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    #16
    Preparing Your Assets: Characters and Animations

    Please be sure to follow all steps and guidelines outlined in the UE Animation Documentation for setting up your assets correctly.

    Content folder structure
    See General Asset Requirements for how to structure your folders.

    Demo Levels
    We require that you add a Demo Level to your submission that allows the user to experience the functionality of your submission the way you intend it to be used. This typically consists of a 3rd person map with the default character replaced.

    Overview Map
    All asset packs must contain an overview map that lays out the content included in the package.


    Technical Specifications:
    • Scaled to Epic skeleton (Yes/No)
    • Rigged (Yes/No)
    • Rigged to Epic skeleton (Yes/No)
    • Animated (Yes/No)
    • Number of characters
    • Vertex counts of characters
    • Texture Resolutions
    • Number of Animations
    • Animation types (Root Motion/In-place)
    • Intended Platform
    • Platforms Tested
    • Documentation Included (Yes/No)
    • Important/Additional Notes

    Important note: Not every asset type will require all of these technical specifications, but please provide as much of this information as you can.

    This not only helps us review your content, but it will help potential paying customers understand what they're getting. It is a smart sales strategy to clearly communicate what you have to offer with as much information as possible.

    The Marketplace team will request additional information if we decide the technical specifications are not detailed enough.

    We will always be reasonable, but we still reserve the right to reject submissions that are unwilling to offer enough information when requested.

    Package Delivery
    When you are finally ready to deliver your asset pack to us, please ZIP the Config, Content,and .Uproject files together and provide us with a download link.



    Skeletal Mesh Requirements

    Demonstration Video
    All Animations submitted should include a video demonstrating how they are used. No Animation submissions will be accepted without a video.

    Animation Importing
    The Unreal Engine expects each animation to be imported from its own FBX file. For example, if you have a run, walk, and jump animation for your character you would have FBX files for each animation such as MyChar_walk.fbx, MyChar_Run.fbx, and MyChar_Jump.fbx.

    Rigging and the Epic Skeleton
    All humanoid characters in Unreal Engine are required to have configured rig using Rig'/Engine/EngineMeshes/Humanoid.Humanoid' for Marketplace (Make sure you enable “Show Engine Content” option in the content browser), so that it can be converted any other humanoid characters.

    This will allow animations to be converted to other skeleton using the same configuration Rig. Meshes that are not humanoid in nature can be rigged as you please to any skeleton provided they are unique enough to not interchangeable with other content.

    Creating a character for the Unreal Engine Marketplace

    In order to ensure maximum compatibility with the animations Epic provides, both in the content samples and in the Marketplace, we provide a skeleton template file you can use to model your character to. This approach is how we at Epic approach modeling characters that share animations in games, such as Fortnite.

    IMPORTANT UPDATE: The Epic Skeleton template below has been updated for 4.8 with new proportions. All new Marketplace content submissions using the Epic skeleton need to use this new skeleton. All existing Marketplace content using previous skeletons will need to retarget their animations to be compatible with future versions of the engine.

    The SK_Mannequin.fbx file can be loaded into any 3d package that can import FBX files. You will want to model your character to the proportions and pose of this skeleton.



    You may notice these joints in the hierarchy. These are the bones the engine uses as IK targets for the in-game IK. You’ll want to make sure that these joints stay in the skeleton hierarchy and that you also do not weight any part of your character to the IK joints.

    We also provide two FBX animations for you to import onto your character to test the deformations. These are the same animations that ship with the Unreal Engine third person shooter template. If the animation changes your character in some unwanted way, it means that the skeleton has been modified and your character hasn’t been built to the template.

    Here is a checklist of the major “Don'ts” for working with the skeleton:
    • Make sure to not change the joint orientations. It is imperative they remain the same. This also means to not rotate the joints to get the skeleton into a different pose.
    • Make sure to not skin weight your mesh to any of the IK joints.
    • Do not scale the skeleton

    If you absolutely must move a joint, make sure that the joint isn’t move very far, and make sure the joint orientation does not change. If you’re using a program like Maya, which has an option in the move tool to automatically orient joints, you’ll want to make sure and turn that off!

