The Unreal Marketplace Improvement and Feedback Thread

im having issues with the publisher portal, i cant seem to make drafts even when i submit for approval it is nowhere to be found on my products tab, repeated the process over 5 times now and genuinly getting frustrated

I haven’t been able to download any assets from the Marketplace since yesterday. I keep getting message:

[]
Due to high demand, bandwidth in your region is temporary limited.
[/]

I guess has something to do with GTAV being free atm. I wish the “Game Store” infrastructure would be separated from the Marketplace, so that stuff like that doesn’t happen. I won’t be able to progress with my work until is over, and it wouldn’t surprise me if it last for a week or more. :frowning:

EDIT: I should probably make it clear, that what the Launcher means by “limited” is “limited to 0”. I left my PC running overnight. Not a single byte of progress after over 12 hours.

[=“skunkiferous, post:962, topic:22096”]

I haven’t been able to download any assets from the Marketplace since yesterday. I keep getting message:

I guess has something to do with GTAV being free atm. I wish the “Game Store” infrastructure would be separated from the Marketplace, so that stuff like that doesn’t happen. I won’t be able to progress with my work until is over, and it wouldn’t surprise me if it last for a week or more. :frowning:

EDIT: I should probably make it clear, that what the Launcher means by “limited” is “limited to 0”. I left my PC running overnight. Not a single byte of progress after over 12 hours.
[/]

Also currently unable to download any new purchases or older piurchases within the past year, however im getting the “unavaliable” marker pop up and their not showing or disappearing from my vault (the launcher one not the browser)

I WISH … THERE WAS A WISHLIST in the Marketplace where I can store the things I want to buy in the future or find interesting to explore at a later stage.
Like on the Steam platform. Would be really really handy.

Thanks Epic

Need sort option like by popularity, by rating. will help a lot finding good stuff and purchase.

[]
What is necessary for the Marketplace to be improved?
[/]

A BETTER SUPPORT ABROAD!
I’m trying to buy a kit on Marketplace in my country (Brazil) by a bank slip (invoice) and I had problems. The support in my country is atrocious. I’ve tried to talk with Epic’ support and I’m pretty sure that was a bot I was talking with, because he (or it) couldn’t understand a simple question. Now I paid for the product and I don’t even know if I’ll receive it. And I need to buy a lot of stuff in the marketplace. After that, what can I do if there’s no customer’s support?

One thing I’d like to mention is that the search algorithm on the Marketplace is weirdly exclusionary when it comes to tags and titles. If I make a package called “Sports stuff” and it has “Baseball” as a tag, someone who just searches “Baseball” would see the package in their search results, but if they search “Baseball bat” the package would not appear in the results, due to not being tagged with “Bat”. It’s a weird system that leads to having to put in secondary tags that take away from potentially more important tags due to the 15 tag limit.

[=“Cypher2012, post:#Post:0x0000559749065c58, topic:22096”]

As a content creator, I would really love if there was more encouragement for users to leave feeback for your item.
[/]

I came here to make a suggestion about from a user’s perspective. It seems that there is no way to give a rating to an asset without leaving a full detailed review! For many of the assets I’ve purchased I’d like to give kudos to the artist or developer but have no meaningful comments to provide.


https://forums.unrealengine.com/core/image/gif;base64

We might see a bump in feedback for marketplace assets if users were able to provide ratings without being required to leave a detailed review.

[=“Terminal_Access, post:963, topic:22096”]

Also currently unable to download any new purchases or older piurchases within the past year, however im getting the “unavaliable” marker pop up and their not showing or disappearing from my vault (the launcher one not the browser)
[/]

Sorry I did not see your reply before, It’s a know Unreal Launcher bug! The only fix is to contact the support and have them create a second account for you, if you have the same problem as me.

[=“skunkiferous, post:970, topic:22096”]

Sorry I did not see your reply before, It’s a know Unreal Launcher bug! The only fix is to contact the support and have them create a second account for you, if you have the same problem as me.

[/]

I’ve had that frequently, but lately, it went away.
It seems to be a validation, Launcher seems to be working in offline mode and only checks against your local Vault but not your account’s library.

[=“JakeS3, post:968, topic:22096”]

We might see a bump in feedback for marketplace assets if users were able to provide ratings without being required to leave a detailed review.
[/]

Thing is, we had that system (ratings w/out review) until late last year when the new review based option was introduced.
The system has its pros and cons, but the ratio of reviews to sales definitely took a nose-dive. Now barely anybody leaves a rating.
I don’t think they’ll be going back though.

[=“JakeS3, post:968, topic:22096”]

I came here to make a suggestion about from a user’s perspective. It seems that there is no way to give a rating to an asset without leaving a full detailed review! For many of the assets I’ve purchased I’d like to give kudos to the artist or developer but have no meaningful comments to provide.
[/]

From the perspective of a marketplace creator, as a satisfied customer you don’t need to write an elaborate review, just type in “kudos” as the title and “Liked it!” in the description.
Even that goes a long way to show the creator that someone appreciates their work.

I wish there is way to know if static assets have proper lightmaps. Just like with Scaled to Epic skeleton: Yes/No - Lightmaps: Yes/No/Auto…

Cheers!

I wish there was a way to download purchased assets using a web browser. (Or curl, with the right credentials)
A setup script or other automated build, especially running in the cloud, could use for example.
As could people developing on Linux.

[=“jwatte, post:974, topic:22096”]

I wish there was a way to download purchased assets using a web browser. (Or curl, with the right credentials)
A setup script or other automated build, especially running in the cloud, could use for example.
As could people developing on Linux.
[/]

Love nix systems but now can’t move my main top to nix os cause there is too much software run on win only.
I believe programmers who work on UE5 will read and make launcher with nix support.
Or they already have that punct in their roadmap.

