Prop Hunt in UEFN: Hide in Plain Sight
Prop Hunt in UEFN: Hide in Plain Sight
Prop Hunt is the giggle-out-loud classic: half the lobby disguises as ordinary world objects — a chair, a barrel, a tomato — while the other half hunts them down. It's pure social comedy with a real cat-and-mouse skill ceiling. This Game Modes entry breaks the format down and builds a compile-verified Verse device that scores the hunters when a disguised prop is destroyed.
1. What it is
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Hidden Prop
Prop Hunt is an asymmetric hide-and-seek mode. Hiders transform into props scattered around a detailed map and must blend in — freeze in place, match the scenery, don't twitch. Hunters (or "seekers") roam the map shooting suspicious objects; a wrong guess wastes ammo and gives away their position, a right guess eliminates a hider. Hiders win by surviving the timer; hunters win by finding them all.
The comedy comes from the bluff: a hider standing perfectly still in a row of identical chairs versus a hunter spraying the whole room, hoping one of them bleeds.
2. Type of game
| Attribute | Typical value |
|---|---|
| Genre | Asymmetric hide & seek / social |
| Teams | 2 (Hiders vs Hunters), often lopsided (e.g. 8 hiders, 2 hunters) |
| Players | 4-16; more hiders than hunters |
| Match length | One timer (~3-6 min) per round, then swap roles |
| Respawns | Off within a round (eliminated hiders spectate or join hunters) |
| Map shape | Detailed, prop-dense interior — houses, shops, offices |
3. The loop
A round is a timed standoff. Hiders pick a disguise and hold still; hunters sweep the map and shoot guesses; the clock decides who wins.
The pressure ramps both ways: hunters race the clock, hiders sweat every footstep that gets close.
4. Why it's fun
- Comedy first. Watching a hunter walk past you three times, or a "chair" sprint across the room, is reliably hilarious.
- Bluffing is a skill. Great hiders pick spots that should have that object and freeze on cue; great hunters read the map for the one thing that's out of place.
- Asymmetry keeps it fresh. Hiding and hunting feel like two different games, and role-swap rounds let everyone do both.
- Low stakes, high social. It's the friend-group mode — chat, laugh, jump-scare each other.
- Map is the meta. A cluttered, varied map gives hiders infinite disguises and hunters a real puzzle.
5. Who made the great ones
Prop Hunt is one of Creative's oldest and most-played categories:
- JESGRAN — a prolific Creative author whose Prop Hunt builds rack up tens of thousands of plays; a reliable name to study for clean role rules and map density.
- Community staples like the long-running Prop Hunt: The Mega and themed "mirror"/mansion builds keep large daily lobbies by maximizing hiding variety.
- Epic ships an official Prop Hunt template in UEFN, which is the best starting point for the device + Verse wiring (and is referenced in the official docs).
6. Examples / variants
- Classic timed — hide for the round; survive the clock to win.
- Last-prop-standing — no timer; hunters win only when every hider is found.
- Decreasing taunts — hiders must periodically emit a sound/taunt, giving hunters a fair clue.
- Themed maps — kitchens, toy stores, offices — the prop set defines the whole feel.
7. How to make it in UEFN / Verse
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Prop Hunt Scorer
The devices you'll place
- Prop Manipulator Device (
prop_manipulator_device) — works with Prop-O-Matic-style disguising and fires events when a disguised prop is damaged or destroyed (i.e. a hider is found). It's the device that makes "shoot the object, find the hider" measurable. - Team Settings & Inventory — two teams: Hiders and Hunters.
- Class Designer / Prop-O-Matic granter — gives hiders the disguise tool, hunters their weapon.
- Timer / Round Settings — to bound the round and decide the timeout win for hiders.
The Verse mechanic that ties it together
The disguise system is device-driven, but Verse owns the scoring: when a hider's prop is destroyed, credit the hunter who did it. The series pattern holds — subscribe to the event, react — this time on the Prop Manipulator's DestroyedEvent.
# prop_manipulator_device exposes the prop lifecycle as events:
# DamagedEvent : agent - someone shot a disguised prop (a near-miss/hit)
# DestroyedEvent : agent - the prop (a hider) was destroyed = FOUND
PropManipulator.DestroyedEvent.Subscribe(OnPropDestroyed)
The agent the event hands you is the instigator — the hunter who pulled the trigger — so you credit them:
# Resolve the hunter's team to tally a team score, the canonical lookup:
TeamCollection := GetPlayspace().GetTeamCollection()
if (HunterTeam := TeamCollection.GetTeam[Hunter]):
# HunterTeam is the seeking team to credit
The full, compile-verified scorer
Drop this prop_hunt_score_device into your project, wire the @editable
Prop Manipulator, and it counts every hider found and announces when the
hunters have cleared the lobby. Standalone creative_device, compiles alone.
How it works, line by line
@editable PropManipulatorlets a designer drag the real device in;HidersThisRoundis the win condition the round setup feeds in.OnBeginsubscribes toDestroyedEvent— fired when a disguised prop is destroyed, i.e. a hider is found.- The event hands you the instigator (
Hunter : agent) — credit them, not the hider. GetTeamCollection().GetTeam[Hunter]resolves the hunter to their team for team scoring; it's failable, so it's guarded withif.- When
FoundreachesHidersThisRound, the hunters have cleared the lobby and the round ends.
Gotchas
- Disguising lives in the device, not Verse. Use the Prop-O-Matic / Prop Manipulator setup for transformation; Verse only scores the outcome.
DestroyedEventgives the hunter (instigator), not the hider. Don't try to credit the agent as the victim — they're the shooter.- Guard
GetTeam[]. It fails for unassigned agents; wrap it inifor scoring silently no-ops. - A timeout is a hider win. Pair this device with a Timer: if the clock runs out before
Foundhits the target, the hiders win — handle that on the Timer's event. - Map density is the meta. The more believable props you scatter, the better the mode plays. Build for variety.
Recap
- Prop Hunt is asymmetric hide-and-seek: hiders disguise as world props, hunters shoot to find them.
- The fun is the bluff and the comedy — picking a believable disguise vs reading the one thing that's out of place.
- In UEFN the Prop Manipulator measures the action, firing
DamagedEvent/DestroyedEvent. - The Verse pattern is the series staple: subscribe to
DestroyedEvent, credit the hunter (the instigator) viaGetTeam[], count finds, announce. - A dense, varied map is what makes Prop Hunt sing.
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References
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.