Marketplace

What do you guys think?
[/QUOTE]

+1 from here! Suimono is a great system for starting things up. We are also preparing to dive in to marketplace as a customer and a producer.

I don’t get how people will be able to sell Blueprints. I mean once one person has it they can just share it and other people can access the complete source. I am not seeing the picture.
Someone fill me in please.

Something i had suggested before but i havent seen it mentioned here so i’ll put it here again;

Epic should get their 5% share from Marketplace sales right away. This way Epic gets their share quickly and the seller won’t have to bother with following and paying the royalties for every single item they sell. :slight_smile:

You have the whole engine but you aren’t sharing it publicly for free, are you? :stuck_out_tongue:

i really hope there is, especially for blueprints :smiley:

Well, not, but I can rewrite it, and then share it.

though I doubt there is anyone crazy enough to do such thing, as scope of task is just enormous.

In any way, the same is about blueprints. I don’t have to copy them, I can reimplement them.

Other than I don’t see any issue honestly. If someone made something good and plan to support it I can pay for it, even If I can get it for free.

I’ve been thinking of porting Suimono Interactive Water System from Unity over to UE4…

  • multiple water types
  • automatic interaction (splash effects, underwater generation, buoyancy)
  • automatic ocean / shoreline generation
  • easily customizable / preset system

It would take a bit of time for me to learn a bit more about ue4’s way of doing things, but if there’s a demand for this type of thing here I would seriously consider it. It’s such early days that it’s hard to get a grasp on exactly what types of assets / plugins would be in demand in UE4.

What do you guys think?
[/QUOTE]

I think if it is good performance wise then it would sell very well. I know I’d be in for it. :slight_smile:

I am not no. But it is available on torrent sites.

I really hope they open up the marketplace to user submitted content soon. They should provide options for the content to either be free or paid and catagories and such.

i think would be great to have people make modular assets for the engine, more materials, charecter models etc or premade scenes. I am not a pro and i do not know how to model and such i am more interested in just doing camera animations and such so while the sample content is nice. having more down the road would be great. We need something kind of like Unities store but of better quality :-p.

Should have a way to tell you if a new version of a bought assets is available and definitely allow email or in engine notification for the assets you want to follow closely.

Perhaps instead of doing like unity did; scanning the download folder at launch, just point out what assets have an update available since the last successful download.

Make sure downloads can resume, don’t assume internet works well everywhere.
Use a cdn for the downloads and make sure it has a server in Asia (south Korea has good connection with usa and the best connections in asia but more importantly can serve china very well while avoiding to have to host expensively in mainland.

Make sure developers get notified when receiving a comment on their assets and send a message to the user when the developer answered back.

allow but separate both reviews and tech discussions on the product page with ability to show code, embed pictures and videos and allow the dev to attatch zip files.

Bad assets is a tough thing to solve, but Having bought assets for multiple thousands of dollars on the unity assetstore i can say that it never bothered me. You read the description and review, look at pictures, ask your questions and can make up your mind easily. I think when people complain about the “amount of ****” its mainly because they want more quality assets for sale, not a visibility issue imho.

This said to cope this issue the best way is to insentivise the asset maker to keep updating his assets and the best way to do that is through money or fame. You could have a system that would allow the asset maker to sell updates for example, though you would green light which asset reached a reasonable development status. Or provide updates during a certain amount of time after initial purchase and then a update subscription can be bought. Like this, developers with old userbase still have a reason to provide updates. (This is big imho)

For free assets you could allow downloaders to give score to assets and that score gets accumulated on the developer profile (for fame and respect on forums).

Make release notes mandatory and let users read any desired version.

A more tough one: a big problem with assets from unity store is the huge differences in structure they have. Your project ends up being a huge mess with things everywhere and you cant move them because if you to, updates will go wrong.
So 2 ways : a. Force a structure b.serialise asset files so we can move them anywhere in project and still update them.

