Fab Development Update March 26 - Comments threads, UE Plugin & UX updates, and more

Hello!

Here is another Fab development update. There’s lots to get through so let’s jump in:

Search

After having previously integrated Unreal Engine Marketplace and Sketchfab historical data into search rankings, we have now also begun incorporating Fab data into the search weighting. This means that we will now add some influence for recent sales in determining search position.

As before, improving Search remains an ongoing and iterative effort., We are continuing to tweak things, including looking at ways to highlight new content, and using some of the latest search technologies to surface relevant content.


UE and UEFN Integrations

We have brought the editor integrations to parity with the new UX that we launched for Fab.com a few weeks ago.

Also noteworthy is the new “Include 3D Compatible Formats” option in the UE integration

The previous version of the UE Plugin showed only UE assets on the home page and in Discover, but then included other compatible formats while in search, which led to an inconsistent experience that wasn’t very transparent about how it functioned.

The updated editor integrations introduce a number of other fixes, too.

  • The scrollbar is wider and easier to click on.
  • The left nav now stays in view if the width of the panel is sufficient.
  • All categories, rather than just a portion of them, are now visible in the UE plugin.

Comments Threads

We have added the ability to associate forum threads with product listings on Fab as a space for questions, discussions, support, or sharing work that people have made using the products.

Please note that this feature is not a replacement for reviews. We continue to work on the reviews feature that we will be releasing later this year.

During listing creation, publishers can choose to opt in to generating a product-specific forum thread here on the Epic Developer Community.

If you’re a publisher, when your product publishes on Fab, a forum post will automatically be created with you as its author; the title and description of the post will be the same as the title and description from your Fab product listing. Your listing page will link directly to the thread.


UX Quality Of Life Fixes and Improvements

We’re continuing our work to release various miscellaneous UX improvements.

Note that some of the items below are not yet live. Those that haven’t been released yet are close to completion or are in testing, and will be put online soon.

:alarm_clock: Quick add-to-cart button, currently available for wishlist items, will be added to all for-purchase listings, to make adding items to your cart faster. Set to be live next week.

:alarm_clock: On Sale link prominently present in the left nav to make it easy to discover. This will be particularly useful when creators are able to host their own sales, so we expect to release it at the same time as individual sales go live (see bottom section of this post).

:alarm_clock: Local currency display. Currently, product prices are shown in a currency determined by your choice of website language, which is not very reliable.. Soon, the currency displayed will be determined by the location set in your Epic Games account settings, or the location of your IP address if the account setting is unavailable. Set to be live next week.

:alarm_clock: We’re implementing a notification dot on the wishlist icon to alert you when an item in your wishlist is on sale. Set to be live next week.

:white_check_mark: You can now sort alphabetically in Search and Discover, but not yet in My Library.

:white_check_mark: 3D Viewer - We’ve introduced first-person navigation controls, as well as the option to make the setting persistent, to reduce context switching between Unreal Engine or Unity, and Fab.

:white_check_mark: 3D Viewer - We moved UI elements to prevent overlap with the media viewer controls.

:white_check_mark: The account dropdown in the top right corner now displays username, which will help those of you who have multiple accounts to know which account is currently logged in to Fab.


Next Steps & In Progress

Category Improvements
As mentioned in the previous update, we are working on improving the category structure on Fab. The big thing we want to improve is to eliminate overlapping categories, thereby making it easier and less confusing to find what you need.

For example Atlases or Brushes could be found in those categories, but potentially also in 2D Assets; similarly, Environments and Scenes have some overlap. And what is the best place for an Unreal Engine character? Is that a 3D Model - Character, or is that a Smart Asset - Character? All of these kinds of things are causing a good amount of fragmentation of content across a variety of categories. The plan is to consolidate or group a number of different categories so that we get a cleaner and more understandable category tree.

This work is currently in progress and provided everything stays on track, we are aiming for these changes to release during April.

We will post a detailed breakdown of what will be changed ahead of the changes going live, so that publishers have a chance to review them in advance and make any adjustments to their listings.

Tech Details
Once we are through the category work, the next step is to look at how to improve the technical details for each product (things like polycount). Fab does not store this kind of data consistently right now. For example, an Unreal Engine asset captures those types of details differently than a 3D model asset.

We intend to bring it all together into a universal solution, and then once we have that we can extend the Technical Features filter options and provide a way of filtering for things like polycount or texture resolution across a wider set of content.

Performance
We are continuing our efforts to improve the performance of the 3D viewer, as well as the UE5/UEFN Integrations.

On the 3D viewer side we are investigating an issue for machines that have two GPUs, in which the viewer sometimes picks the integrated graphics over the dedicated GPU, as well as exploring how we can better scale the rendering quality based on framerate.

For the editor integrations, we are held back by the way web pages are currently rendered within Slate, which is what is causing the low framerate and sluggish behaviour.

If we render the Fab web pages directly to the GPU, Slate web performance should improve by quite a bit, but this requires an engine change that could only come in at the earliest for UE5.7.

The alternative is to disable the ability for the Fab panel to dock to other Slate panels. If the Fab panel is its own independent panel then we can do native rendering and performance will be much faster. We are currently testing a build and if it holds up, we are thinking that it is ok to sacrifice the docking ability in return for being able to address performance in the plugin in the near future (targeting UE5.6), but if anyone has inputs or thoughts on this let us know down below.

More on this in future updates!

Individual Sales
Next month we will be introducing the ability for publishers to initiate their own individual sales. These sales will give publishers flexibility to put all or a specific set of their products on sale, with discounts set up to 50% off. We’ll share more details on how to kick off an individual sale when this functionality goes live.

Fab in the Epic Games Launcher
And last but definitely not least – work is underway to integrate Fab into the launcher, and offer functionality such as offline mode with support for a server/client workflow, easy exporting through direct integrations with a number of different engines and 3D tools, and more.

