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. Browse the Guides →
Devices
236 objectsDrop-in UEFN devices you drive from Verse — triggers, granters, locks, spawners.
236 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
142 objectsEntities, components and the simulation model behind the new scene-graph runtime.
24 with a full reference page
Items
28 objectsItemization, inventory and item-spawning APIs — what players carry and pick up.
Reference pages coming soon
Collectibles
678 objectsThe island's collectible catalog — weapons, items, companions, sidekicks, sprites, ammo, currency and traps players find, collect and master.
678 with a full reference page
Fortnite API
1515 objectsThe wider Fortnite API surface available to Verse.
2 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 shownavoid_magic_numbersName important numbers as constants (`WinScore : int = 3`) instead of sprinklingreference →comments_and_readabilityComments & Readability in Verse: Write Code Your Future Self Will Thank You Forreference →compose_small_functionsCompose Small Functions: Building Beach-Day Logic from Tiny Piecesreference →cooldown_patternCooldown Pattern in Verse: Gating Abilities at the Sunny Cove Dockreference →early_return_patternEarly Return Pattern: Writing Cleaner Verse Logicreference →enum_with_data_patternEnum-with-Data Pattern: State Machines That Actually Hold Datareference →guard_clause_validationValidate inputs up front and bail on bad ones before the real work — fewer nestereference →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/functreference →one_device_per_classautomated_turret_device: Smart Sentinels That React to Your Game Statereference →one_responsibility_per_functionOne Responsibility Per Function: Clean Verse with creative_propreference →prefer_events_over_pollingPrefer Events Over Polling: Reactive Verse Patternsreference →print_for_debuggingPrint & log_channel: Debug Signals from Your Sunny Covereference →simple_game_state_machineSimple Game State Machine: Orchestrating a Coastal Racereference →spawn_wave_patternspawn_wave_pattern: Timed Enemy Waves on a Sunny Covereference →state_entry_exit_actionsState Entry & Exit Actions: Reacting the Moment a Device Turns On or Offreference →state_machine_with_npc_behaviornpc_behavior: Custom NPC State Machines on the Covereference →state_transition_with_setState Transitions with Set: Driving Island Devices from One Master Cuereference →what_is_a_state_machineA state machine is a thing that's always in exactly ONE of a few named states anreference →