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Teen 24 lessons ~192 min Printable lesson plan

🦩 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

Reading level:
Teen

What you'll be able to do

  • Shell-Hunt

Lessons

  1. 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.

  2. 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.

  3. 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).

  4. 4

    Invisible Tripwires: the Trigger Device

    Student can place trigger_device volumes and handle TriggeredEvent in Verse, reading the optional agent payload.

  5. 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.

  6. 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.

  7. 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).

  8. 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).

  9. 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.

  10. 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.

  11. 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).

  12. 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.

  13. 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.

  14. 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).

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 20

    Lagoon Synthwave: Omega Synthesizer

    Student can sequence the omega_synthesizer_device for a looping lobby soundtrack toggled by game phase.

  21. 21

    Victory Lap: Surfboard Spawner

    Student can spawn and grant a surfboard via vehicle_spawner_surfboard_device as a scripted reward.

  22. 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.

  23. 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.

  24. 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).