24.40 What's New
Creative
Devices
The following is a list of Creative fixes that affected devices.
- The Reboot Van no longer shows damage when a player attempts to destroy it in Creative.
Creative and UEFN
Devices
The following is a list of fixes that affected devices in both Creative and UEFN.
- The Creature Spawner's Wave Timer values for the Wave Timer option are now accurate in UEFN, and support times from 1 to 600 seconds.
- Ball Spawner texture options now show in UEFN, and the in-game color selection no longer selects the previous color in the list.
Creator Portal
The following is a list of minor updates, improvements, and fixes to Creator Portal.
- Improved messaging and alerts were made around the Island Creator Program participation.
- Improved messaging added around project transfer-disabled states.
- Improved messaging added around the publishing submission process.
- Updates were made to the Projects UI for publishing and moderation status.
- Social links in the page footer were updated to point to Fortnite Creative socials.
- Team invites now support both Join and Decline actions.
- Fixed the Dev Community resource link URL.
- Site error handling was improved.
- There were also various UI and localization improvements and fixes.
24.30 What's New
UEFN
New:
-
We added 366 unique icon textures that can be used on devices that support an Icon Identifier.
-
Improved memory calculation, with an additional feature to navigate with the Browse button through the assets to the Outliner.
Fixes:
-
The Conditional Button now updates the item icons in UEFN for live-edit sessions for icons other than the default icon.
-
The Character Rimlight Intensity setting now renders properly in different settings. You can also turn it off completely.
-
Class Designer devices are no longer marked as needing to be saved when no options were adjusted.
Editor
New:
-
The look and feel of the New Level From Island window now matches the Project Browser.
-
The ocean in imported islands is now located at a fixed height near the origin.
-
The
docsUrl
property in the .uefnproject file is now exposed inside the Project Browser, and you can now provide URLs to documentation about your islands.
Fixes:
-
Build HLODs generates HLODs without any errors when running UEFN with the Shipping target.
-
You should no longer get stuck on the Preparing phase when there is a large amount of modules present.
-
Fixed the Learn More Memory Management hyperlink in the "Publish Project" dialog box.
-
The project name no longer appears as the Project Title when you convert a Fortnite Creative island to UEFN.
-
Fixed Unreal Revision Control Invalid Project Name sync issue for converted Fortnite Creative islands.
-
Fixed the Unreal Revision Control team-owned projects sync issue for converted Fortnite Creative islands.
-
Fixed the Report Issue button in the Help menu.
-
Fixed the red cube for missing assets not showing up during live edit.
-
Fortnite Creative islands that have been converted in UEFN are now hidden from the Golden Rift.
Verse
API
New:
-
You can now spawn your custom props with Verse, in addition to being able to spawn predefined Fortnite props. Any custom prop you create will behave the same way as a predefined Fortnite prop, both in code and in the editor when you expose the prop from your Verse-authored devices.
-
Verse
TeleportTo
now supports setting the full transform, including scale. -
Added
GetViewLocation()
tofort_character
to get the location where the character is looking or aiming from. -
You can now query the state of a
fort_character
:-
IsCrouching
-
IsOnGround
-
IsInAir
-
IsInWater
-
IsFalling
-
IsGliding
-
IsFlying
-
-
You can now use a transform when you call
SpawnProp()
andMoveTo()
with your prop. -
vector2
andvector3
now have component-wise vector division.
Fixes:
-
Fixed an issue that prevented
TeleportTo()
andMoveTo()
with props from completing successfully. -
Fixed an issue where dynamically spawned props were sometimes incorrectly removed from the world.
-
Fixed an issue in prop quota calculation.
Tools
Fixes:
- There is now a check to make sure that the VS Code workspace that was written out from UEFN has a settings field first before attempting to read from it.
Creator Portal
New:
- Banner to alert creators to manage projects as Listed or Unlisted for Creator Page visibility purposes.
Fixes:
Project Publishing:
-
There are many publishing flow fixes across backend systems and services that reduce instances of trouble when attempting to publish projects.
-
Auto-Activate release feature now works as expected.
-
"Oops!" UI state and automatic rejection/resubmission for projects where content review is taking too long (12h+)has been fixed.
-
Empty state for the Projects page when there are no projects visible has been fixed.
Teams:
-
Projects can no longer have ownership transfers initiated when a release is pending.
-
Creators can now transfer a project back to No Team (Just Me).
