Reference
The Ropes
The canonical, one-per-object reference for Verse & UEFN — every device, type and API, with its full member surface and compile-verified examples. Derived from the live UEFN API catalog and re-checked on each release. Looking for step-by-step how-tos instead? Browse the Guides →
Devices
222 objectsDrop-in UEFN devices you drive from Verse — triggers, granters, locks, spawners.
222 with a full reference page
Foundations
19 objectsVerse patterns, best-practices and style — how to write clean, correct Verse.
19 with a full reference page
Language
152 objectsCore Verse language + standard-library types: the building blocks every island uses.
152 with a full reference page
Scene Graph
139 objectsEntities, components and the simulation model behind the new scene-graph runtime.
20 with a full reference page
Items
28 objectsItemization, inventory and item-spawning APIs — what players carry and pick up.
Reference pages coming soon
Collectibles
0 objectsThe island's collectible catalog — weapons, items, sidekicks and sprite NPCs players find, collect and master.
Reference pages coming soon
Fortnite API
1515 objectsThe wider Fortnite API surface available to Verse.
4 with a full reference page
Unreal Engine
94 objectsUnreal Engine types & APIs exposed to Verse — the engine layer beneath Fortnite.
4 with a full reference page
Foundations objects
19 shown-
avoid_magic_numbersName important numbers as constants (`WinScore : int = 3`) instead of sprinkling reference → -
comments_and_readabilityComments & Readability in Verse: Write Code Your Future Self Will Thank You For reference → -
compose_small_functionsCompose Small Functions: Building Beach-Day Logic from Tiny Pieces reference → -
cooldown_patternCooldown Pattern in Verse: Gating Abilities at the Sunny Cove Dock reference → -
early_return_patternEarly Return Pattern: Writing Cleaner Verse Logic reference → -
enum_with_data_patternEnum-with-Data Pattern: State Machines That Actually Hold Data reference → -
guard_clause_validationValidate inputs up front and bail on bad ones before the real work — fewer neste reference → -
keep_onbegin_lightSet up subscriptions and kick off loops in OnBegin, but don't block it forever — reference → -
naming_conventionsVerse names types in lower_snake_case (creature_spawner_device) and values/funct reference → -
one_device_per_classautomated_turret_device: Smart Sentinels That React to Your Game State reference → -
one_responsibility_per_functionOne Responsibility Per Function: Clean Verse with creative_prop reference → -
prefer_events_over_pollingPrefer Events Over Polling: Reactive Verse Patterns reference → -
print_for_debuggingPrint & log_channel: Debug Signals from Your Sunny Cove reference → -
simple_game_state_machineSimple Game State Machine: Orchestrating a Coastal Race reference → -
spawn_wave_patternspawn_wave_pattern: Timed Enemy Waves on a Sunny Cove reference → -
state_entry_exit_actionsState Entry & Exit Actions: Reacting the Moment a Device Turns On or Off reference → -
state_machine_with_npc_behaviornpc_behavior: Custom NPC State Machines on the Cove reference → -
state_transition_with_setState Transitions with Set: Driving Island Devices from One Master Cue reference → -
what_is_a_state_machineA state machine is a thing that's always in exactly ONE of a few named states an reference →