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Devices Module Reference

  • Fortnite.com

  • Devices

    • Patchwork
    • CreativeAnimation

Classes and Structs

Name Description
vfx_spawner_device Used to place visual effects around your island. You can use these effects to enhance the overall theme and experience of your game.
vote_group_device Represents a poll. For example, in a poll “What to have for lunch?” the group represents the question and contains the possible answers. Owns the overall state of the poll and keeps track of available options. A group can have multiple options, connected via an internal ID.
vote_option_device
progress_based_mesh_device This device is used to associate changes in progression with a mesh transition. As the device's progression changes, it will transition between a set of defined meshes. The ThresholdMesh field can be found under the 'Visuals' category on an instance of a progress_based_mesh_device in Unreal Editor Fortnite.
automated_turret_device Used to create a customizable turret that can search for nearby targets.
animated_mesh_device Used to select, spawn, and configure a skeletal mesh to play a specific animation.
carryable_spawner_device Used to spawn a carryable object into the experience.
reboot_van_device Allow players to bring eliminated teammates back into the game.
reboot_card_purchase_options
post_process_device Used to apply Post Process Effects to players through the creative device rather than a Post Process Volume.
analytics_device Used to track agent events used to generate analytics.
accolades_device Used to set up islands so players will earn Battle Pass XP when they interact with your island. Accolades are achievements or accomplishments that players can complete to earn XP.
item_remover_device Used to cause agents to drop or lose items from their inventory. For example, if an agent is Down But Not Out, they could drop items from their inventory, and other agents could then pick up those items.
player_marker_device Used to mark an agent's position on the minimap and configure the information shown for marked agents. Example configuration options: * Health and shield bars for marked players. * Distance to a marked player. Example marker appearance options: * Customized text label displayed on marked players. * Alternative minimap icon and icon color.
real_time_clock_device Used to trigger in game events based on real world time.
prop_mover_device Used to move around a building or prop, and customize responses to various collision event types.
switch_device Used to allow agents to turn other linked devices on/off or other custom state changes.
audio_mixer_device Used to manage sound buses via control bus mixes set on the Audio Mixer Device.
audio_player_device Used to configure and play audio from the device location or from registered agents.
elimination_feed_device Used to send custom messages to the elimination feed.
firefly_spawner_device Used to spawn fireflies that can be collected by agents.
end_game_device Used to configure rules that can end the current round or game.
input_trigger_device Used to listen for the player activating or releasing certain inputs. The input is defined by the Input option. Players can configure the key for the input in the Creative Input Actions section of the Keyboard Settings.
item_placer_device Allows pickup items to be placed in the world..
changing_booth_device Allows players to change their outfit in game!
customizable_light_device Used to create a light which can have its color and brightness manipulated in response to in-game events.
prop_manipulator_device Used to manipulate the properties of one or more props in a specified area (e.g. Visibility/Destructibility).
race_checkpoint_device Used in tandem with race_manager_device to define the route players must traverse.
race_manager_device Used with the race_checkpoint_device to create more advanced racing modes.
skydome_device Controls how the sky looks, as well as giving you options for changing the sun, clouds, stars or other objects in the sky above your island. You can control the sun and moon, and add other atmospheric elements like stars, fog and clouds. You can change the color of your light source, and blend different colors for your island's sky to create the perfect atmosphere for your game.
player_counter_device Used to track and react to how many players are in a particular area, and optionally display that information in game.
vfx_creator_device Used to create and customize your own visual effects. This is more flexible than the vfx_spawner_device, which gives you a selection of pre-made visual effects to choose from but limits how much you can customize or change those effects.
map_controller_device Used to control the behavior of the map & minimap. Activation for a given agent can occur automatically via the device's Activate Automatically user option, by the agent entering and exiting the device's volume if using the Activate on Trigger user option, or via events from other devices or verse. When more than one map controller is activated for a given agent, the one with the highest Map Priority user option applies.
campfire_device Used to place a campfire in the world that an agent can use to heal themselves.
