UEFN Development w/ Rubique | Let's Chat
Автор: FNCreate
Загружено: 2025-08-28
Просмотров: 1076
Get ready to gather all your Q’s about how we develop UEFN at Epic Games! (Think anything from how tools are made to how they're prioritized to handling bugs. Anything involving tool development is game!)
This Thursday, Rubique joins us live to talk through your questions about developing UEFN with special guests! Epic Games team members Andrew Grant and Jay Villanueva will dig into the details and answer questions submitted by the community.
Timestamps:
00:00 Intro – How are tools developed and new features implemented?
07:00 What does the product team look like as a whole, outside of your role?
08:00 How is the workload divided?
09:20 Are decisions and task prioritization usually made as a team?
11:30 What criteria determine whether a community feature request makes it to the roadmap?
13:50 How far in advance are updates ready? Was the latest update finished recently or long ago?
18:00 For ongoing, non-urgent fixes, are they worked on immediately or fit into the next update?
20:10 The roadmap was changed today and matchmaking was delayed—can you share more about that?
22:20 Will scale-based matchmaking be available in more types of games?
22:50 Can you share more about upcoming spectator improvements?
24:20 What will the Thin Client look like on release, and what can you share?
27:00 Will the Thin Client improve over time?
28:00 If a player is wearing an outfit they don’t own, can others download that skin in real time?
29:20 Can you explain the new Player Input (Experimental) device?
29:50 Will this make it easier to create more complex scenarios and options?
31:22 What is the philosophy behind the recent memory calculation changes?
34:20 Did the potential increase in mobile players factor into that decision?
35:45 Will real-time memory usage return to the editor?
39:20 Has Epic considered allowing editor-only scripted Blueprints in UEFN?
41:28 Will Fortnite characters be opened up to more scriptability (size, animations, etc.)?
43:00 Is rebuilding characters through physics from the ground up better?
44:30 Are there plans to expose static meshes, textures, etc., rather than keep them read-only?
48:10 Will UEFN get a visual scripting language similar to Blueprints?
49:10 Any plans for a Chest or Loot Pool device?
51:50 Are there plans to enable playing locally in the editor?
54:00 Are wait times something being continuously worked on?
57:20 Why were custom items and weapons delayed again? Technical or polish reasons?
1:00:28 Any plans to add debugging tools to Verse?
1:01:18 What process does Epic follow for small editor improvements and reducing friction?
1:03:00 What is your vision for UEFN in the coming years?
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