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:
  1. 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.
  1. 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
  2. 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
  3. 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.