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Engineer, generalist creator with passion for vehicle games 🏎 https://xitter.gq/t.co/NK7Dfp7oi8 https://xitter.gq/t.co/cQNgwj1Rgb https://xitter.gq/t.co/ci3RxryzMN https://xitter.gq/t.co/riZbaFz8H1

Joined August 2024
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Epic reverted the change temporarily and they are verifying the limits / impact of that change. That said, it seems the goal is still to lift the restrictions, but for now, they are back.
UEFN News: Epic Games is preparing a public release of multi model persistence, number of weak_maps will go from 4 to unlimited, size capacity goes up from 256kb to 1mb.
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UEFN News: Epic Games is preparing a public release of multi model persistence, number of weak_maps will go from 4 to unlimited, size capacity goes up from 256kb to 1mb.
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*typo: "multi module"
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Fortnite v42.00 moves UEFN to UE6 (engine version 6.0.0).
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Epic is working on UEFN Rocket League support, but by the time it gets released it's likely going to be UE6 not UEFN, however right now it's within UEFN boundaries. Additionally there were hints on arenas. 👀
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Some of Scene Graph Physics APIs got re-scheduled to v43. Along that we got more hints about modular_vehicle_component and coronado_ball_component, which confirms that Rocket League will use Verse / SG wrapper of Chaos Modular Vehicle system.
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Major UEFN discovery 👀 ``` first (Candidate: Components, fort_vehicle[Candidate]) { Candidate } ``` Vehicle entities have a component where the cast will succeed now. Don't get your hopes up though, (origin) attachment and replication / relevancy is still bogus.
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Want to write fast verse code? Build a robust, well designed, unit tested framework, then throw it out of the window and re-write everything using unstable directly interconnected spaghetti code. Conclusion: Verse is terribly slow.
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Sent Ocean Drift release 32 for review. - Fixed character movement issue - Fixed speedometer and session credit UI labels - Changed burst nitrous back to Jump keybind #UEFN #Fortnite #GameDev #IndieDev
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So much buzz about UE6, but people do not realize that UE6 is just UE5.8 + 2 more minor iterations. It‘s not a brand new engine. Not much will change. Yes there are some interesting goals like shipping it with verse (c++ will stay) and SG, but there are a lot of ambitions here.
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Sent Ocean Drift release 31 for review. - Fixed incorrect telemetry signals - Improved overall stability #UEFN #Fortnite #GameDev #IndieDev
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Enter `help(unreal.SceneGraphScriptSubsystem)` in #UEFN python command field (enable python scripting first). 👀 Re-post and make sure to thank under this post. 😎
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Submission rejected for a false positive rule violation. Appeal is in review now.
Sent Ocean Drift release 30 for review. - Improved burst nitrous stability and keyboard support - Temporary: Burst nitrous now uses Sprint instead of Jump keybind #UEFN #Fortnite #GameDev #IndieDev
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Sent Ocean Drift release 30 for review. - Improved burst nitrous stability and keyboard support - Temporary: Burst nitrous now uses Sprint instead of Jump keybind #UEFN #Fortnite #GameDev #IndieDev
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Epic silently enabled vehicle scene graph entities, however they don't have a smooth client side transform prediction / auto correction yet. Attaching seems to only work using the origin system. It does not contain a component that would cast to a fort_vehicle interface. #UEFN
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One can use it for overlap queries, but there's no proper way of filtering for the vehicle entity.
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Sent Ocean Drift release 29 for review. - Added BURST NITROUS (temporarily unlimited) - Known issue: Burst nitrous may not trigger on keyboard and mouse #UEFN #Fortnite #GameDev #IndieDev
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Sent Ocean Drift release 28 for review. - Added 50 drift zones across the map #UEFN #Fortnite #GameDev #IndieDev
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Sent Ocean Drift release 27 for review. - Fixed lifetime indicator appearing for all vehicle types #UEFN #Fortnite #GameDev #IndieDev
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