#Allow UEFN to Run Locally in Editor

1 messages · Page 1 of 1 (latest)

restive nacelle
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The requirement to go through the "server dance", i.e. validating, uploading, launching all of Fortnite, etc. seems unnecessarily tedious.

It's especially painful if the process gets hung up midway (possibly due to server issues, unreliable ISP, or gremlins) and you have to end all processes and restart the dance from the beginning again.

Why can't we just run tests locally in uefn?

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Credit for the term "server dance":
#💬・star-wars-tools-chat message

brazen kernel
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this would be very nice i agree

austere rampart
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I've been thinking this ever since I first opened UEFN. I have really bad internet. Having to upload 10MB of content with 0.7 mbps internet takes way too long

restive nacelle
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Just another point in favor of local testing, uefn and creative sometimes randomly get out of sync so badly that manually pushing changes makes no difference and then everything has to be restarted for things start working properly again

brazen kernel
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even pushing changes seems to be bugged it just deletes like half my assets whenever i do it

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ive literally started relaunching the entire session just to push changes

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to avoid that from happening

brittle canyon
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they said they weren't going to let us have local playtesting because of "security concerns surrounding things like the anticheat"..... SECURITY CONCERNS MY *** BRO! Like why the heck can't they just.... oh I don't know.... REMOVE THE ANTICHEAT FROM A PUBLIC SERVER BUILD???