v43.10 brings Shadows of the Abbey to UEFN, a new Feature Example island that shows you how to build detailed, high-fidelity environments while keeping memory and performance costs down. This release also adds experimental Scene Graph features for modular cameras and perception, so entities can detect what they see, hear, and touch, plus an experimental Loot Pool API in Verse for building custom loot tables. You can now draft and schedule posts in Fortnite Communities., and you'll also find new weapons, Camp Cuddle galleries, and much more.
Shadows of the Abbey Island
Shadows of the Abbey island is now available in UEFN under Feature Examples, and teaches you how to build rich, high-fidelity environments.
The island uses Quixel content optimized for UEFN. It demonstrates how to bring a distinct visual style and high-quality environments to Fortnite experiences while keeping performance and memory efficiency in mind.
The template includes structured, optimized environment kits with vegetation, tombstones, architecture, paths, materials, textures, and weather systems. The assets share textures, materials and other resources, so you can build detailed environments that use less memory and cost less in performance.Try using this island as a starting point for your own projects!
To learn more about the environment design and techniques, see Shadows of the Abbey Island.
New Brand Content Workflows
Adding a brand to a project or changing its brand now happens in two new windows: Add Branded Content and Switch Brand. Before, you had to change the Selected Brand dropdown in Project Settings.
To access these options, go to Project > Change Brand. The window that opens depends on your project:
Add Branded Content: Browse brands, review each brand’s details and rules, and add a brand to a project that does not have one.
Switch Brand: Check your saved content for assets the target brand does not allow, remove any conflicts within the window, then switch brands.
To learn more, see Accessing Brand Content and Converting Your Island Into a Brand Island.
Scene Graph Cameras: Modifiers (Experimental)
We are introducing a wide range of camera modifiers through Scene Graph. These are small building blocks for camera composition. Each building block does a single job: move the camera, point it, smooth it out, or keep it out of walls. Add these to a camera's modifier stack and they run in the order you added them to create and sequence much more complex camera behaviors. You can set them up statically in the Details panel to include them in prefabs, or create them entirely at runtime, allowing you to change them dynamically during gameplay.
Stack a few together to recreate the camera modes you already know from the Creative camera devices, like Fixed Angle, Fixed Point, and Orbit. Because you choose every piece yourself, you can fine-tune any part of the camera or swap one piece for another. Our documentation includes code samples showing how to build each of these setups.
Attach to Entity | Attaches the camera to a target entity. |
Boom Arm | Rotates the camera in yaw and pitch from player input, with optional auto-rotation. |
Offset | Offsets the camera in camera space, pivot space, or global space. |
Collision Push | Pushes the camera out of world collision. |
Dampen Translation | Smooths the camera's movement with a critically damped spring. Each axis is damped independently. |
Dampen Rotation | Smooths the camera's rotation the same way. |
Set Translation | Sets the camera's translation, replacing whatever the camera state had. |
Set Rotation | Sets the camera's rotation, replacing whatever the camera state had. |
Panning Framing | Frames a target by rotating in place. |
Dolly Framing | Frames a target by moving along a sideways rail, and optionally up and down as well. |
User-Written Modifiers
If the modifiers we provide are not enough, you can write your own. Subclass camera_modifier, override Evaluate, and add it to a stack like any other modifier.
However, note that your own modifiers do not run on the client yet, because that needs predicts support within the Verse language, a feature that we have not yet shipped. As soon as a stack holds one modifier that is not locally predicted, the whole camera system switches to running on the server and replicating the result back, so the delay hits every modifier in the stack, not just yours. If a camera needs to feel immediate, stick to the Epic-provided modifiers for now.
The camera modifiers as well as the scene graph cameras system they’re working in are Experimental and are in active development. You cannot publish islands using them.
The previously offered Fixed Angle, Fixed Point and Orbit Camera modifiers have been removed, and are replaced by the small-piece modifiers so you can build your own.
