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
Language objects
152 shown-
abstract_classAn `<abstract>` class is a base you can't instantiate directly — it defines shar reference → -
add_widget_to_screenAddWidget puts a widget on a player's screen — show a custom HUD, a banner, a pr reference → -
all_players_on_teamFilter the player list by team to act on one side — score a team, message allies reference → -
apply_damageDamage an agent from Verse to lower its health — programmatic combat: a trap, a reference → -
array_add_removeGrow and shrink a `var` array: `set Items += array{NewItem}` appends; rebuild wi reference → -
array_bounds_are_failableIndexing past the end of an array FAILS instead of crashing — `Items[99]` in an reference → -
array_index_accessIndex an array with a FAILABLE `[]`: `if (First := Items[0]):` binds the element reference → -
array_lengthAn array's `.Length` is how many elements it holds — check if a list is empty, i reference → -
await_an_eventAwait pauses a suspends function until an event fires: `Button.InteractedWithEve reference → -
block_expressionA `block:` groups several lines into one expression whose value is its last line reference → -
boolean_logicA `logic` value is true or false — store a flag like `IsGameOver` and branch on reference → -
branch_fire_and_forgetbranch: Fire-and-Forget Concurrency in Verse reference → -
break_out_of_looploop & break in Verse: Repeating Logic with an Exit reference → -
button_widgetA button widget reacts to clicks on the HUD — subscribe to its event to run Vers reference → -
cancel_on_conditioncancel-on-condition: Cancelling Async Tasks When the Game Says Stop reference → -
canvas_layoutcanvas & canvas_slot: Custom HUD Layouts in Verse reference → -
case_on_intcase on int: Branch Your Game Logic Like a Pro reference → -
casting_subtypeCasting to a Subtype in Verse: Turning Tagged Actors into Devices reference → -
cinematic_trigger_chainCHAINING devices: a trigger_device's TriggeredEvent fires a cinematic sequence d reference → -
comparison_operatorsComparison Operators: Branching Game Logic in Verse reference → -
conditional_buttonconditional_button_device only activates when a player holds the required key it reference → -
constantsConstants in Verse: Lock In Your Values reference → -
continue_skip_iterationcontinue and skip: Controlling Loop Iterations in Verse reference → -
count_matchingplayer_counter_device: Gate the Fun Until the Crew Arrives reference → -
countdown_timer_loopCount down from N: each second, decrement a `var`, update the HUD, Sleep — stop reference → -
cross_folder_accessCross-Folder Access & player_reference_device: Tracking Players Across Your Island reference → -
custom_event_signalcustom_event_signal: Wire Your Island Together Without Spaghetti reference → -
decides_effect_ruleThe <decides> Effect: Failable Logic That Actually Compiles reference → -
default_parametersDefault Parameters: Cleaner Verse Functions on the Cove reference → -
default_value_fallbackdefault-value-fallback: Safe Defaults in Verse UI reference → -
define_a_classDefining Classes in Verse: Blueprints for Your Game Objects reference → -
define_a_functionFunctions in Verse: Building Reusable Game Logic reference → -
detect_player_joinPlayerAddedEvent: Welcome Every Sailor to Your Cove reference → -
detect_player_leavedetect_player_leave: Reacting When Players Abandon the Island reference → -
editable_propertiesEditable Properties: Wire Your Island Together Without Touching Code reference → -
elimination_eventelimination_result: React to Every Knockout reference → -
enum_branchingEnum Branching in Verse: Coastal Zone Logic reference → -
event_subscribe_unsubscribeEvents in Verse: Subscribe, Handle, and Unsubscribe reference → -
expressions_have_valuesExpressions Have Values: Verse's Most Powerful Idea reference → -
failable_expressions_ruleFailable Expressions: Verse's Superpower for Safe Game Logic reference → -
failure_context_requiredfailure-context-required: Speculative Logic on the Cove Dock reference → -
failure_decidesfailure-decides: Letting Failure Steer Your Island Logic reference → -
filter_an_arrayfilter-an-array: Picking the Right Players on a Sunny Cove reference → -
find_first_matchfind (first): Picking the First Match on a Sunny Cove reference → -
folders_are_modulesFolders Are Modules: Organizing Verse Code on Your Island reference → -
forfor: Looping Over Devices to Build a Sunny Cove Moment reference → -
for_with_indexfor-with-index: Looping Over Devices With Their Position in Line reference → -
function_as_helperfunction-as-helper: Reusable Verse Functions for Cleaner Island Logic reference → -
get_all_playersGetPlayers: Rounding Up Everyone on the Island reference → -
get_fort_characterGet an agent's fort_character with a failable `[]`: `if (Char := Agent.GetFortCh reference → -
get_player_from_agentNarrow an agent to a player with a failable cast `if (P := player[Agent]):` — de reference → -
