🧠 Center Village (Free)
The REAL AweShucks Town UEFN island needs: TERRAIN/BUILD — central town plaza (CTF arena footprint with two flag bases), island market street, map-room building (Hall of Badges wall inside), Jitterbean coffee shop, five themed portal booths ringing the plaza (flamingo/bear/dragon
What you'll be able to do
- AweShucks Town Hub — the Island That Launches the Island
Lessons
- 1
Town Plaza Wiring: the Trigger Device is Your Event Glue
Student can wire device-to-device events in the editor and Subscribe to TriggeredEvent in Verse to react to anything happening in the world.
- 2
Booth Buttons: Bridging Device Interactions into Verse
Student can subscribe to button InteractedWithEvent, read the interacting agent, and route it into their own functions.
- 3
Professor AweShucks Speaks: HUD Messages for Player Guidance
Student can show timed, targeted HUD messages from Verse to guide players through the hub.
- 4
Island Market Ambience: Song Sync and Musical Stings
Student can drive the song_sync_device from Verse to layer district ambience and fire a sting on game events.
- 5
Map Room Guards: AI Patrol Paths and NPC Routes
Student can lay patrol path nodes, assign an NPC guard, and start/stop/redirect patrols from Verse.
- 6
Score and Time: Wiring score_manager and timer from Verse
Student can award score via score_manager_device and start/pause/reset a timer_device from Verse as one cooperating system.
- 7
The Hub Heartbeat: Custom Round Logic in Verse
Student can orchestrate a start/play/win/reset game loop in Verse that coordinates score, timer, and spawns.
- 8
Teams and Classes: Organizing a Multiplayer Town
Student can configure teams and classes, use class_selector devices, and read a player's team from Verse.
- 9
Lobby Spawns and Loadouts: player_spawner + team_settings_and_inventory
Student can place per-team spawn pads and grant team loadouts/inventory rules so players always spawn correctly equipped.
- 10
Tour the Town: Quests with the Tracker Device
Student can define a tracked quest (visit all 5 portal booths), update progress from Verse, and grant a completion reward.
- 11
Plaza Skirmish: a Capture-the-Flag Mini-Mode
Student can assemble teams, classes, spawns, score, timer, and round logic into one playable CTF event.
- 12
The Hall of Badges: Cross-Zone Persistence with [player] Maps
Student can store per-player progress in a weak_map([player], int) marked <persistable>, version it, and read zone badges earned on OTHER islands.
- 13
Badge-Gated Doors: Conditional Buttons and Unlock Logic
Student can gate interactions with conditional_button_device and a Verse gatekeeper module that checks the persistence profile.
- 14
Building the Portal Gate: Scene Graph Entities and Prefabs
Student can build the portal gate as an entity hierarchy with mesh components and save it as a reusable prefab stamped at all 5 booths.
- 15
The Portal Beacon: a Custom Verse Component
Student can write a custom component (portal_beacon_component) attached to the gate prefab that animates/glows when the player's badge unlocks that zone.
- 16
The Gateway: Matchmaking Portal Device
Student can configure a matchmaking_portal_device with a linked island code, enable/disable it from Verse, and send players to another published island.
- 17
Ship It: Island Settings, Matchmaking Queues, and Publishing
Student can configure island settings, set matchmaking queue controls, and publish through Creator Portal so their hub is a real joinable Fortnite island.
- 18
Capstone: AweShucks Town — the Hub That Wires the Island Together
Student assembles every lesson into the full hub island: lobby loop, CTF event, quest, badge persistence, gated scene-graph portals, and live matchmaking portals — then publishes it.
- 19
Reuse Your Modules Across Islands (What Epic Doesn't Teach)
Student can package the UI kit / save system / helper modules built in earlier zones and reuse them in a DIFFERENT island project — building more advanced games from proven parts.