The Debug Command Menu gets quality-of-life improvements this release — numeric input, more descriptive error messages, error messages in output log, and a new Free Camera command.
You'll also find the new Cube Rifle and Squibbly Shores prefabs and galleries.
Reminder: Illegal Property Override Warnings
In v40.00, we fixed a bug that caused incomplete hidden property validation, which might mean that you see some new Illegal property override warnings. If these warnings are on properties that 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.
Content Browser and Inventory Updates
Check out the new content available for this release!
New Weapons
Cube Rifle
New Prefabs and Galleries
Squibbly Shores Crusty Cod Prefab
Squibbly Shores Lighthouse Prefab
Squibbly Shores Plaza Prefab
Squibbly Shores Floor Gallery
Squibbly Shores Wall Gallery
Squibbly Shores Roof Gallery
Squibbly Shores Outdoor Prop Gallery
Squibbly Shores Indoor Prop Gallery
Debug Commands
Quality-of-Life Additions
We’ve added more features to the Debug Command Menu and feedback when a command has been run. Here’s what's new in 40.40:
Numeric Input: Commands with numeric entries now allow the parameters to be set using manual input like the Set Health command.
More Descriptive Error Messages: The error messages when a command fails now provide more information.
Error Messages in Output Log: All error messages from a command are now added to the output log.
Additional Commands
We’ve added another command to help you efficiently debug your projects. Here’s what has been added in 40.40:
Free Camera: Enables the user to explore the map independent of their character using a free camera. Users cannot take damage while using this mode.
Player Input Out of Experimental
Player input is how a player’s physical actions are translated into in-game responses. A common player input example in a game is a player pressing the space bar to make the character jump.
In Unreal Editor for Fortnite (UEFN), you can implement player input using Verse. The Verse Input API lets you control which inputs are active for a player and react when those inputs are triggered. For how to get started with player input in your UEFN project, see Player Input in Verse.
New or Updated Documentation
How Discover Works and Thumbnail Image Policies
We've updated our How Discover Works documentation to reflect the recent changes to Discover. It covers how islands are evaluated, key metrics, thumbnail best practices, and where your island can appear.
We’ve also added new examples to our thumbnail documentation to help you follow the rules and avoid rejection when publishing your island.
See the do’s and don’ts of creating a thumbnail in the Thumbnail Image Policies documentation.
Unreal Engine Remote App
The Unreal Engine Remote Application is now available to test your UEFN islands on physical mobile devices. This page lays out how to get the Unreal Engine Remote App on iOS and Android, and how to connect to your live session using your mobile device.
New Device Design Example
VFX Spawner Device Design Examples provides some new inspiration for using visual effects in-game to help players onboard and orient, and direct player attention in other cool ways!
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 where Guards were losing their health settings after respawning.
Fixed an issue where creating MVVM ViewBindings inside a UserWidget consistently caused a cook failure when launching in editor.
Fixed an issue where Dodge Rolls could not be performed when Down But Not Out (DBNO).
Fixed an issue where the Port-A-Bunker was not attaching to walls and ceilings.
Fixed a Scene Graph issue where the interactable component did not prompt for a fixed-angle camera device perspective.
For a full list of all scheduled fixes for 40.40, refer to this search on the Epic Developer Community Forums.
Fortnite Ecosystem Updates and Fixes
New:
Added a stance setting for carbody.
Added the Cube Rifle to Creative.
When creating a new Entity Prefab, a dialog appears where you can choose a base class
Added Enable and Disable functions to the Rocket Racing (RR) Boost Pad and Rocket Racing EMP Volume Hazard devices.
Added individual locomotion options for Ground Rush and Fall Damage Capping to Island Settings.
Fixes:
Fixed a bug that prevented characters from opening doors with bash when sliding to them on physics-enabled worlds.
Fixed an issue where characters would lose momentum when landing on physics-enabled worlds.
Removed the unused Texture Quality video setting for Microsoft Store builds.
Bug fixes for the Quest Manager:
Fixed an issue in the quest manager that prevented quests from appearing in menus after returning from a BR game session to the front end.
Added a rollback Cvar in case the change causes issues not found during initial testing.
Fixed an issue where quests were missing in the front end.
