The v40.30 release brings Star Wars™-inspired islands live on May 1 — you can now schedule your island in the Creator Portal and add in-island transactions to your experience. This release also includes the Star Wars Verse API now out of Experimental, new LEGO® NINJAGO® assets, including Spinjitzu and new weapons, Rocket Racing devices available in standard Creative and UEFN workflows, and a multistage XP calibration system.
Reminder: Illegal Property Override Warnings
In v40.00, we fixed a bug that caused incomplete hidden property validation, which might mean you see some new Illegal property override warnings. If these warnings are on properties you need, report these to us so that we can consider exposing them in UEFN. These warnings will become errors in a future version of UEFN.
STAR WARS Islands Go Live in Fortnite on May 1
Tomorrow's the day! Starting May 1, you can publish Fortnite islands featuring Star Wars™-themed assets. Head over to the Creator Portal to submit your island if you haven't already scheduled it to go live.
Star Wars islands are taking the spotlight in Discover with a dedicated Game Collection!
You can also add in-island transactions to your Star Wars islands, giving you more options for monetizing your experiences.
Star Wars islands must follow the Fortnite Developer Rules as well as the updated STAR WARS Brand Rules — which now include new guidelines and payout terms for in-island transactions.
STAR WARS Verse API Is No Longer Experimental
The experimental flag is removed from the Star Wars Verse API, which means the following elements can now go live with your island:
Force powers Scene Graph components and items
Lightsabers Scene Graph components and items
Jetpack and thermal items
Ranged weapons
To learn more, see Lightsabers and Force Powers and Working with STAR WARS Islands.
Custom Lightsaber Entity Fix
We have fixed a reference validation issue where placing a custom lightsaber entity with a generic lightsaber icon directly into your island would produce a white box in the quick bar instead of the expected icon when picked up.
Any developers who have placed these entities directly into their island and are facing this issue can fix it by doing either of the following:
Deleting the entity and recreating it.
Replacing the generic lightsaber icon referenced by the entity.
Lightsabers and Force Powers Template
If you are using a version of the Lightsabers and Force Powers template from before the 40.30 release, you will need to uncheck Scene Graph Experimental Features under Project Settings before you publish your island. As of 40.30, Scene Graph Experimental Features is unchecked by default in this template.
Disguise Kit and Air Strike Items
Further develop the theme of your experience with the Disguise Kit and Air Strike items in the Star Wars feature set.
Players can add the following disguises to their inventory and decide when to transform:
Civilian
Rebel Trooper
Clone Trooper
Moon Trader
Mandalorian
Stormtrooper
Each disguise type comes with variants, like the Ahsoka's Clone Trooper and Mandalorian Spirit.
Now players can call in a Rebel air strike without equipping the Hero device. The options include:
Imperial Air Strike
Rebel Air Strike
These items are available in UEFN and Creative. To learn more, see Working with STAR WARS Islands.
New LEGO® Assets
Spinjitzu is now in UEFN
Players can now tap into their inner balance and release the ultimate attack, Spinjitzu! This item is usable as long as it is in the player inventory. It is mapped to the dodge button (Ctrl by default), and will run as long as the player has stamina available.
New LEGO® NINJAGO® Weapons
Give your players the full NINJAGO® experience with new LEGO NINJAGO weapons in UEFN! Both weapons come in five rarities and can be used with the Item Spawner or Item Granter devices.
The Katana: Slice past your opponents with the LEGO Katana. This weapon has access to a 6-hit combination attack.
The Scythe: Harvest eliminations with the new scythe weapon and unleash a large AOE attack!
New Props and Building Assets in UEFN
Whispering Wood has come to UEFN! Developers can now bring buildings and props from the Whispering Woods to enhance their games! You can now build areas to explore using assets from:
The green monastery
Hidden village
Over 20 new props
Spin into the LEGO NINJAGO Starter Template to try out the new weapons and explore new building assets.
The monastery and hidden village assets were all created with LEGO® Brick Editor. The assets are located in the LEGO Content > Brick Editor folder and can’t be separated or re-kragled. You can use them as construction guides for your own NINJAGO-inspired builds.
To learn more about building, see LEGO® Islands.
Unreal Engine Remote is Now Available on iOS and Android
We're excited to announce that the Unreal Engine Remote application is now available on iOS and Android! You can stream a preview session from your development computer directly to your mobile device and test your projects using real touch controls in Unreal Engine 5 and Unreal Editor for Fortnite. All touch input is processed as standard touch input in your project, with no extra hardware required.
Get the Unreal Engine Remote App
Go to the App Store or the Google Play store on your mobile device.
Search for Unreal Engine Remote.
Download and install the application.
Get Started in Unreal Editor for Fortnite
Open your UEFN project.
