The Unreal Marketplace Improvement and Feedback Thread

[=kirk.clawson;438383]

Just checked, yeah - “Show All Projects” on the first screen when you try to add something for an engine version you have no projects for. Then when you pick the project, you have to pick the version of the asset (4.9 for example), then you can add to project.
[/]

I stumbled on when I downloaded my first asset having upgraded my engine to 4.10.
I think it’s worth stressing, that it’s a totally ridiculous state of affairs when actually works with the vast majority of assets, yet so many people aren’t aware that you can do it and think you either need to migrate from a project with a different engine version, or that there is simply no way to use older assets.

Epic, what is the intention here? I realize there may be issues with not being able to officially support assets until they have been verified, but surely there is a better way to handle , that doesn’t require waiting months longer for a complete overhaul of the system.

The only ¨good way¨that I know is to have the old compatible version installed, and when you want to import in your new one, make a ¨old project¨ and later migrate the content to your desired new engine project.

Hey everyone, thanks for all the great feedback in here. There’s a lot of overlap which is awesome, as it will help us focus our efforts on those things that you all care about as Marketplace evolves.

I wanted to let everyone know that live sales reporting has kicked off, we’re happy to say that creators can finally check their sales data at a moments notice. should help aid you all in where to focus efforts in the future.

Some of you have made requests for release notes for when we push new content and features to the Marketplace, and we’ve begun doing just that! Let us know if there’s more info like that you’d like to see.

We’ve also made a few adjustments to our internal processes that will allow the finance side of things to move along much more quickly.

Regarding the feedback for the new Marketplace features we’ve rolled out, our team is parsing your requests and looking at what we can get into our January release.

Lastly, we’re opening up a private forum for content creators to discuss things with us and each other and have more targeted conversation. Look for that to come online soon!

Thanks again for your comments, everyone. We’re going to be unsticky-ing thread and requesting that you move feedback to our Feedback for Epic forum and use the [Marketplace] prefix for Marketplace specific requests and comments. will help ensure that things are more easily readable and no one’s comments get lost in other conversations like we’ve seen here.

Keep an eye out for more updates and definitely keep us up to speed on what’s important to you :slight_smile: We know we have a ways to go and we appreciate having you all on the journey with us.

It is great that Epic is listening to the suggestions of developers! As always, good to know

Hello and THANK YOU! :slight_smile:
A few things regarding the sales report,

  1. "Filter By Package".
  2. Net Profit column.
  3. Monitor refunds and possibly the reason for the refund.

Awesome stuff Reuben! Great to see feedback being implemented so swiftly! =)

[=;439447]
Hello and THANK YOU! :slight_smile:
A few things regarding the sales report,

  1. “Filter By Package”.
  2. Net Profit column.
  3. Monitor refunds and possibly the reason for the refund.
    [/]

I agree, I’d love to be able to filter it by package. Refunds are in there, they are designated with a “-”. I still had mine in there from when they made an error a few weeks ago. As far as the reason, they’re supposed to contact you before even issuing a refund so you would have that in your mailing records. It might not be efficient to include that information in the table, but that’s only my opinion. Very glad to see live. =)

Hey everyone,

I’m just making a quick post here of replies from thread so we have all the feedback in one place.

First of all, thank you for opportunity :smiley:

Second:
is probably not related to the marketplace itself but rather to the launcher, but can you please allow us to filter our marketplace items in our depot by category?

And I would like to see a few more categories for the depot: Learning Resources (stuff like the blueprint multiplayer tutorial), Demos (stuff like the Shooter Game) and Free (every other thing that is free and does not fit one of the previous categories)
[/]

Recently a new concept was introduced - Community picks. The concept is nice, however current implementation is not as good as it could be and in fact might hurt more than help.
It provide 2 slots for community picks out of 7 and first slot shows the product for one month, then second slot shows same product for month, while first one get a new month product.
Basically 1/3 of featured assets is set in stone for 2 months and will be fully refreshed only **6 times per year. **
is extremely static and goes against the nature of Marketplaces which are very fluid and get new stuff every week or even faster.

