iFlak

iFlak



09 May

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by iFlak

We are aware that some creator and island names may not appear in search results. We are working on a fix and will update you once this is resolved.

The issue with creator and Island names not appearing in search results has been fixed.


08 May

Comment
    /u/iFlak on Reddit - Thread - Direct

We are aware that some creator and island names may not appear in search results. We are working on a fix and will update you once this is resolved.


07 May

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by kalishane_epic

We’re investigating an issue within the Cinematic Sequence Device that isn’t allowing objects to remain in their last animated state when set to Force Keep State on creator-made experiences.

We’ll post an update once we know more.

Hey folks, the fix for this should be arriving in the next update. (Tuesday, May 14)


06 May

Post
    /u/iFlak on Reddit - Thread - Direct

Unreal Revision Control automatically makes collaboration more efficient and shortens production time by locking the assets you’re working on and preventing any other team member from making changes while you’re editing.

Find out more: https://create.fortnite.com/news/use-unreal-revision-control-to-improve-collaboration-in-uefn

External link →

26 Apr

Comment
    /u/iFlak on Reddit - Thread - Direct

We’re aware of an issue in UEFN where Projects/Islands using SpawnProp() may cause performance impacts. We are investigating and will provide more information when it is available.


25 Apr

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by iFlak

We're aware of an issue in Fortnite Creative and UEFN where island settings may not be updating correctly. We will let you know when we have more information.

You should now be able to update your island settings.

Post
    /u/iFlak on Reddit - Thread - Direct

Deactivating islands in Fortnite Creative and UEFN gives you control over publishing, access, and visibility of your islands. This feature, accessible to Project Owners, Administrators, and Publishers, allows you to hide the island code, making it private while you refine your island. This feature offers flexibility and privacy until you choose to reactivate and publish your project again.

You can also directly publish a new island to a deactivated state to generate a code before the island goes live, enabling you to craft marketing materials ahead of publication.

See https://fn.gg/Deactivate for more information

External link →

24 Apr

Post
    /u/iFlak on Reddit - Thread - Direct

The Fall Guys Beans are getting ready for their UEFN debut and will make their appearance in Summer 2024.

External link →

23 Apr

Comment
    /u/iFlak on Reddit - Thread - Direct

We’re looking into why players cannot emote within some LEGO Creator-made islands, and we’ll let you know when we have fixed this.

Comment
    /u/iFlak on Reddit - Thread - Direct

We're aware that UMG assets exported to the asset.digest In UEFN may cause issues. We will be disabling the UMG asset UI. We will let you know when we have more information or a fix.

Comment
    /u/iFlak on Reddit - Thread - Direct

We're aware of an issue in Fortnite Creative and UEFN where island settings may not be updating correctly. We will let you know when we have more information.

Comment
    /u/iFlak on Reddit - Thread - Direct

Originally posted by Disulfure

2nd link broken

and also still very limited max grid size for notes in patchwork

Thank you for the report about the link, it's being fixed. Could you post your feedback about Patchwork in the forums so it can be reported? https://forums.unrealengine.com/tags/c/general/issues-and-bug-reporting/172/fortnite

Post
    /u/iFlak on Reddit - Thread - Direct

Unreal Revision Control plugin for VS Code is now available, allowing you to access URC’s capabilities when working with Verse.

Three new devices have been added to the Patchwork system, Patchwork Filter Effect, Patchwork Gain Effect, and Patchwork Cable Splitter.

You’ll also have more options for your top-down twin-stick games with the Third Person Device.

Learn more at: https://create.fortnite.com/news/fortnite-ecosystem-v29-30

Check the bug fixes at: https://dev.epicgames.com/documentation/uefn/29-30-release-notes-in-unreal...

Read more External link →

17 Apr

Post
    /u/iFlak on Reddit - Thread - Direct

Alpha Team is an internal Epic group using the UEFN tools to build prototypes and small game experiences. Join them as they walk through the development of 'WIZARDS!'

https://forums.unrealengine.com/t/epic-alpha-team-wizards-project-development-walkthrough/1806856

...

Read more External link →

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.


11 Apr

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...

Read more External link →
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