Launch Unreal Engine Remote on your iOS or Android device.
Make sure your computer and mobile device are on the same network.
Launch a Mobile Preview session.
When the session starts, enter your computer's IP address in Unreal Engine Remote and tap Connect.
Rocket Racing Tools
New Rocket Racing devices are now available outside of the Rocket Racing island template, enabling you to build racing experiences directly within standard Fortnite Creative and UEFN workflows. These devices include:
Rocket Racing Vehicle Spawner (Creative & UEFN)
Rocket Racing Boost Pad (Creative & UEFN)
Rocket Racing EMP Volume Hazard (Creative & UEFN)
Rocket Racing Track (UEFN only)
These devices are marked as Beta while they undergo further development and bug fixing.
The Rocket Racing Boost Pad and EMP Volume Hazard are designed specifically for Rocket Racing vehicles and will not affect other vehicle types.
For information on how to convert a brand island into a regular island, see Converting Your Island Into a Brand Island
Rocket Racing vehicles spawned from the Vehicle Spawner will not respond to input binding changes in the settings (they will only use the default input bindings). A fix is planned for a future release.
Multistage Dynamic XP Calibration
Starting in v40.30, XP Calibration is moving to a more flexible multistage system.
Instead of waiting to fully calibrate before earning accolade XP, your island now moves through stages—shifting gradually from playtime XP toward accolade XP as more data is evaluated.
Smaller islands can now earn some accolade XP before reaching full calibration, and if XP balance falls out of range, your island moves back stages in the process rather than pausing accolade XP grants entirely.
For more information, see How does XP calibration work in Fortnite Creative?.
New Back Input Action for Verse UI Menus
Added a standardized Back Input Action for UI menus. This Input Action can be used as a binding for dismissing custom menus, backing out of screens, and more. It is mapped to the Escape key on keyboards and the Back button on controllers.
Content Browser and Inventory Updates
Check out the new devices and items available this release!
New Weapons
Hammer Revolver
Super Shredder
New Items
OG Sneaky Snowman
New Prefabs & Galleries
Frigid Fortress Castle Prefab
Frigid Fortress Vault Prefab
Frigid Fortress Floor Gallery
Frigid Fortress Wall Gallery
Frigid Fortress Roof Gallery
Frigid Fortress Prop Gallery
Frigid Fortress Nature Gallery
New or Updated Documentation
We’ve made updates to the following documentation to improve clarity.
Monthly Developer Survey
Got a few minutes? We're running our monthly survey and want to hear from you. This month covers:
Stability— your thoughts on UEFN's stability, and confidence in new releases.
Material workflows—how you create and manage materials, from DCC tools like Blender and Maya to setup and optimization in UEFN.
Share your input here: Survey
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 an issue with some weapons having an incorrect fire rate after being spawned from Weapon Granters.
Fixed an issue where Atmospheric Seagull particles were rendering incorrectly.
Fixed an issue where the Custom Inventories UI was not appearing properly on mobile devices.
Fixed an issue with the HUD Controller where the Modify Minimap Layout would fail when Use Latest HUD was enabled.
Fixed a visual issue where closed Star Wars chest containers were not appearing closed.
For a full list of all scheduled fixes for 40.30, refer to this search on the Epic Developer Community Forums.
Fortnite Ecosystem Updates and Fixes
New:
Optimized LODs on snow and volcanic cliffs and mounds.
Added a stance setting for car body TagTiger Delmar.
Added a stance setting for carbody TagTiger BR.
Added the OG Sneaky Snowman to Creative.
Added a Simulate Player Speaking debug command. This places a looping sample audio at the player's location that matches the island settings for voice chat. The command acts as a toggle, so re-running the command will remove the looping audio.
Added the ability to target a specified player with the debug commands.
Fixes:
Fixed periodic door animation issues.
Fixed an issue where weapons picked up on an island with infinite ammo would sometimes have broken fire rates.
Riding out of Myst Raven Myst Form is now allowed.
Adjusted the categorization of items added in Fortnite OG that were not correctly identified. This changes their Verse representation and their categorization in Creative.
Zapotron
Guided Missile
Wall Dynamo
Ceiling Zapper
Submachine Gun
Fixed an issue where the Lawless Trinity Assault Rifle had empty mod slots in the UI despite the fact that it does not use mods.
Adjusted cinematic vehicles for consistent forward direction.
Adjusted LOD switch values on background planets to reduce faceting.
Bug fixes for the Flight command:
The state of the Flight command is now reset when transitioning to a new round or ending a game. This prevents the user from having to activate the Flight command twice to re-enable flight mode.
Flight speed is now correctly reapplied when respawning.
Creative Flying input is now applied, allowing the player to move up and down and sprint the same way they do in Edit mode.
