Summary
Apparently, you can get moderation notices on assets within projects that have never been published. This should NOT happen EVER! Especially if the project doesn’t even have a private playtesting code. This only seems to happen after starting an edit session with the moderated asset.
Also, I know it is the stupid AI Moderation that is causing this. Epic GET RID OF IT! IT IS TERRIBLE AND ONLY CAUSES PROBLEMS!
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
- Upload any asset that could potentially break a rule, like a copyrighted texture
- Make sure something in the world references it.
- Start an edit session and wait for the stupid AI moderator to flag it.
Expected Result
No moderation notice should happen unless the project was published
Observed Result
I am getting moderation notices for an unpublished project
Platform(s)
ALL
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Additional Notes
The attached screenshots are showing why this is a problem to begin with. As everyone is well aware, Epic doesn’t have the best track record of adding everything to creative. They almost always miss a few weapons, items, props, devices, or even whole prefabs and galleries. Naturally this would lead people to adding those things themselves. This is done by “porting” assets to UEFN which is basically reimporting stuff that is considered a disallowed object into your own content folder. This also means that it will follow the same asset reference structure that it does internally, only this time it is in your project’s content folder. In order to make a 1:1 recreation, you need to have EVERYTHING that gets referenced. The problem? Sometimes deep within those reference trees are copyright assets, like this Stark Industries login screen. This is only referenced as a default texture for the IO login screen, which replaces it with an IO version. The Stark Industries logo is NEVER seen in game, it is only referenced by the material.
My point being, Epic if you are going to moderate stuff like this, then you need to get your act together and start going through EVERYTHING missing that is or once was in Battle Royale and start actively readding it. It might be a long list of things, but the more you wait the longer that list is going to be.
My suggestion for UEFN would be to remove the asset whitelist and exposure system, and replace it with a blacklist that ONLY blacklists 3rd party assets. ALL 1ST PARTY ASSETS SHOULD BE AVAILABLE IN UEFN!!! You just need to either stop removing stuff from the files, or make a system that lets players download assets from game feature plugins and then use them in their project as long as those game feature plugins are NOT based on 3rd party assets. Also combine the blacklist with the asset exposure system but just make it so whatever is on the blacklist is hidden. Right now, the exposure system seems to be separate from the whitelist which causes UEFN to hide stuff that actually DO pass validation.
