Fortnite: Creative

Fortnite: Creative Dev Tracker




15 Apr

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by Beautiful-Fondant391

As of now, it is not possible to create custom Niagara Systems using the "Unique Particle ID" emitter as a base. There seems to be an issue with the thumbnail. Other bases might have similar issues, but I didn't test it. When assigning the NS as a "Custom Visual Effect" in the VFX Spawner Device, I'm getting the following error when validating assets:

"Warnings logged while validating asset Texture2D /Engine/Transient.NiagaraSystem_2:ParticlesUniqueID.ThumbnailTexture contains no miplevels! This could happen if this texture is a thumbnail and hasn't been generated (Format: 0)"

Since we don't get access to the Engine folder UEFN, I don't think there is anything that we can do about this - or is there? If there is a way, I'd be happy to know, since I was hoping to be using these VFX in my project.

u/Beautiful-Fondant391 - They had a work around for you -
"If you collapse the emitter node (top left corner), and then click on the Thumbnail button, it captures a new thumbnail that should override the invalid data and allow validation"

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by Beautiful-Fondant391

As of now, it is not possible to create custom Niagara Systems using the "Unique Particle ID" emitter as a base. There seems to be an issue with the thumbnail. Other bases might have similar issues, but I didn't test it. When assigning the NS as a "Custom Visual Effect" in the VFX Spawner Device, I'm getting the following error when validating assets:

"Warnings logged while validating asset Texture2D /Engine/Transient.NiagaraSystem_2:ParticlesUniqueID.ThumbnailTexture contains no miplevels! This could happen if this texture is a thumbnail and hasn't been generated (Format: 0)"

Since we don't get access to the Engine folder UEFN, I don't think there is anything that we can do about this - or is there? If there is a way, I'd be happy to know, since I was hoping to be using these VFX in my project.

The team is aware and working on a fix. Thanks again for the report!


14 Apr

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by Beautiful-Fondant391

As of now, it is not possible to create custom Niagara Systems using the "Unique Particle ID" emitter as a base. There seems to be an issue with the thumbnail. Other bases might have similar issues, but I didn't test it. When assigning the NS as a "Custom Visual Effect" in the VFX Spawner Device, I'm getting the following error when validating assets:

"Warnings logged while validating asset Texture2D /Engine/Transient.NiagaraSystem_2:ParticlesUniqueID.ThumbnailTexture contains no miplevels! This could happen if this texture is a thumbnail and hasn't been generated (Format: 0)"

Since we don't get access to the Engine folder UEFN, I don't think there is anything that we can do about this - or is there? If there is a way, I'd be happy to know, since I was hoping to be using these VFX in my project.

Thank you for the report, I'll get it in front of the team and let you know if I hear anything.


13 Apr

Join us on 4/17 @ 2PM ET on the Creating in Fortnite livestream

Get ready for a magical, fantastical, quirky episode of the Creating In Fortnite livestream!

The wonderful u/Ask Alice will be co-hosting while we cover all the awesome aspects of LEGO® Island Game Building.

- April 17 @ 2 PM ET

- Building your own LEGO island

- Tips & Tricks

See you there!

Youtube: https://www.youtube.com/@FortniteCreate

Twitch: ...

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11 Apr

Comment

Originally posted by kalishane_epic

We're investigating an issue where Rocket Racing tracks made in UEFN are finishing matchmaking before other players have joined.

We will provide another update once this issue is resolved.

This is now fixed and the UEFN Rocket Racing tracks matchmaking flow should work as intended.

Post
    /u/iFlak on Reddit - Thread - Direct

The wonders of the moon, space travel, and science come together in the immersive reimagination of a future European Space Agency international lunar mission to the Moon’s south pole. As you collect resources to build the Hassell Lunar Habitat [https://www.hassellstudio.com/news-event/lunar-master-plan-hassell-and-european-space-agency-launch-pioneering-habitat-concept\], you can talk to astronauts and interact with Info Points in the 3D experience, built in UEFN.

In this blog, you’ll learn about how Sequencer was used, how Verse was implemented for gameplay and the c...

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Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by kalishane_epic

We’re investigating an issue that is preventing some islands with Verse Persistable data from being published due to reported issues with backward compatibility. Thank you for your patience.

The issue has been resolved.  UEFN will need to be restarted.  Private versions of a project that previously incorrectly failed the backwards compatibility check will still fail.  A new otherwise identical private version should succeed.


