So some plugins still not showing up even when trying to install it via vault…
Please share the web download link for those who’re on Linux and have no Epic Launcher supported.
@skfabby, @Flak
Hey not sure who to tag but I found that the Fab Quixel Megascans default function for AO has a wrong default value of 0? I’m pretty sure that by default it should be 1 - testing in editor proves that.
Would it be possible to forward this to the appropriate team for a fix as this causes materials without AO to look wrong.
Which plugins?
I’ve opened a YouTube link on an asset page and now I can’t back to FAB inside of the plugin.
Are you even testing your tools? Why FAB is so underwhelmingly inferior to Unreal Marketplace? Why everything in FAB is a downgrade? Did you hire interns to design this site?
I mean, even this announcement doesn’t have a proper link or instructions on how to enable the integration. Get your stuff together, epic games. You don’t care about your users. This is a terrible launch all around.
And now that you have forced everyone to use this less functional version of Marketplace we just have to deal with it? How many months should we wait now 'till you add BASIC features like: pages on the store, library management, reviews, search, filters, and questions? Why are Unreal assets mixed with Unity for god’s sake?
Creators of this should feel shame and panic and start fixing things ASAP. Everything about FAB is a downgrade. But the worst part is that we are forced to use it.
I installed the plugin but I have almost nothing in my library displayed.
For example, the African animals pack is present if you search for it manually and it is clearly marked as purchased but I cannot see it in my bookstore.
And if I view it in my library, it still doesn’t appear. I have to manually search almost everything I have in my bookstore every time.
Is there a solution to resolve this ?
For example Spline+ . You have option to install it in Engine and then it does not show up nor in the project, nor in the engine plugins folder.
Yes please. The FAB plugin is not working on Linux. Tested in UE 5.4 and UE 5.5. It would be nice if we could just download our assets from the FAB website.
EDIT: I did not know about the fab bridge you have kindly provided here: https://www.unrealengine.com/en-US/linux.
I will start testing again. If this works, I will use this instead
Hello.
As of right now, the Unreal plugin can’t detect texture maps (doesn’t matter if they are separate or packed) and creates blank materials instead. It also tries to import the FBX format (which doesn’t always have a unified file structure) instead of leveraging the perfectly working GLB file.
Also on a side note about the conversion process when uploading to FAB, the system only takes the first FBX or OBJ file that it finds and therefore doesn’t allow for defining multiple models if I want to have one-file-per-model in the non-converted version or even want to have multiple variants sharing the same mesh with different textures.
It also doesn’t let me pick channels from packed maps but that’s not so important.
Okay, fair enough. Unfortunately, I can’t test Voyager 3D’s Spline+. I don’t have a license for that.
So far I haven’t encountered any plugins that don’t show up, even though I added some of them through Fab.
They all show up inside UE 5.4.4 and can be loaded.
Same for older UE versions and 5.5.0 with different plugins.
Hi @Thehandicapp - thanks for spotting this and sharing it. I’ve passed it on to the team and we’ll work on getting it fixed.
Thanks for sharing this - I’ve passed it to the team and we’ll look into it. What version of UE are you working in?
Thanks! I’ve passed this to the team and we’ll look into it.
Is compatible with SC Compilation?
So in case anyone else is getting errors using the pre-built Linux version of UE5. What you can do is:
- Build UE5 from source with commit
5e3936f
on branchEpicGames/UnrealEngine:5.5
or later. Get access by following these steps: https://www.unrealengine.com/en-US/ue-on-github. The build will take a while depending on your system.
NOTE: Before commit 5e3936f
FAB was not working for me.
Thanks for the frequent updates Epic team.
And there we are. The FAB integration works like a charm now and you can add assets to your projects. Happy hacking.
You will only be able to add files to your projects . I tested some vault assets and they will not load unless you download them using the vault.
The simplest solution to downloading full project files right now is installing Epic games launcher inside of a Windows virtual machine and creating a mount to your local Unreal Projects folder.
I hope this solution works for you. I don’t know if an official vault application will ever be made available for Linux users. Would be nice if we could download through the browser.
The Epic Asset Manager is currently not working anymore. Solutions are currently being discussed. Whether or not to add support remains the maintainers & contributors decision.
I’m having an issue where an asset I acquired for free is showing as Owned, but also seems to be requiring me to pay $200 for a license in order to access the files:
Hi,
I use version 5.3 and 5.4.
Thanks for sharing this @feralmoans and @duchamp - the team became aware of this yesterday and has fixed it. You should no longer be seeing the “buy now” button when looking at something that you already own.
7 posts were merged into an existing topic: Fab UE plugin no longer available. 90% of Fab/epic marketplace items missing from the launcher