not really tools, and new here.
UI, creative 1vs2 + link FNcreate
but having a better UI menu for default custom content, like respawn button or other default actions one might want in such worlds? also what one might do for inventory, although some worlds go around that depending on what type of items they use.
if 1.0 and 2.0 of creative tools will ever combine/mix into an 2.5 like version? from the more light in-game editing practice to the light editing with the game engine. doubt if its a messy path to go down into, having two editing tools flowing together.
recent FNcreate talk around the editor, future path
if one can’t get stuff carried over to one or the other for the different editing methods, what about “generic tool objects”, which in a way tries to make up for the many variations around into a simple generic object that can give information back to the UEFN/engine version? like 1 human + 1 creature custom enemy entity to cover most needs, with adjustable parameters, size, crit area/location, give default weapons etc, with some on/off toggles to what default mode/state its going to be in. not sure how navigation works if not “baked” or placing stuff ingame and if one could fake it for some “simplicity and instant use”.
and whatever “object blueprints” options there could be, could one save grouped objects?
curious if zone/area tools can be fun be it generating or sandbox tools (creative 1.0?)
zones/triggers
be it triggers and objects and generating by placements in volumes from sizes or types. or be it ingame editors can place generic objects or points (like spawn points, interaction points) and connect them to the “engine editor or server” side of things?
Also what the future will be for NPCs or different mobs/entities?
behavior modes or “simple” set/do actions like “walk here” for them with maybe player control or NPC states?
(items they can grab or not, to be used or just carried, flag, keys, resources, weapons)