Which topics would you like us to cover in the AMAs over the coming year? We’re looking at doing a Level Design AMA, but what else would you like to learn more about?
Be sure to like any responses in this thread that resonate with you so we can gauge interest.
It would be nice to have topics dealing with currently underdeveloped & unsupported UEFN features and where the studio intends to take things in 2024 along with some rough timeframe of what quarter we’d expect them to appear. For example,
Physics API and systems
Custom player keybinds, Input devices & events
Custom items functionality for UEFN & Creative
More details on collab specific UEFN/Creative assets like LEGO Fortnite
Verse UI API support for Blueprint Widgets and generally better UI functionality (ie. cursor position, OnHover events, ect…)
Plans and progress on custom NPC’s and exposing more AI/Pathfinding within the API
Plans and progress on replacing the player avatar with a custom mesh / character
Custom Weapons, reasons why Creative is now being shoved off to the side with the release of UEFN, Battle Royale customization, In-Game purchases for Creative and UEFN, More battle royale items in Creative, Square Thumbnail release date.
Level design is a very loose open topic. You could go down a 1,000 roads and miss the most important questions. How about Level-Design best practice or do’s & don’ts in the context of:
Large Worlds + Multiplayer + World Partition vs Level Streaming…
A highly practical AMA that goes into the risks / rewards of upgrading to UE5, or the key PRACTICAL differences between 4.27 vs UE5. For devs still working in 4.27, or both 4.27 and UE5, and planning to migrate / upgrade long-term projects. It’d really help to understand some of the gotchas of moving 100% to UE5. For example, WC to WP… Understanding the key performance implications (even without lumen / nanite). The 2 different physics systems… Lack of BP nativization… All the way to understanding why a lot of devs are reporting issues with local multiplayer and gamepad inputs (which should be an easy fix without having to resort to a custom build of the engine). Example forums threads to draw on for discussion:
*Edit I’m also surprised about the level of attention Fortnite / UEFN is getting. Some people like me would just like UE itself to get more attention and are not interested in Fortnite development at all.
I’ve posted a number of topics around content creation from art production standpoint. UEFN appears to abstract and make accessible many things, and it’s easy to see UEFN moving toward being a successful “Fortnite experience building platform”. What’s not clear based on the current touch points or the communicated vision, is what successful art production abstractions look like? How can the bar for entry be lower for art content creators?
It’s easy to imagine KPIs like:
Material instance parents that allow creators to extend the world of Fortnite
** With the same level of runtime efficiency, build and platform reliability, and memory efficiency
** With the same or better level of visual fidelity (stylistically and from a feature perspective)
Tools which encapsulate tedious ingest, post import mutation, and configuration tasks. Or even higher level creative tasks (like modular architecture displacement based on TextureData assignments)
The platform currently doesn’t offer creators the ability to reach the visual bar established by the game itself, and it’s not clear how much of the platform vision is weighted towards quality art content creation (as opposed to experience / gameplay mechanics creation). I certainly understand that the platform shouldn’t be too prescriptive, but at the same time, if high quality content is to be desired then art production workflows must be more accessible. Disparate creative workflows and content implementations within a single platform run the risk of slowing down creators of all kinds. Of course, give folks the ability to customize at a low level, but also provide them with a path of least resistance. My questions are:
What are the golden path for art content creators for each discipline? What does it look like to add custom weapons, props, and modular architecture to Fortnite in a seamless way without compromising expected features and visual fidelity? We must be able to customize the world in a way that leverages both custom and existing content working in harmony.
Would love to hear about Epic’s thoughts on making the current round-based system a little more open and flexible.
Also, as many people want, persitence between rounds and sessions.
For level design, it would be cool to hear about any future plans for FAB. Personally, I think FAB can be a great marketplace for UEFN devs.
Curious about this statement, could you elaborate further?
textures to be usable on all objects.
What kind of limitations are you experiencing? What would be ideal to you? I wonder if this related to a number of the issues I’ve run into:
An attempt to abstract tiling textures as material instances doesn’t feel like the right solution. It isn’t scalable or ideal (even prompting runtime efficiency warnings when applied as overrides).
TextureData seems more ideal, and is widely adopted and a standard workflow component for the game / platform. But is only applicable to pre-existing content since there isn’t a prop / architectural material we can instance for custom content.
I tried to take the texture of the Iridescent mountains and copy them onto some of the modular mountains but it didn’t work, wouldn’t even let me get into the actual session.
Honestly, more XR focus and talks. We have a new Meta & Varjo headset, soon Apple Vision Pro, and I’m sure Samsung and others are around the corner chasing Apple with a device.
Can we get some AMAs, talks or similar on discussions with XR? Especially as it relates to the world of passthrough, spatial and scene understanding etc.