Fortnite Ecosystem v40.00 introduces the ability to create Star Wars™-inspired islands in UEFN and Fortnite Creative.
This release also introduces several improvements, including the new Book of Verse programming reference, a redesigned UEFN Home Panel, and physics support for the Carryable Spawner device.
Additional updates include Kappa Kappa Pickle Co. prefabs and Galleries, new weapons like Ice King’s Gauntlets, and new items including the Stimpulse Grenade. Read on!
We’ve identified known issues shipping in v40.00. You can find the details, fix timelines, and workarounds here.
Create Your Galaxy — Start Building STAR WARS™ Islands
For the first time ever, Fortnite developers can create Star Wars™-inspired islands in Unreal Editor for Fortnite (UEFN) and Fortnite Creative using curated assets and tools from our largest IP toolset to date.
On May 1, you’ll be able to publish your Star Wars-inspired islands through the Creator Portal. Head over to the Star Wars blog at around 12 PM ET to get all of the details!
Before you start building, be sure to read the STAR WARS™ Brand Rules. To learn all about the available feature set, check out Working With STAR WARS™ Islands.
STAR WARS Templates
Star Wars island templates provide structured starting points for building themed gameplay experiences. Each template includes a different combination of assets and setup elements depending on its purpose.
The environmental starter island templates include:
Tatooine Inspired Starter Island: Follow the twin suns to the Tatooine-inspired town. Create your next desert theme game with this starter island.
Nevarro Inspired Starter Island: Explore the Nevarro-inspired city. Use the volcanic landscape to start building your next adventure.
Hoth Inspired Starter Island: Get started building with this Hoth-inspired starter island. Take in the icy vista landscape and hidden bases as inspiration for your next experience.
Space Starter Island: Start the adventure in space to build out your galaxy. This template includes an example setup for a hyperspace effect.
To learn more about these environment templates and workflows used to create them, see Vistas and Biome Environments.
The gameplay learning templates include:
Lightsabers and Force Powers: Learn how to create custom lightsabers and Force powers using Scene Graph and Verse.
Team Conquest: Learn how to build large-scale team combat experiences.
Narrative and Roleplaying: Explore how to build narrative-driven and roleplaying experiences in the template.
STAR WARS Assets
Start building with the ultimate Star Wars toolbox. Bring legendary characters to your islands, including Luke Skywalker, Darth Vader, Boba Fett, Chewbacca, The Mandalorian, Princess Leia, and more. Expand your worlds with a wide variety of new Rebel Alliance characters, plus civilians, Stormtroopers, Jawas, and rideable Tauntauns.
Equip your islands’ players with over 25 iconic Star Wars weapons, and items like the Mandalorian Jetpack.
Explore prefabs and galleries featuring themed assets from; First Order Base, Nevarro City, Outpost Enclave, Resistance Base, Death Star interior, and Republic Outpost.
The launch also includes the new biome-themed assets for all islands. New desert, snow, and volcanic assets are available as part of the core UEFN and Creative toolset, so you can build legendary worlds across ANY of your Fortnite islands – even those outside of the Star Wars IP.
Devices
Expand the gameplay for your galaxy with new devices!
Use the Hero device to transform players into Star Wars heroes and villains – including Darth Vader, The Mandalorian, Rey Skywalker, Chewbacca, Emperor Palpatine, and Leia Organa–and harness their unique powers and abilities. To learn more, see Hero Device.
A selection of officially licensed Star Wars music is available to use on your islands for a limited time as Audio devices.
Players can soar through the skies with N-1 Starfighters, alongside X-wings and TIE fighters which are updated from Fortnite Battle Royale and now feature secondary fire options. They can also take the fight to the ground with the AAT (Armored Assault Tank).
Lightsabers and Force Powers
Design custom lightsabers – from hilts and blade styles to blade colors – using Scene Graph and the Custom Items and Inventory Overview (currently in experimental) system.
Training is never complete! We’ve added new Force powers that unlock special gameplay abilities, including protective barriers, heal allies, mind-trick opponents, cast distractions, and enemy detection. Unlike Fortnite Battle Royale, Force powers are no longer tied to lightsabers, unlocking a new level of customization for Jedi, Sith, and everything in between. To learn more, see Lightsaber Components Reference and Force Power Component Reference.
Themed Dialogue for Hirable Guards
We've updated the Guard Spawner device for Star Wars characters to have character-themed hire and dismiss dialogue that gives your players even more immersion!
