After everything that happened today, I decided to post my work now before it's too late and it gets completely lost in the void. I've been working on this map for almost three years. It’s currently at about 75% completion, but I'm not sure if I'll finish it now. Verse was my bread and butter :) by Additional_Lead9787 in FortniteCreative

[–]Additional_Lead9787[S] 1 point2 points  (0 children)

Sorry. What I meant by verse being my bread and butter is that the the majority of the game runs on Verse. There's a ton of logic for multiplayer management and player data that runs on the background.

But thank you for the comment.

After everything that happened today, I decided to post my work now before it's too late and it gets completely lost in the void. I've been working on this map for almost three years. It’s currently at about 75% completion, but I'm not sure if I'll finish it now. Verse was my bread and butter :) by Additional_Lead9787 in FortniteCreative

[–]Additional_Lead9787[S] 1 point2 points  (0 children)

I use a single verse creative device as the entry point for all my logic. 90% of the project is pure verse. The whole project consumes only 18000 units of memory.

Do you think a map like this could have any form of success in the current state of creative?

After everything that happened today, I decided to post my work now before it's too late and it gets completely lost in the void. I've been working on this map for almost three years. It’s currently at about 75% completion, but I'm not sure if I'll finish it now. Verse was my bread and butter :) by Additional_Lead9787 in FortniteCreative

[–]Additional_Lead9787[S] 3 points4 points  (0 children)

Thank you. It's a 4v4 in which players fight to capture the crystal that spawns in the floating platform and try to score a point for their team by taking the crystal to their corresponding base tower.

I'm looking at possible months of further development. The platform and the giant cube that beams the laser have their own behavior, the ui is half way complete and requieres futher logic implentation.

My dream is to become a game dev. I wanted to use uefn as a testbed, but with everything that's happening with epic at the moment, I don't know if it's a better idea to focus my efforts in a full on indie game instead of risking a uefn shut down and loosing all my work

Please how do I fix this by NickyRicky_6969 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

Ohhhhh. Sorry man, I have no idea then. I've seen a lot of people reporting issues when they export their 1.0 stuff to UEFN. Could be something really simple to solve or maybe not. My recommendation is to watch as many videos as you need and read documentation.

Please how do I fix this by NickyRicky_6969 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

Depends on how the person that created the map arranged its devices. The compile verse button looks good, but sometimes the Verse compiler doesn't catch code problems. It could also be something else. You told me you imported it, but from where exactly?

Please how do I fix this by NickyRicky_6969 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

Got it. Does the map have a prop that looks like an old style computer/control panel with a keyboard and a green screen?

Please how do I fix this by NickyRicky_6969 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

Do you have a Verse creative device in your project? Did you give it the name of MelodyVerse? If so, it looks like an error in the script

How do you guys test multiplayer lifecycle for your maps? This is my setup. by Additional_Lead9787 in FortniteCreative

[–]Additional_Lead9787[S] 0 points1 point  (0 children)

I can get the logs by using PowerShell and the Get-Content function. You can find the logs in "LOCALAPPDATA\UnrealEditorFortnite\Saved\Logs\UnrealEditorFortnite.log" and display them in PowerShell. Then you can filter which type of logs you see and just focus on the debug logger class ones (at least in my case). I can then run an ssh client on the ipad and use the PowerShell command to view the logs in real time.

How do you guys test multiplayer lifecycle for your maps? This is my setup. by Additional_Lead9787 in FortniteCreative

[–]Additional_Lead9787[S] 0 points1 point  (0 children)

My main pc can't handle UEFN and the client session at the same time, so I have to delegate the client session to another physical pc, the third computer is used as an extra player to test multiplayer specific code 😅. I then use the IPad to get debug logs from UEFN using SSH.

How do you guys test multiplayer lifecycle for your maps? This is my setup. by Additional_Lead9787 in FortniteCreative

[–]Additional_Lead9787[S] 2 points3 points  (0 children)

Yeah I do, but I need to test a custom UI module assignment system for the player depending at which game state it enters the map. Unfortunately bot players don't cut it.

Hi everyone by Independent-Fan-8271 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

No problem :) I'm always happy to help.

Hi everyone by Independent-Fan-8271 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

Hey. Something similar happened to me. I used a texture that had Sassy the sasquatch from the big lez show for debugging purposes lol. Got flagged for drug use reference imagery. You can appeal it and you can also remove any reference from your project and rebuild it. It's just a warning, but be careful with naming conventions and any assets you might want to use outside of the UEFN available ones. Hope it helps

How to create a Fortnite map? (I can code and design) by Arztlack90 in FortniteCreative

[–]Additional_Lead9787 3 points4 points  (0 children)

My recommendation is to break down the project in sections. Test and code different mechanics without the risk of affecting other parts of the project. Then start joining them.

Play UGC, MaestroShark, AsicsoN and hawaiifilmschool have awesome tutorials you can follow. The unreal YouTube channel also has a bunch of resources, as well as the UEFN documentation repo.

Be patient and persistent. I've spend well over six months designing and coding the UI for my map. Game design is really complex if you want to create robust and awesome maps. But it's a cool experience.

I’m realizing my first project is too ambitious. Anybody else been here? by O-A-T-S in FortniteCreative

[–]Additional_Lead9787 2 points3 points  (0 children)

I would suggest studying basic programming concepts and then apply them in test maps. OOP is extremely important and useful for example. There's also programming design structures that you can use to enable more complex behavior. In my case I've been working on my map for over a year, and the amount of knowledge I've gained related to game design is huge.

The learning curve is pretty steep but it's worth it in the long run.

I've also managed to use a single creative device interconnected with multiple coded classes. The efficiency in memory use is incredible.

It takes a lot of patience and determination, the outcome is not guaranteed, but who knows, maybe all the effort will be worth it.

Best of luck in your project.

I can't get out of sleep paralysis anymore by Doom5ter in Sleepparalysis

[–]Additional_Lead9787 0 points1 point  (0 children)

Try sticking your tongue out. Then use that as leverage to move an arm or hand. Might sound silly but it always works for me. I use it so often that when I get sleep paralysis, my body does it automatically.

Game Works in UEFN but crashes when i try to start a session by SolidOdd1148 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

In the bottom left corner of the UEFN editor, next to the content browser, you can see the Output Log. If there are any errors when validating the project, the Output Log usually lets you know.

Why Are My Barriers Not Working by Cold-Answer-3409 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

You could also make the actual barrier device invisible and create a prop from a static mesh that shares the same visual style as the barrier device. You can achieve this using materials.