Educator Livestream - Becoming an Unreal Engine Marketplace Seller - September 25, 2 PM Eastern

Granted my active products aren’t “great big and complex” (Any other dev like me can spend a week and end up with identical quality items, even if that’s 100% true for 99% of marketplace items anyway).

However marketplace sales aren’t - and never will be - enough to justify anyone exclusively developing content to sell imho.

Most sales occur during a marketplace sale event. So you are already getting 50% or more less then you actually priced the item at.

On top of that, you have to deal with the marketplace validation which in itself is a pita due to the way its handled/ the fact the epic team is obviously stretched too thin.
(I see no other reason for them flagging my product which is meant to allow users to customize camera transitions/speeds as bad quality for having “too fast transitions”.)
Believe me, after 4 rejections due to BS like something listed above you do not want to deal with it anymore since it takes you more time than money you will likely ever make from the product.

To top it off you also now have to work around the input stuff in order to produce an add-on that can be added to anything and does not require you to create a separate project.

It’s not the end of the world (do it once, include it in all projects). But then you spend time answering users questions about “how do i hook up the old input?” because they force you to also remove the nodes from the BP (which are flagged as warnings, not errors btw, so they do not prevent anything from working, they only AID users in understanding what is what).

So yea, there’s that too as a deterrent.

I don’t even want to know how much worse is it for network replicating stuff or something more complex than the stuff I end up putting for sale…