Creative
Joined June 2018
I have been having conversations with creators for a few weeks now, and I think its time to seriously entertain the idea of 1 publish a week limit (or even month) and more aggressive duplicate/copy detection. Even for the creators that have embraced AI assisted workflows: we are all looking at competing with AI systems that have no humans in the loop except for someone prompting an agent to "copy x map and publish". These aren't normal times you can't just use normal solutions.
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Maybe someone has a counter example, but what currently prevents the following from happening in the near future: - Spending time iterating on a game idea - You publish to discover - Someone with AI copies your map to the point where its nearly identical (like the quoted tweet), but changes the thumbnail/title/trailer - Their map gets surfaced in discover tabs before yours does and steals your chances of success
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ZeroYaHero retweeted
This 25-year-old Verser still writes code the old fashion way... Introducing... VerseBoy! 馃幃 A highly accurate Game Boy emulator written in UE6's future programming language, Verse. It runs both standalone (using Python as the display) and right inside Fortnite using #UEFN! 馃У
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The future of game security: putting dangerous instructions in your code in the hopes that it gets flagged as a malicious request. Creative, but bleak.
This Roblox game was hiding ILLEGAL tutorials in its anti cheat's code... The game "Emergency Response" with 10,000 players was exposed by a Roblox exploiter on YouTube It allegedly showed step-by-step instructions on how to make illegal drugs and weapons The anti-cheat contained these strings to prevent AI models such as Claude or Gemini from reconstructing the code or allowing exploiters to use cheats Many people are now criticizing Roblox for allowing the front-page game to have illegal recipes, methods to make weapons as strings in its code This is CRAZY...
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Trying something new...or...err...old. I'm streaming on twitch. Mix of boredom, nostalgia, and wanting to chat about UEFN/tech/games etc. twitch.tv/zeroyahero come say hi
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The state of things nowadays
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Seeing Verse in the terminal and working with file I/O is oddly satisfying. Thanks @Magmaslime569 for showing me how
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Hey all! It鈥檚 been awhile since I鈥檝e been an active member in the comm, but wondering if any moots are willing to chat/catch up. I鈥檝e been working on some things here and there, but mostly been busy with other things. In example, I graduated University a couple months ago! I am unsure what I am going to do next, so I would be grateful to hear some perspective and maybe get inspired!
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Okay I鈥檝e been out of the loop with some UEFN trends: why is everyone showing me their satisfying ASMR SceneGraph keycaps鈥hat gameplay purpose do these things serve? Genuine question
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A little sad/funny that the introduction of Verse to the rest of UE people is being associated with the death of Blueprints. I know Epic tried clarifying it鈥檚 not that black and white, but surely they could have extended support or communicated it better馃ゴ
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Watching stuff about Artemis reminded me of this old tweet
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UEFN and Niagara do not mix well. 4 solutions for instancing particle systems in game. They all have their own issues. - Spawn through Verse (no scale) - Add as a component (needs entity) - Attach to bone with VFX d*vice (5 layers) - Put in Blueprint for scale (preview broken)
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Component would be the best one... but unlike an asset reference, you can't really set this up with a reference to the type and then instantiate it. You also can't attach to bones like the device. This whole thing has me incredibly annoyed.
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Unsure if a video is really necessary, but my thoughts are centered around this: Does Fortnite want "Islands", or do they want "Games"? If they want "Games", I think a more aggressive UEFN/Discover approach is warranted. Continuation of current strategy results in "Islands"
In over 5 years I haven鈥檛 felt this motivated to make a YouTube video. So many thoughts on this ecosystem. I am beginning to think that not voicing thoughts and concerns comes at a serious negative for us all (employees, creators, and players).
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The argument to large updates is "instability" but IMO: Potential Possibility > Potential Instability Python release is a good example. Drop a whole thing at once, and It results in short-term instability, but you calibrate once, and have the ability to do a whole lot more.
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Epic has Unreal Engine at their tooltips, the issue is there is a lot areas they think they could do better. Understandable! Though, this costs time and effort. A lot of the problems UEFN faces could be solved with more access.
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In over 5 years I haven鈥檛 felt this motivated to make a YouTube video. So many thoughts on this ecosystem. I am beginning to think that not voicing thoughts and concerns comes at a serious negative for us all (employees, creators, and players).
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This may seem obvious, but I just feel like there is so much negativity, and I try my best to just find solutions instead.
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