BluDrive | Matt

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BluDrive | Matt

BluDrive | Matt

@BluDriveFN

Making @Fortnite games since 2018 🏆5x LTM /⭐10+ Featured /🕹️100M+ Plays 🤝Work w/ @EpicGames, @Nickelodeon, @SamsungUS Currently building @DriveNationFN

Katılım Şubat 2019
231 Takip Edilen2.4K Takipçiler
BluDrive | Matt
BluDrive | Matt@BluDriveFN·
When we first met back in 2019, most people in the space (including myself) couldn’t have foreseen how big it could truly be. You did however, and helped pioneer the space for all who follow. I’m sure that creative and entrepreneurial vision will help you in your next chapter. Wishing you and team all the best for the future.
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
☁️Dynamic Cloud Cards in UEFN!☀️ 🔦Dynamically lit by sun 🟦Look "volumetric" even though flat planes 🤖Precomputed light responses in Blender 🎨Assemble volume light data in shader Fun little project to see if I could make better looking clouds in UEFN. #UEFN #Fortnite
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@rms80 Yeah it’s a procedural Python system designed to mimic some of the editor functionality of PCG but it’s not actually using the internal PCG system
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Ryan Schmidt
Ryan Schmidt@rms80·
@BluDriveFN is this using the UE PCG system, or by "PCG Tools" do you just mean you coded some procedural python stuff yourself?
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
🤖PCG Tools in UEFN (Python Tool) 🌳Scatter nature props while avoiding roads 🛣️Place props to follow roads 🧙‍♂️Props and scatter update to road changes Procedural creation tools like these save hours of reworks, speeding iteration and improving end results! #UEFN #Fortnite
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@PixelatedDreamz Thanks! Hopefully some of these procedural tools will help speed up the environment creation process!
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
🌍Procedural Biome Spawner (UEFN Python Tool) 🌳Natural scattering algorithms 🎨Place multiple asset types at once 🚫Auto avoids splines 🌵Define custom Biomes with assets Getting closer to a PCG like system using Python in UEFN! #UEFN #Fortnite
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@duos_with_dad Most likely! It's running using line traces and I'm pretty sure it can return landscape surface type or something
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Dustin (DWDFN)
Dustin (DWDFN)@duos_with_dad·
@BluDriveFN Sick! Wonder if you could make a landscape paint layer for location control, then paint it, run the program and then remove it.
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
You can set a lot of different settings on each asset. Depending on the type you can select a different scattering algorithm too. The next layer up is the Biome controls and you can set more global controls over all the assets in the Biome. Think the next step is to bring in a simulation based scatter using water, shade and other competitive factors
BluDrive | Matt tweet media
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Dustin (DWDFN)
Dustin (DWDFN)@duos_with_dad·
@BluDriveFN Scale variation and rotation I assume too? With the rocks complete RNG rotation and placement depth would be amazing.
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@duos_with_dad I thought about maybe trying to get the uasset and bringing it into UE5 and migrating back to UEFN but couldn’t even get the uasset so gave up 😅
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Dustin (DWDFN)
Dustin (DWDFN)@duos_with_dad·
@BluDriveFN Yeah materials will be more complex if we want them 100% rebuilt to their specifications. It’s possible, just gotta figure out how to get to it.
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
🚧Cable Generator (UEFN Python Tool)🚨 📌Place start and end markers 🔍Choose the prop to use for the cable 🔧Set how much it should bend 👷Meshes generated in an ISM for performance Continuing to build out my procedural toolset! #UEFN #Fortnite
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
I was able to get meshes and some textures and then reimport them. But I think it’s a lot more work to get assets like trees working with reconstructed materials etc. I’m still using references at moment which won’t validate, but that’s fine since my actual project only uses custom assets.
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@duos_with_dad @chrisp_games Yeah most likely I'll have another look at it! Think our use cases were pretty much the same. Wanting to batch assets into ISMs without having to reconstruct everything from scratch! 👍
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Dustin (DWDFN)
Dustin (DWDFN)@duos_with_dad·
I’m excited to finally share what I’ve been building all day! UEFN Magic Mesh This is a personal tool I built to improve my optimization workflow inside UEFN. It scans your project, detects all Static Meshes, and gives you real data, including how many instances of each mesh you’re actually using. Now here’s where it gets interesting. Before this, if I wanted to use ISMs to replace Fortnite assets, the workflow was time consuming. Find the asset → export → open in UE → migrate → reimport → then finally use it Not anymore! With Magic Mesh, I can take actors in my project and instantly export and import those meshes straight into my Content Browser, organized and ready to go. From there, replace → convert → harvest into ISMs The entire workflow just got cut down to minutes. This is the kind of tooling that actually makes optimization even more enjoyable for me. And this is exactly the type of workflow I would have covered in an ISMs and Optimization talk at Unreal Fest. It’s not too late to rethink that talk! @FNCreate @EpicGames Curious what you think about this tool, @TimSweeneyEpic @MarkRein And seriously, thank you for building the tools that make stuff like this possible
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@chrisp_games @duos_with_dad Yeah I tried to get the tool to extract meshes and textures from the prop and reimport them to break the reference to the Fortnite asset but was getting a cooked asset warning when trying to export the mesh. Would be interesting to see if this allows a way around that 👍🏼
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Chrisp
Chrisp@chrisp_games·
@duos_with_dad This extracts the static meshes and materials from the fornite props / buildings right? Does this validate? Was seeing bludrive doing something simliar but that did not validate. I guess its because you extract and copy the materials and textures instead of linking right ? :D
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
🚧Auto Prop Placer for Splines (UEFN Python Tool) 📌 Instance props along a spline 🔍 Easily assign prop from Content Browser or search 🗺️ Select where on the spline to place 🔢 Choose how many or how often to place Starting to build out a full procedural toolset!💪 #UEFN
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@chrisp_games yeah I don't know. I've avoided putting it in any projects I want to ship since I don't know if its reversable.
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Chrisp
Chrisp@chrisp_games·
@BluDriveFN can not wait for all the community plugins. uefn has leveled up very hard with this update :D Also do you know since its experimental if we have to always disable this till we can publish ?
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
🌲Fortnite Foliage Converter (Python Tool) 🌴 Note: fails validation... A quick test of python scripting to turn Fortnite foliage props into actual Foliage actors which can be used in Foliage painting mode. If we could ref Fortnite assets in our own it would work. #UEFN
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@chrisp_games yeah run it from command prompt targeting the Fortnite UEFN installation of Python
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Chrisp
Chrisp@chrisp_games·
if anyonee finds it out let me know if there is a way i can install python modules using pip in uefn :D
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PixelatedDreams 🍔
PixelatedDreams 🍔@PixelatedDreamz·
Here's a desert environment I created in UEFN! This is an environment study based off the desert landscapes of Oman. My main focus was to get colors, lighting, and feel just right while only using Fortnite assets. This scene took 8 hours to develop #UEFN #Fortnite
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
@SkotchOff We've been working on a V2 for the past year. We're hoping to release it at some point in 2026. We'll share more info when it's ready
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BluDrive | Matt
BluDrive | Matt@BluDriveFN·
Much needed update for vehicles!
BluDrive | Matt tweet media
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