The purpose of the Marketplace is to provide high quality content to Unreal Engine developers for their commercial projects or educational purposes, and the aim of these guidelines is to make obtaining and distributing great Unreal Engine content easy and beneficial for everyone. Although we’ll always do our best to work with publishers to resolve any issues, products may be rejected at any time for failure to meet criteria outlined in these guidelines. For any questions or concerns about any of the guidelines presented below, please contact us at firstname.lastname@example.org.
1.1.a Products must be complete and fully functional as advertised upon submission.
1.1.c Products must not direct customers to other online stores, unless allowed by Epic.
1.1.d Products must not be offensive, vulgar, or slanderous toward any person, group, organization, product, or in any way defacing of Epic Games, Unreal, or the Marketplace.
1.1.e Products must not contain any copyrighted or trademarked names, branding, or content.
1.2.1.a Titles must be accurate and relevant to their products.
1.2.1.b Titles must not contain words pertaining to Epic Games, Unreal Engine, or any organization or product other than the publisher’s own properties, unless allowed by Epic.
1.2.1.c Adjectives or any other descriptive language used in the title must be truthful and accurately represent the assets and/or functionality of the product.
1.2.1.d Titles must be in English with correct spelling and proper grammar, except where intentionally stylized.
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- 1. PRODUCT GUIDELINES
- 2. CONTENT GUIDELINES
- 3. PUBLISHER GUIDELINES
- 4. CUSTOMER GUIDELINES
1.2.2.a Text in the Tags, Short Description, Long Description, and Technical Information fields must be accurate and relevant to their products.
1.2.2.b Text in the Tags, Short Description, Long Description, and Technical Information fields must be in English with correct spelling and proper grammar, except where intentionally stylized.
1.2.2.c Publishers are strongly encouraged to include a video URL in the Long Description for Blueprints or animated products. The video should be a Featurette/Example video like a commercial for the product, displaying its functionality, and should typically be no longer than 1 or 2 minutes.
1.2.2.d Publishers are strongly encouraged to include an audio preview URL in the Long Description for Music and Sound FX products.
1.2.2.e Selecting a product’s category generates a template of incomplete text in the Technical Information field, which must be completed to fill in at least the specifications listed in the template.
1.2.2.f Technical Information text must identify any dependencies, prerequisites, or other requirements for use of the product.
1.2.3.a Products must exist in the category that is the most relevant to their functionality.
1.2.4.a Prices are selected by the product’s publisher, but they are expected to reflect the approximate value of the product.
1.2.4.b Products may only have a price of Free if they are Code Plugins or by Epic’s request.
1.2.4.c Price selections are in US Dollars. International retail prices are calculated periodically by converting the base price into other currencies, applying any local sales taxes and VAT, and rounding or otherwise adjusting based on local pricing practices. Epic won’t sell publishers’ products for more than the selected base price except for making international retail price adjustments.
1.2.4.d For Epic Event sales, Epic may occasionally work with publishers to temporarily lower the base price of a product for a limited period of time, but this will only be done by mutual agreement.
1.3.a Images must accurately display the relevant functionality or contents of the product.
1.3.b Images must not display any unlicensed third-party copyrighted material.
1.3.c Images must be clearly labeled to clarify if the assets displayed were visually edited outside of the Unreal Engine.
1.3.d Images must not contain any offensive or graphic material.
1.4.1.a Project Versions must have a Project File Link that navigates to a hosting site (such as GoogleDrive/Dropbox/OneDrive/etc.) at which the product’s files can be downloaded by Epic.
1.4.1.b Project File Links must host the download of a zip archive containing only one Unreal Engine project or plugin folder for as long as it takes Epic to generate a build for those distributable files. The hosted project or plugin must be built in the same engine version as the earliest Supported Engine Version of that Project Version.
1.4.1.c If the files hosted at the Project File Link have any kind of password or encryption key that Epic needs, it can be typed into the Version Notes of that Project Version.
1.4.2.a Publishers are responsible for assisting customers who experience issues using their product in a Supported Engine Version.
1.4.2.b Upon initial submission and approval, every product must contain a Project Version that has the latest version of Unreal Engine as a Supported Engine Version.
1.4.2.c Code Plugin products must have a Project Version for every different Supported Engine Version, each with different Project File Links that host different overarching plugin folders, even if they are duplicates with just different values in the “EngineVersion” key of their .uplugin descriptors.
1.4.2.d Publishers who wish for their content-only project to support a new engine version may either simply add that engine version to the product’s latest Project Version or submit a File Update to add a new Project Version.