Updated Devices
We’ve also made substantial updates to existing devices to help you reach new levels of scale and immersion:
Disguise Devices: Now includes a new array of Star Wars characters, including Stormtroopers and Rebel Alliance characters, so you can put your players right in the heart of battle.
Conversation Devices: Now features additional weightings for randomized dialogue so that your characters can have some additional variety!
Capture Area Devices: Now includes a neutralize event and the option to hide the device.
Player Spawner Devices: Verse implementation of Respawn The Player where you can set it to the target player or the player and list of devices to choose the best spawn point.
Team Settings and Inventory Devices: Also includes Verse implementation of Respawn The Player.
New UEFN Home Panel
The new Home Panel improves the UEFN launch experience by providing a more intuitive starting point for onboarding. Quickly access your recent projects to jump back into ongoing work, or explore the Getting Started section with curated learning paths that guide you through key tools, workflows, and resources.
The home panel also highlights important news and updates, and provides quick links to essential resources including release notes, forums, documentation, and social channels, helping you stay informed and connected from the moment you launch the editor.
Unreal Revision Control Branch Explorer (Beta)
URC’s new Branch Explorer panel gives you greater visibility and control over your project’s evolution. Create, switch, and manage branches directly in the editor to experiment safely, and manage feature or release lifecycles without disrupting the main line of development.
The Branch Explorer also provides a navigable graphical view of your project’s revision and branch history, so you can explore its whole history.
Please note: In this initial Beta release, the Branch Explorer is not yet fully optimized for larger projects. You may experience long load times for the branch graph, especially if you’ve recently synced the project from scratch. We’re working on performance optimizations and will improve these load times in upcoming releases.
Debug Commands
We’ve added another command to help you efficiently debug your projects:
Flight - Enables users to turn flight on or off during Play mode.
Verse Tags Support For Entities
With Verse tags, you can find objects (creative objects and entities) marked with a specific tag while the game is running. The tags let you work with multiple objects without needing to set up fields and assign references in Verse. You can create, add, or remove tags from objects in UEFN using the UI, as well as programmatically in Verse code for entities.
Some examples of what you can do with Verse tags are:
Alter the level setup without adding or modifying device references to your Verse-authored device.
Find all objects with a specific tag and operate them based on their type, such as turning on lights or toggling barriers.
Dynamically change which objects are active as the player progresses through the game.
Conditionally enabling objects for an obstacle run based on a player-selected difficulty option.
To learn more, see Verse Tags.
Content Browser and Inventory Updates
Check out all the new devices and items available this release!
Device Updates and Fixes
You can now use the Carryable Spawner device with physics for more dynamic, real-time interactions! Assign your Physical Building Prop in the Carryable Overrides section. Players can then pick up, carry, throw, stack, and get creative with physics props in your game.
New Weapons
Chaos Reloader Shotgun
Vector 7 DMR
This launch also includes updates to several existing weapons:
Combat Assault Rifle: New non-modular version.
Nemesis AR: New non-modular version.
Pulse Rifle: Uncommon rarity added.
Pistol: New version with updated reload functionality.
This launch also includes new versions of several existing Lawless weapons, now named “Lawful”:
Lawful Explosive Mammoth Pistol
Lawful Shockwave Rocket Launcher
Lawful Heavy Impact Tracking Rifle
New Items
Skyline Deployer
Stimpulse Grenade
New Prefabs & Galleries
Kappa Kappa Pickle Co. Factory Prefab
Kappa Kappa Pickle Co. Storage Prefab
Kappa Kappa Pickle Co. Tennis Court Prefab
Kappa Kappa Pickle Co. Headquarters Prefab
Kappa Kappa Pickle Co. Floor and Stairs Gallery
Kappa Kappa Pickle Co. Wall Gallery
Kappa Kappa Pickle Co. Roof Gallery
Kappa Kappa Pickle Co. Outdoor Prop Gallery
Kappa Kappa Pickle Co. Indoor Prop Gallery
Landscape Mode Paint Tools
We added an exclusive paint mode for weight-blended layers. You can now choose between the default behavior, and the exclusive mode (activated by holding Ctrl). Below is a summary of the changes:
Added alternate modifier behavior to let you "exclusive-paint" weight-blended layers from the same blend group.You can now paint a given set of target layers and "invert-paint" the other target layers from the same blend group. This is similar to the behavior in prior UE versions, with the added ability to enable or disable it with a keybind when you want to tweak target layers individually.
