Creating Battle Royale Sized Islands Feedback

Please Create and Island with a landscape size parameters attached in the image:

  • Sculpt the landscape
  • Place rivers and lakes
  • Place assets from Fortnite
  • Place some trees

Document all issues you are running into in this thread.

Thank you in advance for testing this workflow.

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This is the first issue I encountered. Would love to make large islands with a single ocean actor: https://forums.unrealengine.com/t/normal-uefn-ocean-actor-cannot-create-large-islands/647055

Then after I started painting, I encountered this which didn’t happen on other islands

I made some layer info on the mud and then noticed that past the landscape chunk I was working in it didn’t remove the grass blades (EDIT: Restarting UEFN fixed):

Seems only one chunk is not affected:

Pressing to sync with Creative and immediately closing the project crashes UEFN:

After launching Creative, I also got this on the terrain:

A small note to mention. I tried to add dirt and concrete roads similar to the BR islands, but the spline tool didn’t allow me to add such content. Attempted to migrate from Tilted Tower Island as well and couldn’t.

Noticed that some props placed in Creative did not show or register in UEFN. Here is an example:



A small thing, but I made two landscape actors to create a cave, and the player can get stuck between two steep landscape cliffs in glider state:

Since I need to live edit to build faster, this upload window takes a lot to complete and while it loads it doesnt let me work on UEFN or Creative. Not ideal given I just started this project, so I cant imagine how long it ll take later when its more complex.

Currently my biggest struggle on level design is having to select and move on two planes when the gizmo is facing the other way. I do understand the design choice there, but from a level design perspective it makes building very hard, having to select a few-pixels worth of space is not ideal, nor having to turn your camera to see the gizmo better. Would love an improved gizmo that is slightly bigger (scales with relation to camera) and allows you to move in any direction fast (both in world and object oriented sizes together). I am currently building in Creative atm because its way faster than UEFN.
UnrealEditorFortnite-Win64-Shipping_idI1Awjlhl

Any landscape actions are not synced with live edit

Vehicles do not support visibility holes in landscapes, they will snap on top of that section instead (seems like some sort of failsafe to prevent them clipping under the map):

Also noticed this happened while I made a lake that high on a cliff and too close to the edge of it:

Placing a prefab in Creative froze UEFN and had to restart both:


FortniteGame.log (3.0 MB)
UnrealEditorFortnite.log (10.2 MB)

After re-opening UEFN, I found the entirety of my cave gone. Maybe because it was under the terrain?

Placing a prefab on UEFN created an attachment that had the prefab name and all props grouped inside it and in Creative the prefab will only add the props on the outliner but without a group. That behaviour makes it so that if you place a prefab in Creative, you cannot move it as a group in UEFN.

Noticed some weirdness with saving in general:

  • I have to switch to UEFN and hit Ctrl+Shift+S to save (but things don’t always save even if I do that, here is an example of things showing as unsaved after pressing it:

    -I have a feeling (haven’t fully tested) that when being in Creative, the game will not auto-save.

END

This is what I have atm, this is done in a day (unf I lost progress 3 times and all the cave system I had was deleted after restarting UEFN and launching Creative):






Player POV (video): Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.

Here is the UEFN project file Scroll down for updated project file:
BR_test.zip (20.6 MB)

EXTRAS
Day 2
Opened the project again and in-game the terrain randomly doesn’t generate the correct textures. This happens in different parts every time and (I think) it only happens the first time you live edit. After re-syncing it usually tends to worknvm, it depends the landscape work. Once I added a new layer in the landscape, the whole area didn’t show anymore (could be something else though, so take this with a grain of salt)



Another remark I have is that when working with structural support, things like boats and flying bases are very hard to do because the structure itself needs to support player builds, but if that is true, then once one piece is destroyed the entire structure collapses.
This means that having to do even the simplest of structures like this barge caused me to remake it 3 times and eventually make it not have structural support (even thought the dock had a base that went down to the ground to create one). So a lot of caution has to given when making those structures.

Lastly, another creator opened the project on their machine and half of prefab that I had placed (Fortilla Station) was missing. Not sure of the specifics there, but worth noting. See file above for repro.

Another note is that you cannot change the texture of landscape layers, only the texture of the landscape overall:

Also noticed that merging two rivers is difficult in UEFN, if one of them has “affects terrain” option turned on. Would be nice for the 3 environment tools to work with each other so we don’t have to rely on custom landscapes for those cases.

Also going back to the barge, noticed a major desync between UEFN and Creative (only there, but I also noticed trees that I previously has deleted or moved to be back in their original position too):


Would love to be able to turn off the water visibility easily, because it makes things unselectable. These settings will not turn it off

Updated project:
BR_test.zip (22.5 MB)

Hey, first post on here! Time wasn’t really on my side when trying take on this task but hopefully some feedback is better than none!

LANDSCAPE MATERIAL:

The material we have for terraining is great but I have not found a way to modify it to meet specific needs (changing the grass, adding snow textures based on Z height, multiple biomes etc). It would be great if we could even just duplicate this material to be able to make it our own.

PLATEAU HEIGHT ON GRID:

Because Fortnite is very much structured on the grid system, it would be really great if there was a setting or brush that we could use to just create a plane on grid at a specific point - this may exist and I just havn’t found it yet.

PERFORMANCE:

Creating large scale terrain and broad games is going to be a massively used part of UEFN. My biggest concern is whether players will be able to actually PLAY on these maps. Currently games that are 1/8 the size of a BR island struggle to be able to run at all with 32+ players. In worlds like this creators will want to fill the worlds with life, creating Battle Royales, MMO’s, GTA style roleplays etc. that will need to be filled with players. Creators are going to pour into creating these types of experiences with the expectation that they will be able to work with more than just a few players on them. As EPIC explores giving this ability to creators, a big emphasis should be placed on HOW performance will be on these levels.

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Thank you all for this feedback. All of this has been captured and will get considered for improving these workflows :slight_smile:

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