Force powers are Star Wars™-themed abilities that can be added to your island and used by players. These powers are focused on combat interactions, and offering enhanced battles with signature Star Wars abilities. They provide a way to bring iconic Star Wars combat abilities to your island without modifying core mechanics.
Class Description
You can configure Force powers in UEFN using Scene Graph, or use premade Force power items.
Each Force power has two entity types:
ForcePower[NAME]_Weapon- The Force power weapon type appears in-game as a pickup item that players can add to their quick bar.ForcePower[NAME]_LightsaberAugment- The lightsaber augment type can only be used when a lightsaber is equipped, and is granted to a player’s inventory exclusively through Verse.
Both Force power entities require the following Force power components:
force_power_item_component- This designates the entity as a Force power item.force_power_[PowerName]_component- This defines the specific power type.
For how to add a component to your entity, see Working with Entities and Components.
It is recommended that you only equip one Force power augment at a time to prevent unexpected behavior.
The following table contains a list of the current Force powers and their properties:
Power Name | Description | Properties |
| Channels lightning in an arc in front of the player. | Damage - The damage dealt to players and NPCs. BuildingDamage - The damage dealt to structures. Duration - The amount of time you can use the power before it requires a cooldown. Cooldown - The delay before a fully used power can be used again. |
| Pushes away all nearby physics objects in front of the player. | PushForce - The amount of force to apply to the push. Cooldown - The delay before a fully used power can be used again. |
| Pulls toward the player all nearby physics objects in front of them. | Cooldown - The delay before a fully used power can be used again. |
| Uses the Force to throw nearby objects at a player's enemies. | Damage - The damage dealt to players and NPCs. BuildingDamage - The damage dealt to structures. Cooldown - The delay before a fully used power can be used again. |
| Creates a shield in front of the player to block attacks. Also knocks back characters that come into contact with it. | Energy - The maximum energy the power has. Cooldown - The delay before a fully used power can be used again. DrainRate - The amount of energy drained each second the power is active. RechargeRate - The amount of energy restored each second the power is inactive. RechargeDelay - The duration in seconds to pause energy recharge after using the power. KnockbackForce - The amount of force to apply to opposing players and NPCs who collide with the shield. |
| Creates a healing aura around the player. Heals ALL characters regardless of team. | Cooldown - The delay before a fully used power can be used again. DrainRate - The amount of energy drained each second the power is active. RechargeRate - The amount of energy restored each second the power is inactive. RechargeDelay - The duration of time in seconds to pause energy recharge after using the power. HealStrength - The amount of damage to heal every second. |
| Unlike the other Force powers, this is a passive ability that grants the player a double jump and enhanced sprinting speed. This does not exist as an item. | JumpStaminaCost - The stamina cost of the double jump. StaminaCost - The stamina cost of the enhanced sprint. |
| Marks all enemies within a radius. Reveals their distance from the player, and shows the enemy's equipped items. | Duration - The amount of time the power can be used before it requires a cooldown. Cooldown - The delay before a fully used power can be used again. |
| Transforms into a target character for a duration. This can be another player or an NPC. | Duration - The time that the trick effect lasts. Cooldown - The delay before a fully used power can be used again. |
| Spawns an enemy decoy within a player's line of sight. Team decoys have in-game name tags. | Health - The health of the decoy. Duration - The delay before a fully used decoy can be used again. |
| Throws a lightsaber and uses the Force to pull it back to the player's hand. Requires a lightsaber. | Damage - The damage dealt to players and NPCs. BuildingDamage - The damage dealt to structures. Cooldown - The delay before a fully used power can be used again. |
You can also choose from a variety of premade Force power items.
To find the Force powers in UEFN, open the Content Drawer and navigate to All > Star Wars Content > Weapons.
For more information on premade Star Wars assets available to you in the editor, see Working With STAR WARS™ Islands.
The force_power_item_component inherits from the item_component, sharing many of its properties. This means that any entity containing a force_power_item_component also turns the entity into an item in the same way a standard item_component would. This enables adding Force powers to an inventory, Force powers being manipulated by inventory components, and equipped by the player like any other item.
For more information about items, see Item Component.
For more information about inventories, see Inventory Component.
Known Issues
The following are known issues:
The Force Awareness Lightsaber Augment only activates once and requires re-equipping of a Lightsaber to use again.
Force Saber Throw is not respecting its cooldown value, still needs to return to the player before being usable again.
Force Heal and Force Barrier augment's granted to players via verse, for example, in the Lightsaber Workbench in the Star Wars Template map, start at 0 energy and must charge before use.
Example
You can use Verse to grant Force powers to a player’s inventory when they complete a task or action. The following example is a force power spawner device that uses Verse to grant the player a Force power when a specified button device is pressed.
using { /Fortnite.com/Devices }
using { /Fortnite.com/StarWars }
using { /Fortnite.com/Items/ForcePower/StarWars }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Itemization }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Enum of Force Powers.
# Used as a shorthand for referencing a specific item entity.