Erasing paint no longer re-balances other layers, it only erases the currently painted layer, which is much more natural.
Exclusive paint mode is active by default, and holding the Ctrl deactivates it temporarily (the same behavior as UE 5.6). You can also force it to be active or inactive, which is useful when you use another Landscape Editor Control Type editor preference than the default, which reserves usage of the Ctrl key for other purposes.
There's now an icon on the target layer thumbnail indicating the type of action performed by the current tool: normal or inverse. For example, shift-painting (erasing) is now considered as "inverse". This communicates the exclusive paint mode behavior, since the affected layer is marked as normal while the other weight-blended layers from the same blend group are marked "inverse".
There's now a color strip on the target layer thumbnails. The color strip gives information about the layer's blend group, helping you understand which of the target layers is affected by exclusive painting. The target layer thumbnails look similar to the actual thumbnail asset, with a random color associated with the blend method and group name, which is consistent from one run to another.
New Book of Verse Language Reference
The Book of Verse is reference documentation that provides an in-depth look at the Verse programming language, its philosophy, and core concepts. The reference is hosted as a public GitHub repository available for all to read and request changes or updates from in the form of pull requests.
To navigate to the Book of Verse, see the Book of Verse Home Page.
To navigate to the Book of Verse GitHub repository, see the Book of Verse Repository.
With the Book of Verse live, we are working to deprecate and remove the existing Verse Language Reference pages and pointing/redirecting to the Book of Verse. While we realize this may be inconvenient for some, it’s important that the Book of Verse remains the singular source of truth for the Verse language. We encourage you to bookmark the Book of Verse as soon as possible.
New Documentation
The following pages have been added to the Fortnite Documentation site.
Free up Memory by Reducing Draw Calls
Learn how to free up memory in your islands by reducing draw calls. This page walks you through what happens during a draw call, shows you how to see the draw calls happening in real time, and gives you techniques to reduce the amount of draw calls to lighten the load on both your CPU and GPU! Check out the Memory and Optimization section to learn more about making your islands run well on all target platforms.
Designing a Successful Event
Whether you’re releasing an island update or want to revitalize an older island, creating an immersive experience where you interact with your community in-game and use the other tools available to you through your community pages and social media platforms! Check out Designing a Successful Event and start planning your next island event today.
New Device Design Examples
Interested in seeing some new ways to use Fortnite devices?
Prop Manipulator Device Design Examples
Props can't do anything, right? Wrong!
Using the Prop Manipulator device, you can customize your props in many of the same ways you would a device! Find out more by checking out the Prop Manipulator Device Design Examples!
Creature Spawner Device Design Examples
Control many different aspects of the creatures spawned in your game, from their appearance to when and how often they spawn, and use these options to build fun, thematic game loops! To get more information, check out the Creature Spawner Device Design Examples.
Objective Device Design Examples
You can use the Objective device to create objectives for a game that you can customize to fit your game mechanics. With this device, you can link team-based objectives to a distinct object that players can then destroy to reach the game objective.
One powerful feature of the Objective device is your ability to control how it can be destroyed. You can choose to have the object take normal damage, or make it invulnerable to harm so that it can only be destroyed by an event sent from another device. Read all about it on the Objective Devices Design Examples page!
Updated User Interfaces Feature Example
Verse Events in UMG Widgets
Verse widgets now support a new Verse variable type called event. This feature gives developers a way to add an event to a widget and subscribe to it from Verse, so you can run custom code when the event fires. You can use UMG databindings to trigger the event. For example, you can use the action of clicking a UMG button in the widget to fire the Verse Event.
Customizable Button Added to UMG
We added a new widget called Custom UEFN Button to UMG in UEFN. This button has a default visual state you can override with completely custom UI widgets. The visual state can be changed by playing an animation or changing properties when events fire (for example: Highlight, Unhighlight, Click).
Shortcut Keybinds for Verse Buttons
You can now trigger a Verse Button’s OnClick event using an associated input action. This feature provides better support for use-cases such as making tab menus and providing quick-access to certain buttons.
New Display Options for UMG Action Widget
The Action Widget is available in UMG for UEFN. You can use it to display the associated input action, regardless of the player’s input device.
We added a new property called Display Type that provides a way to configure the Action Widget to show feedback as either text or simply as an icon.
Text Wrapping in Verse text_block
Verse text_block widgets now support text wrapping. Use AutoWrap to have text spans wrap automatically or you can set a specific width for when text should wrap. The text line break can also be set to occur after a word or a character.
