# Accolade Device Now Available in UEFN!

**URL:** <https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543>\
**Category:** Announcements\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [August 28, 2023, 4:38pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543 "2023-08-28T16:38:25Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Flak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/flak/32/769441_2.png) [@Flak](https://forums.unrealengine.com/u/Flak)\
**Post date:** [August 28, 2023, 4:38pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/1 "2023-08-28T16:38:25Z")

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Hi all,

We’re happy to report that the Accolade Device is now available in UEFN. You can now design unique gameplay loops and take control of how your players earn XP, encouraging them to return to your island.

If you’re used to the Fortnite Creative toolset, you may already be familiar with the Accolade device. Now, the same feature set is available within UEFN.

Want to know more? Check out the documentation here: ([Using Accolades](https://dev.epicgames.com/documentation/en-us/uefn/using-accolade-devices-in-unreal-editor-for-fortnite))

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**Author:** ![lootheo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/lootheo/32/720722_2.png) [@lootheo](https://forums.unrealengine.com/u/lootheo)\
**Post date:** [August 28, 2023, 5:14pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/2 "2023-08-28T17:14:41Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/f/b/9fb64ca65e51f6c259b0227bd38432f105bec587.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/9/0/e90fac6771b3735bca1e8d521aba5322228d3ce1.png)

It doesn’t appear even after restarting UEFN.

EDIT: It appears now, if it doesn’t appear for you try closing UEFN and opening the epic games launcher.

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<div class="post-metadata">

**Author:** ![Flak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/flak/32/769441_2.png) [@Flak](https://forums.unrealengine.com/u/Flak)\
**Post date:** [August 28, 2023, 5:38pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/3 "2023-08-28T17:38:27Z")

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Hi there, @lootheo. This is still rolling out and should be available for everyone, soon.

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**Author:** ![mimmo\_the\_root](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mimmo_the_root/32/719739_2.png) [@mimmo\_the\_root](https://forums.unrealengine.com/u/mimmo_the_root)\
**Post date:** [August 28, 2023, 5:42pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/4 "2023-08-28T17:42:34Z")

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HI,  
please can you provide more detail about “calibration process” for UEFN ? It still working like in the past for creative 1.0 ? Will be nice to have more detail about how many players have to play befoure it will run. Currently base on rules we can’t add information about Xp until there are really available. So we need information to avoid map are rejected for this reason. Thank in advance.

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**Author:** ![DRAGONSTUDIO](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dragonstudio/32/1148618_2.png) [@DRAGONSTUDIO](https://forums.unrealengine.com/u/DRAGONSTUDIO)\
**Post date:** [August 28, 2023, 5:51pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/5 "2023-08-28T17:51:43Z")

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Hello @mimmo_the_root

Things could have changed now, but I believe you need 10k plays to meet calibration. When the play numbers go down, the map has to re-calibrate.

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**Author:** ![PixelandPoly](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pixelandpoly/32/1194627_2.png) [@PixelandPoly](https://forums.unrealengine.com/u/PixelandPoly)\
**Post date:** [August 28, 2023, 7:39pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/6 "2023-08-28T19:39:49Z")

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I asked similar questions a while ago. Here’s the thread with some answers from Epic.

> [@General questions about XP calibration](https://forums.unrealengine.com/t/general-questions-about-xp-calibration/1171406):
>
> I have two maps published now and I get the emails regarding calibration every time there is an update to the maps. Probably like many people here my maps don’t get a lot of plays but I would still like the people that do play them to be able to get XP when they play. How exactly does map calibration work? Is there a specific amount of play time that is needed before they are calibrated? Is there anything that Island Creators can do to help the maps get fully calibrated? Beside getting …

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**Author:** ![PixelandPoly](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pixelandpoly/32/1194627_2.png) [@PixelandPoly](https://forums.unrealengine.com/u/PixelandPoly)\
**Post date:** [August 28, 2023, 8:55pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/7 "2023-08-28T20:55:13Z")

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I have some thoughts regarding Accolades, XP and calibration.

The way the system works now I feel it is very unbalanced and favors maps and map makers that already have a large following. This makes it very hard for new map makers and new maps to get played as people won’t be getting XP while spending time on those new maps. This makes a huge incentive for players to NOT try new maps and spend time on maps they know they will be getting XP. _This is the exact opposite idea that Epic has been pushing regarding a new Metaverse environment._

Some suggestions that I think will help:

- All (both creative and uefn) un-calibrated maps should give the players XP for time played on those maps. Similar to how the UEFN maps have been since the start.

- Please think about reworking how calibration works. There are many good maps out there that have a small but dedicated following. Some of those maps may only have a few hundred plays or a small returning player base. The way it stands now those maps will never get calibrated which once again pushes people to play other maps as they are missing out on XP.

