Fortnite Ecosystem v41.10 brings the Quest API, now available in Verse as an experimental feature. Build quest-driven progression into your island with quests that appear in Fortnite's native quest UI.
The Star Wars™ toolkit now includes droids — over 30 in total — plus a tauntaun variant. The droids include control rigs ready for animation, and some of the droids also let you modify the color of the paint.
Scene Graph gets a number of updates, including Camera Components (experimental) that give you programmatic control of the player's perspective — attach a camera component to an entity, switch modes at runtime, and tune body and lens properties, all from Verse.
You'll also find tappable HUD widgets with cross-device input support, new Synapse Station prefabs and galleries, 71 new bricks for the LEGO Brick Editor, and more.
Create Quests That Appear in Fortnite’s Quest UI (Experimental)
The Quest API is now available in Verse as an experimental feature. Quests you create will automatically appear in the same places as existing Fortnite quests, in Fortnite's quest UI, and in the pause menu when tracked.
Define quests, objectives, and rewards in Verse to build quest-driven progression into your island — achievements, tutorials, collection sets, and more — without building unique tracking systems from scratch. Quests can also be globally shared amongst every player on the island with synced real-time progress.
The API also broadcasts events for quest joins, progress, completions, and reward grants, so your island logic and HUD can react in real time.
You can't publish islands using this experimental feature yet — publishing will be available once it exits experimental. To learn more, see Quests API.
New Additions to the Galaxy: Updates to STAR WARS™ Tools
The Star Wars toolkit now includes droids and a new tauntaun variant. To learn more about the available assets, see Working With STAR WARS™ Islands.
Droids Update
Over 30 Star Wars droids are now available in UEFN, including:
B1 Battle
B2 Heavy
BB series
R series
BDX Explorer
Gonk
Mouse
and many more!
The droids include a control rig for you to animate these iconic Star Wars characters. Some of the droids also support the option to change the color of the paint.
Mountain Tauntaun
The Star Wars toolkit now features a Mountain Tauntaun variant you can use in different biomes and gameplay. The rideable Tauntaun is available in UEFN as a new character type in the NPC character definition.
LEGO® Sideways-Building Bricks
This update includes 71 new bricks for the LEGO Brick Editor, including sideways-building bricks. These new bricks unlock a new dimension of creativity, letting you build outward, not just upward.
The LEGO Brick Editor has also received some quality-of-life updates:
Single-Brick Kragling: You can now Kragle a single brick, no group required.
Fixed missing icon (UEFN): The Toggle Debug Visualization for Connected Brick Groups button now shows its proper icon.
Better brick palette layout: The Brick Palette now docks to the bottom of the LEGO Brick Editor tools by default. Plus, no more popup when opening the Brick Editor.
No more extra content browser: The Content Browser window that opened after Kragling is gone for good.
Cleaner Kragle cancel: Canceling the Kragle dialog no longer throws an error popup.
Smarter snap suggestions: Brick placement no longer suggests snap spots that would get rejected.
LEGO Brick Index
There’s now a dedicated page for all the bricks, plates, and more available from the LEGO Brick Editor. Bricks are separated into brick types to help you find the bricks you need to build the LEGO world of your dreams. Use the index to plan and create rock faces, intricate modular buildings, and anything else you can imagine! Visit the LEGO® Brick Index page often to see what bricks have been added.
Control Cameras With a Scene Graph Camera Component (Experimental)
An experimental version of the Scene Graph camera components is available to try in this release. Attach a camera component to an entity and take programmatic control of the player's perspective — switch camera modes at runtime, and tune camera body and lens properties, all from Verse.
The initial API includes camera_director_component, perspective_camera_component, orthographic_camera_component and physical_camera_component.
You can't publish islands using this experimental feature yet. To learn more, see Scene Graph Camera Components.
Support for Characters Moving on Scene Graph Entities
Characters now have basic support for Scene Graph mesh components as movement bases. This allows characters to stay on moving mesh components like a moving platform and even move local to the mesh_component they’re on.