Community Bug Fixes
The following fixes address issues you submitted to us on the forums. Thank you for your patience and for reporting these issues!
Fixed the issue where projects that were within performance and memory limits were receiving “Cooker Out of Memory” and “Cook Timeout” errors.
Fixed an issue where adding a new mesh component would not update the mesh.
Fixed an issue where the prefab editor would crash when viewing certain prefabs.
Fixed an issue where rafting resources failed to display permanently on the HUD when enabling the Show Crafting Resources option.
Fixed an issue where NPC Character Definition Sessions were not updating NPC Spawners after pushing changes.
Fixed an issue where Proximity chat was not properly attenuating other clients' voices based on distance.
For a full list of all scheduled fixes for 40.00, please refer to this search on the Epic Developer Community Forums.
Fortnite Creative Updates and Fixes
Fixes:
Fixed rotation not working for Creature Spawner and Physics Tree.
Fixed phone tool beam not moving during multiple selected OnGrid actors.
Fixed Reset Rotation incorrectly shown in multi-select context menu for player-built structures.
Fixed some vehicles that could not boost with the default keybind on PC.
Fixed an issue where walls displayed a copy when placed intersecting with terrain.
Fixed asset's preview not turning red when the Build as Prop option is switched to Disabled during building manipulations.
Fixed selection blocked when multiple devices have zone or radius overlays.
Fixed Creative Menu Input preventing the user from adding equipped Quick Bar assets that had the same input. The Map screen would always block inputs even though the Tab interface blocked the Map action.
Fixed an issue where mobile users could cut and paste any asset using the same controller keybind.
Fixed the Reset Rotation action not returning props back to their original rotation.
Fixed an issue where not all gallery pieces were created during copy or cut actions.
Fixed a light cone asset appearing on the preview of a prop when using the phone tool.
Fixed individual scores not updating on the screen after changing teams.
Fixed thumbnail having no light on Performance modes when capturing it for the phone tool's quickbar.
Fixed an issue where some assets were duplicated when performing cut and paste.
Fixed a crash caused by failing to pull the Infinite Consumable island setting.
Fixed false push change notification when spawning preview actors.
Fixed an issue where gallery asset icons added to the quickbar were displayed with a green filter.
Fixed an issue where actors saved an incorrect hidden state during replication, causing the wrong state to be applied at world partition streaming.
Fixed an issue where the player moved strangely after activating a Surf Cube while riding wildlife.
Devices
New:
Added new All But Player Team option to Effect Visibility for the VFX Powerup Device. Also includes bug fixes around Team Visibility and Visibility Updates on Team Swap.
Added Spawn Player Functions to TeamSettingsAndInventory Verse API:
RespawnAtPlayerSpawnerandRespawnAtPlayerSpawner-SpawnGroup.Added
OnNeutralizeevent to the Capture Area device and Verse API.
Fixes:
Fixed some vehicles consuming fuel twice as quickly as they used to.
Fixed Hive Swarmers not animating or attacking.
Fixed issue where Carryable device would not assign materials correctly on Index 2+.
Fixed NPCs still getting pushed by the Prop Mover device.
Fixed an issue where the Conversation device briefly displayed an empty custom widget when a conversation was initiated.
Items
Fixes:
Fixed incorrect behavior of the Explosive Goo Gun with Infinite Magazine Ammo enabled. It now properly fires with infinite ammo.
Fixed an issue where Shockwave Grenades dealt minor damage to player-built structures, props, and vehicles. It now deals no damage to these assets.
Fixed the Falcon Scout's gamepad bindings being unbound.
UI
New:
MVVM: Automated conversion binding setup from Details Panel.
Updated categorization in the Inventory to identify items and weapons that are from Fortnite Ballistic, Fortnite OG, and Fortnite Creative.
Updated categorization in the Inventory to replace all season-based item and weapon category names with their chapter and season number.
Fixes:
Fixed a visual issue with the Port-A-Fort's icon.
IP Brand Updates and Fixes
STAR WARS Known Issues
The Force Awareness Lightsaber Augment only activates once and requires re-equipping of a Lightsaber to use again.
The scaler values for the Hero device currently don't adjust the default health, shield, and movement speed.
For the Hero device, the default Custom value for the Transformation to Apply option has no effect. In UEFN, the value will appear as an error message,
Error: Could not find selected value.Force Saber Throw is not respecting its cooldown value, still needs to return to the player before being usable again.
