The Unreal Marketplace Improvement and Feedback Thread

Given the risk of charge-backs, currency conversions, sales tax, and all kinds of other annoying bits of operating an actual business that takes actual money from actual human beings around the world, the 30% cut that Epic takes from the marketplace is not bad. It’s not great, but it’s not bad. If I made some content, it would certainly be worth it to have my content right front and center of a developer when said developer needs some content. The gain of that is probably worth more than 30% to a typical content developer.

Also, if there are bundles, make them three-for and 50% off the total price. As in, if there is a $20, a $45, and a $5 item in the bundle, you’d sell it for ($70/2 == $35) and the developers would each get ($20/20.7 == $7) ($45/20.7 == $17.50) and ($5/2*0.7 == $1.75)
The fact that there’s a big sale with fantastic value will drive a number of people to purchase, who would otherwise not have purchased, and the additional revenue is almost entirely net gains for the creator. is the reason Humble Bundles and such actually end up making sense to the games in said bundles.
Perhaps have a checkbox during content submission that allows creators to say “I consent to be part of 50% off bundles” to make it easier for Epic to figure out what can go in a bundle and what cannot.

Btw: I’m not saying as a consumer who’d want cheaper assets. I’ve bought plenty of assets at full price. I’m saying based on significant experience selling 3D user-generated content for a living. (Not related to Unreal/Epic – is just my hobby.)