sentry_device Generates an AI bot that spawns in a location and usually attacks players when they come in range.
video_player_device Used to display curated videos onto in-game screens or player HUDs.
volume_device Used to track when agents enter and exit a volume.
gameplay_controls_device Used to update the gameplay controls scheme based on current control mode.
gameplay_controls_side_scroller_device Used to adapt the controls to side scroller functionality
gameplay_controls_third_person_device Used to adapt the controls to the camera perspective
player_spawner_device Used to spawn an agent on an island. Use multiple player_spawner_devices to spawn multiple agents.
player_reference_device Used to relay agent statistics to other devices and agents. Can transmit statistics such as elimination count, eliminated count, or scores when certain conditions are met. Can also project a hologram of the agent and display text that can be altered in various positions and curvatures.
disguise_device Used to apply a cosmetic disguise to the player. The disguise to apply is defined on the device, as are the conditions for when the disguise breaks.
crowd_volume_device Spawns a crowd to cheer you on.
player_checkpoint_device Used to set an agent's spawn point when activated. This can also clear the agent's inventory.
hiding_prop_device The hiding prop device can be used to give players a place to hide, or to allow players a special way to commence a Hidden Travel to another Hiding prop.
signal_remote_manager_device Used to trigger a custom response to a Primary or Secondary signal, sent by a Signal Remote item.
crash_pad_device Used to place a crash pad that can bounce players and protect them from fall damage.
fishing_zone_device Used to add fishing mechanics to experiences, such as: * Fishing competitions between players. * Collecting fish as a resource. * Fishing minigames with their own rewards.
barrier_device Creates an impenetrable zone that can block agent movement and weapon fire.
damage_volume_device Used to specify an area volume which can damage agents, vehicles, and creatures.
effect_volume_device Base class for types of volumes with special gameplay properties.
fire_volume_device Used to specify an area which allows (or prevents) various objects, terrain, or buildings from being set on fire.
mutator_zone_device Used to specify a zone where custom gameplay effects can be applied (e.g. gravity, no build, no weapons).
skydive_volume_device Used to create a zone where players are put into a skydive state. Can customize the amount of force used to push the player, and how fast players are launched into the air. The direction of the push is in relation to the device, so you can rotate and overlap several devices, then use variable speeds to create pneumatic tubes that propel players in different directions. You can even create unique traversal (traveling) options, where players can use these zones to reach places on your island they couldn't reach any other way.
bouncer_device Used to create a bouncer that can launch players, vehicles, and more into the air with optional effects.
spire_spike_device A Destroyable environment prop that when destroyed, drops loot. When players approach the Spire Spike, they start a countdown to a knockback ability. When players are knocked back, they do not receive damage from the knockback ability or take fall damage. They can destroy structures near the knockback location. Damaging the spike can also start the countdown to the knockback or restart the countdown if it is already started.
dance_mannequin_device Used to project a hologram of a character performing dance emotes.
creature_manager_device Used to customize one creature type at a time. Place multiple creature_manager_devices for each type of creature on your island. Changing properties will respect the Affected Creatures property of the device. If Affected Creatures is set to New Pawns Only, only new spawns will get the changed property values. If set to New and Existing Pawns, all creatures spawned from this device and new ones will have the new properties.
creature_placer_device Used to spawn a creature at a specified location.
creature_spawner_device Used to spawn one or more waves of creatures of customizable types at selected time intervals.
ai_patrol_path_device Used to create patrolling behavior for guards spawned with the guard_spawner_device.
service_station_device A one stop automated refueling and repairing station for your vehicles.
skilled_interaction_device Used to create a minigame which expects specific input timing from the player. Visuals may vary, but always feature a scrubber that moves from 0.0 to 1.0. Good and perfect zones are defined on the device, describing at what point the player must provide input to succeed.
gameplay_camera_device Used to update the camera's current viewpoint and rotation based on current camera mode.
gameplay_camera_fixed_point_device Used to update the camera’s current viewpoint and rotation based on a fixed point.
gameplay_camera_first_person_device Used to update the camera's viewpoint from the perspective of the player character.