The following weapons are dealing damage different to what is stated in their description: ACP Scatter Blaster, CA-87 Jawa Scatter Blaster, Wookie Bowcaster, BARM-ST12 Scatter Blaster, Lightsaber.
The Star Wars Narrative and Roleplaying template may show a validation error in 40.00. The fix is to update the
Quest Complete Pop-up Dialogue Deviceto point to the correct file location ofUW\_UI\_Popup\_Lightside. This file is located in:/[Project_Name]/UI/Widgets/Popup/.Force Heal and Force Barrier augments granted to players with Verse start at 0 energy and must charge before use. This can be seen on the Lightsaber Workbench in the Lightsabers and Force Powers template.
UEFN Updates and Fixes
New:
Optimized validation during cooking.
Fixes:
Fixed an issue where the Phone Tool became blocked after interacting with an entity whose origin was set via Verse on the Transform component.
Fixed an issue where the material did not change on duplicated
FortStaticMeshActorsthrough Live Edit.Fixed a bug that caused incomplete hidden property validation, which may mean you see some new "Illegal property override" warnings. If these warnings are on properties you need, then please report these to us so that we can consider exposing them to UEFN. These warnings will become errors in a future version of UEFN.
Fixed an issue with the Vehicle Verse API not being able to distinguish between single-use and rechargeable boost
Fixed an issue with the Scoreboard sometimes not showing in Creative and UEFN experiences
Fixed an issue with Test Players not being removed at the end of a match
Scene Graph
New:
See the linked documentation for all things that need updating, specifically note the last part about "entity" and the linked doc there.
Added full Verse path to Scene Graph entity component tooltips.
Ensured the root simulation entity always exists when editing a level.
Prefab Editor: Enabled the menu option to modify the coordinate system in the viewport.
Added option to show components in Prefab Editor outliner.
Prefab Editor outliner changes: Changed the "Prefab" column display name to "Type". For Verse components, displays "component" in the Type column. Also for Verse components, displays the component type name in the Label column, not the
UObjectname, and makes it non-editable.Prefab Editor: When selecting a component in the TEDS outliner, the component now has the selected outline look in the viewport, if possible. If the component is a
transform_component, the transform gizmo is visible and usable in the viewport.Component Filters in the Prefab Editor now refresh on recompile.
Added Recursive expansion to the Prefab Editor. This allows shift-click on the expander arrow and shift-arrow navigation to expand/collapse that item and all its children.
Added the option for expand/collapse hierarchy and show filtered out parent rows to the settings menu of the Prefab Editor.
Persisted the expansion of rows within the Prefab Editor during the editor session. Persisted rows that are not currently open in a Prefab Editor are purged after a certain limit is reached (15000) to save memory.
Disabled copy and paste/duplication of derived descendants in Prefab Editor.
Added default sorting by the Item Label Column in the Prefab Editor.
Fixes:
Fixed bugs with the visibility column in the Prefab Editor outliner going out of sync with the actual visibility in the viewport.
Prefab Editor: Scrolls to an entity in the Outliner when it is selected in the viewport.
Fixed an editor crash that could occur after attempting to "Clear Overrides" on a child entity or component.
Fixed undo/redo for prefab entities after closing Prefab Editor. Fixed Prefab Editor world staying alive after closure.
Fixed
GetGlobalTransformon child entities in some cases where the local transform has changed in the same frame.Fixed relevancy persistence issues for
audioandparticle_systemcomponents
Custom Items and Inventory
A number of components have changed this release to allow them to work on all entities, rather than just for items.
The
item_componenthas had its stacking functionality removed. The following fields have been removed:StackSize,MaxStackSize,MergeableItemComponentClasses,ChangeStackSizeEventandChangeMaxStackSizeEvent.The
item_componentno longer implements thehas_merge_item_rulesinterface.has_merge_item_ruleshas been renamed tomerge_item_rules. This interface can be added to any class to allow it to affect entity merging and splitting.The
stackable_componentis now available to developers. This component can allow entities to merge into each other to form stacks. The component can be subclassed and the methodsCanMergeInto[],MergeInto[]andSplit[]overridden to create custom merging and splitting behaviors.This class is abstract and cannot be used without creating a subclass or using the
basic_stackable_component(described below).
Delivered with the new stackable component is the
basic_stackable_componentsubclass. This component allows entities to merge with minimal setup. Add the component to an entity, then set thesplit_prefab_typeto the prefab you wish to merge with/split into. Entities withitem_componentswill trigger the merge logic when they are added to inventories.item_details_componenthas been renamed todescription_component.item_icon_componenthas been renamed toicon_component.item_rarity_componenthas been renamed torarity_component.
