8 months ago - /u/iFlak - Direct link

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 https://dev.epicgames.com/documentation/uefn/29-20-release-notes-in-unreal-editor-for-fortnite

External link →
8 months ago - /u/iFlak - Direct link

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 https://dev.epicgames.com/documentation/uefn/29-20-release-notes-in-unreal-editor-for-fortnite

External link →

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.

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.

8 months ago - /u/iFlak - Direct link

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.

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.

7 months ago - /u/iFlak - Direct link

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.

7 months ago - /u/iFlak - Direct link

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!

7 months ago - /u/iFlak - Direct link

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"