iFlak

iFlak



09 Apr

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.

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    /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

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.

Post
    /u/iFlak on Reddit - Thread - Direct

We are aware of an issue where new installations of UEFN will not open and will close immediately. We are investigating and will let you know when we have more information.

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21 Mar

Post
    /u/iFlak on Reddit - Thread - Direct

Our March “Ask Epic” is almost upon us, and this time our team of experts will be answering your questions about Verse. A lot of news came out of the State of Unreal at GDC 2024, and we’ll be taking your questions about Verse Persistence, Scene Graph (which will enable you to dynamically manipulate almost every object in your game, alongside a new prefab system), and more.

https://preview.redd.it/h33uixq21qpc1.jpg?width=1920&format=pjpg&auto=webp&s=218fe34dec67064720a6ebbfb60d3535b4061065

Get your Verse questions in on the EDC forum, or feel free to post them here.
...

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    /u/iFlak on Reddit - Thread - Direct

We're aware of an issue with the NPC Spawner failing to spawn an NPC if they have been published before 29.01 is released. We are investigating the problem and working on a fix, but in the meantime, you can use this workaround.

  1. Select all NPC Character Definition assets in the content browser (you can use the filter to do this easily).
  2. Right click on the assets
  3. Choose Save to force resave all the assets
  4. Re-publish your UEFN project.

After that the NPC Spawner device should now work properly and spawn the NPCs in your published experience.

Comment
    /u/iFlak on Reddit - Thread - Direct

Known Issue:

We’re aware of an issue with the NPC Spawner failing to spawn an NPC when there is no custom NPC Character Definition data assigned to it. We are working on a fix, but in the meantime, you can use this workaround.

  1. Select the affected NPC Spawner Device.
  2. Click on the NPC Character Definition option
  3. In the pop-up window, choose to Creative New Asset → NPC Character Definition
  4. Configure the definition data with Character Type and associated Modifiers (Please refer to this documentation for details)

The NPC Spawner device should now work proper...

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20 Mar

Post
    /u/iFlak on Reddit - Thread - Direct

LEGO Elements and other LEGO brand assets are now available in Fortnite Creative and UEFN.

If you’re a member of the Island Creator Program, and sign the additional terms and conditions, you can now start building your own LEGO Islands with LEGO Elements such as brand templates, props, consumables, items, and more. You’ll also find a choice of four template islands to help you get up and running — three featuring prebuilt biomes, and one blank canvas that lets you start from scratch.

Did we mention your island’s players will be in the LEGO Style of Fortnite Outfits? It’s a Minifigure party!

Want to get started? Read more at https://fn.gg/Creating-with-LEGO

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    /u/iFlak on Reddit - Thread - Direct

You can now import your MetaHuman into UEFN to use on your islands as an NPC using the NPC Spawner device. Facial animation created using MetaHuman Animator can also be applied to any MetaHuman or any Fortnite character in UEFN.

MetaHuman Creator enables you to produce realistic digital humans that are fully rigged and ready to use in UEFN. MetaHuman Animator will turn footage captured from an iPhone or stereo head-mounted camera into facial animation for your MetaHuman.

Read: https://create.fortnite.com/news/metahuman-now-available-for-uefn-bring-digital-hu...

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    /u/iFlak on Reddit - Thread - Direct

Known issue: The Rocket Racing Vehicle Spawner is currently unusable on Android devices due to the absence of touch user interface (UI) support. A fix is planned shortly.

Post
    /u/iFlak on Reddit - Thread - Direct

We have loads of new content and updates coming out of GDC 2024!

LEGO® Template Islands are also included in this update and you can begin building your own LEGO Islands! To learn more about what you can and can’t do on a LEGO Island, check out the LEGO Brand and Creator Rules https://dev.epicgames.com/documentation/fortnite-creative/lego-brand-and-creator-guidelines-in-fortnite-creative

Start your engines! You can create your own Rocket Racing islands in UEFN. Be sure to check out the Rocket Racing Tools documentation to get started! ...

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    /u/iFlak on Reddit - Thread - Direct

We’re releasing new Rocket Racing templates for UEFN so you can create your own racing game for players to find in Discover. Also, the Rocket Racing Vehicle Spawner device for Fortnite Creative and UEFN is available today! We’re just at the starting line here, we have a range of features planned that will enable you to build robust racing experiences in Fortnite. Keep a lookout on the road ahead!

Read more at https://fn.gg/UEFN-Rocket-Racing

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    /u/iFlak on Reddit - Thread - Direct

Today is the day! Watch the State of Unreal livestream live from GDC on Unreal Engine YouTube or Twitch. Don’t forget to stick around for the tech talks afterward for deep dives into the latest technology, practical tips, and insights you can apply to your projects.

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19 Mar

Post
    /u/iFlak on Reddit - Thread - Direct

With Verse Persistence, you can give your players the ability to save their progress and pick up later where they left off. You can define custom data in UEFN that can be saved and persisted for players across multiple play sessions. Best of all, Verse Persistence won’t count towards your island memory limits.

Verse Persistence is built into Verse as a native language feature. This is the first step towards creating a metaverse where players interact and play in worlds that persist.

Read more here: https://create.fortnite.com/news/verse-persistence-bring-save-progress-functionality-to-your-uefn-experiences

Check out the documentation h...

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