You can upload UEFN Source to Fab, however buyers cannot download UEFN Source from Fab currently. This functionality will be available on Fab at a later date.
A UEFN Source listing contains your whole Unreal Editor for Fortnite (UEFN) project as a .zip file. The buyer imports the assets from your project and edits them in their own project, so your archive must be complete, clean, and able to open in a fresh project.
This page explains how to prepare a UEFN project, build the archive, and meet the technical requirements for a UEFN Source listing.
UEFN has no export or package command, and you can’t publish to Fab from inside the editor. You must create the .zip file yourself from your project folder on your computer.
Before You Begin
Make sure your project follows these guidelines:
Your project can open and run in the current live release of UEFN.
Your project contains only content that you have authored and validated in UEFN. You must make sure that all content you imported or migrated into this project is suitable for UEFN.
You can locate your project folder on your computer. By default, UEFN saves projects to
/Documents/Fortnite Projects/<ProjectName>.
Step 1: Prepare Your Project in UEFN
Complete these tasks in the editor before you create a project .zip archive:
Build your Verse code and fix every error. Your project must compile cleanly and pass UEFN validation with no errors and no consequential warnings (see documentation: Debugging and Troubleshooting).
Check all entities that include Verse components and NPCs that use behavior scripts. They must generate no errors and no consequential warnings. For more information see: Creating Your Own Component using Verse and AI and NPCs.
Fix up redirectors. To fix up all redirectors in a content folder, in the Content Browser, right-click the folder and click Update Redirector References.
Cook your assets and make sure your project runs within Fortnite technical limitations (see documentation: Memory Management and Fortnite-Ready Assets Best Practices).
For more information on the requirements for Fab, see the documentation: Unreal Editor for Fortnite (UEFN) Content Guidelines.
Step 2: Clean Up Your Project
Buyers open your project and work in it, so keep the folder structure organized and self-explanatory. Organize your project as follows:
Delete unused folders.
If you added Python script files (
.py) to your project, you must delete them. You must not include Python scripts in a UEFN Source archive.Sort assets into folders by asset type, or into specific sets of related assets.
Rename anything vague, including file, folder, and asset names. Do not ship folder or file names such as Assets or NewFolder.
Use only English alphanumeric characters and underscores in folder and file names.
Keep every asset file path to 140 characters or less, including the name of the top-level folder.
Fab doesn’t check your project's folder layout or verify that its references resolve. A project that uploads successfully can still fail to open for a buyer.
Step 3: Create the ZIP Archive
Close UEFN.
Open your project folder on your computer.
If you added Python script files (
.py) to your project, you must delete them. You must not include Python scripts in a UEFN Source archive.Delete the local build folders that a buyer doesn’t need:
Saved,Intermediate. Remove them to keep your archive small.Compress the project into a single
.zipfile.
Your archive must meet these requirements:
Each archive must contain exactly one UEFN project.
The archive must contain the complete project: the project file, the plugin file, and all content.
The archive must not be password-protected or encrypted. Fab can’t import an archive that it cannot open.
You must not include Python scripts in a UEFN Source archive.
Step 4: Test the ZIP Archive
Import the .zip file into a clean UEFN project and confirm the following:
The project opens.
All references resolve.
The demo level works as advertised.
Test before you publish. Fab doesn’t open your project or verify that it works, so you must test your project to ensure that buyers can use the content as intended.
Step 5: Upload to Fab
Sign in to Fab.
In the top navigation, click Publish.
Select Listings.
To create a new listing, at the top right click Create Product.
Follow the on-screen instructions to enter the product details.
To add your project to the listing:
Click Add new format.
Select UEFN Source as the format.
Upload your
.zipfile.
For more information on how to create a new listing, see the documentation: Create or Edit a Listing.
Include the following in the Technical details:
Geometry (LODS): State which LODs your product includes, even if it includes none. To do this, in Includes LODs select Yes or No and in LODs, enter the number of LODs.
Additional information: Document any additional bones or modifications to a skeleton.
Include the following in the listing Description:
Declare whether your product includes, uses, depends on, or distributes third-party software of any kind. Third-party software means any file from a source other than you or Epic Games, including fonts, graphics, sounds, APIs, content, source code, and compiled libraries.
For more information on what your Fab listing must include, see the documentation: Unreal Editor for Fortnite (UEFN) Content Guidelines