There are some inconsistencies with several devices related to filtering events/actions based on teams and/or classes. For example:
Explosive Device : Can filter explosive damage based on team, but not for class. Can’t filter for destructive damage based on team and/or class. Can filter visibility based on Team, but not for class.
Vehicle Spawner Devices : Can control Activating team/class. But can’t control only a specific team/class is allowed to drive or ride in the spawned vehicle.
Creature Spawner/Manager : Can’t change creatures to only attack a specific team and/or class.
Are there plans to unify these devices so that each can handle actions only for specific teams/classes?
Will there ever be away to copy devices from one UEFN project to another. This is easy with verse scripts but impossible with devices.
v2 Conversion:
Is there a place where we can see the current list of bugs with v2 conversions devices? This would be super handy for anyone prepping to change over.
Request could you make the next creator call out require v2 devices only to seek out the bugs faster?
Will there be an estimate date for v2 conversions similar to direct event binding conversions?
Feature Request:
Do you plan on adding a Boss Device using past BR bosses? E.g Foundation, Dr Slone, Gunnar, Midas.
A Changing Booth rework. E.g Forcing players in and out and enable and disable them?
2b. Also this is not Creative based but related to the changing booth, more Locker Presets for your outfits would be handy? The current cap is 100, so many players have more than 100 outfits at this point. Maybe 250 or even give crew pass owners 1000?
Creative is also missing many non collab exotics and weapons will they ever be added?
Will the Mech ever return as a device?
Many older devices / weapons / vehicles not currently in BR are completely broken in creative. For example the Melee Designer, baller, zapper trap, the shockwave hammer… will these be fixed any time soon? Or are these less of a priority atm due to them not being in the current BR loot pool?
Will there be a option so you make it so only certain resources have an infinite / endless amount. E.g Wood, Brick and Metal infinite but gold not. (This would allow for a better weapons shop system).
A spawn area rather than spawn pads would also be useful.
Will there ever be a reworked Perception Trigger device? Right now, it’s missing some features like customizing the area where the player should look/look away from in order to send the signal.
We know that being able to create and customize weapons is a key feature that many people are waiting for - but as you can imagine it's a complex problem-space given the diversity and complexity of even just the current Fortnite weapons. We're currently working on some core architecture that will allow us to support this in a manageable and sustainable way, so progress is being made toward what we agree is an important feature.
We're currently working on updating the persistence-related devices to use a new, more robust and future-proof solution that also integrates with Verse and other UEFN components. No detailed timeframes yet but it is in active development.
Yes, we're always looking to add value to existing devices where it makes sense (provided we can do so without making them overly complex) so feel free to submit ideas and requests for updates you'd like and the dev team will consider them.
I wanted to know if they are any plans for more AI? Including The Caretakers From Season 8 Chapter 2, Any Of The Unique Boss AI & The Cube Monsters/Sideways Monsters? Maybe even the storm king ?
We've had a lot of discussions internally about new options for deubbing and logging, and being able to analyze the logic within islands. No specifics yet on what form these will take, but we know it's something that's needed for more complex island setups.
Memory is too large a subject to tackle meaningfully in an AMA, but optimizations and improvements are always ongoing and we're looking to improve the memory situation in the future. However, there is a lot of complexity involved and we need to be careful that we don't break things as we progress, so please bear with us as we work our way forward.
We're currently working on improving zones/areas as a whole since we think a general custom solution is better than just making a specific device to mimic the features of the Rift Zones.
We agree that triggering devices from the Sequencer would be a really powerful feature, but it's something we would have to do in conjunction with core UE development, so it could take a little time to get to.
I’ve seen it was a little misunderstood purpose of Analytic Device we are as creators wanted. We want to check player funnels and understand do game updates improved the game metrics, not debug.