Fortnite Creative is converting many devices in the Fortnite Creative toolset to improve user experience across devices. These improvements include things like a better way for selecting colors or numeric values, more options for better device control and customization, and, for some devices, new functionality!
Currently, a public beta version of the upgraded devices is available for you to try. You can opt into using the beta toolset with both existing islands and new experiences. To learn how to implement the changes, refer to the Upgrade Devices section at the bottom of the document.
A Crash Pad can bounce players into the air and save them from fall damage. It can also bounce other objects (such as vehicles, balls, or projectiles) up into the air. It is primarily used by placing it in locations where players will be expected to take a long fall without deploying the glider.
The Crash Pad device and the Crash Pad consumable** resemble each other, and work similarly once placed. However, only the Crash Pad device can be customized using the options described below, and the Crash Pad device doesn't have a time limit the way the consumable item does.
Any player landing on a crash pad will be bounced a fixed height upward, high enough that they can deploy their glider. The bounce height is modified by any buffs to the player’s jump height.
To find the Crash Pad device, see Using Devices.
Device Options
The default bounce height of a crash pad cannot be changed. You can configure this device with the following options.
Default values are bold.
Option | Value | Description |
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Device Health | Indestructible, Pick a number | Determines how much damage the device can take. |
Enabled During Phase | None, Always, Pre-Game Only, Gameplay Only, Create Only | Enables the device during a specific phase. Pre-Game Only includes all phases that occur before the game starts. |
Visual Style | Default, Original, Target | Determines the visual style the Crash Pad uses. |
Allow Any Launch to Send Event | On, Off | Determines whether the Crash Pad sends an event when any object touches it (rather than just players and vehicles containing players). |
Direct Event Binding
Direct event binding allows devices to communicate directly, which makes your workflow more intuitive, and gives you more freedom to focus on your design ideas.
Below are the following direct event binding options for this device.
Functions
A function listens for an event on a device then performs an action.
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For any function, click the option, then Select Device to access and select from the Device dropdown menu.
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Once you've selected a device, click Select Event and select the event that triggers this function.
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If more than one device or event triggers a function, press the Add button to add a line and repeat these steps.
Option | Description |
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Enabled When Receiving From | This function enables the crash pad when an event occurs. |
Disable When Receiving From | This function disables the crash pad when an event occurs. |
Events
Direct event binding uses events as transmitters. An event tells another device to perform a function.
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For any event option, click the option, then Select Device to access and select from the Device dropdown menu.
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Once you've selected a device, click Select Function to bind the event to a function for that device.
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If more than one function is triggered by the event, press the Add button and repeat.
Option | Description |
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On Launch Send Event To | When any object is launched, an event is sent to the selected device which triggers the selected function. |