We have two new devices coming your way. The Orbit Camera device, which is in Early Access, attaches to the player’s character and the camera can be freely rotated. Be sure to check out all of the options and give us your feedback!
You’ll also find the new Post Process device, which allows creators to play and control post-process effects that affect the player’s camera.
We have new moddable weapons, prefabs & galleries, and consumables. Also, don’t miss the new tutorials for making cinematics and cutscenes in UEFN.
We’re aware of an issue with the Orbit Camera when it is placed on an island and the island is converted to a UEFN project. As a workaround, you can place the camera again in the UEFN project. We will let you know when we have more information about a fix.
We are investigating an issue affecting UEFN Islands where interactions using Control Rigs and/or Cinematic Sequencer may not work. As a workaround, you can exit to the lobby and rejoin the island. We will let you know when we have more information.
We’ve resolved an issue that caused some islands to update with the default description. However, affected islands may need to publish a new update to restore their preferred description.
We have fixed an issue where ranked animation and UI were displaying when newly generated codes were selected via the Discovery search bar. Creators may still need to republish their islands if the ranked animation and UI are still displaying.
Every cinematic sequence in my scene only plays when called upon during the first round after initially loading the project or pushing changes. Every subsequent round it does nothing. If I end the game and start it again without pushing changes or reloading, it remains broken and doesn’t play at all, ever, even during the first round.
I tried recreating the bug in another project, which was initially created on the exact same day as the bugged one, but had no luck, even after copy-and-pasting scripts and cinematic players.
If you open a UEFN project that has Verse code that previously compiled successfully but currently has Verse code that will not compile in the current version of the compiler, you may run into a case where you will encounter errors unrelated to your code. This may also persist across opening different projects until you restart the editor.
This will be fixed in an upcoming UEFN release. However, to workaround the issue for now, please delete the snapshot data for your project and restart UEFN. This folder should be located at:
%localappdata%\UnrealEditorFortnite\Saved\VerseSnapshot\<your project name here>
You can also fix this by making sure that your Verse code compiles without any errors, before attempting to open it in UEFN.