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    A three-point lighting setup. Also any other light rigs for products features.

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      lot of shooter templates but would like to even pay for wild western shooter template, where player has old style weapons, ai, player can ride with horse etc

      Comment


        Originally posted by LowEntry
        Plugin developer here, I would like to know:

        - What blueprints would you like to see added to the engine?
        - What is currently not possible with blueprint alone?
        Perhaps not purely related to Blueprints, but it would be nice if someone made an asset that renders multi-page PDF file in UMG widget (2D and 3D) with mobile (Android) platform in mind.

        Comment


          Originally posted by motorsep View Post

          Perhaps not purely related to Blueprints, but it would be nice if someone made an asset that renders multi-page PDF file in UMG widget (2D and 3D) with mobile (Android) platform in mind.
          Hmm I looked around and found this: https://forums.unrealengine.com/unre...ue4-enterprise, it seems that it's possible with the in-game browser widget. Not sure about making it work without the in-game browser widget, you'd have to somehow read and render PDF content, which is unrealistic, and with plugins/libraries you'd probably be limited to what platforms you can successfully export to. I'm not sure, you might want to experiment with it, but I wouldn't get your hopes up on that too much as it seems unlikely it will work well. Using the in-game browser might be your best bet. Either way, if you're trying it out, let me know how it goes!
          Created blueprints for:
          Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

          Also accepting freelance work (web development, UE4, Java, etc) (just send us a problem or an idea and we'll think it out for you for free, no strings attached)
          https://lowentry.com/

          Comment


            The Ultimate Beggar Animation Pack. For inspiration watch Witcher 3 streams.
            [LEGENDS of EPICATwitter Discord]

            Comment


              It's time for my Annual Marketplace Creator Guide for 2021, as it's been one year since my last post!:
              I want the community to know that I'm frequently seeing that some Marketplace Creators are in fact listening to these posts (including mine!) that are made by the community in this thread and it is benefitting them! I will continue as long as I can to update this post yearly with new information appropriate as of the date it is posted on. Stay tuned as I may update the post again by February of 2021 to add more information.

              2020 is a great time to become not only a game developer but also a marketplace creator because of Covid19 & lockdowns, as you can be locked down and still be creating!


              I enjoy giving free advice because I have been around the game development community for years & when I have a chance to do so I enjoy observing what is going on in this community and seeing it prosper. I have spent many hours over the course of years, researching and creating the following advice to assist the community when I'm able to do so. I'm aware that many may not realize how important it is for the community, including the marketplace to prosper for the advancement of entertainment & technology, even technology unrelated to entertainment, of all types. The success of the Unreal Engine marketplace will indirectly help to advance technology. Therefore most of my advice will be unbiased and focused on the point of view of advancement as a whole while taking into consideration many years worth of being part of this community & having spoken to Marketplace Creators.

              What is needed in the marketplace(I've done a lot of research & have been part of the forums since 2015):

              Marketplace Creator Tips:

              General Tips For All Creators:
              • Tip: Create & market your goods towards INDIE developers instead of large professional teams. This is where the majority of your customers will come from. An indie may be doing all parts of game development by themselves or with a few other people, this may include models, textures, sounds, music, level design, programming, blueprints and more. You can reach more customers by losing the expectation that your customers have entire teams dedicated to implementing a difficult or frustrating product. They don't want to have to rebuild lighting, fix your folder structure, rename your files, and any other number of issues that you should prepare for ahead of time. Technology & game development is constantly improving, and you should prepare your products for entry level developers who may not know enough already. (Don't sacrifice the quality of the product, but this means you may have to do more work to ensure an indie can use your product. However, your number of sales should in theory end up being higher if you took the extra time to do things an indie would need ahead of time.)
              • Tip: What is the one thing you need to remember when creating content for game developers? "Plug And Play", meaning the faster & easier it is to pop your product into their project and immediately have it integrated and working, the better. [Think about it logistically, if one of your customers is a solo indie game developer that has bought 20 different products from the marketplace, one of which being yours, and each of those products were not designed for ease of use therefore taking an average of one hour each to implement, then that's 20 total hours your customer is spending based on their purchase just to use the products. If you can somehow significantly cut down this amount of time spent on integration of products, then that means you have a higher likelihood of sales and repeat customers,because your customers will gravitate towards ease of use products.]
              • Tip: By doing things the RIGHT way, you will make more long term customers, which means more money for you in the long run, because you will have repeat customers always coming back to buy your next product!
              • Tip: Make sure you create a proper file structure & that all your files are self contained in a SINGLE folder. Your marketplace items will NOT be the only ones that people own, therefore there is a strong chance that if you dont have a very unique folder name with all files self contained within, then your files may very well conflict and overwrite other files! (File structure is very important and many game developers will be dealing with many many files & folders, you will want to make things easier for them so they know what came from where!)
              • Tip: Make sure you choose a unique name for the folder your files will be in, to be sure, just add a number to the end of it. This may not seem like a big deal but it is when your customers may end up overwriting important files because your folder is named the same as something else. (Example: "Big Island" folder is replacing another creator's "Big Island" folder, therefore causing a huge problem.)
              • Tip: Before submitting your product to the store, make sure that your product does not break when renaming its folder or moving its folder into another folder. (You'd be suprised how many products are broken by something that seems so simple and you won't want your customers having to deal with said issue.)
              • Tip: Keep a public list of updates you've made to your product that your customer can publicly access on a website at any time, including on the product's Unreal Marketplace page if possible. (Unreal Engine does not currently have a good way of keeping track of which assets have been updated(Unless you have the cached files downloaded which takes up way to much space) & you generally don't even know what the updates even were, so as a creator you need to keep your customers informed of what has changed and if they should bother updating or not. It's critical the same way it is if you are selling a videogame and providing patch notes to your player base. [Marketplace Creators who present version information have higher sales!]
              • Tip: Don't just develop your content for Windows only, make sure your products work on other platforms as well such as Linux & Mac, this will allow you to reach many more customers. [Your customers which are also Developers are not the same as players, as generally developers WANT to develop on Linux due to its open source nature, however because there are often not enough creators creating ease of use products or fixes for the platform, many developers often refrain from doing so, this is your chance to change that!]
              • Tip: Bring your products to older versions of Unreal Engine, and not just the newest version. Many of your customers will be using older versions of the engine, generally the latest versions which are considered to be the most stable by the community, rather than considered as such by Epic Games. These potential customers won't always be able to update to a new version without breaking their whole project for many legitimate reasons. This means that if you don't bring your products to an older version, they won't have any use for your products at all. As of the time of writing this post, Unreal Engine version 4.25.3 is considered the most stable version among the majority. [As a side note if you plan to sell anything to Triple AAA developers, then you have no choice but to sell your products both for current and very old engine versions, as many Triple AAA Developers stay with one engine version for a specific game for many years!]
