Cannot Convert Rocket Racing Islands to Regular UEFN Maps

Summary

I was hoping to convert my Rocket Racing maps and replicate Rocket Racing systems using verse following the removal of the game mode. However, I seem to be unable to open/sync my project in the first place.

I don’t remember it being communicated that there was any kind of time limit to convert islands, so I don’t think its simply that time has run out to convert them.

I have seen others reporting issues with island conversion, so I would appreciate being pointed toward where I might find help.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Trying to open the project.

Expected Result

Project opens and allows me to convert it.

Observed Result

Project fails and crashes before opening.

image

Platform(s)

PC

Island Code

3192-6861-4437

Hi, thanks for posting. Official support for converting Rocket Racing UEFN template islands to base UEFN islands ended when Fortnite 42.30 launched. However, there is a workaround that I tested yesterday on my Live account that should at least allow you to open the project. Can you please try this and let me know if it works for you?

Before you start: close UEFN, then copy your whole project folder somewhere safe (for example C:\Users\<YourName>\Documents\Fortnite Projects\<ProjectName>). Some of the steps below delete things.


Step 1 - Clear the brand in the project file

  1. Open your project folder.

  2. Open the file <ProjectName>.uefnproject in Notepad.

  3. Find this line:

    "featureSet": "DelMarGFS",
    
  4. Change it to this (empty quotes, keep the comma):

    "featureSet": "",
    
  5. Save the file and close Notepad.

An empty featureSet is what a plain Fortnite-brand island has. Do not change anything else in the file.

Step 2 - Open the project

Open UEFN and open the project as usual. It should now open.

Step 3 - Repair the missing devices

Parts of an RR island use devices that no longer exist (for example the RR Competitive Race Manager, the RR Speed Run Manager and the RR Player Start). When the project opens, the Outliner shows:

The world contains invalid actor files. Click the Repair button to repair them.

  1. Click Repair Errors. This deletes only the actors whose device no longer exists.

Step 4 - Swap the brand settings

These steps come from Epic’s page “Converting Your Island Into a Brand Island in Fortnite” (Rocket Racing Islands section). Use them to reset the brand properly now that the project opens:

  1. Open Project Settings > Brand Selection and choose a brand other than Fortnite. I used TMNT. I would not recommend using a brand that has limited devices compared to base UEFN such as Fall Guys or LEGO.
  2. Save the project, close it, and reopen it.
  3. Go back to Brand Selection and select Fortnite.
  4. Save, close, and reopen the project again.
  5. In the Outliner, delete the Rocket Racing IslandSettings actor.
  6. In the Content Browser, add a standard IslandSettings blueprint.
  7. Delete leftover deprecated devices such as the RR Competitive Race Manager and RR Speed Run Manager.

Step 5 - Validate and fix what UEFN can fix automatically

  1. Run Launch Session
  2. If a pop-up in the bottom right offers Run Fixup, click it, then use Save All. Fixup automatically resets settings that are no longer allowed. For an RR track it resets the snap-to-spline settings on the track.
  3. Validate again.

Unfortunately, there is not an easy workaround for replacing your track, which is probably the thing that you care about the most. If you don’t want to manually replace the track layout, I would recommend asking an AI to help replace the old RR Track device that will fail validation with the new track device that won’t.

This should allow you to at least open the project so you can fix the rest up. Please let me know if that works :slight_smile: @IntrepidNeon

Hello again,

I’ve been able to open the project (thank you) and went through the process of manually converting my track pieces.

However I am now running into an issue preventing me from launching a session.

I have completely removed all Rocket Racing exclusive assets from my project, I’ve even tried launching a session on a blank level but its still failing, is there something I missed?

The track that I used as an example for this workflow was not actually published. I’m wondering if there’s some sort of issue that’s only occurring because you had previously published your track as a rocket racing template island. Have you tried cloning the entire UEFN project? You’re going to lose any history of changes, but I think by basically just copying over all the assets from your old project (without it being the same project), you could potentially avoid the cook errors.

Steps:

  1. Clear featureSet in the .uefnproject, then open the project.
  2. In the project browser, click Duplicate Project, then give it a new name.
  3. Open the duplicate and try to Launch Session

Can you try that and tell me if you still get a cook error? If you do, then I think there are still assets from the old Rocket Racing template that are not allowed for your project. If that fixes it, then hooray :slight_smile: @IntrepidNeon

Ah, yes I could try cloning the project (or at least the assets/level) I suppose. I would prefer not to have to make a duplicate but if it must be done I will at least give it a try.

Ill let you know how that goes.

I have been able to launch a session on the duplicated project, however I am quickly realizing the Rocket Racing Vehicle Device uses the very original rocket racing physics, which is a bit less intuitive than I was hoping. Would you happen to know if that device might be updated?

This version of the Rocket Racing vehicle has serious traction and collision issues, as demonstrated in the video.

Either way, I appreciate your suggestions. Thank you.