I recently created a new asset pack on Fab, including Unity and .FBX versions.
Now I want to start creating the unreal version of it, but this is all I see. I never published on the unreal marketplace before, how do I go about actually publishing the unreal version of my asset pack?
The most Important Sections are Project Organization and Minimum Content, At those Places majority of Products Fails.
Be Sure to have Single Root Folder in Content Folder, Fix all Redirectors, Disable Plugins (Especially Modeling Tools), Use Proper Naming Conventions, Use Proper Folder Assignment for every thing.
Then try to package your Product for Supported Platforms and lookout for any Errors and Warning (If any then fix those before Submission)
After everything is Done, you can then Delete (any Folders except Content and Config) Folder
zip that Project Files then Upload to you Hosting Site like Google Drive, One Drive, DropBox, etc.
Be sure to Provide Password in version notes if used any.
I think these Steps will Help you to get Listing Approved in one Go
thanks for the replies, I will take a look.
I was not expecting that you have to upload the files to a separate file hosting service, that feels weird, I wonder if there are plans for the possibility of just uploading directly to fab?
Don’t worry, it is Temporary Hosting there. Once Listing gets Approved you can Remove it from there (Your Online Drive).
Also you can use Google drive or any other Online Drive with Password Protection and share Password in Version notes Section
Hi. I tried to upload my project but after checking I got a pdf with an fail with a commentary on the solution.
Maps must not have any unintended visual discrepancies. - FAIL
Enable the “Extend default luminance range in Auto Exposure settings” option to allow the map to be used without the config folder, or to warn the buyer to enable it on the publishing page.
There you should be able to see this setting, Can you check both are True or Same?
If that doesn’t work create a Fresh Blank Project, Disable Plugins and all other requirements then Copy Past your Content folder into the Fresh Blank Project.
That way you would be able to use Default Config File with you Content, and it should be Passed without any Fails
Checking the DefaultEngine.ini file was the first thing that came to mind, but everything is the same as on your screen.
I’ll try a new project. Thank you.