1.4.3.a Publishers are responsible for assisting customers who experience issues using their product on a Supported Platform.
1.4.4.a Products meant to be merged into and used with a customer’s existing project should have the Distribution Method of Asset Pack.
1.4.4.b Products with a Distribution Method of Asset Pack must not include Level Blueprints, mandatory Config (.ini) files, or other assets that cannot be easily added/migrates to other projects.
1.4.4.c Products meant to be stand-alone projects or frameworks that customers can use as a foundation to build their product from should have the Distribution Method of Complete Project.
1.4.5.a Publishers must declare whether or not their product includes, uses, depends on, or distributes Third Party Software of any kind. Third Party Software means any and all files, including, but not limited to, fonts, graphics, sounds, APIs, content, source code, or compiled libraries, from sources other than the publisher or Epic Games.
2.1.a Upon initial submission and approval, Epic will review products to ensure they function in the latest major engine version as advertised.
2.1.b Unused plugin dependencies of content-only projects must have a value of False for their corresponding “Enabled” key in the .uproject descriptor.
2.1.c Required dependencies of content-only projects must be available through the Marketplace and be clearly stated in the product’s description.
2.1.d Content must consist primarily of original work and differ from the result of public tutorials.
2.1.e Substantial portions of sample content or source code from Epic Games must be used for display or example purposes only.
2.1.f Projects must have their redirectors cleaned up.
2.1.g Content must function in binary builds of the Unreal Engine downloaded from the Epic Games Launcher. While products may provide extra functionality to customers using source-built versions of the Unreal Engine, they must not fully depend on the customer building the Unreal Engine from source to use them.
2.2.b Publishers must have legal rights to distribute all content of the products they submit to and distribute through the Marketplace.
2.2.c Products must not contain any copyrighted or trademarked names, branding, designs, materials, or content not owned by or adequately licensed to the publisher.
2.2.d Use of unmodified public domain content is limited to assisting with presentation, while not being the majority of the submission, and the content must have been modified so as to bring new value to the assets. Publishers must cite the source and include a link to the source content in the product’s Technical Information that includes clear public domain usage information. Epic will verify via that link that the content is in the public domain and fully redistributable.
2.2.f Products must not use third party software licensed under GPL, LGPL, EPL, or MSPL.
2.2.h Products distributed through the Marketplace are subject to regional prohibitions and restrictions.
2.3.1.a Animations must be clean, consistent, and function visually as intended for their purpose.
2.3.1.b All skeletal meshes not rigged to the Epic skeleton must have a custom relatively scaled skeleton and animations distributed with them.
2.3.2.a Skeletal meshes must be scaled to the Epic skeleton so that they’re scaled correctly when imported into a new project.
2.3.2.b Humanoid skeletal meshes must be rigged to the Epic skeleton or have a custom relatively scaled skeleton and animations distributed with them.
2.3.2.c For products rigging to the Epic skeleton, the Epic skeleton must use the same bone names, IK joints must stay unweighted in the same place of the hierarchy, and the joint orientations must not be repositioned.
2.3.2.d Physics Assets must properly cover skeletal meshes where applicable.
2.3.2.e Physics Assets should yield appropriate results for the product's intended use when simulated in the Physics Asset Editor.
2.3.3.a Products advertising modular use of their assets must have meshes whose pivot points are placed for smooth assembly.
2.3.3.b Products advertising modular use of their assets must have meshes that snap together cleanly on the standard 10cm grid.
2.3.3.c Static meshes must have no overlapping or wrapping UVs for lightmaps.
2.3.3.d Meshes must not have any material discrepancies, visible seams, or lightmap issues.
2.3.3.e Meshes in a single product must be scaled correctly relative to each other.
2.3.3.f Meshes must have proper collision where applicable.
2.3.3.g Meshes must make proper use of LODs and their product’s description must state what LODs are included (even if zero LODs are included).
2.3.3.h Static Meshes must not have a Light Map Coordinate Index of 0, unless they’re referenced only by Particle Systems.
2.3.4.a Each project that has assets or functionality to be displayed in the 3d viewport of the Unreal Engine must have a map that demonstrates them.
2.3.4.b Maps must have their lighting built.
2.3.4.c Maps must have no errors or consequential warnings upon load or at the start of Play-In-Editor.
2.3.4.d Maps must have no z-fighting or unreasonably overlapping polygons.
2.3.5.a Materials meant for use with mobile platforms must fully render in the mobile preview mode of the editor.
2.3.5.b Products should use material instances where possible.
2.3.6.a Particle effects must have LODs if they’re intended to be viewed at multiple distances.
