UEFN 23.00 Release Notes (December 13th, 2022)

Note: Verse Parser Changes this Release. Please Read:

Release Notes are as follows:

RELEASE NOTES

Additions

Lights

  • All lights enabled in UEFN:
    • Directional Light
    • Point Light
    • Spot Light
    • Rect Light
    • Skylight

Creative

  • Removing rollback that changed ping behavior. Full team pings will be allowed in Creative and will not be squad based.
  • Enabling Safe Teleport over respawn in Creative Edit.
  • A change was made to make it possible to teleport the player 50k units without triggering a fade. This will be used to support another change where we don’t kill the player after pushing changes.
  • Unfreezing players when we are fully ready now in Creative Edit.
  • Bug Fix: Fix for the Creative Play game breaking after the first round.
  • Bug Fix: Fix for the minimap in basic template being blank/purple.
  • Bug Fix: Fix for countdown timer in Creative Edit session. Users should be able to use the phone tool as expected after pushing changes.
  • Bug Fix: Fix for child actors snapping to the world origin when they were damaged during play.
  • Bug Fix: Lobby island should no longer appear in Creative Edit.
  • Bug Fix: Fix for Map indicators not showing up until very close range
  • Bug Fix: Fix for allowing return to Creative Edit from minigame.
  • Bug Fix: Fix for users getting randomly kicked from Creative Edit to main menu

Devices

  • New: Updating Creative Device Audio Player with Fade-In and Fade-Out playback support.
  • [UEFN/Fn-Creative] Firefly Spawner, Adding V2.
  • Effect Volume → Changed Selected Team Option description
  • [UEFN] Cinematic Sequence : Assigning name and description to ensure name appears correctly in Direct Binding UI.
  • Supply Drop Spawner → Reduced maximum for Custom Spawn Radius from 5000m to 100m
  • [Fn-Creative / UEFN] Physics Tree / Boulder - Can now intersect ground slightly (up to the point of the break).
  • Adding Damage Amplifier name/description
  • [UEFN] Audio Player: Updating verse device name.
  • [UEFN] Engine Level redirect for SpeakerV2->AudioPlayer
  • [Fn-Creative / UEFN] Adding Camera Collision option to V2 Barrier.
  • Bug Fix: Creative - Dance Mannequin V2 - Fixing issue with Pedestal Color User Option not changing the pedestal color.
  • Bug Fix: [UEFN] Fixing Streaming Radio move tool issues.
  • Bug Fix: [UEFN/FN-Creative] Timer V2 : Fixing issue with lap time not being settable via event.
  • Bug Fix: Creative - Capture Area V2 - Fixing an issue where Capture Radius would display as “Unset”
  • Bug Fix: Cinematic Sequencer - Fix for some devices not getting triggered from Cinematic Sequencer finishing
  • Bug Fix: [UEFN] Fixing an issue where the GravityStone material’s WPO would bug out if the actor was parented to another actor.
  • Bug Fix: Fix for editing the Time Limit on the Experience Settings asset in UEFN doesn’t result in a correct setting in Creative Edit/Play
  • Bug Fix: Skydome - Fix not being able to spawn in editor.
  • Bug Fix: [Device_Campfire] Fixed capital letters of some option names
  • Bug Fix: [Device_FuelPump] Fixed the description for Infinite fuel and Indestructible options.
  • Bug Fix: [Device_CaptureArea] Fixed the description for EnableDuringPhase option.
  • Bug Fix: Item Spawner device imports correctly when importing a map that contains Item Spawners.
  • Bug Fix: Fix for ‘Tracker’ device function ‘Assign when receiving from’ can be triggered only 1 time
  • Bug Fix: Fix for Cinematic Sequence Device not exposing Instigator Playback settings in Edit
  • Bug Fix: Real Time Clock - Fix - Some User Option Events don’t work in the UEFN such as On Enabling After Time Reached
  • Bug Fix: [UEFN/Fn-Creative] Fixing an issue where devices that activated at game start would start their behaviors before other devices were ready. Lots of Resaves required here due to changes to macro libraries/function libraries/parents.
  • Bug Fix: Fishing Zone - Fix - Zone FX does not Update in UEFN viewport.
  • Bug Fix: [Fn-Creative / UEFN] Class Selector. Rename to Class/Team Selector to match its current functionality. Updating verse scripts to match. Fixing issue where the Team Relationship color setting did not function.
  • Bug Fix: Conditional Button - Fix - Toggle Icon on Use setting does not function, and Team Any becoming Team 0 on conversion.
  • Bug Fix: Fix for Switch and Shared Save Data devices that were switching to the “Off” state upon Reupload.
  • Bug Fix: Fix so user cannot select negative round numbers in the “Round” option.
  • Bug Fix: Fix for when the Spawn Radius wasn’t working properly on the Supply Drop Spawner.
  • Bug Fix: Real Time Clock - Fix - displays “001 day 00:00:00” value for the non-existent date.
  • Bug Fix: Fix for Damage Trap having a visual difference between UEFN and Fortnite Client
  • Bug Fix: A fix for the Poison Dart Trap that is created from UEFN not actually shooting darts in play.
  • Bug Fix: Added missing redirects for ZoneWidth, ZoneDepth, and ZoneHeight options for Skydive Volume V2. Zone sizes of “Skydive Volume” are not saving after island converting via UEFN
  • Bug Fix: Fix for Imported Damage Rail devices doesn’t cause player to lose health on contact in Edit minigame and Play
  • Bug Fix: [Fn-Creative/UEFN] Updating Beacon to correctly update based on team. Adding a macro to get the ActorPVPTeam from a CreativeTeam.
  • Bug Fix: [Fn-Creative/UEFN] VFX Spawner: Updating Visibility of Effect when game state changes (fixing issue where teams could see it when they shouldn’t).
  • Bug Fix: Fix for crash when calling Stop on a cinematic sequence device that isn’t already playing
  • Bug Fix: Fix for Triggers don’t activate with streaming enabled.