This is a large undertaking that is running in parallel to the other work, and the vision is for this to be a solution similar to Quixel Bridge. We will share more details on all of this when we are ready to show everyone a first version!

A lot of good stuff! Keep up the good work FAB is looking better and better!

I wonder why written reviews seems so low priority for you though. “later this year” seems very very far for a feature so important and that has been massively requested since FAB launch

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Thank you for the great update :slight_smile:

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Thank you! That’s such a good update.

And additionally it’s really good to hear that textual reviews are still in the works!

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When users need a character, they prioritize a nice looking 3D model. If this model is animated or not is much less important.
Users can’t thoroughly search for characters because half of them are inside 3D models>Characters and the other half in Smart Assets>Characters.

We require a separate Characters category, with all Characters inside, where users can optionally filter for already animated characters or not.

Same with Props and Environments.
We have 3D models>Scenes and Smart Assets>Scenes and Tools & Plugins>Procedural Systems and an Environment category.
After months, many assets are still misplaced between those categories.
A new FAB user has no clue what the differences between them are and can’t quickly find a needed asset.
UE marketplace categories of Environment and Props were obvious and useful.

Adding an animated / interactive / modular optional filter along with adding a new Environment Creation Tools category would be much better.

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Add a filter by discount amount like in the old marketplace! It is a headache trying to find -70% discounted assets in thousands of assets which are only -30% or -50% off. :hot_face:

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Add a filter to hide sellers. Just as you can filter for specific sellers, you should be able to filter out sellers from your search.
So we can hide sellers:

  • who don’t mark their AI assets as AI generated
  • who have dozens of assets which we know we will never buy

Categories such as 2D, Sounds or Materials are unsearchable because they are flooded by the same sellers all the time.

A filter to hide sellers would be very helpful!

1 Like

I appreciate the ongoing work to improve Fab search rankings and understand that recent sales should play a significant role—this makes sense, and I wholeheartedly agree! I can see this in action, as assets that were bought recently are receiving a nice boost. However, I’ve noticed that older sales data from Fab doesn’t seem to be weighted as much as the historical sales imported from Sketchfab and UEM.

When analyzing overall search results using my own sales data (only comparing my products), it seems that older Fab sales aren’t contributing as much to rankings as migrated assets with historical sales from Sketchfab and UEM. For example, I have a product that sold twice on Sketchfab ranking higher than a Fab product with eight sales, simply because the latter was released directly on Fab.

If this is something already being worked on, then great—but I wanted to highlight it to ensure older Fab sales are accounted for fairly so that assets released on Fab in the past few months don’t rank lower just due to timing.

Thanks again for the ongoing improvements and for listening to community feedback!

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There should be a separate category for characters with Unreal and Unity projects, like it used to be on the Unreal Marketplace. I would actually remove smart assets altogether and just keep it the way it was on the Unreal Marketplace. You go into the “Assets for Unreal” category and then choose environments, characters, plugins, etc.

3D models should be separate—whether they come with animations or not, that doesn’t matter.

In fact, that’s how it works now, but this “smart assets” category just confuses everyone.

These are just thoughts. I don’t claim to have the ultimate truth.

4 Likes

All of these updates are great!
Thank you for working hard on this!

It would be great to know where moderating stolen assets and assets based on copyrighted IPs that came from the Sketchfab merger, lies on the priority list.

IMO the biggest issue with Fab is the lack of trust in its assets.
There’s no way to know whether a seller actually created the asset or simply stole it and uploaded it for a quick profit.

It’s quite obvious for characters of well known IPs, but you could unknowingly buy a map or character that was ripped out of a game you don’t know.
We could be spending years making a game based on these assets just to then have the rug pulled out from under us.

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I wonder how you will separate characters from Marketplace and Sketchfab. Sketchfab would let any character through, even low-quality ones. As I remember, Marketplace would reject characters due to insufficient quality for our store. And if you mix all this, you will get a complete mess, in which it will be impossible to find anything. It will be like СGtrader’s garbage dump. We need to separate quality characters from Sketchfab and AI. People who make garbage cannot compete with people who do work for a month.

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@Hourences Fank Q!

I totally agree with you! It would be strange to see both carefully prepared and verified assets in one category, as well as simply uploaded without control. This confusion only confuses users and complicates navigation. Dividing into the more logical categories you have named would make the search and use of resources much more convenient.

3 Likes

Amazing, As a creator I still believe fab needs 3 types of licenses.
A Freelance / Personal / Individual License
A small Studio License ( 2-10 People )
An Enterprise License (10+ People)

I believe having 3 licenses will increase the sales. Just suggesting, its up to FAB team to decide.

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Great to see updates to FAB!
I agree with sellers above and hardly support their message about Separate category for characters with UE and Unity projects as it was on unreal market.
Also quite often faced similar thoughts like this from the customers that are using fab now, smart assets are usually confusing them with name category (and is not very intuitive to click firstly for search etc) but the tab 3D Models overall is very frustrating even for a little browsing due to a huge number of low quality assets or ton ai assets that are often are not market as ai generated.

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Something like this would be great.
Also, these are just thoughts. I don’t claim to have the ultimate truth.

And “newest” sorting option for default.

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No, that’s nonsense). Better through a filter. Why 3 menus, that will confuse by summing up the quantity. If a person has 3 formats, he will fall into 3 frames. It is easier to choose what someone needs with a filter.

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Now it is so. The project is in both the unreal list and the unity list

Hi everyone - thanks for your feedback on what’s been released and what you’d like to see released. I’ve passed your ideas on to the team. :rocket:

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Great updates so far, thanks! :smiley:
Also, really looking forward to the Launcher Integration.

1 Like