2.3.6.b Particle emitter names must be accurate and relevant and must not be “Particle Emitter” unless they’re the only emitter in a given particle system.
2.3.7.a Both dimensions of each texture should have a size that is a power of 2 where applicable (e.g. 1024x512 or 1024x4096).
2.3.7.b Textures must have a maximum size in either dimension of 8192.
2.3.7.c Textures must be an appropriate resolution for their intended assets, if any.
2.4.a Audio files must be imported into the engine as .wav files.
2.4.b Each .wav file must be referenced by at least one Sound Cue.
2.4.c Audio files must have a sample rate of 22050 Hz or 44100 Hz with no audio defects.
2.5.a Blueprint nodes included in a submission must add new functionality, or condense a sizable amount of manual work into much fewer nodes.
2.5.b Blueprints must be neatly laid out and make reasonable use of functions to organize the logic structure.
2.5.c Functions, variables, and events should all use names that reflect their intended purpose or use in the Blueprint.
2.5.d Blueprints must have no loose nodes unless they’re commented for example/tutorial purposes.
2.5.e Blueprints must generate no errors or consequential warnings.
2.6.1.a .uplugin descriptors must have an “EngineVersion” key present whose value dictates the major engine version (e.g. 4.x.0) the plugin is intended to be installed to. For instance, if the plugin is meant for Unreal Engine version 4.17:
"EngineVersion" : "4.17.0",
2.6.1.b .uplugin descriptors must have an “WhitelistPlatforms” or “BlacklistPlatforms” key in each module to specify compilation for the appropriate platforms that the module is intended to be built for with something similar to:
"WhitelistPlatforms": [ "Win64", "Win32", "Mac", "IOS", "Android" ]
2.6.1.c .uplugin descriptors must have a “MarketplaceURL” key present whose value dictates the Epic Games Launcher address at which the engine will download missing plugins if customers try to open projects that depend on them. After the product has been submitted for approval, the “MarketplaceURL” value should contain the ID at the end of the product’s Publisher Portal URL. For instance, if a publisher finds their Code Plugin product to have a URL of https://publish.unrealengine.com/v2/edit-product/ad53b85f109c87b4a8bf580898186114, the following key and value should exist in the .uplugin:
"MarketplaceURL" : "com.epicgames.launcher://ue/marketplace/content/ad53b85f109c87b4a8bf580898186114",
2.6.1.d Plugins can depend on Unreal Engine plugins distributed with the engine, but must not depend on other user-made Unreal Engine plugins.
2.6.2.a Any source code which requires Unreal Engine source code to compile must be included in the zipped up plugin folder. It's only acceptable to include externally compiled code which does not include or reference any Unreal Engine source code in a static library and/or DLLs (the folders that they're contained in must be added to the FilterPlugin.ini). Many customers build the engine from source, and they should be able to continue using Marketplace plugins by compiling them against a modified version of the engine.
2.6.2.b All source and header files must contain a commented copyright notice (not the auto-generated Epic Games text) notating the publisher’s name or company name as well as year of intended publishing.
2.6.2.c Plugins can contain content but must contain code as well.
2.6.3.a Code plugins must generate no errors or consequential warnings.
2.6.3.b Plugins will be distributed with the binaries built by Epic’s compilation toolchain, so publishers must ensure that final debugging has been completed by clicking "Package..." on their plugin in the Plugins windows of the editor to test compilation before sending in a new plugin version. Publishers can also run this command from installed binary builds of each Unreal Engine version they’d like to compile their plugin for:
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin=[Path to .uplugin file, must be outside engine directory] -Package=[Output directory] -Rocket
2.6.3.c Plugins being built against engine versions 4.18 onward will be ensured to be IWYU compatible. Publishers can add the following to the plugin’s .build.cs files to enable IWYU:
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
2.6.3.d Epic will only build publishers’ plugins against the three latest major engine versions available.
2.6.3.e Plugins being built against engine versions 4.20 onward that need to include files from their own plugin directory must add those include paths using the ModuleDirectory property in their .build.cs. If
exists at the top of the .build.cs, Publishers can use the following syntax where "MyFolder" is the name of the directory under the current module they'd like to include:
2.6.4.a All plugins purchased and imported from the Epic Games Launcher will be installed as an engine plugin (to "\Epic Games\4.x\Engine\Plugins\Marketplace"), not a project plugin, so publishers are strongly encouraged to create an Example Project to be used in conjunction with the plugin to display its functionality to new customers.
