First impressions of UEFN

UEFN so far has been a huge upgrade from the toolset that we have in Creative (even in its Alpha form), and I wanted to make a detailed list of what I love about the editor so far (before I forget). So here goes:

BENEFITS

  • Faster to build than Creative

  • Easy to pick up (I have previous UE4 experience)

  • Very responsive

  • Projects load extremely fast

  • No selection shader when picking up a prop (its useful to have on Creative for a few reasons, but you have better visibility without it)

  • Can easily work on an angle, due to local/global transform controls

TOOL UPGRADES FROM CREATIVE

  • Multiselection and scaling
  • Can select a prop that is inside another prop
  • Precision in rotation and scaling increments
  • Landscape editing
  • Selecting more than 100 assets together
  • Grouping
  • Content Folders (in outliner)
  • Searching using asset name (main reason of build speed increase)
  • Undo/redo
  • Faster saving (in comparison to backup)
  • Control of autosave timing
  • Custom asset importing
  • Control of custom asset materials
  • Ability to replace a multiselection with another asset with one action
  • Access to Creative engine assets (like the mutator zone texture)
  • Access to the mesh version of items
  • Can model geometry (albeit very complicated)
  • Can hide assets from view
  • Can lock assets from editing
  • Can attach assets together
  • Can pin assets for easy finding

DRAWBACKS

  • Can’t calculate player size easily when building
  • Long waiting times on syncing with Fortnite (makes me not want to open it up, but work from editor)
  • Hard to use placement tool because it makes assets float from the ground in inclined terrain and preview scale of asset is not the same as the one placed
  • No XL thermo
  • Cant see island boundaries