The player no longer exits flight when firing their weapon.
Fixed on-grid previews that were getting stuck at the world origin.
Updated:
We’ve revisited some older devices to update the option ranges for a more customizable experience. These changes are expansions of existing options.
Advanced Storm Beacon
Storm Radius setting maximum is increased to 100,000.0.
Wait Time setting maximum is increased to 2 hours.
Resize Time setting maximum is increased to 2 hours.
Move Distance Min setting maximum is increased to 100,000.0.
Move Distance Max setting maximum is increased to 100,000.0.
Advanced Storm Controller
Phase One Radius setting maximum is increased to 100,000.0.
Delay Time setting maximum is increased to 2 hours.
Destruction Delay setting maximum is increased to 2 hours.
Bounds Radius setting maximum is increased to 100,000.0.
Accolade Device
Award Count setting is increased to a maximum of 10,000.
Audio Device
Volume multiplier setting maximum is increased to 5.0.
Stereo Spread setting maximum is increased to 100,000.0.
Attenuation Min Distance setting maximum is increased to 100,000.0.
Attenuation Max Distance setting maximum is increased to 100,000.0.
Basic Storm Controller
Initial Radius setting maximum is increased to 100,000.0.
Final Radius setting maximum is increased to 100,000.0.
Wait Time setting maximum is increased to 2 hours.
Resize Time setting maximum is increased to 2 hours.
Delay Time setting maximum is increased to 2 hours.
Destruction Delay Time setting maximum is increased to 2 hours.
Move Delay Time setting maximum is increased to 2 hours.
Minimum Move Distance setting maximum is increased to 100,000.0.
Maximum Move Distance setting maximum is increased to 100,000.0 .
Move Time setting maximum is increased to 2 hours.
Button Device
Interact Time setting maximum is increased to 3 hours.
Times Can Trigger setting maximum is increased to 10,000.
Class Selector
Time to Switch setting maximum is increased to 3 hours.
Size of Volume setting maximum is increased to 1,000.0.
Score on Key Item X Consumed setting minimums is reduced to -1,000,000.
Score on Key Item X Consumed setting maximums is increased to 1,000,000.
Conditional Button
Interact Time setting maximum is increased to 3 hours.
Reset Delay setting maximum is increased to 3 hours.
Elimination Manager
Number of Items Dropped setting minimum is reduced to 0.
Number of Items Dropped setting maximum is increased to 1,000.
Drop Chance setting minimum is reduced to 0.0.
Random Spawn Distance setting maximum is increased to 1,000.0.
Item Scale setting minimum is reduced to 0.1.
Penalty Amount setting minimum is reduced to 0.0.
HUD Message Device
Time from Round Start setting maximum is increased to 3 hours.
Display Time setting maximum is increased to 3 hours.
Priority setting maximum increased is to 1,000.
Shadow Offset setting minimum is reduced to -100.0.
Shadow Offset setting maximum is increased to 100.0.
Size setting minimum is reduced to 4.
Size setting maximum is increased to 256.
Item Granter
Item to Equip setting maximum is increased to 1,000.
Default Item Count setting maximum is increased to 10,000.
Perception Trigger & Trigger
Times Can Trigger setting maximum is increased to 10,000.
Trigger Delay setting maximum is increased to 3 hours.
Reset Delay setting maximum is increased to 3 hours.
All direct binding settings related to transmit every X triggers maximums are increased to 10,000.
All direct binding settings related to times can trigger maximums are increased to 10,000.
Player Spawner
Priority Group setting maximum is increased to 1,000,000.
Enemy Range Check setting maximum is increased to 10,000.0.
Prop Manipulator
Additional Props to Manipulate setting is now exposed as an option in UEFN.
Switch
Interaction Time setting maximum is increased to 3 hours.
Times Can Change setting maximum is increased to 10,000.
Cooldown Time setting maximum is increased to 3 hours.
State Reset Time setting maximum is increased to 3 hours.
Mutually Exclusive setting maximum is increased to 10,000.
Teleporter
Change Teleporter Target Interval setting maximum is increased to 24 hours.
Effect Radius setting maximum is increased to 10,000.
Timer
Duration setting maximum is increased to 366 days.
Interact Time setting maximum is increased to 366 days.
Success Score Value setting minimum is reduced to -1,000,000.
Success Score Value setting maximum is increased to 1,000,000.
Failure Score Penalty setting minimum is reduced to -1,000,000.
Failure Score Penalty setting maximum is increased to 1,000,000.
Score Per Second Remaining setting minimum is reduced to -1,000,000.
Score Per Second Remaining setting maximum is increased to 1,000,000.
Urgency Time Mode setting maximum is increased to 366 days.
