Marketplace Content - What would you like to see from the community?

Some new version for RPG starter kit which was in marketplace about 1 year ago and last engine version that it supported was 4.16 so new version for that system would be nice

Would be great to have skeletal mesh merge exposed to BP in a plugin.

://docs.unrealengine./en-us/Engine/Animation/Working-with-Modular-Characters

[=“LowEntry, post:695, topic:8576”]

Code plugin developer .

I would like to know:

  • What limitations in blueprint are you currently running into?
  • What functionality can you come up with that currently isn’t achievable with blueprint alone?
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In particular - im trying to develop an IOS app with Text Input… which means tapping into the virtual keyboard. ALL my app is produced with Blueprints… I don’t do any C++. It seems that much of the funtionality of ‘calling’ the Virtual Keyboard, putting it away, etc is within the C++ realm. I want to be able to call up the keyboard when I want via blueprints, and put away via blueprints as well. Right now, if I click on a TextInput field, it does come up, but then covers my input field IF I try to move the field above the keyboard, the keyboard thinks its being dismissed, and goes away… If I had a way to either KEEP the keyboard open until I hit ‘enter’ as it funcitons how, that would allow me to reposition my text field above the keyboard (so you can see what you are typing like on an Iphone Message app) Thoughts?

Plugin that can to recording video and screenshot in AR application and share content to social web like facebook, vkontakte, instagram

[=“CreativeVilla, post:697, topic:8576”]

In particular - im trying to develop an IOS app with Text Input… which means tapping into the virtual keyboard. ALL my app is produced with Blueprints… I don’t do any C++. It seems that much of the funtionality of ‘calling’ the Virtual Keyboard, putting it away, etc is within the C++ realm. I want to be able to call up the keyboard when I want via blueprints, and put away via blueprints as well. Right now, if I click on a TextInput field, it does come up, but then covers my input field IF I try to move the field above the keyboard, the keyboard thinks its being dismissed, and goes away… If I had a way to either KEEP the keyboard open until I hit ‘enter’ as it funcitons how, that would allow me to reposition my text field above the keyboard (so you can see what you are typing like on an Iphone Message app) Thoughts?
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I see what you mean. Virtual keyboard support was a nightmare, in my game/demo I made my own virtual keyboard, which has the benefit of being able to be completely stylized how you want, plus it also works on desktop (which was a requirement of mine, to fully support controllers on desktop).

If you go to ://low.si/1/ you can download the demo. The servers are offline, so logging in and registering isn’t possible anymore, but you can still see how the keyboard I made works (click on the keyboard icon of any inputfield).

Anyway, there are ways to show the build-in virtual keyboard (://api.unrealengine./INT/API/Runtime/Slate/Framework/Application/FSlateApplication/ShowVirtualKeyboard/index.html), but it has always been a nightmare to get it to work, I just bit the bullet and went for a custom virtual keyboard instead, which has worked great so far.

I hope that helps.

kind of Moba kit would be : ://cb-productions.de/moba-starter-kit/ . Hope they get it ready in future

I’m planning on releasing a nature material pack. The texture resolution for the textures is 4k.

I was wondering, would people prefer to get 2k textures since the package can get quite heavy? Or do people prefer 4k since you don’t know how are you going to use them?

My personal opinion is to upload 2k since the package can be easy to download. What do you think?

It’s always best to provide 4k and let the end user downgrade to 2k as needed. As a buyer I generally avoid material/texture packs that out at 2048x2048. =)

artists and worldbuilding tool to make the workflow quicker. like the waterfall tool, interactive tree creator, interactive spline creator, procedural environment pack. etc

[=“, post:702, topic:8576”]

I’m planning on releasing a nature material pack. The texture resolution for the textures is 4k.

I was wondering, would people prefer to get 2k textures since the package can get quite heavy? Or do people prefer 4k since you don’t know how are you going to use them?

My personal opinion is to upload 2k since the package can be easy to download. What do you think?
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I am convinced that better (4K) quality is more important than a small download size(2K) for developers.
You could however provide your texture pack in two folders: both 2K and 4K versions, so developers who would want to use a 2K version don’t need to export and resize it themselves in another graphics tool like Photoshop of Gimp. That could be an extra timesaver service you could provide to your customers =] People can just delete the folder they don’t use in their project/export one/…

I’d love to see comic book like pam, boom, kabooom… and so on.
While at it, if you know a tutorial to do that please link it or pm me.

