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

[=“Divivor, post:898, topic:8576”]

I thought I unexpectedly entered a longer discussion and was prepared to reload the page ¯_(ツ)_/¯

But yeah, don’t expect any sort of gravity changing characters in default UE4 anytime soon. I really hope that UE5 has a new character system that allows that.

However, my gravity fields are actually part of a game. So it does have proven itself already useful, but that game is completely based on physics: ?v=c5aR9LoQsow
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I’m honestly not used to having a near real time discussion on these forums, so thank you for your patience with my edits/replies haha, I usually edit something multiple times as you can see as I sometimes have mistakes in the initial post that I go over to correct, hence my inclusion of February of 2021 as a potential date for me to update my marketplace guide again.

I’m still trying to figure out the part though where you see the “Replicated Volume based gravity system” is a segway for your product if your product is not replicated? Even forgetting the oversight about using the default character. Nonetheless there are already replicated volume based gravity systems on the marketplace that have been on there for quite a while now I think even over a year, so I would have removed it from the list already if that had actually been the intention of my suggestion.

Plugin developer , I would like to know:

  • What blueprints would you like to see added to the engine?
  • What is currently not possible with blueprint alone?

Also, I’m curious to know, for certain solutions such as facebook/twitter/etc integration, as well as MMO functionality, would you accept a plugin with a pay-per-month model (as in a monthly subscription) if you would need that functionality for your project or game?

Just like the mini-game for lockpicking that is already on the market,
I would love to see a mini-game for cooking like in Genshin Impact. :wink:

I no longer purchase blueprints/code plugins not multiplayer ready. All blueprints/code plugins should support multiplayer in my opinion. So I want to see remakes of many packages that do not support multiplayer, support multiplayer.

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I would love to see an editor plugin which can resize all images (change compression) from a certain map level, just give it a number like 2 which will double the size of all textures, 0.5 will half them, etc.
comes really handy once we’ve already optimized our textures but we want to tweak them and squeeze every ounce of performance

I am hope someone creates a llama that uses groom hair as I need one for an upcoming project!

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planning some winter themed sport project so some template including good character and maybe system fro start to finish

Dear animators,

We need more female animations of all types!

Particularly, I would LOVE to see a third person female locomotion pack where the character isn’t in a “Relaxed” state. Call it Survival Horror Locomotion Female, or Action Adventure Locomotion female. Basically I am looking for locomotion animations like you would find in the New Tomb Raider, or Resident Evil 2/3 Remakes, or other “tense” titles. The character should NOT look like she is strolling down the sidewalk…lol. 8 way walking, crouching & jogging with idles and turns would be enough. Maybe a sprint too.

A male version of the above would be nice as well.

So yeah, survival horror animation packs is what I am looking for. Would be nice to get “weighty” gun locomotion like Resident evil 2/3 Remake but maybe that is asking too much.

Other than that some other things that are sorely missing.

  • Sorceress pack with grounded (as in not flying) 8 way locomotion. Needs a basic attack animation that can be used while moving. (Character skills has something close to but I was hoping someone would make something a bit flashier.
  • Vampire Packs with feeding (also grounded and not flying)
  • Shield Maiden Pack
  • Crawling and prone packs (Male and female)
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I’d like to see a more transparent and responsive Review team. Not just an anonymous Reviewer rejecting projects with “not enough content” or “not high quality” emails. That’s just not good enough for all the work we invest. Also, and most importantly… an APPEAL submission so that new pair of eyes can check the Reviewer’s decision.

Yes. I have the same experience as well. It got rejected for twice but I have no clue on why?

I was so frustrated by that and don’t want to continue further. So, I shared my experience on Unreal Slackers & it seems like is quite common. Some of the creators there asked me to send an email.

Thankfully, they reconsidered it & send me some real reasons on why it got rejected. Honestly speaking, some of those non-technical reasons are point-less.

It was a RVT based grass system & the whole point of the project is to provide some material code & some management tools.

It said that, I needed to update 30+ assets in order to make it approve. So, I had to include some noise textures & some other stuff which doesn’t provide any value for the users.

BTW: grass project is well reviewed by the users after the release.

