The LEGO® PvP Extraction Template in Unreal Editor for Fortnite (UEFN) provides gameplay examples and tools for creating a player-versus-player extraction shooter in LEGO Fortnite. This template includes custom Verse devices specifically designed for the template. You can use these devices for players to bank LEGO currency, called studs, and assign objectives that grant experience points for players to level up. Additional systems built within the demo pods are included to demonstrate various aspects of extraction gameplay.
The template also highlights new modular brick environment pieces and buildings created with the LEGO® Brick Editor. This workflow means you can un-kragle (disconnect) and modify the bricks, or snap more pieces together.
For an overview video of using the template, check out the Introduction to the LEGO® PVP Extraction Template video.
Use this page as a companion to the template to learn the fundamentals of extraction gameplay, and then expand to add your own elements. You can build off the template to publish your island or migrate assets into another project.
Get Started
The template is available in UEFN, and requires basic knowledge of the editor, Verse, and creating LEGO Islands. To learn more, see User Interface Reference, Create Your Own Device Using Verse, and LEGO® Islands.
To access the template:
Open UEFN to access the Project Browser.
Navigate to Brand Templates > LEGO® PvP Extraction Template, and create a new project. The project launches the project in UEFN.
Access project-specific files from the Content Browser, in the All > [Your Project Name] folder.
The template opens in a project window. The template consists of two main areas: demo pods and island gameplay areas.
| Area | Description | Image |
|---|---|---|
Demo Pods | The tutorial zone highlights the devices and functionality used to create the extraction gameplay. Navigate to each pod to view the settings for the devices and consider how to incorporate them in your island. In the editor, you can use the Outliner to further explore the objects used to create the level, and to help navigate the scene. To locate an object you have selected in the Outliner, click F to focus on the object. You can examine the settings of the object in the Details panel. | |
Island Gameplay Example | The template includes an extraction gameplay example. To try out the island, navigate to the viewport toolbar and click Launch Session. Depending on your editor preferences, the project either launches the client in Play mode or launches into the island in Create mode. If you are in Create mode, open the Game Menu and click the yellow Start Game button to start the game. The starter room for the island example is located in the same area as the demo pods. |
You can use the following bookmark hotkeys to help navigate the UEFN viewport:
1: To jump to the demo pods.
2: To jump to the gameplay example area.
To best explore the template, use the editor and Fortnite session together. You can enable live edit to test features while you explore.
While in the Fortnite client, you can set your current view to the viewport in UEFN by using the Team Connected Session option in the main toolbar. To do so, click the three-figures icon, and then click Set Viewport Camera to Player View.
Extraction Gameplay
Extraction islands focus on gameplay, where players continuously reenter combat scenarios to reach the extraction point after achieving a specific objective. Upon completing this objective, players receive currency for achievements, which they can then use for upgrades to improve their skills and survive longer.
After you launch a session in the editor, you spawn into a starter room (lobby). From there, run through the rift and follow the navigation markers to collect the first chest. Make sure to equip your tool so you can defeat the non-player characters (NPCs) that are guarding the chest. These characters are created with the NPC Spawner device.
The chest contains studs you can collect to unlock features. After you collect the studs, a waypoint guides you to the extraction point, but be prepared, as opening the chest spawns the NPCs. The waypoints are created with the Map Indicator device.
Head to the extraction point at the top of the hill and activate the button to begin extracting from the world. The process includes a countdown to an elevator’s arrival that you can use to extract from the island. The event triggers an alarm, letting other players know you are trying to escape.
After you escape, you teleport back inside the starter room. From this room, you can enter the upgrade room to buy new tools before heading back into the extraction scenario.
Continue repeating the process until you feel confident in the mechanic flow, then head to the tutorial zone to learn how the systems in the template were set up.
Island Settings for Player vs Player
For multiplayer gameplay, the Island Settings include the following:
Max players: 8
Team Size: 1
Total Rounds: 1
Starter and Upgrade Rooms
In the template, the room you start in serves as the base for players to prepare for their mission. It is the same room they return to after extraction. Shared spaces can increase engagement and create opportunities for players to form teams.
All players start in the same starter room. The starter room includes eight Player Spawner devices for players joining the island. The device consists of functions for On Player Spawned to grant a tool from the Item Granter device and to trigger persistence. The Player Team option is set to a value between 1 and 8.
A Mutator Zone device is added around the room to disable players using tools against one another while in the starter room. The room features a Teleporter device for each team, so they can emerge from a different area on the island. The eight Teleporter devices are stacked at the doorway leading upstairs.
Lobby Unlock Zone Manager
The starter room also includes a second room that is blocked for players with a level lower than two. The lego_lobby_room_unlock_manager Verse device controls the Barrier device to the upgrade room.
To unlock the zone, the device checks that the Player Level option, set to the Stat Creator device, is valid. That is, it determines whether a player meets the level requirement to access the area or not.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Manager class that handles unlock zones in the lobby based on the player's level
lego_lobby_room_unlock_manager := class(creative_device):
@editable:
ToolTip := ToolTip_LobbyRoomUnlockManager_PlayerLevel
PlayerLevel : stat_creator_device = stat_creator_device{}
Included in the Verse device is the Trigger device connected to Trigger_OnLEGOFortPlayerAdded. The trigger activates the lego_fortplayer_manager Verse device for persistence tracking, once a player has access to the upgrade room.
Inside the unlocked room are Vending Machine devices to dispense tools to players. You can add different rarity variations of tools for players to unlock. To learn more about the LEGO assets you can add to your island, see LEGO® Asset Inventory.
You can add additional rooms to the starting lobby that unlock at the same or different levels. To do so, design the expansion of the room and add additional UnlockLevel and Barrier editable properties to the Verse code. You can update the editable names to represent the zone that the properties affect, like LegendaryTools_UnlockLevel and LegendaryTools_Barrier.
Player's Level System
A player's level is calculated with the lego_xp_level_manager Verse device. The device determines how players receive experience points (XP) for completing objectives in the game, to level up. This system maintains the player's level and controls access to new areas based on their level. The level is tracked in the Stat Creator device, named Stat_PlayerLevel in the template.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Manager class that handles granting experience points to players when they make progress in certain events
lego_xp_level_manager := class(creative_device):
@editable:
ToolTip := ToolTip_LevelManager_TrackerEvents
TrackerEvents : []xp_level_manager_trackers_fndevice_interface = array{}
You can use this leveling to restrict access to specific areas within your island and allow players of a certain level to acquire items like power-ups of certain levels. This is the level system that the lego_lobby_room_unlock_manager Verse device checks.
Experience points are rewarded when game events are triggered, such as completing a tracked event, eliminating other players or NPCs, or extracting successfully from the map. The game events are communicated to the player's heads-up display (HUD) through custom widgets connected to the device.
This level manager has events scoped to a specified device associated with the progress of said event:
Elimination Event: Uses an Elimination Manager device to grant experience points to players upon elimination.
Extraction Event: Uses a Trigger device, called Trigger_OnEnterLobby, in the template to grant experience points to players when they extract to the lobby. The event also tracks the amount of gold studs the player collected through the Stat Creator device, called Stat_GoldStuds in the template.
Loot Chest Event: Uses the connected Lime Tiered Chests to trigger an event upon opening to grant a random tool from the Item Granter device, and provides XP.
The XP is activated from a Trigger device that connects to the Stat Powerup device.
When a player reaches the required level to access the upgrade room, an arrow appears above the room to indicate the opening. The arrow uses the Prop Manipulator device to appear.
Add Stud Rewards
The player's level, throughout the gameplay, is dependent on collecting studs to acquire better tools and equipment. In the template, you can gain studs from opening chests and destroying props. Upon successful extraction, your studs are banked, meaning they are saved and protected from being taken by another player.
