Fortnite UEFN Modes 🎮, Unreal Mobile Optimization 📱, Virtual Cities 🌆
🎮 Smarter Gameplay: AI & Social Design
Refactoring Enemy AI: From Monolith Mess to Clean C# in Unity
An overcrowded enemy AI controller gets a full makeover in this Unity C# refactoring session. The author shows how to break a monolithic script into small, focused methods, spot duplication between chase and patrol logic, and introduce a lean Strategy-based movement system that owns its own targeting. Along the way, JetBrains Rider shortcuts and inspections help keep changes safe and incremental. It’s a practical guide for intermediate Unity devs who want to grow from "it works" to clean, extensible gameplay code.
Inside Fortnite Impostors: Building Social Deduction Modes in UEFN
Fortnite Impostors didn’t just happen—it grew from a fast Blueprint prototype into a robust C++ and data-asset framework tuned for social play. In this Unreal Fest talk, Epic’s Chen dissects the game’s design pillars, state machines, task systems, and social UX, including quick chat, emote-driven storytelling, and never-kick-out ghost spectating. The session also shows how to mirror these patterns in UEFN and Verse using devices, world scripts, and custom UI. If you’re building social or deception modes in Unreal, this is your playbook.
🏙️ Scaling Worlds: Performance & Virtual Cities
Optimizing Live Mobile Games in Unreal: Lessons from Fortnite
Shipping a AAA live game on mobile is an endless optimization race, and this session shows how Epic built a workflow to survive it. Using Unreal’s replay system, automated perf tests, and low-overhead profilers, the team can run 20-minute traces on real phones, compare CL-to-CL, and catch regressions early. The talk dives into mobile-specific traps like LOD misconfig, texture compression, thread scheduling, thermals, and driver bugs, plus how scalability fragments and hotfix configs keep thousands of devices playable. If you care about live mobile performance, this is a goldmine.
From CAD to City: How Unreal Powers Flexis’ Virtual Universe
Flexis and SoWhen? turned last‑mile delivery into a living Unreal Engine universe. Using MetaHumans, markerless mocap, CAD pipelines, geometry scripting, and custom tools, they built a virtual city where branded electric vans, drivers, and fleet managers act out real delivery journeys. A global customization system instantly rebrands vehicles, depots, packages, and uniforms for each B2B client. The same assets now power sales pitches, trade show trailers, onboarding, VR demos, and planned serious games.