Getting Started with Devices
Devices are the core building blocks of game mechanics. The games you can build in Fortnite are vast when you have a clear understanding of the devices and how they work!
shortcuts to how to find, place, and modify devices, jump to:
General Device Categories
The categories below follow the categories laid out in the UEFN Content Browser. Creative uses tags to sort and filter devices that differ from the UEFN categories.
In UEFN, devices fall into one of these categories:
| Category | What They Do |
|---|---|
| **!**Experimental | Devices that are available for testing, but not for publishing. To see this category in the browser, you must first enable the experimental feature from the project settings. To enable an experimental feature: 1. From the toolbar near the top of the window, click the Project dropdown. 2. Select Project Settings. 3. Scroll down to the Experimental Access section, then toggle the feature you want to enable. These features can range from devices to island settings. The options also change periodically as features are moved into production readiness and new experimental features are added. |
| !Beta | Still in development, but available for devs to explore and use. |
| AI | Contains characters, enemies, wildlife, and friendly NPCs you can hire. Example devices include Creature Spawner, AI Patrol Path Node, and Creature Manager. |
| Audio | Devices that produce sound or music. |
| Audio > Patchwork | A suite of devices that you can use to create and manipulate music and visuals. Patchwork devices are a subcategory of Audio. |
| Environment | Elements that belong to the world rather than a player character, but that the player can interact with. For example, a player can collect fireflies from a Firefly Spawner and use them against other players to take away health points. Also, fruits from a Healing Cactus device can restore player health. |
| Environment > Hazard | Can deal damage. Examples include Bomb Flower and Explosive devices. |
| Gameplay | General gameplay ingredients that interact with the player. Examples include the Teleporter device — a rift that moves a player instantly to another location on the island, and the Target Dummy device that players can use to practice shooting ranged weapons. |
| Item | Devices that provide items to players or take them away. |
| Logic | Help build game logic. Includes devices like timers, triggers, and trackers. |
| Mode | Devices that support specific game modes. For example, Race Checkpoint and Race Manager devices support racing games. |
| Physics | Emulate the effects of real-world physics, such as gravity and movement. |
| Power Up | Devices that grant power-ups.These usually give buffs like extra damage or health. For example, The Damage Amplifier Powerup device can multiply the damage a player can deal to another player or NPC. |
| System | System devices can be used for things like changing a player's team, class, score, or analytics that let the developer track data. Examples of system devices include the Player Spawner, which determines where on the island a player will spawn or respawn, and the Changing Booth, which lets a player access their locker and change outfits mid-game. |
| Trap | Devices that can be used to trap or damage players or enemy AI. In Creative, the only trap device is the Trick Tile, which destroys any object it is placed on when it's activated. Creative also has traps included in the Content Items category, but these cannot be customized the way a trap device can. In UEFN, there are many more trap devices available in UEFN. Examples include the Environmental Trap - Ice Block, which can cause players to slip and slide on the ice. And the Environmental Trap - Launch Pad, which shoots players up into the air. |
| Traversal | Things that provide movement across an island, but that aren't vehicles. Examples include devices like Zipline or D-Launcher. |
| UI | Devices that communicate information to players, like Beacon devices that indicate locations of things, or Billboard devices that display customized text like onboarding instructions or directions. Other UI devices can be used for gameplay interactions, like the Skilled Interaction device, that you can use to create button press interactions that vary based on user input, and Conversation devices (UEFN only) for creating interactive dialogs between players and NPCs. |
| Vehicle | Spawns vehicles that range from surfboards to war buses, with a lot in between. |
| Vehicle > Gameplay | Vehicle-related devices that affect gameplay that involves vehicles, like fuel pumps and service stations. |
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