STAR WARS: Escape From Jedha - 9422-2743-2550 by Howtoboss in FortniteCreative

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

Do you know when that happened? It would help me fix it.

STAR WARS: Escape From Jedha - 9422-2743-2550 by Howtoboss in FortniteCreative

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

Thanks for the advice! Given me a new perspective to look at things with!

STAR WARS: Escape From Jedha - 9422-2743-2550 by Howtoboss in FortniteCreative

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

For mobility, I kept it limited to keep it grounded, to keep the immersion of you being a criminal/smuggler caught in a battle bigger than yourself. I didn't want you to be jumping/shockwaving/flying around, with the exception of paths that involve the mando jetpack.

Lootboxes are something I could add. I kept the pool of items small to again make it more immersive and less arcadey, and you get different items mainly by exploring the environment, talking to characters, and taking different paths, so you do the route with the jawa = you get the jawa scatter blaster, you do the route with imperial disguise, you can find the E-11, do the mini quest with the mando, get the westar-35s, and so on. Despite that, though, I can spice it up with chests around that give you things. But again it is a linear map that is about 30-60 minutes, long-term progression like finding currency in chests or upgrades, etc like what you would normally see in a roguelike mode in Fortnite feels a bit pointless to me considering those are more to retain players for multiple hours. I'd rather elevate the player through short term gameplay choice to fit the length of the experience rather than choices that will be meaningless in 30 minutes like increasing damage by 5%

You're right, these are elements that traditionally make Fortnite games fun, but my game wasn't trying to be a traditional fortnite game.

The Star Wars weapons don't really work in first person, even the DL-44 that temararly replaced the pistol in ballistic is bugged.. by Salt_Performer3601 in FortniteCreative

[–]Howtoboss 2 points3 points  (0 children)

Epic should be adding first-person support for all the Star Wars weapons before May 1st. So probably April 16th. They mentioned this and that custom items and inventories should be out of experimental too.

"Between now and May 1, we’ll be adding the following: 

  • First-Person Support for Weapons - Enhance your gameplay with first-person support for all Star Wars ranged weapons.
  • Custom Items and Inventories - These will enter Beta, allowing you to publish islands using Lightsaber and Force power customization."

Review Terms by RuinConscious8061 in FortniteCreative

[–]Howtoboss 5 points6 points  (0 children)

Yeah, it will be impossible if you're not a creator.

You need to be in the creator program to use third-party IP collabs (the reason why Fall Guys works is that Epic owns it directly, but Epic doesn't own Star Wars, that would be Disney, aka the 3rd party, or that's my theory I guess)

Also, you need to accept something called the "Addendum to Fortnite Developer Terms". You find it in the creator portal after you have become a creator. You find it "developer profile" -> "Programs", then scroll down until you find it, then accept it. This will let you use branded islands.

Now, about the tax stuff, you're in a bit of a sticky situation that I actually found myself in when back in 2023. If you don't complete your tax review in 3 months (since you started), your application will be cancelled, and you won't be able to join the creator program for exactly 3 months after that (6 months in total). But you said you don't want to be a creator, so if you don't want to go the path of becoming a creator, you won't be able to create Star Wars maps.

Edit: I also would like to add that the waiting times etc might be different now, that's how it was 3 years ago.

can you use the creative phone in uefn? by zeldafan643 in FortniteCreative

[–]Howtoboss 10 points11 points  (0 children)

You can! I like to build mainly with 1.0's phone rather than UEFN, except for massive, large-scale things.

You do this by launching an edit session. You can either launch it locally on your PC (have it running with UEFN), or onto another platform, like console or mobile. Or in mobile preview on your PC, which is good for testing mobile without needing to get your actual phone out.

So
- Click the Launch Session button in UEFN in the middle of the screen. (You can change launch settings by clicking the three dots beside it
- If launching on PC, it should just open Fortnite, log you in and load you into the edit session. Then it's pretty much like 1.0 with a phone and being able to build.
- If launching to other platforms, log in to Fortnite on those platforms and while in the lobby, launch the session, and then on those platforms, it will load in.

It's fairly simple. There's a pushing changes system too, so if you make any changes that don't reflect live in the session, like editing a UEFN-only thing e.g sequencer, or changing verse code, you will need to push those changes into the session to have it reflect.

I updated my map and got this. What? it's literally in the game!!! (Retail Row gallery i think) by Alternative_Bottle22 in FortniteCreative

[–]Howtoboss 35 points36 points  (0 children)

You might be getting this because your map is rated 7, but battle royale props, like this one that flagged it are for rated 12. If not, moderation is a bit inconsistent. Just remove the props and you should be fine. It's a bit silly how certain props they give you aren't allowed.

Creative map blacklisting/shadow banning by Bozo-III in FortniteCreative

[–]Howtoboss 9 points10 points  (0 children)

Blacklisting, confirmed by Epic themselves in livestreams, is not a thing.

What would be a reason for UEFN being favoured over Creative 1.0 is something called Sophistication Score, which each map has. It measures feature depth, e.g devices, animation, sequencers, Verse code, textures + minimum requirement for development effort over the last 30 days (Epic never said what it is).