Brand Island Updates and Fixes
New:
Added nine new Star Wars trooper disguises to the Disguise device.
Added several generic lightsaber icons.
Added LODs to Star Wars planets for use on mobile devices.
Fixes:
Fixed missing textures on snowpiles in the Hoth Base Cave prefab.
Fixed missing collision on FNEC Strongarm Box E and Lambda Shuttle.
Fixed an issue with textures not displaying correctly on LODs for the Lambda Shuttle.
Fixed a collision issue on the Sandcrawler vehicle
Fixed a TurboLaser Destruction Animation issue, and fixed a rotation issue when destroyed.
Fixed Floating Impact Looping VFX, and added some missing elements on impact VFX.
Fixed issue with collision on the Imperial Shuttle vehicle.
Fixed an issue where Star Wars Disguise Kits were not appearing in the Creative menu.
Fixed issue with incorrect colors appearing on custom lightsabers.
Optimized materials on the Star Destroyer static mesh to improve performance.
Fixed an issue with textures on Star Destroyer not rendering on lower end hardware.
Made a fix for the Star Wars Items Chests not resetting visuals when reset.
Fixed an issue where the AAT (Battle Tank) Mobile inputs failed to display properly.
Fixed a case where lightsabers could display a white icon when given to a player.
Set the usage flag on AT-AT materials to work on skeletal meshes.
Fixed a reference validation issue where placing a custom lightsaber entity with a generic lightsaber icon directly into your island would produce a white box in the quick bar instead of the expected icon when picked up.
Added a missing overheat VFX to AAT.
Fixed an issue where the Turbo Laser head would spawn out of place.
Fixed an issue with grainy sky when using the Binary Suns DSA.
UEFN Updates and Fixes
New:
The client now starts sooner when Automatically Launch Client When Testing is enabled.
Fixes:
Fixed a bug that caused incomplete hidden property validation, which could cause new Illegal property override warnings. If these warnings are on properties you need, please report these to us so we can consider exposing them in UEFN. These warnings will become errors in a future version of UEFN.
Fixed an issue where pawns were losing momentum when jumping multiple times in a row on physics-enabled worlds.
Fixed a bug where the airvent did not launch a player when they landed directly on it after spawning.
Fixed bug where the T key was not an option for debug command keybinds during sessions.
Fixed an issue where canceling when connecting to a server didn't work.
Fixed some crashes that could happen when reinstancing Python UClass instances.
Fixed a case where stale localization data could repeatedly merge when creating build codes, resulting in publishing issues due to each upload creating a new build code.
Fixed a crash in the UMG designer when reloading a user widget that was both in a compilation failed state and contained Verse fields.
Fixed Editor Preferences and Keyboard Shortcuts shortcuts that did not open their respective windows.
Hid the low memory warning notification as its accompanying tooling isn't available yet in UEFN.
Scene Graph
New:
Creating a new Entity Prefab makes a dialog appear, where you can choose a base class.
Custom Items and Inventory now uses the regular Fortnite HUD when it is enabled in Project Settings. Previously, a similar but different HUD was required by the feature, but this is no longer necessary. Now you can use existing devices to control the FNBR HUD while the Custom Items and Inventory feature is enabled.
Physics
Fixes:
Fixed an issue where props would simulate physics while attached to the prop mover when Simulate Physics was enabled. Props now remain properly attached and no longer fall to the terrain during customization in Edit mode.
Fixed an issue where mid-air momentum was reduced during subsequent sprint jumps. Momentum is now preserved as expected.
Fixed an issue where Bouncers (excluding the Classic Bouncer) failed to play VFX and SFX when repeatedly activated by physics props. Effects now trigger correctly for all Bouncers.
Fixed an issue where the Carryable Device hologram was not visible after placement. The hologram now appears correctly.
Fixed an issue where the maximum Damage on Collision value differed between Creative and UEFN. The value can now be set up to 999999 consistently for both.
If the jump button is pressed while in crouch position with the Physics Pawn, the player will now stand up instead of jumping.
Fixed the Physics Boulder failing to spawn when enabled after Round 1.
Fixed a Prop Mover issue where the prop behaves abnormally when simulate physics is enabled.
Unreal Revision Control (URC) Updates and Fixes
Fixes:
Fixed an issue that was causing the possibility for files stored manually inside of project folders and not tracked by URC to be deleted due to an issue with the .urcignore file not being properly respected.
Improved Branch Explorer performance by avoiding repeatedly loading the same shared history across branches. Instead, the system now recognizes branch points and stops loading earlier, reducing unnecessary processes.
While we continue improving Branch Explorer’s graph performance, this release adds a temporary fix: for large projects, the graph won’t load automatically unless requested. This lets you use core features like creating and switching branches quickly without waiting for the graph to load.