Many thanks

[=“Raed_Abbas, post:710, topic:8576”]

I’d love to see comic book like pam, boom, kabooom… and so on.
While at it, if you know a tutorial to do that please link it or pm me.

Many thanks
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I always thought such kind of effect were published already… rolls eyes to @

[=“NilsonLima, post:711, topic:8576”]

I always thought such kind of effect were published already… rolls eyes to @
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Roll eyes back
thanks for thinking about me.

://.unrealengine./marketplace/modular-impactfx

[=“, post:712, topic:8576”]

Roll eyes back
thanks for thinking about me.

://.unrealengine./marketplace/modular-impactfx
[/]

Yes, I saw and love it (BIG fan of @ ). The thing is, I was looking for a simple solution with the same simple look in comic books. is a bit too complicated. And that reflects on the price btw.

[=“Raed_Abbas, post:714, topic:8576”]

Yes, I saw and love it (BIG fan of @ ). The thing is, I was looking for a simple solution with the same simple look in comic books. is a bit too complicated. And that reflects on the price btw.
[/]

Its actually quite simple, but it depends on how much you know about materials and cascade I guess.

Recently a new package was published (not by me) that might have a base you could use.
://.unrealengine./marketplace/speech-bubbles

[=“, post:715, topic:8576”]

Its actually quite simple, but it depends on how much you know about materials and cascade I guess.

Recently a new package was published (not by me) that might have a base you could use.
://.unrealengine./marketplace/speech-bubbles

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I know just about enough to create my own. By complicated I meant looks complicated. Too much going on for my taste. I could simplify it I know but if would buy it then I would like to use its not least, if you know what I mean. 's what I did for my game to give you a idea what I was looking for:

=aqH1XgSCCeM

Code plugin developer , I would like to know:

  • What limitations in blueprint are you currently running into?
  • What functionality can you come up with that currently isn’t achievable with blueprint alone?

[=“LowEntry, post:719, topic:8576”]

Code plugin developer , I would like to know:

  • What limitations in blueprint are you currently running into?
  • What functionality can you come up with that currently isn’t achievable with blueprint alone?
    [/]

Nice to hear from coder. Thank you for the offer.
Assuming you would like to help Blueprinters/Designers (not exactly programmers)
Split screen and controlling it and more creative ways would be great. For example, players close to each others, shared camera. Players far from each others, switch to split screen. A bonus would be having more split screens variations so, like diagnose from example.

Attaching skeletal mesh (character more specif) to another skeletal mesh (also a character) using sockets. Then having the parent to control the child’s behaviors. Mainly dragging it around but would also be nice to pass information between each others. So the child class becomes more like a component into the parent class. I know about Physics Handle but it has limitations. And I couldn’t get to work properly to have a character grabs another character’s head and drag it few steps before release it. I also needed the grabbed character to inherent some velocity to continue walking few steps in the direction that the grabber released him to.

Also, a conditioner anim notify, especially trails and Timed Particles. Would be great to have a control on anim notify via blue print. For example play that notify only if condition is true. In my case, I wanted to play trail and timed particles on a mesh only when when energy level is high enough. I’ve found a way to create a child in the character BP and so on but it was it very flexible.

Those are my current limitations. I hope you find them interesting enough to create blueprint nodes for those things.

Supermarket
Airport
Harbor
Antarctic/Greenland Glacier/Iceberg/Icesheet/Iceshelf pack
Ambulance/Fire Dept car pack (Wheels animated)
Electric vehicle car pack (Wheels animated)
Electric vehicle charging station

These packs need a modular setup, and possibly pre-made modules for easy assembling.

[=“tero83, post:647, topic:8576”]

i would like also see more western assets, like western characters etc. One day got an idea for western styled shooter, but not many enviroments or characters
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Hello MR Terro we submitted our Western NPC pack a couple of days ago, we need to wait for Epic appoval :wink:
://forums.unrealengine./unre…ar-western-npc

Its a base and not as big as our medieval NPC pack, but a great beginning for a journey heading west!

I also started working on mordern civilian Characters. They will be published year as well.

Hope you like them.