ztralix
17 posts

























#UEFN Verse 25/100 🎉 Saving cosmetics and characters fully controlled by the editables system, with an unlock UI animation and progression system. Each cosmetic has a visible switch so the player knows if they own it. Full Code below 👀⬇️ For reaching a quarter of my goal, I wanted this milestone to be big: my first 1,000-line script alone. It’s one file with a practical implementation covering a lot of concepts I’ve been wanting to get better at: Typed identifier declaration Wrapper classes Global session map Referencing Race Arrays with persistence Stack Boxes & Overlays Await() Tuples Print colors Passing enums to update persistence Fully configurable with editables (no hardcoding classes) Highlights & Learnings: Typed identifier declaration: Tried it for a bit but realized it’s better for hard-coded values. Optional values + wrapper classes worked better. Wrapper classes: Used to unify buttons and textures with the secret data class. Global session map: Easy to work with if you understand weak maps; I ended up scraping it for the final script. Referencing: Got better still got room to improve on it😅 Race: Used for the first time to cancel UI animation loops. Arrays with persistence: Once you know the basics, adding/removing is straightforward. Passing enums instead of strings for persistence: Wasted a lot of time here but found the trick — simple once done right. Stack Boxes & Overlays: Learned to manipulate these for animations, inspired by @PiEqualsThreeVP (Day 11/60). Changing StackBox location instead of controlling each widget made life easier. Await(): Surprisingly simple and much better for performance than Subscribe(). Huge thanks to @DatalusStudios for the guidance here. Tuples: Tried using them as an agent data map (inspired by @maestroshark’s pin pad tutorial). Couldn’t get it fully shared, so switched to per-player UI manager class. Editables instead of hardcoding: Just a matter of code structure — no special method needed. This script alone: 1,000 lines Fully configurable Goes beyond a weapon system — link it to any progression or cosmetic system Took 10 days of work because I went the hard way and explored unfamiliar topics Like New UI Widgets UI Notes: The challenge wasn’t coding, it was structuring UMG. Props to @AsicsoN_UEFN — his tutorials helped me Understand the UI structuring right. I made the code animation work in just a few hours, 2-6. Each player now has a UI manager class, and I used Race to cancel mid-animation if a new one activates. Thanks & Shoutouts: @PiEqualsThreeVP — Main inspiration for the script UI part included (Day 11/60) @DatalusStudios — helped me finally understand Await() @AsicsoN_UEFN — amazing UI tutorials And a bunch of discord 🐐 Celebrating reaching 25/100 🎉! My biggest announcement is coming soon 👀 #Fortnite #FortniteCreative #Verse




