A good epic games mesh you can use for the custom chest models are the military base crates since there's a version of it that is opened and a version that's closed.
You can also customize the items inside the default chest by creating the chest in Fortnite Creative in-game and then jumping into UEFN to edit that chest details; an index with items will appear and then you can add any weapons like if it was an item spawner. . By default the chests do not have the item index like item spawners but the ones created this way you’ll see it in URFN. Great tutorials! I saved your creator code in Fortnite, thanks for everything!
Can you somehow make a tutorial how to change the storm, like adding clouds change texture of the storm wall because the new rewind royale map has the old hexagon storm
In creative 1.0 I cant find a way to highlight with the white outline the chest because you cant attach an object to the switch. I think thats an uefn exclusive feature
In the settings of the item granter, use the initial weapon ammo and spare weapon ammo options to give the player some ammo for the gun once they get it.
That would actually be what you want to do, there's a good tutorial by InsaneUEFN, ua-cam.com/video/G3GaECZHxkk/v-deo.htmlfeature=shared that goes over using controlling material parameters of a UI material in the sequencer. There's also this tutorial too ua-cam.com/video/VZ4lz0jN0kI/v-deo.htmlfeature=shared
You can't add more inventory slots unless you use something like Verse, which again will be really complicated. You could try using a combination of item granters and removers to remove the old pistol and then give the player the better pistol by using a conditional button that you need gold to activate or something.
@@howtwoboss idea : isn't possible to do only with devices something like drop weapon ingame (clik-drag) in a box (mesh) that will travel with you always like a pet. to actually store items and restore them back like from a movable chest that is always following you?
@@gameswownow7213 You would need to code verse for it interface could be anything, a UI menu would be best option as its better for performance, but you could also have a vault on a map or bank basic system would be the same, you save unlocked or found items/weapons in your player map in verse
Hello good sir. great tutorial thanks a lot ! I was just wondering if you new how to change the colour of the OUTLINE from the switch device. If you check the Mercenaries map from Alliance , you can see that using this method , they managed to change the outline of the switch device's mesh in order to seperate loot meshs from uncommon all the way up to legendary and more. tyyy !
Last time I checked, I think Mercenaries uses a custom switch device model for the containers like cabinets etc with an open and closed model. With a custom material with the green etc outline on the model. That's my guess, not entirely sure the wizardry behind it.
Is there a tutorial on how to customize the dots that appear on the HUD? For example when I grabbed a coin on a map it didn't appear white or purple but with a custom design?
I mentioned how in the video, inside the item granter, put in, and you can do less than this for this example about 100 of the same item, but different rarities. Make it so there are about 50 common versions of the same item. (so 50%) Then 30 uncommon (30%) Then 15 rare (15%) Then 10 epic (10%) And 1 legendary (1%) And that's how you would make rarities. Again, you don't need to do 100, you could do like 20 only. Where there are 10 common, 4 uncommon, 3 rare, 2 epic,1 legendary or something like that. It's all down to how you distribute it. You can use shortcuts like shift + left click to paste in copied items, so you don't need to slowly select each item every time.
In the top right in blender's viewport, after you have all the faces selected, rotate the top of the chest using rotate in the list of cubes on the left. And just use the rotate gizmo, sort of like how you'd rotate something in UEFN, to where you need it.
If you mean the custom chests having a rare version, you can duplicate the two static meshes, override the material with a material that's more fancy or something like gold, then just hook up a set of different item granters with more rarer items.
A good epic games mesh you can use for the custom chest models are the military base crates since there's a version of it that is opened and a version that's closed.
You can also customize the items inside the default chest by creating the chest in Fortnite Creative in-game and then jumping into UEFN to edit that chest details; an index with items will appear and then you can add any weapons like if it was an item spawner. . By default the chests do not have the item index like item spawners but the ones created this way you’ll see it in URFN. Great tutorials! I saved your creator code in Fortnite, thanks for everything!
We Need Fortnite porting tutorial
If nothing comes out on the 16th creative wise when season 4 launches it should be out then! Maybe the 17th, depends.
