[=“, post:764, topic:22096”]
Where do you get the CSV file from?
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From the reports, there is a small download button next to the submit button
[=“, post:764, topic:22096”]
Where do you get the CSV file from?
[/]
From the reports, there is a small download button next to the submit button
Useful! Thanks!
Is there any we can get an add to wishlist button? Maybe even for Epic Games on the store as well? I desperately want to leave it on a list somewhere easily!!
Now I don’t know if can count as a market place improvement or if someone had mentioned it before already, Totally new to the marketplace. But I suppose anything that helps the publishers and encourages the availability of quality content on the market place should be considered.
Many international sellers cannot actually withdraw money from Paypal. and would have to pick wire transfer as a payment method. Is there any to enable picking your amount threshold for the wire payout?
100$ is terribly low and means a lot of money will go to bank charges.
Turbosquid for example gives you the option to pick your transfer threshold up to 3,000$ and doesn’t even allow payments less than 250$ and Unity asset store makes wire transfers every quarter which is a lot better than receiving a small payment every month while paying a good portion of it to the bank.
When is there going to be filtering options for assets that I purchase. I have so many and it would be great to sort them by newest or which ones are cached. it would be great to filter by type also.
[=“JohnADaniels, post:769, topic:22096”]
When is there going to be filtering options for assets that I purchase. I have so many and it would be great to sort them by newest or which ones are cached. it would be great to filter by type also.
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I agree such a is severely needed.
It would be nice if we could sell localized assets as separate products. The reason is simple. As it stands we have to include them with the original product thus increasing the price. way a person who desires a specific language is forced to pay for the additional languages regardless if they need it or not which is unfair. It also hurts sales because the asset is less desirable for the aforementioned reason. In most marketplaces localized products are considered separate products.
Case in point my Danger Signs Decals. They where selling well before the inclusion of the extra language, which I didn’t even charge as double the price. Sales dropped because of the increased price. The result is that any future plans for localization are canceled because as it stands it makes no financial sense neither for the customers/developers nor me. I can’t keep increasing the prices with each added language and I’m sure people would want to buy said assets in other languages besides English as separate asset pack and not as an overpriced multilingual pack.
Just for a reference the plan was to localize the Danger Signs Decals and the upcoming Marine Signs Decals in the following languages. Russian, Chinese, German, French, Spanish, Italian, Turkish and Greek.
Having assets in languages other than English makes the assets and the marketplace appealing to a wider audience not to mention it is a missed opportunity for other creators. Plus I firmly believe that localized assets are useful to everyone. Please reconsider policy.
[=“audreyspency, post:772, topic:22096”]
Good thread folks, let’s try to keep one on track
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Truth be told I haven’t seen a response from someone from in quite a while.
we need a model viewer like Unity Player for the Unity Store. way rather than being taken in by potential problems we’d be fully aware of how the model will display within the engine. Preferential that it contains the same LoD, tri, vert, uv channels, and collision preview found within viewing meshes in-engine.
Hi,
I have a weird problem. When I reply on my assets page to customer’s comments, instead of my Publisher name, the Marketplace shows my Fortnite name.
shoould be fixed, it looks weird, my customers will not see that the asset developer (me) replying to their comments. I allways like to use a funny name in Fortnite, I do change it frequently for fun but it looks unproffesional in the Marketplace when I send a reply to a customer’s comment. Also my Fortnite name is used in Marketplace forums, while it would be better if Marketplace forum would show my Publisher name and not my Fortnite username.
Small disclaimer: I’ve opened a topic on subject without properly doing my research on the existence of one, luckily a fellow user pointed it out for me.
Introductory pricing: I think it would be a pretty neat idea to have a checkbox in the product submission form labeled “Introductory Price” with a fixed, say, 10-15% off. That way the process is automated instead of contacting support about it. The length of the introductory pricing should be as long as the “NEW” label is displayed on the thumbnail of the product (which is a month if I have observed correctly). Eventually, under or alongside “NEW” we could have something which symbolizes the introductory price, for example “NEW, 15% OFF” or “NEW+Intro Price”, or something along those lines. way, we stimulate fresh releases sales and stimulate potential clients to pay more attention to the main marketplace page.
Discount code generator for products: it would be a major benefit to be able to generate codes for our products for various particular reasons. For example, a client buys multiple of our products, we could generate custom codes for them so on their next purchase they get a discount. Rewarding fidelity is a nice thing to have available. I think one would be a bit harder to implement, but would strengthen in my view the potential relationships with various clients.
2.1) In order for point 2 above to work correctly, we should have access to whom has bought our products in the reports page. I’m not interested in personal information, just the name/profile of whom has bought our products in order to reach out to them with various custom offers/discounts.