Thats about it. Pm me if you want more feedback like this (still hoping for my udn access :wink:

Regards
David

There should also be a easier way to upload contents to Marketplace from Content Browser. For Instance, we right click on a content (be it static mesh or blueprint or anything) and choose “Upload to Marketplace…” and then a new wizard pops up asking for account information, which category to upload, price tag, and any other misc things. :slight_smile:

Please provide also a web API for the devs.

Hey all,
Just registered to say I am super excited about the Marketplace :slight_smile: I use Unity’s similar service both as a seller and as a buyer, and I really hope uploading content will be available soon!

  • About quality, yes, a rating/comment system is essential, though it should allow the creator to reply, and be moderated when necessary.
  • The team should check everything before allowing the public to download them, this is essential to keep the quality high, and it is similar in the UAS. Unity has a separated, dedicated team to handle this.
  • Unity takes 30% from the income and doesn’t want exclusivity, which is pretty fair (Turbosquid takes 60% with the same terms…). I think something similar would work here too.
  • Having a ‘registration fee’ is an interesting idea, and would help weeding out the bad stuff, but this is essentially what the moderator team should do.

So anyways, thanks for the Unreal Team for the Marketplace :slight_smile:

I have two suggestions for the Marketplace:

  1. Have the Marketplace available to browse (and possibly buy from) on the Unreal Website.
  2. An iPhone/Android App

Both could be attached to the user’s account and content purchased through either could be downloaded when the user opens their Unreal4 Editor.

Donation button: When you release your ‘marketplace asset’ for free, customers should have the options to donate.

Definitely agree on that. I’m going to be creating a plugin with more advanced VFX features, like modules for Cascade and suchlike. There should be some kind of option that allows people to trial things before they buy them too, though in the case of blueprints that wouldn’t really work.

I don’t think anybody is going to make anything out of selling blueprints on the marketplace. At least if they do, it’s not going to be a long-term source of income. C++ and 3D Models will probably take up the majority of the marketplace content.

I also agree that Epic should take their cut straight through the marketplace, to prevent any faffing about. Allowing the content creators to create some kind of licensing system for their content would be nice too, piracy is a pretty lame problem, and it’s your own fault as a developer if you make things too expensive, but I don’t want my plug-ins and stuff being distributed between an entire team if only one user has purchased it. The engine flagging them up and disabling the features if it doesn’t detect the right licensing properties would be good. Trouble is with engine source they could remove that functionality anyway unless you write a clever plugin :stuck_out_tongue:

No licensing system is perfect or fool-proof of course, but it would filter out most of the problem. Only really possible for compiled C++ sales though.

Well ahh yeah from what I understand to have access to the Marketplace one needs a subscription anyways so even though it’s marked as free there is in fact a hidden cost.

On the other hand if the “donation” button was a tip jar where what is put in to it is divided equally between the Epic crew I would be more than happy to toss in some beer money each month. Would be an excellent motivator to do cool stuff faster. :wink:

I don’t want to confront the quality of assets in Unity asset store, since there is no way to make something good without use of additional second hand plugins and shaders.
Which leads me to a concern about the dependencies from one asset to another.
For example, there is a great plugin x, which everyone wants. (great example Skyshop)
The problem does not start when some people make assets which requires it, but when x gets new version and all dependent assets stops working because x’s functions change in it’s new version.
So probably solution would be keeping old versions of assets. Don’t know how many gigaterabytes Your server can handle tho…
Possibility to have dependencies would be just ! I don’t know yet how could that be implemented…
Generally speaking, something like: “to buy this asset, you need this v1.1 and that v2.3… add to cart?” ecc…

+1 [Please lengthen your message to at least 10 characters. DONE]

What’s Internet Explorer?

Any updates on the Marketplace? One of the things “I” have made use of on Unity’s Asset Store that I’d like to see here are pre-made environments. Start with a nice basic forest, add in some more trees and grass here, pull some out there, and you have a level in an afternoon instead of a week. Part of the reason my current project is being done in Unity is the tools available from the asset store for custom level navigation and guis, as well as some of the tree and grass models.