Fortnite Update 28.20 Patch Notes
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Joining a party in Fortnite Creative will no longer result in a game full message, players will now receive the correct party full message.
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Flush fonts are optimized for all platforms.
Gadgets
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Equipment appears in the creative inventory, and when a new device is spawned from the hotbar, the device is rotated to face the player. If grid snapping is set to on, the device is rotated to the closest point on the creative compass. This does not apply to equipment from the gallery or copied from the world.
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Devices that record class or team changes will now receive the correct class/team change event before or during the countdown to the start of a game. For example, if you link a class or team change event to a trigger, the device’s event will now correctly activate the trigger.
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All devices that record class changes will now receive class change events after a countdown during gameplay. For example, the HUD device will now record the player’s class changes during gameplay.
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Falcon Scouts no longer display collision visual effects when accelerating through teleporters while editing an island.
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The Grappling Hook Bow is no longer classified as an explosive weapon.
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Players no longer get stuck in the shooting animation when using infinite ammo in Creative mode.
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Innovation and UEFN
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- The User Option LocalFogVolume Actor can now be set to True or False using a checkbox.
Gadgets
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- Auto-turrets can now be destroyed during gameplay regardless of equipment options.
Camera and control device restrictions
Since the new cameras and control devices in this version are still in early access, there are some limitations.
camera
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There may be a slight delay in camera switching.
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Some full-screen effects may look out of place when using certain weapons and equipment.
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Camera Roll is disabled.
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The camera is disabled when entering the vehicle.
control
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The controller is not compatible with all weapons and equipment.
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In the current control mode, the sprint and run functions have been disabled.
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Freefall diving is not available during Early Access and cannot be enabled in custom controls.
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The building has been disabled.
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The controls are disabled when entering the vehicle.
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Known Issues
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When using the camera for multiple runs, the fixed point and fixed angle cameras cannot be reset to their original state. There are several workarounds to resolve this issue:
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Exit and reload Creative Mode.
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Added a “Remove on Elimination” option to the active camera and set an event to “Add camera to player on player spawn” on all player spawners
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Fortnite patchwork
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Preview VFX pink outline effects now display correctly based on the player’s distance from the Patchwork device.
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When you set a value, the Patchwork Value Setter device’s FX responds and animates.
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The front grid of the Patchwork Instrument Player now highlights correctly.
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The preview VFX for the Patchwork Step Modulator are now positioned correctly when the device size is increased or decreased from its default proportions.
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The player’s camera follows the user’s input and does not rotate when dragging a sustain quickly on the note sequencer.
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The Patchwork Tool reticle now displays and functions properly after switching from it to another weapon or being unarmed.
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The Patchwork device adjusts the gripping position on the cable, allowing players to more intuitively position the cable head on the cable port when connecting a device.
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Ambient sounds no longer apply to patchwork audio.
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Patchwork modulators no longer set their output value to 0 when connected to another device when the modulator is disabled.
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Patchwork Speaker has a function to adjust the music priority order to prevent the speaker from muting the music expression.
Unified Fund Network
New:
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The new Game Event Tracker feature for Sequencer provides a way to trigger game events on a device at specific points in time in Sequencer. This new feature also works with Verse. Use calls to any Verse function, including functions on authored Verse devices.
Game events in Sequencer do not work with custom devices created in Verse, this functionality only works with devices in the Devices folder in the Content Browser.
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New Rigid Body with control node options on the parent space transform of each constraint in a Physics Asset to compensate for any differences between the skeleton used to create the Physics Asset and the current skeleton.
With the new Rigid Body with Control Node option, it is possible to use a single Physics Asset with multiple skeletons, as long as the bones associated with each body in the Physics Asset are present in all target skeletons.
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The Curve Metadata tab as displayed in the Animation, Skeleton, and Skeletal Mesh Editors.
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Improved packaging of SkeletalMeshComponent, saving 16 bytes. This improvement resulted in more variables in this class hierarchy in C++. Optimized class hierarchy to accommodate static assertions. Disabling assertions would cost an additional 288 bytes per SkeletalMeshComponentBudgeted in the game.
Use the CruncherSharp tool provided in the EngineExtrasThirdPartyNotUEcrunchersharp folder to help with optimization.