Bug fixes to the numeric scalar input:
Numeric scalar values are now committed correctly when pressing the Enter key (A on controller), and ignored when pressing the ESC key (X on controller).
The Health percentage is now clamping correctly.
Fixed an issue where respawning with invulnerability was resetting the toggle. Invulnerability now persists through resets.
Fixed an issue where the Input Trigger device stopped affecting players who entered the RR Vehicle even after exiting the vehicle.
Fixed an issue where the new RR Vehicle ignored changes to Rocket Racing-related settings, including input bindings.
Fixed an issue where the RR Vehicle was unaffected by the Shield Breaker EMP.
Fixed an issue where the Human Arc Lighting Gun was missing the cross-hair and overheat indicator.
Bug fixes to the UI:
Fixed an issue where the T key was not an option for debug command keybinds throughout sessions.
Fixed an issue where swapping categories on the debug menu did not highlight the first command of the selected category reliably.
Fixed an issue in the debug menu where headers wouldn't show up toward the top of the menu.
Fixed an issue where pressing down in the debug menu would focus the wrong button when focused on keybind buttons. Also fixed issues with focusing buttons during tab switches.
Fixed an issue where the interaction prompt for the Mod Bench device would not appear on some islands.
Fixed an issue on debug commands where interacting with scalar (numerical slider) commands while entering a value with the keyboard would result in the input text to be deemed invalid.
Fixed an issue where a user could not see actors with far-offset pivots when attempting to manipulate them with the phone tool.
Updated the success and error messages to confirm when a command has been enabled successfully.
Updated the Clear Inputs button in the debug menu to say Clear All Inputs.
Brand Island Updates and Fixes
STAR WARS
Fixes:
Rolled back the impact VFX for the AAT Cannon, DF9, and Turbolaser after the new impact effects update.
Fixed an issue where the new impact effects would float in midair due to the debugger being enabled.
Fixed an issue where the N1 would not update the HUD correctly on re-entering the vehicle.
Fixed an issue where the overheated weapon VFX had a large offset in first-person view.
Fixed an issue where the AoE heal VFX continued playing after using the power.
UEFN Updates and Fixes
New:
Exposed audio clips used by the VFX Spawner to the Audio Player.
Added missing material options for the Barrier Device to UEFN.
Live edit is now enabled while the game is running. Some changes made in UEFN can be reflected immediately in the game clients. Changes made in the game clients while the game is running are not preserved or sent back to UEFN.
Exposed the Advanced > Bounds show flag to UEFN in the Show viewport menu to help users understand landscape grass exclusion areas around buildings.
Fixes:
Updated FNEC_M_Biome_Landscape_Parent to correct a rendering error on Xbox Series S and X consoles. The update includes adding two new parameter switches per layer.
Use Emissive and Use Advanced Controls:
The Use Emissive switch enables emissive textures to render on the selected layer.
The Use Advanced Controls switch enables additional parameters for color, roughness, and specular variation per layer.
Enabling any of these parameters adds additional instruction counts. You can enable any combination of Advanced Controls and Emissives, but do not exceed 2000 instruction counts in your material. You should not see rendering errors below 2000 instructions, but high instruction counts will have a significant impact on performance.
We have enabled Advanced Controls by default on Base Layers A + B.
If your material inherits from FNEC_M_Biome_Landscape_Parent and you have edited any of these parameters, enable the Use Advanced Parameters switch for the impacted layers and your material instance should update.
There is a known issue where parameters that should be hidden when Use Advanced Parameters is disabled are still visible.
Fixed an issue where a fixed prop using the Prop Mover would not repeat its path after completion if a collision event occurred during its translation movement.
Fixed an issue where the player could not walk on an air vent when it was disabled during gameplay.
Fixed an issue where the water and landscape collision displays were not working correctly in the UEFN editor.
Scene Graph
Fixes:
Fixed an issue where the entity hierarchy could become broken when adding entities during deinitialization procedure.
Fixed an issue where removal of entities/components during a notification would not be executed in some cases.
Unreal Revision Control Fixes
Fixes:
Fixed an issue causing developers to hit errors when attempting to switch between branches using the buttons found in the Branch History panel.