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I am still digesting what we've gotten in this massive update: 1) All the new pet galleries (I absolutely love them, btw) do not support Scene Graph, even though the Static Meshes are exposed. Wasn't SG the target logic for it? 2) Weapon templates are cool, hopefully we can get more variety from the game soon, so we have some options to play with. Fundamentals are great, but content is missing. Also, custom weapons block the camera and have no SFX for faraway shots. 3) The pet template doesn't have any functionality built into it; it's only visual. Would love to see what we can do with pets, but there is no example atm. 4) The persona device was overhauled without any documentation or communication. Heard there is a way to make it work still, but a little weird. 5) Scene graph material instances broke? Haven't seen people mention it, and it seems like a big issue. 6) Monitor performance and new memory metrics feel not useful without knowing what the verse or scene graph is doing; these two usually take the most memory and cause the "stop point" in all maps. 7) Live edit load times still feel long to me, even on a new project with basic stuff built into it. Something about "initializing validation checks" (why do I care as a creator if this has to load, feels useless for a simple live edit session) 8) Even though URC mentioned speed fixes for various things like naming/duplicating, it's still as slow as it was when it regressed a year ago. To compare, duplicate any material on UEFN and UE5, and notice the difference in how long it takes. 9) New gizmo broke the combinational gizmo; to fix, enable the legacy gizmo in editor prefs. I haven't fully given it a go yet, but I will soon, so I can't comment on it. In general, I absolutely love the massive update we've gotten and its content. Still, I wish we had a little more focus on improving the overall editor experience rather than jumping into new shiny things all the time. What I want to see: - Core UEFN missing functionality patched - really basic things like controlling the player, camera transitions, overlapping cutscenes to work, player instigation on cutscenes given correctly or through choice, audio in general - Features for memory optimization: Verse device memory breakdown, Scene graph memory breakdown, counting memory per data layer, and showing memory as an outliner column, combine all memory menus/UI into one cohesive stat that is always updating without user feedback (and show everything affected). - Editor experience: polish naming/duplicating assets, don't prevent renaming, fix directors with a user popup prompt, auto-fix wrong naming rather than give error, remove dirty asset edits and useless popup clutter from the editor, explain better how data layers work to the user (and visualize them as well). Reduce clicks in viewbinding / verse field workflows. - Large features: Ability to add more levels to a project, or unload logic to give back memory, render widgets in space that DONT face the player, add index on verse fields, ability to use verse fields and viewmodels together, live edit to sync with landscape edits and UMG, Audio volumes effects, Post process/particles in screen space, connect FN assets with SG, visualize connections from verse and SG to other actors in scene, control player's skin with head/torso settings (for helmets), their animations and facial animations. Additive animation curves to work, UMG tinting to work on all things, not just fonts.
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Replying to @coded_rafs
ViewBinding has all* of the supposed benefits of DataBinding, while literally none of the downsides *with ViewBinding, you need to implement two-way databinding manually, but honestly the binding adapters were always a struggle to work with anyway and typically weren't worth it.
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Going from Eclipse to Android Studio, Java to Kotlin, Views to ViewBinding then Jetpack Compose, native to Flutter/RN/H5, and from reading docs by hand to Copilot and Vibe Coding... it honestly feels like an era has come to an end. :(
Android is now Compose First; Views are now in maintenance mode.
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🌟 Fortnite Ecosystem v40.40 Update Summary 📅 May 14, 2026 🔫 New Weapons & Content: • Cube Rifle added to Creative • New Squibbly Shores prefabs & galleries released 🛠 Debug Command Menu Upgrades: • Numeric input support • More descriptive error messages • Errors now appear in Output Log • New Free Camera mode for debugging maps 🔧 Major UEFN Updates: • Live Edit now works while the game is running • New Entity Prefab dialog with base class selection • Barrier Device gained additional material options • VFX Spawner audio clips exposed to Audio Player • Advanced Bounds show flag added to viewport menu for landscape grass exclusion debugging 🎮 Gameplay & Systems: • Added a new carbody stance setting • New locomotion settings for Ground Rush & Fall Damage Capping • Invulnerability now persists through respawns correctly • Physics-enabled world fixes for momentum and door bashing • Input Trigger device now properly works after exiting RR Vehicles 🚗 Rocket Racing Updates: • RR Boost Pad and EMP Volume Hazard devices now support Enable/Disable functions • Multiple RR Vehicle fixes for settings, inputs, and EMP interactions 📚 Creator Documentation: • “How Discover Works” docs updated to reflect recent Discover changes • New thumbnail policy examples added • Unreal Engine Remote App now supports testing UEFN islands on physical iOS & Android devices • New Player Input in Verse documentation added • New VFX Spawner design examples released 🛠 Community Bug Fixes: • Guards no longer lose health settings after respawn • MVVM ViewBinding cook failure fixed • Dodge Rolls now work while DBNO • Port-A-Bunker attachment fixed for walls & ceilings • Scene Graph interactable prompt issue fixed ⚠️ Important: Epic says Illegal Property Override warnings may now appear due to hidden property validation fixes introduced in v40.00. These warnings will become errors in a future UEFN update, so creators should report any properties they rely on now.