              • Tip: Potential customers WILL read the Questions & Reviews/comments left by others to see what problems they have encountered and if you've bothered to ever fix those problems in a way that fixes it for all of your current and future customers and not just the specific customer bringing the problem to your attention. The customer is always right in these situations, as much as it may pain you to concede on, if you disagree with your customers without attempting to fix their issue(Even if it seems like it's not your problem to deal with) it WILL deter future customers, and this is not unique to Unreal Marketplace but is a fact of business. If you concede on this early on before these situations ever occur, you will reap the benefits later because you will gain more net customers over time who are not deterred by negative comments since you end up fixing the issues that arise. The following will be an example of what NOT to do as a marketplace creator; Current Customer: Hello your product's folders are such a mess why aren't you organizing them better? Marketplace Creator: This isn't my problem you need to figure it out on your own./I'll take a look at it but I can't guarantee anything... sorry, Maybe send me an email with your ENTIRE project and I'll see if I can fix it for you. These example scenarios would instantly lose a potential of at least 100 future customers who come across how you are doing business in a way that they would absolutely not like. 1. They want to know that the marketplace creator is going to guarantee that the problem is fixed and end up proving so, 2. and see proof that it was fixed in a reasonable amount of time, 3. not only fixed for the customer bringing the problem to your attention but to all of your current and future customers as well. 4 It is highly unreasonable to suggest to your customers to send their projects to you and potentially involves major legal issues depending on any contracts they'd be involved with in accordance to their projects, not to mention the fact that some projects are 100s of GBs in size. Here's an example of how a marketplace creator should handle such a scenario; Current Customer: Hello your product's folders are such a mess why aren't you organizing them better? Marketplace Creator: I will be taking a look at this issue within the next 5 business days & will attempt to fix this issue. If I'm not able to find or fix this issue I will be replying to you in detail within the next 5 business days about why and ask that you send more more information about it. If I'm able to find the issue and fix it, I will be updating the product for all current and future customers to be able to download the fixed version of my product from the Epic Games Launcher. Marketplace Creator: UPDATE: I was able to find and fix this issue and have now submitted the fixed version of my product to Epic Games, it should be ready to download soon & I will update the description of my product to indicate the changes so that current customers are aware they need to download my product again. Thank you for bringing this issue to my attention and if you ever find other issues with my products please let me know.
              • Tip: If you have a support community that demands customers verify their purchases then please allow your customers to verify their purchases anonymously to receive support from you. [Your customers do not want to publically share their usernames for other platforms unless they are already doing so because of marketing & networking purposes, so please opt instead to give your customers the option of using unique passwords that you've given to them in private on an individual basis to verify their purchases on the reviews/questions pages of your products instead of forcing them to publically post their usernames for other platforms. Example: Customer #1 is told to type Bread123, and they type it on your product page and now you can verify that it's them, Customer #2 is told to type Pineapple523, etc and so on.]
              • Tip: Packages combining more than one product at a significant discount will always end up selling more than individually priced items, it is not a guaranteed sale, but it creates an incentive for the customer to purchase the package because it may include everything they wanted and suddenly became affordable enough for them to buy it all at the reduced price, which eliminates any of your competition in the marketplace that would have taken their purchases from you, so instead all the purchases they would have made go to your one combined package deal instead.
              • Tip: Be aware that even if you have a great product at a good price, there are SO many products in the marketplace, and your customers only have so much money to spend per month/per year, even if they want & plan to buy your products, it may take them a while to afford doing so. This is where you have to make your product the obvious best choice if it has any competition, even by adding some bonus content that wouldn't normally be with your product, because your customers are always going to choose the better deal.