Scene Graph Perception (Experimental)
The new experimental Perception system gives you experimental Scene Graph and Verse APIs for building gameplay around what entities can see, hear, and touch. Use perception to create experiences such as guards spotting intruders, creatures reacting to sounds, or objects responding to physical contact.
Emitter and detector workflow: Each sense pairs an emitter on something that can be sensed with a detector on something that senses it. Spatial sense interfaces also provide a foundation for building your own spatial senses with Scene Graph components.
Filtered subscriptions: Subscribe an entity to a detector's events with a filter so your Verse gameplay only receives the detections it cares about.
It also ships with the following Epic-provided senses:
Sight: Add sight emitters to things that can be seen and sight detectors to things that can see. Configure viewing range, angle, near clip, and hysteresis, and use detection data such as perceived clarity and position to drive your gameplay.
Hearing: add hearing emitters to things that can make sound and hearing detectors to things that can hear them. Sounds can be continuously detectable or emitted as one-shot pulses, with data such as loudness, position, and gameplay tags.
Touch: add touch emitters to things that can be touched and touch detectors to entities that can sense physical contact. Touch detections provide the collision data for each contact and can monitor one or more meshes on an entity.
Known limitation: Touch does not detect player or NPC characters yet.
This first experimental release focuses on the foundational suite of senses along with the shared emitter, detector, subscription, and detection-event model. An Epic-provided awareness layer that builds on these sensing capabilities is planned for a future release to support higher-level capabilities such as memory, multi-sense fusion, retention and decay.
This is an early Experimental release, and the API is subject to change. You cannot publish islands using this feature.
For more information, see Perception with Scene Graph.
Verse Modifier Stacks (Experimental)
The Modifier Stack system used by the Camera and Damage Pipeline APIs has been updated so that AddModifier no longer takes a position.
Rational positions, FirstPosition, and LastPosition are gone, and modifiers now run in the order you added them. If your code passes a position to AddModifier, add your modifiers in the order you want them to run them instead.
We're actively working on a plan to make this implementation detail much more flexible in the future while keeping backwards compatibility for the current APIs using it.
This is still an early Experimental release, and the API is subject to change. You cannot publish islands using this feature.
Loot Pools (Experimental)
Decide what drops and how often with the new Loot Pool API in Verse. Give anything on your island a loot table, whether it is a chest, a defeated enemy, or a fishing spot, and it picks the rewards each time it is accessed.
Weighted loot pools let you make some rewards common and others rare. You can drop several items at once, limit how often a reward shows up, and put pools inside other pools to build nested loot tables.
With the API, you can build:
Chests with common, rare, and legendary rewards
Enemies that drop a few items at once when defeated
Special rewards that only show up once per drop
Loot that changes based on who is opening it
You can also roll the same loot Fortnite uses, on its own or mixed into your own tables. This release includes:
Chest (fort_loot_pool_chest)
Rare chest (fort_loot_pool_chest_rare)
Ammo box (fort_loot_pool_ammo_box)
Rare ammo box (fort_loot_pool_ammo_box_rare)
Supply drop (fort_loot_pool_supply_drop)
Food box (fort_loot_pool_food_box)
This is an early Experimental release, and the API is subject to change. You cannot publish islands using this feature.
Mobile: Virtual Pointer Rotate Gesture (Experimental)
We are adding Pointer Rotate Input Action to Virtual Pointer in Experimental. It allows developers to listen for players using two fingers to perform a rotate gesture on a touch device. The Experimental release is to get feedback on how the pinch data is being used, and whether it feels too sensitive in the current state. Give feedback here.
Input
The Move input action is no longer experimental.
The Interact input action and InteractMapping context are no longer experimental.
Respect Player Transform for HUD Controller Touch Buttons
The Touch Control Layout Override has a new Respect Player Transform option. Use it with Apply Canvas Transform to place a button where you want by default while still letting players retain their own custom HUD layout.
When it’s Off (the default), your position always applies.
When it’s On, your position is the starting point, and a player’s own placement overrides it if they’ve moved the button.
The option is only available when Apply Canvas Transform is on.
