Unreal Editor for Fortnite, or UEFN for short, is a suite of editing tools powered by Unreal Engine you can use to create and edit props and devices.
- Menu Bar, Tab Bar and Toolbar
- Viewport
- Outliner
- Details panel, World Settings, and World Partition
- Content Browser
- Place Actors
- Verse
- Team Collaboration Session
- Island Settings
- Output Log
- Unreal Revision Control
Menu Bar
The Menu Bar provides access to basic tasks in UEFN like saving, editing, auditing projects, adding verse scripts, and much more.
The options for each dropdown menu are described below.
File
Command | Description |
---|---|
New Level... | Create a new level from a template in this project. |
Open Level... | Open an existing level in the current project. |
Recent Levels | Select from a list of levels in your project. |
New Level From Island | Creates a new level from an existing island. |
Save Current Level | Save the current level. |
Save Current Level As... | Save the level in your project folder under a different name. |
Save All | Save all unsaved levels and assets. |
Choose Files to Save | Open a dialog with save options for content and levels. |
New/Open Project... | Open a dialog where you can either create a new project or select from available projects. |
Exit | Exit the application. |
Edit
Command | Description |
---|---|
Undo Clicking on Elements | Undo the last action. |
Redo | Redo an action that was undone. |
Undo History | View the entire undo history. |
Cut | Cut the selected object. |
Copy | Copy the selected object. |
Paste | Paste the contents of the clipboard (which holds what you have cut or copied). |
Duplicate | Duplicate the selected object. |
Delete | Delete the selected object. |
Editor Preferences | Configure the behavior and features of the editor. |
Window
Command | Description |
---|---|
Cinematics | Open a dropdown menu where you can select which Cinematics tab to work from. |
Content Browser | Open a dropdown menu where you can select which Content Browser tab to work from. |
Details | Open a Details tab to access and edit object properties. |
Outliner | Open the Outliner panel. By default, this is positioned to the right of the Viewport, above the Details panel. |
Viewports | Open a dropdown menu where you can select which viewport window to work in. |
World Partition | Open the World Partition editing panel. |
Place Actors | Open the Actors panel. |
World Settings | Open the World Settings panel. By default, this opens in a tab next to the Details panel. |
Message Log | Open the Message Log tab in a new window. |
Output Log | Open a tab for the Output Log next to the Content Drawer at the bottom of the Viewport. |
Fab Marketplace | Open the Fab Marketplace tab. In Fab you can download free and paid-for assets. |
Load Layout | Load an editor layout configuration from disk. Dropdown option:
|
Save Layout | Save your current editor layout configuration to your local disk. Dropdown options:
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Remove Layout | Remove a layout configuration from disk. Dropdown option:
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Enable Fullscreen | Click to toggle between UEFN full screen view and your PC application bar view. |
Tools
Command | Description |
---|---|
Project Size | Provide information about the size of your project in megabytes (MB). |
Audit | Provide data about the lighting, textures, and primitives on your island. |
Verse Explorer | Explore and manage your Verse project. You must have a Verse project for this option to be available. |
View Changelist | Open a dialog displaying the current changelist. |
Submit Content | Open a dialog with check-in options for content and levels. |
Sync Content | Saves all unsaved levels and assets to disk and then downloads the latest version from Unreal Revision Control. |
Connect to Source Control | Connect to revision control for tracking changes to your content and levels. |
Verse
Command | Description |
---|---|
Build Verse Code | Build all Verse code in the project and check for errors. |
Verse Build Message Log | Open a log with information about the status of your Verse code. |
Verse Explorer | Explore and manage your Verse project to add, remove, and manage files. These options can be accessed by right-clicking. |
Open project in VS Code | Open your current Verse project in Visual Studio Code. |
Build
Command | Description |
---|---|
Build HLODs | Build the hierarchical level of detail for your project. |
Build Landscape | Build the grass map and physical materials when assets change. It can be handy if there are "holes" in the workflow (for example a waterbody not updating properly in the landscape, it will remerge everything). |
Export Localization | Export the localized text within this project so that it can be translated. |
Select
Command | Description |
---|---|
Select All | Select all actors. |
Unselect All | Unselect all actors. |
Invert Selection | Invert the current selection. |
Select All Actors | Select the actors that have the same class. |
Focus Selected | Move the camera in front of the selection. |
Select Immediate Children | Select the immediate children of the current selection. |
Select All Descendants | Select all the descendants of the current selection. |
Select Relevant Lights | Select all lights relevant to the current selection. |
Select All Lights | Select all lights. |
Select Stationary Lights exceeding Overlap | Select lights that exceed the overlap limit. |
Select Matching (Selected Classes) | Select all actors with the same static mesh and actor class as the selected. |
Select matching (All Classes) | Select all actors with the same static mesh as the selected. |
Select All Using Selected Skeletal Meshes (Selected Actor Types) | Select all actors with the same skeletal mesh and actor class as the selected. |
Select All With Same Material | Select all actors with the same material as the selected. |
Help
Command | Description |
---|---|
Level Editor Documentation... | Details how to use the level editor. |
Viewport Controls... | Open the Viewport Controls cheat sheet. |
About Unreal Editor... | Open the Unreal Editor Fortnite page where you can learn more about Unreal Editor. |
Credits | List the credits for the application. |
Visit UnrealEngine.com | Open the Unreal Engine documentation site. |
Report Issue | Report an issue you found with Unreal Editor Fortnite. |
Tab Bar
The Tab bar contains tabs along the top of the Viewport. To the right of the Menu Bar is the name of the current project. Tabs from other editor windows of the same project can be docked together for quick and easy navigation, similar to a web browser.