              Art Related:
              • Tip: It's all about doing what hasn't already been done, and a lot of the every day real life stuff has already been done on the marketplace, multiple times, so this generally means you will be creating a lot of unique fantasy or surreal based models/scenes for long term gain.
              • Tip: Although it's good to make your products unique, it's not ideal to sell any "stylized" or "cartoon" products, unless you don't care about your sales. Why? Because your customers can simply use a post processing effect to make any model or scene stylized, cartoon or cel shaded, so there is more utility in creating products that are not already designed as stylized or cartoon by default.
              • Tip: Do not put your name, logo or the name of your business on your models or textures! For instance you may be selling a model of a basketball that has the name of your business on it, and this is a bad idea because your customers will not want their project associated with your or any other business's name's or logos. Many games often struggle with their customers remarking that they are using asset store products instead of creating their own and you don't want to make this situation worse than it already would be, as it will prevent potential customers from wanting to deal with such situations.
              • Tip: Make SURE to include individual meshes for EVERY object in your product! It doesn't matter if it's rocks or trash etc, the customer will want the option to individually place each model how they see fit! For instance you may be selling rocks, in which you have some which are all grouped together as a single mesh instead of also including a version where each different rock is a separate mesh. This is commonly seen with trash objects as well, many marketplace creators tend to group all trash items together as one mesh, but they should also be including each individual trash object as it's own separate mesh to give the customer the ability to decide how they want to place those objects. You should always include a separate individual mesh for every object, so if you are selling different rocks, you need to also include each different rock as it's own separate mesh so the customer can use them as they'd want to instead of the way you might have grouped them together.
              • Tip: Refrain from making models that can only be seen from one side, or can't even be seen into at all! (We're now entering the year 2021, gone are the days when characters in games can't pick up anything they see in the scene to examine it. Games continue to evolve every year so you will want to account for that in your products. When players pick up that piece of trash or that rock and flip it over, will they see through it because it's missing a side, because it's no longer just a decoration or decal? When they look through a pipe will it be blocked in an unrealistic way where they can't see into it? Or perhaps they look through it and see "through" it into the rest of the level? You will want to change your work flow in this manner to account for the technological changes in the industry so customer's players don't encounter these new issues.)
              • Tip: Everything is interactable. In the same manner as the above issue, you will also want to head away from making "background" buildings/scenes & objects that customer's players can never reach.Your customers are mainly going to be game developers and not movie directors.Your customers and their players are seeking fully realized, 3D scenes and assets that can be interacted with in a realistic way.
              • Tip: Set the proper lightmaps on all of your models! [Many of you may not know how to do this, so here's how; 1. Place one of your models in the scene, change the lighting details found near the top of the toolbar from "Lit" to "Lightmap Density" which is found in the "Optimization Viewmodes>" 2. There's 3 main colors you'll be looking for on your model, basically you want your model to be completely green color, and never red color. If your model is blue, you will select it, and go to the details tab, then Lighting category then "Overriden Light Map Res" check the box, and play around with increasing the numbers until the model it turns green. Then you open up the model from the Unreal Engine 4, file browser and set that same "Overriden Light Map Res" check box & number and save it, and now your model permanently has the proper lightmap set for it. If your model is red you will do the same thing except instead of increasing the numbers you will decrease them until it turns green and save it in the same manner as well.]
              • Tip: Although Sci Fi was a popular theme and was lacking in the marketplace for a few years, the market is now saturated with this theme (1,654 results) so I would avoid making new things for it unless you have somehow cornered the market on it and focus on the other popular themes now instead.
              • Tip: Combining is a key to success for artists. Combine themes in your scenes, & combine scenes into a larger landscape package that sells for more. For instance as an example some sell individual caves and some sell waterfalls and some sell cyberpunk scenes, you as an artist however know how to combine all of those things into a large scene that sells for more.
              1. Spaceships that have an Interior AND exterior, large spaceships(enterable spaceships) with multiple traversable rooms, all in one. Finally see ONE of these after all these years, but I think there is definitely room for more of them, get in on it while you still can!
              2. Very tall(Skyscrapers, apartment complexes, cityscapes etc), large, highly detailed, enterable buildings that are not simply exteriors/facades, but have both an interior AND exterior. (We are still lacking enough of these in high quality, however there are a few lower quality options.) (They don't necessarily need furniture in them, so don't worry about furnishing them if the task seems difficult!)
              3. More high quality accessories for character models. Like glasses, earrings, jewelry etc. Especially sci fi tech.
              4. More models/meshes with moving/moveable parts. For instance doors & drawers can open. Propellers spin. Knobs can turn. Blinds can open/shut. Leaves can bend.
              5. Even though there are already things available from some of these themes, having more options would be great & I know there are many people interested in having more from the following popular themes/genres: Grunge, Retro, Art Deco, Post Apocalyptic, Antique, Surreal, Ancient, Survival, Abandoned, Synthwave, Vaporwave, Aesthetic, Cyberpunk, Jungle, & Futuristic. Perhaps even some environments that combine some of these themes for instance an abandoned building full of retro items in a cyberpunk jungle. A good artist will find a way to combine these popular, sought after themes. I still haven't seen enough creators try to combine any of these popular themes.
              6. There is not a single Vaporwave themed environment pack on the entire marketplace. Why not give it a try by creating the first?
              7. There's a lack of surreal environments & props. These would be highly sought after as well. What type of environment would Salvador Dali make? There is literally only one single surreal environment on the entire marketplace now since my last post but I still think there's room for more to try and corner the market on this theme!
              8. With only a few prop packs and not a single environment on the entire marketplace, you have a chance to create the very first Art Deco environment.
              9. Likewise with only a few prop packs and not a single environment on the entire marketplace, you have a chance to create the very first Grunge environment.
              10. There's only about 10 Jungle environments on the entire marketplace, so you definitely have room to try your hand at this theme.
              11. More Fantasy landscapes, for instance types of different colored, different materials fantasy flowing liquids on a landscape, new types of different colored fantasy plants, new types of fantasy land/rocks/dirt etc. We need more ideas such as naturally floating plants, types of lava or other liquids/materials flowing out of plants, landscapes based on different types of gravity, landscapes based inside of different substances(for instance we have many landscapes based in oxygen, outerspace or water, but what other substances or fantasy substances could new landscapes be made in? For instance what would a landscape fully immersed in fantasy "mana" look like? Or a realistic planet where somehow things thrived fully within lava without burning up? How about a landscape fully submerged in ectoplasm? Am finally starting to see some of these appearing in the marketplace, but there's definitely room for a lot more creators to give their takes on it!
              12. More types of animated fantasy creature models. This will be one of the long term money makers for artists because unique characters are always important for many games, however they may not make much from them in the short term. We have a lot of them in the marketplace already, however, there can never be enough as they will always be useful.
              13. Mysterious Environments with (caves, tunnels, secret passages, hidden waterfalls, coves, mazes etc) that are suited for causing a player to want to explore them are likely to sell well over a long term basis as well. You need to have a landscape that includes the cave/s, tunnel/s, etc. (Try and refrain from just the cave itself or just the maze itself, but make it a larger overall scene and sell it for more.)
              14. Unique toy models in a retro or antique style would likewise be a longterm money making idea for artists similar to animated fantasy creature models.


