Epic Games needs a "Creator Agility" department that handles tool friction

This is much needed. UEFN is really agile at heart, but has all these little issues, some from updates, others from deprecated design decisions, maybe a little corner-cutting, that creates this ball of friction that crushes motivation, spirit, and flow when building.

The best software I ve ever used focused on aiding the user be constantly “in the zone” and never break that flow, so that they can use all their creativity to go beyond. Creative did this heavily too (it had its flaws ofc, but as an artist I constantly felt I was in the zone while building in it).

In UEFN, there is a lot of ignorance of this aspect. Speeding up the process maybe simple, maybe not, but it 100% helps users be creative. Its such a great engine and it pains me when its not used in gamejams or can compete with the Roblox studio which looks really bad but runs a test instantly.

IMO, Epic Games needs to invest in a department that handles tooling friction. A department that can go to the Live edit team and make a ticket for them to remove the popup when the user presses “cancel” instantly, not after 30". Or to the URC team, and have them reduce the extra waiting added on various actions in UEFN which should instead happen in parallel, not sequentially, so that renaming a file is a few milliseconds faster. Cutting time from here and there, and also helping remove or reduce the friction quirks of the engine is a much, much needed initiative.

Most of the tools feel outdated, and there is always this hidden keystroke that does what you want, but only the contracted developer who made the feature and a few geeks online know it. There needs to be standardization, tooling research, User observation in both UEFN and Live edit (fully broken now btw), and the priority of this initiative needs to not conflict with functionality (the "oh it works, we ll make sure it plays better later, then that never happens). This is the “plays better” part of the editor, which is often ignored. The tools need to feel fun when using, and this usually happens when they are fast, intuitive and easy to understand.

Some pointers and expectations from creators are (1 being more pending, 3 is long-term):

  1. If I have invested in a great PC and a great internet connection, everything should be instant, no loading, I just get to build. We live in an age of powerful computing, it should be utilized.

  2. UEFN is a powerful and well-thought engine, there should be nothing stopping me to make a great game on my own.

  3. I trust in Epic Games to optimize UEFN/Live Edit enough so I can use it in any platform to build.

And to me, what’s currently missing is an overall specialist department that understands the current friction issues that the engine has, and jumps from department to department to create high-priority, non function-conflicted, but also function-oriented tickets on how to reduce friction and improve agility.

Some examples:

  1. When cancelling Live edit, “Cancelled” should be a bottom right notification, not a popup that freezes the editor unless it’s clicked. This is both to speed up building, and to remove confusion in a multi screen setup where the popup usually lands on another monitor and now you have a frozen editor and you don’t know why (if cancelling was instant and not take 45 seconds you would, but nothing in UEFN is instant so you usually forget you pressed cancel and you are coming back from an alt tab to something else)

  2. On any loading of any tool/editor within UEFN, there should never be plug-ins loading that UEFN creators cannot use. This adds extra waiting for them for no reason. All brand partners (and Epic) that use the UE version or a special UEFN version should make sure to not load these plugins when normal UEFN is operational (or live edit).

  3. Renaming a file on content browser and adding a space to the name should be allowed when typing, then converted to underscore. This speeds up the process of naming, and helps remove frustration from any non UE user that tries the engine.

  4. Perspective/Orthographic view to be a toggle in viewport

  5. FAB should be hooked per category in the editor. For example, in Niagara preset gallery, a FAB button could show more options from within UE/UEFN, then once you purchase or download, you have a list of custom presets you can use.

  6. Character animations and Face Rigging to be able to be recorded via a phone by default in the engine, no setup needed except pairing your phone (other options are still available if needed).

  7. Setting up weak spots in custom characters should be straightforward (like head, takes headshot damage)

  8. Creating a new material names it M_input rather than input_Mat and those prefixes can be adjusted in editor preferences. Also, duplicating a material follows this convention: Material1 >> Material2, M_Test >>Create Material instance >> MI_Test. Lastly, “force actor prefixes” as a toggle which means when I drag a texture in the content browser, it adds “T_” in front of it (can be toggled off in editor preferences).