- Maybe calibration doesn’t need to happen? What if there was a maximum amount of XP given for any X min period so people would not be able to exploit it. (This could be a short period around 5 or 10min) If map makers put in a ton of accolades it will simply max out after X min and stop, or drop to a very small amount, until the next time period. This would open up accolades to all maps and keep XP glitch maps to a minimum or eliminate them. There could still be a max XP amount per day.

It seems that there are many options to create a fair environment for players, creators and Epic. I hope that this can be looked into.

Cheers! Thanks to all of Epic for all the work you do!

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**Author:** ![Kamyker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kamyker/32/1194621_2.png) [@Kamyker](https://forums.unrealengine.com/u/Kamyker)\
**Post date:** [August 30, 2023, 3:51am UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/8 "2023-08-30T03:51:35Z")

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After using Accolade device in a few maps here’s my feedback:

- it’s way too easy to abuse it to create XP farm maps (hidden buttons etc)
- it seems that calibration requires about 4000 plays, this completely kills new maps that have XP disabled initially (when players join a map and see XP disabled they simply quit destroying map’s playtime, this further decreases chance of a new map getting into discovery)

**Calibration should be removed** and replaced with more resilient XP system. Let mappers decide how they want to reward players, add a hardcap for a small timeframe (like 5 minutes) and it’s done.

Additionally some creators mislead players on social media on how high XP gain is on their maps. We are talking about tens of millions of dollars that goes to these creators. What’s the point? Are we here to create amazing experiences or manipulate the playerbase? Seems like the latter is extremely more rewarding sadly.

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<div class="post-metadata">

**Author:** ![Kamyker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kamyker/32/1194621_2.png) [@Kamyker](https://forums.unrealengine.com/u/Kamyker)\
**Post date:** [August 30, 2023, 6:21am UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/9 "2023-08-30T06:21:07Z")

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Another issue is that events sometimes don’t appear in the dashboard and their names are never shown [Accolades do not show data for UEFN games in creator portal](https://forums.unrealengine.com/t/accolades-do-not-show-data-for-uefn-games-in-creator-portal/1277304)

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<div class="post-metadata">

**Author:** ![davidpkami](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/davidpkami/32/1040403_2.png) [@davidpkami](https://forums.unrealengine.com/u/davidpkami)\
**Post date:** [September 10, 2023, 8:44pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/10 "2023-09-10T20:44:18Z")

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Accolade devices does not grant XP, although is calibrated.

> [@\[CRITICAL\] UEFN Maps does not grant EXP](https://forums.unrealengine.com/t/critical-uefn-maps-does-not-grant-exp/1280789/5):
>
> You need to add accolade devices now. Although I did this, waited for calibration, and still don’t get XP playing on public.

Accolade devices absolute KILLED my maps. I want the older system back. (The older before the first accolade launch, becase NOW if you make a map without accolade device **IT DOES NOT GRANT ANY XP** )

It is an absolute mess on creative. I see 1.0 maps with huge exploits of xp and in 2.0 (the future of creative) we don’t even have the save devices 🫠

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<div class="post-metadata">

**Author:** ![rexxcreations](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rexxcreations/32/1177685_2.png) [@rexxcreations](https://forums.unrealengine.com/u/rexxcreations)\
**Post date:** [September 17, 2023, 4:54pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/11 "2023-09-17T16:54:30Z")

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I’m trying to get my head around how the calibration procedure really works. My creative experience at the moment is averaging 200 players per day. Going by the Game XP tab, my Accolades Devices (in this case, 2) have been triggered just under 8000 times this month (at the time of posting). It’s kind of baffling me a little bit.

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<div class="post-metadata">

**Author:** ![PixelandPoly](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pixelandpoly/32/1194627_2.png) [@PixelandPoly](https://forums.unrealengine.com/u/PixelandPoly)\
**Post date:** [September 19, 2023, 2:53pm UTC](https://forums.unrealengine.com/t/accolade-device-now-available-in-uefn/1275543/13 "2023-09-19T14:53:44Z")

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Here’s a post that might have some answers for you:

> [@General questions about XP calibration](https://forums.unrealengine.com/t/general-questions-about-xp-calibration/1171406):
>
> I have two maps published now and I get the emails regarding calibration every time there is an update to the maps. Probably like many people here my maps don’t get a lot of plays but I would still like the people that do play them to be able to get XP when they play. How exactly does map calibration work? Is there a specific amount of play time that is needed before they are calibrated? Is there anything that Island Creators can do to help the maps get fully calibrated? Beside getting …