              Audio Related:
              1. Text to speech systems/audio. Must work on both Windows & Linux. (Be able to type text lines in the details tab(NPC lines) and have the text sound like an actual real voice coming from an NPC when speaking to a non player character.) We finally have one of these as an option, however it would still be nice to see more options that use other methods besides Amazon's services.
              2. VOIP. Voice Over IP system that works on Linux & is able to be self hosted. (Encrypted & player's IP protection is a bonus.) (Still haven't seen this yet.)
              3. Music creation tools in the editor. (Still haven't seen this yet.)


              Code Related:
              • Tip: Make your product "replicated" also known as "multiplayer". (This is what is going to sell. For example, Your new guitar blueprint isn't selling? All you have to do is make sure it works when replicated!)
              • Tip: It's all about that replication & procedural generation, & doing it better than anyone else. (Code related products are the MOST competitive due to their nature, you have no choice but to do it better or else you don't make a sale.)
              • Tip: Making sure your code & blueprint products work with other's code & blueprint products is a major secret to success, go the extra mile to show your customers how to integrate your product with other products. Don't let potential future customers think to themselves 'I already have some blueprint or plugin systems from the marketplace set up, & I don't know how to integrate it with this product or I don't have time to figure out how to so I'm going to pass on getting this new blueprint or plugin from the marketplace' Instead you want them to think, 'wow, this looks really easy to implement with the systems I already have, they've made it so easy to understand how to implement it with what I already have!'
              • Tip: Especially when it comes to any code related products such as blueprints or plugins, INCLUDE VERSION UPDATES with UPDATE CHANGE NOTES on your product's page!
              1. Replicated Virtual Reality System & Interface that works on both Windows & Linux.
              2. Replicated Web Browser that works on both Windows & Linux & can be used in a virtual reality system. [A year later and we're still lacking this.]
              3. More MMO(Massively Multiplayer Online) options, as far as I know there are currently no MMO options on the marketplace at all. [Two years later and we're still lacking this.] (Apparently there are 1-2 that are not on the marketplace, nor are they what many are looking for in an MMO system) If you are wanting to make the most money this is going to be the second largest money maker(Behind the Replicated multiplayer world extension system) on this entire list even including the audio and art lists as well. $$$$$
              4. Replicated system to be able to upload/import models, textures & audio during runtime, on both Windows & Linux. [A year later and we're still lacking this.]
              5. Replicated system to be able to edit meshes, textures & audio during runtime, on both Windows & Linux. [A year later and we're still lacking this.]
              6. Any blueprint/code features that haven't been multiplayer network replicated on the marketplace yet, there's still quite a few that haven't been!
              7. Replicated, playable(including all the keys/notes), musical instruments, such as drums, piano and guitar.
              8. Any blueprint/code features that haven't been brought to Linux yet. There's a TON that are Windows only, so if you think that all the blueprints & plugins etc were created already, then think again you still have a chance to port similar features to more platforms!
              9. Repurposed blueprints/plugins with better support/features. Many sellers on the marketplace don't update their products, add new features or fix bugs, this means you have many opportunities to do it better. One simple way to check is to look at product's comments sections, reviews and legacy comments to see if their customers were not satisfied or had unanswered questions, this is a huge opportunity to gain new customers by offering the services & products that this competitor would not.
              10. More magic/spells multiplayer network replicated systems. (This will always sell as long as you can come up with unique spells that haven't been done before.)
              11. Even more intuitive blueprints for ease of use of those who aren't proficient with coding. (An advanced system that people can't figure out how to use is not worth much to anyone.)
              12. More ways to procedurally generate high quality models & textures.
              13. Replicated action based skills system that has experience bars and levels for each individual skill instead of a single experience bar and overall skill level. (Example: Chopping a tree gives woodcutting experience, and gaining enough experience gives you a level to woodcutting.)
              14. Replicated multiplayer world extension system that works on Windows & Linux, that would allow you to create a multiplayer open world game in a real life sized, galaxy sized world with multiple planets. It's currently only possible to do this in single player games & is not possible to do this in multiplayer games, due to lack of floating point precision in the engine, so if someone was able to make this possible for multiplayer games, that'd go a very long way, in fact this would be such a huge business opportunity for anyone who is able to do it, you'd likely end up with thousands of sales, because it is a feature that many games need at a foundational level. A year later and we're still lacking this. If you are wanting to make the most money, this would be the way to do it, you'd probably become a millionaire shortly after release of this system, not only that but you would revolutionize the entire industry by making this feature accessible to everyone through Unreal. $$$$$$$$$$
              15. Replicated Volume based gravity system using the default character and not a "pawn". Place volume boxes of any size in your level, and adjust the gravity within that volume box in its detail's tab. Example: Two players enter a room with a sudden gravity change due to entering the gravity volume and start to float upward.
              16. Replicated magnetic pickups. For instance you smash a container with a weapon and gems drop out of it, which if you walk within 5 feet of them, they all fly into your player character which obtains them in their inventory.
              17. Porting plugins to blueprints. Although plugins may offer better performance in some cases, in terms of ease of use however plugins are generally more of a hassle to deal with and cause many more incompatibilities than blueprints, therefore finding ways of porting any plugin products to blueprints will always be a way to make more customers. Finding a way for your individual customers to decide between using a plugin or blueprint version of your product would be the most ideal.
              18. More Templates of popular game genre types.