Editor

  • Work on Matchmaking rules so that they can be authored within UEFN and used to travel to created experiences
  • Add the “Open Game View” button which can launch the game client in case it gets disconnected or not launched automatically.
  • Expose SoundNodes (for SoundCues) to UEFN - SoundCue UI to hide disallowed SoundNodes
  • Improve some of the error messages for installing content during matchmaking.
  • Updating the Animation 101 project template thumbnail image
  • Making all creative devices always loaded when streaming is enabled (regardless if they can be streamed out in current creative) When streaming is enabled, it changes the package paths of the actors which are causing issues with Direct Binding. This change extends the temp workaround we did in 22.35, by now making any creative device always loaded.
  • You can now filter and view projects by team in the projects panel dropdown.
  • Bug Fix: Changing the cell size and loading range in World Partition streaming settings now triggers the “Push Changes” button correctly
  • Bug Fix: Fixed issue with Publish modal incorrectly showing “Your island has been published”
  • Bug Fix: Editor can timeout when creating modules preventing the project from getting to the server. This leaves the editor in an unrecoverable state. Fix ensure with live edit pausing not getting undone during some content service failures. Also fixed issue with “Session has updated” status bar text showing on the same failures.
  • Bug Fix: Fix for when HLOD generation creates black textures
  • Bug Fix: Fix for the color of Primitive Shapes Gallery not renders in UEFN viewport after closing and reopening project
  • Bug Fix: Fix to ensure that GameplayTags are not lost in UEFN during save for building actors
  • Bug Fix: Adding a check to not set the max health for a building actor on load if the max health is zero. This can cause unecessary building actor dirting in UEFN. UEFN will save the Initial Health Set for actors causing them to reload with the initial health value but not rebuild correctly. Setting the health to the saved health percentage ensures actors are at their correct health percentage on load after minigame reset.
  • Bug Fix: Changes to resolve a server crash that would result in severe latency in live edit when performing operations such as copying 100 actors.
  • Bug Fix: Fixing FValkyrieFortniteEditor::CreateNewLevel logic to recognize success even if a destination package name isn’t provided (as is the case with the normal “New Level” and “New Level from Island” flows). This was causing the “New Level from Island” flow to cancel out even though everything in the creation logic succeed.
  • Bug Fix: World Partition Support: don’t automatically set non-spatially loaded on actors if the map is not streamed by default.
  • Bug Fix: World Partition, Fix for HLOD generation creating black textures
  • Bug Fix: Re-load current map when Build Minimap or Build HLODs commandlet fails
  • Bug Fix: Fix for Experience Settings not respected in regards to Building

Engine Features

  • Hide RuntimeSpatialHashClass from World Partition settings.
  • Bug Fix: Fix for Landscape Components Unloading when World Partition Streaming Enabled

Infrastructure

  • Providing support for landscapes to be accounted for in the memory tracking system

Revision Control

  • New: Implemented Asset Revert functionality from Scene Outliner. Fixed ‘Cannot revert umaps with Unreal Revision Control’ by reloading all assets when attempting to revert a map Implemented ‘Revert All’ button
  • UnrealRevisionControl (SkeinCLI): Treat a ‘Missing’ file as a ‘Removed’ file.
  • UnrealRevisionControl (SkeinCLI): Add support for releasing the lock on more than 100 files at a time
  • UEFN / Live-Edit: Added ValkyrieFortniteEditorLiveEditActorLocker, responsible for monitoring locking/unlocking of source controlled files and translating that into a list of actors to send to the live-edit session, which will in turn make those actors immutable to prevent source control conflicts.
  • FortniteGame: Replace any instances of “Source Control” with “Revision Control” in text
  • Replace any instances of “Source Control” with “Revision Control” in text in the Editor
  • Bug Fix: Add the process of storing and restoring the camera location and rotation when source control is syncing packages If a sync with source control reloads the map then it will perform a camera reset. We can improve the user experience by restoring the camera position and rotation to prevent the camera moving each time a user syncs.
  • Bug Fix: UnrealRevisionControl (SkeinCLI): Fixed NaNs being displayed in ‘project snapshot create’ when creating a snapshot containing only deletes
  • Bug Fix: UnrealRevisionControlUE: Improved error reason displayed bottom right when user is not logged into the editor. Previously showed: ‘Login failed’, a string that came from the CLI.
  • Bug Fix: UnrealRevisionControlUE: The ‘snapshot create’ command releases all locks currently held by the user. For unmodified, checked out files (which are not part of the created snapshot) the UE kept showing the red checkmark after the CheckIn operation completed.

Verse

  • New: User created verse devices can now reference other user created verse devices that are placed in the world using the editable attribute
  • Remove unused using{/Verse.org/Native} from templates
  • Verse - Trick Tile - Rename Toggle to ToggleEnabled to better reflect what it is actually toggling, and declare alongside enable/disable functions
  • Bug Fix: Fix an issue where Verse message objects could not be saved, because they weren’t flagged properly. Message function without params causes error where level cannot be saved
  • Bug Fix: Localization: fix an issue with single argument messages where the default text was completely an interpolated argument, like “{This}”
  • Bug Fix: Verse devices - perception trigger - removing duplicate import statement (fortnite.com/devices)
  • Bug Fix: Fix an issue where you can’t use rotation{} to initialize a rotation struct.

DEPRECATIONS

Editor

  • Disable Plastic Source Control in UEFN
  • Removed the ability to apply Animation Modifiers via the right-click context menu
4 Likes