**Preparing Your Assets: General Asset Requirements
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Quality
All content should achieve a professional level of quality, regardless of artistic style. Deliver aesthetically pleasing colors, materials, and usable designs. Where possible, content should be built to be easily interchangeable with other assets and match existing content standards. All assets contained within content submission should be stylistically consistent where expected.
**Physically-Based Rendering Materials
**Whether or not the goal of your materials is to be photorealistic, it is required that your submission effectively uses UE4’s PBR materials. All PBR materials have some form of node attached to the Base Color, Roughness, and Metallic nodes. You may use a map or a numerical value (including zero) but it must have some form of input in order to be accepted for the Marketplace.
**Demonstration Level
**Content packages should include a demonstration level with the content logically placed, lit, and represented in its intended manner. This is where you will show off your assets the way you intend them to be used.
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**Overview Map
**An overview map is a screenshot of all the contents of a submission on a grid in UE4, spaced out to show how many individual pieces there are, and their relative scale. This is an extremely useful visual aid for assets that are modular, because it makes it easier to understand how many pieces there are and how they can fit together.
People make purchasing decisions based on this. Providing an Overview Map is a requirement. These are the settings for creating a proper Overview Map:
⦁ Atmospheric Fog removed
⦁ Light Source set to 5.0 intensity
⦁ Skylight added
⦁ Reflection capture added
⦁ Cloud Opacity set to 0
⦁ Assets are evenly spaced out no z-fighting with the ground
⦁ BSP bases use the default grid, with MI_Template_BaseGray_03_Metal on the sides
⦁ BSP Bases have lightmap resolution set to 8
⦁ Press “Play” to make sure lighting has been built
⦁ All materials have textures
⦁ No default textures are shown on any assets
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Functionality
All assets must be fully functional with current version and the previous version that your content has been created in. For example: If your content was released during 4.8 and 4.10 is the current version, you must be sure it works in versions 4.9 and 4.10.
**Asset Scale and Orientation
**Unreal Engine units are expressed in centimeters, with 2D editor viewports clearly displaying a scale legend. All content should adhere to these units. If content has directionality, it should be oriented with its front facing in the direction of the X-axis.
Plugins
⦁ Any plugins used in your project must be freely available on the UE Marketplace
⦁ All unused plugins must be disabled before sending your files
**Restricted Content
**⦁ You must have all rights to redistribute all components of the content.
⦁ The content must not use any trademarks/logos/brands that you do not own.
⦁ The content must not contain anything that may be deemed offensive.
**Public Domain Content
**We do permit the use of content that is available in the public domain and available for redistribution. This is meant primarily to help with presentation materials for Blueprints and code plugins, not a shortcut to quickly publish art content you didn’t create. We keep a close eye on exactly how public domain content is used. We have four conditions that must be met in order for us to accept public domain content:
⦁ Public domain content must have been modified so as to bring new value to the assets.
⦁ You must cite the source of the content.
⦁ You must include a link to the source content on the product page that includes the public domain usage information.
⦁ Epic will verify via that link that the content is in the public domain and redistributable.
**Video Demonstration Guidelines
**If you are submitting a Blueprint, animation, particle system, or any other content that would require animated examples, you MUST submit a video demonstrating how it is used. These submissions will be considered without a video. If you are submitting a different type of content, a video is optional, but it can be an excellent sales tool.
An effective approach to creating a video that we recommend is trying to keep the video between 90 - 120 seconds long. Open the video with examples of the finished product, then show your submission in the editor. Show the controls you provide, and look at some of the most interesting and visually meaningful configuration options your submission offers.
Although long tutorial videos are helpful and we do encourage them if you have a complex submission, creating a shorter “commercial” video for potential buyers is highly recommended.
Ease of use and the end product are what is most important, so if you can dazzle them with video of how it could work, then show them what knobs they can turn to use it, and try to keep it under two minutes, you’ll be in a very solid competitive position. The easier it is for the buyer to visualize “what is it? Now how can I do it?” the faster you’ll get them interested.
**Asset Naming
**When giving your submission a name, try to pick something that is descriptive without being generic. Do a quick search on the Marketplace to see if your submission might be confused with something else that’s already been published.
Due to how often they’ve been used already, we recommend against using words like “Simple,” “Super,” “Mega,” “Extreme,” “Ultimate,” “Photorealistic,” “AAA,” and similar. Try to avoid generic names that are too simple in describing the content. For example, “Blueprint Dialog System” or "Modular Building Set.”
We do not accept submissions with “Epic,” “Unreal,” or “UE4” in the title, that is reserved for Epic Games content only.
Individual asset names should adhere to the following guidelines:
⦁ Intuitive, unique, and less than 30 characters.
⦁ Clearly describes what the asset is and its intended use, and avoids confusion with other assets. For example, a rock mesh named SM_Landscaping_Patio_Rocks_01 is preferable to SM_Rocks_01.
⦁ Should not include your initials, project name, or other folder information.
**Folder Hierarchy
**When you open your project in UE4 the first folder needs to be named your project.
Example: “YourProject”
All of your project content should reside within this folder. The main file names in the project cannot have any underscores (“_”) and the names of the .uproject file have to match the main filename and the filename of the internal content folder.
So it should look like this on your hard drive:
YourProject (main project folder)
⦁ Config (folder)
⦁ Content (folder)
⦁ (subfolders)
⦁ YourProject.uproject (file)
Within your “Content” folder should be another folder named “YourProject”, and within that should be all of your project files and folders.
So in the Content folder it should look like this:
Content (folder)
⦁ YourProject (your project folder)
⦁ (all project folders here)
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Within your “Content” folder should be another folder named “YourProject”, and within that should be all of your project files and folders.
So inside the Content folder, it should look like this:
Content (folder) - YourProject (your project folder) - (all project folders here)
Folder names should be plural where appropriate, and conform to existing folder structures for common asset type. For example, a project named YourProject would have the following folder structure:
\YourProject \Textures
\YourProject \Materials
\YourProject \Meshes
\YourProject \Blueprints
\YourProject \Particles\
Folder structure should be shallow where possible, and strive for brevity to stay within the path length limit of 115 characters. Refer to the free content showcases Effects Cave, Blueprint Office, or Realistic Rendering in the Marketplace as good examples of asset naming and project folder structure.
Epic Content
Epic content (including, but not limited to, Epic Branding, Feature Packs, Starter Content, Samples, Templates, etc…) may only be used to display your assets functionality. Asset requirements may not be substituted with Epic content. If considers the pack to misuse Epic content or contain a disproportionate amount, in relation to submission content, you may be asked to modify your pack. If your asset does contain Epic content, ensure that it is located in the [YourProject] folder within the Content folder of your project, along with the rest of your pack’s content. Any submissions that contain folders other than the [YourProject] folder within the Content folder will not be accepted and you will be asked to modify your pack.
You are required to ensure that the DefaultGame.ini included in your submission does not contain the following text:
[StartupActions]
bAddPacks=True
InsertPack=(PackSource="StarterContent.upack,PackName=“StarterContent”)