v42.10 ecosystem updates bring the frightening new Harrowville: Environment template and Harrowville Set, 166 new audio control buses, music, SFX, and vocals. Additional features include introducing Blend and Cut transitions for the Experimental Verse Camera API, Mobile Preview device selection, the Cluster Coast Set, new Striker Burst AR rarities, and more.
This update also introduces the Social Synergy API, now available in Verse, providing a way to detect a player's party membership. Use GetLocalParty() to check party size and listen for members joining or leaving. Build party score bonuses, party-only door access, and difficulty that scales to party size.
From v42.10, any Verse code with @editable fields of type concrete_subtype that hold non-<concrete> types must either be changed to hold <concrete> types or removed.This is due to a fix on the editor-side validator that now correctly enforces the rule than any type you put into a concrete_subtype(foo) is also <concrete>.
Existing experiences that have non-<concrete> variables in a concrete_subtype will function as normal and remain published. You may experience validation errors when attempting to republish your experience with this issue still present.
New Template - Harrowville
Check out the frightening new template Harrowville: Environment. This makes use of our Harrowville content and exposed horror assets combined with other lighting and environment techniques to create a freshly horrifying atmosphere.
Social Synergy API
The Social Synergy API, now available in Verse, provides a way to detect a player's party membership. You can use GetLocalParty() to read who in the session is in a player's party, check party size, listen for members joining or leaving, and compare party identity between players.
With the API, you can build gameplay that rewards playing together:
Score bonuses and achievements for parties
Party-only door access
Difficulty that scales to party size
Reduced friendly fire between party members
Rebalance teams to group or split party members
Dynamic commentary and UI
To learn more and to use example snippets, see Party-Based Gameplay Using the Social Synergy API .
Verse Camera Transitions (Experimental)
Transitions are now functional for cameras created with the Experimental Camera API in Verse. You can set and parametrize Blend transitions for a smooth change between cameras or a Cut transition for an immediate switch, giving you greater control over camera changes at runtime.
The Camera API, Camera Modifiers, and transitions remain Experimental and are in active development.
Updates to Liking, Following, and Saving
We're adding more places for players to Like an island, Save it, and Follow the developer who made it, while making these actions clearer for players. This is the first of several updates arriving over the next few releases.
In 42.10:
Like, Dislike, Save, and Follow are now available on the in-game Overview tab, reached with your inventory, map, or score key binding — so players can like your island, or follow you, while they're still playing.
In the in-game exit flow, like and dislike now work as a single linked control. Players switch between them directly instead of clearing their current choice first.
Selected states read more clearly wherever these controls appear. Labels change to past tense (Liked, Saved), and the bright background on a selected button is gone.
Following a developer shows a check in place of the plus icon, and the label reads Following
UE Remote App Update
The Unreal Engine Remote App (UE Remote) lets you replicate inputs from an iOS or Android device on your development workstation to test native gesture recognition on a physical mobile device. Follow the instructions below to get the application and to start testing your islands on mobile.
For information about adding touch functionality to your UEFN islands, check out the Virtual Pointer page.
Content Browser and Inventory Updates
Check out all the new devices and items available this release!
Device Updates and Fixes
Fixes:
Fixed instances where the Glow and Outline Visual Effect options for the VFX Powerup Device were not working.
New Weapons
New Rare, Epic and Legendary versions of the Striker Burst AR in Creative and UEFN.
New Prefabs & Galleries
Harrowville Set
Harrowville Floor, Stair, and Roof Gallery
Harrowville Wall Gallery
Harrowville Prop Gallery
Harrowville Cliff Gallery
Harrowville House
Cluster Coast Set
Cluster Coast Floor Gallery
Cluster Coast Wall Gallery
Cluster Coast Roof Gallery
Cluster Coast Prop Gallery
Cluster Coast Duck Yacht
Cluster Coast Salty Duck
New Audio
166 new Audio Control Buses, Music, SFX and Vocals have been added to UEFN in Fortnite > Audio > Horror to use with your horror maps.
New or Updated Documentation
With the Mobile Preview feature, you can now choose from a set of popular iOS and Android mobile devices to preview. Selecting a device adds corners, camera cutouts and correct safe zones for the selected device.
