Intro to UEFN - Tutorial Series

In this series, we will cover how you can get up and running in UEFN as quickly as possible.

After working through these videos you will know how to:

  • Launch UEFN
  • Launch a session of FNC
  • Navigate the viewport of UEFN
  • Manipulate objects in UEFN (move, scale, and rotate)
  • Be able to select and unselect objects in the viewport
  • Understand the live connection between UEFN and FNC
  • Find common settings and assets from FNC inside the UEFN interface
  • Connect Devices using Events and Functions

NOTE: As this software is always changing and growing it is important to understand that these tutorials can become out of date quickly.

Part 1: Intro
In this video, we will cover the goal and scope of this tutorial series.

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Part 2: Launching UEFN and FNC
In this tutorial, we will cover how to open UEFN and get Fortnite Creative up and running. (time stamps are relative to the start of first video of Part 2)

  • 0:00 Tutorial Goals
  • 0:09 Launching UEFN from the Epic Games Launcher
  • 0:44 Creating a new project
  • 1:20 Toggle OFF Reversion Control
  • 1:55 Saving your project for the first time (Save All)
  • 2:17 Launching Session (Launching FNC)
  • 3:11 Setting up your screen for game development
  • 4:13 Wrap-up and Outro

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Part 3: Navigation
In this tutorial, we will cover one way you can navigate in the UEFN viewport. There is more than one way to navigate and this cheat sheet covers the others. Each has its pros and cons, which are covered in this longer tutorial. (Time stamps are relative to the start of first video of Part 3)

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Part 4: Manipulating and Selecting Objects
In this tutorial, we will cover how to move objects around the world, as well as how to change their rotation and scale. We will also cover how to toggle on grid, rotation, and scale snaping, and when to use this feature. Then finish up with some pro-tips for selecting objects. (Time stamps are relative to the start of first video of Part 4)

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Part 5: Experience Settings and Content Browser
In the tutorial, we cover how to change the game settings you can in FNC, such as Time of Day, Spawn Location, and Timers at the beginning and end of rounds. We will also explain where to find the creative assets used to build your worlds, such as Prefabs, Devices, Prefabs, Galleries, and Devices. To help you build your environments MUCH faster in UEFN than is possible in FNC we also cover a few pro-tips. (Time stamps are relative to the start of first video of Part 5)

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Part 6: Connect Devices using Events and Functions

In this tutorial, we will be covering how to connect devices in UEFN using Events and Functions. This is the same method used in FNC, so it will feel familiar. We will also cover a few pro-tips to help you be more efficient when setting up devices.

  • 0:00 Tutorial Goals
  • 0:24 Example of Goal
  • 0:49 Setting up multiple viewports in UEFN –Pro-tip–
  • 1:33 Setting up the Barrier Device
  • 3:48 Setting up the Octane Spawner Device
  • 5:21 Testing the Events and Functions
  • 5:40 How to disconnect Devices from the Events and Functions
  • 7:08 Outro and Wrap-up









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Part 7: Next Steps
With what you have learned thus far, you are now ready to dive deeper into UEFN and create.

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Thanks for this, Ian! Very comprehensive and clear introduction to UEFN. I didn’t know the tip about using the End key to snap an object to the surface below it!

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This was great. As someone who is just picking up the tools in the last few days this video series was a great intro to everything and definitely helped me feel more comfortable in the editor!

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Glad to hear it helped, and that I could drop in a trick you hadn’t come across. :slight_smile:

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YEA!!! That’s awesome to hear. I’m glad to know we were able to get you up and running. :slight_smile:

Nice job!

Thanx, we have an upgrade to this coming. Keep your eyes open for it, and please pass it on. :wink:

One of my current creative maps is literally built off of level instance/loader devices, but when i tried to port the map to UEFN, i get a message saying it isnt supported? Is there a way to have sonething similar to the instance device?

Not that I’m aware of. I just check and the Level Instane Device is not in the UEFN Devices folder. If you create a feature request ticket, I’ll gladly upvote it. :slight_smile:

I want to create a mutator zone that activates OnPlayerEnter to equip a certain class/weapon and that unequips the weapon when I leave the zone? Any ideas on how to get that working?

Have you tried using an item granter, or a class designer?