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🚨 Fortnite v40.40 Pre-Release Update No new known issues were found in pre-release testing, but Epic says the custom items issue introduced in v40.30 is getting a partial fix. Current status: • Custom items based on Fortnite items were reverting to default values in-game • v40.40 fixes icon overrides • Rarity description overrides still revert to defaults • Fully custom items are NOT impacted • Full fix targeted for v41.00 (June 6) v40.40 also includes community fixes for: • Guard health settings resetting after respawn • MVVM ViewBinding cook failures • Dodge Roll not working while DBNO • Port-A-Bunker attachment issues • Scene Graph interactable camera prompt issues
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Dps de mudar todas as activitys necessárias pra ViewBinding, finalmente consegui fazer o insecureShop rodar!! 💫
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🌱 ピックアップ ✨ Androidアプリ開発で蓄積する未使用リソースを自動削除するGradleプラグインが紹介されています。CIでの自動化、マルチモジュール対応、ViewBindingやParaphraseの正確な検出など、開発者ならではの工夫が詰まっています。 by @syarihu zenn.dev/syarihu/articles/9d…
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Replying to @Zhuinden @SarathEXP
ViewBinding is really the perfected binding feature for views ... Except it would be nice if they had an inflate on their common type so you can make activity that bind via generic and a common class activity without using reflection
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5 Sep 2025
Replying to @SarathEXP
You're not really reading my posts if you think I think AndroidX Databinding is good 🤣 You might be mixing it up with ViewBinding. Which was Databinding without the bad parts.
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kotlinx → viewbinding migrations in android will never be fun 💀
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AndroidStudioで自動生成されるViewBinding関連のクラスがしょっちゅうcannot resolve symbolのエラー起こすの何なの ビルドもRunも普通にできるのが謎 エラー起こしてるからオートコンプリート効かなくなるのがめちゃむかつく いくつか前のバージョンからなんだけどおま環なのか不明
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Should you learn old-school libraries or patterns? Example: ViewBinding/DataBinding/RxJava Answer: YES, you probably won't start with a new project anywhere you join.
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ただし ViewBinding、キミは好き Kotlin Android Extension? 知らない子ですね...
DataBinding なんて滅びてしまえばいいんですよ
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1 Dec 2024
On projects where I don't need to use Compose-based UI components, yes, we do still use XML (with ViewBinding (not DataBinding)). Less overhead trying to fight quirks embedded so deep inside the framework, there's no real way to alter the behavior. With Views, they're fixable.
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That was a good coding session. Learned a little about GraphQL & Apollo. Also used XML/ViewBinding after 2 years of Compose
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6 Oct 2024
Composeなんですが databindingというかviewbindingの自動生成 辺りの対応が面倒くさくなって 自前で書けや! iOSのswiftUI もやってるから 問題ないはず! って話からですね~(^^; 今はサポート含めて AI以外は コスト人員削減してる 感じみたいですからね~(^^;
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4 Oct 2024
弊社 Android エンジニアを DataBinding から ViewBinding に移行しないと出られない部屋に集めて移行作業したら残り40件になった🙌 今日だけで50件以上移行した🥳
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最近結構時間あるので、詰将棋解かなきゃ解除されない目覚ましアプリでも作ろうかと思う(kotlin android extensions民だったのでViewBindingの習得が先) 課金したら出題が頭金の1手詰めのみになるというおちゃめ機能を実装したい
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