@IamPente
@Flak
My map contains nearly 5000 actors. To the best of my knowledge, I only modified the “Max Value” and “Min Value” settings for a few devices, and I don’t recall which ones, as they were individual cases.
Do I need to manually check every actor in the map to see if these values were changed, or will Epic provide a popup or message when the project is opened (starting from version 37.10)?
Advanced Storm Devices
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Phase 1 Radius | 5 | 1 | 5000 Meters | 15000 Meters | No | Minor |
Wait Time | 0 Seconds | 0 Seconds | 60 Minutes | 4 Hours | YES | Major |
Resize Time | 5 Seconds | 0 Seconds | 20 Minutes | 4 Hours | NO | Minor |
Use cases:
Would give creators more freedom of how their storm should behave and how long it takes to start moving and how long it waits.
Prop Manipulator
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Prop Health | 1 | 1 | 25000 | 2 Billion | Sometimes | Major |
Zone Depth, Height and Width | 1 | 1 | 15 | 100 | YES | Major |
Use cases:
Gives Creators the ability to change the Health of a prop to greater values than 25000 and being able to apply changes to more props in a bigger redius at the same time.
Team Settings and Inventory Device
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Max Health | 1 | 1 | 10000 | 500 Million | Sometimes | Critical |
Max Shields | 0 | 0 | 10000 | 500 Million | Sometimes | Critical |
Max Equipment Slots | 0 | 0 | 5 | 10 | Sometimes | Critical |
Use cases:
Would give creators more control over players Inventory and how much health or Shields players have. Especially usefull in PVE modes
Island Settings and Team Settings and Inventory Device (New Settings that would be nice to have)
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Pickaxe Swing Speed | N/A | 0.1x | N/A | 20x | Sometimes | Major |
Pickaxe Damage to Player | N/A | 0 | N/A | 50000 | Sometimes | Critical |
Pickaxe Damage to Buildings | N/A | 0 | N/A | 500000 | Sometimes | Critical |
Pickaxe Damage to Vehicles | N/A | 0 | N/A | 50000 | No | Minor |
Max Ammo Type | N/A | 1 | N/A | Unlimited | Yes | Critical |
Max Consumable Type | N/A | 1 | N/A | Unlimited | Yes | Critical |
Vehicle leave time | N/A | 0 Seconds | N/A | 30 Seconds | No | Minor |
Player Building Type Health | N/A | 1 | N/A | 2 Billion | Sometimes | Major |
Use cases:
Gives more flexibility to change how a players Pickaxe works, how much and many ammo and consumables a Player is allowed to have and how durable each player built Building type is. You can change the values for every Building Type like Wood, Stone and Metal, Stairs, pyramids and so on, even it’s edited state. This maybe also a entirely new Device like a «Player Build Manager» where you can also choose if there should be turbo Building, how fast it is, if Buildings can be upgraded like in STW and much more.
- Damage Amplifier: Max value from 4 → 100–200
- HUD Layer: Max layers from 5 → 50
- Explosion Radius: Max value from current → 250–500
- Barrier Size: Max size from 100 → 200
- NPC Spawn Count: Max size from 20 → 50
Please don’t make this change my map overrides the movement modulator upward impulse and if this change occurs my entire map is completely broken. My whole map relies on overriding the values of the impulse so if it gets limited my entire map is gone.
I think the best thing you could do is allow us to set whatever value we want, the reason you gave is plausible, but it is the CREATORS’ responsibility to create a good experience and not for you to limit us, increase the device limit to be “suggestible” but not limiting
HUD Message devices should definetely have at least the option to paste in 20 players plus as this is an essential part of creating a good game which works and not having multiple HUD messages clash with each other this for me is the most important device that shouldnt be changed.
Its time to add more features to the explosive device.
Make it possible to make it as a mutator zone (Height, Width, Depth) so we are not locked to a sphere, also raise its limit aswell.
Button Device
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Interaction Radius | 0 | 0 | 2.5m | 10m | YES | High |
There are many situations—such as in a lobby or shared area—where it’s more efficient to use a single large interactable area with one button, rather than placing 4 or more individual buttons.
This approach is especially useful when certain parts of the map become inaccessible due to props, layout, or level design. A central button with a large interactable radius can work for multiple players, even if the physical button itself is in a spot that’s hard to reach.
Damage Amplifier Device
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Damage Amplifier Device | 0 | 0 | 4 | 999 | YES | Critical |
Couldn’t you just start with a warning to players saying something like “this island pushed limits that may cause gameplay to act buggy or crash”?.. honestly I think it would be a popular category if put in discovery.. people love pushing limits.. I think players do too.. might just need a warning so you’re aware of what you got into:person_shrugging:
Increase layers on hud message. It will really help us to do creative better!
