Some important suggestions about the UE version
closed
Yanting Ye
Hello, your team. I'm a UE user. I gave some suggestions to your team before. Now I'm glad to know that you are trying to improve the UE version. But I still have a few suggestions to help you and other UE users:
- It is suggested whether the UE version can be directly put on the UE marketplace for sale, so that our UE users can directly click to select the version we need, such as ue4.26, ue4.27 or ue5.0, and download it to our engine project. It is also convenient to see whether the assets are updated at any time, because the update will prompt, which is very convenient for users. In this way, we do not need to go to your website, find the assets we purchased, select the format, and click download, Unzip, copy and paste them into my UE project. This is a waste of time, and your UE version is not marked. A friend of mine gave up buying your kits because of this. He said that if he could improve this point, he would buy all the kits. I guess he is not joking. He likes to buy assets that can be used directly out of the box from the UE marketplace.
- It is hoped to add a preview level map of all assets. It can be called overview map, which is similar to max or blender version. All assets are placed in one level map and arranged neatly. It is very convenient for users to open them to check the color, size and material of each asset. It will be very convenient for us to set up the scene directly in this level.You can refer to this case: https://www.unrealengine.com/marketplace/en-US/product/brushify-urban-buildings-pack
- We hope to add a built case level map, which can be named demo map, so that we can know how these assets are built, especially some props. Maybe we don't know how they should be built. These can actually refer to the assets of the UE marketplace. You can refer to this case: https://www.unrealengine.com/marketplace/en-US/product/brushify-urban-buildings-pack, https://www.unrealengine.com/marketplace/en-US/product/scifi-railroad-terminal-facility-nanite
- I hope you can improve the instance materials. You can refer to the instance materials of quixel. Their team has been very mature in this aspect. For example, they can adjust the color, contrast, hue, roughness, metallicity, normal intensity, self luminous intensity and other parameters of the material. Although I see that you have improved, it is good that you put the Ao map, rough map and metal map in an arm multi-channel map, However, in the material instance, there are no parameters that can control the strength of Ao, roughness, metallicity, etc. it is troublesome for the sub user to be unable to adjust. I hope these functions can also be added.
Refer to: https://www.unrealengine.com/marketplace/en-US/profile/Quixel +Megascans? count=20&sortBy=effectiveDate&sortDir=DESC&start=0
Finally, thank you.
Maxx Burman
closed
Maxx Burman
complete
Maxx Burman
This is a great suggestion and we've been working with Epic for a long time to find the right way to do this in a way that makes sense for both of us!
This year at GDC we announced a partnership with Epic to bring the existing library to FAB and UEFN! You can learn more about the partnership here:
Yanting Ye
Maxx Burman: Sorry, the title 'your team' written at the beginning is not very suitable, it should be written as' kitbash3d team '. Thank you for your team's response
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Benji Teurman
Someone just released a free tool for making plugins on UE marketplace, I feel like this should be a plugin on the marketplace not just for ease of use but will also bring UE users who don't know of or use KD3D currently.
seven optics
Totally agree with those points. I am quite new to using KB3D models. I bought two packs to use them in UE, sadly I will most likely end up burning my money. ATM those models are great, but unusable in-engine. I am especially talking about Highways and Americana.
Highways are almost impossible to align seamless (which should be the point of such a kit?!) and the set collisions are horrible. If possible, I would just want to get my money back since those are major points that are extremly time consuming to fix... and I don't want to fix it, because those packs are very expensive and one should be able to expect a quality equal to the price paid.
To sum it up: 1. Fix measurements and pivot points 2. fix collisions
Those packs would have never been approved by epic on the market place with this current state....
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Benji Teurman
seven optics: yeah, if feel your struggle with the highways kit, even if you manage to move the models to line up as neatly as possible it requires they overlap and cause viable z-fighting. Other similar assets on the UE marketplace are not only higher quality but also already come with a spline system built in.
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s scott
AWESOME! AWESOME! AWESOME! You captured my concerns, regrets, fears and disappointments with Kitbash3D. SO MUCH potential to be truly epic but falls on a short sword.
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Shelby Goldstein
under review
punn wiantrakoon
Plus one on these great suggestions! very thoughtful and right on the spot. My thoughts exactly.
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Cory Strassburger
Would LOVE to see all these incorporated, especially #2. For creators making things on the fly, not having to reassemble a city from scratch would save an enormous amount of time.
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Shelby Goldstein
Thank you so much Yanting Ye for providing such thoughtful and detailed feedback! This is exactly why we implemented this platform. :) Looking forward to reviewing your suggestions with our internal team.
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