Awesome video, thanks for the random foliage color tip, i didn't know you could do that ! big question tho, is there any way to make your foliage destructible and drop items ? (for exemple wood, lol) i haven't found any way to do that
I know you can convert static meshes into Fortnite props, which then you can harvest for materials like in this tutorial by Graeme Bull -> ua-cam.com/video/GQJw5XkPUgg/v-deo.htmlfeature=shared&t=329 . But I'm unsure if you can do that with instanced foliage as it requires you to make a blueprint with a static mesh, but you can't put blueprints into the mesh spot in a foliage asset. You could try in collision to set it to fortpawnmesh or something like that but I don't really know
@@howtwoboss yeah i followed that tutorial, but like you said you can't put blueprints into foliage, and i couldn't find a way to mass convert instanced foliage into blueprints either, such a bummer ..
@@howtwoboss i'm on a big open world project that needs ressource gathering, the map is enormous and there's no way i'll put every single tree down without foliage tool, hope they keep evolving uefn the right direction
The only way to use palm trees or any other tree for that matter that's in Fortnite's library is to either, find the foliage asset epic made like the Oak Tree I used in the first bit of the video, which may or may not be there, or use Fortnite porting to import the palm tree asset + set it all up with textures, collision, etc if it's not.
Can you do a tutorial on creating a BR in Fortnite..I’m working on a design for the map but I haven’t found a good video yet on setting up random floor loot and a storm
I have a tutorial on storms if it helps right here -> ua-cam.com/video/XPXTM4fa5o8/v-deo.htmlfeature=shared , but I can make a tutorial on randomized floor too if you want.
I don't think you can sadly. Prop manipulators only work with Fortnite props, instanced meshes aren't props, they're instanced meshes obviously. You can convert static meshes into Fortnite props, but you can't put a Fortnite prop into a foliage asset, only a static mesh.
im trying to use the foliage that is already in creative so i have imported a snow tree from fortnite porting to blender then i export it as an fbx then i try to import into uefn and i get a message that says this asset is referenced by other content
this may have just saved my barely 2km x 1km (roughly) sized 120k memory map lmaooo also quick question, im assuming you learnt the materials part from the docs, the docs for me are a mf maze would you be so kind as to let me know what mf page of the docs explains normals, specular and all that kind of crap (like why or when specular uses individual rgb rather then the single rgb node to connect) because im pretty sure thats what im havin a lot of mistakes/issues with sometimes, my models will be the right colors and what not but slightly look off or odd compared to what it should. sorry for the essay
Normals and specular maps are generally used for textures everywhere in any 3d modeling software most of the time like Blender. Normals allow for a flat texture to have "depth" that reacts to light like a 3d model would with 99.9 percent less CPU/GPU usage. So on a brick wall texture, shadows could form between the bricks depending on where the light is even if the texture is completely flat. Pretty much every single prop in Fortnite uses this. Specular maps define what parts of a material are metallic/rougher. If I remember correctly, the reason why I put green = metallic, red = specular, and blue = roughness, is that I saw that on an old landscape tutorial by Maestroshark here -> ua-cam.com/video/_ED_t6cp-38/v-deo.htmlfeature=shared . My guess is that those RGB channels tell what areas of the texture are what, so different parts of one texture are assigned to look like different materials. I'm not a professional texture artist so I'm not ENTIRELY sure how it works. But that's my estimated guess anyway.
Last time I checked it's a developer device that you need to either be an Epic employee or get special permission from Epic to use which really only big trusted Fortnite creative studios get like Alliance or Atlas get OR it's for a brand sponsored island like Nike or what have you. Since you can link whatever video you like into it, it needs VERY HIGH moderation as you can probably tell how problematic that might get if they just gave that ability to everyone as annoying as it is for creators who won't use it in horrible ways. But it's for the best.
@@DTuppFN Wait so you have a foliage that will show with hlods? I cant seem to get any of them to work with them. Was it a custom asset that you imported?
Just to let you know, I had streaming OFF in this video no HLODs built. I went and built HLODs and it seems it's a bit broken right now when it comes to foliage as the textures mess up as it doesn't generate the lower LODs for the foliage for whatever reason. I'm not really sure how to fix it so it's most likely a bug.
I'm not sure what you mean, if you mean you're using OG Fortnite tree/nature props etc from 1.0 creative there's no problem with that though you will use up a lot more memory while doing so which could be used for something else but it's really down to the person. If you mean can you do this in 1.0 creative you can't, it's UEFN only.
Thank you for making this, there is not a good in detail guide on how to use this tool out!
Crazy useful video, Thank You!!