    We cannot accept only root motion assets without in-place counterparts due to fact that this could limit compatibility with other content curated within the engine or purchased on the Marketplace. If you are submitting a root motion and in-place animation pack, you must split them into separate “InPlace” and “RootMotion” folders.

    For more information on root motion, please see the documentation: https://docs.unrealengine.com/latest...on/RootMotion/



    Testing your character with the included animation files or even better, in the engine with Epic animation assets, is the best way to ensure your model will be plug and play with the rest of the assets.

    Creating a character for the Unreal Engine Marketplace (After 4.5)

    In order to ensure maximum compatibility, both in the content samples and in the marketplace, we provide an asset - Rig'/Engine/EngineMeshes/Humanoid.Humanoid' - and your skeleton should set up using the rig.

    To configure the rig, go to “Skeleton” tab and open “Retarget Manager”



    In the middle section, you’ll be able to find “Set up Rig” section. You can select the rig provided above - Rig'/Engine/EngineMeshes/Humanoid.Humanoid' – and configure each mapping bone. Make sure you enabled “Show Engine Content” in the view option of Content Browser.



    The left column is the node name in the rig, and the right column is the bone name from the current skeleton that is mapped to the node. To see more detail of this animation retargeting please go here.

    This data will be used when the buyer convert the animation for their skeleton. If you have missing nodes or if you don’t see the node you’re looking for, those won’t be converted, but it will make sure all other data is converted correctly.
    One thing to note is that it is recommended to have neutral T-pose as reference pose. When retargeting animation, we assume their reference pose is same. We call this “Retarget Base Pose.” By default, it is from a reference pose. You can modify this at the bottom section in your “Retarget Manager” window. Retarget Base Pose is saved per Skeletal Mesh.

    Material Requirements

    Physically-Based Rendering Materials
    Whether or not the goal of your materials is to be photorealistic, it is required that your submission effectively uses UE4's PBR materials. All PBR materials must have some form of node attached to the Base Color, Roughness, and Metallic nodes. You may use a map or a numerical value (including zero) but it must have some form of input in order to be accepted for the Marketplace.
    Attached Files
    Last edited by Reubitron; 08-01-2016, 03:07 PM.
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      #17
      Preparing Your Assets: Blueprints

      Please be sure to follow all steps and guidelines outlined in the UE Blueprints Documentation for setting up your assets correctly.

      Content folder structure
      See General Asset Requirements for how to structure your folders.

      Demo Levels
      We require that you add a Demo Level to your submission that allows the user to experience the functionality of your submission the way you intend it to be used.



      Technical Specifications:
      • Number of Blueprints
      • Input Mappings (If any input is included in your Complete Project, please include which methods of input are preconfigured (Gamepad, Keyboard, Mouse... etc.))
      • Network Replicated (Yes/No)
      • List of Features (Please include a full, comprehensive list of the features of your Blueprint)
      • Intended Platforms
      • Platforms Tested
      • Documentation Included (Yes/No)
      • Important/Additional Notes


      Important note: Not every asset type will require all of these technical specifications, but please provide as much of this information as you can.

      This not only helps us review your content, but it will help potential paying customers understand what they're getting. It is a smart sales strategy to clearly communicate what you have to offer with as much information as possible.

      The Marketplace team will request additional information if we decide the technical specifications are not detailed enough.

      We will always be reasonable, but we still reserve the right to reject submissions that are unwilling to offer enough information when requested.

      Package Delivery
      When you are finally ready to deliver your asset pack to us, please ZIP the Config, Content,and .Uproject files together and provide us with a download link.



      Blueprint Requirements

      Demonstration Video
      All Blueprints submitted should include a video demonstrating how they are used. No Blueprint submissions will be accepted without a video.

      Blueprint Structure
      All Blueprints must be neatly laid out and make reasonable use of Blueprint functions to organize the overall logic structure. Functions, variables, and events should all use names that reflect their intended purpose or use in the Blueprint.

      Commenting and Documentation
      Blueprints must be thoroughly commented with explanations of the function and operation of the Blueprints. In general more useful comments will explain the ‘why?’ rather than the ‘how?’, and any comments that merely provide labels should be avoided.

      You must include an in-editor tutorial blueprint asset that will walk users through implementation, application and modification of your asset.