-
Team Member list is now divided into separate Active and Pending sections.
-
Improvements have been made to project page presentation and visibility.
-
Improved error messaging.
-
Updates and improvements to localization and UI have been made.
Unreal Revision Control
Fixes:
-
Fixed an issue causing automatic polling for new snapshots to stop working after the Sync Latest button is used.
-
Fixed an issue that caused a warning message to appear informing the user Unable to Check Out From Revision Control! if the user tries to perform a check-out operation on a file they already have checked out.
-
Fixed issue causing the checked-out/added state of Verse files to display in the Verse explorer.
-
Fixed an issue that caused unsuccessful deletion of a local file after a user who has auto-checkout disabled saves a deletion of a file checked out by a collaborator.
24.20 What's New
UEFN
Below is a list of fixed crashes and known bugs with editor features and functionality.
Editor
Fixes:
-
Door properties now show correctly for Armored Walls.
-
Fixed a crash with Sequencer when the editor is shut down.
-
The server no longer crashes when the editor closes the connection.
Devices
Fixes:
-
The IslandSetting device now allows the "Join In Progress" Team Index setting to be set to 100.
-
Timer device visibility is set to disappear at a rate proportional to the distance from the creator.
-
The Shooting Range Gallery Dummy Device no longer disappears after a Fortnite Creative island is converted into a UEFN project.
-
The light from the Class Selector device now turns off when the device is inactive.
-
The Guard Spawner no longer equips unsupported weapons and items.
-
Fixed an issue where device settings displayed when they were changed during a launched Creative session.
-
Naming issues and availability values have been fixed on Hiding Props for these options:
-
Enabled At Game Start
-
Usable By Team
-
Usable By Class
-
Interact Time
-
Number Of Occupants
-
Set Max Hiding Time, Block Hide Time
-
-
The Radio Device is now visible when players return to the island after being in-game.
Environments and Landscapes
Fixes:
- Nanite fallback meshes built with 24.10 now have the proper triangle counts.
Verse
Language
Fixes:
-
Fixed issue when a
branch
expression with arace
subexpression would steal the whole async context and prevent code from running. -
Fixed a crash when building code in UEFN that has a class with fields the same name as the fields’ type.
-
Fixed an issue where a subexpression of
race
in aloop
wouldn’t execute more than once.
API
Fixes:
- Fixed
agent.Respawn()
not working in published islands.
Tools
New:
- A new Hide Empty Folders toggle option is now available in the Verse Explorer to hide folders that do not contain any Verse files.
Fixes:
-
UEFN-written VS Code workspaces will now respect user preferences for themes, auto-save, and bracket-pair colorization, along with other miscellaneous settings when first writing out the workspace.
-
The
stub{}
macros will no longer be displayed in the LSP completion candidates' text, but will be directly converted to LSP tab stops on insertion.
24.10 What's New
Channel Device
With the new Channel device, you can specify one input function and one output event to connect devices together through a single point, rather than through a Trigger device.
Sliders in Verse UI
We added support for sliders in Verse UI API, with the new class slider_regular
. You can configure the minimum value, maximum value, and step size in Verse. You can also get and set the value of the slider, and subscribe to the value change.
Editor Improvements
In this release, we focused on quality-of-life improvements and bug fixes for the editor. For example, Modeling Mode favorites now persist across editor sessions.
UEFN
Devices
New:
-
The Audio Player device now has an updated thumbnail.
-
Additional Auto-Play options are now on the Audio Player device to determine when audio starts during gameplay.
-
The Audio Player device features new attenuation visual guides.
-
The Radio device features an updated thumbnail.
-
There is now a Victory Animation option to remove victory confetti.
-
There is now an Island option to disable slow motion when the round ends.
-
The Wildlife Spawner has a new spawn type for Spring Chicken.
Fixes:
-
The Player Spawn Pad devices show the correct distance to enemies during the editing process.
-
The Octane Spawner device now imports as part of the island when imported from Fortnite Creative into UEFN.
-
The Player Reference option Stat Display only appears when a player is assigned to Player Reference.
-
The Player Reference device option Stat Display now updates based on Curve setting.
-
The Player Reference device is now indestructible.
-
The Player Reference device remains stable as it is being placed at close range.
-
Audio from the Radio device no longer plays automatically unless set to Autoplay in the options.