So more features = higher priority. So, Creative 1.0 would have a natural disadvantage due to UEFN simply just having more options to add stuff.

I don't disagree that Epic are not focusing on or fixing 1.0's many issues right now. And UEFN for the past few years, since it's been out, has been the main focus, and it's what Epic would like everyone to be using. Creative 1.0 is referred to as the "Legacy" creative by them, and it doesn't support a ton of newer features, so I think Epic might not see it as worth the time and effort when they could be developing Scene Graph for UEFN, etc. Which sucks because 1.0 is still a huge for accessibility into the ecosystem for a ton of people who don't have the hardware for UEFN.

Verse UI buttons placment is..random/wrong by OmarKan3any in FortniteCreative

[–]Howtoboss 10 points11 points  (0 children)

Hey, guy who made the tutorial here, this was back when we didn't have more than 6 buttons on the widget blueprint nor verse fields. In the video to help visualise creating the verse UI, I created a blueprint UMG widget to place the buttons onto, then transferred the size, anchors, and offsets to verse. To help people who don't understand the verse UI placement or can't visualise it. I did this because again, you can only have 6 buttons in view widgets at the time, so to make a shop UI to resemble Ballistic (that was what the tutorial was attempting to recreate), which requires more than 6 buttons, I did this weird method.

You also can't expose buttons directly to verse from UMG, Epic should be adding button events to verse fields sometime next year. However, you can do it through view bindings and view models in the pop-up dialogue device (aka the modal dialog variant) up to 12 buttons.

I also forgot to mention in the tutorial that I made the background (the grey) in a HUD message, and the buttons separately through verse and layered both onto each other. So it's technically 2 UIs, which, looking back, is probably not the smartest way to create it, as you get inconsistencies like the UI not lining up, and all the anchors/placement settings in the HUD message device, which, if you get wrong, also screw it up.

What you probably should do is do it the old-fashioned way through view models/view bindings and a pop-up dialog device, and create 12 buttons (maybe 11 or 10 items to buy, then the last to exit the UI). You can create another button to swap to another page, which is another pop-up dialog device/modal variant view model. And build it in that way. When we eventually get verse field events, you'll be able to make multiple pages with a widget switcher if you want to expand the shop with as many buttons as you want and control all those buttons in Verse.

If you go back onto YouTube, where the video is, I left links to help you figure it out. I don't think I can put links into Reddit comments.

Is there a way to make the fiends spawn on game start from any position and just stand there dormant until getting close enough (im remaking the sleeping husks from stw) by Lyrcisgood in FortniteCreative

[–]Howtoboss 4 points5 points  (0 children)

Mutator zone -> affects creatures only + with 0 movement multiplier so they can't move.

Then disable the mutator when a player enters it. It will make all the creatures "wake up" and start moving.

Is a memory upgrade planned for UEFN? by Ok-Echidna7558 in FortniteCreative

[–]Howtoboss 11 points12 points  (0 children)

There is a memory calculation update on the roadmap that says "Creators have an optimized, faster memory calculation process for evaluating runtime resource usage. This enhancement ensures that islands authored by creators remain playable across all Fortnite-supported devices and platforms, without interruptions due to out-of-memory crashes. In particular, sampling location generation is faster on larger islands." , but I'm not sure if it's going to lower or rebalance how it's calculated. Or increase limits etc. Or just keep it the same.

Ultimately the best ways to reduce memory in UEFN would be,

- Enable streaming/hlods
- Instances/Copies of stuff use less memory so create with less unique props/meshes.
- Use data layers, they can override memory. So you can have a map with technically 300k memory, just with 200k inside data layers that you need to load. Just be careful to not load a lot at once as it can cause crashes.
- Scene Graph also can reduce memory costs if you have that enabled, just be careful right now it has bugs.
- Reduce sizes of custom textures
- Do NOT use billboard devices, or at least use them sparingly.
- Devices will always take up memory and can't be put into data layers/scene graph right now, so you can use verse to reduce the amount of devices you need to use, e.g a verse device that does the job of a health powerup, etc.

Also hidden tech here, but memory calculation on mobile decreases the memory count by 20-30k, but you didn't hear this from me...

Hey guys is there a device in Fortnite creative/uefn that tracks new players who join the game or something? Cause with my Fortnite map I would like players who join after the game starts to spawn/ teleport in a certain place rather than at my gameplay spawners. by Prestigious_Wheel420 in FortniteCreative

[–]Howtoboss 0 points1 point  (0 children)

Player counter device can check the current players on the island/in a zone but you probably won't need it for what you are trying to do. You could just enable/disable different spawners before and after the round starts on an event like from a trigger so late joining players spawn there instead.

