[Feedback & Feature Requests] UEFN HUD, Jetpack Controls, Quick-Drop Option, and Area Strike System

Hi Epic Games Team,

I would like to share a few feedback items and feature requests for UEFN and Fortnite gameplay mechanics:

1/ Respawn Time UI & Dynamic Respawn Control
When developing a game mode where player respawn duration increases dynamically with each elimination (e.g., 5s on 1st death, 10s on 2nd death), Fortnite’s default HUD still displays the fixed respawn timer from Island Settings. This mismatch confuses players.

  • Request: Please allow creators to dynamically modify/increase respawn duration per elimination (via Verse or Device settings), OR provide an option to hide the default respawn countdown UI (via HUD Controller or Verse) so we can display a matching custom UI instead.

2/ Mandalorian Jetpack Flight Transition Input Issue
While using the Mandalorian Jetpack in high-speed flight (booster mode), pressing the SHIFT key to switch back to normal flight frequently fails to register (input gets dropped/ignored).

  • Issue: This input registration failure occurs noticeably more often right after a player respawns. Please inspect input buffering and state transitions for jetpack flight modes post-respawn.

3/ Quick Item Drop Option (Without Opening Inventory)
Currently, players must open the inventory screen (TAB) to drop items.

  • Request: Please consider adding an option/setting that allows players to immediately drop their currently equipped weapon/item by pressing a designated drop key (e.g., X) directly during gameplay, without needing to open the inventory menu.

4/ Triggerable Area Strike Device / System (Inspired by Star Wars “Imperial Strike”)
Currently, the Star Wars “Imperial Strike” item requires a player to physically throw a consumable item onto the map to call down the bombardment effect.

  • Core Request: Please provide this area strike/bombardment mechanic as a triggerable Device or Verse API rather than tying it strictly to a throwable item. This would allow creators to trigger targeted area strikes programmatically based on game mode logic (e.g., activating a device, entering a trigger zone, reaching a remaining time threshold, etc.).
  • Optional Feature: While the Star Wars airstrike VFX is great, providing customizable visual options for this device (such as lightning/thunder strikes, orbital beams, or artillery) would allow creators to adapt the mechanic to various game themes.

Thank you for your hard work and continuous improvements to UEFN!