During an extraction run, if you are eliminated, you lose any studs you collected during the run. However, you can return to the spot where you were eliminated to try and recover them.
Gold Studs Management
The lego_goldstuds_manager Verse device manages and updates the currency system within the template. It primarily handles the process of banking studs when a player is extracted.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { Lobby }
using { LEGOUtilities }
# Manager class that handles gold studs for players in the game
lego_goldstuds_manager := class(creative_device):
@editable:
The Verse device references three Stat Creator devices:
Stat_GoldStuds: Manages the current studs that the player has available while on an extraction run. The amount is displayed on the player's HUD.
StatBankedGoldStuds: Manages the banked studs that the player has available (deposited in the lobby). This device is persistent, which allows the player to leave the session once the studs are banked.
StatBankedGoldStuds_VisualsOnly: Manages the display of the player's stud count while they are in the lobby, specifically. It only displays if the player has banked studs of a non-zero amount.
The lego_goldstuds_manager Verse device uses the Conditional Button device. When validating a resource for banking, ensure it is not set to infinite in the island settings, as the conditional button returns the maximum integer instead of the correct value. The item you are banking must be finite.
The manager also uses general devices and trigger events to award studs, activate sound, display HUD messages, and cutscenes that display the deposit of studs into the LEGO_Vault prop.
Create Stud Drops From Destructible Props
Add more dynamics to your island with destructible props that spawn studs. Another way to collect studs in the template is through destructible props, like the archery target. When a player destroys the target, studs spawn. The feature is created using the lego_destuctible_prop_manager and lego-stud-pool Verse devices. It is the same destructible feature in the Action Adventure template.
The lego_destuctible_prop_manager Verse device tracks a list of props, makes them destructible, and sets a stud reward amount for when players destroy them.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
# ============================================================================================================================================
# Manager for destructible props that grant rewards when destroyed
# ============================================================================================================================================
lego_destructible_prop_manager := class(creative_device):
Each prop definition has an auto-respawn setting and a timer. When a player destroys the listed props, the StudReward property, connected to an Item Spawner device, is granted at the location where the player destroyed the props.
To add more props to the manager:
From DestructableProps, click the plus icon (+).
Click the Prop dropdown and choose devices_creative_prop.
Search for and select the prop that is in the viewport.
The lego_stud_pool Verse device is used with the lego_destuctible_prop_manager device to spawn studs when players destroy props. The device uses a list of Item Spawners placed around the island, which spawn studs. The device helps spawn a large number of studs at once during gameplay.
using { /Fortnite.com/Devices }
using { /Verse.org/Colors }
using { /Verse.org/Simulation }
using { /Verse.org/Simulation/Tags }
using { /UnrealEngine.com/Assets }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
# ============================================================================================================================================
# Distributes Items by using a pool of ItemSpawners and teleporting them to the desired location
Emergence & Extraction Points
The cutscene of the emergence (entry) point into the island and extraction point into the starter room is achieved through the Cinematic Sequence device. Both events use a single sequence to show the tunnel opening and another to show the tunnel closing. Mutator Zone devices activate the trigger for the event.
There are multiple emergence and extraction points throughout the island. These various points help players navigate the island before facing off against another player. The multiple extraction points encourage players to explore the map and provide opportunities to create different objectives based on location.
For your game design, experiment with the player count and number of extraction points on your island to find the right balance of chokepoints, where players will naturally meet and engage with each other.
As players teleport out of the lobby, they rift into an elevator that transports them upward.
Extraction from the island begins when a player toggles the Button device located on the platform. During extraction, players must wait for the elevator to reach the top, and a message is displayed warning them of the extraction attempt. The timing and message alert can lead to tense combat moments as players try to defend their loot. It is also an opportunity for players to team up or for a player to sneak into someone else's extraction point.