Level Editor Toolbar
The Level Editor Toolbar includes quick buttons and settings for frequently used tools, option settings, editing modes, level actors, and playtesting your build. The tool bar is found above the Viewport.
- Save Current
- Select Mode
- Project
- Place Actors
- Verse
- Launch Session
- Team Collaborative Session
- Settings
Icon | Tool Name | Description |
---|---|---|
Save | Saves the current level to disk. Use File > Save All if you have additional project assets to save, such as Blueprints, materials, or imported textures. | |
Select Mode | Choose from a number of editing modes available from the Select Mode dropdown menu:
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Project | The Project menu is unique to UEFN and contains options relating to your project, including generating a project code. The Project button has a dropdown menu with multiple options. For more information, refer to the Project Menu section. | |
Place Actors | A dropdown menu with different Actor options. | |
Verse | The button compiles your Verse script. | |
Launch Session | When you click the Launch Session button, your current level is uploaded to the content service and opened in an instance of the Fortnite client. The Launch Session button has a dropdown menu with multiple options related to playtesting your UEFN project. | |
Team Collaborative Session | Opens a dropdown menu containing all the names of the team members currently collaborating on the project. | |
Settings | This button has a dropdown menu with options for Actor Selection, Engine Scalability, Audio Volume, and a toggle to hide the Viewport UI. |
Viewport
The Viewport is where you assemble the world and gameplay elements for your Fortnite Creative experience. Viewport controls and navigation are largely unchanged from Unreal Engine.
Important Viewport settings for UEFN are displayed in the table below.
Viewport Option | Optimal Setting | Reason |
---|---|---|
Field of View | 90.0 | If this setting is too low, your movement inside the viewport becomes restricted. If too high, you will zoom out from your build, and the build will look distorted. |
Far View Plane | 00.0 | Setting this to zero shows an infinite view. |
Screen Percentage | 100 | If the percentage setting is lower than 100, your build looks fuzzy. If the setting is high, the appearance of the build improves, but could use a lot of memory in Fortnite Creative. |
For more information, see Editor Viewports.
Outliner
The Outliner panel displays all the actors within the scene in a hierarchical tree view. In the panel, you also have the option to search for an actor element in the level, and to create folders to group actor elements together.
Use the Outliner settings menu to select your actor's settings. For more information, refer to World Outliner.
Details Settings Partition
The Details panel contains information for the current selection in the Viewport. This panel provides information on location, scalability, shadows, lighting, meshes, instance, structural support, weak spots, and more.
In the Details panel you can:
- Add new components to the selected Actor element.
- Convert Actor behavior with User Options.
- Lock Actor details in place.
- Toggle through your favorite settings.
- Set specific settings for the selected actor element as well.
For more information, see the Details Panel documentation.
World Settings contains options you can enable and disable that affect the Time of Day and Nanite settings. For more information, see the World Settings documentation.
World Partition settings control how data is sent and rendered depending on the HLOD of the scenery in relation to the camera view. Refer to the following documentation to better understand how to use World Partition:
Content Browser
The Content Browser is where you create, organize, and modify your creations in UEFN. Manage your folders in the Content Browser by copying, moving, renaming, and viewing references to your assets.
From the Content Browser you can:
- Search for assets in the search bar.
- Import assets into the Content Browser.
- Add a collection.
- Add asset filters.
- Choose an asset path.
Project Menu
The Project menu contains options for publishing content from the editor. The table below lists the options available.