Animation and Cinematics
New:
Added ability to insert pin in the sequence node for Control Rig.
Capture Manager now uses the user settings directory as the default working and download directories instead of the user documents directory.
The cinematic camera's Sensor Horizontal Offset and Sensor Vertical Offset properties are now animatable.
Fixes:
Fixed
GetChainLengthto return the total chain length instead of the average.
Audio
New:
Added Variant Support for Additive Audio on Kicks. Added support for Sound Library Variant type. Verified property shows in editor as an option and the data can be populated.
Editor
New:
Included source texture count in texture cube asset registry tags.
Enabled "validate on save" for UEFN, and exposed a setting to control whether it's enabled.
Improved project size window.
When launching a session, the editor will now prompt the user to re-save packages that are too old to be efficiently uploaded.
Added new validation checks for experimental devices in the project.
Added validation for volume textures.
Replaced SceneNode Joint specialization with new class
UInterchangeJointNode.Added recursive expansion/collapse with the arrow key navigation with the Shift key modifier to match the shift-click expansion arrow behavior.
Fixes:
Added missing implementation for
~IAssetTextFilterHandler()destructor causing linker errors when a derived class needs to be destructed.Enabled strict hidden property validation (though any issues are still warnings for now).
Fixed high res screenshot custom depth masking. Ensured custom depth is enabled when high resolution screenshot capture is enabled. Additionally, removed mobile only
renderCustomDepthoptimization fromSceneVisibilityas it was based on results not yet visible.Fixed asset reference filter issue for new drag and drop workflow.
Fixed an issue where converting an island would result in a blank project.
Interchange
Fixed sockets not properly detected on joint roots.
Reduced Morph Target import memory footprint.
Fixed an issue where live edit changes wouldn't be seen properly when changing custom primitive data on materials.
Fixed issue in which drag and drop preview would sometimes not update entity positions.
Fixed crash on exit of the editor, observed in cook invocations on MacOS. Memory corruption was triggered by memory access to
UControlRigEditorSettingsafter object deletion fromUControlRigFrustumSelectInteractiondestructor.Fixed an issue with attached actors moving to the wrong location when mirroring.
Fixed issue where aliases would fail to show up in the Content Browser when using a search query.
Fixed crash when pressing undo following modification of calibration diagnostic options for an empty Capture Data asset.
Fixed an issue where live editing secondary texture data on props wouldn't update properly.
Fixed memory leak in Content Browser when removing collection.
Fixed issue in which entity placement would not work sometimes, e.g. in the empty start-up level.
Fixed how expansion is mapped to the item row so they can be persisted correctly across duplicates, instances, re-instancing, and saving.
Fixed issue with array size being wrong for LongLat texture cube arrays.
Editor UI
New:
Invalid components now appear when adding components and indicate why they're not allowed.
Added context menu item to remove project from the projects browser.
Added
ValkyrieValidator_StaticMeshto ensure static mesh assets do not require in excess of 2GiB of memory during the cook.The UEFN Project Browser's No Team filter is now called No Team (Just Me).
The UEFN Project Browser's My Projects filter now displays only projects found on disk, in known search locations. All other UEFN projects belonging to the current user (and not a team) can now be found with the No Team (Just Me) filter.
Added a caution icon to UEFN Project thumbnails when it cannot be found on disk and isn't backed by URC.
Added a filter button in the project browser to filter the projects list.
When UEFN Projects have been converted back to Islands, a warning will now display and the project will not be allowed to open, due to it needing to be edited in Fortnite Creative.
Added a more visible notification when the "make build" dialog has an issue to report.
Fixes:
Fixed issue where the Brand Templates selection in the Project Browser would show the wrong brand.
Fixed Content Browser favorites being lost when plugins unmounted.
Optimized select actors in the Statistics tab that appeared to lock up the editor.
Environments and Landscapes
New:
Added support for custom thumbnails for landscape layer info assets (if present, it will be used, regardless of the
bDisplayTargetLayerThumbnailsproject setting). Also, fixed the missing fallback icon when not displaying target layer thumbnails.Fixed potential crash when using the landscape spline modulation texture. Added support for all known texture format types.
Fixed missing icons in landscape.
Landscape editor:
Adjusted tooltip for Exclusive Paint Mode to better explain how it works.
