarchy (with an image rather than the textual format in the guidelines), along with a bit more info on how to structure C++ submissions (for example, whether user extension of C++ classes is supported, and if so how this should be exposed)?
Yes, we’re allowing code plugins now on a limited basis. We’re developing and streamlining the processes for integrating submitted code plugins with the engine, and so we are reviewing submissions on a case-by-case basis to see which we can support in the near term and how to plan to better support all submissions in the future. Right now, we’re collecting information for everyone interested in developing code plugins and developing standards. We’re still working out our precise requirements, and this is what we require as of now:
* Integration source code (not the full code plugin source, only the source code for the parts of the plugin that integrate with UE4)
* A signed Marketplace Distribution Agreement, and any amendments needed for special cases
* Plugin must be 4.8 compatible and build against the latest binary distribution of 4.8
* Plugin files are restricted to the single folder underneath Plugins
* Submitter must be willing to update with each major engine update (4.7, 4.8, 4.9, etc)
I’ll get updated folder structure info ASAP. Thank you for pointing that out!