3.1) **Tag subscription. **It would be a good tool for developers looking out for particular assets to subscribe to tags. For example, someone is developing a horror game, so it would be pretty neat to have the option to subscribe to horror related tags and receive email notifications about it.
I feel right now there is a bit of a disconnect between creators and clients, and all of the ideas above have the main intention of strengthening these kind of relationships. The only “loss” so to speak is just the effort it takes from Unreal’s part to implement them, otherwise, only advantages.
100% agree on introductory pricing. Currently we can’t launch on sale, it has to exist for at least a couple of weeks. punishes your earliest users. That said, you can just increase the price after two weeks and mention the special deal in your description.
Just give up man, we’re about to turn into 4 or 5 years waiting for improvements.
The marketplace has only been around for five years and it’s been significantly improved in that time. We’re probably on about month nine since the last obvious update though.
I think we’re actually a hedged bet in the event Epic has to go back a few steps in its product strategy. If Fortnite were to suddenly die off (as happens to games frequently once they stop being flavour of the year) then it’s back to pushing Unreal Engine and a , vibrant marketplace. 5% of the next huge gaming craze is still pretty good.
I fail to see little gadgets as “improvement”.
I see improvement as investment to make the ecosystem grow, if that investment is happening I can’t see it.
I edited my reply, it kind of answers that too. I think we’re in a holding pattern.
Yeah but the plan B is the game store and the engine offer as a multimedia toolset for industrial engineering and movies/Tv production.
The marketplace isn’t part of the plan at all, it’s just a nice-to-have.
Different verticals are not mutually exclusive. PUBG is an example of a game filled with third party assets that generated a solid return for Epic. Hard not to plan for repeating the experience.
, post:784, topic:22096"]
The marketplace isn’t part of the plan at all, it’s just a nice-to-have.
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I incline to agree with your statement, as reasonably explains certain things. Yes, the marketplace right now is not in the grand scheme of Epic’s things, and to some extent it is understandable. Realistically, however, we cannot have the pretention of being in the same league, financially and exposure-wise, as AAA titles which employ the Unreal engine and cater to huge masses of public. It is natural that resources and strategies are poured into what makes most revenue and puts the Unreal brand out there. At least that’s how I perceive things at the moment.
I think it would be wise to keep evolving ourselves as craftsmen, improve our products as much as we can, have ourselves healthy business models and become more numerous, and eventually changes will come in time as the marketplace expands. As with everything in life, we have to work to achieve what we want. Nothing ever happens over night.
I did a simple calculation to gauge the size of the Unreal Marketplace, these are ballpark figures as I took the number of products per page and multiplied with the number of pages both regarding total assets and individual categories, here’s the breakdown (as of February 2019):
Unreal Marketplace total assets 7075 (25 products x 283 pages)
2D assets = 250 (25 x 10)
Architectural Visualizations = 250 (25 x 10)
Characters = 875 (25 x 35)
Community samples = 3
Visual = 225 (25 x 9)
Music = 700 (25 x 28 )
Epic Showcase = 75 (25 x 3)
Textures = 125 (25 x 5)
Animations = 125 (25 x 5)
Blueprints = 900 (25 x 36)
Code plugins = 425 (25 x 17)
Environments = 800 (25 x 32)
Materials = 425 (25 x 17)
Props = 1250 (25 x 50)
Sound = 600 (25 x 24)
Weapons = 225 (25 x 9)
I will restate, the numbers aren’t precise, but are close enough to a realistic approximation. 7000 assets, assuming each creator has an average of 7 assets, that’s around 1000 marketplace creators. From my experience with other marketplaces (unrelated to gaming), they contain catalogues of hundreds of thousands (sometimes close to a million) of products and tens of thousands of creators, just for reference. But that’s because the marketplace itself IS their business, unlike Epic which has its business well-spread into multiple branches.
If we’d been thousands and the products would’ve been in the tens of thousands range, I tend to believe that Epic would invest more resources in the marketplace itself. And it will happen eventually, it is only a matter of growth over time in my view. Also, enjoy the lack of saturation, it’s great while it lasts.
@ResonantInfinity I think your numbers are quite accurate! Except for the number of creators, which is much higher. Many creators do not have 7 products.
I found a blog post on the unrealengine.com site: Epic Announces Unreal Engine Marketplace 88% / 12% Revenue Share - Unreal Engine Its dated juli 11 2018 and they share the following numbers:
1500 marketplace creators offering 5000 products. (juli 2018 ! )
They also state that between 2014 and 2018 there have been 8 million downloads. I’m not sure if these are sells or each download counted? And free items ensures a massive increase of downloads.