Made "Don't Hold Ctrl" the default, as that was the standard in UE5.6.
Landscape Patch - Added the ability to define alpha texture override settings to the landscape texture patch height and weight data. Added texture channel property for height/weight texture patches allowing users to define the source texture channel.
Landscape Patch - Added custom texture patch texture transforms for heightmap/weightmap tiling.
Changed landscape overridable properties UX: Reset to Default now affects the overridden state instead of the property value. Supports multi-select.
Deprecates
bUseAlphaChannelfor enum type allowing users to define a custom alpha source mode.
Fixes:
Fixed off-by-one bounds computation when rastering landscape splines, which could lead to inconsistent results when a spline segment was located exactly at the border of 2 landscape streaming proxies (indeterminism).
Fixed potential crash when a user modifies the user settings by hand with invalid landscape enum values. Fixed a couple of landscape settings that were not saved in the config.
Fixed an issue where the default landscape heightmap normals were incorrect when creating a new landscape with multiple World Partition regions.
Landscape Editor - Fixed an issue where landscape edit layers did not receive updates after Undo/Duplication logic.
Fixed a bug with the landscape component allow list addition/removal (= / - shortcut when using the paint tools) where removal was incorrectly bypassed.
Fixed landscape target layer list not updating when changing the blend method or group.
Fixed odd-looking tooltip on target layer.
Fixed several local landscape settings that were incorrectly serialized in the .ini file, leading to a loss of settings.
Various fixes for landscape UX.
In-Game UI
New:
Removed the video setting for Hardware Ray Tracing. Lumen will use it automatically.
Lighting
Fixes:
Ensured Primitives
RequestStaticMeshUpdatewhen Skylight changes to ensure theReflectionCaptureUniformBuffergets updated to reflect the change.
Materials
New:
Enabled shader chunk override for IAD support on Windows. This change only enables shader chunk override for "Pak Windows Client" and "Pak Windows Client MSG" Horde steps. Android will follow soon after for a smoother rollout since this is a significant change in how we package shaders.
Enabled shader chunk override for IAD support on Android .
Fixes:
Fixed a bug with the
ActorWorldPositionmaterial node when it's used for calculating the previous frame WPO for motion vectors.Ensured Depth samples don't get truncated to halves on mobile.
Texture2DSamplehelpers returnMaterialFloat4which can be reduced to half4 when full precision isn't enabled.Prevented all dependent material functions from becoming dirty when using the material parameters panel on a material.
Fixed
BaseColordefault value inFMaterialAttributeDefinitionMapto match the constant default on the pin.
Modeling
New:
Improved weight map support in mesh simplification. Users can toggle what the weight map affects.
Added geometric tolerance option to mesh to convex hull simplification path, to allow simplification below the target triangle count when it will not introduce more error above the threshold.
Fixes:
Fixed handling of simplifying an empty mesh.
Fixed crash in UV Projection tool.
Fixed an issue where the simplifier did not consider error when placing simplified boundary vertices, which could give bad results especially at corners.
Fixed an issue where a difficult mesh Boolean case could excessively increase the size of the resulting mesh.
Fixed a crash that could occur on remesh with a weight map and discarded attributes.
Physics
New:
Carryable device is now listed under the Physics Beta folder in the UEFN content browser.
Movement Mode: Sliding. The general structure of Sliding is implemented.
Added the Continue reaction option to Prop Mover. The Continue option now correctly ignores players, AI, or props depending on the selected setting.
Fixes:
Simulate Physics is now enabled by default on physics props, eliminating the need for developers to manually add the FortPhysics component and enable physics for each prop.
Push Force is now correctly applied to the pawn when entering the Skydive Volume.
Visual Effects
New:
Local fog volume instances now have a start distance for each instance. The start distance specified using the cvar will be enforced even if instances start distance are smaller, and a value of 0 will only rely on instances start distance.
Unreal Revision Control Updates and Fixes
New:
The Branch Explorer panel enables you to create, manage, and merge branches on your project as well as navigate a project's entire revision and branch history.
What was previously called the "Snapshot History" panel is now called the "Branch History" panel and displays the history of one branch at a time—by default your currently synced branch.
We've revised the terminology we use in the URC CLI for consistency and have updated the documentation for it.
