 So after going through the process of trying to get something onto the Unreal Marketplace for almost two weeks now, I have decided that there really needs to be a tutorial series to help walk you through this process. Because I swear, there are requirements here that there's no way you would know unless someone told you. So I'm gonna tell you. Here you can see the PDF file of all the things they said I needed to fix before my stuff goes onto the market. And over the next three or four videos, I will be showing you exactly how to solve most of these problems. But for this video, we are just gonna cover the easy one. And assume that you have submitted a basic Unreal Character asset. They checked it and said either declined or changes are needed. Usually they'll send you an email with a PDF of all your problems. Now this PDF will be a little different depending on what you are uploading. This is specifically if you were trying to upload a 3D character like I am, but if you're trying to upload an environment or a material or weapons, then your PDF will probably look a little bit different. Feel free to leave a comment if you've done this before and if your checklist looks a little bit different. Anyway, let's go ahead and start going through it. So first we have the words beautiful should be removed because subjective language is not allowed. Never mind the fact that there are lots of assets on the market right now that have the word beautiful in their title, but whatever, I don't make the rules. Next should be an asset pack. See I thought this was considered a complete project because you're giving them a complete project file, but I guess that's something else. So we're just gonna change this to asset pack. Next there must be a pack folder in the content folder. Okay, so this was a bit tricky. I had to go back and forth with them on this and they later explained that this is the correct file path that you should have. So if you go to documents, unreal, unreal projects, click your projects, then under content you should have a single folder with all of your stuff in it. Then inside will be your character's rig, your materials, your textures, whatever, and next to it you should have a file called demo, which contains all the default unreal stuff that comes with this software. So for example, the environment that I'm using comes from the default unreal package. So all the maps and materials for it I've put inside the demo folder, but everything that is mine goes outside the demo folder. Next we need to use the official naming conventions, which is actually a great idea. I actually love this point and all of you watching this video should start naming your stuff like this from now on. So all of our materials should start with M underscore and all of our textures should start with T underscore and all the skeletal meshes should be named SK underscore. Cool. Now what? Unused plugins should not be included. I don't remember adding any plugins, but I guess the modeling tools editor is not allowed. So just go up here in the file menu and remove it. All right. No visual defects. Seems. Really? Oh, there are seams. Get rid of all your seams, people. That's unprofessional and professionalism is important. Okay. This part we will cover in its own video. Next they're just saying that all the default stuff should be in the demo folder, which we already did. Man, if you join me in the next video, I'll show you how to fix these last few steps. Hope that helps and as always, hope you have a fantastic day and I'll see you around.