Agility is the name of the game - How UEFN can turn into an incredible editor

Recently there have been 2 fixes in UEFN that majorly increased the speed of development for me (referring to URC freezing the editor on any edit, then UEFN freezing the editor on any edit as well).

Working on UEFN now after those two fixes feels like a different editor. I can finally start working without having to wait for every action I perform. Major efficiency increase.

Which brings me to the topic at hand. Agility is the name of the game. When the tools allow you to accomplish a task fast, easily, and with fewer clicks, you work less and accomplish the same as before. Meaning I now get to work more at the same time.

Please, please take those two examples and make them the general philosophy of UEFN. The purpose of this tool is to bring your vision to life before it fades away, and in this space this usually happens after two weeks, so making the editor more lightweight and agile is going to hit the nail in the head and the ecosystem will benefit greatly.

Live edit desyncing, disconnections, network connection errors, crashes when saving, Fortnite client window focus issues, lack of proper tell of what live edit is doing, cant rename a file if you only change Caps, no tell if your folder contains redirectors (which deny you from renaming things) all these need to be a primary focus to allow iteration time to drop from 10 mins that it is currently to the industry standards which is less than 2 mins. UGC is about speed and currently we are working slower than the actual backend, which goes against the principles of UGC.

Also small parenthesis, to speed up development of UEFN even more, you have to always have the default and most common task be at the forefront of any setting, then have the more niche and (sometimes) more powerful settings require more clicks to do. This is to allow the most common use of anything to be done faster and with less clicks. For example, if your community makes UI in verse, make it be easy to set up a simple canvas and the basic elements that users will use (button, banner, image, counter, slider) without adding complexity “because there is one thing that the user may want to do”, rather have that one thing require more code to do instead.

Then long-term step is to introduce more interfaces and more macros to work even faster. UEFN UX is what makes or breaks a game before its even developed, because development heavily relies on motivation for UGC creators, getting up on their own every morning to continue work and be self motivated is a hard thing.

@Wertandrew Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

Couldn’t have said much better with what I’m going through these days, I feel like I’m working really really slowly because of those disconnection issues, days are really passing quickly but project isn’t moving as fast :person_shrugging:

My map isn’t even large :smiling_face_with_tear: