Let's Chat: UEFN Development w/ Rubique

Get ready to gather all your Q’s about how we develop UEFN at Epic Games! (Think anything from how tools are made to how they’re prioritized to handling bugs. Anything involving tool development is game!)

This Thursday, Rubique joins us live to talk through your questions about developing UEFN with special guests! Epic Games team members Andrew Grant and Jay Villanueva will dig into the details and answer questions submitted by the community.

Please drop your questions below!

WHEN

August 28th at 1:30 PM ET

WHERE
Youtube

There any active development on giving Creators and Studios the ability to Create Custom Cosmetics trough UEFN System, that would work on all Game modes?

If no how difficult would be to implement something like this with current tools?

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What was/is you favorite thing developing that was or is in the roadmap?

How far in advance are updates developed/ready? For example, was v37.10 being developed up until recently or was it finalised a while ago? I know that epic normally works far in advance but I’m wondering if that’s the same for UEFN?

What is the process for adding new items/features from Battle Royale and other modes into UEFN? (In terms of what is the process for selecting which items to prioritise adding, optimising them, etc)?

How is Epic preparing to develop full Battle Royale seasons inside UEFN? Will the Epic team have any advantages over creators — for example, using internal tools that are not yet available to the community — or will you be working entirely with the live version of UEFN like creators do?

And what was the main reason behind delaying UEFN Battle Royale seasons from 2025 to 2026?

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  1. Some of the devices are looking quite old now like the Environmental Traps specifically the Darts / Spikes / would love to see these give more options with skins so maybe Brick, Wooden, Sci-Fi, Concrete and more.
    The dart is more cartoon in style, I think these are great but lots of themes they now look out of place.
  2. How do the Feature Examples work in UEFN map showcases?
    Is there a way where we can request one say RogueLike that has an already pre-built system for currency and purchases so we just add the cost and the weapons / upgrades etc?
    Some of these game modes are just too difficult to put together with poor verse knowledge and some of the Featured Examples are not that great - would love it if the community can have a big input with specifics then you guys put them together for us to use

Has Epic considered allowing editor-only blueprints in UEFN? (ie. creating a ScriptableTools bp to scatter props in a volume, or give selected actors random transforms). The new Fortnite Tools are great, but if we had access to blueprints we could’ve made them and much more ourselves.

What is the philosophy behind the recent Memory Calculation changes?

Has an official way to apply custom animations to players been considered? If so what is the team’s stance on it?

Its been a while since the melee manager was added and no extra settings nor extra melee weapons have been released until then. Will this device be updated in the future? And also, are there plans to bring it into UEFN?

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Will customizable items or perhaps weapons come to creative in the near future? According to the roadmap?

Hello, I was wondering if there are any plans to enhance the development process for creators, particularly to reduce the time required for testing changes. For example, when making updates to large maps outside of Verse, the upload process can take 5-10 minutes, which adds up significantly over time. Would it be possible to implement a local hosting option or similar feature to allow creators to test changes locally before uploading them to the official servers?

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Besides prefabs and galleries, do you think that you will ever open up old mechanics to the public, I’m specifically thinking of tornadoes, lighting, water storm, chrome, kolombo, etc?

I know the biggest challenge with physics is getting the player to interact with them since the Fortnite character itself isnt meant for physics. Would you consider opening up more scriptablity into the Fortnite characters now? The ability to change size, materials on the player, custom animations, etc?

Question 1:
In UEFN, Verse is a powerful scripting language, but will there ever be a more visual, node-based system similar to Blueprints in Unreal Engine? Something that works like Verse but in a blueprint-style format for creators who prefer a visual workflow?

Question 2:
Are there any upcoming plans for creators to build fully custom content—such as weapons, items, or even vehicles—directly within UEFN, without needing to rely only on existing assets?

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Right now we can spawn test players in UEFN, but we can’t actually see their point of view. Will Epic add the ability to open multiple Fortnite instances on the same device, or otherwise let us preview every player’s POV for debugging multiplayer UI and logic?

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What is the reason behind deliberately and completely blacklisting half of the games internal features from UEFN, rather then just blocking a map from being published? Currently there is just a blacklist of what can’t exist in Creative or UEFN but it has been shown (with a device) that map publishing could have just been disabled instead. At least from a player’s point of view, I’m sure its a lot more technical than that.

Are there any plans to expose all Fortnite assets’ static meshes, textures, etc, rather than read-only blueprints in the future? This would allow for much more creativity as currently, for example, most Fortnite assets cannot be used as a custom mesh for a device (eg the objective device).

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