This is the best uefn tutorial I’ve seen
Awesome video, thanks for the random foliage color tip, i didn't know you could do that !
big question tho, is there any way to make your foliage destructible and drop items ? (for exemple wood, lol) i haven't found any way to do that
I know you can convert static meshes into Fortnite props, which then you can harvest for materials like in this tutorial by Graeme Bull -> ua-cam.com/video/GQJw5XkPUgg/v-deo.htmlfeature=shared&t=329 . But I'm unsure if you can do that with instanced foliage as it requires you to make a blueprint with a static mesh, but you can't put blueprints into the mesh spot in a foliage asset. You could try in collision to set it to fortpawnmesh or something like that but I don't really know
@@howtwoboss yeah i followed that tutorial, but like you said you can't put blueprints into foliage, and i couldn't find a way to mass convert instanced foliage into blueprints either, such a bummer ..
@@howtwoboss i'm on a big open world project that needs ressource gathering, the map is enormous and there's no way i'll put every single tree down without foliage tool, hope they keep evolving uefn the right direction
how can i use like palm trees or the trees that are already in the fortnite library?
The only way to use palm trees or any other tree for that matter that's in Fortnite's library is to either, find the foliage asset epic made like the Oak Tree I used in the first bit of the video, which may or may not be there, or use Fortnite porting to import the palm tree asset + set it all up with textures, collision, etc if it's not.
nice video & thank you for teaching some new things
Can you do a tutorial on creating a BR in Fortnite..I’m working on a design for the map but I haven’t found a good video yet on setting up random floor loot and a storm
I have a tutorial on storms if it helps right here -> ua-cam.com/video/XPXTM4fa5o8/v-deo.htmlfeature=shared , but I can make a tutorial on randomized floor too if you want.
*the vegetables have taken over*
Awesome video, and only one question: Can I use Prop Manipulator with Foliage?
I don't think you can sadly. Prop manipulators only work with Fortnite props, instanced meshes aren't props, they're instanced meshes obviously. You can convert static meshes into Fortnite props, but you can't put a Fortnite prop into a foliage asset, only a static mesh.
@@howtwoboss Thanks for your answer)
im trying to use the foliage that is already in creative so i have imported a snow tree from fortnite porting to blender then i export it as an fbx then i try to import into uefn and i get a message that says this asset is referenced by other content
You could try to rename the fbx file before importing it into UEFN? To something like "snow tree" or something.
nice one bro
this may have just saved my barely 2km x 1km (roughly) sized 120k memory map lmaooo
also quick question, im assuming you learnt the materials part from the docs, the docs for me are a mf maze would you be so kind as to let me know what mf page of the docs explains normals, specular and all that kind of crap (like why or when specular uses individual rgb rather then the single rgb node to connect) because im pretty sure thats what im havin a lot of mistakes/issues with sometimes, my models will be the right colors and what not but slightly look off or odd compared to what it should. sorry for the essay
Normals and specular maps are generally used for textures everywhere in any 3d modeling software most of the time like Blender.
Normals allow for a flat texture to have "depth" that reacts to light like a 3d model would with 99.9 percent less CPU/GPU usage. So on a brick wall texture, shadows could form between the bricks depending on where the light is even if the texture is completely flat. Pretty much every single prop in Fortnite uses this.
Specular maps define what parts of a material are metallic/rougher. If I remember correctly, the reason why I put green = metallic, red = specular, and blue = roughness, is that I saw that on an old landscape tutorial by Maestroshark here -> ua-cam.com/video/_ED_t6cp-38/v-deo.htmlfeature=shared . My guess is that those RGB channels tell what areas of the texture are what, so different parts of one texture are assigned to look like different materials.
I'm not a professional texture artist so I'm not ENTIRELY sure how it works. But that's my estimated guess anyway.
I import save the world trees, and looks so diferent in the maps
I'd recommend just screwing around with the metallic/specular/roughness of the trees until you get the look you want.
do you know anything about the videoplayer device? i can't make it work
Last time I checked it's a developer device that you need to either be an Epic employee or get special permission from Epic to use which really only big trusted Fortnite creative studios get like Alliance or Atlas get OR it's for a brand sponsored island like Nike or what have you.
Since you can link whatever video you like into it, it needs VERY HIGH moderation as you can probably tell how problematic that might get if they just gave that ability to everyone as annoying as it is for creators who won't use it in horrible ways. But it's for the best.
@@howtwoboss i get it. :(
Does anyone else have an issue where foliage doesn't work with HLODS?
also here to see if he enabled streaming..
can only get boulders to show in HLODs
@@DTuppFN Wait so you have a foliage that will show with hlods? I cant seem to get any of them to work with them. Was it a custom asset that you imported?
@@Mickado negative, using the fortnite boulder mesh. With HLODs turned on both in foliage and the static mesh
Just to let you know, I had streaming OFF in this video no HLODs built. I went and built HLODs and it seems it's a bit broken right now when it comes to foliage as the textures mess up as it doesn't generate the lower LODs for the foliage for whatever reason. I'm not really sure how to fix it so it's most likely a bug.
if I'm just doing OG Fortnite its okay?
I'm not sure what you mean, if you mean you're using OG Fortnite tree/nature props etc from 1.0 creative there's no problem with that though you will use up a lot more memory while doing so which could be used for something else but it's really down to the person. If you mean can you do this in 1.0 creative you can't, it's UEFN only.
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