UEFN Source assets are coming to Fab—upload yours today

On October 15, UEFN source assets become available on Fab https://www.fab.com, and you’ll be able to sell them, earning 88% of net revenue on every sale. Source assets are complete, editable systems that go beyond reference files: they open directly in UEFN and can be built on right away, cutting down on the time spent rebuilding systems that already exist.

If you’ve already made Prefabs, systems, or other assets built in Scene Graph or Verse, you can upload them as UEFN source assets on Fab starting today.

What are source assets?

Source assets are assets or systems, which can be built with Verse and Scene Graph— AI and NPC behaviors, vehicles, weapons, UI, and more. They are:

  • Fully editable: developers can open and edit the underlying system directly in UEFN, rather than working from reference-only files
  • Verified: the Fab team reviews every source asset to ensure it meets UEFN technical standards before it’s published
  • Available in-engine: developers can find, license, and add source assets from Fab directly within UEFN

How to Prepare

You can start uploading listings to Fab today. Prepare your source assets and schedule your listings to go live on October 15:

  • Check the technical standards your project needs to meet Technical Requirements - Fab
  • Get your project ready and packaged for upload
  • Upload it to Fab and create your listing
  • Submit your listing for review
  • Set your listing to publish automatically so it goes live on October 15

Once you’ve completed these steps, your listing will go live on October 15 and be available for other developers to license, earning you 88% of net revenue from every sale.

You’ve already built the assets. Uploading source assets on Fab gives you the opportunity to turn that existing work into an ongoing stream of income.

Already a Fab publisher? Prepare your source assets and upload them here: https://www.fab.com/portal/listings/create

Not yet a Fab publisher? Get started here Become a Fab Publisher to Sell Digital Assets & Files - Fab
If you run into any issues along the way, reach out to the Fab team. https://support.fab.com

Key docs and links

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Alright, now we are talking! No more patreons and annoying “join my discord to download this”.

Are we able to link FAB listing to tutorials in the community page? say I build a training and want to provide through fab for free the assets?

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Yes, you can publish free assets! :fire:

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I see mentioned preparing the zip and testing it before uploading it. Is there any recommended way to import the zip into an empty project? Many assets usually fail by just copy and paste, like entity prefabs.

@Flak Hi Epic Team,

This is great news.

Questions:

  1. Can you guys make a tutorial video showing exactly which files to remove and which to keep. For example:

1.1 Do we keep all the bindings data in the .uefnproject file for the UEFN Source asset on Fab?
Example:
{
“fileVersion”: 15,
“title”: “BELRampA”,
“description”: “”,
“keyArt”: “”,
“docsUrl”: “”,
“apiAccess”: “Private”,
“bindings”:
{
“projectId”: “2a45s8a-1e97-4fb8-8d92-09752845woeisuis”,
“modules”:
{
“9ce2c794-e94f-415b-8d3e-a03awoeiwiww”: “9ce2c794-e94f-415b-8d3e-awoeiwiww”
},
“bSuppressAutomaticVersePathAssignment”: false,
“projectVersePath”: “/creatorname@fortnite.com/ProjectNameHere”
},

For UEFN My Project Templates we usually remove the bindings. But do we do this for Source files?

1.2 Do we remove the .lore and .loreignore files?
1.3 Do we remove the Content > Developers and any folders under here?

A video tutorial on this would be great to clarify any and all to developers.

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@Flak

Alternatively, if you can provide answers to above, I can create a How-To Video Tutorial for the UEFN Developer community if that helps lighten the Epic Team work load.

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@rhyan.smith Hi Rhyan, Was wondering if you would get back to us on the questions asked above so that we can prepare our Sources FAB assets correctly before 15th. Thanks.

Hey there. For your questions:

  1. I believe the import process will ignore that, so I believe it’s fine to leave.

  2. So as far as we can tell all of these are innocuous to include, meaning you do not get imported in to the buyers project through the command that Fab uses to add UEFN Source to a project.

    Having said that, it’s up to the seller if they want to remove these files for whatever reason - they are not required for the import either. If those directories contain large files, then probably best to remove just for overall tidiness.

We’d also love to share more details about how files and project structures work. We’re currently evaluating possible avenues to share more.

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Awesome, thank you for your response @CobraC91989 and the information. This was very helpful.

Good Morning @CobraC91989 and @rhyan.smith

I am uploading my first UEFN Source product on Fab, and just noticed there is no option to add a Quantity for the product. For example, if we are selling a complete game for Fortnite, let’s call it UEFN Complete Game A, and we want to sell only one of this items to 1 buyer, because this buyer might not want to have 10 other duplicate copies of the Fortnite game template he bought and paid a high price for.

Especially in Fortnite where Discovery will look at duplicate games, selling complete UEFN Fortnite Maps under the Game Templates category should probably have a quantity option so that we can define only 1 of this item can be sold.

Is this possible?