A player’s layout changes take effect right away, while the game is being played.
Genre Corrections for Misclassified Islands
Islands that were hidden from Discover because their genre didn’t match their content are now visible again. We’ve updated each one to the genre that best matches its content and removed the block.
Going forward, Epic may update an island’s genre when a different one better matches its content and Discover uses that genre. Review the genre descriptions in Creator Portal before you choose.
For more information on genre classification, see How Discover Works.
Content Browser and Inventory Updates
Check out all the new devices and items available this release!
New Weapons
Added new hitscan Frenzy Auto Shotguns to Creative and UEFN in Common, Uncommon, Rare, Epic, Legendary, and Mythic rarities.
This weapon is known to be missing in Verse for this release. It will be available in Verse in the next major release.
Added new Bone Rattler SMGs to Creative and UEFN in Uncommon, Rare, Epic, Legendary, and Exotic rarities.
This weapon is known to be missing in Verse for this release. It will be available in Verse in the next major release.
New Prefabs & Galleries
Camp Cuddle Floor Gallery
Camp Cuddle Wall Gallery
Camp Cuddle Roof Gallery
Camp Cuddle Prop Gallery
Camp Cuddle Timber Trails
Fortnite Communities: Draft and Schedule Posts
Plan your Fortnite Communities posts ahead of time. You can now save posts and replies as drafts on the web, write several in one sitting, and schedule posts to publish at a date and time you choose, in 15-minute increments, using your local time zone.
Scheduled posts go through moderation when you schedule them, so you know your post will go live at the time you picked.
Find your drafts and scheduled posts on the new Drafts & Scheduled page in the sidebar. To learn more, see Creating Content.
Known Issues
Islands using the experimental Enable Control Rigs in Verse feature may not be able to be launched in 43.10. This will be addressed in an upcoming release.
Roadmap Updates
For the latest on what's in development for Unreal Editor for Fortnite, see the UEFN public roadmap. Note: Roadmap items are subject to change.
Share Your Feedback
Have a feature you'd like to see, or feedback on an existing one? Submit it in Feedback & Requests on the Epic Developer Community forums. For bugs, use Issues and Bug Reporting.
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 that prevented the Typhoon Blade and Killswitch Revolvers from performing their movement actions on islands with Free Fall enabled.
Fixed an issue that prevented the Common variant of the Holo Rush SMG from firing, reloading, or using wraps.
Fixed an issue that caused the Quick Weapon menu to remove UI input mode for controller players, leaving them unable to interact with custom UI.
Fixed an issue that caused a guard’s in-game name to display as its skin name instead of the name assigned in the Guard Spawner device.
Fixed an issue that prevented guards from equipping the Arc-Lightning Gun.
Fixed an issue that caused the Crawly Tech character definition to spam the Output Log when assigned to a Character Device, stopping Verse scripts from running in-game.
For a full list of all scheduled fixes for v43.10, see this search on the Epic Developer Community Forums.
Fortnite Ecosystem Updates and Fixes
New:
Added Override Touch Control Pickup Button option on the HUD Controller device. This option can change the default pickup icon of items.
Fixes:
Fixed an issue where you were unable to open/close your glider after using the Typhoon Blade or Killswitch Revolvers.
Fixed a crash that could happen when
OnBeginwas called on creative devices.Fixed a bug that would trigger heavy re-sims when sliding on a slope on physics-enabled islands
UEFN Updates and Fixes
New:
Exposed Day Sequence device settings to Verse API.
The day sequence device API now allows control over the time of day and sky using Verse. The full run of the device logic is now fully exposed to Verse, providing better control over the day-night cycle.
Functions:
Enable,Disable,IsEnabled,FadeIn,FadeOut.Fields: getters and setters for about 55 device options: day/night cycle, priority, fade speed, volume settings, sunlight, fog, skylight, sky and clouds.
New enums:
day_night_cycle_mode: Default, FixedTime, StartAtSpecifiedTime, RandomFixedTime, RandomStartTime, LocalFixedTime.day_sequence_blend_mode: Global, Volume, Time.
