2+ mill on yt + 35m uefn players 👨‍💼

Joined April 2021
Hi guys! I would like to share with all of you a bit sad news and even ask for support... My wife, the person behind the @GelosGames_uefn account, Katy is in pretty urgent need of open abdominal surgery and because it was pre-existing condition our health insurance won't cover cost. She was on very long back and forth checks and long wait list that her situation escalated and after we moved to Malaysia and did all tests now we got a whole picture of how serious it's. There is even possibility that it could be cancerous, which only we know after surgery and we hope it isn't... So if you would be able to support her... us... you can donate any amount you can on her Go Fund Me page gofundme.com/f/after-years-o… because in current situation we will struggle with surgery and post-surgery costs. Please if you can share and like this post for visibility. Thanks! 🙏
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Also looking for someone who can model a few improved Battle Bus variants for this map. You’d be building on top of the original Battle Bus, not from scratch. DMs open
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One of these UIs was made by AI with MCP (except for materials) Guess which one 🤔 #uefn
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Replying to @FNCreate
An hour of development in UEFN is actually 2-3 hours of actual time (not counting afk or using other apps while waiting). Here is what takes away from it (with a beast PC and 1Gbps connection): - Renaming a file in content browser (3-8ish secs) - Moving a file in content browser (same) - Deleting a file in content browser (same) - Opening live edit (1-6 mins) - Crashes (??? mins) - Starting the project (3-10mins) - Any edit that desyncs live edit, like landscape editing, scene graph and verse editables change (1-6 mins) - Closing unnecessary popup windows that constantly spam the editor (2-3 secs) - Placing a blueprint or FortPlaysetItemDefinition in viewport (0.3-0.5 secs per case) - Migrating content UEFN to UEFN (6-20 mins) - Checking memory (7 mins) - Moving player to test area, or camera to player (5 secs) - Fixing UEFN grids after restart (4 secs) - Falling and flying back up because player jump didnt trigger in edit mode (4 secs/case) - Closing extra asset windows in UEFN (1-2 secs/window) - Reopening texture data dropdown on architecture (2 secs/case added since a few updates back - roughly 40-60 occurrences per working session) 1) Most of what is listed above should not take more than 1 second, to match other editors, and we are in the minutes in some 2) In a usual "1-hour" session, there are around 2k-3k edits for level design, so multiply bullet 9 (0.4 x 2500 = 1000 secs taken away just waiting on things to spawn on viewport alone) I would love to sit down with Epic and create an initiative to speed up the editor. I sent messages about that multiple times before, and every time I was told those fixes are "low priority" So don't talk to me about time, because really its your weakness as an editor; it's in fact, the slowest editor I've used in my career, by a long shot. If you want to fix it, my DMs are open
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looking for a verse dev to make maps together, % cut deal. just need to be really good at verse and communicate well, i handle everything else. dm me
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