iFlak

iFlak



25 Apr

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

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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.

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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...

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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

...

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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...

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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

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.