My opinion is based on User Experience with iTunes AppStore, Google PlayStore, Unity Asset Store, Steam Store and I believe that Unreal Marketplace should learn from their victories and mistakes.
Current system is not productive. I don’t have the data, but I believe after 2 weeks or so sales of featured product start falling and it’s not as useful as was before due to saturation. Next 6 weeks interest will fall even harder until it meet a stable rate of sales of featured product which is slightly higher than non featured.
During 6 weeks window a new product could be introduced which could perform better than the old one during period. For example, you collect Top-3 submission per month, why not using them in these slots after first period instead of same product for 8 weeks?
[/]

[=;620785]
1. Real Time sales stats + separate column for refunds. (Probably going to happen soon, the sooner the better).
2. Community picks are staying on the front for far too long. Doing more frequent picks helps others have the opportunity to get more exposure as well.
3. Polls are a bad thing. People can easily redirect a lot of other people to vote for their package. You can easily find out what packages the community has liked the most by simply looking at how much they have sold. Start doing community picks from the top of the “most sales” list and go down.
4. We need to know the client emails or at least a way to communicate with our clients. We need to send them emails about new packs, discounts, updates, fixes, tutorials, free content etc.
5. We need a way to verify our clients. Could be using the order ID.
6. We need to be able to update our own packages. (instead of sending the files to epic and waiting days or weeks for it to happen).
7. We need to be able to edit our package descriptions and images. (instead of asking epic to add text or that image, which again takes days to weeks).
8. I know all the reasons why Epic pays sellers with a 45 days delay. But I also know other marketplaces pay their sellers much more frequently. Some markets even pay sellers weekly. Why not shake it a little and do it like others? :slight_smile:
9 I remember when someone mentioned why is that while Epic is taking 30% they have so little focus on improving the marketplace and implementing tools to make life easier for sellers. And replied “Even with the 30% the marketplace is a break even”. I’d like to mention if it’s a break even situation it’s not because of anyone else other than Epic itself. There is a tremendous amount of manual work done by that can be automated, some of which I already pointed above. The is probably at least 6 months old and literally the only improvement that has made life easier for us (at least me) is that we can mark our packages as 4.x.x compatible by ourselves instead of going through the emailing procedure.

I’d make another post if I remember something else later.
Thanks.
[/]

[=McGreed;621033]
Wanted to add to the list that the option to find something in the marketplace is lacking and has been pointed out for a looong time that it is.
There is no options for searches except for one search box, you cannot specify what you are looking for, including lack of creators being able to add keywords to their submissions, which makes it hard for potential buyers to find specific items.
For example try searching for “Chair” and then searching “Furniture”. When you search for furniture you don’t find all the chair submissions. The search should be improved now, it’s not that hard to do and people has been asking for for a long time. The keywords should also be viewable, so people can find other related items.
[/]

[=;621036]
Good News is Epic knows about it… Bad News is there’s not even a distant ETA:
Thanks for acknowledging . The whole Marketplace situation is very strange.
Epic can build engines that allow developers to create incredible worlds with ease.
But a simple sorted-list like Unity’s Asset-Store is missing for 2 years with no ETA!

[/]

Great to see the thread is back again.
Thanks !

1. Right now if I type in the marketplace search bar “Landscape” I get very different results than if I had typed “Landscapes”. makes it very hard for people to find what they need because it requires them to type the package name exactly as is or it won’t show up. A tag system is most helpful. A landscape package that doesn’t have the word “Landscape” in it’s name still has to show up in the results when the user types “Landscape”. I used the word Landscape as an example. It’s same with every word.
2. Like I’ve said before, it’s good to have a “Refund Reason” column that states the refund reason as soon as the 0, -1 appears whether it’s a charge back or else.
3. The ability to put our packages on sale by ourselves is very useful. I’m not sure why it should be done through currently. Automating such things helps both you and us.
4. As people click on one of the 5 stars to rate a package, they then leave the page without noticing they have to click on the “rate it” button that appears after clicking on the stars. Their rate would not be registered and so it vanishes.

