Yesterday I uploaded my first ever asset pack and it got rejected, citing 4 issues that had to be fixed before it can be approved. While I understand three of these points, the fourth one is very vague in my opinion and isn’t telling me exactly what the issue is, or at least I don’t understand what it means. Talking to AI it said that it may that my lighting in the editor doesn’t look the same as the submitted photos but I really don’t see how that would be the case. I took the submitted photos with the “High Resolution Screenshot” feature inside the editor, just at Cinematic settings, I did not do any image manipulation afterwards or anything like that, it looks the same to me.
Any other ideas what might be the fix here? I’m at my wit’s end, I’d really appreciate some help!
Unreal Engine 4 had a baked lighting system based on lightmass UVs and a process called “baking lighting”.
With the introduction of Unreal Engine 5, a lot of things have changed: now, we have Nanite (aka in some cases very high polys meshes on which I wouldn’t add lightmass UVs for optimization reasons) and Lumen (dynamic lighting that doesn’t need any built static lighting), but every time one submits a new asset pack receives the rejection you got (unless the author is Quixel, it seems - looking at their packs - they are exonerated from this rule for some reason).
Recently, even try to comply with the requirement has become difficult because in the meantime the “Build light” process has been forgot/deprecated (despite in some applications they could still be useful and desired).
However, Fab review team continues blindly to refuse packs because of this nowadays absurd mandatory requirement from the past (in UE4 it was making perfect sense, but today it’s outdated).