2.6.4.b Publishers opting to distribute example projects for their Code Plugins should add a link to their Technical Information, beside the specification “Example Project:“, that navigates to a hosting site (such as Google Drive/Dropbox/OneDrive/etc.) at which the example project can be downloaded.
2.6.4.c Example projects should have .uproject descriptors that depend on products’ plugins, but should not contain the actual plugins, as customers should only be installing those from the Epic Games Launcher.
2.7.1.a Folder and files must be accurate and consistent in naming convention within the context of their own project.
2.7.1.b Folders and files must not be vaguely-named such as “Assets”, "NewFolder", etc.
2.7.1.c Folder and file names must contain only English alphanumeric characters and underscores.
2.7.2.a Project folders must not contain unused folders, Plugins folders, or local folders (such as Binaries, Build, Intermediate or Saved), so for a project that might be called "MyProject", this leaves the following file and folders to be zipped up for submission:
│ └── MyProject
2.7.2.b In order to reduce migration conflicts after importing project files from the Epic Games Launcher, all project-specific assets must be stored in one top level folder under the Content folder; there must be no other folders or files directly under the Content folder.
2.7.2.c Assets inside the top level folder under the Content folder must be sorted into folders by asset type or specific sets of relevant assets.
2.7.2.d Including the name of the top level folder under the Content folder, all asset file paths must be 140 characters or less.
2.7.3.a Plugin folders must not contain unused folders or local folders (such as Binaries, Build, Intermediate or Saved), so for a plugin that might be called "MyPlugin", this leaves the following files and folders to be zipped up for submission:
│ ├── MyModule
│ │ ├── Private
│ │ ├── Public
│ │ └── MyModule.build.cs
│ └── ThirdParty
2.7.3.b For folders in the overarching plugin folder meant for distribution besides the Content, Resources, or Source folders (like Docs folders), there must exist a Config folder in which there is a "FilterPlugin.ini" that contains something similar to:
2.7.3.c Starting with the overarching plugin folder (the one containing the Source folder and .uplugin file), all file paths must be 200 characters or less.
2.7.3.d Third party dependencies may only be used with proof of permission and must be placed in a ThirdParty folder located inside the Source folder.
2.8.a Content should utilize appropriate optimization for the product’s intended use.
2.8.b Content should not consist primarily of easily reproduced assets.
2.8.c Content should not contain assets that have logical, operational, or visual defects.
2.9.a Products that require particular knowledge of how to set up or use must contain, distribute, or direct customers to free documentation that covers implementation, application and/or modification of the associated products.
2.9.b Documentation should take the form of web-based guides, txt/pdf files, code/Blueprint comments, videos, or in-editor tutorial Blueprint assets.
3.1.a Publishers must ensure all their published products function as advertised, as well as assist customers who report issues using their products in Supported Engine Versions on Supported Platforms.
3.1.c Publishers may provide links to a personal site, Twitter, Facebook, or other third-party website as long as the site or account belongs to the publisher.
3.2.a Publishers are held responsible for their communication with staff, the community, and their customers in official Epic Games channels, and are expected to maintain a high level of professionalism while being courteous, approachable, responsive, and respectful toward others; harassment or abusive language will not be tolerated.
3.2.c Providing information about products through forums, comments, or other Epic channels is considered official representation and must be maintained as part of a publisher’s support for their product.
3.3.a Publisher Names (configurable in the Store tab of the Publisher Portal settings page) must not be offensive, vulgar, or slanderous toward any person, group, organization, or product. Publisher Names must also not contain words pertaining to Epic Games, Unreal Engine, or any organization or product other than the publisher’s own properties.
3.3.b Publishers must provide an accurate taxpayer ID, tax forms, and bank or PayPal information (configurable in the Tax and Payout Info tabs of the Publisher Portal settings page) to receive funds for products sold through the Marketplace.
3.4.a So long as the total amount due to the publisher is at least $100 USD at the end of the calendar month, Epic will pay the publisher by electronic funds transfer 45 days later.
3.4.b Publishers may choose one of two methods for monthly payouts: US dollar wire transfers to bank accounts or electronic fund transfers to PayPal accounts.
3.4.c Refunds will be deducted from the publisher’s next payout.
3.4.d Although Epic will always notify publishers of refund requests, refunds can be processed without a publisher’s consent if it’s discovered that the product does not meet the guidelines, or if Epic has determined that the publisher does not intend to remedy the relevant issues in a timely manner.
3.4.e Epic retains 12% of the net sale amount of every product sold through the Marketplace.
3.5.a Publishers must provide their own product promotion and marketing.