get_player_uiGetPlayerUI[Player] failably returns a player's UI so you can add widgets — the reference → -
get_playersGetPlayspace().GetPlayers() returns every player as an array — the starting poin reference → -
get_set_healthRead and set an agent's health via its fort_character — check current HP, set it reference → -
get_transformGetTransform reads a thing's transform — its translation (position), rotation an reference → -
grant_effect_to_playerApply an effect (speed, shield, item) to a player from Verse via a device or for reference → -
heal_agentHeal an agent from Verse to raise its health toward max — health pickups, safe z reference → -
if_branchingif / branching: run one block when a condition holds, else run another. Verse if reference → -
immutable_array_iterationIterating an array doesn't change it — `for` gives you each element to READ. To reference → -
immutable_by_defaultBindings are IMMUTABLE by default: `Score := 0` can't be changed later. You must reference → -
implement_interfaceImplement an interface: a class lists the interface in its parents and defines e reference → -
indentation_mattersVerse uses indentation to define blocks: the lines indented under an `if`, `for` reference → -
inheritanceInheritance: a subclass `child := class(parent):` gets the parent's fields and m reference → -
integer_division_modInteger division and `Mod` split a number: `Mod(Index, 4)` cycles 0,1,2,3 — wrap reference → -
interfacesAn interface names a SHAPE — methods a type promises to provide — without any co reference → -
is_player_aliveCheck liveness by failably getting the fort_character: it binds only when the ag reference → -
item_granteritem_granter_device hands items/weapons to a player from Verse: GrantItem(Agent) reference → -
item_spawnerItem Spawner — spawns items or enemies into the world on a timer or when trigger reference → -
item_spawner_v6item_spawner_device: place an item spawner in your level and spawn pickups from reference → -
iterate_an_arrayfor over an array: visit each element once, in order, binding it to a name in th reference → -
iterate_an_array_v6for loop over an array: walk a collection one element at a time. Use for (Item : reference → -
leaderboard_from_mapBuild a leaderboard by sorting the per-player score map into ranked order — loop reference → -
lerp_interpolationLerp (linear interpolation) blends from one value to another by a fraction t in reference → -
lives_systemGive players a lives count: decrement on elimination, respawn while >0, eliminat reference → -
lock_and_doorlock_device controls a real DOOR from Verse: Open(Agent) swings it open, Close(A reference → -
logic_and_orCombine conditions with `and` / `or`: `if (HasKey and AtDoor):` needs both; `or` reference → -
logic_not`not` flips a condition: `if (not IsDead):` runs while the player is alive. Inve reference → -
loop_with_sleepA `loop` with a `Sleep` inside is a heartbeat: do a tick of work, wait, repeat — reference → -
map_add_entryAdd or update a map entry: `set Scores = concat(Scores, map{Player => 10})` stor reference → -
map_key_valuefor over a map: iterate the key→value pairs of a `[key]value` map, binding both reference → -
map_keys_uniqueA map holds one value per key; setting an existing key replaces it. Use that to reference → -
map_lookupLook a key up in a map with a failable `[]`: `if (Hp := Health[Player]):` binds reference → -
match_timer_endEnd the match when the global timer hits zero: race the round loop against the t reference → -
math_absAbs returns the magnitude of a number, dropping its sign: `Abs(-5) = 5`. Use it reference → -
math_clampClamp keeps a number inside a range: `Clamp(Value, 0, 100)` returns Value but ne reference → -
math_floor_ceilFloor rounds a float DOWN to a whole number, Ceil rounds it UP: turn 3.7 into 3 reference → -
math_min_maxMin and Max pick the smaller / larger of two numbers: `Hp := Max(0, Hp - Dmg)`. reference → -
move_prop_movetoMoveTo smoothly animates a prop from where it is to a target position over a dur reference → -
multiple_return_valuesReturn several values at once with a tuple: `GetBounds():tuple(int,int)` hands b reference → -
mutable_var_setMutable variables with set — game state that CHANGES while the game runs (a scor reference → -
mutable_var_set_v6var and set: a mutable variable holds GAME STATE that changes while the game run reference → -
named_argumentsCall with named arguments `?Speed := 5.0` to pass values by name, not position — reference → -
named_tuple_elementsAccess tuple elements positionally with `(0)`,`(1)`: a tuple keeps several value reference → -
nested_loopsA loop inside a loop walks a grid or every pair: rows × columns, each player aga reference → -
no_null_in_verseVerse has NO null. 'Maybe absent' is an `option` (`false` when empty); 'might fa reference → -
onbegin_entry_pointOnBegin: The Verse Device Entry Point reference → -
optionoption: Safe Values in Verse reference → -
option_chainingOption Chaining in Verse: Safely Unwrapping ?Values reference → -
