23 | Gus Kirkpatrick - UEFN dev

Los Angeles, CA
Joined November 2017
Taking a moment to appreciate how far #UEFN dev has come this year. 🙏I never would've imagined having enough editor control to do stuff like this, custom characters, or ragdoll mechanics (@Duuk_FN) just last year. #UEFN truly is becoming the blank canvas we were promised 🙂
Making events completely in UI. DJ Yonder dropping some heat.. Since its a widget blueprint we can make it an in world screen as well example in the comments @FNCreate @TimSweeneyEpic
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Froggerdinger FN retweeted
Real-time ragdoll physics in UEFN 🤯 Real-time ragdoll physics on your own skin. Not an animation. Not a pose. Every limb simulated individually, colliding with everything in the map. - Not server heavy - Super smooth in multiplayer - Collides against everything - Impact per limb, readable in Verse - Launch, fall or ragdoll on damage No experimental features. Everything live and publishable today. Never been done in UEFN before. Fortnite has no ragdoll system, so every part of this is a workaround. Super proud of this one😁 @FNCreate #UEFN #FortniteCreative
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🚨 Fortnite. GG just added Genre Benchmarks to island stats. You can now quickly see how your map compares to others in the same genre across retention, playtime, sessions, favorites, recommendations & more. Really useful way to see where your game is actually over or underperforming. Credit: @FortniteDotGG
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I really hope @FNCreate can improve #UEFN memory soon. It's getting pretty bad. This is an empty island, with a few devices but mainly a big verse codebase. Verse alone takes up like 35k memory. I've never understood why Verse code takes up memory. Shouldn't memory mainly be reserved for actual props and assets that need to be rendered and use GPU resources? If someone who knows about this more in depth wants to explain it, I'm all ears😭
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Hot take (maybe not so hot😭): Island memory in #UEFN needs a complete overhaul. It is currently really broken. Total memory doesn't match the calculation graph cumulative value, Some assets have fake values, even moving a prop requires you to push changes to see the memory, etc... I can't really imagine myself making a big scale game with the current system. You place a few verse devices and memory goes up to 20k. Imo, memory should be, first of all, calculated in engine. Having different values based on the client isn't good. Also, I'd either increase the cap or make it consider only actual actors that matter in rendering and have an impact on performance/fps. That said, I'm not sure what's possible. This is just from my creator perspective. I'm not an engineer, of course Epic devs know way more than me. It's just reaaaally hard to trust the current system with a decently big map. Seeing how great Scene Graph is becoming, hopefully we get less restrictions on the quantity of stuff we can do too.
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1 Billion... I still remember how excited I was to see 50 CCU on my first game. It still doesn't feel real.
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What more tools would like to see like this? I wanna grow this repository more, have more tools like this that help users out 🙌 Hope you are enjoying this tool so far, tell me in comments how much it helped you 👀 #UEFN #Python @FNCreate
🔥 UEFN Python Verse Fields Tool is finally here! Direct Python Tool: github.com/supremeuefn/uefn-… Claude/Codex Skill: github.com/supremeuefn/uefn-… This tool lets you create, manage, and bind Verse fields, either individually or in batches, making UI workflows much faster and easier. I'd love for you to put it through its paces! If you have ideas for improvements, whether it's the UI, workflow, or anything else, feel free to leave feedback or open a PR on the repository. Current limitations: - Event bindings and event Verse fields are not supported. - Bindings that require conversion functions (such as ToVisibility, MakeBrush, etc.) are not supported. It really shines for Verse Field to Verse Field bindings. For example, if you have a slot widget with fields like Name and Image, and a parent widget containing 10 of those slots, you can quickly generate the corresponding fields in the parent widget and bind each slot's fields to them automatically. 🔥 If you have any questions, feel free to DM me or leave a comment below. I'd love to hear your feedback! 🙏 #UEFN #Python #Verse @FNCreate
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👁️👁️ Dude. AI moderation has to go...
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I heard you guys liked the Frutiger Aero vibes of this map, so I added more :)
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Replying to @HowtwobossFNC
What there was to break down:
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I feel like #UEFN creators had more hype at the in world UI announcement than anything at state of unreal.
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Flying the Unreal Fest kite is so much fun when you don’t have @JKClayton_FN in your ear telling you it isn’t ! #KiteMogged
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Quick environmental shot of progress on Fort Souls Bossfight ! w/@the_sun_pirate @FNCreate #UEFN #EldenRing #UEFest26
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Since the new 41.00 #UEFN update my foliage has been bugged and not updating with the landscape. Here's the bug report if you guys would be so kind to upvote 🙏forums.unrealengine.com/t/fo… Also small glimpse of my current project ✨
Has anyone else noticed landscape foliage messing up when editing landscapes since the last update?
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Has anyone else noticed landscape foliage messing up when editing landscapes since the last update?
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