      Static Mesh Requirements

      Point of Origin
      The origin of your mesh will be the location that your mesh scales and rotates from once imported into Unreal Engine. This is generally represented by the world origin in most modeling applications. Be sure to position your model relative to that spot before exporting it, especially for modular meshes.

      For example if you’re creating a modular wall piece, a good place for the origin is on the edge or the corner of the mesh so it can snap easily into place. Conversely, a statue on a plinth might work better with the origin at the bottom center of the mesh so that it can be easily rotated and scaled.

      Grid Snapping
      All static mesh content should snap together nicely on the standard 10cm grid where possible to retain modularity. If meshes contain edges that are meant to be adjacent to other meshes than those edges should be easily snapped to some multiple of 10cm.

      Triangle Counts and Texture Sizes
      Always keep the target platform in mind for the content, and be efficient in your use of triangle counts and texture sizes. Fewer vertices mean faster rendering, and for content targeting mobile platforms it is important to keep both triangle count texture sizes reasonably small to maintain performance.

      Texture Density
      Assets should be UV mapped so that 1 texture tile covers 1m in the game world to maintain a consistent texture density. For example, if you build a wall 2m in length the texture you apply to it should tile twice along the length of the wall. Unique or more complex assets may break this guideline, but only where justified.

      UV Layouts
      Generally for static meshes you’ll need two sets of UV coordinates. The first set is your base set of coordinates where you map diffuse, normal, and other maps to the mesh. The second set is your light map coordinates which have special considerations such as all UV islands must fall within the 0-1 UV space. Also, no islands may overlap, otherwise errors will be introduced in your lighting results.

      Material Requirements

      Physically-Based Rendering Materials
      Whether or not the goal of your materials is to be photorealistic, it is required that your submission effectively uses UE4's PBR materials. All PBR materials must have some form of node attached to the Base Color, Roughness, and Metallic nodes. You may use a map or a numerical value (including zero) but it must have some form of input in order to be accepted for the Marketplace.
      Attached Files
      Last edited by Reubitron; 07-21-2016, 10:11 AM.
      Let's Connect [Twitter]

      Comment


        #18
        Preparing Your Assets: Audio

        Please be sure to follow all steps and guidelines outlined in the UE Audio Documentation for setting up your assets correctly.

        Content folder structure
        See General Asset Requirements for how to structure your folders.

        Technical Specifications:
        • Number of Audio Wavs
        • Number of Audio Cues
        • Sample rate / bit rate (i.e. 44.1 kHz, 16bit Stereo WAVs)
        • Does music/audio loop Yes/No
        • Minutes of audio provided
        • Intended Platforms
        • Platforms Tested
        • Documentation Included (Yes/No)
        • Important/Additional Notes


        Important note: Not every asset type will require all of these technical specifications, but please provide as much of this information as you can.

        This not only helps us review your content, but it will help potential paying customers understand what they're getting. It is a smart sales strategy to clearly communicate what you have to offer with as much information as possible.

        The Marketplace team will request additional information if we decide the technical specifications are not detailed enough.

        We will always be reasonable, but we still reserve the right to reject submissions that are unwilling to offer enough information when requested.

        Package Delivery
        When you are finally ready to deliver your asset pack to us, please ZIP the Config, Content,and .Uproject files together and provide us with a download link.

        Last edited by Ivey; 07-13-2016, 11:23 AM.
        Let's Connect [Twitter]

        Comment


          #19
          Preparing Your Assets: Arch Viz

          Please be sure to follow all steps and guidelines outlined in the UE Documentation for setting up your assets correctly.

          Content folder structure
          See General Asset Requirements for how to structure your folders.

          Demo Levels
          We require that you add a Demo Level to your submission that allows the user to experience the functionality of your submission the way you intend it to be used.



          Overview Map
          All Assets packs must contain an overview map that lays out the content included in the package.



          Technical Specifications:
          • Props scaled to Epic skeleton (Yes/No)
          • Texture Size (please list textures for each resolution)
          • Collision (Yes\No, and specify which type -- custom, automatically generated, or per-poly?)
          • Vertex Count
          • LODs
          • Number of Meshes
          • Number of Materials and Material Instances
          • Number of Textures
          • Intended Platform
          • Platforms Tested
          • Documentation Included (Yes\No)
          • Important/Additional Notes

          Package Delivery
          When you are finally ready to deliver your asset pack to us, please zip the Config,Content,and .Uproject files together and provide us with a download link.