Can you somehow make a tutorial how to change the storm, like adding clouds change texture of the storm wall because the new rewind royale map has the old hexagon storm
But for the floor loot, if we want the weapon that spawns to also have weapon next to it, how should we do ?
In creative 1.0 I cant find a way to highlight with the white outline the chest because you cant attach an object to the switch. I think thats an uefn exclusive feature
Yeah, the custom model is UEFN only sadly.
How can i give the right ammo for the gun which dropped, not a random ammo?
In the settings of the item granter, use the initial weapon ammo and spare weapon ammo options to give the player some ammo for the gun once they get it.
First 👀👀👀
How to make destroyable custom chest?
make a loading bar tutorial using trackers and ui widgets
the fn discord suggests to use a material and a cinematic sequence 💀
That would actually be what you want to do, there's a good tutorial by InsaneUEFN, ua-cam.com/video/G3GaECZHxkk/v-deo.htmlfeature=shared that goes over using controlling material parameters of a UI material in the sequencer. There's also this tutorial too ua-cam.com/video/VZ4lz0jN0kI/v-deo.htmlfeature=shared
is any way possible to add more items to the inventory, for ex pistol L 1,2,3 etc and switch to them for an RPG game for ex
You can't add more inventory slots unless you use something like Verse, which again will be really complicated. You could try using a combination of item granters and removers to remove the old pistol and then give the player the better pistol by using a conditional button that you need gold to activate or something.
@@howtwoboss idea : isn't possible to do only with devices something like drop weapon ingame (clik-drag) in a box (mesh) that will travel with you always like a pet. to actually store items and restore them back like from a movable chest that is always following you?
@@gameswownow7213 You would need to code verse for it
interface could be anything, a UI menu would be best option as its better for performance, but you could also have a vault on a map or bank
basic system would be the same, you save unlocked or found items/weapons in your player map in verse
Can u share the fbx files for the chest? im terrible at blender....def will give u many shouts in my map
Hello good sir.
great tutorial thanks a lot !
I was just wondering if you new how to change the colour of the OUTLINE from the switch device.
If you check the Mercenaries map from Alliance , you can see that using this method , they managed to change the outline of the switch device's mesh in order to seperate loot meshs from uncommon all the way up to legendary and more.
tyyy !
Last time I checked, I think Mercenaries uses a custom switch device model for the containers like cabinets etc with an open and closed model. With a custom material with the green etc outline on the model. That's my guess, not entirely sure the wizardry behind it.
@ indeed , I asked wert and someone on their team developed their own verse device in order to achieve such result!
Is there a tutorial on how to customize the dots that appear on the HUD? For example when I grabbed a coin on a map it didn't appear white or purple but with a custom design?
how to make rarities
I mentioned how in the video, inside the item granter, put in, and you can do less than this for this example about 100 of the same item, but different rarities.
Make it so there are about 50 common versions of the same item. (so 50%)
Then 30 uncommon (30%)
Then 15 rare (15%)
Then 10 epic (10%)
And 1 legendary (1%)
And that's how you would make rarities. Again, you don't need to do 100, you could do like 20 only. Where there are 10 common, 4 uncommon, 3 rare, 2 epic,1 legendary or something like that. It's all down to how you distribute it.
You can use shortcuts like shift + left click to paste in copied items, so you don't need to slowly select each item every time.
i cant see the details button
Go into window in the top, then click on any details 1-4, it should make it reappear.
how did u open the chest after you selected all the faces
In the top right in blender's viewport, after you have all the faces selected, rotate the top of the chest using rotate in the list of cubes on the left. And just use the rotate gizmo, sort of like how you'd rotate something in UEFN, to where you need it.
@@howtwoboss thank u i got it too work :)
why am i getting primal weapons?
could i make rare chest have better loot
If you mean the custom chests having a rare version, you can duplicate the two static meshes, override the material with a material that's more fancy or something like gold, then just hook up a set of different item granters with more rarer items.