override_methodoverride-method: Polymorphic Behavior in Verse Devices reference → -
pickup_and_grantpickup_item_granter_device: Loot That Lands in Players' Hands reference → -
player_positionplayer_reference_device: Track, Query, and React to a Specific Player reference → -
prop_show_hideprop_manipulator_device: Show, Hide, and Animate Island Props reference → -
public_vs_privatePublic vs Private in Verse: Controlling What Your Code Exposes reference → -
racerace: Run Two Paths, Keep the Winner reference → -
random_floatGetRandomFloat: Sprinkling Chance Into Your Island reference → -
random_intGetRandomInt: Chance-Driven Gameplay on the Dock reference → -
rangesranges in Verse: Measuring Distance on Your Island reference → -
recursion_basicsRecursion in Verse: Counting Down from the Clifftop reference → -
remove_widgetremove-widget: Clearing UI from the Player's Screen reference → -
respawn_playerplayer_spawner_device: Respawn Players Exactly Where You Want reference → -
respawn_with_delayRespawn With Delay: Vanishing Dock Platforms in Verse reference → -
return_an_optionreturn-an-option: Values That Might Not Be There reference → -
round_based_flowRound-Based Flow: Building a Multi-Round Cove Battle reference → -
rushrush: Run Async Tasks Side-by-Side reference → -
scoreboard_updatescore_manager_device & player_reference_device: Live Scoreboards on the Sunny Dock reference → -
set_needs_varset-needs-var: Tracking Mutable State in Verse reference → -
set_operationsset Expressions: Mutable State on Your Island reference → -
shared_helper_moduleShared Helper Modules: Reusable Verse Logic Across Your Island reference → -
shuffle_arrayShuffle in Verse: Randomizing Arrays for Unpredictable Gameplay reference → -
sleep_timerSleep(seconds) inside a suspends function: pause THIS task for a delay while the reference → -
spawnspawn: Fire-and-Forget Async Tasks on Your Island reference → -
spawn_npcnpc_spawner_device: Bring Your Cove to Life with AI Characters reference → -
spawn_propSpawnProp: Conjure Props on the Sunny Shore with Verse reference → -
string_concatstring-concat: Building Live Text on a Sunny Cove reference → -
string_interpolationString Interpolation: Building Messages from Live Game State reference → -
string_lengthstring.Length: Measuring Player Names on a Sunny Cove reference → -
struct_vs_classstruct vs class in Verse: Choosing Your Data Container reference → -
subscribe_to_eventSubscribe-to-Event: Wiring Your Island to Life reference → -
sum_an_arraySum an Array: Tallying Scores on a Sunny Cove reference → -
suspends_functions_ruleThe <suspends> Rule: Writing Async Verse That Waits Without Freezing reference → -
suspends_only_in_suspendssuspends: Writing Code That Waits reference → -
syncsync expression: run several async tasks concurrently and wait for ALL of them t reference → -
sync_await_all`sync` runs branches concurrently and continues only when ALL finish, returning reference → -
team_of_agentLook up which team an agent is on through the team collection — decide friend vs reference → -
team_score_trackingKeep per-team scores in a map and add on events — read them to update the scoreb reference → -
teleport_toTeleportTo[] instantly relocates a player's character (or a prop) to a new posit reference → -
ternary_style_choicePick one of two values from a condition with an if/else expression — choose a co reference → -
text_block_widgetA text_block widget shows live text on the HUD — bind it to game state and updat reference → -
text_vs_string`string` is raw text you build and compare in code; `message`/localizable text i reference → -
timeout_a_waitAdd a timeout by racing a wait against a Sleep: whichever finishes first wins, s reference → -
tuplesTuples group a fixed set of values into one: `Pos : tuple(float, float) = (1.0, reference → -
type_annotationsAnnotate types with `Name : type`: `Score : int`, `Players : []player`. Explicit reference → -
type_conversionConvert between number types when needed — an int to a float for math, a float f reference → -
update_hud_each_tickRefresh a HUD value every tick: in a loop, read the latest score/health and set reference → -
using_a_moduleBring another module's names into scope with a `using { /Path/To/Module }` line reference → -
vector_addAdd vectors to offset a position: `NewLoc := OldLoc + vector3{Z:=200.0}` lifts s reference → -
vector_distanceDistance(A, B) measures how far apart two vector3 positions are — check if a pla reference → -
vectors_vector3A vector3 holds an X, Y and Z together — a position or direction in 3D space: `L reference → -
vehicle_spawnerVehicle Spawner — spawn a drivable vehicle a player can hop into and drive reference → -
while_style_loopA `loop` repeats forever until you `break` out — a game's main update loop: do w reference → -
win_condition_checkDecide the winner with a comparison: `if (Score >= WinScore):` end the round and reference → -
zone_based_buffBuff players inside a zone and remove it when they leave: subscribe to enter/exi reference →