Another excellent tutorial. Another way to convert a static mesh to a prop is by right-clicking in the scene (or static mesh in content browser) and go to 'Scripted Actor Actions' -> Convert To Prop -> then choose stone, metal, or wood. The choice of 3 is a bit strange - but essentially you can then configure the props settings as you can in the blueprint way. But saves you from constructing a new blueprint by using a right-click option.
@howtwoboss I've been trying and I just can't do it. Just trying to find a way to swap teams with someone (the bomb holder) when colliding with their FortCharacter 😔
I'm doing a mega HUD tutorial in general that should include really everything, it's either going to be in parts or just as one, probably in parts, verse is going to be included in that. But not making UIs in Verse but more controlling them using it. I'll make a tutorial for completely Verse UIs down the road maybe.
@howtwoboss i raged quit last night,now considering what u just said if had played it sooner i would have been considered as a victim 😭(the map is perfect and the story is amazing btw even though im still in s2) (can't wait for the remake)
You could try this code I wrote in like 10 minutes, I even put some comments look at that. Not 100 percent it will work but it's a good starting point to work off of. The links wont work it's for the modules. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Fortnite.com/Characters} using { /Fortnite.com/Game } playerdamagertracker := class(creative_device): @editable Prop : creative_prop = creative_prop{} #the prop OnBegin():void= AllPlayers : []player = GetPlayspace().GetPlayers() #gets an array of all players for( Player : AllPlayers): #for loop of every player if(FortCharacter := Player.GetFortCharacter[]): #gets every player's fort character FortCharacter.DamagedEvent().Subscribe(GetFortChar) #susbscribes GetFortChar to when fort character is damaged GetFortChar(DamageResult : damage_result):void= #passes in the damage_result that contains the target of damage Target := DamageResult.Target #gets target out of damage_result if(DamagedPlayer := fort_character[Target]): #gets the fort character of the target spawn{MoveProp(DamagedPlayer)} #spawns an async move prop function, passes in the fort character of target
MoveProp(FortCharacter : fort_character):void= #moves the prop to the target like in the video loop: Translation := FortCharacter.GetTransform().Translation Rotation := FortCharacter.GetTransform().Rotation Prop.MoveTo(Translation, Rotation, 0.1)
Sorry it's been a while, I'm been working on a lot of stuff that came out of the blue like map fixes/irl stuff, still not sure when part 3 will come out but I'll get it done in the next few weeks hopefully.
You'd want to use hud widgets (max of 6 buttons per UI) or verse UI (as many buttons as you want). Then you can sort all the mechanics out using devices like the conditional button to check what items the player has to then see if they can craft certain items etc. So yeah, you can definitely make a crafting bench.
How can we have triggers array with intex and trigger let say any device example another trigger array, how can i make that trigger index 0 triggers a trigger index 0 ? That way i only use 2 editables arrays
@@howtwoboss bro only u can help me. please. is unrelated to this video. i made a map, all good when launch , RR map, but some aurora didn't LOD only close, so i wanted to make long range. i enable streaming, and then i press BUILD HLODS. took 1 hour and now i CAN'T LAUNCH session anymore. Validation fail every time. and gives me an error that now is TO LARGE. but it was 34K memory before build Hlods and 10% project file. how do i UNDO?? please help or i can bin the map :((((((
I had a familiar issue when making Dreamlands 2 chapter 4, If you built your hlods with objects like landscapes or rivers, or since it's a rocket racing track maybe the track itself in the hlods might be why. If you want to get rid of hlods click on build at the top and click hlods. Then just click delete hlods. And it will delete every hlod in your project. Then click on all your tracks, landscapes, or rivers that in their details find included in hlod and turn that off. Then after this, rebuild hlods and see if that works.
Yes, I will be willing to share method once I finish my map got few other stuff I need to work out first tho like rng spawning on coming traffic and obstabcles
Yeah, there is a way but it's not 100 percent perfect where you can go in and just change the model and have all the animations of the fortnite character. There's a good tutorial covering that by Pi equals three in this tutorial -> ruclips.net/video/7VETvYBZNQc/видео.htmlfeature=shared
Is it possible to get a players name? i want to do a check if the players name is the name im looking for to give them special permissions (im doing a fashion show map)
You could try something like this: ruclips.net/video/B5clQLD_icg/видео.htmlfeature=shared . Then, compare the message to another message with your player's name. So for example, RightName : message = "Howtwoboss" InputName(Agent:agent): message = "{Agent}" if(InputName = RightName): do thing Or something like that, not 100 percent sure it will work just an idea
Prop in Prop.MoveTo is the name/identifer of the editable creative_prop we brought in. Just replace it with for example a button, so @editable Button : button_device = button_device{} . Then you should do Button.MoveTo etc.
