Bit tired of all the waiting - why is there such a massive iteration cycle on UEFN?

It just takes too long to do anything in this editor, and it takes away all motivation.
Creative is such a blast, you feel immersed and you constantly build without any pauses. UEFN is all about this:

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And the editor has so many extra steps in doing most of the things you need to develop a game, the list is enormous.

Imo, Fortnite should launch the moment you launch UEFN and mirror what you are doing. The cooking part will be nice to be done while the rest of the content is accessible, no pausing all the time. I know its the hard thing to develop, but also imagine making games in 1/10th of the time. It will even help creators quitting their projects and development in general. I ve seen so many comments on socials from creators that are overwhelmed and don’t feel passionate building in UEFN, happens to me too. Only way I find my passion again is when I open live edit and I level design in Creative. Even though UEFN is powerful and can make some nice games, it is way too unoptimized in terms of UI/UX and lacks a ton of QOL to be more agile when developing. Simply for the content browser, I provided a list of items that took me 20 mins to explain the other day, imagine how much more the editor needs in all areas of the interface.

I would love for Epic to start an initiative on UI/UX and ask creators how they feel about the current state of the UX of UEFN, and what can be improved. There is so much room for growth

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

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I agree, pushing changes in a live session using the same client takes quite a bit of time- also worth noting, is that time elapsed pushing changes is consistent regardless of how many changes are being pushed… which leads me to think it’s an upload/download and ISP sided inconvenience and not UEFN related… but this is speculation.

And briefly touching down on the other point you made; one of the biggest downsides for me- using an editor only workflow, is the lack of ability to randomize placement of actors- for example: using Creative, if I am placing natural foliage I could toggle ‘drops’, then turn off my grid snap and zoom around in random patterns placing the prop and it typically comes out with a natural, organic look and took almost zero effort. Versus, if I’m in uefn, I have to use the translate widget, constantly clicking and dragging and rotating each prop…wait hol’ up! That just made me remember, how the distance proportions when using the translate widget depending on where you selected the actor from can be outrageously wild at times! I’m accidentally sending my actors years down that axis lmao.

Before I wrap up another big thing for me is how ‘locked down’ multi selection is- why can we not multi select and edit components? This is major bummer and also accounts for so much mouse clicking