Hey guys what do you think about this idea - port your asset package to unreal marketplace and provide support for a % of the profits. I figure someone will do it eventually, and its probably not even worth it for most people but if there was a service that did it (the volume would make it worth it) Just an idea.
Unreal Marketplace barely has anything compared to Unity’s.
Most of the content is of premium quality (and price) though. From my understanding, it seems like Unreal are more picky on what they allow on their store. Plus, correct me if I’m wrong, but I think they only add new stuff once per month?
Not really sure what you mean here. Support is basically implied when selling an asset. Do you mean something more elaborate?
Actually, they mainly let the community decide. Artists can submit their Creations via a Submission Form (details here).
Letting the community decide is not a bad idea, but then again this slows down to the process of approval…
And as much as there are some mediocre assets on the Unity’s asset store, there is a lot of variety.
When looking at Unreal Store, I’m just underwhelmed by the poor choice.
Obviously Unreal Store is newer than Unity’s too which explains why…
Okay I just meant I have a bunch things in the asset store and porting them to unreal probably wouldnt be worth the hassle to learn a new engine, etc. But it might be worth it if someone did it an industrial scale.
Manufactura K4 ports a lot of his stuff over, it was met with mild applause as there was a lot of Unreal specific integration oversights and users had trouble getting things working. Definitely look into and understand the engine before porting anything.
I would consider this. Someone willing to port Master Audio or Core GameKit?
I mean things that would be hard to port over like complete packages or editor extensions that maybe you say oh its not worth the effort to do it. But if there was a B2B that did it, it might be worth it in the longer term they could even handle unreal marketplace to unity asset store later on.
Ours are both editor extensions. Still applies.
I’d just do it myself. I enjoy this sort of project. I would have to look into Unreal’s Blueprint system a little more. That seems to be how they handle the marketplace editor extensions.
I haven’t really dug deep into UE4 but is their editor even extendable the same way Unity is? I mean, is porting of non art assets even feasible, without it being a complete from scratch rewrite?
As far as I know, so far the only “coding” assets allowed on their store are blueprints. Rewriting Master Audio or any asset of decent complexity in my opinion would be a nightmare. Visual coding tools whether UE4 or playmaker while are a great resource to an artist or a coder for something simple to me get very unwieldy when things get complex.
I believe Epic will eventually allow C++ assets on their store (not in the immediate future though), but even when they do I’m not sure how easy this will be. Porting the code from C# to C++ is easy enough but the whole paradigm of the engine being open source will probably get in the way. When you don’t have access to source you tend to build an API that is robust and makes extending the engine easy. When you do you tend to make a tighter API and hear the phrase “you have access to the source if you don’t like the API change it”. In the asset world this will probably be a nightmare where engine changes break your assets more frequently.
Hopefully I’m wrong. I guess we’ll see when they allow it.
There is at least one code plugin in the store (Substance Plugin by Allegorithmic). More will follow.
Thanks for that I didn’t realize there was one already (albeit a big company and a special case).
The below thread confirms my fears for code assets on their marketplace, hopefully at some point Epic can sure up their plugin system (I love Unity and prefer it but options are always good). I skimmed through the 10 pages in that thread and most engine releases seemed to break the plugin. Allegorithmic isn’t exactly a small company either and probably has contacts directly at Epic trying to update their plugin with every UE4 update.
https://forum.allegorithmic.com/index.php?PHPSESSID=uq45ivibsn2rf767s9iurc2o51&topic=1223.0
Having source access can be good in a lot of cases but you tend to lean on that rather than a robust API when you do so. Coding assets by their very nature “extend” the engine and if you aren’t extending via a supported API that won’t change much then normal engine source changes will break your asset a lot more often. Seems currently like an integration nightmare.