Developer tools for in-island transactions are now in preview within UEFN, enabling you to test in-game item sales in your unpublished projects – unlocking new monetization opportunities for Fortnite developers on top of engagement payouts.
Later, you’ll be able to publish games with in-island transactions and players will be able to purchase items in your islands using V-Bucks. Once published, you’ll be able to monitor the performance of in-island transactions directly in the Creator Portal.
Live Stream
Join us for a livestream on our @FortniteCreate YouTube channel: Build Along: Creating In-Island Transactions with Verse on November 13, 2025, at 4:30 PM ET. A hands-on livestream showing how to design, implement, and test in-island transactions using UEFN and Verse. https://www.youtube.com/@FortniteCreate/featured
Feedback
We’re looking for your feedback and questions regarding In-Island Transactions, please post them here.
Is there a way being worked on that we’ll be able to make Transactions without Verse? Along with a device or whatnot that lets you control events/functions while owning a certain offer?
Also, are there additional steps being taken to prevent scams from occurring?
For the owners or members of the team that uses the island, will they still have to pay V-Bucks in the public version of the map? Or will players be able to claim them for free if they are part of said team or the owner?
Can we expect to see user-generated content added directly to the item shop in the future (skins, backpacks, emotes, etc., of course with your moderation accepting), now that we can add microtransactions to the map?
If a player buys an in-island item (like a weapon), would I need to disable Player Drop to comply with these rules, or does normal in-game dropping not count as trading/gifting?
Rules in question:
“Items cannot be resold or traded, and players can view their transactions in their Epic Account Settings.”
“No, gifting of items purchased using in-island transactions between players is not allowed.”
Will a creator be able to use the in-island transaction system except for the player to get an in game item, to use it also just to support the creator? ( and ofc i mean that the creator will have it clear that is only to support him )
The events that trigger when count changes, it says that this can happen from moderation, refunds, etc. If it is moderation or a refund, can this happen at anytime during the game? If a player has this happen to them while offline, does it happen as soon as they join a new session?
Is there any max cap of offers/products an island can hold?
And if yes will there be any way to retire old/unused products? and replace them with others?
If i receive a moderation monetisation suspend period (like 1 month) who will refund players if i did not take 1 Dollar ??? i will have a negative balance ?
I also second this, does this also apply indirectly
E.g. In steal brainrot players can steal/trade brainrots.
Assuming the developers add a purchase to open someones base which leads to the paying player to gain a brainrot, if the brainrot is then given to a friend would this constitute a rule break since the brainrot was gained indirectly with the purchase?
Hey there, I’m looking for Epic Games to answer the following questions as the rules are not clear and partly ambiguous. With respect to other creators, I’m looking for answers from Epic staff directly, thank you.
Are 4.4-Island Transactions Rules for ANY in-island items or just for “new PAID items” aka “products” (e.g. are old maps providing custom car skins for free already violating the new rules)?
Can we make “custom currency” products?
Can Epic Games please take action and provide tools to comply with EU laws when it comes to displaying real world currency conversion with our our own custom currencies?
When in-game virtual currency or in-game digital content or services are offered for sale, their price in real-world money should be clearly and prominently displayed
When in-game virtual currency is offered in exchange for another in-game virtual currency which the users can buy with real-world money, its price should be indicated also in real-world money
When in-game digital content or services are offered in exchange for in-game virtual currency that can be bought (directly or indirectly via another in-game virtual currency), their price should also be indicated in real-world money.
The price should be indicated based on what the consumer would have to pay in full, directly or indirectly via another in-game virtual currency, the required amount of in-game virtual currency, without applying quantity discounts or other promotional offers
Although consumers may acquire in-game virtual currency in different ways and quantities, for example through gameplay or due to promotional offers, this does not change the price of the in-game digital content or services itself. The price must constitute an objective reference for what the real-world monetary cost is, regardless of how the consumer acquires the means to purchase it
Since our “custom currency” would be first obtained via a v-bucks transaction, we can convert the digital amount transitively back to the v-bucks amount, which then Epic Games can use to provide us a functionality that would determine the local real world currency amount that we can display to the player in order to comply with the above principles.
What happens if we introduce some custom kind of visual only (no buffs) cosmetics now and Epic Games introduces a similar form of cosmetics sold through their item shop later (e.g. weapon attached accessories)?
Will we be able to introduce custom cosmetics like cars in the future, especially now that we know custom physics based vehicles will be possible with Scene Graph (referring to past SG stream)? Why is it a restriction right now and what are the long terms plans in that context?
Why do the rules enforce overlapping cosmetic items to have some kind of game play effect? This is either enforces pay to win or pay to loose for that can only exist in purely cosmetic form. This rule does punish certain game niches that cannot introduce such game play changes without disturbing the overall fairness or competitiveness of the game (e.g. applying paid speed boost to cars that makes paying players go faster than everyone else).
What does it programmatically mean to set PaidArea to true when defining a product?
At the moment, it seems to me that PaidArea has only a comment-like effect.
Also, is my understanding correct that PaidRandomItem should be set to true when selling an item that serves as a ticket for a roulette or gacha?