An “add to shopping cart” or “watchlist” or “favorites” or so is urgently needed! :slight_smile: I’d like to save a collection of items on my profile that I really like and think of buying! :slight_smile:

[=FHDanielNL;623807]
An “add to shopping cart” or “watchlist” or “favorites” or so is urgently needed! :slight_smile: I’d like to save a collection of items on my profile that I really like and think of buying! :slight_smile:
[/]

these types of things plus would be great but for me having a sort function would be fantastic e.g. by price, content makers name, date added ect …

Google Analytics Provider in Code Plugins - UE Marketplace I went to download plugin, but I wasn’t able to actually download it until I downloaded a binary version of UE4.14 before it would let me, I always get from GIT - with blueprint projects it at least lets me override and get it with a mismatched version

On the topic of plugins,
I’m not sure if has been requested yet (don’t have time to go through 12+ pages of text on forum) but it would be extremely beneficial to offer add-on pricing support similar to the mobile marketplaces such as iOS, etc.

Which would be extremely useful for those wanting to provide a sample / core product for free with advanced functionality split up into paid for add-ons within the product.

Currently,
For our upcoming ODIN Tracker UE4 Plugin product, we require setting up an external website + store to handle such add-on transactions as we intend to release our core product for free on the UE4 Marketplace while offering paid extensions / add-ons which would be registered via an in-plugin license code input.

If Epic Games was to provide support for sub-pricing on products either just for plugin related products or for all products than I could see huge benefits to such an implementation such as asset packs which choose to offer their content + all v1.xx updates free on-the-house but then offer an add-on / extension for the asset package for an additional price if you wish to continue receiving updates post 1.xx into v2.xx

To add to my above suggestions,
It would also be awesome if the Sales Portal for UE4 Marketplace products also included:

  1. Download data for sample packs
  2. Product comment notification center
  3. Cross-product metrics for sales, up/down votes, comments, etc
  4. Integrations with accounting software i.e. MYOB, Intuit Quickbooks, Xero Accounting, etc. (CVS export is provided so a manual import is available but having an automated option available would be ideal)
  5. Having the ability to view and export/save marketplace purchases/transaction data i.e. receipts and tax invoices would be a HUGE PLUS! (getting an emailed receipt barely cuts it)

[=;626914]
On the topic of plugins,
I’m not sure if has been requested yet (don’t have time to go through 12+ pages of text on forum) but it would be extremely beneficial to offer add-on pricing support similar to the mobile marketplaces such as iOS, etc.

Which would be extremely useful for those wanting to provide a sample / core product for free with advanced functionality split up into paid for add-ons within the product.
[/]

Yeah, that would be extremely helpful!

Here are some of my suggestions:

  1. The launcher should show different features throughout the day
  2. Based on your buying history, show your recommended packs. Maybe take some lessons from Steam as Valve has spent millions in research and trial & error. Mimic many of their filters and user analytics.
  3. The rating system is under utilized, Epic needs to send a follow up email after a few days to ask for ratings. You can have hundreds of sales but yet just 2 ratings on a pack.
  4. Give the sellers access to people who bought their packs so that we can build up our communities such as update awareness, new products, & newsletters
  5. Kill Zendesk, I have nothing but horrible experiences with your email tracking system. Want to bring down seller frustration? then send a real email from a real person instead of false confirmations from broken email chains.
  6. Add In-Editor advertising opportunities for packs to improve visibility and provide a quicker path for potential buyers. For example, in cascade have different FX packs displayed and replicate that in each editor tool that is appropriate. Now has to be done incognito so that its not annoying and in your face =P

Thanks =)

[=;627887]
issue
[/]

Lmao
Having a cyber monday sale isnt an :stuck_out_tongue:

I’m sure it’s been mentioned before, but I’d love to have notifications via email when the item I want is on sale.

The marketplace search definitely needs some work. As it grows its getting harder to find things. The categories are also kind of odd, sometimes finding things in places where you wouldn’t expect them to be.

If sale has shown us anything, it’s that the marketplace also urgently needs a shopping cart. At least two people on our UE4 Discord have reported that they got their credit cards locked out, because they had to make a dozen purchases one after the other, instead of just buying a whole shopping basket in one transaction.

I would love to see a countdown timer similar in setup to Humble Bundle for the Event Sales as it can be confusing at times to international customers when exactly a sale will end :frowning:

Bonus points for also offering functionality to content providers who may wish to show how long their product(s) sale(s) will last under the Sales tab.

could have an added benefit of additional sales revenue for content creators as less people will miss out on a sale if they plan ahead (wishlist item sale notifications could be the net step)