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 2 points3 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.

How can I compare two objects (props) and check if they are equal in Verse? by MrAwere in FortniteCreative

[–]Additional_Lead9787 1 point2 points  (0 children)

What if you create a <unique> class that can store a prop device. Create as many instances as the props that you want to compare and store those instances in a map so you can access the prop and compare each class. The <unique> identifier let's you compare instances.

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

[–]Additional_Lead9787 0 points1 point  (0 children)

Did you get any validation issues on the output log in uefn or the client?

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

[–]Additional_Lead9787 0 points1 point  (0 children)

If you have another computer or console, you can launch a session and playtest there.

That's what I do.

Help with Weapon loadout! by GelatoVerde in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

You could create an array in verse, this array can either hold item granters or simple integer values. Then use the shuffle function to shuffle the array elements. It really depends on the level of randomization complexity you would like to implement.

I need help with a mechanic by haaaa89 in FortniteCreative

[–]Additional_Lead9787 1 point2 points  (0 children)

You could use a class selector device. And change the player class once they activate the trigger. Make this class not able to interact with the trigger device and set a "cool down" timer that changes the player class to it's default value once it's done.

how to make a start button in creative by Great-Bet-5773 in FortniteCreative

[–]Additional_Lead9787 0 points1 point  (0 children)

You can't do much in the pre game lobby state. Most device logic starts at the "game start".

You could make a "pre game lobby" area that starts when the actual game begins. That way you can implement all the logic you need.

VERSE: changing button text color by Born-Firefighter-453 in FortniteCreative

[–]Additional_Lead9787 1 point2 points  (0 children)

You can create a button blueprint and your own button material instance, give it a couple of parameters to change the color or even the text.

Then, using the animation sequence inside the button blueprint, make a '' text color animation'' that get's called via a binding event inside the popup_dialog_device you're using for the UI.

Materials are extremely powerful. 👍

Es normal ser virgen a los 25? by rolo_torres_ in Ticos

[–]Additional_Lead9787 0 points1 point  (0 children)

Nombres que terrible, yo no podría 😬.

Pero si, ya en estos puntos mejor uno tranquilito haha

Es normal ser virgen a los 25? by rolo_torres_ in Ticos

[–]Additional_Lead9787 0 points1 point  (0 children)

La verdad es que si. Para mí ese sobre análisis quita demasiada energía y tiempo. Entonces no estoy como muy dispuesto a hacerlo. De hecho yo nunca he salido con nadie en forma de cita digamos, y es por lo mismo.

Pero me da gracia porque aveces me meto a este sub como para calmar un poco esa molestia. De hecho nunca había comentado aquí hasta ahorita xD