Today I wanna show you how you can create your own props inside uefn. Which you need to create gameplay inside uefn! This is how you can create kolumbo boss and make it drop weapons! Twitter: / richytoons
I never made anything in creative but I've been developing with unreal since ue3, so hearing that they finally implemented the verse scripting language was kinda exciting, sadly, as it stands now, the scripting doesn't do much, you can't access simple game-play classes / anything useful with it and using that whole devices thing you mentioned in your video seems more troublesome than actually coding something.
For people like us who have been using creative 1 this whole time instead of unreal editor it’s perfect though, because that’s exactly what we work with. It’s basically just an advanced creative, for now at least
I did this, but when I attach a prop manipulator to it and modify its health, it doesn't work, and it's still indestructible. Anyone know what I might be doing wrong?
I would give anything in the world for the klombo model to have the animations like from ch3s1, the model of Klombo in this fits so perfectly! I love it!
Hey! When i do this, sometimes the prop doesn't have any collision and u can go inside of it + u can't use the prop-o-matic on it. Is there any fix for this?
There's also somewhat of a replica to anim blueprint graph with alot of functions carried over but I feel like there's stuff we can potentially already cheese to make some wacky creations
I've never played around with ANYTHING related to the unreal editor, and as such, I struggle with things that experienced devs can do in about 2 seconds because i'm a newbie. So this might sound like a kinda dumb question to someone like you but... *how do you import your own/custom static meshes?*
It's awesome that you created a section in this video showing how to use blueprints in UEFN, which is something I wasn't expecting to have access to. I am wondering what would be the Verse script version of the blueprint?
Hello, I'm sorry to bother you (and sorry for my bad english) : I just modeled a sword in UEFN so now it's good I made the blueprint as you did (until 6:31) but now, I have a problem : I don't find anything to make it "being" a weapon usable in my game I only have the "building" version. I can't interact properly with. do you know how to make my sword into a weapon ? I thank you for your video (soooo useful !!) and thank you for the time you put into all of this !! =) have a nice day ~
He responded to another comment and said to instead hit the green "add" button in the top left, click skeleton mesh. Then add your skeleton mesh in. Hope it helps!
@@alexarnett5943 Hmmm.. Whenever i add the skeletal mesh in, it shows up, with the animation too, but in-game it comes out as a big red cube that says i still cant pick it up. Is there a setting I need to add to make it the actual character?
@@rumad19 In the video, his also shows as a red cube. But it goes away after he pushes the changes. If you haven't, try pushing the changes out. If that doesn't work, I don't know what it might be.
Thanks, amazing tutorials! I am trying to make custom doors, is it possible to automate the process (make a re-usable blueprint of it) or do I have to add a device next each door to make them interactive ?
So far creative 2.0 is only fun for those who have RTX gpus, or newer pc builds, trying to edit the map in Unity Editor while editing it in Fortnite is a pain, and trying to update/puss changes is yikes. Ah modern PC gaming, gotta love it.
I followed all of this, but after importing an item, my items are not 1 item when I add it to the game. I have to assemble each piece of the item. What did I do wrong?
i made a custom floor and when i start the game i cant build while im on it. with the fortnite assets that i can find in the gallery i would normally select build as a prop and i would turn it off, but even if i do that with the custom floor it doesnt work, can you help me?
I'm having trouble using this setup to make my Custom Prop drop resources through the Prop Manipulator Override. The resources just don't drop. Anyone else experienced this?
I have a model that for some reason divided into multiple pieces. By dragging all of them, I could create the model. But they're still multiple meshes, how can I merge them into a single one and be able to use them for the blueprint class?
The meshes aren't joined together in your fbx file. If it's as in regular Unreal, when importing your static mesh there is an 'Advanced' drop down menu that will have an option to combine your meshes into one.
Is it possible to change the amount of materials you get from props you bring in or even objects from fortnite? I have a Chromebook and can’t even get in uefn yet but I already have so many question and am very excited. I’m thinking about getting a Lenovo laptop or something
OK so I’m trying to make a five nights at Freddy’s map but they have skeleton ashes I’m pretty sure so when I go to find them in my blueprint class, I can’t.Any help?
I know uefn is new but will you be making videos about the animation and possibly haw to make a boss fight as seen in the trailer for uefn Or if enyone has video recommendations
Is there anyway to combine props and make them into one? Like I'm trying to make a cherry blossom with "treeit" I like the tree itself but the leaves look like ass. could I just take the bushes from fortnite, make them pink and permanently place them with the tree?
As a PS5 Console Fortnite Creative 1.0 map creator… all I can do is shake my head, and ask myself why, I should go back to Creative 1.0, and build any more maps. I think a lot of other console Creative 1.0 creators are asking themself the same question today. Can a few extra new Creative 1.0 props, structures and devices thrown at us tomorrow, make up the difference after these high quality CREATIVE 2.0 demonstrations? Will the console Creative 1.0 builders, just patiently wait until some kind of CREATIVE 2.0 shows up for us, in weeks, months or years, or if ever? And I’m one console builder of many, that can’t afford to go out and buy a new powerful PC that can run this new CREATIVE 2.0! The console Fortnite Creative 1.0 builders, played a HUGE part, of Fortnite’s continued popularity today! I guess it’s time to take a break… and make some decisions about my Fortnite Creative 1.0 map building future.
i did this but the model i downloaded came white and i had to put the textures over it, however after making it a prop it just came white again, is there a way to save the prop with the textures attached to it somehow?
He responded to another comment and said to instead hit the green "add" button in the top left, click skeleton mesh. Then add your skeleton mesh in. Hope it helps!
The short information how to make a makeshift props :just learn the blender and learn to draw a textures and export into a STL file and import and there done!