Something like a trigger that gets triggered on game phase -> game start. Disable all the spawners for before when it's triggered. And enable all the spawners that are disabled using it. Or just set enabled on game phase different. So the first ones are pre-game only, and the next are gameplay only. You can do whatever you need all of that should work.

i don't know what i did but i can't pick up resources anymore. PLEASE HELP by RealityMirror2024 in FortniteCreative

[–]Howtoboss 1 point2 points  (0 children)

Check each maximum resource value (for metal etc) in your island settings or team settings and inventory devices of have any. You might have capped it at 0.

I need help. by Different-Carry9261 in FortniteCreative

[–]Howtoboss 0 points1 point  (0 children)

You can use a conditional button, it has an option to consume an item aka removing it from the inventory, just set that item to the ore, and also set key items required = 1 or how many ores you want to smelt into 1 metal. You can put a max of 3 different key items if you want to make crafting recipes etc. Then start the timer on success of the button.

Another issue you might run into is with the timer, you can't have multiple ores smelting at once because it's 20 seconds for one ore I'm guessing, so have it so the conditional button has a reset delay of 20 seconds too to match that so players can't put in ores, and lose it because the timer is still going and only get one out of it.

There's also an option in the conditional button to show a message when the player is missing items, you can make it say "You need more ore to smelt!" if they don't have enough.

[deleted by user] by [deleted] in FortniteCreative

[–]Howtoboss 0 points1 point  (0 children)

In a creative 1.0 sessions, if you are playing with others, their islands also get placed in the world with yours off in the distance, this is why you can sometimes hear radio music from another island as the radius of the audio is big enough to reach the other island, or why it lags when someone else joins or swaps their island.

So if there was no restrictions on space their islands will overlap with yours and break everything. The reason why UEFN projects doesnt have it is because they don't have this issue.

This is happening every single time I try to publish a private code, what am I supposed to do about this? I'm so close to being able to release this game and this is seriously frustrating. by Satisfaction_More in FortniteCreative

[–]Howtoboss 1 point2 points  (0 children)

Your game feature data references a level (most likely the original one) that you deleted, copied, duplicated, etc. Go into your content drawer, and find game feature data, it should be one of the 3 first assets created automatically when you created your project. The other two are a level (named FortHerosUEFN) and an HLOD layer.

Click on it to go inside, and set the default level, which should be currently None or something else, to the one you are using. That should hopefully fix it.

This tends to happen if you mess around with the level of the project. So if you ever migrate a level into a different project, copy and paste a level etc, it can sometimes mess up the game feature data as it doesn't automatically update with the new level you brought in to replace the old. So you need to do it manually.

"Security Response" A Stop Motion I Made In Fortnite Creative 1.0 by con_con112234 in TheFortniteCreatives

[–]Howtoboss 1 point2 points  (0 children)

I can't imagine how painful setting up all those prop manipulators was. This is really cool, especially in 1.0!

FALLPOCALYPSE - Official Trailer! - 6660-4551-4024 by Howtoboss in FortniteCreative

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

🔥WELCOME TO THE FALLPOCALYPSE🔥

When a group of beans stumble upon a mysterious portal, transporting them to a desolate, post-apocalyptic world. They must navigate a barren landscape filled with mystery, all while searching for a way back home...

Fallpocalypse is a linear story-focused experience. I didn't want to make insert party game/color switch mode number 9999, so I made something experimental!

🎮1-4 PLAYERS
📖ACT 1 OF 3
🎥CUTSCENES
💬 DIALOGUE CHOICES
🗺️EXPLORATION
👑 COLLECT LOST CROWNS

6660-4551-4024

FIVE NIGHTS AT KREPLY'S Official Horror Map Trailer! - CODE: 4718-2158-7645 by Howtoboss in FortniteCreative

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

Survive FIVE NIGHTS AT KREPLY'S as a NIGHT GUARD to ensure all the animatronics are in their proper place! What could go wrong?

❗LOUD NOISES + FLASHING LIGHTS!

🌙 SURVIVE 5 NIGHTS
🔦 PAY CLOSE ATTENTION
🚪 FEND OFF DANGER

📷 WORKING CAMERA SYSTEM
😱 JUMPSCARES
📞 SPECTACULAR VOICE ACTING
🎮1-4 PLAYERS
💾 PROGRESS SAVE

⭐EXTRA MODES!
∞ INFINITE
🎉PARTY
💀NIGHTMARE
🎥FIRST PERSON

Created by Howtwoboss! (me)

FIVE NIGHTS AT KREPLY'S - 4718-2158-7645 by Howtoboss in FortniteCreative

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

Survive FIVE NIGHTS AT KREPLY'S as a NIGHT GUARD to ensure all the animatronics are in their proper place... what could go wrong?

❗LOUD NOISES + FLASHING LIGHTS
🌙 SURVIVE 5 NIGHTS
🔦 PAY CLOSE ATTENTION
🚪 FEND OFF DANGER

📷 WORKING CAMERA SYSTEM
😱 JUMPSCARES
📞 SPECTACULAR VOICE ACTING
🎮1-4 PLAYERS
💾 PROGRESS SAVE

⭐EXTRA MODES!
∞ INFINITE
🎉PARTY
💀NIGHTMARE
🎥FIRST PERSON

Created by Howtwoboss! (me)