              Feel free to contact me, I'm always willing to give advice on future products or even current products, be aware that I am straightforward so you should be able to take criticism even on a bad product or bad idea.
              Last edited by Pine722; 11-13-2020, 03:01 PM.

              Comment


                Originally posted by Pine722 View Post
                I'm frequently seeing that some Marketplace Creators are in fact listening to these posts (including mine!) that are made by the comm..
                Hello Pine, let me add the following

                Animations
                The market is dominated by combat animations, they make up as much as 90 percent. Yet, a game world breathes with everyday casual animations, which are still very rare.

                Customization
                A basic feature almost every 3d model can facilitate, comes with coloring. Yet often developers just point to hue values, yet with a color wheel they can give devs a real easy to integrate tool. There is now one for free, https://www.unrealengine.com/marketp...e-color-wheel#

                Color alone can decide between realism or fantasy genre.

                Physics
                There is still no solution for a cart / pawn symbiosis, another spark to bring game worlds alive.
                [LEGENDS of EPICATwitter Discord]

                Comment


                  Originally posted by unit23 View Post
                  Hello Pine, let me add the following

                  Animations
                  The market is dominated by combat animations, they make up as much as 90 percent. Yet, a game world breathes with everyday casual animations, which are still very rare.

                  Customization
                  A basic feature almost every 3d model can facilitate, comes with coloring. Yet often developers just point to hue values, yet with a color wheel they can give devs a real easy to integrate tool. There is now one for free, https://www.unrealengine.com/marketp...e-color-wheel#

                  Color alone can decide between realism or fantasy genre.

                  Physics
                  There is still no solution for a cart / pawn symbiosis, another spark to bring game worlds alive.
                  Thank you for the additions, I agree with you on the animations and customization, the cart & pawn however I don't have enough experience with to comment on.

                  Comment


                    Originally posted by Pine722 View Post
                    Volume based gravity system
                    Hmm
                    https://www.unrealengine.com/marketp...gravity-fields

                    Comment


                      I have seen your product already but it makes no mention of if it's replicated? This is information you need to add to your product's page! And you only quoted part of what was written, Here is what was originally written by me: "Replicated Volume based gravity system. Place volume boxes of any size in your level, and adjust the gravity within that volume box in its detail's tab. Example: Two players enter a room with a sudden gravity change due to entering the gravity volume and start to float upward." I've since added the "using the default character and not a "pawn" part as that was an oversight I forgot to originally include. An important one I might add as using a pawn is not going to work for the majority of projects that have everything integrated into the default character and won't be able to change that.

