27.10 What's New
See the Fortnite Ecosystem Patch Notes - V27.10 Update for the latest news and release highlights.
Creative
New:
Added lock and unlock controls for IARC rating into the Creative Feedback widget.
Added interface which allows the Creative Feedback widget to stay open when cursor mode changes.
Added a cursor mode call when a party member needs to unlock an island code.
Fixes:
Fixed an infinite spinning wheel that occurred when a user opened Events and Functions tabs.
Fixed converted HUD Controller and Teleporter options.
Fixed an issue where stakes from the Wood Stake Shotgun wouldn't be instantly removed from objects on destruction.
Creative and UEFN
Fixes:
Fixed an issue where players on different teams spawned together when islands didn't have a Player Spawner device set at island start.
Fixed an issue where two Advanced Storm Controllers were shown in the Content Browser.
Fixed an issue where the On Team Is Out Of Respawns event in the Team Settings and Inventory device was not triggering when players out of lives spawned on a different team.
Fixed an issue where the Damage Volume device failed to damage guards.
Fortnite Patchwork
New:
Added a copyright disclaimer to the publish workflow and device details in UEFN.
Higher-end texture settings on a PC will now show higher quality audio cable visualizations on Patchwork devices.
Fixes:
Fixed an issue where two slightly different versions of the same audio would appear to be playing when cutting and pasting Patchwork devices.
Fixed the Speaker SFX ducking signal chain.
Updated the Instrument Player (I-PLAY) device patches.
Changed the Echo Effect (FX-ECHO) device Feedback maximum value to .99.
Fixed an issue where cables became stuck when players grabbed them.
Removed knob sounds and balanced the levels of carousel sounds.
Fixed an issue with the front panel of the Instrument Player (I-PLAY) that was causing the highlighted mesh to extend beyond the Open and Close buttons.
Fixed an issue that caused environmental Digital Signal Processing to be applied to Patchwork audio.
Fixed an issue where changing Note Style on the Note Sequencer might change note grid contents.
Fixed an issue on the Instrument Player and Drum Player where, after switching to a different instrument or drum kit, you would temporarily hear the wrong instrument or kit the next time you connected or disconnected a cable.
Fixed an issue where the green beat display on the Music Manager wasn't initializing in UEFN.
UEFN
Fixes:
Reduced the number of cases where spawning props causes the Push Changes button tooltip to show "Some changes may not be reflected in the Edit Session".
Fixed the color property during live edit of primitive shapes gallery and many other actors.
Fixed an issue where pressing Play again after a match during testing would receive a few changes from the editor.
Fixed the toggle for the Actor Hidden in Game property.
Verse
Fixes:
Truncates the names of tuples created during codegen so that they remain safely under
FNamelimits. This is done by allowing the initial portion of the name to remain the same, but hashing any characters over the limit using SHA256 and appending that to the name.Decreased the threshold for hashing overly long Verse tuple names since the asset registry also adds its own special prefix which causes such names to go over the
FNamelimit and thus fail the cook.
27.00 What's New
See the Fortnite Ecosystem Patch Notes - V27.00 Update for the latest news and release highlights.
Creative
New:
Changed the Loot Controller in Battle Royale Island so that when the Loot Selection option is set to No Loot, the options that control different types of loot are now hidden.
Fixes:
Fixed an issue in the Battle Royale Island where Heist Bags, Coolers, and certain AIs would drop loot even when the Loot Controller is set to No Loot.
Fixed an issue where the Mounted Turret and Heavy Turret were unaffected by the Shield Breaker EMP.
Fixed an issue in the Battle Royale Island where Proxy Loot Containers were unaffected by the Loot Controller settings.
Fixed an issue where grenades from the Sticky Grenade Launcher passed through a Falcon Scout instead of sticking to it.
Fixed an issue where the effect of a Shield Breaker EMP thrown while editing the island didn't disappear after starting a game.
Fixed an issue where the Twin Mag Assault Rifle wasn't affected by the Weapon Destruction setting in My Island.
Explosion damage no longer does full damage to players in vehicles or behind the line of sight of vehicles.
If the Pizza Party lands on a vehicle, pizza slices now correctly spawn as items in that location.
Fixed an issue where the Crash Pad or Crash Pad Jr. could be deployed on a D-Launcher device and would block it.
Devices
New:
Added a new Enable Ambience Sound option to allow creators to enable/disable the ambient sound of the Creature Spawner.
Fixes:
The correct sound now plays while repairing tires on vehicles.
The Enable Respawn option on the Boat Spawner device is no longer stuck on False when it shouldn't be
Fixed an issue with Creative devices not saving non-visible options.
Fixed an issue on the Explosive Barrel device where a barrel triggered by proximity would not send signals to the triggering player.
Fixed an issue on the Explosive Barrel device where a vehicle wouldn't trigger barrel proximity if it had a passenger that was a valid target but the driver was not.