          Static Mesh Requirements

          Point of Origin
          The origin of your mesh will be the location that your mesh scales and rotates from once imported into Unreal Engine. This is generally represented by the world origin in most modeling applications. Be sure to position your model relative to that spot before exporting it, especially for modular meshes.

          For example if you’re creating a modular wall piece, a good place for the origin is on the edge or the corner of the mesh so it can snap easily into place. Conversely, a statue on a plinth might work better with the origin at the bottom center of the mesh so that it can be easily rotated and scaled.

          Grid Snapping
          All static mesh content should snap together nicely on the standard 10cm grid where possible to retain modularity. If meshes contain edges that are meant to be adjacent to other meshes then those edges should be easily snapped to some multiple of 10cm.

          Triangle Counts and Texture Sizes
          Always keep the target platform in mind for the content, and be efficient in your use of triangle counts and texture sizes. Fewer vertices mean faster rendering, and for content targeting mobile platforms it is important to keep both triangle count texture sizes reasonably small to maintain performance.

          Texture Density
          Assets should be UV mapped so that 1 texture tile covers 1m in the game world to maintain a consistent texture density. For example, if you build a wall 2m in length the texture you apply to it should tile twice along the length of the wall. Unique or more complex assets may break this guideline, but only where justified.

          UV Layouts
          Generally for static meshes you’ll need two sets of UV coordinates. The first set is your base set of coordinates where you map diffuse, normal, and other maps to the mesh. The second set is your light map coordinates which have special considerations such as all UV islands must fall within the 0-1 UV space. Also, no islands may overlap, otherwise errors will be introduced in your lighting results.

          Material Requirements

          Physically-Based Rendering Materials
          Whether or not the goal of your materials is to be photorealistic, it is required that your submission effectively uses UE4's PBR materials. All PBR materials must have some form of node attached to the Base Color, Roughness, and Metallic nodes. You may use a map or a numerical value (including zero) but it must have some form of input in order to be accepted for the Marketplace.
          Attached Files
          Last edited by Ivey; 07-13-2016, 11:24 AM.
          Let's Connect [Twitter]

          Comment


            #20
            Preparing Your Assets: 2D

            Please be sure to follow all steps and guidelines outlined in the UE 2D Documentation for setting up your assets correctly.

            Content folder structure
            See General Asset Requirements for how to structure your folders.

            Demo Levels
            We require that you add a Demo Level to your submission that allows the user to experience the functionality of your submission the way you intend it to be used.



            Overview Map
            All asset packs must contain an overview map that lays out the content included in the package.



            Technical Specifications:
            • Number of Blueprints
            • Number of Materials
            • Number of Textures
            • Number of Widgets
            • Intended Platforms
            • Platforms Tested
            • Important/Additional Notes

            Important note: Not every asset type will require all of these technical specifications, but please provide as much of this information as you can. This not only helps us review your content, but it will help potential paying customers understand what they're getting.

            It is a smart sales strategy to clearly communicate what you have to offer with as much information as possible. The Marketplace team will request additional information if we decide the technical specifications are not detailed enough.

            We will always be reasonable, but we still reserve the right to reject submissions that are unwilling to offer enough information when requested.

            Package Delivery
            When you are finally ready to deliver your asset pack to us, please ZIP the Config, Content,and .Uproject files together and provide us with a download link.



            Material Requirements

            Physically-Based Rendering Materials
            Whether or not the goal of your materials is to be photorealistic, it is required that your submission effectively uses UE4's PBR materials. All PBR materials must have some form of node attached to the Base Color, Roughness, and Metallic nodes. You may use a map or a numerical value (including zero) but it must have some form of input in order to be accepted for the Marketplace.
            Attached Files
            Last edited by Ivey; 07-13-2016, 11:26 AM.
            Let's Connect [Twitter]

            Comment


              #21
              Closing this thread. New, updated guidelines will be posted momentarily.
              Adam Davis | Marketplace Support | Epic Games
              How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

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