You can use Python in Unreal Editor for Fortnite to script content production tasks and automate workflows in your projects. Experiment with it and use it as an early preview for tasks like the following:
Import asset workflows.
Create custom tools to better understand or edit the content of your project.
Use it to integrate with 3rd party software.
Automated import workflows.
Automated scene setup.
Remote execution of well made scripts or tools, such as a MCP integration with an Agentic AI.
Share your experiences with us!
Your experiences help us prioritize the development and stabilization of the Python APIs, so they can become more compatible with UEFN validations.
To get started with using Python, follow the steps in Scripting the Unreal Editor Using Python.
You can view and search through the Python API Reference for specific functionality.
Some tasks you perform with the Python API might produce assets that will fail validation and publish for your UEFN project. For more about validation in UEFN, see Validation and Fix-Up Tool.
Best Practices
Use Source Control, such as Unreal Revision Control (URC), to protect your data from scripting mistakes and unexpected outcomes.
Enable Python Editor Scripting in the Project Settings.
When you enable Python scripting, other users opening your project are shown a pop-up notifying them Python is available.
They can enable Python locally for themselves using a checkbox in the Tools menu.
The Python implementation in UEFN doesn’t have any restrictions. Work with properties you can modify in the UEFN interface, because any modification you make to properties not displayed in the UI will fail validation.
Validate your content changes often, so you don't find yourself working extensively on content you need to revise.
Maintain your scripts. UEFN Python API might change between releases, so update your scripts regularly to keep them functional and avoid problems.
Concerns to Avoid
Don't use the scripts to modify properties that are not allow-listed in UEFN. They will fail validation.
Don’t use the scripts to place content in your levels that you don’t see in your content browsers or asset pickers. This will also fail validation.
Don’t modify content from outside of your project. You might crash the editor or result in local changes to your editor session that aren't reflected in your game.