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I'm curious to hear anyone's experience using the language. Or is it brand spanking new and no one has yet?
by TigeriusKirk 4y ago
I'm curious to hear anyone's experience using the language. Or is it brand spanking new and no one has yet?
- capableweb 4y agoYes, very new, I don't think much information at all about the language was public until just some weeks ago. First release was included in a recently released Unreal Engine update
- super_linear 4y agoIt's a bit tedious to even try it in my experience: you have to use Unreal Engine for Fortnite and interact with the code through that (no publicly available compiler/VM afaik). They have some docs at least on setting it up but still depends on having UEFN which is a little unfortunate: https://dev.epicgames.com/documentation/en-us/uefn/verse-api https://dev.epicgames.com/documentation/en-us/uefn/verse-api, https://dev.epicgames.com/documentation/en-us/uefn/starting-out-in-unreal-editor-for-fortnite https://dev.epicgames.com/documentation/en-us/uefn/starting-...
- pdntspa 4y agoDoes UEFN still have the problem where the framerate for rendering all UI halves each time you open a new window?
- ClimaxGravely 4y agoI've spent about 8 hours with it. It's neat to play with but I'm not yet sure it's the greatest fit for fortnight modding. Part of the problem is getting used to fortnight's device lexicon. Devices are kind of like code fragments or class instances you place in the world, they have a few events you can hookup and do various things. It's certainly WAY more restricted than blueprints in terms of what is exposed. In fact the UEFN editor completely disables blueprint scripting. You can only compose blueprint classes. You can't write any blueprint logic.