Recently, I checked some of other grass projects & most of them have random assets just to bypass the gateway check.


Basically, is just a waste for both creators & buyers. I am new to the Unreal Engine community & I was surprised by behavior since Epic is already in a war on Marketplaces.


Hope Epic would revise the marketplace guidelines & remove these sense-less gateway checks.

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Yeah, they definitely need to check that area of concern. It’s too vital for their income and power for them to trust a small group of Reviewers. An independent APPEAL BOARD is needed, just like in the iOS App Store.

Believe me, if it were’t for that Appeal Board in iOS, probably 50% of my Apps wouldn’t had be published. Many Reviewers simply didn’t want my Apps, YET a Higher power turn them down. So they had no choice (or to lose they’re jobs). So yes, it’s huge important aspect of a Fair & Democratic Marketplace.

Also, would love to see SUBSCRIPTIONS for assets. Apps have it, so why not Assets? I mean, it’s a crucial way to support a Designer by giving them a STABLE INCOME. Not just giving away your designs for 20 / 50 bucks forever. That’s not sustainable at all.

[=“anon84413406, post:921, topic:8576”]
Also, would love to see SUBSCRIPTIONS for assets. Apps have it, so why not Assets? I mean, it’s a crucial way to support a Designer by giving them a STABLE INCOME. Not just giving away your designs for 20 / 50 bucks forever. That’s not sustainable at all.
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Totally. is something we need to think about for sure. And also it’s not fare to offer the same price for both Indi devs and large/medium scale .

I think subscriptions would fix that. It won’t matter if a or an Indie Dev purchases your Asset, they’ll both have to pay a constant fee in order to keep using them, and that’s the whole point.

EPIC would need to develop a system (Gateway) that controls expiration dates of subscribed assets so that Game Devs are allowed to use them or not.

will benefit all : The Game Developer, The Artist and The Platform.

Plugin developer , I would like to know:

  • What blueprints would you like to see added to the engine?
  • What is currently not possible with blueprint alone?

Created blueprints for:
| JSON | Filesystem | TCP/UDP | Encryption | Compression | XML

years i have tried find som simplistic 2d golf template for unreal. there are several great golf templates

A package of sci-fi elevator models with all blueprint functions including physics. Adding damaged elevator functions would be a good thing to… slowdowns, particle when it breaks or is already broken and so on.
Elevators packages currently on sale on the marketplace don’t come with sci-fi models.
Also supporting round elevators would be good.
And the package should interactive sci-fi style panels showing the current floor, target floor, maybe current speed and other options.
The package should either come with some ready to use sci-fi style elevator models or modular pieces to assemble the models or both.
Any blueprint code should be clean and easy to extend for added functions, and it should be easy to anyway add custom made elevator models of any size by the user. It should support any number of floors and distance between floors must not be a fixed value, allowing for floors at different heights.
And the price shouldn’t be higher than the average elevator blueprint packages on the marketplace which is in the $50 range.

Developers above thinking that a subscription based model to sell assets on the marketplace would be a good thing to do… just look at the hatred for Autodesk and Adobe subscription models all over the 'net… with a grain of salt is trying to use other products that don’t have any subscription stuff.
You can’t expect small software houses and indie developers above all to keep paying subscriptions monthly for everything.
The end result is just more people quitting the business or limiting the number of purchases, products used to the bare minimum.
Rich people and big businesses can afford wasting money until they go bankrupt or disappear getting bought by bigger companies … but small and very small businesses and solo developers just can’t.
I bought more than 1000 products on the UE4 marketplace in the last 5 years … do anyone seriously think that even if it was just a $1/month for each product either me or anyone else would be paying $1000/month to be allowed to keep using the assets and get updates? Seriously ?
And even medium and big software houses buying anything on the marketplace wouldn’t enjoy having to pay a lot of money monthly for each employee using the assets.
I don’t see either UE4 Marketplace nor Asset Store as being used by so many medium and large software houses which have their own workforce they pay for creating models and code anyway.
So a subscription based model to mantain bought assets usable would just fail badly and propably cause the whole shop to collapse instead of selling more and making more money for eveyrone involved.
With the subscription models many in order to afford using a product would just pay for a single month when they need it the most. And that’s it. And trying to force a 12-months or 6-months subscription would make things even worse business wise.
Yes subscription model pioneer companies managers keep telling the world that they make more money each year but if that was true then why just for example Autodesk started releasing their software at a cheap Indie license price for poor indie developers after the free Blender got funding from so many software houses and it got a lot better and able to compete with their expensive products? Yep…

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@DarkS474 @AntiGravity

The reason why a subscription-based pricing model for certain plugins can be the difference between it being worth developing and it not being worth developing is when you’re programming something that will need changes very often.