Fortnite Patchwork - Known Issues
With the release of Fortnite Patchwork and 14 new devices, we've included a list of known issues and their workarounds.
| Description | Workaround |
|---|---|
When you or another user make changes to a Patchwork device connection, you may hear temporary audio dropouts. | If you have the Patchwork tool equipped when this happens, you should see a progress bar with a speaker icon near your reticle. This progress bar indicates when the audio will resume. We'll be working to reduce or remove these audio drops in the future. |
Patchwork audio may not play as intended during the pre-game Waiting for Player phase. | None |
If you carry a Patchwork cable over a long distance, it could disappear. | Even if the cable can't be seen, you should still be able to connect the plug to another device. |
If you increase the Grid Height user option for a Note Sequencer, and then copy and paste the device, note data in rows above 8 may not be copied. | If this occurs, try restarting your session then copying the device again. |
When editing sustain notes on the Note Sequencer, you might encounter issues where note input is ignored, or unexpected player camera behavior. | If this occurs, try inputting your sustain notes again. |
You might see persistent sustain tail visuals when editing sustain notes on a Note Sequencer. | Toggle the affected notes to clear the sustain tails. If you don't clear them, they can prevent you from adding more notes. |
When changing the Timing Style of a Note Sequencer, the device output may go out of sync with other devices. | If this happens, try disabling and re-enabling the device. |
When the Auto Page Plays Blank Pages user option is enabled on the Drum Sequencer, the device output may go out of sync with other devices. | To avoid this, try controlling the Drum Sequencer Page knob with a Step Modulator instead of using the Auto Page option. |
When you patch a disabled LFO device to another device, the targeted control will be set to 0. | After patching the LFO to a new target control, adjust the control as you normally would to set the intended value. |
After copying and pasting an LFO device, it may only output a value of 0. | If this occurs, delete the affected LFO device and place another, or restart your session. |
When the Step Modulator is patched to a toggle switch, the VFX Preview above the device displays incorrectly. The VFX indicating toggle on and off positions are reversed. | None needed. The device should still function as intended. |
If the Value Setter is patched to enable a Sequencer with Looping set to off, using the Value Setter's Delay option may cause the Sequencer to go out of sync with other devices. | None. |
When pushing changes from UEFN to a Live Edit session, Patchwork will be temporarily inaccessible and will continue to loop audio during the push process. | None--set your Patchwork audio mix to something you like before you push your changes! |
When placing and moving Patchwork devices in a UEFN Live Edit session, you might encounter graphical issues like Patchwork device screen elements not moving with their devices or devices failing to open and close. | If this occurs, pushing your changes from UEFN should fix the issues. |
When starting and ending a game in a UEFN Live Edit session, Patchwork cables may become invisible. | Restarting the Live Edit session should fix this. |
When starting and ending a game in a UEFN Live Edit session, the key of your Patchwork audio may change unexpectedly. | Place a Patchwork Music Manager device to prevent this from happening. |
After ending a game in a UEFN Live Edit session, note data on Note Sequencer devices may change unexpectedly. | Editing any note on the device's Note Grid should restore your note data. |
The values for the Patchwork Note Sequencer, LFO Modulator, and Step Modulator devices' Rate user options do not appear in UEFN, A number entry field is shown instead. | Set the Rate in a Live Edit session, or enter the value corresponding to the Rate you want from the list below:
|
You may hear the wrong instrument playing if you changed the instrument on the Instrument Player and then made changes to the cable connections. | If this occurs, disconnect and reconnect the cables. |
UEFN
New:
Exposed an initial subset of Editor Keyboard Shortcut Bindings in UEFN. You can access them via Editor Preferences > Keyboard Shortcuts
Exposed an initial subset of input bindings to UEFN.
Reduced cases where the push changes button turns yellow on spawning some props with the warning: Some changes may not be reflected in the Edit Session.
Fixes:
Fixed issue with My Island settings not updating when values changed in UEFN.
Fixed a performance issue for loading or reloading maps when objects are scaled to very large sizes.
Fixed an issue where the screen sometimes would stay black indefinitely after teleporting a character.
Fixed an issue where garbage collection caused UEFN to crash in Sequencer.
Fixed multiple edge cases and situations regarding how the Camera Cut track restores the pre-animated view target when a sequence is finished. This affects both the in-game and in-editor behavior of the Camera Cut track.
Fixed UEFN crashing when importing ADPCM audio files.
Fixed several issues related to the Project Browser:
Putting a
.uefnprojectat the root of the default project location no longer makes local projects disappear from the project browser.Fixed an infinite loading issue with the project browser if the user is not logged in while opening the project browser.
Fixed window size overflow issues with the project browser for computers set to smaller resolutions and higher font scaling settings.
Actors set to Hidden in Game are now correctly hidden in live edit.
Fixed the UI so that the Push Changes button changes to a yellow state when loading a new level.
Fixed an issue with published watermarks not showing on HUD.
Fixed a crash that could occur in the modeling mode Dynamic Sculpt tool if a user attempted to undo a brush stroke while drawing it.
Devices
New
Auto Play Minigame State in the Cinematic Sequence Device is now Enabled on Phase. This includes:
Always - Any minigame state
PreGameOnly - EFortMinigameState::PreGame (island in read only state)
GameplayOnly - EFortMinigameState::InProgress
CreateOnly - EFortMinigameState::PreGame (island is NOT in read only state)
Changed the autoplay behavior in the Cinematic Sequence Device so that the sequence stops playing when states change.
Added Finish Completion State Override to the Cinematic Sequence Device options to control whether the state for the entire sequence should be kept or restored when the sequence finishes playing.
Updated the Auto Play Minigame state to automatically be set to PreGameOnly if it was previously set to PreGame and GameplayOnly if device was InProgress.
Fixes:
Fixed an issue for the Race Manager where an internal Verse error caused respawning when the race started.
Verse
New:
Disabled argument modifier evaluation for user-facing text defined in Verse.
Fixes:
Fixed an issue when calling
ReleasePhysicsBoulderthat caused a Verse internal error.Definitions now correctly check for public accessibility as well as possible overriding definitions.
Fixed an issue where a device would fail to be assigned to an @editable property in the property grid.
API
New:
Support Print for
verse::message.Player Counter Device -
IsCounted[Agent:agent]will now succeed correctly if the agent is counted.