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.
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):
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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)