Devices used:
2 x Player Spawner
2+ x Barrier
Optional: 1+ x Track
You can build your track from gallery pieces, as shown below, or with the Track device, which builds a road along a spline you shape yourself. To use the Track device, skip to (Optional) Build a Spline Track with the Track Device, then return to Adding Boundaries with Barriers.
Get creative and design your racetrack by dragging props from the Content Browser into your level. UEFN comes preloaded with all the Fortnite props, prefabs and galleries, which include several racetrack galleries.
Navigate to All > Fortnite > Galleries > Other to see the available options.
This tutorial made use of the Arid Cliff Gallery and the Sand Dune Gallery to produce a motocross-style racetrack.
You can look for the pieces you need within each gallery, or if you want to speed up your building, you can drag the entire gallery onto your level. Many users like this method as it lets them get a better feel for the shape and scale of each piece.
(Optional) Build a Spline Track with the Track Device
Instead of gallery pieces, you can use the Track device to build a road along a spline. You can shape the spline freely and give each section its own road shape, including banked turns, half pipes, tunnels, and pipes. The Track device also tracks each player's position on the track during the race.
Add the Primary Track
The primary track is the main path through your race, from start to finish. Each island can have only one primary track.
In the Content Browser, navigate to Fortnite > Devices and drag a Track device into your level.
In the Details panel, set Track Type to Primary. The spline at the center of the track turns green.
Select the green spline. The Style Editor opens. You can dock it wherever you like.
In the upper-left corner of the viewport, change the view from Perspective to Top.
Select the spline point at the end of the track. You can click it in the viewport, or use Select Spline Points in the Style Editor.
Build forward from the start line, not backward. The spline point farthest from the start is the forward direction of your track.
Hold Alt and drag the spline point pivot to add a new point. Continue until the end of the spline is close to the beginning.
Design with gameplay in mind. For example, a sharp turn that opens onto a long straight is a good place for a boost pad in Module 3.
In the Style Editor, open the Device tab and set Looping Track to True. This closes the gap between the last and first spline points.
Use the transform tools and spline point tangents to adjust angles, add bends, and fix overlaps. Switch between Top and Perspective views as you work.
For a point-to-point track that does not loop, leave Looping Track set to False.
Add Secondary Tracks
Secondary tracks add alternate routes, such as wall rides, shortcuts, or narrow paths with obstacles. They connect to the primary track, so player position is still tracked on them. Make secondary routes harder to drive than the primary track, and reward players who take them.
Add another Track device and set Track Type to Secondary. The spline turns blue.
Shape the secondary track so it leaves and rejoins the primary track.
Check the blue debug lines, which show how progress on the secondary track maps to the primary track.
Secondary tracks cannot use Looping Track. If you connect a secondary track with teleporters instead of road, set Is Independent to True.
Edit the Road Style
In the Style Editor, open the Track tab and select a spline point. Style changes apply from that point up to the next spline point.
Under Road Style, choose a Road Shape: Flat Road, Banked Road, Half Pipe, Tunnel, or Pipe.
Where a secondary track overlaps the primary track, set Road Shape to None on the overlapping section. The spline stays continuous, but no mesh renders there.
Design the Environment
Use static meshes and galleries to add scenery around the track.
Use Landscape Mode to sculpt terrain. Rotate track sections to wrap around mountains or drop through valleys.
Keep scenery clear of the track so props do not block vehicles or the camera.
Check Validation
Validation checks run when you launch a session, upload to a private version, or publish. If your project fails validation, you cannot test or publish it. Errors appear in the Output Log.
Each island can have only one primary track.
Secondary tracks cannot have Looping Track set to True.
When your track is ready, continue to Adding Boundaries with Barriers.
Adding Boundaries with Barriers
Add barriers to keep players from going off course. It's a good idea to place barriers in any spot where a player might do this, as shown in the example below.
From the Fortnite > Devices folder, select the Barrier device and drag it into your level.
Configure the User Options for this barrier before copying it to various locations along your track:
Option Value Explanation Barrier Material
Choose one
Make the barriers invisible to avoid visual clutter.
Enabled on Phase
Always
This makes sure the barriers are always there, even in the pre-game lobby.
Zone Shape
Box
Any shape will work for setting up the boundaries.
Barrier Depth
0.1
A thinner barrier will fit more easily around the track.
Barrier Width
Pick a number
The width will vary depending on where you place the barrier.
Barrier Height
5
The height can be changed depending on the likelihood that the players would end up out of bounds.
Duplicate the configured barrier device by holding the Alt key and translating the copy to the other locations along the track. Adjust the width as required until you cover the length of your track!
Add Player Spawners
In the Content Browser, navigate to Fortnite > Devices and select Player Spawner.
Drag the device onto your level. Where you place this spawner isn't important because at game start, the player will be immediately teleported to the driver's seat of their vehicle.
Configure the User Options for the first spawner:
Option Value Explanation Team
Team Index: 1
You will need to assign a team number for each spawner. Each team has only one player, so each spawner needs a unique number. Any player that spawns on this pad automatically belongs to the team that you set for this spawner. Since this is a two-player game, you will need two spawners, with each pad having its own team number.
Use as Island Start
True
You will be using these spawners as the game's starting point.
Visible During Games
False
You don't need the spawner visible during gameplay.
Make a copy of the spawner by holding the Alt key and using the translate function.
Playtest your island at any time by clicking the "Launch Session" button.