Red vs Blue in UEFN: Endless Team Warfare
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Red vs Blue in UEFN: Endless Team Warfare

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Red vs Blue in UEFN: Endless Team Warfare

Red vs Blue is the simplest pitch in Creative: pick a side, grab every weapon imaginable, and fight forever. No objectives to learn, no rules to read — just two teams, infinite ammo, and a kill counter ticking up. It's one of the most-played casual categories in the game. This Game Modes entry breaks the format down and builds a compile-verified Verse device that tallies eliminations per team.

1. What it is

<!-- section-art:1-what-it-is --> Red vs Blue in UEFN: Endless Team Warfare: 1. What it is

Infinite Brawl

Red vs Blue is endless team deathmatch. The lobby splits into two color-coded teams, everyone gets unlimited supplies and infinite ammo, and the teams brawl across an arena. The "win" is usually just the team with more eliminations — but honestly, the score is secondary. The product is constant, consequence-free action: respawn instantly, run back in, fight again.

It's the comfort-food mode — zero friction, pure chaos, endlessly replayable.

2. Type of game

Attribute Typical value
Genre Team deathmatch / casual PvP
Teams 2 (Red, Blue)
Players 8-32; the bigger the lobby, the better the chaos
Match length Endless, or first-team-to-N eliminations
Respawns Instant and constant — the whole point
Map shape One shared arena, often symmetrical, with vaults/easter eggs

3. The loop

Pick a side, spawn, fight, die, respawn instantly, fight again — with a team kill counter climbing the whole time.

flowchart TD A[Join a team: Red or Blue] --> B[Spawn with full loadout + infinite ammo] B --> C[Fight across the arena] C --> D{Get an elimination?} D -->|Yes| E[Your team score +1] D -->|No| F{Eliminated?} E --> F F -->|Yes| G[Respawn instantly] F -->|No| C G --> B E --> H{Team hit the target score?} H -->|No| C H -->|Yes| I[That team wins the round]

There's no downtime: the moment you die you're back in, so the action never stops.

4. Why it's fun

  • Zero learning curve. Pick red or blue, shoot the other color. A new player is fully up to speed in five seconds.
  • Nonstop action. Instant respawns and infinite ammo mean you're always fighting — no looting, no waiting.
  • Loadout sandbox. Every weapon available at once turns it into a playground for trying guns and combos.
  • Big-lobby chaos. 30+ players in one arena is glorious mayhem — the bigger the better.
  • Secret-vault depth. Many builds hide easter-egg vaults and unlockables, giving the curious something to chase between fights.

5. Who made the great ones

Red vs Blue is a perennial top category:

  • Typical GamerSUPER RED VS BLUE (code 2786-2114-8349): pick a side, grab every weapon imaginable, and battle — one of the most action-packed team-deathmatch builds in Creative, from a major creator.
  • "Crazy Red vs Blue" lineage — community builds that layer secret "Crazy Vault" easter eggs and unlockables on top of the core fight, pulling hundreds of thousands of players.
  • The format's strength is that it's simple to build and endlessly remixable — the best ones win on arena flow, weapon variety, and hidden extras rather than rules.

6. Examples / variants

  • Classic TDM — two teams, most eliminations wins (or first to N).
  • Infinite / no-score — pure sandbox, fight forever, no win condition (the most casual).
  • Vault hunt — secret rooms and easter eggs to unlock mid-match (the "Crazy" school).
  • Loadout rounds — periodically swap everyone's weapons to keep it fresh.

7. How to make it in UEFN / Verse

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Team Score Tally

The devices you'll place

  • Team Settings & Inventory Devicetwo of them, one per team, defining Red and Blue plus each side's loadout and infinite-ammo settings.
  • Elimination Manager Device (elimination_manager_device) — fires EliminationEvent on every kill, carrying the eliminator.
  • Player Spawn Pads — assigned per team, ideally on opposite sides of the arena.

The Verse mechanic that ties it together

The teams and loadouts are device-driven. Verse owns the team scoreboard: on each elimination, find the eliminator's team and add a point. This is the same canonical team lookup from the Capture the Flag guide — subscribe to the event, resolve the team, tally.

# elimination_manager_device fires on every kill, carrying the eliminator:
#   EliminationEvent : ?agent   - the eliminator (optional)
EliminationManager.EliminationEvent.Subscribe(OnElimination)

Then resolve the killer's team and add to a [team]int score map — the canonical team-mode pattern:

TeamCollection := GetPlayspace().GetTeamCollection()
if (KillerTeam := TeamCollection.GetTeam[Killer]):
    # KillerTeam is the team to credit with the elimination

The full, compile-verified team scorer

Drop this red_vs_blue_device into your project, wire the @editable Elimination Manager, and it tallies eliminations per team and announces the winner at the target score. Standalone creative_device.

How it works, line by line

  1. @editable EliminationManager lets a designer drag the real device in; TargetScore is the round win condition.
  2. OnBegin subscribes to EliminationEvent, which carries the eliminator.
  3. The eliminator is ?agent (optional) — a fall/storm death has no killer. if (Killer := MaybeKiller?) unwraps it before scoring.
  4. GetPlayspace().GetTeamCollection().GetTeam[Killer] is the canonical "which team is this player on?" lookup — failable, so guarded with if.
  5. Scores : [team]int keys the score by the team object itself; Scores[KillerTeam] or 0 reads the default, and the failable set is wrapped in if (...) {}.

Gotchas

  • Define teams on the devices, not in Verse. Two Team Settings & Inventory devices create Red and Blue; Verse only reads team membership via GetTeam[].
  • The eliminator is optional. EliminationEvent gives ?agent; unwrap with MaybeKiller? so non-combat deaths don't fault the handler.
  • Guard GetTeam[]. It fails for spectators/unassigned agents — the if is mandatory or scoring silently no-ops.
  • Infinite ammo is a device setting. Turn it on in the Team Settings & Inventory loadout, not in Verse — it's the whole "consequence-free" feel.
  • Flow over rules. Red vs Blue lives or dies on arena layout and respawn placement. Keep spawns safe, sightlines fair, and the action constant — and hide a vault for the explorers.

Recap

  • Red vs Blue is endless team deathmatch: pick a side, infinite ammo, fight forever, with a per-team kill counter.
  • The fun is zero learning curve, nonstop instant-respawn action, and big-lobby chaos (plus secret vaults to chase).
  • In UEFN two Team Settings & Inventory devices define the sides and the Elimination Manager reports every kill.
  • The Verse pattern is the series staple: subscribe to EliminationEvent, unwrap the ?agent killer, resolve the team with GetTeam[], tally a [team]int score.
  • Arena flow and fair, safe respawns matter more than any rule.

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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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