u/KNOBZIN

Is Fortnite Discover Becoming Harder for Creative Maps?

Are you guys also finding it increasingly difficult for a good, original idea to gain traction in Discover nowadays?

About two years ago, it was pretty common for a map to hit at least 1,000 concurrent players right after being published. Today, just getting 200 feels impossible.

Another big issue is the absurd amount of RED VS BLUE maps. During the Star Wars event, it was the exact same story: great, high-effort ideas were completely overshadowed by the algorithm, while generic RvB maps stayed featured in the tags for hours.

Honestly, it’s getting really discouraging to put time and effort into making something unique and polished in UEFN. Do you guys think the Epic algorithm will ever improve for creators, or is it only going to get harder from here?

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u/KNOBZIN — 4 days ago

I learned how to model in UEFN, and now I feel the need to start learning Blender, both to improve my techniques and to make some of my projects available on platforms like Fab.

I’ve noticed that UEFN is limited in some modeling features, and the meshes created there often generate unnecessary vertices and edges, especially when working with curves.

Yesterday, I had the idea of exporting some models I had already made in UEFN and trying to improve them in Blender. However, it has been almost impossible: the mesh breaks apart completely. I’ve already tried using Smooth, Dissolve, and other tools, but nothing has worked to make the mesh cleaner, lighter, and more solid.

Does anyone know if there is an efficient way to optimize or fix a mesh made in UEFN inside Blender? Or would it be better to use that mesh only as a reference/base and remodel everything directly in Blender?

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u/KNOBZIN — 15 days ago

I learned how to model using UEFN, but I noticed that when using tools like bevel, inset, extrude, cuts, booleans, and similar operations, the mesh geometry ends up becoming very heavy.

Even when I try to rebuild, simplify, or clean up the mesh afterward, it feels like it only solves a small part of the problem. In many cases, it improves maybe around 10%, but the mesh still has too many unnecessary vertices, edges, and inefficient topology.

Because of this, I’m moving to a 100% Blender workflow, mainly because the issue becomes even more noticeable when working with curves, bevels, or boolean operations, such as cutting a cylindrical hole into a cube.

My question is:

In Unreal Engine, is the geometry generated by these modeling tools cleaner and more optimized than in UEFN, or is the behavior basically the same?

Is there any setting, technique, or workflow inside Unreal/UEFN that helps make these meshes lighter and better organized?

If anyone has gone through this and can share a solution or their experience, I’d really appreciate it.

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u/KNOBZIN — 15 days ago