𦩠South Shores (Free)
Real UEFN Shell-Hunt island needs: (TERRAIN) a beach/shore biome with a beached pirate galleon hero landmark (start line + celebration stage), dunes, tide pools, a lagoon, and a small wreck interior for the echo ambience; player spawn pads on the sand. (DEVICES) 1x button_device
What you'll be able to do
- Shell-Hunt
Lessons
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1
Wash Ashore: UEFN Editor & Creative Basics
Student can open a UEFN project, navigate the viewport, place a device from Content Browser, and Launch Session to playtest.
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2
First Contact: the Button Device + Your First Verse Script
Student can add a creative_device Verse file, use @editable to reference a button_device, and Subscribe to InteractedWithEvent with an OnBegin handler that Prints.
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3
Talk to Players: HUD Message Device
Student can show, update, and hide on-screen messages from Verse via hud_message_device (the UI arc's first rung).
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4
Invisible Tripwires: the Trigger Device
Student can place trigger_device volumes and handle TriggeredEvent in Verse, reading the optional agent payload.
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5
Keeping Score: var, set, and Mutable State
Student can declare `var Count:int = 0`, mutate it with `set`, and explain why plain values are immutable in Verse.
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6
Say It With Braces: String Interpolation
Student can build dynamic strings like "Shells: {Count}/{Total}" and push them to the HUD every time state changes.
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7
Clean Functions: One Job Each
Student can extract CollectShell(), UpdateHud(), and CheckWin() as small single-purpose functions with parameters and return values (first SOLID habit).
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8
One Handler, Many Devices: Event Wiring Patterns
Student can wire an array of @editable triggers to a shared handler and identify which device/agent fired (fan-in event pattern).
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9
Your First Module: the ShellHuntKit Toolbox
Student can define a `module` with public helper functions (HUD helpers, counter), import it with `using`, and understand why modules make code reusable across projects/zones.
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10
Conjuring Shells: SpawnProp at Runtime
Student can call SpawnProp with a creative_prop_asset + transform to spawn (and Dispose) props at runtime at chosen positions.
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11
Make It Bob: MoveTo Prop Animation
Student can animate a creative_prop with MoveTo over time (the animation arc's first rung, before ease curves and prop_mover in later zones).
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12
Snap Back: TeleportTo for Players and Props
Student can teleport an agent/prop to a position or device location and use it for round-start staging and out-of-bounds resets.
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13
Collector's Loadout: Team Settings & Inventory Device
Student can control what players carry via team_settings_and_inventory_device (grant a pickaxe-only collector loadout, strip drops) β the custom-inventory arc's first rung.
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14
Game Phases: Enums as a Simple State Machine
Student can define `shell_hunt_phase := enum{Lobby, Hunting, Celebration}`, store it in a var, switch behavior per phase, and attach data to phases (the state-machine arc's first rung).
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15
Golden Shells: Subclass + override for Polymorphic Pickups
Student can write a base `shell` class with OnCollected():int and a `golden_shell` subclass using `<override>` to change points/effects β first OO polymorphism.
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16
Beach Buffs: Powerup Devices
Student can place/configure concrete powerup devices (movement-speed etc.) and Pickup/grant them from Verse when the golden shell is collected.
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17
CAPSTONE: Shell-Hunt β Ship the Minigame
Student assembles every prior lesson into one playable, compile-verified Shell-Hunt round loop and playtests it end to end.
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18
Victory Beat: Patchwork Drum Player
Student can drive the Patchwork drum_player_device from Verse to play a celebration jingle on the win event.
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19
Cave Echoes: Patchwork Echo Effect
Student can chain the echo_effect_device into the Patchwork signal path (correct /Fortnite.com/Devices/Patchwork using-clause) for beach-cave ambience.
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20
Lagoon Synthwave: Omega Synthesizer
Student can sequence the omega_synthesizer_device for a looping lobby soundtrack toggled by game phase.
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21
Victory Lap: Surfboard Spawner
Student can spawn and grant a surfboard via vehicle_spawner_surfboard_device as a scripted reward.
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22
Dune Runner: Dirtbike Spawner
Student can configure the vehicle_spawner_dirtbike_device and script respawn/assignment β reinforcing the vehicle-spawner pattern on a second device.
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23
Graceful Goodbyes: Detecting Player Leave
Student can handle a player leaving mid-round (PlayersLeftEvent / participant tracking) and clean up their shells/score so the round stays fair.
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24
Beyond Devices: First Look at Scene Graph Entities
Student can create an entity with components in Scene Graph and understands the entity/component model they'll master in later zones (arc teaser, free-tier hook).