#UEFN#FortniteCreative, Verse, Player experience design, player, and developer/creator relations. Consensus builder. Ex Coregames, Ex Ubisoft, Ex PlayStation
Love getting the community together at UnrealFest. It’s become a fun little tradition that grows bigger and bigger every year. This year is even more special because we’ll be hosting the first ever UEFN Community Awards. Big thanks to all our co-hosts for supporting the event!
@ImmatureGamer I still want your patch notes post, even if they don't give us patch notes... for the patch.
Just make stuff up, that will teach them.
#uefn#fortnitecreative
🚨 New Episode Alert! 🚨
The Creative Juice Podcast is LIVE w/ @imJaviRomero
- UEFN is not just a game engine
- 40 brand trailers in one year
- Tutorials are the real resume
- Big brands want trust, not noise
📺 YT 🔗 in BIO
🔎 "The Creative Juice" Podcast everywhere
Fortnite accidentally exposed island like/dislike percentages during a Discover test… and honestly, this is super interesting data for creators.
Epic confirmed they’re testing player preference signals in Discover, want Likes/Dislikes to matter more, and eventually expose this through the Fortnite Data API.
This could become one of the biggest retention and satisfaction signals we’ve ever had access to as creators.
Next Wednesday on Creative Juice, I’m sitting down with @imJaviRomero.
We talked UEFN, trailers, cinematics, working with brands, and how tutorials helped turn his skills into real opportunities.
This is a good one for any creator trying to level up.
Fortnite is back on the Apple App Store as we head into the final battle of Epic v Apple in court. For years, Apple has fragmented iOS features and fees by territory, taking regulatory negotiating positions in secret, and intentionally delaying the pursuit of justice.
@HowtwobossFNC I was contemplating turning fall damage on, now I will. Roguelike with open areas was simple until the Mandalorian hero kit.
I set it up that if you fly too high, you get a warning indicator and then get your kit yoinked. This will make that even funnier.
🌟 Fortnite Ecosystem v40.40 Update Summary
📅 May 14, 2026
🔫 New Weapons & Content:
• Cube Rifle added to Creative
• New Squibbly Shores prefabs & galleries released
🛠 Debug Command Menu Upgrades:
• Numeric input support
• More descriptive error messages
• Errors now appear in Output Log
• New Free Camera mode for debugging maps
🔧 Major UEFN Updates:
• Live Edit now works while the game is running
• New Entity Prefab dialog with base class selection
• Barrier Device gained additional material options
• VFX Spawner audio clips exposed to Audio Player
• Advanced Bounds show flag added to viewport menu for landscape grass exclusion debugging
🎮 Gameplay & Systems:
• Added a new carbody stance setting
• New locomotion settings for Ground Rush & Fall Damage Capping
• Invulnerability now persists through respawns correctly
• Physics-enabled world fixes for momentum and door bashing
• Input Trigger device now properly works after exiting RR Vehicles
🚗 Rocket Racing Updates:
• RR Boost Pad and EMP Volume Hazard devices now support Enable/Disable functions
• Multiple RR Vehicle fixes for settings, inputs, and EMP interactions
📚 Creator Documentation:
• “How Discover Works” docs updated to reflect recent Discover changes
• New thumbnail policy examples added
• Unreal Engine Remote App now supports testing UEFN islands on physical iOS & Android devices
• New Player Input in Verse documentation added
• New VFX Spawner design examples released
🛠 Community Bug Fixes:
• Guards no longer lose health settings after respawn
• MVVM ViewBinding cook failure fixed
• Dodge Rolls now work while DBNO
• Port-A-Bunker attachment fixed for walls & ceilings
• Scene Graph interactable prompt issue fixed
⚠️ Important:
Epic says Illegal Property Override warnings may now appear due to hidden property validation fixes introduced in v40.00.
These warnings will become errors in a future UEFN update, so creators should report any properties they rely on now.
Voting is LIVE for the UEFN Community Awards 🏆
15 categories. The best creators & maps in the ecosystem.
Brought to you by @FoadZone, @chartisgames, & @CherryPickTalnt. Community Champion sponsored by @LEGO_Group.
Anonymous voting. Closes June 13.
Vote: https://t.co/IDBUnCfBHW
@AscendantForge As soon as I get my game out. Decided to try and switch over to scenegraph custom inventory to save me a bunch of throwaway work. Wish me luck
Definitely one of the best UEFN maps to date. Proof that the tools are not fully the problem.
Although Scene Graph still could use a lot of work, we can already do so much cool sh*t. It’s just a matter of how we actually make stuff like this.
a lot of creators don’t have any game dev experience prior to UEFN, but the ones who do can actually cook.
Would be cool to see a breakdown of some of these Epic-sponsored islands, or a “behind the scenes.”
50% of what’s in the Foad map I’ve never seen done in UEFN, because we don’t use the tools we already have to their fullest. Aka control rig, Materials, Niagara...
@TimSweeneyEpic@MarkRein
@duos_with_dad@Flak@FNCreate So, because I have a bunch of layers built in for each rarity, duplicating a new card frame (with the angles instead of just rounded corners. I had to use AI to give me copies of that frame and all its pieces with unique names. What a pain in the ass, but it worked.
@Flak@FNCreate These are all from the UMG editor. 47 in the last 48 hours. No matter how careful you are, something as simple as clicking a widget can cause it to crash. Hours of wasted time relaunching the editor and redoing work if I forgot to hit save after every action. This has been reported numerous times.
Please take this seriously. Wanting to make a cool UI shouldn't be punishing.