Making @Fortnite games since 2018
🏆5x LTM /⭐10+ Featured /🕹️100M+ Plays
🤝Work w/ @EpicGames, @Nickelodeon, @SamsungUS
Currently building @DriveNationFN
When we first met back in 2019, most people in the space (including myself) couldn’t have foreseen how big it could truly be. You did however, and helped pioneer the space for all who follow. I’m sure that creative and entrepreneurial vision will help you in your next chapter. Wishing you and team all the best for the future.
☁️Dynamic Cloud Cards in UEFN!☀️
🔦Dynamically lit by sun
🟦Look "volumetric" even though flat planes
🤖Precomputed light responses in Blender
🎨Assemble volume light data in shader
Fun little project to see if I could make better looking clouds in UEFN.
#UEFN#Fortnite
@rms80 Yeah it’s a procedural Python system designed to mimic some of the editor functionality of PCG but it’s not actually using the internal PCG system
🤖PCG Tools in UEFN (Python Tool)
🌳Scatter nature props while avoiding roads
🛣️Place props to follow roads
🧙♂️Props and scatter update to road changes
Procedural creation tools like these save hours of reworks, speeding iteration and improving end results!
#UEFN#Fortnite
🌍Procedural Biome Spawner (UEFN Python Tool)
🌳Natural scattering algorithms
🎨Place multiple asset types at once
🚫Auto avoids splines
🌵Define custom Biomes with assets
Getting closer to a PCG like system using Python in UEFN!
#UEFN#Fortnite
You can set a lot of different settings on each asset. Depending on the type you can select a different scattering algorithm too. The next layer up is the Biome controls and you can set more global controls over all the assets in the Biome. Think the next step is to bring in a simulation based scatter using water, shade and other competitive factors
@duos_with_dad I thought about maybe trying to get the uasset and bringing it into UE5 and migrating back to UEFN but couldn’t even get the uasset so gave up 😅
🚧Cable Generator (UEFN Python Tool)🚨
📌Place start and end markers
🔍Choose the prop to use for the cable
🔧Set how much it should bend
👷Meshes generated in an ISM for performance
Continuing to build out my procedural toolset!
#UEFN#Fortnite
I was able to get meshes and some textures and then reimport them. But I think it’s a lot more work to get assets like trees working with reconstructed materials etc. I’m still using references at moment which won’t validate, but that’s fine since my actual project only uses custom assets.
@duos_with_dad@chrisp_games Yeah most likely I'll have another look at it! Think our use cases were pretty much the same. Wanting to batch assets into ISMs without having to reconstruct everything from scratch! 👍
@chrisp_games@duos_with_dad Yeah I tried to get the tool to extract meshes and textures from the prop and reimport them to break the reference to the Fortnite asset but was getting a cooked asset warning when trying to export the mesh. Would be interesting to see if this allows a way around that 👍🏼
🚧Auto Prop Placer for Splines (UEFN Python Tool)
📌 Instance props along a spline
🔍 Easily assign prop from Content Browser or search
🗺️ Select where on the spline to place
🔢 Choose how many or how often to place
Starting to build out a full procedural toolset!💪
#UEFN
🌲Fortnite Foliage Converter (Python Tool) 🌴
Note: fails validation...
A quick test of python scripting to turn Fortnite foliage props into actual Foliage actors which can be used in Foliage painting mode.
If we could ref Fortnite assets in our own it would work.
#UEFN