-
Storm Controller and Storm Beacon devices now use the random values to affect Storm Phase.
-
Air Vent material no longer resets when being moved in UEFN.
-
Capture areas are now visible in-game.
-
The Audio Mixer now deactivates audio when exiting an island.
-
The Audio Mixer device only activates when set to activate.
-
The viewport camera is now stable when focusing on the top level actor of the Audio Player device.
Editor
Fixes:
-
Fixed an issue where distant Lumen reflections weren’t appearing for geometry.
-
The Parent Socket parameter now appears on Static Mesh Components.
-
Removed the option SnapToNotifies from the Snapping menu on animations.
-
Fixed an issue where the collision visualization did not update immediately after clicking Accept in the Mesh to Collision tool in Modeling mode.
-
Fixed the PivotAct tool in Modeling mode not working on things with Static and Stationary mobility.
-
Fixed issues with the UV modeling tools so they aren't enabled for Volume type targets.
-
Fixed an issue where the background grid of the UV Editor was not fully being drawn in the Y-axis direction due to incorrect handling of Y minimum and maximum bounds.
-
Changed the smoothing weight scheme for the Hole Fill Tool from Clamped Cotangent to IDT Cotangent.
-
Fixed an issue where the Add Virtual Bone option doesn’t appear after importing an asset.
-
Fixed issue where the Animation asset shortcut button was hidden in the animation editor.
-
Fixed issue where asset upload sometimes failed for assets migrated from Unreal Engine.
-
Fixed a crash that occurred when snapping to a pre-built static mesh in Modeling mode.
-
Fixed issues with Material Parameter Collections not updating on static meshes.
-
Fixed a crash that occurred when reaching the object count limit by forcing garbage collection before reaching the limit.
-
Fixed an issue with filter bloom input.
-
Fixed issue where Creative and UEFN experiences with large player counts would sometimes not allow some players to connect.
Verse
Language
Fixes:
- Fixed an issue where creative device references in a Verse script could be lost on save if script compilation failed at editor startup.
Tools
Fixes:
-
Fixed server errors after Push Verse Changes caused by Verse debug data being overwritten by cooked debug data.
-
Push Verse Changes now includes changes to Verse source files that reside in submodules of the project.
-
The Push Verse Changes button no longer appears when placing Fab assets, and the current project has no Verse source files.
-
Fixed an issue where clicking the Push Verse Changes button when there were no Verse source files present resulted in UEFN entering an unresponsive state.
Fab
New:
-
There are new FortniteBase material instances for tiling textures.
-
A fix was added for the base chainlink texture.
-
There is now a IsTouchControlsActive Check so developers know when they’re using the touch HUD.
Fixes:
- Fixed issue with the Cloth Controller Function for improved runtime costs.
24.00 Release
With release 24.00, asset validation was introduced to verify that content is allowed in a UEFN project.
What's New
Maximum Publish Downlaod
With the new updates to Maximum Publish Download Size the maximum download size for publishing has been increased from 300MB to 400MB.
In the future, we intend to have per platform limitations that will vary.
Asset Validation
With release 24.00, asset validation was introduced to verify that content is allowed in a UEFN project.
UEFN
Below is a list of fixed UI elements and bugs with Audio and Device features and functionality.
Audio
Fixes:
- Audio Player now uses Play() and Stop() instead of Activate() and Deactivate()
- Audio Player now has an option to call Play(Agent) or Stop(Agent) if you want to direct audio at a specific user.
- Radio now uses Play() and Stop() instead of PlayRadio() and Stop Radio()
Devices
Fixes:
- For the 24.01 release, Spray Decals will not validate. This will prevent you from playing these projects. Remove Spray Decals until this issue addressed. It will be addressed at a later date.
- If you add the Day Sequence Device, delete it, then undo, the editor may be in a conflicted state where lighting updates do not work. In this case, close the editor, then reopen it.
- If you are using Perforce, using the hide function then saving will result in every file (one file per actor) being checked out and save for the level failing. This will be addressed in a future release.
- Under World Settings, if you remove the Day Night Cycle from the World Time of Day Manager, you may not be able to save your level. If using Perforce, it also may result in the check-out of every file in the one-file-per-actor system. This will be addressed in a future release.
- After using the event binding in Creative Edit mode, if those devices are copy and pasted in the editor, they will lose their event binding references. This only affects events bound in the Fortnite client, and doesn’t affect devices bound in the UEFN editor. This will be fixed in a future release.
