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Teen 19 lessons ~152 min Printable lesson plan

🧠 Center Village (Free)

The REAL AweShucks Town UEFN island needs: TERRAIN/BUILD β€” 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

Reading level:
Teen

What you'll be able to do

  • AweShucks Town Hub β€” the Island That Launches the Island

Lessons

  1. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 18

    Capstone: AweShucks Town β€” 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 β€” then publishes it.

  19. 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 β€” building more advanced games from proven parts.