MOVEMENT MODULATOR DEVICE
Property | Min | Expected Min | Max | Expected Max | Affects You Directly | Priority |
---|---|---|---|---|---|---|
Forward Impulse | 0 | 0 | 5000 | Unlimited | YES | Critical |
Upward Impulse | 0 | 0 | 5000 | Unlimited | YES | Critical |
Use cases:
I have jump simulator maps that require unlimited max values. Because the player must increase its jump strength each second. If theres a limit then the map doesnt have a point. This will directly impact one of my outperforming maps
+1 Jump Every Second : 8181-6959-6849
+1 Jump Every Second (LEGO) : 0424-6177-6293
HUD message device is a MUST. Without 50+ Layers, a LOT of things will be messed up regarding my game.
To clarify, a lot of layers are used to showcase enemies that will spawn on screen. This combined with a bunch of other important elements on screen are a necessity to have. 50+ layers I think would be a great increase, rather than the 4 that we have to override.
Thank you for your transparency, while it may seem like it goes under the radar, it is extremely appreciated!
Property | Wanted Min | Wanted Max | adittional info | Affects me personally |
---|---|---|---|---|
Class devices | 0 classes | 50+ classes | 16 classes is incredibly limiting | yes |
Class multipliers | 0 | 10 | right now the minimum seems to almost always be 1 or 1.2 | yes, one of my maps gives the class a 0.2x tactical sprint jump multiplier |
Mutator Zone | -10 Gravity | 10 Gravity | it’d just be fun to have 0 gravity or negative gravity maps | kinda |
Just requesting that the Explosive device has an increased BLAST RADIUS. Max is currently 10. I’d love a max of 15 or 20.
I agree with @KZRKevzter that having a cuboid volume would be a great option for this eventually. Most of the time I’m figuring out where spheres are not overlapping and needing to place extra devices in the open areas.
" * We’re doing this because some islands that exceed intended limits are crashing or causing performance issues, which isn’t a great experience for players."
if that’s the case, why not just take down those islands saying performance issues and quote what is causing the performance issues so those specific actors can fix their own issues?
For HUD layers, I can’t say a specific number of layers that would please everyone, but in my maps I typically use at least 10, so setting the lowest maximum value to double that, at 20 would suffice at least for me, but i’m sure could still be problematic for others.
I’m struggling to find another device that utilizes going over the maximum allowed amounts, but one I have used is the Exploding Barrel, please at the least give us the option to increase it’s radius to about 10x what the current maximum is. (so 100 if i’m remembering correctly.)
Having the Damage Multipler uncapped would also be nice
I’m sure i’ve missed some but I feel like I would be doing a disservice to be upset at the changes and not take the time to comment on this thread
My personal 2 cents on some of the wished values here. Please consider the min / max values that would be applicable not only for your own experiences but also for other creators. For example some might only suggest a slight increase of HUD Message Device layers to 50. While this is an improvement over 5, it does not solve the big picture here. For starters, to my knowledge the “layers” are basically the same as player_ui_slot.ZOrder
which ranges up to 2147483647 in verse. While 50 layers might be enough for one project, and Z order is usually used for visual screen space order, you have to understand that some creators are using this value to not collide with other HUD Message Devices they place. This means that device A will not fight with device B, while the Layer
in this case is only used as a unique identifier for the internal device logic, it’s not used as the actual intended Z order. In such case a max value of 50 might again be simply not enough for certain projects as you could have hundreds of different individual HUD Message Devices set up for the described use case.
Therefore I personally propose to Epic Games ton increase the min max values to the max possible values which will not lead to crashes for logical reasons, nor any performance issues, but permit the most possible creative flexibility. Things like min values being locked to 0.1, 0.3 or 0.5 is often just completely unnecessary and likely goes with the justification such as “who’s going to use it anyways, as it disables the functionality”. However, disabling something is a reasonable feature of it’s own. I showcased in my own feedback above where I need the RR Vehicle Spawner to have a Top Speed of 0.0 for a concrete and reasonable use case in my experiences I’m working on. As for the max values, most should be simply unlimited as long as they don’t cause logical crashes or extreme performance issues. A speed modulation of 1000000 may not make much sense, but as long as it’s not causing any crashes or performance issues, it should be permitted. Who knows if some day someone will build a space type travel game where you need to go blazing fast and not just fake teleport the player.