Menu Option | Outcome |
---|---|
New / Open Project… | Create a new project or opens an existing one. |
Project Settings | Open the current project settings. |
Close Project | Close the current project. |
Open Project Folder… | Open a File Explorer window showing the project files. |
Add Reference Content… | Add reference content to the current project. |
Project Size | Provide a view of the breakdown of the current project’s size. |
Upload to Test Code… | Generate a test code for your project in the Creator Portal. This option is grayed out until the project is playtested. |
Share with Team | Select a team to share the current project with. |
Publish Project | Create a snapshot of the project and generates a publishing candidate from the current project. |
Open Creator Portal | Open the Creator Portal in your browser. |
News | Open the News popup window for access to news and information on UEFN and Fortnite. |
Login | Attempts to log you in to your Fortnite account. If you are already logged in, the option will change to Logout, and if selected, logs you out. |
Place Actors
An Actor is any object that can be placed into a Level, from Static Meshes that create your game's environment, to sounds, cameras, and so on. This page will show you how to place these Actors into your Level so you can bring your world to life.
Refer to the Placing Actors documentation for more information.
Verse
The Verse button opens Visual Studio Code where you can edit your Verse code. To compile your Verse code and find any compilation errors, select Verse > Build Verse Code in the Menu Bar. All messages for your Verse project will be in the message log. See Verse Explorer below to learn more about how to use Verse in UEFN. The button has four different states:
Verse State | Color | Description |
---|---|---|
Green | Your Verse project has no errors. | |
Red | Your Verse project has errors. | |
Orange | Your Verse project has warnings, but will still compile and run. | |
Arrow | Your changes to the Verse project are detected. Click the Verse button to push your changes. |
Verse Explorer
From Verse Explorer you can:
- Create a new Verse file from a template.
- Create Submodules to organize your Verse files.
- Delete and rename Submodules and Verse files.
Verse Explorer can be used to manage your files alongside Unreal Revision Control. Enable Revision Control to check out, mark for add / delete, and rename Verse files and modules.
Refer to the Verse Explorer User Interface Reference document for more details on how this specific tool works.
Launch Session
Use the Launch Session button to play levels you create in Fortnite Creative. When you click Launch Session, UEFN attempts to open your project in Fortnite Creative. A progress bar appears and Fortnite Creative is launched.
Once the level successfully uploads, Fortnite Creative opens. The Launch Session button has five states:
State in UEFN | State Name | Description |
---|---|---|
Launch Session | Attempts to create a connection with a Fortnite Creative client. | |
Session Loading | Loads a session of Fortnite Creative. | |
Start Game | Starts the game in the Fortnite Creative client. | |
Push Changes | Refreshes your project in the Fortnite Creative client after you make changes to your project in UEFN. | |
End Game | Ends the game in the Fortnite Creative client. |
Below is an itemization of the Play Menu options available from the Launch Session button.
Launch Session Menu
The Launch Session menu contains options to test your map content before you publish to Fortnite Creative. The table below lists the options available.
Menu Option | Description |
---|---|
Live Edit | If checked, enable live updates in a connected session where you are editing. |
Auto Start Game | If checked, it will automatically push to all connected clients and game servers. |
Launch on This PC | Launch the Fortnite Creative client on the local machine. |
Connect to Platform | Launch the Fortnite Creative client onto another device logged in with the same Epic account as the editor. |
Team Connected Session
When in a live edit session with your team members, this button becomes highlighted. Click on the button to see who is in the live edit session, change the camera view to one of your colleagues, and teleport team members to you.
Settings Menu
The Settings menu contains settings for Actor selection, engine scalability, audio volume, and a toggle to hide the Viewport UI. You can toggle on and off most settings for Actor elements like the Viewport UI.
Engine Scalability Settings allow you to scale your settings for different platforms to reduce gameplay issues. Setting some of these settings to Medium means lower-end platforms will not experience any issues when playing your island. Using Epic for some of your settings means the island is optimized for high-performing platforms such as PC.
Island Settings
All projects in UEFN have IslandSettings in the Outliner panel. When you click it, IslandSettings opens a dropdown in the Details panel with option settings similar to those found in Fortnite Creative under My Island.
You can use these options to set the parameters of your game, from how the game begins to how a game successfully completes, including the game duration, matchmaking, and other interactions and configurations.
To see the full list of settings, see the Island Settings documentation.
Output Log
The output log panel contains output information about the level you are currently working on. You can search for output information about Verse devices and actor elements in your level, and filter the output log messages to tailor the log you want to review and edit.
In the Settings menu, you can enable World Wrapping, clear the output log on PIE startup, open folders with output log sources, and select to open the output log in the default external editor.
Unreal Revision Control
Unreal Revision Control is a custom embedded revision control feature in UEFN. Revision control creates snapshots of your project as it progresses and has many features that make working collaboratively easy:
- Revision History
- Auto Check-out
- Auto-undo
Refer to the following documentation for more information.