Added a context menu option on project tiles in UEFN's project browser so that project owners & admins can search for and attempt to re-connect to an older URC record even if no local copy exists and someone else has turned URC on the project
Fixes:
Fixed an issue causing folder deletions to not be properly tracked in revision control and therefore reappear after a subsequent revision control actions
Fixed an issue causing admin-restricted "Unlock All" functionality to not work
Fixed an intermittent crash that could occur after going through the flow to "Rebind to Matching Project on Creator Portal…" in the Launch Session options
Verse Updates and Fixes
New:
Added support for abstract Verse tags. These show up in the tag hierarchy, but cannot be selected.
Fixes:
Fixed a bug that would lead to an editor crash when compiling Verse if there were misconfigured sub objects somewhere in the dataset.
Fully qualified modules in the manifest. CVar to disable:
verse.FullyQualifyModulesInManifest 0.Fixed
Clampnot actually handling different argument orderings.
API
New:
Scene Events v4 has major changes from v3. Added
OnReceiveto component.SendDownandSendUpare final. Sibling components receive even when consumed.SceneGraphTestAllupdated to match new spec.We've added a new function to the
OnReceive(:scene_event):logiccomponent. It is possible that your code might have a conflicting function definition, which will cause a Verse Compile error. If this is the case, please modify your function name and attempt to compile again. Existing uploaded projects will continue to compile correctly until they are reuploaded.Entity caches its parent or children before sending the scene event to its components. This update reflects a slight change in the design of scene events.
Added
MoveTo/TeleportTosignatures taking the new spatial math type(/Verse.org/SpatialMath:)on creative objects.Added
Get/Set signaturesfor transforms that use the new spatial math type(/Verse.org/SpatialMath:)on creative objects.Verse Math Functions Description Improvement. Updated the descriptions of Verse trigonometric functions to explicitly state they expect a value in radians and for inverse trigonometric functions that they return a value in radians.
A new container class for agents has been added as experimental -
agent_group- this will store a list of agents against a parametrically defined class of information about them.Moved Verse UI input actions out of experimental and migrated them from
UnrealEngine.com/ControlInput/UIto/Verse.org/Input/UI. Any project using these input actions should be updated to specify the new module.
Fixes:
Made the different variations of
FindEntities/ComponentsOf/WithTypemore robust when dealing with entities in invalid states.Fixed a bug in relation to invalid
creative_prop_assetbeing given as an argument toSpawnProp.[Scene Events]
OnReceiveand all callers tagged with@available >= 40.00, so we can still compile earlier islands if there are collisions.
Language
New:
Support globally unique class instances: allow the allocates effect at module scope, but produce a compile error if a var is allocated directly at module scope, and a runtime error if a var is allocated indirectly at module scope.
It's now possible to also qualify extension methods.
Fixed bug where interfaces shared their default values.
Fixes:
Added an error when an interface field without a default value if there are any scopes that have access to construct the interface, but not to initialize the field. This matches the error produced for the same situation for classes.
Fixed being able to override final fields of parametric classes/interfaces.
Fixed integer literals with leading zeroes being interpreted as octal instead of decimal. The change is gated behind Verse version 2 which is still experimental and cannot be used by UEFN projects, but for language version 0-1, octal literals that would change meaning when interpreted as decimal literals will produce a warning.
Fixed interface construction effect checking: Check constructing the interface doesn't have more effects than that declared by the interface. Check that a subtype that inherits from an interface declares at least the interface's construction effects.
Fixed qualification of extension fields not working.
Fixed bug where interfaces share default values.
Fixed overrides of
@experimentalfields not being treated as a use of the overridden experimental field.
Tools
New:
Added more information in error messages.
Added an info message about why the tag property panel has no tags to select in the case where the project has no Verse tags defined in any Verse files.
Verse Known Issues
Deleting a Verse tag from code results in persistent null/stale reference in the Entity Component Tags UI
Workaround
Pressing the Clear All button or the Remove All Tags removes the stale reference in the UI.
Impact
Developers will see a stale tag reference in the Editor UI of the details panel for Tags on Entities
Stale Tags are queryable at runtime so they can be manipulated which could lead to undesirable events during gameplay
Editor Crash at
FProperty::ImportSinglePropertywhen duplicating an Entity with a Verse TagThis has been mitigated so instead of a crash, the tag properties of an Entity are not carried over when duplicating the Entity with a Verse Tag. All other properties should persist. Duplicating a Prefab with Tags will only carry over the original Tag values of the Prefab, not the Prefab Instance’s Tag values.
Impact
When duplicating an Entity with Tags enabled for editing, the user will receive a pop up in the Editor that duplicating tags failed and the Tag values will not be carried over