Scene Graph Support for Character Possession Queries
Scene Graph now has a built-in way to know which character entity a player is controlling. The new possessable_component, present on player characters and character NPCs, links a player to the entities that represent them in the world. Epic sets up possessable_component on entities internally. You can't add it to your own entities or use it to change control or ownership, but you can query its state to drive your island logic.
You can look up who's controlling an entity (to credit eliminations or award items to the right player), find which entities a player currently controls (to attach input mappings or apply cosmetics), and react with events when control changes.
Players keep the same identity across respawns, so scoring and progress stay consistent even as their entities are swapped or respawned. A player can also control multiple entities at once, for example, a character and the vehicle they're driving.
Mobile: Tappable HUD Widgets With Cross-Device Input
Custom UI buttons added to your gameplay HUD can now be interacted with by triggering their input actions (for gamepad and mouse/keyboard players) or by being tapped on directly (for touchscreen users). Buttons built using the Custom Button widget in UMG, as well as Verse Buttons, respond to input actions and player taps during gameplay. Assign a Triggering Input Action to any Custom Button to fire a Verse handler when a player interacts with it regardless of the Verse UI input mode. Note that a TouchActionWrapper is not required for this to work.
UMG: Add or reuse a Custom Button widget in your HUD User Widget, set its Triggering Input Action in the Details panel, bind a Verse Field event to the On Clicked event of the button, and write a Verse response handler.
Verse UI: Add a
buttonwidget, assign itsTriggeringInputAction, and subscribe to itsOnClickproperty in Verse code.
To learn more, see Tappable Custom HUD Widgets.
Unreal Revision Control Becomes Lore
Unreal Revision Control (URC) has a new name: Lore. As announced at Unreal Fest, Lore is now the name for Epic's version control and content storage technology. Starting with v41.10, you'll see the new name in UEFN where Unreal Revision Control appeared before.
Only the name is changing — your projects, version history, and workflows carry over exactly as they are, and you don't need to do anything.
For more information about Lore, go to www.lore.org.
The Lore desktop client, released alongside Lore’s open source release at Unreal Fest Chicago, is not yet compatible with UEFN projects as we transition from a proprietary compression algorithm (Oodle) to an open source algorithm (Zstandard). We’ll be updating existing projects to use Zstandard compression in a future release to make UEFN projects compatible.
The Lore (URC) VS Code plugin still references the old name which will be updated in an upcoming release.
Follow a Developer
We have removed the Follow a Developer button from the Developer Profile Link device—the device itself is still usable and existing follower counts are not affected.
Content Browser and Inventory Updates
Check out all the new devices and items available this release!
Device Updates and Fixes
New:
We've added several new options to the Player Movement device:
Fall Damage Type: Choose between Linear or Thresholds.
Fall Damage Capping: When enabled, players who take fall damage will never drop below 1 HP from a fall.
Ground Rush: When enabled during the initial skydive, players approaching the auto-deploy height limit can cut the cord and fall the rest of the way to the ground.
Fatal Damage Stagger: Enables or disables the stagger effect when landing and taking fall damage.
Fatal Damage Drains Energy: Enables or disables stamina drain when taking fall damage.
New Items
Shock Rock
New Prefabs & Galleries
Synapse Station Seven Workshop Prefab
Synapse Station Dock Prefab
Synapse Station Floor Gallery
Synapse Station Wall Gallery
Synapse Station Roof Gallery
Synapse Station Indoor Prop Gallery
Synapse Station Outdoor Prop Gallery
Synapse Station Foundation Gallery
New or Updated Documentation
Memory Management
The Memory Management documentation now includes guidance on using the Monitor Performance, Memory Snapshot, and Spatial Profiler to investigate memory usage and identify assets contributing to memory budget issues. We’ve also added additional optimization resources, including Simplify Static Meshes and Designing for Mobile.
To learn more, see Memory Management.
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 in UEFN where pushing changes does not auto-save.
Removed the volume clamp on exposed metasounds.