                      On another note I will say I do like the screenshots/layout/demo scene you have going for your product which I think is better than some of the competition for this particular product.
                      Last edited by Pine722; 11-13-2020, 02:23 PM.

                      Comment


                        Originally posted by Pine722 View Post

                        I have seen your product already but it makes no mention of if it's replicated or if it uses the default character or a pawn? This is information you need to add to your product's page! And you only quoted part of what was written, Here is what was originally written by me: "Replicated Volume based gravity system. Place volume boxes of any size in your level, and adjust the gravity within that volume box in its detail's tab. Example: Two players enter a room with a sudden gravity change due to entering the gravity volume and start to float upward." I've since added the "using the default character and not a "pawn" part as that was an oversight I forgot to include.

                        Since you make no mention of it anywhere on the page, I would therefore assume that it is not replicated and uses a pawn and not the default character, which is what other systems currently on the marketplace offer.
                        I removed the replicated part because I obviously only focused on the gravity volume part. But if you really did look into the product page, I make it very clear that it does not support the default Character Movement. The reason is a technical limitation which makes it impossible to change gravity directions without modifying the UE4 Source Code OR having a custom character movement system. In fact, my asset uses no pawn at all and only focuses about giving the tools to find gravity directions and strengths.

                        Comment


                          Originally posted by Pine722 View Post
                          Update: So it is a pawn as it seems you answered a question about if it uses the default character or not, but you should still add that information to the main page of your product.

                          On another note I will say I do like the screenshots/layout/demo scene you have going for your product which I think is better than some of the competition for this particular product.
                          First: I don't know If you have read my last message yet, but I do not use any kind of pawn. This is not a complete game mechanic and it is made very clear on the product page.

                          Second: Thank you very much. I don't know If it is actually worth it to go so far to make Logos and images, as there are no statistics to compare it to, but I want my Products to shine somehow. Even if they are never perfect.

                          Comment


                            Divivor My apologies about the pawn thing as I had misread something initially and, the forums aren't always working for me when someone is responding so soon, and I had actually removed the part about the pawn thing only to see you already quoted and responded to it. You should really let people know if it's replicated or not on the page though.


                            'Last edited by Pine722; 11-13-2020, 01:23 PM.' Is when I edited my post but I only saw your messages appear just now at 1:29PM.


                            Anyhow, I would like to say that the replication of the default character's gravity movement in new directions may be challenging to accomplish without a lot of work, but that was the main purpose of the suggestion in the list I have written up.
                            Last edited by Pine722; 11-13-2020, 02:36 PM.

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                              Originally posted by Pine722 View Post
                              Divivor My apologies about the pawn thing as I had misread something initially and, the forums aren't always working for me when someone is responding so soon, and I had actually removed the part about the pawn thing only to see you already quoted and responded to it haha
                              I thought I unexpectedly entered a longer discussion and was prepared to reload the page ¯\_(ツ)_/¯

                              But yeah, don't expect any sort of gravity changing characters in default UE4 anytime soon. I really hope that UE5 has a new character system that allows that.

                              However, my gravity fields are actually part of a game. So it does have proven itself already useful, but that game is completely based on physics: https://www.youtube.com/watch?v=c5aR9LoQsow

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                                Originally posted by Divivor View Post

                                I thought I unexpectedly entered a longer discussion and was prepared to reload the page ¯\_(ツ)_/¯

                                But yeah, don't expect any sort of gravity changing characters in default UE4 anytime soon. I really hope that UE5 has a new character system that allows that.

                                However, my gravity fields are actually part of a game. So it does have proven itself already useful, but that game is completely based on physics: https://www.youtube.com/watch?v=c5aR9LoQsow
                                I'm honestly not used to having a near real time discussion on these forums, so thank you for your patience with my edits/replies haha, I usually edit something multiple times as you can see as I sometimes have mistakes in the initial post that I go over to correct, hence my inclusion of February of 2021 as a potential date for me to update my marketplace guide again.

                                I'm still trying to figure out the part though where you see the "Replicated Volume based gravity system" is a segway for your product if your product is not replicated? Even forgetting the oversight about using the default character. Nonetheless there are already replicated volume based gravity systems on the marketplace that have been on there for quite a while now I think even over a year, so I would have removed it from the list already if that had actually been the intention of my suggestion.
                                Last edited by Pine722; 11-13-2020, 02:57 PM.

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