gameplay_camera_fixed_angle_device Used to update the camera’s current viewpoint and rotation based on a fixed angle.
gameplay_camera_orbit_device Used to update the camera's viewpoint to follow the target and be rotated manually.
water_device Used to create and manipulate volumes of water where players can swim, fish, or drive boats.
character_device Used to configure a single interactive mannequin, that can visualize characters, clothing, and perform emotes.
item_shop_device Allows the item shop to be opened when activated
advanced_storm_beacon_device Used in conjunction with advanced_storm_controller_device to customize individual storm phases.
advanced_storm_controller_device Used to control a Battle Royale-style storm with up to 50 phases. Like basic_storm_controller_devices, you can use this storm to keep players inside a playable area, but unlike the basic_storm_controller_device, this device generates multiple storm phases. When used in conjunction with advanced_storm_beacon_devices, you can customize each phase of the storm by applying one or more beacons and setting customization options for the specific phase you assign to that beacon.
air_vent_device Used to boost agents, vehicles, and other objects upwards into the air.
attribute_evaluator_device Evaluates attributes for agent when signaled from other devices. Acts as branching logic, checking whether the agent associated with the signal passes all of the tests setup in this device, then sends a signal on either PassEvent or FailEvent.
ball_spawner_device Used to spawn various types of balls. Can be used to control HUD elements related to the spawned balls.
base_item_spawner_device Base class for devices that spawn items.
basic_storm_controller_device A simplified storm device that provides a way to create a single-phase storm and control its basic behaviors. To control multiple phases of the storm see advanced_storm_controller_device.
beacon_device Used to show an in world visual effect and/or a HUD marker at the desired location.
billboard_device Used to display custom text messages on a billboard.
button_device Used to create a button which can trigger other devices when an agent interacts with it.
capture_area_device Used to create a zone that can trigger effects once players enter it. Can be set up to be capturable by a team, to provide a score while held, or to require a specific item as a drop-off.
capture_item_spawner_device Spawns and tracks a single item as a game objective (e.g. flag).
channel_device Sends an Event for every signal it receives. A simple relay to connect multiple devices together. It can also broadcast an event to the playspace and listen for any other channel devices broadcasting to the playspace.
class_and_team_selector_device Used together with class_designer_device to control how/when created classes can be accessed by agents.
class_designer_device Used together with class_and_team_selector_device to create class based gameplay. Defines custom class attributes and inventory loadouts.
collectible_object_device Used to place a collectible item into the world.
color_changing_tiles_device Used to create a tile that changes colors when agents interact with it.
conditional_button_device Used to create a specialized button which can only be activated when agents are carrying specific items.
damage_amplifier_powerup_device Used to amplify an agent's damage temporarily. This applies to any weapon the agent is using at the time of the powerup.
elimination_manager_device Used to spawn items when an agent or specified target is eliminated.
experience_settings_device Used to customize high level properties of the game mode.
explosive_device Hazard which deals damage in a radius around it when destroyed or triggered.
fuel_pump_device Used to provide fuel sources for vehicles. Can also be used to deal considerable damage to agents and the environment when destroyed.
grind_powerup_device Used to let agents slide on any surface with accompanying visual and audio effects.
holoscreen_device Used to create a holographic screen that displays a clock or other curated images.
hud_message_device Used to show custom HUD messages to one or more agents.
item_granter_device Used to grant items to agents. Items can either be dropped at the agent's location or added directly to their inventory.
item_spawner_device Used to configuration and spawn items that players can pick up and use.
lock_device Used to customize the state and accessibility of doors. lock_device only works with assets that have a door attached.
map_indicator_device Used to create custom points of interest and markers on the minimap and overview map.
matchmaking_portal_device Used to take players to different islands and to link experiences together.
movement_modulator_device Used to temporarily modify the speed of agents and vehicles.
objective_device Provides a collection of destructible devices that you can select from to use as objectives in your game.
perception_trigger_device Specialized trigger_base_device that will fire output events based on line of sight between agents and the device.
pinball_bumper_device A triggered bumper that can knock players back, damage them, and award points.
pinball_flipper_device Used to move, damage, and give scores to players that interact with it. By default, it is activated by any player touching its front face, which rotates it counterclockwise and knocks those players away from it and slightly upward.
powerup_device Base class for various powerup devices offering common events like ItemPickedUpEvent.
prop_o_matic_manager_device Allows customization of the Prop-o-Matic weapon functions and how the game reacts to players using it.
prop_spawner_base_device Base class for devices that spawn a prop object.
pulse_trigger_device A device used to damage players who collide with it. Can also be used as a trigger to activate other devices.
radio_device Used to play curated music from the device or one or more registered agents.
rng_device Used to generate random numbers between a minimum and maximum value. Events are signaled when numbers are generated. * Value Limit 1 is the minimum value for generation. * Value Limit 2 is the maximum value for generation.
round_settings_device Used to customize gameplay for any round-based game. It generally defines what happens to theagent's inventory and rewards in each round.
score_manager_device Used to manipulate scores using in-experience triggers. If Activating Team is set to a specific team, then you should use the agent overloads of each function. The agent's team will be used to determine if that agent is allowed to affect the state of the device.
shooting_range_target_device A single customizable pop up target that can be hit by agents to trigger various events.
shooting_range_target_track_device A set of customizable pop up targets that can be hit by players to trigger various events.
storm_controller_device Base class for various specialized storm devices. See also: basic_storm_controller_device advanced_storm_controller_device
support_a_creator_device DEPRECATED This device is no longer supported.Used to inform players of other content made by a creator using a Support-A-Creator code. When players activate the device, it will bring up the same Support-A-Creator dialog box they would see in the Creative hub. The Support-A-Creator information shows when the dialog box opens for the player.
sword_in_the_stone_device Used to place the Infinity Blade on your island. When placed, the Infinity Blade becomes available to any player regardless of team affiliation.
team_settings_and_inventory_device Provides team and inventory configurations that go beyond the choices the My Island settings provide. Can also be used to customize individual devices and create variations in team setup.
teleporter_device Customizable rift that allows agents to move instantly between locations. You can use this to move players around your island, or create multi-island experiences with teleporters that take players from one island to another.
timed_objective_device Configures game modes where players can start or stop timers to advance gameplay objectives, such as Attack/Defend Bomb objectives.
timer_device Provides a way to keep track of the time something has taken, either for scoreboard purposes, or to trigger actions. It can be configured in several ways, either acting as a countdown to an event that is triggered at the end, or as a stopwatch for an action that needs to be completed before a set time runs out.
tracker_device Allows creation and HUD tracking of custom objectives for agents to complete.
trick_tile_device A trap device that destroys the tile it's placed on when activated.
trigger_base_device Base class for various specialized trigger devices. See also: trigger_device perception_trigger_device * attribute_evaluator_device
trigger_device Used to relay events to other linked devices.
vending_machine_device Holds and spawns items, with an optional cost for each item. Can hold up to three items, and agents can cycle between these by hitting the machine with their pickaxe.
visual_effect_powerup_device Used to trigger a visual effect (a glow or an outline) when agents pick it up.
chair_device Creates a chair where Agents can sit.
hud_controller_device Used to show or hide parts of the HUD for players or teams. Use this with other devices such as the hud_message_device, map_indicator_device, and billboard_device to control exactly how much information players can see during a game, as well as how and when they see that information.
vehicle_mod_box_spawner_device Used to spawn customizable boxes containing vehicle mods. Hit a box with a vehicle to apply the mod.
vehicle_mod_box_settings Settings for vehicle mod boxes, used with vehicle_mod_box_spawner_device.
vehicle_spawner_atk_device Specialized vehicle_spawner_device that allows an ATK (all terrain kart) to be configured and spawned.
vehicle_spawner_baller_device Specialized vehicle_spawner_device that allows a Baller vehicle to be configured and spawned.
vehicle_spawner_pickup_truck_device Specialized vehicle_spawner_device that allows a pickup truck to be configured and spawned.
