How to Build a Super Fan in Fortnite
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How to Build a Super Fan in Fortnite

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How to Build a Super Fan in Fortnite

Do you love the bouncy, funny world of Fall Guys? Have you ever wanted to blow your friends away with a giant gust of wind? Today, we will build a working air fan! It will look like a cool propeller, but it will actually push players into the sky. You will learn how to mix game pieces together. You will also learn how to hide the invisible parts that make the magic happen. Let's make some wind!

What You'll Learn

  • How to assemble a visual fan using props.
  • How to add invisible power using an Air Vent.
  • How to hide devices so they don't ruin the look.
  • How to tune the wind strength for fun gameplay.

How It Works

Imagine you are building a robot. First, you build the outer shell. This is what people see. It has arms and a head. Then, you put the engine inside. The engine does all the work. You cannot see it, but it makes the robot move.

In Fortnite Creative, we do the same thing. We want a fan. The fan needs two parts.

First, we need the Look. This is the pretty part. We use the Fall Guys Fan prop. This is a static object. It looks like a fan, but it does nothing. It is like a picture of a fan on your wall.

Second, we need the Power. This is the invisible part. We use an Air Vent device. An Air Vent pushes things. It creates wind. But an Air Vent looks like a plain square. It is not fun to look at.

So, we combine them. We put the Air Vent inside the Fan prop. Now, it looks like a fan, but it acts like a wind machine. This is called composition. We are composing a new object from old parts.

We also need to hide the Air Vent. If players see the square device, it breaks the illusion. We turn off its visibility. This is called a constant. We set it once. It stays hidden forever.

Finally, we set the wind strength. Too strong, and players fly away forever. Too weak, and they get stuck. We find the sweet spot. This is like tuning a radio. We want clear sound, not static.

Let's Build It

Here is how to build your fan step-by-step. No coding is needed for this basic version! But understanding how it works is the first step to coding later.

Step 1: Get Your Materials

Go to the Creative tab in the device menu. Search for these items:

  1. Fall Guys Fan (Under Props).
  2. Fall Guys Blue Propeller (Under Props).
  3. Air Vent (Under Devices).

Step 2: Assemble the Fan

Place the Fall Guys Fan on the ground. Place the Fall Guys Blue Propeller in the center of the fan. This makes it look cool. It spins when the game starts. This is just for show.

Step 3: Add the Power

Place the Air Vent device directly on top of the fan's center. It might look weird at first. That is okay! We are hiding it soon.

Step 4: Hide the Device

Select the Air Vent. Go to its settings. Find Visible During Game. Turn it Off. Now, the square device is gone. Only the pretty fan remains.

Step 5: Tune the Wind

Select the Air Vent again. Change these settings:

  • Knock Up Force: Set to Low. This pushes players up gently.
  • Gust Range: Set to 6.25 meters. This is how far the wind travels.

Step 6: Test It!

Press Play. Stand on the fan. Whoosh! You fly up. You can adjust the force to make it stronger or weaker. Try it out.

The Code Behind the Magic (Conceptual)

Even though we used the editor, Verse code does something similar. Here is a simple idea of what the code looks like. It is not real code you can run yet, but it shows the logic.

# This is a simple idea of how a fan works in code.
# We wire up the two editor-placed devices in a Verse device class.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }

# A Verse device that represents our composed fan object.
fan_controller := class(creative_device):

    # Drag the Air Vent device into this slot in the editor.
    # This is the "Power" part — it does the real pushing.
    @editable
    Power : air_vent_device = air_vent_device{}

    # OnBegin runs automatically when the game starts.
    # This matches what we did manually in the editor steps above.
    OnBegin<override>()<suspends> : void =
        # Hide the square device so only the pretty fan prop shows.
        # note: air_vent_device has no runtime SetVisible; visibility
        # is controlled by the "Visible During Game" editor setting,
        # which we already turned Off in Step 4.
        # Enable the vent so it starts pushing players right away.
        Power.Enable()

In this example, fan_controller is a class. It holds the whole fan object. OnBegin is a function. It is a list of instructions. The computer runs these instructions when the game begins. We tell it to enable the power so it starts working. The hiding was already done in the editor in Step 4. This is exactly what we did in the editor!

Try It Yourself

Now it is your turn to experiment.

Challenge: Make a "Double Fan."

Place two fans next to each other. Make them blow in opposite directions. Can you make a player spin in circles?

Hint: Try changing the Knock Up Force to Medium on one fan. See how it changes the player's movement.

Recap

You built a working air fan in Fortnite. You learned to combine a visual prop with an invisible device. You hid the device to keep the game looking good. You tuned the wind strength for fun. You used composition to create something new. Great job!

References

  • https://dev.epicgames.com/documentation/en-us/fortnite/fall-guys-designing-an-obstacle-course-in-fortnite-creative
  • https://dev.epicgames.com/documentation/en-us/fortnite-creative/fall-guys-designing-an-obstacle-course-in-fortnite-creative
  • https://dev.epicgames.com/documentation/en-us/fortnite-creative/fortnite-creative-glossary
  • https://dev.epicgames.com/documentation/en-us/uefn/30-40-release-notes-in-unreal-editor-for-fortnite
  • https://dev.epicgames.com/documentation/en-us/fortnite/30-40-fortnite-ecosystem-updates-and-release-notes-in-creative-and-unreal-editor-for-fortnite

Verse source files

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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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