I wanted to share some feedback and feature suggestions that could really improve device flexibility and creative freedom in UEFN. These are small tweaks and additions that would go a long way for many creators!
Accolades
- Add a custom viewmodel for the accolade device that allows Creators to change the look of XP splashes.
Storm Controllers
Rename suggestions for clarity:
- Advanced Storm Controller → Storm Controller
- Basic Storm Controller → Single-Zone Storm Controller
- Same renaming idea for the corresponding Storm Beacons
- Update with a 2D icon instead of a 3D model for the device
Add functionality:
- Allow Creators to customize the Storm Sickness mechanic, such as the time before it sets in, % damage increase, etc
- Add the option to change the damage from % or flat damage, along with direct number input
- “When player enters the storm, send event to” option in the Storm Beacon and Single-Zone Storm Controller. Same for player exiting
- Allow creators to customize the shape and size of the storm, eg to a square or triangle
- Allow creators to change the design of the storm (color, effects, etc) alongside enabling the new tiled design used in BR
- Custom viewmodels for various storm popups, eg “you are in the storm, run!” and the storm closing notifications
Vehicle Spawners
- Various speed options, eg acceleration, max speed, etc
- Custom viewmodel bindings for vehicle health and speed, alongside the ability to hide and reposition the vehicle health and the speedometer
Ascender / Ziplines
- Similar options to grind rails, such as max speed, acceleration, etc
- Ascender: Allow creators to change the color of the ascender
- Zipline: Add the option to apply a custom material to the zipline wire, as well as adjust the sfx the zipline makes
Ball Spawner
- Add more options to the visual style, such as a Soccer ball or a basketball
- Allow creators to import their own textures/meshes to use on the Ball Spawner
Barrier
- Separate the hollow option from the zone shape
All Zone-Based Devices
- Add the same zone options to each zone device as the ones found in the Volume, including the ability to import a custom mesh as the zone shape
Billboard
- Add Heading Now to the Billboard as a selectable font, alongside the different variants of Burbank
- Allow creators to import their own fonts to use on the billboard
- Increase the resolution of the text in the billboard
- Allow creators to adjust the size of the billboard
- Add more styling options, such as corner radius, vertical text justification, background transparency, etc, border, etc
- Allow creators to apply a custom UI widget to the billboard, giving them more control over what is displayed on it
- Add the option to allow the billboard to rotate so that it is always facing the player, like the 2D devices
Flowers (Bomb, Stink, Slurp)
- Add the options to customise the health/damage that the plants restore/deal, as well as things like the launch distance
Button
- Add a custom interact viewmodel that changes how the interact looks with the button
Changing Booth
- Allow creators to use a custom mesh and material instead of being limited to the default phone booth design. This would let creators build their own “change skin” buttons or other creative concepts, giving them more flexibility in how skin-changing is presented in their maps.
Class Designer
- Redesign the Class Designer device to match the visual style of other 2D devices, ensuring consistency across the editor
- Add a priority setting to the Class Designer, which would support class stacking setups
Class Selector
- Redesign the Class Selector to match other 2D devices as well. Make both the mesh and zone optional, allowing creators to use events to change a player’s class without needing the physical device
- Add an island setting to enable Class Stacking, allowing players to belong to more than one class at a time. This would open up new gameplay possibilities - for example, allowing stackable medallion-style perks
- Add a “Remove class when receiving from” option so creators can remotely remove classes
- Include a “Clear all classes on switch” setting, along with a corresponding event, to support systems using class stacking