You could do something where you get the translation as you'd normally do, but add to the X or Y as I did in the video to Z by adding a vector3 to the translation of the prop and that can place the prop with a bit of offset front of the player, and make it face the player using a method like in this tutorial here ruclips.net/video/ShNZGi4z-_w/видео.htmlfeature=shared
i managed to publish the RR map, if you want, have time and enjoy it please feature it in the next top 10 Fornite maps. THIRST FOR SPEED is called 5487-8922-8163 . and thanks for everything
@@howtwoboss sorry to bother u again bro. but is any way to make the car respawn at the checkpoint like in UEFN rather than on particular track? when i publish it respawn on track and i even placed ACTIVE VOLUME to activate the hidden track and still not working. but i wish to make them respawn at the checkpoint as in UEFN Launch Session. any way?
please bro you are the only one that can explain verse good
I know it's been a while but part 3 is coming! I've been pretty busy the past month.
Another excellent tutorial. Another way to convert a static mesh to a prop is by right-clicking in the scene (or static mesh in content browser) and go to 'Scripted Actor Actions' -> Convert To Prop -> then choose stone, metal, or wood. The choice of 3 is a bit strange - but essentially you can then configure the props settings as you can in the blueprint way. But saves you from constructing a new blueprint by using a right-click option.
Your guides are so dope, please, do more!🤘🤘🤘
Another banger, let's go
BRO I REALY LOVE U ❤
THINK U SO MUTCH ❤
please the part 3
could you make a video on how to make a bomb tag game of some sort with verse?
Maybe in the future who knows
@howtwoboss I've been trying and I just can't do it. Just trying to find a way to swap teams with someone (the bomb holder) when colliding with their FortCharacter 😔
@@waphols i can help you. infact i already built it in my map.
Ooooh yesss
Are you gonna do a UI verse totorial?
I'm doing a mega HUD tutorial in general that should include really everything, it's either going to be in parts or just as one, probably in parts, verse is going to be included in that. But not making UIs in Verse but more controlling them using it. I'll make a tutorial for completely Verse UIs down the road maybe.
@@howtwoboss respect
for your custom npc video can there face work like they can blink and stuff on the npc spawner
Can you make a video on how to make Hex a gon in uefn?
bro im playing dreamland s2ch5
is every chapter parkour sets on impossible difficulty?😭😭
Fun fact, I actually made it easier, it was harder before.
@howtwoboss i raged quit last night,now considering what u just said if had played it sooner i would have been considered as a victim 😭(the map is perfect and the story is amazing btw even though im still in s2)
(can't wait for the remake)
If I do want to change the rotation Instead of get transform how do I do that. What would the code look lien then cna you give an example
hey, is there a way to make it so that if a player shot his enemy, that enemy gets the prop static mesh teleported on him?
You could try this code I wrote in like 10 minutes, I even put some comments look at that. Not 100 percent it will work but it's a good starting point to work off of. The links wont work it's for the modules.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters}
using { /Fortnite.com/Game }
playerdamagertracker := class(creative_device):
@editable Prop : creative_prop = creative_prop{} #the prop
OnBegin():void=
AllPlayers : []player = GetPlayspace().GetPlayers() #gets an array of all players
for( Player : AllPlayers): #for loop of every player
if(FortCharacter := Player.GetFortCharacter[]): #gets every player's fort character
FortCharacter.DamagedEvent().Subscribe(GetFortChar) #susbscribes GetFortChar to when fort character is damaged
GetFortChar(DamageResult : damage_result):void= #passes in the damage_result that contains the target of damage
Target := DamageResult.Target #gets target out of damage_result
if(DamagedPlayer := fort_character[Target]): #gets the fort character of the target
spawn{MoveProp(DamagedPlayer)} #spawns an async move prop function, passes in the fort character of target
MoveProp(FortCharacter : fort_character):void= #moves the prop to the target like in the video
loop:
Translation := FortCharacter.GetTransform().Translation
Rotation := FortCharacter.GetTransform().Rotation
Prop.MoveTo(Translation, Rotation, 0.1)
VERSE TUTORIAL PART 3 ????? PLEASE
I need a bit of a break from verse for a bit, but part 3 will be coming eventually!
when are you going to do part 3? I really need to learn verse
Sorry it's been a while, I'm been working on a lot of stuff that came out of the blue like map fixes/irl stuff, still not sure when part 3 will come out but I'll get it done in the next few weeks hopefully.