[=“Gutvarev, post:975, topic:22096”]

I believe programmers who work on UE5 will read and make launcher with nix support.

[/]

We’ve asked for it for, like, eight years, so … seems not super likely to happen tomorrow.

I think small quick wins like “ability to download purchased content through a web browser” are a much more likely path forward.

Linux is a necessary part of the platform, for a few reasons:

  1. It’s so much easier and cheaper to run servers on Linux. (Having done both, I know.)
  2. It’s a smallish platform, but much bigger than some of the … esoteric … other supported platforms.
  3. Putting pressure on Microsoft (and, perhaps, if they really care, Apple) is necessary.

But, realistically, it will always be a less well supported proposition. I’ve made my peace with that. I imagine that the … esoteric … platforms are all paid for by the specific platform vendors, in one way or another. One of the benefits-and-drawbacks of Linux is that there is no single large vendor trying to juice it by paying ISVs for support.

There’s a handful of choices made for the launcher that I’ve never particularly liked or understood:

  1. Why is the game launcher combined with the UE launcher? Why does the Unreal Engine developer launcher advertise games on the store at me?
  2. Why does UE have a launcher at all? If we must have a thing to launch different versions of UE, why doesn’t it allow us to add source versions to the list of engines and plugin install targets?
  3. Why does the launcher browse and inject marketplace content? Why can’t the editor do it itself?
  4. Since we’re talking about the editor, why can’t we share entitlements to assets per-project that we own and are using so that team working on that project can install them too? They don’t need to be stored verbatim in my version control, add them as a project dependency instead. Use a GUID for each project/asset entitlement combo and validate it on Epic’s servers before downloading it.
  5. Why is the launcher so abominably slow and poorly organised? The search filter works about 1 in ten times I use it. Why do I have to scroll through every project I’ve ever made as far back as 2014 to even get to marketplace content? Why aren’t categories supported?

I would be over the moon if we had a windows-foundation-based GUI to quickly list all of the marketplace content we own and add it to projects/engine versions. Please pay close attention to point 4 Epic. You need a package manager for marketplace content.

[=“jwatte, post:976, topic:22096”]

We’ve asked for it for, like, eight years, so … seems not super likely to happen tomorrow.

I think small quick wins like “ability to download purchased content through a web browser” are a much more likely path forward.

Linux is a necessary part of the platform, for a few reasons:

  1. It’s so much easier and cheaper to run servers on Linux. (Having done both, I know.)
  2. It’s a smallish platform, but much bigger than some of the … esoteric … other supported platforms.
  3. Putting pressure on Microsoft (and, perhaps, if they really care, Apple) is necessary.

But, realistically, it will always be a less well supported proposition. I’ve made my peace with that. I imagine that the … esoteric … platforms are all paid for by the specific platform vendors, in one way or another. One of the benefits-and-drawbacks of Linux is that there is no single large vendor trying to juice it by paying ISVs for support.
[/]

Yeah, that’s complicated. However, until that changes are not available, you still can mail a creator to request a proprietary link to the project. that variant will thru away your discomfort a little bit.
BTW: interesting mindflow… who knows…

[=“, post:977, topic:22096”]

  1. Why is the game launcher combined with the UE launcher? Why does the Unreal Engine developer launcher advertise games on the store at me?
    [/]

Agree that it should be a different piece of (professional) software, with backend run on its own servers, though when you listen to some of Sweeney’s talks, the vision is apparently that Fortnite players have near no barriers picking up the engine and starting playfully building things with Unreal.

You can, btw, disable the game library and notifications in settings, or does it advertise games to you despite that?

[=“, post:977, topic:22096”]

  1. Why does the launcher browse and inject marketplace content? Why can’t the editor do it itself?
    [/]

Probably because the editor’s source is available and they don’t want to give you anything that connects to accounts.

[=“, post:977, topic:22096”]

  1. why can’t we share entitlements to assets per-project that we own and are using so that team working on that project can install them too? They don’t need to be stored verbatim in my version control, add them as a project dependency instead. Use a GUID for each project/asset entitlement combo and validate it on Epic’s servers before downloading it.
    [/]

You can share the manifest file of an asset. It will allow your team to download the particular asset version.

[=“, post:977, topic:22096”]

  1. Why is the launcher so abominably slow and poorly organised? The search filter works about 1 in ten times I use it. Why do I have to scroll through every project I’ve ever made as far back as 2014 to even get to marketplace content? Why aren’t categories supported?
    [/]

+1 to ! I’ve never seen the search filter fail, but everything on the library tab is so ■■■■ slow. I see several second delays when I click anything, on a 3900x with SSD and 64GB Ram.

I’m pretty sure the terrible performance has something to do with the number of engine versions listed there. As a marketplace creator you probably have several, too.

Tip: instead of scrolling past projects, just type random stuff into the search filter, to hide those projects, it’s a poor workaround but saves a couple of seconds.

Overall, everything about the launcher feels clunky and laggy and barely evolving. And that’s how Epic entered the storefront wars against Steam.

The with hiding the games is I’m a gamer and a developer, but not at the same time. They could split it into two launchers and have a “hey make the next fortnite!” tab that links to a new launcher download. Either way it’s ghastly how slow it is and that’s not going to encourage anyone to get into it.

Just one engine installed currently, I keep it pretty clean. It hasn’t helped, it’s just not very well optimised for large numbers of assets and projects.

I am interested in working with another content creator and I was surprised to find out that there isn’t a split payout option in place. Has not come up before? It would be ideal to have it in place so that complete strangers can work together without the anxiety of having only one person receive the full payout.