vehicle_spawner_biplane_device Specialized vehicle_spawner_device that allows a Stormwing biplane to be configured and spawned.
vehicle_spawner_boat_device Specialized vehicle_spawner_device that allows a boat to be configured and spawned.
vehicle_spawner_cannon_device Specialized vehicle_spawner_device that allows a cannon to be configured and spawned.
vehicle_spawner_driftboard_device Specialized vehicle_spawner_device that allows a Driftboard to be configured and spawned.
vehicle_spawner_big_rig_device Specialized vehicle_spawner_device that allows a Mudflap semi truck to be configured and spawned.
vehicle_spawner_sedan_device Specialized vehicle_spawner_device that allows a Prevalent sedan to be configured and spawned.
vehicle_spawner_quadcrasher_device Specialized vehicle_spawner_device that allows a Quadcrasher to be configured and spawned.
vehicle_spawner_shopping_cart_device Specialized vehicle_spawner_device that allows a shopping cart to be configured and spawned.
vehicle_spawner_surfboard_device Specialized vehicle_spawner_device that allows a surfboard to be configured and spawned.
vehicle_spawner_taxi_device Specialized vehicle_spawner_device that allows a taxi to be configured and spawned.
vehicle_spawner_device Base class for various specialized vehicle spawners which allow specific vehicle types to be spawned and configured with specialized options.
vehicle_spawner_sports_car_device Specialized vehicle_spawner_device that allows a Whiplash sports car to be configured and spawned.
player_movement_settings_device Used to update the player character's movement settings on different movement mode.
class_selector_ui_device Used to allow players to select their Class from a Class Selector UI.
popup_dialog_device Used to create HUD text boxes that give players information, and allows responses to be customized to player choices.
physics_boulder_device Physics boulder that can be dislodged and damage agents, vehicles, creatures, and structures.
physics_object_base_device Base class for various physics-based gameplay elements (e.g. boulders/trees).
physics_tree_device Physics tree that can be chopped down, and damage players, vehicles, creatures, and structures.
stat_creator_device A device that generates a scoreboard stat that can be used by the game to determine Game End and Round End conditions. The stat can apply to individual players, teams, or everyone in the match. It can also generate a Level that will increment by 1 each time Value reaches Max Value, resetting Value to 0 when Level increments.
stat_powerup_device Used to increase or decrease a stat for an agent.
health_powerup_device Used to regenerate an agent's health and/or shields.
roly_poly_spawner_device Device for spawning a Roly Poly
roly_poly Roly Poly spawned from the 'roly_poly_spawner_device'
nitro_hoop_device Use to create a flaming hoop that accelerates and applies nitro to players and vehicles.
vehicle_spawner_octane_device Spawns a lightweight vehicle made for defying gravity with its rocket boosting, jumping, and aerial maneuverability capabilities.
vehicle_spawner_hammerhead_choppa_device Specialized vehicle_spawner_device that allows a Hammerhead Choppa to be configured and spawned.
vehicle_spawner_helicopter_device Specialized vehicle_spawner_device that allows a helicopter to be configured and spawned.
vehicle_spawner_heavy_turret_device Specialized vehicle_spawner_device that allows an anti-vehicle turret to be configured and spawned.
vehicle_spawner_siege_cannon_device Specialized vehicle_spawner_device that allows a siege cannon to be configured and spawned.
vehicle_spawner_ufo_device Specialized vehicle_spawner_device that allows a UFO to be configured and spawned.
vehicle_spawner_tank_device Specialized vehicle_spawner_device that allows a tank to be configured and spawned.
vehicle_spawner_armored_battle_bus_device Specialized vehicle_spawner_device that allows an armored battle bus to be configured and spawned.
vehicle_spawner_dirtbike_device Specialized vehicle_spawner_device that allows a dirtbike to be configured and spawned.
vehicle_spawner_nitro_drifter_sedan_device Specialized vehicle_spawner_device that allows a Nitro Drifter sedan to be configured and spawned.