@@howtwoboss could you possibly teach me in like a call or sum? like discord?
Nice Video, I have a question, can I make a interactive device for example like a crafting bench?
Using codes or blueprints?
You'd want to use hud widgets (max of 6 buttons per UI) or verse UI (as many buttons as you want). Then you can sort all the mechanics out using devices like the conditional button to check what items the player has to then see if they can craft certain items etc. So yeah, you can definitely make a crafting bench.
How can we have triggers array with intex and trigger let say any device example another trigger array, how can i make that trigger index 0 triggers a trigger index 0 ? That way i only use 2 editables arrays
You wanna grab a index
bro is any way to integrate music thru verse in a ROCKET RACING map?
Not really, the music in rocket racing that plays automatically isn't customizable.
@@howtwoboss bro only u can help me. please. is unrelated to this video. i made a map, all good when launch , RR map, but some aurora didn't LOD only close, so i wanted to make long range. i enable streaming, and then i press BUILD HLODS. took 1 hour and now i CAN'T LAUNCH session anymore. Validation fail every time. and gives me an error that now is TO LARGE. but it was 34K memory before build Hlods and 10% project file. how do i UNDO?? please help or i can bin the map :((((((
I had a familiar issue when making Dreamlands 2 chapter 4, If you built your hlods with objects like landscapes or rivers, or since it's a rocket racing track maybe the track itself in the hlods might be why.
If you want to get rid of hlods click on build at the top and click hlods. Then just click delete hlods. And it will delete every hlod in your project. Then click on all your tracks, landscapes, or rivers that in their details find included in hlod and turn that off. Then after this, rebuild hlods and see if that works.
Yes, I will be willing to share method once I finish my map got few other stuff I need to work out first tho like rng spawning on coming traffic and obstabcles
@@TheClungeFarmer u should make a tutorial when ready if u want . it will help many i think
Is it possible to change the skin of your own playable character in UEFN so that I use my own 3D model?
Yeah, there is a way but it's not 100 percent perfect where you can go in and just change the model and have all the animations of the fortnite character. There's a good tutorial covering that by Pi equals three in this tutorial -> ruclips.net/video/7VETvYBZNQc/видео.htmlfeature=shared
Can we attach props with animation on it?
Is it possible to get a players name? i want to do a check if the players name is the name im looking for to give them special permissions (im doing a fashion show map)
You could try something like this: ruclips.net/video/B5clQLD_icg/видео.htmlfeature=shared . Then, compare the message to another message with your player's name. So for example,
RightName : message = "Howtwoboss"
InputName(Agent:agent): message = "{Agent}"
if(InputName = RightName):
do thing
Or something like that, not 100 percent sure it will work just an idea
@@howtwoboss i think i did it
and i think i love you lol
W youtuber helping everyone
and in the membership videos you are showing how you make maps?
I tryed this with the damage volume the problem is it cant be selected as editable why is that so
🥰
stand sys can be?
how can i move prop only 1 vector
Hey, is it possible to attach Devices to Player?
It should be, just make an @editable of a device and it should work.
@@howtwoboss Instead of Prop.MoveTo should I use device? (Sry I am new to coding)
Prop in Prop.MoveTo is the name/identifer of the editable creative_prop we brought in. Just replace it with for example a button, so @editable Button : button_device = button_device{} . Then you should do Button.MoveTo etc.
@@howtwoboss Thank you! Is it possible to teleport the prop to the player in front of him, and it is facing the player?
You could do something where you get the translation as you'd normally do, but add to the X or Y as I did in the video to Z by adding a vector3 to the translation of the prop and that can place the prop with a bit of offset front of the player, and make it face the player using a method like in this tutorial here ruclips.net/video/ShNZGi4z-_w/видео.htmlfeature=shared
Technically it is a pet and not attaching haha
Yeah I guess calling it a pet would fit better
I think I’m just stupid
It comes naturally to some, not so to others, but all in time.
i managed to publish the RR map, if you want, have time and enjoy it please feature it in the next top 10 Fornite maps. THIRST FOR SPEED is called 5487-8922-8163 . and thanks for everything
Good to hear you got it all fixed!
@@howtwoboss sorry to bother u again bro. but is any way to make the car respawn at the checkpoint like in UEFN rather than on particular track? when i publish it respawn on track and i even placed ACTIVE VOLUME to activate the hidden track and still not working. but i wish to make them respawn at the checkpoint as in UEFN Launch Session. any way?