  9. AI Assistant that shows to the right of Output log button (bottom left) and provides suggestions based on the keyboard inputs and actions the user is doing (if you are copy pasting then moving an actor in space, they can suggest “Paste Here” key, for example). Can be turned off.

  10. Message Log/Output Log to be able to be turned off from popping in front of everything, not everyone uses them and having to close them everytime is annoying.

Anyhow, I could keep going, and I haven’t even touched Live edit tools either, but would love if a department/program was created to handle the management/tracking of tickets that reduce friction, because we desperately need it.

Do you mean when you ‘Exit Session’ ? Can you share a screenshot of this pop-up that appears in another screen @Wertandrew?

I am funnnily locked in a loading screen at this moment so I cant share a screenshot, but essentially repro steps are:

  • Press “Launch Session”
  • On the first popup that appears, press “Cancel”

Now this, sometimes may take up to 45 seconds to respond after pressing. After that, there is a popup window that appears and simply says “cancelled” and you have to press OK to continue. In that time, the rest of the editor is frozen and that popup window may appear on another monitor in a multi-screen setup. Instead, this could be a banner on bottom right (similar to Epic Game Store banners) that simply says cancelled and doesn’t stop you from working. Also, why is there a need to wait 45 seconds in the first place? Nothing is really saved from the point you press cancel and you have to start over anyway, so why wait?

Same thing when you close UEFN. Why does UEFN, after closing, take around 30-45 seconds to allow Epic Games Store to open again? The software is closed, why are we waiting? This unecessairy friction piles up even when doing simple tasks (because one bug requires UEFN restart, this waiting occurs, project loading take a while, it piles up) and we spend 30-40 mins sometimes to do one simple task that in other editors is simply 3 clicks

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Ive been a dev since 1.0 and going to uefn was a huge task to learn the new system/things. I even learned verse with no knowledge and have currently just started scenegraph.

I like to think my journey has been educational and for the most part enjoyable. The main things i would point out are these…

When there is a bug caused by a live update by Epic this does not get fixed as a priority which i think is an extreme issue in the entire system imo.

Case in point. I created a farm simulator game that took 3 months to re create with all updated verse ect from the old standard devices. Initial publish was good no bug and feedback was great albeit the discovery is a major issue with spending any amount of time on creating a game. After a few weeks there was an Epic update and bam issues started happening. The barriers would be visible for players even if they were added to the ignore list. Issue with world streaming and actors working in sequencer relative to the position between the actor and player initial spawn. Then issues with popup devices having extreme lag/delay.

The game died as i couldn’t do anything to tackle these issues and eventually most were corrected but took weeks if not months.

Having spent a ton of time in uefn with verse/devices ect you start to gain knowledge of all the work arounds ect the main one which everyone would agree is jip issues. How a simply jip system does not work for most devices epic have supplied and given us is beyond crazy imo. I question if things are even tested anymore. Great example would be the stat device. This was released bugged for jip.

The latests is things not working all the time due to the change to luf or ruf idk which anymore but yea that was thrown on us no warning the ui was all changed and like this stuff causes so much hassle it should ease into the system not just throw it and and people will have to change.

I know uefn ect could be great but some things need to change for sure not only in the system ie uefn/verse ect but also in the ecosystem ie discovery ect

Many a creator friend i have has left the space due to all these issues including some your naming and its sad. Eventually we will get people who create low quality things as to learn this entire system now is not a simple thing. When people are leaving we as a ecosystem are losing knowledge and dedicated creators for silly reason ie disc or issues/bugs ect

I created 3 games that took in excess of 2-3 months and the return is a sham to be frank. There needs to be things in place to promote quality over slop/quick turn around maps but the issue is this will never happen. They promote things what the player plays and as a result it gets more promotion. If a streamer promotes a map with 2 walls and a grass floor it could get players due to the promotion but then disc promotes the heck outta it and we are filled with more rubbish.

Anyways thats my rant