Can't believe Epic is actually removing the Follow button from the Creator Profile Device 🫤
Small creators are already at a huge disadvantage, and now one of the few natural ways to gain followers is being removed because some people abused it.
Surely the answer is better rules and restrictions, not removing the feature entirely? e.g. they could restrict it to just 1 device placement with standardised copy/design styles they provide us
A player is far more likely to hit Follow in-game than navigate through a stack of menus while they're simply trying to exit the map/game 🙃
re-re-consider pleaseeeeeeee @FNCreate #uefn #fortnitecreative
We all agree that it’s a bad idea and they pushed it aside, only to end up doing the same thing again without changing anything 💀
I feel like we’re constantly talking to a wall every time
I understand why Epic is moving follows to the Exit Flow. It's cleaner and creates a more consistent experience across Fortnite.
My concern is for newer and smaller creators.
Some creators have spent years building audiences that now measure in the hundreds of thousands, or even millions, of followers.
Without the data, it's hard to know whether this change helps or hurts creator growth.
I'd love to see the before-and-after follow rates.
Hey @FNCreate,
We need to talk about this...
"The Follow Creator button will be removed from the Developer Profile Link device on June 25."
This is a major blow to creators who are still trying to grow their audience.
Since Follow Creator, Discover has actively surfaced content from followed creators. Meanwhile, favoriting maps has never provided comparable visibility, despite individual maps often having significantly more favorites than creators have followers.
So what is the plan here?
If the Follow button is being removed, are there plans to make favoriting a map more meaningful? Will players who favorite an experience receive more visibility into updates and new content from that creator?
From a creator perspective, it's difficult to understand the logic behind removing one of the few audience growth tools.
Would love to understand the reasoning behind this change and what the plan is for creator discovery and audience retention.
Finally new version of text system is released on our website https://t.co/NgFJP0UoCz !
I released as update to old version but in reality it's completely new thing in material and lot's of work in verse. I'm still working on documentation or/and videos but here is a list of good stuff it does:
- Material got much lighter as slots logic moved to vertex shader.
- Characters can overlap and still won't be cut out compared to old version.
- Character can be animated and I already implemented some (wave, scale up/down and shake).
- Custom face camera logic which works with prop scale so no need to additionally specify with and height.
- Rows offset automatically when scale up or down any row.
- Text effects now can be applied to any character, so words or single character.
- Custom glint which works perfectly with any number of rows as a single line with multiple important controls.
- Higher quality outline with two parameters to control inner and outer edge.
- Timer logic split into to parts, verse and material. Verse setup initial layout and reserve slots for timer digits and then each second just sends seconds value and GPU makes timer tick freeing verse TPS by huge number.
- To apply effects simply need use parsing markup with custom tag <N> </> where N number between 1-9. So simply can write "<1>Hello</> World" and word Hello will have rainbow effect applied. Currently implemented 4 effects.
- To use icons in slots from texture array is as simple as specify another tag [iconN] where N is number of icon in array. So for example if coin is icon index 0 just need to write [icon1]100K.
- Progress bar is supported as well and can be snapped to row without eyeball offset.
- Background image supported now too! In the video yellow one is as test and you can use any of your own.
Verse side got lots of changes:
- Now saves/caches layouts better.
- Smart packing of data allowed drastically reduce number of parameters, which should help with network optimization!
- Instead having vector parameter per each slot to just send character index and position (32x5=160 if used 5 rows) now it's only 11 vector parameters per each row so 11x5=55 which is huge save and it sends text effects index in it too!
- Implemented text update queue for text which doesn't require instant update. It helps to give more breathing for other text props which needs that speed.
- Materials code now use interface and wrappers for cleaner work.
If you still read it then thank you! :)
On our website we now run 25% sale!
And if you own old version please DM me here or in Discord and I will give you promo code for 100% discount on our website!
@GelosGames_uefn #uefn #EpicPartner
It’s genuinely sad to see a great map by @GismoMaps get no Discovery support after two weeks of hard work. He even live-streamed the entire process to show us how he built it. Show some love and check it out! https://t.co/nRzQSBeeFx
Finally dug deep into the UEFN Scene Graph and... yeah, I completely get the collective pain now. The potential is massive, but navigating the bugs and writing custom workarounds just to get basic logic to cooperate is a whole secondary skill set. 💀 #UEFN#Scenegraph#Verse
Finally got this system working! It's a solid foundation for something much bigger. Right now, you can brew a potion and dynamically modify the alchemy station itself. #SceneGraph#UEFN#Verse
Looking at about 10-12 episodes. 4 recorded so far, planning to start releasing on Wednesday.
Goal is to make learning Verse topics simple and fun! Excited for y’all to see it 😁
First time playing with Scene Graph
Made this component-based custom interaction system.
It's just a prefab you attach to any entity. Fully extendable.
#UEFN#Fortnite
NEW 1v1 Buildfight Update! 💯
Introducing:
• Grinder Status
• Lifetime 1v1 Level
• UI Menu to check stats & more
• Premium to support us
I'm super happy with how this turned out, lmk your feedback!
Even more stuff is in the works and will release step by step over the next weeks.
👨🍳 @jasperlnz@NoahUEFN@rezonayy
@SupremeUEFN I will think about making the material myself. I’m not great with them. I don’t want to waste time on it right now, so I will do some other stuff instead. If they don’t deliver, I will try to make it. If they do deliver, then I saved myself some time.
Does anyone know if there's a way to add text above an object directly inside a prefab without using Creative devices? I know it's possible using Beacons with a Widget Blueprint, but I'm looking for a fully prefab-native solution. #UEFN#Verse#Scenegraph#Fortnite#Dev