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
Froggerdinger FN retweeted
🚨 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
Froggerdinger FN retweeted
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😭
Froggerdinger FN retweeted
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.
#UEFN Game crashing consistently for our players, causing us to lose thousands of dollars and making the experience nearly unplayable. Please upvote so this issue gets the attention it deserves. Thanks! 😁
forums.unrealengine.com/t/pl…
Froggerdinger FN retweeted
1 Billion... I still remember how excited I was to see 50 CCU on my first game. It still doesn't feel real.
Froggerdinger FN retweeted
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
Froggerdinger FN retweeted
I've seen nobody talk about this amazing change in UEFN with v40.40
Quite a few materials have been exposed for foliage that can be used in foliage mode and landscape materials. Making custom biomes with what's in UEFN just got easier!
Froggerdinger FN retweeted
We are getting unpredictable and random lag spikes that delay events like a player counter counted event or tracker completion event by 30-60 seconds.
I also noticed unplayable lag on @GoodGamers game yesterday. Is there something specific about Star Wars NPCs causing it?
Froggerdinger FN retweeted
Replying to @LiyabilityJP @jwzyy
We need Widget Preview from UE in UEFN so we can test buttons and navigation directly in the editor
Froggerdinger FN retweeted
From ideation in September 2025 until now, it has come a long way.
I am very proud of the project and the effort everyone on this team put in 💪
It is incredibly fun! Excited to share it on May 1st 😄
Good work everyone 👊
@BloomGames @hawk_studios_fn @KingQuillo @NOI2Z @Duuk_FN @ethanguest @jaythofficial
Froggerdinger FN retweeted
📣 UEFN developers, we want to hear from you.
Starting today, we’re launching a monthly survey to get your feedback on what matters most. This month covers stability and material workflows.
Take a few minutes to share your feedback: fn.gg/uefn-april26
Froggerdinger FN retweeted
Here's an exclusive look at the Battlefield 6 Portal map built for Theburntpeanut
It took the Devs 4 weeks and they wrote over 2,500 lines of custom code for it #Battlefield6
Froggerdinger FN retweeted
Python Editor Scripting is now available in UEFN with 40.00 in experimental release 👀
You can enable it in Project Settings
Here's more about it
dev.epicgames.com/documentat…
#UEFN
Froggerdinger FN retweeted
Wizard Tycoon 2 is out! I started this as a passion project 8 months ago as a map with all my favorite mechanics (custom spells, bosses, mining, custom brooms) and I hope the love put into this game shows. Hop in and let me know what you think! @FNCreate
fortnite.gg/island?code=8497…































