ztralix

17 posts

ztralix

ztralix

@4zrrrr

Katılım Eylül 2024
32 Takip Edilen7 Takipçiler
Jurkoo | UEFN Scaling
ofc there is thats why you come up with concepts that are proven to work on other platforms and do a ctr prediction, make a discovery preview and go through the tools many youtubers use to test thumbnails before publishing vids. Yeah its not gonna be 100% correct but It will be better then wasting impressions on a 50/50 gamble. If you know what you are doing there is no chance you pick a wrong one even myself I have been making thumbnails for 7 years now and I know whats gonna blow up and whats gonna work. if you pick the wrong one then you clearly did not do the research, check the tools and everything I mentioned above but again if you know what you're doing its way better to pick one rather then waste impressions Best thing is to test using the tools + validate it before using so you dont waste impressions on one thats clearly worst then from there after launch you a/b test until you find a winning format and then from the winning format you generate even more winning versions to get the highest CTR.
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Jurkoo | UEFN Scaling
Stop A/B testing thumbnails ON LAUNCH (let me explain...) It’s one of the dumbest decisions you can make because during launch, every impression matters and if one thumbnail is even a little weaker, you are literally wasting part of your testing phase on a lower CTR option If thumbnail A gets 1.3% CTR on 50k impressions and thumbnail B gets 3.9% CTR on 50k impressions you just lost 2.6% CTR you didn’t “test” you just threw away thousands of potential plays by giving half your impressions to the weaker thumbnail. I’m not saying don’t A/B test. You absolutely should. Just don’t do it on launch. launch with your strongest thumbnail first but how do I know which one is the strongest? here is what you can do: 1. thumbnail A/B testing sites 2. upload both on youtube, compare CTR (or check CTR on videos with similar thumbnails) 3. ask your audience (inside your discord server) then test after launch when the risk is lower
Jurkoo | UEFN Scaling tweet media
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ztralix
ztralix@4zrrrr·
@DionPowder look very clean! I didn't know verse offered the option to display the player's skin in the team
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DionPowder
DionPowder@DionPowder·
Sniper Duels has been playtested!! There were a couple of bugs, one major one being caused by class devices being broken... but those erros have been fixed now!! Thanks a lot to the people who helped playtest, it was a lot of fun to do, here's a clip of the gameplay! #UEFN
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ztralix
ztralix@4zrrrr·
@_CreaNavi very clean you take the skin animation in the ghost grenade or u make ?
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Jun Ozaki
Jun Ozaki@O685463·
UEFNでTripo API連携で3Dモデル生成できるツールつくってみた。 動画14秒からText2Model。 モデル種類、残高確認、セグメント、メッシュ、テクスチャ系のオプションなど一通り扱える。 #UEFN
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ztralix
ztralix@4zrrrr·
@SupremeUEFN yes but that don’t make some bad thing for ur system it don’t make any bug
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Supreme
Supreme@SupremeUEFN·
@4zrrrr Read my forum post and that's not the point its only a temporary fix if u reopen the project it's will be hidden again
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Supreme
Supreme@SupremeUEFN·
There’s a new bug with Niagara: it doesn’t show in the editor for custom props/blueprints unless you keep reloading it (only temporary fix). Only affects the editor, works fine in-game. Would appreciate an upvote so it gets visibility 🙏 forums.unrealengine.com/t/niagara-bugg… #UEFN
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Guiga
Guiga@OGuiiga·
@4zrrrr @GorkaGames Epic Games’ AI isn’t that great, but you can definitely use Antigravity. I’ve already written quite a lot of code with it. Antigravity isn’t an AI itself it’s an IDE with built-in AI, so it uses Gemini Pro or any other model you choose. Basically, Antigravity is like VS Code.
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Gorka Games
Gorka Games@GorkaGames·
I just created the first vibecoding tool for UEFN. It’s called Build Buddy, and you can download it for free right now (Link in replies). It’s the first AI system that can actually execute actions inside the Unreal Editor for Fortnite!
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ztralix
ztralix@4zrrrr·
@OGuiiga @GorkaGames but it don’t work i try to make verse everyday with epic ai and claude but its never work it make always error
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Guiga
Guiga@OGuiiga·
@4zrrrr @GorkaGames Even though it’s a new language and completely exclusive to Fortnite, Antigravity understands Verse perfectly. You can use it with Gemini Pro or even another AI like Claude Opus just connect the Verse extension to Antigravity and you’re good to go.
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TXS
TXS@thomasp99830230·
@4zrrrr @BBissland @mango_UEFN I used a cinematic just to display the player on the side for styling, and in Verse I assign a cinematic per player since that’s how it needs to be done with the “instigator only” setting on the device.
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TXS
TXS@thomasp99830230·
Just built my first Shop UI using Verse fields and assets from @mango_UEFN 🔥
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TXS
TXS@thomasp99830230·
@4zrrrr @BBissland @mango_UEFN By the way, why do you have a Polska profile picture? Are you French by any chance?
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Guiga
Guiga@OGuiiga·
@GorkaGames Lately, to build my games in UEFN, I’ve been using 100% AI specifically Google’s Antigravity platform to write code in Verse while I focus on reviewing it and putting more attention on the creative side within UEFN and Fortnite Creative mode.
Guiga tweet media
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nL Clowzen
nL Clowzen@nl_clowzen·
Je cherche un mappeur pour me créer une map fin de zone !!!! Le plus tôt possible j’ai la map mieux c’est !!! Mettez vos propos en bas
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Ake 🇸🇦
Ake 🇸🇦@Ake_UEFN·
@4zrrrr Hey ( attach ) won’t work. You can either use Move To like in the old post below or use Entities to attach it to the player. Just note that Entities can’t have skeletal meshes though there is a couple of @mapacademia tutorials on it. x.com/Ake_UEFN/statu…
Ake 🇸🇦@Ake_UEFN

#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

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Ake 🇸🇦
Ake 🇸🇦@Ake_UEFN·
#UEFN Verse 65/100 – UNLIMITED DEATH ANIMATIONS 🤯 Might be selling this soon 👀 With this system, you can create unlimited animations from zero no cinematics no complex setup. Just a mesh and your imagination without paying 100$+ for each one. It works using keyframes you're not limited by prop animation counts or similar restrictions. For example, if 15 players shoot at the same time, you can have 15 animations playing simultaneously without any issues. Everything can be configured directly in the device when the animation plays, what it is, when it starts, when it gets destroyed, and more. ⚙️ I actually built this a couple of months ago 😭 because one of our projects required a huge number of animations. This system saved a lot of development time and costs but after finishing I was too lazy to set up the animations for the device hahaha.....😅 #Fortnite #FortniteCreative #UEFN #Verse
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