Fixed an issue where overriding an instanced Prefab material reverts back to the default mesh material in edit/game sessions.
Fixed an issue where the "Spawn During New Round" setting was causing incorrect team assignment.
Fixed an issue where Sidekicks did not have
icon_componentanddescription_component.Fixed an issue where the character plays the splatter animation when fall damage is disabled.
Fixed an issue where UMG Widgets with Verse Events created in 40.10 could cause crashing and cook errors.
Fixed an issue where consistently spawning and despawning Scene Graph objects would cause a client crash.
For a full list of all scheduled fixes for 41.10, refer to this search on the Epic Developer Community Forums.
Fortnite Ecosystem Updates and Fixes
New:
Created
AddOrUpdateDefaultValueinIAnalyticsProviderETinterface so as to not need to copy and update the whole attributes array to add or update one value.Added the ability to add prefixes and suffixes to scalar commands.
Fixes:
Fixed an issue where the Mutator Zone device failed to despawn items when the Custom Items and Inventory setting was enabled.
Fixed an issue where the text scrolling animation did not play correctly.
Changed the shaping method to avoid vertical text overlapping.
Fixed an issue where weak spot hit effects were delayed due to a server round trip.
Rich text Quests update Data table.
Fixed an issue where first-person view switched to third-person view while moving when using the Phone Tool.
UEFN Updates and Fixes
Fixes:
Fixed an issue 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, please report them so that we can consider exposing them to UEFN. These warnings will become errors in a future version of UEFN.
Fixed an issue in which placing a Verse UI or UMG Button on the left side of the HUD during Gameplay Mode (touch stick) would steal input focus from HUD buttons, including those moved there via HLT or custom layouts.
Audio
Fix:
Added the ability to set the decibel attenuation at maximum distance for natural sound. This provides functionality to control volume falloff at range when using the natural attenuation mode.
Editor
New:
Fixed an issue where MetaHuman Identity, Performance, and Skeletal Mesh assets produced UEFN validation errors.
Fixes:
Fixed an issue where the Push Changes prompt for Verse code changes displayed "Push Verse Change" instead of the correct label.
Fixed an issue where the Pause/Resume button logic was reversed if the client was closed while a minigame was paused.
Editor UI
New:
Updated the workflow for starting a memory calculation build to use the standard build UI, which now validates requirements such as having a native language set when using auto-localization.
Fixes:
Fixed an issue where Push Changes would appear on some assets that have live edit support after they were modified.
Fixed an issue where modifications to Post Process Volumes wouldn't properly show Push Changes.
Fixed hide CVar suggestions in search box, along with row context menu entry and extension button to copy to clipboard in UEFN.
Fixed an issue where keybinds were intercepted by input processors when the keybind search box was focused, preventing the auto-detect keybind feature from working correctly.
Fixed an issue where empty sections were visible in preferences. Sections with no editable properties are now hidden.
Fixed an issue where modifications to Instanced Static Meshes wouldn't properly show Push Changes.
Fixed an issue where Push Verse Changes entries appeared under the wrong category in the Group view.
Fixed an issue where the Refresh Session button would not work properly while the session was paused.
In-Game UI
Fix:
Fixed an issue where Sidekick NPCs appeared as a large red square on the minimap instead of the correct icon.
Physics
Fixes:
Fixed a crash that could occur when launching a Physics island session. The session now launches correctly.
Fixed an issue where the player occasionally got stuck in the slide animation when replicating. The animation now exits correctly.
Fixed an issue where the player could not transition to tactical sprint until the slide animation fully finished. The transition now happens as expected.
Fixed an issue where the player was unable to slide when running down an incline. Sliding on inclines now works correctly.
Scene Graph
New:
Added a dialog for choosing a base class when creating a new entity prefab.
Lore (formerly Unreal Revision Control) Updates and Fixes
New:
Updated the product name throughout the ecosystem to Lore.
Removed the opt-in to load the graph portion of the Branch Explorer (Beta) after validating with the community that the performance optimizations that shipped with 41.00 were effective.