zikaro.777 愛 retweeted
Are y'all tired of having a million "Invalid access of internal function (/Verse.org/Verse/event:)Await from control scope" errors in Verse after the recent #UEFN update
There's talk Epic won't be fixing this for an entire 8 days, which is kinda insane bc I figured out how to fix it already:
The crux of the issue is the classic "Can't access a function from a preceding type" error we've been seeing for 2+ years in the digests now. Just Ctrl+X the entire Concurrency module inside Verse.digest.verse, and move it to the top of the file. No more errors :)
Man, this Fortnite mini-season looks so fun!
Fortnite hasn't missed with a single mini-season so far
zikaro.777 愛 retweeted
🪁 My UEFN project! I built kite combat mechanics, movement combos, mid-air catches, and a system to chase and collect fallen kites. I also worked on the level design, creating a Brazilian-inspired environment.
🎮 4393-5421-0855 #UEFN #FortniteCreative #LevelDesign
Absolutely essential
If you have experience building in Roblox Studio, you’ll realize just how absurdly slow UEFN is to work with.
It is very disheartening that Epic considers these issues low priority and ignores our feedback.
#UEFN @FNCreate
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
"YAGNI? NO!
Let me create 3 interfaces and 4 abstractions to implement a feature that some good old Go Horse could solve."
Epic released a great feature and didn't say a single word about it
zikaro.777 愛 retweeted
The new abilities system allows you to make abilities attached to custom items and apply effects at certain times.
Very cool!
Great learning content for us
Want to get more out of Scene Graph? 👀
Live from Unreal Fest Chicago, Blair Nicholson (Sr. Game Developer, @FoadZone) shares practical techniques for building modular gameplay systems with Scene Graph that are flexible, reusable, and quick to iterate on.
Watch the session now: youtu.be/cUbe2nmJNCI
zikaro.777 愛 retweeted
Verse Field Tool Update ⚙️
✨ New in v1.2
- Batch rename fields in Manage Fields using Find & Replace, Prefix/Suffix, or Renumber, with a live preview and conflict checks. Existing bindings stay intact; only plain fields are renamed (Event fields are not supported).
- Event bindings now support buttons inside sub-widgets, including single, paired, or bulk buttons by number for both button types across all three events. Multi-button slots let you choose the target button from the Target dropdown.
- Added search boxes to the Verse Fields, Bindable Targets, and Manage Fields lists, making large projects much easier to navigate.
If you have downloaded it last time from my previous post you can update from the tool, if not you can download it from here : github.com/supremeuefn/uefn-…
#UEFN #Python
Verse Field Tool Update ⚙️
✨ New: Auto-update + versioning! (v1.0)
Once you install the latest version, the tool will automatically keep itself up to date on launch, so no more manual re-downloads.
Also improved:
- Bind messages directly to the Text field of UEFN buttons (Loud, Quiet & Regular).
- First-time setup is now seamless, dependencies install with a progress UI, and the tool launches automatically when everything is ready. No more running the script twice.
- Click the Name column to sort fields A-Z / Z-A
⬇️ Grab the latest release from the repo once, and you're all set.
github.com/supremeuefn/uefn-…
#UEFN #Python #UI
zikaro.777 愛 retweeted
I removed ~70% of boilerplate code in my #Verse custom event classes with #UEFN 41.00
Now, an event that took 8 lines to declare takes only 1.
And I can still Signal and Subscribe with type-safe payloads
Follow the thread below for the refactor breakdown ↓
#FortniteCreative
zikaro.777 愛 retweeted
Bye bye billboard device, you won't be missed.
You can now have localized world text that isn't just plain text, and ALSO bye bye heavily-complex text material for dynamic verse text.
Thank you! @FNCreate
What a great addition to UEFN 👏👏
ワールド上にUMG(ウィジェットブループリント)を配置できるように!
マテリアルを使ったテキスト表現よりも自由度高く、簡単に表現できるようになるって感じかな!Verse Fieldの情報も渡せるから便利そう #UEFN
zikaro.777 愛 retweeted
July 17th cannot come fast enough!
@ttkzikaro cooked on the scene graph/verse and the painstaking animations by @WreckedelkJr really puts the player right in the action! What an incredible addition to the game!!
Melee is now FINALLY in Flawless Cowboy!
Check out my Fortnite remake of Halo's Silent Cartographer mission "Flawless Cowboy: Silent Incursion" when it drops on July 17th! 📅
#UEFN #FortniteCreative #HaloRemake
zikaro.777 愛 retweeted
🔥 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
A lot of people i think want to know now, how you can create verse fields with the help of python and also bind it.
Just an heads up, This uses Claude, Codex or any AI you are using and we use an MCP server that sends Python commands to the editor to do stuff. I will try to make a tool version of it so you don't have to use any AI sub or something and just use the tool to quickly make a lot of variables and bind stuff.
Stay Tuned! 🙌