10 Apr


09 Apr

Comment

We're investigating an issue where Rocket Racing tracks made in UEFN are finishing matchmaking before other players have joined.

We will provide another update once this issue is resolved.

Comment

We’re investigating an issue that is preventing some islands with Verse Persistable data from being published due to reported issues with backward compatibility. Thank you for your patience.

Post
    /u/iFlak on Reddit - Thread - Direct

This release updates the Patchwork tool and Instrument Player, and you’ll have new ways to customize the Grind Rail and Grind Vine devices. You can also explore new Prefabs and Galleries.

A new update to Discover search has also arrived, and you can now search by Creator Names.

Learn more about these updates, device updates, and more at https://create.fortnite.com/news/fortnite-ecosystem-v29-20

Check out the bug fixes at ...

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05 Apr

Post
    /u/iFlak on Reddit - Thread - Direct

There’s a commonly used workflow for duplicating UEFN projects that may be causing unintended issues for projects that have persistence. This workflow involves copying the Plugins folder from one project to a second project, and then modifying the second project’s .uefnproject file.

The process results in a new module on the content service for the second project. When the second project is published, it will not be backwards compatible with the published version if that published version contains any persistent vars.

It is possible to publish if the second project is reverted to a version without persistence first. Reverting will result in clearing any existing persistence data. Furthermore, the game may crash the server when played. This is being treated as a bug and our teams will fix this, but we recommend avoiding this workflow.

External link →
Post
    /u/iFlak on Reddit - Thread - Direct

Join u/wertandrew for a deep dive into the making of ‘Domus Mortem,’ a 3D horror game created in two months in UEFN.

Domus Mortem

...

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02 Apr

Event Info: Embark on an immersive journey into the heart of important topics you’ve got questions about! Our experts on the EPIC Games developer team will shed light on our tools, share insights, and answer your questions in real-time.

Whether you’re a seasoned developer, an aspiring creator, or simply curious about the magic behind our creator tools – this is the place for you!

Our awesome developer team will be live, right here – in our official Fortnite Creator Discord server in the #deep-dive channel!

  • Have questions around how to best utilize the Verse Starter Template?
  • Wondering what best practices the team that developed it recommends?
  • Looking for help with how best to edit Verse within the template?

Make sure to tune in to ask your questions!

Join our team for the next Developer Deep Dive on 4/10 at 12PM ET on Twitch (FNCreate) / Youtube (FortniteCreate) or on our official Discord serve...

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Comment
    /u/iFlak on Reddit - Thread - Direct

We’re aware of an issue in UEFN islands where certain camera settings will cause a player’s screen to go black upon elimination. This issue occurs when a camera is removed from a player immediately after they have been eliminated.

Workaround: Creators should adjust the settings so the camera is not removed upon elimination.


29 Mar

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by iFlak

There is a known issue where attempting to publish your project may result in validation errors in the editor related to VerseDevices. This has been fixed in an upcoming release. Unfortunately, there is no known workaround at this time.

This has been resolved. Please be aware you will need to update manually in the Epic Games Launcher if you do not have auto-updates active.


27 Mar

Comment
    /u/iFlak on Reddit - Thread - Direct

We’ve addressed an issue with default matchmaking settings for Competitive Race Tracks built in UEFN, significantly reducing matchmaking times and getting players on the track quicker. To benefit from these changes, competitive racing islands published prior to 4:30PM ET on March 25 will need to be republished.


26 Mar

Comment
    /u/iFlak on Reddit - Thread - Direct

There is a known issue where attempting to publish your project may result in validation errors in the editor related to VerseDevices. This has been fixed in an upcoming release. Unfortunately, there is no known workaround at this time.

Post
    /u/iFlak on Reddit - Thread - Direct

In this release, you’ll be able to view diagnostics of Verse runtime errors that occur when you or your players are running your experiences. Check out the new Verse tab on the Content Service portal which shows the Verse runtime errors that were encountered across all of your projects.

We also have updates to the Visual Studio Code (VSC) Verse Extension, We have added more buttons in VSC for you to communicate with UEFN.

Also new, you can now expose Niagara VFX assets to your code and spawn these particle systems in Verse.

The Harbinger SMG comes in as a new weapon and Shield Bubble Jr. makes its way in as a new consumable.

Hit up the following links to learn more:

...

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25 Mar

Comment
    /u/iFlak on Reddit - Thread - Direct

This issue has been resolved and new UEFN installations should now open and work properly.