Fortnite Creator Most Wanted Debug Commands - Aug 2025

We’re looking to better understand which debug commands Fortnite UEFN & Creative creators would most like to see added.

:backhand_index_pointing_right: How to participate:

  • :eyes: Take a look first (or ctrl + F and search) and :heart:Like suggestions you agree with instead of reposting them to keep the feedback as clear and concise as possible.
  • :index_pointing_up: Post only one debug command suggestion per reply in the thread.
  • Multiple, individual suggestions are welcome, just please keep them separate.
  • Debug commands are either simple actions or limited to 1 parameter.
    • Please use this response format:
      • Name: A display name
      • Description: A description for users
      • Command type: Action or Parameter
        • Label: String for action types
        • Range: For float parameter types
        • Values: For enumeration types
      • Implementation details: Full description of what happens when the command is used.

:warning: A couple important notes:

  • :repeat_button: We’ll use the feedback to show the team what creators are most interested in—but please note, this isn’t a guarantee of what may be added or when.
  • Please do your best to follow the guidelines above and keep suggestions clear, respectful so the team can get the best idea of what you wish for.

Thanks for helping shape the future of UEFN and Fortnite Creative! Looking forward to seeing what you all want most!

A command that allows creators to open the creative inventory during a game so they can spawn in any item/weapon,

This would remove the need to drop them before the game starts.

Name: Spawn Items
Description: Opens a full list of items and allows the creator to spawn them in.
Command type: Action.
Implementation: Opens a list of items and allows the creator to spawn them in during a game.

13 Likes
  • Infinite Ammo

  • Fly mode

  • Infinite build resources

  • Infinite stamina

7 Likes

It would be great to be able to create these commands yourself with custom code instructions (ex. give custom currency, teleport player, spectate, etc) from verse and it will appears in “DEBUG COMMANDS”

8 Likes
  • No clip mode
  • SetHealth
  • SetMaxHealth
  • SetShield
  • SetMaxShield
  • SetSpeed
  • SetDamage
  • Teleport (X Y Z)
  • SpawnWildlife
  • SpawnNPC
  • Explode
3 Likes

Name: Team Switcher
Description: Ability to switch teams whilst in game
Command type: Action
Implementation: Able to switch to another team 1-(however many there are)

6 Likes

HI all,

I know it seems spammy, but the instructions say.

  • :index_pointing_up: Post only one debug command suggestion per reply in the thread.
  • Multiple, individual suggestions are welcome, just please keep them separate.
3 Likes

Name: Toggle Fly
Description: Ability to enable flight in game (with ability to phase/no-clip option too)
Command type: Action
Implementation: Toggle flight on or off

5 Likes

Name: Item Designer
Description: Customize your own Items and Weapons.
What this does: Allows people to edit the name of weapons, change the rarity of them, edit how much health a healing item can heal, how much damage a weapon can deal, etc.
icon (made it myself):

3 Likes
  • Name: Clear Pickups
  • Description: Removes all dropped items from the world.
  • Command type: Action
    • Label: clearpickups
  • Implementation details: destroys all pickup actors when executed
4 Likes

A Debug feature during public game as “Owner Island” Gameplay Creative Mode in gameplay.

• Creative Fly Mode
• Creaive Phone in gameplays on public & playtests
• Changing Phase mode No- Clip
• Inventory from Creative in gameplay

Note: In Public Games is restricticed to adding Devices, that will breaks the game. Only weapons and items is available to spawn in.

• Tracking bugs in gameplays to fixing stuff like objects positions changes or developers barrier not devices barrieres.

• Test player Force spawn on that position where the player facing in the Camera to give the owner a debug command overview to see what the players current activity what any issues cost to make it.

These thing are helpfull to have advanced debuggers in gameplay as Island owner to improving the gameplay and the map himself.

• Players can reporting the owner to as a option to send that the report to the employees for creative & uefn for reason; Abusing, Betrays, Advantages if the player Interacting the owner to give exclusive weapons what is not Intendant in the finally game.

• Debugger command to send or summe a player back to spawn if the player getting out of bounce or finding glitches, bugs, xp glitches. (The owner debugger is for looking each player activity behavior who active or Interacting game devices)

Inspiration by Forge World

2 Likes

I think these are debug commands for sessions and not in a published game.

From what i read above its like people are wanting a custom admin menu.

Simple things like inf ammo, Phase ect for example just enable in the island settings.

1 Like

A command that allows creators to remotely activate a trigger with parameter for the name of the trigger

This would remove the need to manually wait for the event to activate a trigger or go to the location to shoot or jump on the trigger in order to find the outcome, saving time and making testing more efficient.

Name: Trigger(TriggerName)(NUMTIMES)(COOLDOWN_Between_each_trigger)(EnableOrDisableAfterTriggerCountComplete) these are possible arguments.

2 Likes
  • Name: Skip To Round
  • Description: Skips the current round to the specified round number.
  • Command type: Parameter
    • Range: Next Round Number - Max Rounds Number
  • Implementation details: The current round will end and the specified round number will begin. The range should be dynamically clamped between Current Round + 1 for min and Max Rounds from island settings for Max.
4 Likes

Name: MakeSpectator(InAgent:agent)<transacts><decides>void
Description / Details: *Makes InAgent A Spectator, Fails if not Agent.GetFortCharacter[].IsActive[], Agent.IsSpectator[] or not player[Agent].IsActive[]
Command Type: Action


Name: ReleaseSpectator(InAgent:agent)<transacts><decides>void
Description / Details : Release Test Player, or Player From Spectating State If Agent Is Test Player or not player[Agent].IsActive[]
Command Type: Action

1 Like

Please add one at a time so people can vote, everyone!

Please add one at a time so everyone can vote, thank you!

1 Like
  • Name: Custom Verse Command
  • Description: Executes a reflected verse command
  • Command type: Action
    • Label: Reflected Command Name
    • Range: This would be a reflected and statically fixed value, which the reflected command consumes
    • Values: N/A
  • Implementation details: Provide a way to specify a custom command name, potentially as a data asset. The asset will then reflect into verse digest as a statically fixed and comparable command. Provide a way to listen / subscribe to custom commands. It will be the users responsibility to listen for this command in the place where they need it. This behavior will allow users to define fully custom commands that are not bound to concrete and Epic curated logic. Instead it will only send a signal to the user’s code base where they can execute any kind of custom verse logic (e.g. destroy all vehicles at once). The command name would be reflected from the data asset, as well as any related parameter range (if applicable).
7 Likes

Would be cool to be able to have a ui that shows Prints() inside a published/private playtest session only for the creator.

This would help debug itself and eliminate the need to be creating custom ui/billboard setups just to see basic Prints()

3 Likes