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    Originally posted by JakeS3 View Post
    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.

    Originally posted by JakeS3 View Post
    I came here to make a suggestion about this 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.
    [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
    [Free][Script] Automate Download of Mixamo Animations
    [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

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      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!

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        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 this for example.
        As could people developing on Linux.

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          Originally posted by jwatte View Post
          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 this 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 this and make launcher with nix support.
          Or they already have that punct in their roadmap.
          Last edited by Gutvarev; 06-20-2020, 11:07 AM.

          Comment


            Originally posted by Gutvarev View Post
            I believe programmers who work on UE5 will read this 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.

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              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 members 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.

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                Originally posted by jwatte View Post

                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..

                Comment


                  Originally posted by Antidamage View Post
                  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?

                  Originally posted by Antidamage View Post
                  3. 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.

                  Originally posted by Antidamage View Post
                  4. why can't we share entitlements to assets per-project that we own and are using so that team members 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 members to download the particular asset version.

                  Originally posted by Antidamage View Post
                  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?
                  +1 to this! 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.
                  [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
                  [Free][Script] Automate Download of Mixamo Animations
                  [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

                  Comment


                    The issue 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.

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                      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 this 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.

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                        Originally posted by VMG.Ash View Post
                        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 this 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.
                        I agree maybe a button to "add" another creator to a package and set percentage so epic can pay them their cut and save us from many blocks like bank fees, legal agreements etc. Since every package we make owned by epic when it is on market then this could be possible. I believe many creators want to collab but can't because of the additional fees and procedures that are complicated.

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                          Updated every suggestion.

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                            Hello Developers and Artists,

                            First of all, it's a pleasure for me to be part of such an incredible community. Unreal has slowly become a passion for me and I am expanding my knowledge as a technical artist.
                            I would like to address literally the last two comments.
                            Similar thought passed through my mind to allow Marketplace Creators to collaborate and place packaged products for sale!!!
                            Here is my solution to this approach.

                            Instead of figuring out how to divide the profit and define who has more contribution in on the packaged product, which surely will raise a lot of problems further down the rabbit hole.
                            The alternative and probably the most elegant way to do it. Simply create events such as the monthly free products and sales.
                            1. Make a page for collaborations similar to the - "Submit Content" in the Epic Launcher.
                            2. The creator will then filter a theme or a tagline to narrow the choices and create a request to the other creator.
                            3. The creator chooses a product which ALREADY exists in the Marketplace under their content creations.
                            4. Then ONLY after the agreement is made between the creators, they will simply choose the discount that they can put to the price of their packaged content.
                            5. The price is the sum of their initial price of the individual assets.

                            I am so thrilled to be sharing this!!!
                            I was thinking about it for a while and now I see that even others have just announced it as a suggestion.

                            Please, take this into consideration.
                            And let me know what you think of this solution.

                            With best wishes,
                            Vasil

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                              Epic MegaGrants filter would be useful (e.g. Light Explorer).

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