Stop Guessing, Start Building: How to Find the Right Device in UEFN
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Stop Guessing, Start Building: How to Find the Right Device in UEFN

Updated beginner

Stop Guessing, Start Building: How to Find the Right Device in UEFN

So, you’ve placed down some walls, maybe tossed a few props, and now you’re staring at a blank island wondering, "How do I make this actually work?" The secret isn’t magic; it’s the Device Library. Think of the Device Library as your island’s cheat code menu, but legal. It’s where you go to spawn the logic that makes your game fun, chaotic, or just plain broken in the best way possible.

In this tutorial, we’re going to skip the boring "Hello World" stuff and dive straight into the biggest hurdle for new builders: Finding the right tool for the job. We’ll learn how to navigate the Content Drawer, use search like a pro, and set up a simple "Player Spawner" so you can actually test your island without respawning manually every five seconds.

What You'll Learn

  • What a Device is: Understanding the difference between a prop (decoration) and a device (logic).
  • How to Find Devices: Using the Content Drawer, search bars, and tags to locate specific tools.
  • The Scene Graph Basics: Why naming your devices matters (because "Device 1" is a nightmare to debug).
  • First Steps in Verse: A tiny glimpse of how Verse interacts with these devices.

How It Works

What is a Device? (The "Brain" vs. The "Body")

In Fortnite Creative, you have two main types of objects: Props and Devices.

  • Props are the stuff you see. The tree, the wall, the barrel. They are static. They don’t do anything unless you hit them with a pickaxe. Think of them as the set dressing in a movie.
  • Devices are the brains. They don’t have to be visible (though some are, like buttons or switches). They handle the logic: spawning players, dealing damage, changing the storm, or granting loot.

When you build an island, you’re essentially wiring up these brains. If you want a trap to explode when someone steps on it, you need a Trigger Device (the sensor) and an Explosive Device (the explosion).

The Content Drawer: Your Inventory Screen

In the game, you press Tab to see your items. In UEFN, you press Tab (or click the Content Drawer icon) to see the Content Drawer. This is your infinite inventory of devices.

Inside, you’ll see folders like Fortnite > Devices. This is the meat of the system. It’s organized by category (Movement, Combat, Logic, etc.), but there are hundreds of devices. Guessing which one does what is like trying to find a specific song on Spotify by describing the vibe. Instead, we use Search and Tags.

  • Search Bar: Type the name of what you want. If you want to spawn players, type "Spawn".
  • Tags: These are keywords attached to devices. A "Player Spawner" might have tags like Player, Spawn, Game. You can filter by these tags to see only devices that match.
  • Intersect: If you want devices that have both Tag A and Tag B, use Intersect. It’s like filtering a loot drop to be both "Rare" AND "Gold".

Why Naming Matters (The Scene Graph)

Before we code, let’s talk about Organization. In Verse (Epic’s programming language), we talk about the Scene Graph. The Scene Graph is just a fancy term for the family tree of everything in your level.

Imagine your island is a house.

  • The House is the Level.
  • The Rooms are Groups.
  • The Furniture are Props and Devices.

If you name every device "Device 1", "Device 2", and "Device 3", your code will look like this:

Device_1.Set_Health(100)

But if you name them logically, your code becomes readable:

Health_Pack.Spawn()

Rule #1 of Verse: Name your devices something meaningful. It saves you from crying later.

Let's Build It

We’re going to build a simple Respawn Zone. Why? Because nothing kills the fun faster than dying in a custom island and having to wait for the match to end to play again.

Step 1: Find the Player Spawner

  1. Open UEFN and go to Create Mode.
  2. Press Tab to open the Content Drawer.
  3. In the search bar at the top, type Player Spawner.
  4. You should see the Player Spawner device. Drag it into your viewport.
  5. CRITICAL STEP: In the Details panel (usually on the right), find the Name field. Change it from Player Spawner to MyRespawnPoint.

Step 2: Find a Trigger (Optional but Cool)

Let’s make it so you only respawn if you step in a specific zone.

  1. Keep the Content Drawer open.
  2. Search for Trigger Volume.
  3. Drag it into your scene.
  4. Name it RespawnTrigger.
  5. Scale it up so it covers a nice big area on the floor.

Step 3: The Verse Connection

Now, here’s where Verse comes in. Devices have Events (things that happen) and Functions (things you tell them to do).

  • Event: OnBeginOverlap (When a player steps in the trigger).
  • Function: SpawnPlayer (Tell the spawner to put a player there).

We want to connect RespawnTrigger to MyRespawnPoint. In UEFN, you can do this visually with Wire Mode (press W), but let’s see how it looks in Verse. This is how you tell the computer what to do.

Walkthrough

  1. respawn_trigger := <RespawnTrigger>: This line tells Verse, "Hey, remember that device I named RespawnTrigger? I’m going to call it respawn_trigger in my code." This is called assigning a variable. A variable is just a nickname for a device.
  2. respawn_trigger.OnBeginOverlap: This is the Event. It’s like a tripwire. When the tripwire is tripped (a player overlaps), the code inside runs.
  3. player_spawner.SpawnPlayer(overlap_player): This is the Function. It’s an action. We are telling the spawner to perform the SpawnPlayer action on the specific player who triggered the event.

Try It Yourself

Challenge: Create a "Loot Goblin" room.

  1. Find a Loot Granter device. Name it GoblinLoot.
  2. Find a Trigger Volume. Name it GoblinTrigger.
  3. Find a Player Spawner. Name it GoblinSpawn.
  4. Write a Verse script that:
    • Spawns the player at GoblinSpawn when they enter GoblinTrigger.
    • Grants them a specific item (hint: look for a function like GrantItem on the Loot Granter, or just stick to the respawn logic for now if you’re stuck).

Hint: If you’re stuck on the respawn part, look at the code above. You just need to swap the device names. For the loot part, remember that devices have Properties you can set in the Details panel (like which item to grant) and Functions you call in Verse.

Recap

  • Devices are the logic brains of your island; Props are just decoration.
  • Use the Content Drawer (Tab) to find devices. Use the Search Bar for names and Tags for categories.
  • Name your devices something meaningful. It makes your Verse code readable and your life easier.
  • Verse connects Events (like OnBeginOverlap) to Functions (like SpawnPlayer) to make your devices work together.

References

  • https://dev.epicgames.com/documentation/en-us/fortnite/using-first-person-camera-devices-in-fortnite-creative
  • https://dev.epicgames.com/documentation/en-us/fortnite/getting-started-with-devices-in-fortnite
  • https://dev.epicgames.com/documentation/en-us/fortnite-creative/building-your-first-island-in-fortnite-creative
  • https://dev.epicgames.com/documentation/en-us/fortnite/exploring-the-content-browser-menu-in-fortnite-creative
  • https://dev.epicgames.com/documentation/en-us/fortnite/using-progress-based-mesh-devices-in-fortnite

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Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.

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