You can adjust the time it takes for the elevator to arrive by using a Timer device, where the On Success event connects to the Cinematic Sequence device that plays the tunnel opening sequence. For example, in the template, the Timer_ExtractPoint_Elevator_GoingUp_Delay connects to CS_Extraction_TunnelOpen.
The elevator starts descending automatically after a delay time that you can set in Timer_ExtractPoint_AutoClose, or when the player interacts with Button_Extract_Elevator.
After a successful extraction, players are teleported to the lobby, and their studs are banked. Players' vitals are also regenerated by the Health Powerup device, which is triggered when players enter through the Teleporter device.
Demo Pods Additional Features
The demo pods also highlight the following features that you can incorporate into your island.
| Demo Pod | Description |
|---|---|
Loot Chests | Loot chests are set up using the Lime Tiered Chest located in All > LEGO Content > Containers > SetupAssets > Blueprints. The chests use a Tracker device to monitor when a chest is opened. When a player opens a chest, the tracker instructs an Item Granter device to cycle to a random item and grants it to the opening player. The tracker then resets itself. However, this does not occur before activating the Trigger device, Trigger_Events_ChestComplete, which advances the flow of the extraction. |
Deposit Studs | The deposit system featured in this pod is not used in the template. This setup updates the State Creator value for the banked studs and removes carried studs from the player's inventory. You can copy and paste new deposit points around the island. These deposit points can give players a chance to save their studs if they are unable to reach an extraction point. It also creates the opportunity for players to plan an attack around the deposit point. You must connect the Button device to the binding interface for the device managing the gold studs. |
LEGO Fortplayer Manager | The lego_fortplayer_manager Verse device used in Action Adventure and Bloom Tycoon templates. This system provides custom per-player variables that can be stored across multiple sessions. The manager automatically handles players joining and leaving the game. It supports per-player functions in the form of OnBegin(), Tick(), and OnEnd(). The device is activated by a Trigger device when a player enters the island. The Trigger device attaches a Player Marker device to the player to visually track their studs. |
Extraction Tutorial | A series of triggers and HUD message devices are used to guide the player, you, through the basics of an extraction shooter.You can use these to provide similar guidance to players. |
Brick Editor Assets
The template includes environment pieces created from the Brick Editor. You can use these assets to build out your environment or as inspiration to create your own brick design. To learn more, see Tips and Tricks of Building in 3D Space.
Design Your Island
With the breakdown of the extraction gameplay, it is time to start building your island. Use the template as a start, removing what you don't need, or migrate core assets into another project.
Migrate Assets
You can copy the core functionality for the extraction gameplay from the template into an existing LEGO project and reconnect devices. UEFN has a Migrate tool to copy assets into a project, including any dependencies.
To migrate the assets:
In the Content Drawer, navigate to your project folder and Shift + click the following folders.
Verse
UI
LEGOModels
Right-click the folders, and then click Migrate.
Select the project location to move the assets to. You must place the assets in the project folder.
The primary devices and utilities for creating the extraction system are located in the Verse folder. The LEGOModels folder contains the Brick Gallery assets and extraction props.
If you have an existing island that would work great as a LEGO Island, you can convert it using the in-editor workflow. To learn more, see Converting Islands.
Design Tips
Below are additional tips for expanding your extraction gameplay.
Set objectives, such as rescuing an NPC, to encourage players to explore parts of your island and engage with different NPCs and players.
Add areas for players to traverse that increase in difficulty.
The template includes predefined NPCs that you can add to your project located in All > [YourProjectName] > NPCSpawners.
Communicate game rules in the starter room by using informational devices like Billboard and Pop-Up Dialog.
Tie in story elements with drawings or cutscenes to provide context on what or why the player needs to extract and motivation to reach the extraction point.
Environment design helps immerse players into your themed extraction island. Wrap your mechanics into a visual design that players can experience. Create designs using the Brick Editor or prefabs and galleries listed in the asset inventory.