Behavior: values set from Verse reach every player through the new
FortPlayspaceComponent_DaySequenceDevices. They replace the Details panel settings until the round ends.
Fixes:
Fixed pasted/duplicated entities not being sent via LiveEdit.
Fixed editor RemoteSession Pixel Streaming connections falling back to MJPEG because signalling peer access was granted too late.
Fixed an issue where using the UE Remote app to connect to UEFN Mobile Session would fallback to higher-latency MJPEG instead of Pixel Streaming.
Editor
Fixes:
The asset deletion dialog now filters reference replacements for valid verse assets if the deleted asset is also a verse asset.
Platform
New:
Added optimization/sanity-check to skip processing for UI widgets that are completely offscreen.
Fixes:
Fixed some rendering memory not being freed when returning to the frontend from islands.
Fixed issue in the Settings screen where scrolling up and down could cause disabled settings to become enabled or enabled settings to become disabled and allow invalid changes.
Fixed potential memory corruption involving character customization.
Fixed logic to stop passing invalid negative scissor ranges to DirectX to avoid potential GPU crashes/hangs.
Fixed skeletal meshes having too much detail in Performance Mode when mesh quality is set to Low, which should improve GPU performance.
Fixed potential race between rendering scene creation/destruction. This prevents a future issue where the rendering mode could change without restarting the client.
Fixed a potential crash involving Windows displays.
Environments and Landscapes
New:
Allowed terrain properties on WaterBodyIsland.
Fixes:
Fixed the Find in Materials menu showing up in every window.
Fixed the landscape layer blend material expression — the new blending behavior is now optional per material expression. This fixes an issue where existing content relied on the legacy behavior while new materials could use the new improved behavior. This also adds an optional Default pin that users can use to specify their own default when the layer weights sum is < 1 (resolving the ambiguity from the previous behavior, where it was blending from zero, no matter the material attribute's actual default).
Fixed a semi-random crash when loading an old landscape (one without edit layers)
Landscape: Fixed an assert when fallback grass-name fixup collided with an existing grass name entry. This situation now leads to a warning log as well as a Map Check warning with an action to let the user force-rebuild landscape grass data, which fixes all such ambiguity (and dirties all landscape proxies, which also helps with this as this problem only occurs when loading data from a previous engine version).
Fixed the landscape shortcut keys (comma, period, escape) being detected when editing a text box.
Fixed shader warnings when entering landscape paint mode.
Fixed the Find in Materials menu showing up in every window.
Scene Graph
Fixes:
Damage Pipeline: Fixed an issue where a zero damage or heal reported nothing back, so Verse never heard about it. A zero value now returns a result and still signals OnDamaged or OnHealed.
Verse Abilities: Fixed an issue where abilities using a wedge target query could not find Scene Graph entities with no actor behind them, so a wedge ability could not damage them. The self-target query now also keeps a non-agent entity as the instigator.
Verse Updates and Fixes
Fixes:
Fixed a Verse crash when a race resolved while a losing arm was suspended in a nested sync or race.
Fixed a Verse crash that occurred when spawning a parametric function.
MCP Updates and Fixes
New:
Added the Fab Toolset for agentically searching Fab and the user's Fab library, showing listing details and license prices, and installing Fab listings in UEFN.
Fixes:
PlaysetEditorSubsystem: Regenerates the open playset level's playset and reads what it places from Python and MCP.
Fixed agent guidance and library search issues found in MCP testing, and applied the wording from the legal review.
Lore Updates and Fixes
New:
Turned on garbage collection for Lore repositories, which cleans up unused data to help keep repository size down.
Fixes:
Fixed an issue causing potentially long stalls when switching branches. Branch switches should now be much faster.
Fixed an issue where syncing main after switching branches failed with the error “Branch has been advanced by another instance.”
Upgrade Notes
Adding a component that already belongs to another entity now logs a warning. A future release will make it an error. Remove the component from its entity first, or create a new one.