The Prop Mover devices document now outlines the following limitations:
Only one Prop Mover can be active at a time.
The Prop Mover activated last takes precedence.
The active Prop Mover can either rotate or translate, but not both at once.
Community Bug Fixes
The following fixes are from issues that you submitted to us on the forums. Thank you for your patience and for reporting these issues!
Fixed an issue where the outline or glow visual effect didn’t appear when using the VFX Powerup Device.
Fixed an issue where the jetpack’s hover-in-place functionality stopped working.
Fixed an issue where
SetPresentableToPlayershad inconsistent behavior across entities with the same component.Fixed an issue where Stat devices didn’t target custom stats.
Fixed an issue where custom items/currency didn’t appear in inventory.
Fixed an issue where the Dev Assistant would silently time out while appearing as if it were loading.
Fixed an issue where Lightsabers had an incorrect icon.
For a full list of all scheduled fixes for v42.10, refer to this search on the Epic Developer Community Forums.
Fortnite Ecosystem Updates and Fixes
New:
Made adjustments to CP_Prop_Rock_Wall_Moss to allow color selection for the top moss in UEFN.
Added Brimstone_DeadGrass_A and Brimstone_DeadShrub_A to
Fortnite > Environment > Foliageto be usable foliage in UEFN.Added MI_Hera_Grass_Covers_Boreal_A to Fortnite > Environment > Materials for paintable landscape layers in UEFN.
Fixes:
Fixed instances of incorrect or missing tags on three weapons in the Creative Inventory:
Unstable Thunderclap DMR – Removed Assault, added Marksman.
Overdrive Pulse Rifle — Added Exotic.
The Foundation's Rift Rifle — Added Marksman.
Fixed an issue where players could no longer hover in place while using a jetpack. Now you can aim with ADS in the air after activating a jetpack to hover at that height.
Adjusted first person mesh visibility control so it now catches situations where a mesh doesn't fully exist at initialization and isn't controlled on tick, so it didn't make a handler. This fixes situations where certain meshes were still visible during first person unintentionally.
Brand Island Updates and Fixes
Fixes:
Fixed an issue where Force Mind Trick did not remove borrowed outfits in some circumstances.
Fixed an issue where lightsaber prefabs had the incorrect item category, which caused them to be unusable. Projects that copied the lightsaber prefabs from the Lightsabers and Force Powers template must have this field manually reset..
UEFN Updates and Fixes
New:
Non-private assets now always place a redirector when moved or renamed.
Move input action has been added to the
TraversalMappingcontext as Experimental. You can subscribe to it to react to players using the movement keybinds.An
InteractMappingand Interact action have been added as Experimental. You can subscribe to Interact to react to players using the interact keybinds.Added the Programmatic toolset to UEFN, allowing MCP clients to batch multiple tool calls into a single script.
Fixes:
Fixed an issue where the phone tool wasn't working with the Custom Items and Inventory project setting enabled.
Fixed a regression in UEFN load times that could cause maps with a large number of scene graph entities to fail to load on some platforms.
Fixed an issue where the player reference was still being held after the player disappeared, logged off, or was eliminated, causing garbage collection hitches.
Physics
Fixes:
Fixed an issue where sliding felt sluggish and jittery on physics-enabled islands compared to non-physics islands. Sliding now feels consistent regardless of island settings.
Fixed an issue where the Telekineticon would attempt to grab nearby props instead of the one the player was aiming at. It now grabs only the targeted prop.
Fixed an issue where the Telekineticon's icon could not be overridden on the Entity. Custom icons assigned to the Telekineticon are now correctly reflected in-game.
Fixed an issue where the player would spawn in the air at game start or between rounds on physics-enabled islands. Players now spawn correctly on the ground.
Fixed an issue where the player's equipped weapon disappeared while sliding after sprinting on physics-enabled islands. The weapon now remains visible throughout the slide.
Scene Graph
Fixes:
Fixed some skeletal animations that were being frozen on clients. Looping scene graph animations played correctly on the server but appeared paused at their end pose on clients.
Re-exposed
EaseOutas experimental.
Verse Updates and fixes
New:
Assets used by Verse-compiled code will now always place a redirector if moved or renamed.
Fixes:
Fixed an issue where
@editableconcrete_subtypefields weren’t being validated properly.