I’ve noticed there is a lot of demand for plugins that allow you to easily use the social media APIs (such as facebook, twitter, etc), which makes a lot of sense, because it’s a relatively cheap and easy way to market your app.

The reason I haven’t developed a plugin for that yet (and the most likely reason other plugin developers have abandoned their facebook/twitter/etc plugin), is because these APIs keep changing, every few years there is a major API overhaul forcing you to basically recreate the entire plugin. It’s even worse than that, because you try to keep the number of changes down to a minimum for your plugin’s users, so you’ll have to really think it through well and experiment quite a bit on how you keep the current blueprints/functions in your plugin the same as much as you possibly can. In addition to that, there are usually also minor changes happening every few months in these APIs as well, which of course also require you to do some research in what exactly changed, and then some experimentation and trial & error to get the plugin working well with that as well.

As you can imagine, that’s a lot of work to do, and kind of work is recurring. It doesn’t make sense to do constant recurring work on a plugin that doesn’t allow you to get a constant recurring income from it. Hence it’s not worth it to maintain a plugin like in the long run.

I spend a lot of time and effort into making certain my plugins are reliable, both in their runtime stability as well as in their longevity. Because of that, I haven’t made a plugin (and most likely never will make a plugin) that doesn’t make it possible or feasible for me to maintain long term.

The only solution I see is a monthly subscription based pricing model for certain plugins like that require a lot of work to maintain them.

The alternative for plugins/functionality like is buying and using a new plugin every couple of months or years, which will require you to rework your project in order to migrate from one plugin to the next. Considering I’ve had several people whose project uses an abandoned plugin contact me if I could upgrade their abandoned plugin for them (which costed them several times the amount that they bought the plugin for), I think a lot of people want an alternative to .


Created blueprints for:
| JSON | Filesystem | TCP/UDP | Encryption | Compression | XML

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Sorry but that is just an excuse for milking the usual customers instead of trying to get new ones.
Every piece of code requires time to write and mantain properly. But then the same would say any other seller creating 3D meshes, modular kits of models … that takes time as well.
The only result of a monthly subscription for assets/products on a marketplace like one of UE4 or the store would be indie game developers and small software houses stop buying completely or limit purchases so much to just having to pay no more than 5-10 updates per year with a either a monthly or yearly subscription.
What Epic Games instead could do is to add a premium Unreal Engine subscription model maybe $50/month and give marketplace developers a percentage of that.
For $50/month I’d like to see updated APIs documentation and engine bugs fixed in 1-2 months not years. I don’t obviously expect 24/7 support like that given to large software houses paying millions for engine license however a better support I would be willing to pay for. Then if that premium subscription would bring new features not available on the almost free version of the engine that would even better of course.

I am not the one making any absurd point .
If you really think that forcing current customers to pay a monthly subscription for each and every product on the marketplace is going to boost sales and revenues then you are just wrong. It won’t happen.
Few would be paying money for that. Also would such a subscription model allow full access with just 1 month paid or would it require the whole year to be paid? If a single month would be enough then obviously would pay a single month when needed and that’s it. Far less money than expected. If instead the rule would be to force to pay for a whole year then very few people would do that.
As I said even just with blueprint and c++ plugin codes products bought on the marketplace a customer like me has anything from 100 to 300 in the account vault … who would be paying even as low as $1/month for each to keep using them? I bet no one, not even most businesses (which would have more resources to code their own solutions at that point anyway).
A $50/month subscription from Epic Games for exclusive support and features for Unreal Engine would be worth paying for instead. Out of that as I said Epic Games could give a percentage to marketplace assets developers.