vehicle_spawner_sportbike_device Specialized vehicle_spawner_device that allows a sportbike to be configured and spawned.
vehicle_spawner_valet_suv_device Specialized vehicle_spawner_device that allows a valet SUV to be configured and spawned.
conversation_device Used to set and trigger conversations made via the Conversation Graph. The conversation triggered is assigned to the device.
earth_sprite_device Use to create a sprite that players can trade in a weapon for a random legendary weapon or a custom item list.
guard_spawner_device Used to spawn guards that can patrol and attack other agents. Changing properties will only affect newly spawned guards.
nitro_barrel_spawner_device Used to create an environmental prop that applies Nitro to those around it when it is destroyed.
vehicle_spawner_getaway_device Specialized vehicle_spawner_device that allows a GetAway Car to be configured and spawned.
wilds_plant_device Used to create plants with explosive pods that players can detonate and launch.
grind_rail_device Used to create customizable Grind Rails.
vine_rail_device Used to create a customizable vine version of the Grind Rails.
rift_point_volume_device The Rift Point volume is used to interface with and manage the Rift Point item, and provides an area that enables players to plant the item to create search and destroy style gameplay.
vehicle_spawner_drivable_reboot_van_device
down_but_not_out_device Used to customize (or prevent) the 'down but not out' player state between 'healthy' and 'removed from game'.
vehicle_spawner_war_bus_device Specialized vehicle_spawner_device that allows a war bus to be configured and spawned.
vehicle_spawner_xwing_device Specialized vehicle_spawner_device that allows an X-wing to be configured and spawned.
vehicle_spawner_tie_fighter_device Specialized vehicle_spawner_device that allows a TIE Fighter to be configured and spawned.
vehicle_spawner_n1_starfighter_device Specialized vehicle_spawner_device that allows an N-1 Starfighter to be configured and spawned.
vehicle_spawner_armored_assault_tank_device Specialized vehicle_spawner_device that allows an Armored Assault Tank to be configured and spawned.
vehicle_spawner_turbolaser_device Specialized vehicle_spawner_device that allows a Turbolaser turret to be configured and spawned.
vehicle_spawner_df9_device Specialized vehicle_spawner_device that allows a DF.9 turret to be configured and spawned.
healing_cactus_device Use to create a cactus with healing fruits that can be burst to heal nearby players.
npc_spawner_device Used to spawn NPCs made with Character Definition asset.
scout_spire_device A boss-like environmental encounter that will attack players with different abilities
bank_vault_device A vault door that requires a start of a sequence to damage a number of weakpoints to open.
cinematic_sequence_device Used to trigger level sequences that allow coordination of cinematic animation, transformation, and audio tracks.
vehicle_spawner_rocketracing_device Specialized vehicle_spawner_device that allows a Rocket Racing Vehicle to be configured and spawned.
overlord_spire_device A boss-like environmental encounter that will attack players with different abilities
wildlife_spawner_device Used to customize the properties of NPCs spawned by this device. Changing properties will only affect newly spawned wildlife creatures.
vehicle_spawner_armored_transport_device Specialized vehicle_spawner_device that allows an armored transport to be configured and spawned.
hive_stash_device A strange organic object that may have something or someone inside of it.
hero_chest_device An indestructible chest that can be locked and unlocked.
supply_drop_spawner_device Used to spawn and configure an aerial supply drop that can provide players with customized weapons/supplies.
creative_device Inherit from this to create a custom creative device. Inherited classes will appear in the UEFN content browser the next time Verse compiles. Instances of your derived creative_device can then be placed in the island by dragging them from the content browser into the scene.
creative_device_base Base class for creative_device.
creative_device_asset Internal asset for representing creative devices.
creative_object Base class for creative devices and props.
creative_prop A Fortnite prop that has been placed or spawned in the island.
creative_prop_asset Asset used to spawn creative_prop instances.
device_ai_interaction_result Payload of device_event_ai_interaction.
carryable_spawner_agent_impact_result Payload of device_event_carryable_spawner_agent_impact.

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