3.5.b Epic does not guarantee opportunities for enhancements to public exposure and is not required to provide advertising or other marketing initiatives for any product or publisher.
3.6.1.a To request a discounted sale for one of their published products, publishers must email email@example.com from their Primary Email Address (configurable in the Seller tab of the Publisher Portal settings page) at least two weeks before the intended start date of the sale with the following information:
- Product Title
- Start and End dates of the sale (14 days maximum)
- Discount Percentage (% off)
3.6.1.b Products on sale for 1-7 days cannot go on sale again until a week after the first sale ends.
3.6.1.c Products on sale for 8-14 days cannot go on sale again until a month after the first sale ends.
3.6.1.d Products cannot go on sale until 14 days after their initial publishing.
3.6.1.e Products cannot go on sale for more than 60 days in a calendar year, excluding days participated in Epic Event sales.
3.6.1.f Sales must have a discount percentage from 10-90% off and the discount in price must amount to a minimum of $1 USD in savings.
3.6.2.a For invitation-only themed sales, Epic will invite all publishers whose products have been determined to be relevant to the theme.
3.6.2.b For open-enrollment sales, Epic will invite all publishers who have at least one published product.
3.6.2.c Publishers invited to Epic Event sales will be emailed at their Primary Email Address (configurable in the Seller tab of the publisher settings page) with all the information necessary to participate in the sale as well as a deadline to respond.
3.6.2.d Publishers must respond to the email invitation by the provided deadline to participate, but publishers also have the option of declining participation in Epic Event sales.
3.6.2.e Epic reserves the right to offer discounts and to sell products below their base price, in which case, whatever the discounted price, the publisher will still receive 88% of the base price for every sale.
4.1.a Customers are expected to maintain a high level of professionalism while being courteous, approachable, responsive, and respectful toward others; spam, harassment, or abusive language will not be tolerated.
4.2.1.a Purchasing a Marketplace product is a non-exclusive, worldwide, and perpetual license to download, use, copy, post, modify, promote, license, sell, publicly perform, publicly display, digitally perform, distribute, or transmit the content for personal, promotional, and/or commercial purposes. Distribution of products via the Marketplace is not a sale of the content but the granting of digital rights to the customer.
4.2.1.b Sublicensing Marketplace assets in Source Code format is prohibited. Sublicensing Marketplace assets in object code format, or any Content, is also prohibited except to grant end users the ability to use, or to permit publishers and distributors to market and Distribute, a Product Distributed as permitted in Section 1(a) of the Unreal Engine EULA.
4.2.2.a Credit and debit cards bearing the VISA, MasterCard, JCB, Discover, American Express or Diners brands are accepted forms of payment. More accepted forms of payment are Alfa Click, Amazon Pay, Bancontact, Belqui, Ceska Sporitelna, Citadele Bank, Danske Bank, Easypay 3004, Era, Fio Banka, Giropay, Ideal, Komercni Banka, Liqpay, Maxima, Mobile Payment, Multibanco, Neosurf, Nordea Bank 1806, Nordea Bank 2164, Osuuspankki, Paysafe Card, Postepay, Privat 24, Qiwi, Raschet, Sberbank Online, Seb, Skrill, Slovenska Sporitelna, Sofort, Sparkasse, Swedbank, Tatra Banka, Trustly, Vub Banka, Webmoney, and Yandex Money.
4.2.2.b Debit cards that require PIN entry are not accepted forms of payment.
4.2.2.c Prepaid credit or debit cards are not supported and may not work for Marketplace purchases.
4.2.2.d PayPal accounts must be linked to debit or credit card in order to be usable for Marketplace purchases.
4.2.2.e Receipts/Invoices will be automatically sent via email to the address associated with the purchasing Epic Games account, but they can also be found in the payment history tab of the personal dashboard. Requests for an invoice that includes company and VAT information can be made by completing this form.
- Email address associated with the purchase
- Order ID from the emailed receipt
- Reason for refund request
- Repro steps and a detailed description of the issue including screenshots, videos, and logs where possible
- Any suggestions or support provided by the product’s publisher
4.3.b Refunds must be requested for a product while it’s published and available for sale, or within 30 days from it being removed from sale.
4.3.c Refunds will only be granted for the following reasons:
- Epic is able to reproduce a reported technical issue with the content that prevents customers from using a product as advertised with one of its Supported Engine Versions on one of its Supported Platforms
- Any media or descriptive language the publisher used to represent the product does not accurately represent the assets and/or functionality of the content being distributed
- Epic receives an email from the publisher giving permission to grant the refund for the purchase
- Epic has reason to believe the purchase was fraudulent