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Improved audio features:
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SoundWave resampling now reflects the frame position when resampling SoundWave audio in the editor and package builds.
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CuePoints reflect the resampling of sound waves in the editor and package builds.
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Rescale CuePoints uses a similar process to CurrentPlatformSampleRate at editor time, during serialization, and during SoundWaveDataPtr initialization.
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Gadgets
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The Patchwork Music Manager in UEFN now displays beats correctly.
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The map indicator device has a new user option for custom icon material, custom icon size, and using a custom widget.
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Devices no longer display internal options that are not intended for public use, which could negatively impact the functionality of these devices.
Editor
New:
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The actor context menu now respects IsLockLocation() on actors.
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The 0-360 limit of the rotation slider has been removed so that it is possible to scroll to negative rotations and rotate past 360 degrees.
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Morph targets can now be imported via FBX.
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Resolved validation errors related to materials when using HLODs with certain types of Fortnite assets.
part
Here are the new features of the Verse API.
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API
New:
- Patchwork devices now have Verse support.
Producer Platform
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- If the review process times out or expires, creators can resubmit their version for publication.
Fictional version management
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Fortnite
Fortnite is an online video game produced by Epic Games and launched in 2017. It has three different versions: Fortnite Battle Royale, where up to 100 players compete to be the last one standing; Fortnite: Save the World, a cooperative game where up to four players fight off zombie-like creatures and build defenses; and Fortnite Creative, where players can create their own worlds and battle areas.
Save the World and Battle Royale launched as early access games in 2017, while Creed was released on December 6, 2018. Fortnite Battle Royale has been extremely popular, attracting more than 125 million players in less than a year and generating hundreds of millions of dollars in revenue each month.
The entire Fortnite game has generated $9 billion in revenue as of December 2019. You can play Save the World on macOS, PlayStation 4, Windows, and Xbox One.
Battle Royale and Creative are available on these platforms, in addition to Android, iOS, and Nintendo Switch. The game was also released with the PlayStation 5 and Xbox Series X/S consoles.
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Fortnite Overview
game |
Fortnite |
type |
Survival, Battle Royale, Sandbox |
Developers |
Epic Games |
Publisher |
Epic Games |
platform |
macOS, Windows, PlayStation 4, Xbox One, iOS, Nintendo Switch, Android, Xbox Series X/S, PlayStation 5 |
Initial release |
Fortnite: Save the World (July 25, 2017 – Early Access) |
Fortnite Game Modes
Fortnite: Save the World – A cooperative PvE game
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Objective: Players work together in teams of four to achieve a common goal in a variety of missions.
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Story: Set in a world affected by a mysterious storm that wiped out most of the population, the survivors need to fend off zombie-like “Husks”.
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Roles: Players take on the role of commander of a home base shelter, gathering resources, rescuing survivors, and defending equipment to collect storm data or repel the storm.
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Rewards: Completing missions earns you in-game items such as hero characters, weapon and trap schematics, and survivors, all of which can be upgraded with experience.
Fortnite Battle Royale – A PvP game for up to 100 players
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Gameplay: Players are parachuted onto a map from a “Battle Bus” and scavenge for weapons, resources, and vehicles while eliminating other players.
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Goal: Be the last player, team or group standing.
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Map Shrinkage: As the Toxic Storm erodes, the safe area of the map gradually shrinks, forcing players to get in closer quarters.
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Winner: The last surviving player, combination or team will be declared the winner.
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Freedom: Players have complete freedom to generate items in the Battle Royale mode on their own private island.
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Creation: Players can design various games such as battle arenas, race tracks, platform challenges, etc.
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Customization: Creative Mode enables players to shape the game world according to their imagination.
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These are three different game modes in Fortnite, and each offers a unique gaming experience.
Fortnite Creative – a sandbox mode where players create worlds
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Freedom: Players have complete freedom to generate items in the Battle Royale mode on their own private island.
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Creation: Players can design various games such as battle arenas, race tracks, platform challenges, etc.
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Customization: Creative Mode enables players to shape the game world according to their imagination.
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These are three different game modes in Fortnite, and each offers a unique gaming experience.
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Category: Gaming