Regirom retweetledi
Regirom
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Regirom
@RegiromBuilds
Co-Founder @HiveCr8
[email protected] Katılım Mart 2015
398 Takip Edilen3.4K Takipçiler

@CosmicUEFN @FNCreate @Flak Any codes for in-game content in Hive games are hidden throughout the games. Please conduct due diligence before making public claims regarding our team.
youtube.com/shorts/pd9tRIL…

YouTube
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@Smokzywafflez @HiveCr8 @FNBRintel @FNCreate There is a small reference to the Halloween event in here
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@duos_with_dad I haven’t tested, but can we grab the icon from the Scene Graph itemization api?
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It is actually insane that we still don't have access to the weapon icon materials and textures in UEFN.
I am sure there are ways to make this happen, which I will be looking to find, but the fact this isn't easily accessible is sad.
We shouldn't have to constantly port stuff in that is already in the files.
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Calling all speakers, we’re headed to Chicago this June 📣
The Call for Proposals for Unreal Fest Chicago 2026 is now open! Send in your submissions by January 22, 2026.
Learn more & apply today: epic.gm/unreal-fest-ch…
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STEAL THE BRAINROT HIT 1,000,000 PLAYERS 🤯
Massive THANK YOU to our insane team and our incredible players
Thank you @Fortnite for the opportunity
HISTORY HAS BEEN MADE 🚨
@alongo13_ @Tekashi_fr

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Checking if it’s on when they first join, then turning it off and on should work for the most part, we tested this a bit.
I haven’t implemented this in any of my projects though, I’m just afraid of it autosaving the Off state due to the sheer instability of UEFN persistence. Don’t want to risk some of our players losing limited rewards from a full year ago 🥲
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@RegiromBuilds Not fully off and on, just performing a check on join
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📢UEFN devs...I need help 🙏
We have locked areas using a transparent barrier (player added to ignore list) + a Switch Device with a custom mesh
• Locked = visible lock pattern
• Unlocked = transparent
Unlock works fine, and we’re using persistence, so players can leave and rejoin with the area still unlocked.
Issue: on rejoin, gameplay state is correct (player can pass through), but the switch visuals are wrong — it shows the locked mesh even though the switch is off.
I’m already checking switch state on player spawn, but it’s not resolving the visual mismatch.
Anyone found a workaround for switch + persistence visual bugs? 🤔
#UEFN #Fortnite

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Our team @HiveCr8 gave their blood, sweat, and tears building this map and I couldn’t be more proud 👏
Thank you @LEGO_Group for trusting us with such a delicate IP — helping bring Ninjago to Fortnite was an honor.
LEGO Fortnite@LEGOFortnite
Scavenge for loot, survive the arena, and master your skills against 15 other players in 3 different Ninja arenas in Battle Games by @HiveCr8 🏝️: 0018-1731-3881
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@TheBoyDilly @FNCreate I never would’ve thought they would release microtransactions without custom weapons being available
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Cmon @FNCreate.
In the meantime at least give us a meshless version of a few items so we can attach a VFX powerup and at least make something
Shiina@ShiinaBR
CUSTOM UEFN WEAPONS DELAYED TO JULY - SEPTEMBER 2026 It was supposed to drop in January - March
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