**v1.0.0 2-16-18
ADDED**
[ul]
[li]Marketplace Guidelines[/li][/ul]
v1.0.1 March 16th, 2018
ADDED
[ul]
[li]3.2.d Publishers must not publicly disclose their Marketplace revenue information.[/li][/ul]
v1.0.2 March 21st, 2018
CHANGED
[ul]
[li]2.3.5.d Static meshes must have no overlapping or wrapping UVs for lightmaps.[/li][/ul]
v1.1.0 April 4th, 2018
CHANGED
[ul]
[li]2.3.1.b All animations must be rigged to the Epic skeleton or have a custom relatively scaled skeleton distributed with them.[/li][li]2.3.2 Skeletal Meshes[/li][li]2.3.2.a Skeletal meshes must be scaled to the Epic skeleton so that theyâre scaled correctly when imported into a new project.[/li][li]2.3.2.b Humanoid skeletal meshes must be rigged to the Epic skeleton or **have a custom relatively scaled skeleton and animations distributed with them. **[/li][li]2.3.2.c For products rigging to the Epic skeleton, the Epic skeleton must use the same bone names, IK joints must stay unweighted in the same place of the hierarchy, and the joint orientations must not be repositioned.[/li][li]2.3.5 -> 2.3.3 Static Meshes[/li][li]2.3.7.b Textures must have a maximum size in either dimension of 8192.[/li][li]2.7.1.b Folders and files must not be vaguely-named such as âAssetsâ or similar.[/li][/ul]MOVED
[ul]
[li]2.3.2.c - 2.3.2.d to 2.3.2.d - 2.3.2.e[/li][li]2.3.5.b - 2.3.5.h to 2.3.3.a - 2.3.3.g[/li][li]2.3.3 - 2.3.4.b to 2.3.4 - 2.3.5.b[/li][/ul]REMOVED
[ul]
[li]2.3.5.a Products that have weapons with moving parts or less than five major assets must be rigged and animated.[/li][/ul]
**v1.1.1 May 16th, 2018 **
CHANGED
[ul]
[li]2.3.1.b All skeletal meshes not rigged to the Epic skeleton must have a custom relatively scaled skeleton and animations distributed with them.[/li][/ul]REMOVED
[ul]
[li]2.4.c All .wav files must exist in a file path that contains âWavsâ and all Cue files must exist in a file path that contains âCuesâ.[/li][/ul]MOVED
[ul]
[li]2.4.d to 2.4.c[/li][/ul]
v1.1.2 June 13th, 2018
CHANGED
[ul]
[li]4.3.a Refund requests must be made by submitting a Marketplace Refund Request Case here within 30 days from the date the transaction took place, and must include:[/li][/ul]
v1.1.3 June 15th, 2018
CHANGED
[ul]
[li]1.2.1.b Titles must not contain words pertaining to Epic Games, Unreal Engine, or any organization or product other than the publisherâs own properties, unless allowed by Epic.[/li][/ul]
v1.1.3 June 21st, 2018
CHANGED
[ul]
[li]4.1.a Customers are expected to maintain a high level of professionalism while being courteous, approachable, responsive, and respectful toward others; spam, harassment, or abusive language will not be tolerated.[/li][/ul]
v1.1.4 July 2nd, 2018
CHANGED
[ul]
[li]4.3.c Refunds will only be granted for the following reasons:[/li][LIST]
[li]Epic is able to reproduce a reported technical issue with the content that prevents customers from using a product as advertised with one of its Supported Engine Versions on one of its Supported Platforms[/li][li]Any media or descriptive language the publisher used to represent the product does not accurately represent the assets and/or functionality of the content being distributed[/li][li]Epic receives an email from the publisher giving permission to grant the refund for the purchase[/li][li]Epic has reason to believe the purchase was fraudulent[/li][/ul]
[/LIST]
v1.1.5 July 18th, 2018
CHANGED
[ul]
[li]3.6.1.a To request a discounted sale for one of their published products, publishers must email [EMAIL=âmarketplace-support@unrealengine.comâ]marketplace-support@unrealengine.com from their Primary Email Address (configurable in the Seller tab of the Publisher Portal settings page) at least two weeks before the intended start date of the sale with the following information:[/li][LIST]
[li]Product TItle[/li][li]Start and End dates of the sale (14 days maximum)[/li][li]Discounted percentage (percent off)[/li][/ul]
[li]3.6.1.f Sales must have a discount percentage from 10-90% off, and the discount in price must amount to a minimum of $1 USD in savings.[/li][/LIST]
**v1.1.6 July 24th, 2018 **
ADDED
[ul]
[li]2.6.3.e Plugins being built against engine versions 4.20 onward that need to include files from their own plugin directory must add those include paths using the ModuleDirectory property in their .build.cs.[/li] If
using System.IO;
exists at the top of the .build.cs, Publishers can use the following syntax where âMyFolderâ is the name of the directory under the current module theyâd like to include:
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, âMyFolderâ));
[/ul]
v1.1.7 August 2nd, 2018
ADDED
[ul]
[li]2.3.3.h Static Meshes must not have a Light Map Coordinate Index of 0, unless theyâre referenced only by Particle Systems.[/li][li]2.7.1.c Folder and file names must contain only English alphanumeric characters and underscores.[/li][/ul]CHANGED
[ul]
[li]2.7.1.a Folder and file names must be accurate and consistent in naming convention** within the context of their own project.**[/li][li]2.7.1.b Folders and files must not be vaguely-named such as âAssetsâ, âNewFolderâ, etc.[/li][li]2.7.2.b In order to reduce migration conflicts after importing project files from the Epic Games Launcher, all project-specific assets must be stored in one top level folder, under the Content folder; there must be no other folders or files directly under the Content folder.[/li][li]2.7.2.d Including the name of the **top level **folder under the Content folder, all asset file paths must be 140 characters or less.[/li][/ul]
**v1.1.8 August 9th, 2018
REMOVED**
[ul]
[li]3.2.d Publishers must not disclose their Marketplace revenue information.[/li][/ul]