- Vaulting — Enabling Vaulting on the island settings results in vaulting not functioning in play.
- Engaging tactical sprint while in the pre-game phase of an island running from a test island code results in a broken sprinting animation state.
- If the user disables the sprinting and sliding, players will see buggy sprint animation when trying to sprint and slide while in edit mode.
- Random Number Generator Device no longer takes an optional Agent argument. Instead users can either choose to call a function with a mandatory Agent argument, or one with no arguments at all.
- Switch Device no longer takes an optional Agent argument. Instead users can either choose to call a function with a mandatory Agent argument, or one with no arguments at all.
- Timer Device no longer takes an optional Agent argument. Instead users can either choose to call a function with a mandatory Agent argument, or one with no arguments at all.
- Bear Spawner Device has been renamed to vehicle_spawner_pickup_truck_device.
- Mudflap Spawner Device has been renamed to vehicle_spawner_big_rig_device.
- Prevalent Spawner Device has been renamed to vehicle_spawner_sedan_device.
- Whiplash Spawner Device has been renamed to vehicle_spawner_sports_car_device.
Verse
API
New:
-
Support for Verse code finding props and user devices by tag. This includes renaming:
GetDevicesWithTag
toGetCreativeObjectsWithTag
GetDevicesWithTags
toGetCreativeObjectsWithTags
-
The
GetCreativeObjectsWithTag
andGetCreativeObjectsWithTags
functions also return acreative_object_interface
which can then be cast to each of these:
# Some test code for finding all of these that have an all_tag on them and then casting to the appropriate type
AllCreativeObjects:[]creative_object_interface := GetCreativeObjectsWithTag(all_tag{})
for (PropItem:AllCreativeObjects):
if (TheProp := creative_prop[PropItem]):
Logger.Print("Prop found with all_tag at position: {TheProp.GetTransform().Translation}")
for (DeviceItem:AllCreativeObjects):
if (TheDevice := creative_device_base[DeviceItem]):
Logger.Print("Creative device found with all_tag at position: {TheDevice.GetTransform().Translation}")
for (UserDeviceItem:AllCreativeObjects):
if (TheDevice := creative_device[UserDeviceItem]):
Logger.Print("User device found with all_tag at position: {TheDevice.GetTransform().Translation}")
- Added
fort_character.IsActive
to indicate the character is active. IfIsActive
returnsfalse
, most character actions will silently fail. - Added
vector3.IsAlmostZero(tolerance)
andIsAlmostEqual(vector3, vector3, tolerance)
to more easily allow testing for these states. - Added support for
NamedColors.Tan
.
Changed:
These are included for if you are upgrading a project that is upgrading from a release prior to 24.00.
- Renamed
ToStringSeparated
toJoin
. - The EpicGames.com module has been renamed to UnrealEngine.com. Replace
using { /EpicGames.com/ }
withusing { /UnrealEngine.com/ }
. -
Some events were changed to have an optional
agent
result. You should now check to see if there was an agent or not.creature_placer_device.EliminatedEvent()
wildlife_spawner_device.DamagedEvent()
supply_drop_spawner_device.BalloonPoppedEvent()
For example, what was:
AwaitTrigger(Trigger:trigger_device, GroupEvent:event(agent))<suspends>:void =
GroupEvent.Signal(Trigger.TriggeredEvent.Await())
is now:
AwaitTrigger(Trigger:trigger_device, GroupEvent:event(agent))<suspends>:void =
loop:
MaybeAgent := Trigger.TriggeredEvent.Await()
if (TriggerAgent := MaybeAgent?):
GroupEvent.Signal(TriggerAgent)
break # exit loop
# No agent so loop back for another trigger
The Verse team has been performing final reviews for the 24.01 release. This review resulted in changes to standardize the Verse API and minimize inconsistencies.
