Hello Epic Games,
I would like to propose two improvements to the Obstacle Gallery system in UEFN, based on practical creator workflow needs.
Why a Yellow Obstacle Gallery is needed
The current obstacle gallery color set (red, blue, green, purple, etc.) is widely used for visual coding in parkour and deathrun maps.
However, the absence of a yellow variant creates an incomplete color system.
Adding yellow would:
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complete a consistent visual language already used by creators
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improve readability and player orientation in fast-paced maps
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allow better differentiation of paths, difficulty levels, and mechanics
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reduce the need for improvised material swaps or recoloring workarounds
In practice, creators already rely on color coding as a design language, and yellow is a standard missing piece.
Why Two-Sided Gallery Standardization matters
Obstacle courses and traversal maps often require assets to be seen and interacted with from multiple angles.
Currently, some gallery pieces rely on single-sided rendering behavior or inconsistent material setups, which leads to:
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visual artifacts depending on camera angle
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extra duplication of assets to fix rendering issues
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increased build complexity and reduced iteration speed
Introducing a clear standard:
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Single-sided versions (performance-optimized / legacy use)
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True two-sided versions (consistent rendering from all angles)
would significantly improve building reliability and reduce unnecessary workaround structures.
Overall impact
These changes would:
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improve consistency in creative building systems
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reduce friction in map development workflows
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strengthen visual clarity in gameplay-heavy environments
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support faster iteration for creators at all levels
This is a small set of additions with a large impact on usability and design efficiency in UEFN.
Thank you for your time and for supporting the creator ecosystem.