Rendering in UEFN, We need better tools!

I’ve spent the past 6 months creating key art and renders exclusively in UEFN (Unreal Editor for Fortnite). The main reason is the unique access to developer maps and assets, allowing me to craft scenes within their creative vision. It’s been an incredibly fun and challenging journey, and I’m eager for more features that can streamline the creation of renders and key art.

These images are examples of work i’ve done exclusively in the UEFN engine.



As an artist working in UEFN, there have been a few roadblocks. Adding these features would significantly improve my ability to create and render artwork:

Render Queue:
UEFN often struggles with Lumen when capturing still images. Currently, we’re limited to in-engine screenshots (heavily affected by Lumen issues with shadows and volumetrics) or screen grabs (better but not ideal). A render queue capable of running passes and enhancing image quality is a top priority.

In this image you can see the low quality noise, jagged shadow lines and normal map inconsistencies.

Clean Plates:
There’s no way to get transparent PNGs or remove backgrounds without losing crucial lighting information. The workaround involves capturing various view modes (depth maps, base color, shading model) to create masks for post-editing. Selective transparency rendering should be an option, especially since it’s already available in UE.

This image demonstrates one of the view modes i’ve had to use as a workaround to create masks for post editing. This method is very inconsistent and is heavily dependent on the image.

Image Overlay Options:
Limited options exist for image overlay effects on transparent planes. Adding modes like color overlay, multiply, screen, overlay, soft light, hard light, difference, etc., would open up more possibilities for blending images and effects.

This image shows how diferent blending modes could effect a single transparent cloud in a scene. It opens up infinite possibilities for image blending.

Lastly,
Compositing Options:
The ability to add effects like color corrections, noise control and different render passes during compositing/saving in a render queue would be another excellent way to refine quality and offer more creative freedom.

I would really love to see some of these options added for those of us excited to create art in the UEFN engine. Let me know whaat you think!

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It’s great to hear that UEFN is an useful tool in your toolbox!
Thanks for your generous feedback, it will help us build better tools :slight_smile:
I shared your thoughts internally and will get back to you with more info soon!

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Thank you so much! I’ll definitely be sharing more about my experiences during my journey.

I would really love to see more resources specifically geared towards creating still art in UEFN. That’s one of the main challenges that make it hard to keep moving forward. There are many techniques that don’t translate well between UEFN and UE, which makes it frustrating to spend time learning UE techniques only to find out they don’t work in UEFN. I’ve also run into the same issue when looking for Marketplace resources. I’ve purchased things like VFX, control rigs, and clouds from the Marketplace, only to discover they’re not compatible with UEFN.

I look forward to any feedback, suggestions, and techniques you can share along the way! :grin:

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