Device Name | Before | After |
---|---|---|
animated_mesh_device | PauseAnimation() | Pause() |
animated_mesh_device | PlayAnimation() | Play() |
animated_mesh_device | PlayReverseAnimation() | PlayReverse() |
attribute_trigger_device | attribute_trigger_device | attribute_evaluator_device |
audio_player_device | RegisterAgent(Agent:agent) | Register(Agent:agent) |
audio_player_device | UnregiseterAllAgents() | UnregisterAll() |
audio_player_device | UnregisterAgent(Agent:agent) | Unregister(Agent:agent) |
cancelable interface | cancellable | cancelable |
capture_area_device | ResetTeamControl() | Reset() |
character_device | TurnOffVisibility() | Hide() |
character_device | TurnOnVisibility() | Show() |
class_selector_ui_device | ShowPopupUI() | Show() |
creature_spawner_device | CreatureEliminatedEvent |
EliminatedEvent |
down_but_not_out_device | DownAgent(Agent:agent) | Down(Agent:agent) |
down_but_not_out_device | ReviveAgent(Agent:agent) | Revive(Agent:agent) |
elimination_manager_device | EliminationEvent |
EliminationEvent |
explosive_device | TurnOffVisibility() | Hide() |
explosive_device | TurnOnVisibility() | Show() |
fishing_zone_device | ResetUses() | Reset() |
fort_br_team_collection | AddAgentToTeam(InAgent:agent, InTeam:team) | AddToTeam(InAgent:agent, InTeam:team) |
fort_br_team_collection | GetAgentsOnTeam(InTeam:team) | GetAgents(InTeam:team) |
fort_br_team_collection | GetTeamForAgent(InAgent:agent) | GetTeam(InAgent:agent) |
fort_br_team_collection | IsAgentOnTeam(InAgent:agent, InTeam:team) | IsOnTeam(InAgent:agent, InTeam:team) |
fort_character | SetVisible(IsVisible:logic) | Show()/Hide() |
fort_minigame_team_collection | AddAgentToTeam(InAgent:agent, InTeam:team) | AddToTeam(InAgent:agent, InTeam:team) |
fort_minigame_team_collection | GetAgentsOnTeam(InTeam:team) | GetAgents(InTeam:team) |
fort_minigame_team_collection | GetTeamForAgent(InAgent:agent) | GetTeam(InAgent:agent) |
fort_minigame_team_collection | IsAgentOnTeam(InAgent:agent, InTeam:team) | IsOnTeam(InAgent:agent, InTeam:team) |
fort_team_collection | AddAgentToTeam(InAgent:agent, InTeam:team) | AddToTeam(InAgent:agent, InTeam:team) |
fort_team_collection | GetAgentsOnTeam(InTeam:team) | GetAgents(InTeam:team) |
fort_team_collection | GetTeamForAgent(InAgent:agent) | GetTeam(InAgent:agent) |
fort_team_collection | IsAgentOnTeam(InAgent:agent, InTeam:team) | IsOnTeam(InAgent:agent, InTeam:team) |
fuel_pump_device | RestockFuel() | Reset() |
guard_spawner_device | EliminatedEvent |
EliminatedEvent |
guard_spawner_device | ResetTotalSpawnCount() | Reset() |
hud_message_device | GetMessage() | GetText() |
hud_message_device | SetMessage() | SetText() |
item_granter_device | ClearSaveDataForAgent(Agent:agent) | ClearSaveData(Agent:agent) |
objective_device | TurnOffVisibility() | Hide() |
objective_device | TurnOnVisibility() | Show() |
player_counter_device | GetShowInfoPanel() | IsShowingInfoPanel[] |
player_counter_device | ResetTargetCount() | Reset() |
player_counter_device | SetShowInfoPanel(Show:logic) | ShowInfoPanel(); HideInfoPanel() |
popup_dialog_device | HideFromAll() | Hide() |
popup_dialog_device | ShowToAll() | Show() |
prop_mover_device | MovementFinishedEvent() | FinishedEvent() |
prop_mover_device | MovementStartedEvent() | BeganEvent() |
prop_mover_device | MovementStoppedEvent() | EndedEvent() |
race_manager_device | BeginRace() | Begin() |
race_manager_device | EndRace() | End() |
race_manager_device | RaceStartedByManagerEvent() | RaceBeganEvent() |
radio_device | RegisterAgent(Agent:agent) | Register(Agent:agent) |
radio_device | UnregiseterAllAgents() | UnregisterAll() |
