I'm trying to use a previous island as a starting template

I’m just trying to do the equivilant of opening an existing word file and clicking “save as”; i.e. fork my project, i.e. use an island I made as a template. I can’t figure it out. Thanks!

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It’s my understanding that we can’t do that yet, not sure why.

Hi all,

I just made a copy of a UEFN project and was able to open it with the ‘Browse’ functionality.

(Browse to the .uefnproject file)

You’ll then have 2 projects with the same name listed in the launcher, so if you do this consider setting a custom thumbnail.

I’m unsure if this will interfere with revision control or publishing though.

You could also create a new project and right-click on your map file in the editor and ‘Migrate’ it to the new project. (All dependencies should be detected and migrated with the map)

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If you want to copy a project, you can do this in windows explorer then open the .uefnprojct file and remove the bindings.
Make it look like:

"bindings":
	{
	}

You can also rename the project in there too.

When you open the project in UEFN it’ll rebind that new copy to a fresh project in the back end.

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Is there a near future where we can do a “duplicate project” or “save as” from UEFN? I believe the limitation exists currently due to the revision control? I can’t recall the exact reason why this isn’t implemented yet. It would be awesome to be able to create our own templates.

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There are a number of reasons, but they pretty technical.

For example, when duplicating we want the internal plugin to be renamed to keep it things more consistent. This however requires that we resave all the assets to fix internal references, this is pretty slow meaning were not happy with the Experience of that.

You can however make your own templates.
If you make a template then place it in \Documents\Fortnite Projects\VKTemplates
It should show up in a new category for use as a template. This is not a well documented feature, in part because it needs work still (need to change “VK” to “UEFN” as an example)
Worth a try though if you really want to see it in the UI.

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This does not mean that all Changes from the Project we migrated from will be in our new Project right?

So for example if i place a Barell i don’t have it aswell automaticly in the new Project right?

If we do it like you sayed we get no more Unreal Revision Control:

Verbindungsfehler: The project directory contains Unreal Revision Control data for a different project.

How can we work around that?

After you copied the project to a new directory and have removed the bindings from the .uefnproject file you should also clear the Unreal Revision Control data by deleting the .urc folder in the new directory (don’t delete it for your old existing project copy).

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