We've combined Patch Notes and Release Notes into one document! Now you can read all about the updates and changes right here on the Epic Developer Community!
In the Fortnite Ecosystem v30.20 update, there are three new templates for you to create projects from and explore. Check out the Talisman templates and learning materials to see how we transformed the GDC demo into two templates that showcase realistic environments and dynamically clothed MetaHumans. Also check out the Speedway Race with Verse Persistence template, a racing game example with a persistent local leaderboard and round-specific logic.
Talisman Templates
Today, you can dive into two new Talisman templates to discover how dynamically clothed MetaHumans, realistic environments, and clever optimization techniques can be used to create distinct and high-fidelity Fortnite islands. To learn more about all the new Talisman content and Marvelous Designer licenses, check out the blog post.
We've split the Talisman demo into two separate templates. The Talisman: Environment template showcases the high-fidelity spaceship environment in which the demo is set. You can walk around and explore the ship, and access the Talisman Asset Art Gallery to view and use all the props and assets designed for the ship.
The Talisman: MetaHuman template features the MetaHuman "Captain Roux" from the demo. After a brief interaction and cinematic, you can inspect the MetaHuman to examine the clothing up close and learn how we optimized the MetaHuman for Fortnite.
Talisman Learning Materials
The new Realistic Assets, Characters, and Environments documentation section teaches you about bringing high-fidelity assets into UEFN. You can learn more about each template, optimizing your islands, adding clothing to a MetaHuman using Unreal Engine 5 and Marvelous Designer, transitioning the player's point of view using cameras, and more. Check it out now!
Speedway Race with Verse Persistence Template
The introduction of Verse Persistence led to the upgrade of the Fortnite Creative "Design a Speedway Race" template island to UEFN. Cinematics and custom landscapes were added, and triggers were moved into Verse. Check out the Speedway Race with Verse Persistence template in UEFN today!
Get the inside story on how we updated the Speedway Race template for use in UEFN, and explore the upgrades we made, like the implementation of Verse Persistence.
Explore this template and its accompanying learning materials for how to:
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Create a persistent local leaderboard.
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Implement a sorting algorithm for sorting players by their stats on the leaderboard.
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Track racer ranking across rounds to change their position in the race start line.
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And more!
New Devices and Updates
- Nitro Hoop: This device is a large flaming hoop that accelerates players and vehicles, and infuses them with Nitro.
New Prefabs and Galleries
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Nitrodrome Prefab A
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Nitrodrome Wall Gallery A
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Nitrodrome Wall Gallery B
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Nitrodrome Wall Gallery C
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Nitrodrome Wall Gallery D
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Nitrodrome Stairs & Roof Gallery A
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Nitrodrome Floor Gallery
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Nitrodrome Prop Gallery A
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Nitrodrome Prop Gallery B
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Nitrodrome Prop Gallery C
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Nitrodrome Prop Gallery D
New Weapons
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Combat Assault Rifle (Modularized Unvault): The previously available Combat Assault Rifle has been renamed to Legacy Combat Assault Rifle, and the new Combat Assault Rifle is moddable at Weapon Mod Benches.
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Heavy Impact Sniper Rifle
Fortnite Islands Rated USK-16 Now Available in Germany
Creators are now able to publish islands rated USK 16 to players in Germany. Read our blog post for more information.
Documentation and Learning Updates
Check out these new documentation and learning updates:
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Transitioning Player Point of View with Cameras: Showcased in the Talisman templates, check out how to change the player's point of view with the Orbit camera.
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Lighting Scalability Manager: Show and hide lights and post process volumes based on specific scalability settings.
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Added Interchange Asset import information to Importing Assets.
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Added new Resizing Texture information to Resizing Textures.
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Updated the Patchwork Instrument Player with new choices on the Instrument Carousel.
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Updated the Patchwork Drum Player with new choices on the Kit Selection Carousel.
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Fixed minor documentation issues.
New Analytics Tab in Creator Portal
A new version of the Analytics Tab is now available from the navigation panel on each published project inside Creator Portal. Team Owners, Administrators, and Publishers are able to view a new Impressions metric that displays how many times their island tile has been viewed in Discover, Browse, and Player's individual libraries. More new metrics will be added here soon!
Community Bug Fixes
The following list of fixes are from issues that you submitted to us on the forums. Thank you for your patience and for reporting these issues!
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Fixed issues with players experiencing storm sickness despite it being disabled.
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Fixed DynamoDB issue that was occurring during Live Edit.
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Fixed Verse struct memory being counted multiple times.
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Fixed issue where Player Reference Device could fail to load player model.
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Fixed issue where UEFN scalability setting would reset on project open.
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Fixed increased size of materials in projects.
Creative and UEFN Updates and Fixes
Fixes:
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The Report screen no longer stays open after a player is eliminated.
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Fixed an issue where the Playset setting in UEFN's World Settings was causing validation issues when using Icons.
Devices
Fixes:
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Fixed an issue with the Objective device's collision when set to everything and when there were visibility-based collision changes.
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Fixed an issue where the Save Point device's Save Full Ammo Magazines option only worked when the device's Auto Save option was set to Enabled. It now works regardless of the value set in the Auto Save option.
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Fixed an issue where the Player Reference device was occasionally not loading the player model.
UEFN Updates and Fixes
New:
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UEFN now validates that imported textures meet streaming and size requirements to ensure that all islands work well on all platforms.
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All Classes
is now exposed in the Placement Tool. -
Added a small plain white cubemap to the base content to allow users to create solid color ambient lighting. You can find the asset at /Epic/Textures/Blanks/T_Default_Cubemap_White.
Fixes:
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UEFN now prompts you to save changes if servers are taken offline or network connection is lost after startup.
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Fixed an issue that prevented polygroup colors from displaying in the Simplify and Remesh tools.
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Fixed a crash when resizing the brush using the B hotkey in the Edit Materials tool.
Verse Updates and Fixes
Fixes:
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Added warning C6393: A lookup table of size 365 is not sufficient to handle leap years. This is a warning that goes off if any static array is 365 members long. The intent of the warning is to stop common misuse of static arrays to look up days of the year. In practice someone hitting this could just disable the warning locally to approve the array and remove the warning. In our case though the code generation step can easily generate arrays 365 members long and there is no (good) way to fix it. So turning it off globally makes the most sense.
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Fixed issue with Verse class and struct memory statistics. The size of the whole chunk was being repeated for each Verse class or struct in the chunk.
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Fixed issue where, if the default class value for a var is changed in Verse, then the level would fail to cook.