radio_device | UnregisterAgent(Agent:agent) | Unregister(Agent:agent) |
sentry_device | EliminatedEvent |
EliminatedEvent |
sequencer_device | BeginSequence() | Begin() |
sequencer_device | EndSequence() | End() |
sequencer_device | sequencer_device | pulse_trigger_device |
supply_drop_spawner_device | LockSupplyDrop() | Lock() |
supply_drop_spawner_device | OpenSupplyDrop(Agent:agent) | Open(Agent:agent) |
supply_drop_spawner_device | SpawnSupplyDrop() | Spawn() |
supply_drop_spawner_device | SpawnSupplyDrop(Agent:agent) | Spawn(Agent:agent) |
supply_drop_spawner_device | UnlockSupplyDrop() | Unlock() |
switch_device | ClearAgentPersistenceData(Agent:agent) | ClearPersistenceData(Agent:agent) |
timed_objective_device | StartedEvent() | BeganEvent() |
timed_objective_device | StoppedEvent() | EndedEvent() |
timer_device | FailureEvent |
FailureEvent |
timer_device | SetLapTimeForAgent(Agent:agent) | SetLapTime(Agent:agent) |
timer_device | StartUrgencyModeEvent |
StartUrgencyModeEvent |
timer_device | SuccessEvent |
SuccessEvent |
tracker_device | DecrementProgress(Agent:agent) | Decrement(Agent:agent) |
tracker_device | IncrementProgress(Agent:agent) | Increment(Agent:agent) |
tracker_device | LoadForAgent(Agent:agent) | Load(Agent:agent) |
tracker_device | ResetProgress(Agent:agent) | Reset(Agent:agent) |
trigger_base_device | ResetTimesTriggered() | Reset() |
vfx_creator_device | BeginEffectAtAgent(Agent:agent) | Begin(Agent:agent) |
vfx_creator_device | BeginEffectAtDevice() | Begin() |
vfx_creator_device | BeginEffectForAllAgents() | BeginForAll() |
vfx_creator_device | EndEffectAtAgent(Agent:agent) | End(Agent:agent) |
vfx_creator_device | EndEffectAtDevice() | End() |
vfx_creator_device | EndEffectForAllAgents() | EndForAll() |
vfx_creator_device | RemoveEffectFromAgent(Agent:agent) | Remove(Agent:agent) |
vfx_creator_device | RemoveEffectFromAllAgents() | RemoveFromAll() |
vfx_creator_device | SpawnAtAgent(Agent:agent) | SpawnAt(Agent:agent) |
vfx_creator_device | ToggleEffectAtAgent(Agent:agent) | Toggle(Agent:agent) |
vfx_creator_device | ToggleEffectAtDevice() | Toggle() |
vfx_creator_device | ToggleEffectForAllAgents() | ToggleForAll() |
vfx_creator_device | ToggleEffectPauseAtAgent(Agent:agent) | TogglePause(Agent:agent) |
vfx_creator_device | ToggleEffectPauseAtDevice() | TogglePause() |
vfx_creator_device | ToggleEffectPauseForAllAgents() | TogglePauseForAll() |
video_player_device | EndAllStreaming() | EndForAll() |
water_device | ResetWater() | Reset() |
wildlife_spawner_device | EliminatedEvent |
EliminatedEvent |
wildlife_spawner_device | ResetTotalSpawnCount() | Reset() |
Removed:
- Removed
editable_text_base
,editable_text
, andeditable_text_box
widgets from the Verse UI API. - Removed
material_block
andtexture_block
widgets from the Verse UI API. - Removed
vector3.XAxis
,vector3.YAxis
, andvector3.ZAxis
. - Removed
fort_character.IsDown
.
The following API in AI devices have been removed. They will return in the future with an improved API.
- Creature Spawner Device
- EliminatedEvent
- Guard Spawner Device
- SpawnedEvent
- EliminatedEvent
- EliminatingPlayerEvent
- EliminatingAIEvent
- HiredEvent
- DismissedEvent
- AlertedToAgentEvent
- TargetLostEvent
- Hire
- DismissAllHiredGuards
- DismissAgentHiredGuards
- Wildlife Spawner Device
- SpawnedEvent
- EliminatedEvent
- TamedEvent
- UntamedEvent
- ForceSpawnedEvent
- EliminatedByANeutralAgentEvent
- EliminatedByAnEnemyAgentEvent
- EliminatedByPredatorEvent
- DamagedEvent
- SomethingIsEatenEvent
- RiddenEvent
- DismountedEvent
- Tame
- UntameAll
- UntameFromAgent
- EliminatedTamedFromAgent
- Ride
- DismountAgent
- RestoreEnergyForAgent
- ConsumeEnergyForAgent