Multiple Questions about UEFN

Hey !

New map creator right there !

I started editing my first map some days ago on UEFN and there is some questions i have, and i can’t find any appropriate answer anywhere.

(Btw sorry for my english)

First of all, i need to change my harddisk very soon because i have multiple issues with it, BUT will i keep my current project ? Do i have to save the project file on a external harddisk (copy/paste is enough ?) ? Or maybe there is a back up/cloud option to download it again on my fresh computer ?

2nd question : My map is already big, but since my computer have trouble to start the game from UEFN (due to harddisk) i didn’t realized my map was in the wrong way, i want my city to be on the North side. Is it possible to change North/South/East/West direction or at least rotate the entire build ?

3rd question : When i start the game from UEFN, i can see all change i made, BUT when i start a private session i published (from private island code) or a test session, it’s still the version 1 and i can’t see all change i made (except some buildings), same for my team member. Any idea how to fix this ?

4th : Can my team member edit the map on his UEFN, and me edit the same one on my side on UEFN, then synchronized it or it is only possible to collaborate in game, from creative mode ? (but for this i need to fix my 3rd question issue)

5th and last : Is it possible to create a PvE map, but sometimes you get randomly (or by talking to a NPC) a bounty on a player’s head (like the ones from Shadow Mandate/Shadow briefing we got some seasons ago) ?

Thanks in advance !

1st Question answer: ALWAYS USE and save with unreal revision control EVEN if you don’t plan to move files Unreal Revision Control in Unreal Editor for Fortnite | Unreal Editor for Fortnite Documentation | Epic Developer Community

2nd Question Answer: You can use the rotate tool and then multi-select all your buildings and rotate them all together just make sure to align them correctly with the building grid.
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3rd Question Answer: Since Private Version Codes are newly generated each time, their metadata is always going to say “version 1” what you could try to do is check on the top left of your screen for the version number (should be after the @) eg in this screenshot it is 187
image
and then inside UEFN you can check on the project size button what the module version should be (in this case it shows 187 as it should)

4th question Answer: To collaborate you need to use the Unreal Revision Control, its not as instantaneous as them being in your edit session though since you will have to manually sync changes

5th question Answer: The bounty system is not added in creative.

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Question 2 - Make a cube in modelling mode, grid snap it into your map, keep the scale at 1,1,1 and rotation 0,0,0 and put it up in the air at a multple of 384 units above a building you want to move.
Also move it to the folder that build is in

Select the whole building and right click attach it to the cube. If you’ve got the whole build in its own folder, use the outliner to select all children of that folder

Now you can just move only the cube and the attachments will follow.

Use different cubes for different outliner folders …

You can rotate the cube and the building will rotate… Mass rotation will mess with the transforms for the OCD creator… like me… nice whole numbers will turn into floating points.

I guess you young folks who have grown up with teraflops don’t care about a 0.0000001, but for me I need it to be 512 not 511.999999999

Some of the rotations will calculate funny too like rotating a Z -90, 90 degrees to the right will give a Z 359.9999999 instead of a 0

I have lots of wild children and live in a wirlwind mess, but my map transforms are neat and tidy, locations are all integers and I only use power 2 floating points… at least I get to control something, 36k actors all manually inspected for neatness and conformity… Oh, is that why my map is taking months and months ???..

Oh yeah, detach the actors from the cube afterwards, at least the devices and non spatially loaded actors.
You can keep spatially loaded attached to spatially loaded and non spatially loaded attached to non spatially loaded, but don’t mix and match, it will fail a HLOD build.

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