UEFN 34.0 Update Hud, UI, AI, oh my!
UEFN 34.0 Update: Your Complete Guide to New APIs and Features
Ever felt like your Fortnite creator toolkit needed a power-up? Well, grab your favorite energy drink because UEFN 34.0 just dropped a loot crate full of new features!
The latest UEFN update brings a massive overhaul to how we handle everything from HUD elements to AI behaviors. Whether you're crafting the next battle royale sensation or building an immersive adventure, these new tools will level up your creative arsenal.
What's New in 34.0? (For Those Just Dropping In)
Think of this update as adding a whole new inventory of tools to your creative toolbelt. We've got a shiny new UI Feature Template (say goodbye to UI headaches!), multiplayer testing with AI players (no more begging friends to help test), and some seriously cool new devices that would make even a master thief jealous. Plus, for all you math nerds out there, we've got some coordinate system updates that would make Pythagoras do a double-take.
The Power-Ups (Major Feature Additions)
1. UI Feature Template: Your New Design Best Friend
Tired of building UIs from scratch? The new User Interface Feature Template has your back:
# Example of using the new UI template components
using { /Game/UI/Templates/CustomHUD }
customHUD := class(creative_device):
# Import pre-built components
QuestIndicator : quest_indicator_widget = quest_indicator_widget{}
# Set up your custom UI
OnBegin<override>():void=
# Use the template's built-in functionality
QuestIndicator.SetupDisplay(
IconType := quest_type.Collection,
Description := "Collect 10 coins!"
)
The template comes packed with:
- Ready-to-use widget examples
- Custom materials and textures
- Comprehensive setup guides
- Export-ready assets for your projects
1. HUD Management 2.0: The Clean-UI Update
Remember wrestling with multiple UI methods? Those days are gone! The new fort_hud_controller brings everything under one roof:
# The new way to manage HUD elements
hudController := Playspace.GetHUDController()
# Hide those pesky elements
hudController.HideElements([hudElement1, hudElement2])
# Show them when needed
hudController.ShowElements([hudElement3, hudElement4])
# Reset when you want a fresh start
hudController.ResetElementVisibility([hudElement1, hudElement2])
2. Multiplayer Testing: Your Personal QA Team
No more "anyone free to test?" messages! The new Test Player settings let you spawn AI-controlled players for testing:
# Configure test player settings in your game mode
testSettings := fort_test_settings:
SpawnOnStart := true
PlayerCount := 16 # Up to island maximum
# You can even customize test player behavior
testBehavior := test_player_behavior:
OnSpawn(): void =
# Set up custom test player actions
MoveToLocation(targetPoint)
SimulateInteraction(nearestDevice)
*Note: While test players are great for basic testing, they're not yet Ready Player One levels of AI - they have some limitations, like not being able to use certain devices.
Your NPCs just got smarter with these new AI features:
# Create an intelligent guard
guardActions := Character.GetFortGuardActions()
# Make them actually guard stuff!
guardActions.Attack(targetInfo) => result
if (result = ai_action_result.Success) {
# Your guard is doing their job!
}
# Keep them in check with leash controls
leash := Character.GetFortLeashable()
leash.SetLeashAgent(agent, innerRadius, outerRadius)
3. New Devices: Bank Vaults and Rift Points
Want to add some Ocean's Eleven vibes to your island? The new Bank Vault and Rift Point devices have you covered:
# Setting up a bank vault heist
bankVault := fort_bank_vault_device:
# Configure vault settings
WeakPointCount := 3
BreakInTime := 30.0
# Handle vault events
OnVaultBreakInStarted(): void =
# Trigger alarms, spawn guards, etc
SpawnGuards(vault_location)
TriggerAlarmSequence()
You also get the new Rift Point system for bomb-defusal gameplay:
- Plant and defuse mechanics
- Customizable timers
- Team-based interactions
4. SpatialMath: Your New Best Friend (Now with FRU!)
The new SpatialMath module is like having a graphing calculator built right into UEFN:
# Smooth moves with linear interpolation
let start := vector3{Forward:=0.0, Right:=0.0, Up:=0.0}
let end := vector3{Forward:=1.0, Right:=1.0, Up:=1.0}
let smooth := Lerp(start, end, 0.5)
# Almost equal? Let's check!
IsAlmostEqual(vector1, vector2, 0.001)
Understanding the Changes (Or: "Why Your Old Code Might Need a Medkit")
If you're seeing some warnings in your old code, here's what's changed:
-
HUD Methods: Old
player_uimethods are now deprecated- Old:
ShowHUDElements() - New:
fort_hud_controller.ShowElements()
- Old:
-
Character Controls: New interfaces for better NPC management
- Old: Direct character manipulation
- New: Specialized interfaces like
fort_guard_actions
-
Math Operations: Enhanced vector and rotation calculations
- Old: Basic vector math
- New: Comprehensive SpatialMath module
Tips for Upgrading (Without Breaking Everything)
-
Start with HUD Updates
- Convert your UI code first
- Test each element individually
- Keep a backup of your old code
-
Gradually Enhance AI
- Update one NPC type at a time
- Test behaviors in isolation
- Use the new alert levels system
-
Embrace SpatialMath
- Replace old math calculations
- Take advantage of new vector operations
- Use the new string representations for debugging
Real-World Applications
Here's how these updates make common tasks easier:
Creating Smart Guard NPCs
# Define guard behavior
npcBehavior := npc_behavior {
OnBegin := function() {
# Initialize guard state
guardActions := Character.GetFortGuardActions()
guardPerception := Character.GetFortGuardPerception()
# Set up patrol route
guardActions.Patrol(patrolPoints)
}
OnAlert := function(level: fort_guard_alert_level) {
if (level = fort_guard_alert_level.Suspicious) {
# Investigate the area
guardActions.InvestigateLocation(lastSeenPosition)
}
}
}
Dynamic HUD Management
# Create a context-aware HUD manager
hudManager := fort_hud_controller {
UpdateCombatHUD := function(inCombat: logic) {
if (inCombat) {
ShowElements([
CombatElements.HealthBar,
CombatElements.AmmoCount,
CombatElements.WeaponSlots
])
} else {
HideElements([
CombatElements.HealthBar,
CombatElements.AmmoCount,
CombatElements.WeaponSlots
])
}
}
}
Conclusion
UEFN 34.0 is more than just an update – it's a complete overhaul of how we create and manage game elements. With these new tools, you're better equipped than ever to create amazing experiences.
Remember, you don't have to rebuild everything at once. Start small, test thoroughly, and gradually incorporate these new features into your existing projects. Your future self (and your players) will thank you!
Note: This article was written while chugging energy drinks and debugging NPCs that kept walking into walls. No NPCs were harmed in the making of this guide.